GGACR/Jam Kuradoberi

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< GGACR
Revision as of 17:52, 23 June 2019 by 47.28.96.216 (talk)
Jam Kuradoberi
GGAC Jam Portrait.png
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Overview

Jam is a Chinese Chef who is all about rushdown. Her voice is extraordinarily annoying.

P.W.A.B. Report #7403: Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.


 Jam Kuradoberi -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --

Unique Mechanics


Cards

Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties.

These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen.

Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/prHmfNfBxDk

}}



Normal Moves

5P
GGAC Jam 5P.png
One of the fastest jabs in the game, with 3 Frame startup.
GGXXACPR Jam 5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Mid 3 3 4 +3 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Jam 5P.png
GGXXACPR Jam 5P-Hitbox.png


5K
GGAC Jam 5K.png
Hits low, comes out fast, + on block, what more do you want?
GGXXACPR Jam 5K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 Low 5 4 7 +1 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% SR 11 12 12 6
GGAC Jam 5K.png
GGXXACPR Jam 5K-Hitbox.png
•Jam is in CH state during move


  • Forced Prorate 80%
  • Hitstop 6 (This move has 1/2 the standard hitstop, making it harder to react to tick-throw setups)
c.S
GGAC Jam cS.png
Short range, elbow to the gut, only really used when you can't f.S
GGXXACPR Jam cS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 6 8 12 -6 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Jam cS.png
GGXXACPR Jam cS-Hitbox.png


f.S
GGAC Jam fS.png
Farthest standing poke, good to keep people from running in.
GGXXACPR Jam fS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 6 5 10 -1 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Jam fS.png
GGXXACPR Jam fS-Hitbox.png


5H
GGAC Jam 5H.png
The last hit drags the opponent in on hit or block, and is + on block.
GGXXACPR Jam 5H-1-Hitbox.png

1st hit (Frames 13-15)

GGXXACPR Jam 5H-2-Hitbox.png

2nd hit (Frames 19-21)

GGXXACPR Jam 5H-3-Hitbox.png

3rd hit (Frames 25-27)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24×3 Mid 13 3(3)3(3)3 15 +1 4×2, 5 14×2,20 6×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×3 22~24F, 34~36F Upper Body
25~33F Low Profile
SR 16×2, 18 Crouch 18×2, Crouch 20 16×2, 18 7×2, 15
GGAC Jam 5H.png
The Guard Bar Generator
GGXXACPR Jam 5H-1-Hitbox.pngGGXXACPR Jam 5H-2-Hitbox.pngGGXXACPR Jam 5H-3-Hitbox.png
1st hit (Frames 13-15) • 2nd hit (Frames 19-21) • 3rd hit (Frames 25-27)
•3rd hit pulls in opponent on hit


6P
GGAC Jam 6P.png
Not that great of an anti-air, really.
GGXXACPR Jam 6P-1-Hitbox.png

1st hit (Frame 7)

GGXXACPR Jam 6P-2-Hitbox.png

2nd hit (Frames 19-21)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×2 Mid 7 1(10)3 12 +2 3, 4 10, 14 7, 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 90% 1~7F Above Knees
8~20F Upper Body
SR 13, 16 14, 17 14, 16 13, 14
GGAC Jam 6P.png
GGXXACPR Jam 6P-1-Hitbox.pngGGXXACPR Jam 6P-2-Hitbox.png
1st hit (Frame 7) • 2nd hit (Frames 19-21)
•Staggers on ground CH (Max 37F for both hits)


6K
GGAC Jam 6K.png
Should normally hold 4 after a dash so you don't accidentally get this instead of 5K.
GGXXACPR Jam 6K-1-Hitbox.png

1st hit (Frames 6-9)

GGXXACPR Jam 6K-2-Hitbox.png

2nd hit (Frames 16-23)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16, 26 Mid 6 4(6)8 20 -14 3 10×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SJR 13 Stand 14 14 6, 13
GGAC Jam 6K.png
GGXXACPR Jam 6K-1-Hitbox.pngGGXXACPR Jam 6K-2-Hitbox.pngGGXXACPR Jam 6K-3-Hitbox.png
1st hit (Frames 6-9) • 2nd hit (Frames 16-19) • 2nd hit (Frames 20-23)


6H
GGAC Jam 6H.png
Not pictured: the hitbox extending about 1.5 character lengths out.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 18 6 10 +3 +8 4 10 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 1~18F, 32~33F Lower Body
1~18F Throw
24~31F Above Knees
SR 18 Stand 23 22 + GBounce 14
GGAC Jam 6H.png
The definition of ignorance
GGXXACPR Jam 6H-Hitbox.png
•Lower Body invincible still has back leg vulnerable
•Can cancel into 6HH from 19~32F
•Jam is in CH state during move
•Custom blockstun and hitstun


6HH
GGAC Jam 6HH.png
Sticks your opponent to the wall, very satisfying to hit with.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6HH
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
53 Mid 10 7 23 -11 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 1~6F Above Knees
7~7F Upper Body
R 18 Launch 48 + WStick 24 15
GGAC Jam 6HH.png
GGXXACPR Jam 6HH-1-Hitbox.pngGGXXACPR Jam 6HH-2-Hitbox.png
Frames 10-12 • Frames 13-17
•Can cancel into (FB) Breath of Asanagi and Charged Kick Specials
•Jam is in CH state during move
•14F more wallstick on CH


5D
GGAC Jam 5D.png
A very hard to see 5D,
makes up for its slow startup.
GGXXACPR Jam 5D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 High 26 4 12 -2 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 13 Launch 48 14 13
GGAC Jam 5D.png
GGXXACPR Jam 5D-Hitbox.png


3H
GGACR Jam 3H.png
Old #Reload 6H
GGXXACPR Jam 3H-1-Hitbox.png
GGXXACPR Jam 3H-2-Hitbox.png
GGXXACPR Jam 3H-3-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
3H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×2 All 5 2(2)4 15+8 after landing -8 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 90% R 18 19 18 15
GGACR Jam 3H.png
GGXXACPR Jam 3H-1-Hitbox.pngGGXXACPR Jam 3H-2-Hitbox.pngGGXXACPR Jam 3H-3-Hitbox.png
1st Hit (Frames 5-6) • 2nd Hit (Frames 9-10) • 2nd Hit (Frames 11-12)
•Jam is airborne during active frames
•Jam is in crouching state during recovery
•2nd hit can be canceled into Charged Kick Specials
•Auto Jump Install


2P
GGAC Jam 2P.png
Actually slower than her 5P, but still very useful.
GGXXACPR Jam 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
6 Mid 4 2 4 +4 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 90% CSR 9 10 10 11
GGAC Jam 2P.png
GGXXACPR Jam 2P-Hitbox.png


2K
GGAC Jam 2K.png
This along with 2D are her farthest pokes, and this is very fast.
GGXXACPR Jam 2K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Low 5 3 9 -2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 80% CSR 9 10 10 11
GGAC Jam 2K.png
GGXXACPR Jam 2K-Hitbox.png


2S
GGAC Jam 2S.png
Great move for scaring opponents as it's deadly on CH.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Mid 6 5 9 +0 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% SR 13 14 14 13
GGAC Jam 2S.png
GGXXACPR Jam 2S-1-Hitbox.pngGGXXACPR Jam 2S-2-Hitbox.png
Frames 6-7 • Frames 8-10
•Staggers on ground CH (max 35F)


2H
GGAC Jam 2H.png
Probably her best AA without parrying.
GGXXACPR Jam 2H-1-Hitbox.png

1st hit (Frames 9-10)

GGXXACPR Jam 2H-2-Hitbox.png

1st hit (Frames 11-12)

GGXXACPR Jam 2H-3-Hitbox.png

2nd hit (Frames 13-14)

GGXXACPR Jam 2H-4-Hitbox.png

2nd hit (Frames 15-16)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×2 Mid 9 4,4 25 -12 4 14×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SR 16 17 22 14
GGAC Jam 2H.png
GGXXACPR Jam 2H-1-Hitbox.pngGGXXACPR Jam 2H-2-Hitbox.pngGGXXACPR Jam 2H-3-Hitbox.pngGGXXACPR Jam 2H-4-Hitbox.png
1st hit (Frames 9-10) • 1st hit (Frames 11-12) • 2nd hit (Frames 13-14) • 2nd hit (Frames 15-16)
•Pulls in opponent on air hit


2D
GGAC Jam 2D.png
Slightly slower than 2K but leads to more damage.
GGXXACPR Jam 2D-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Low 6 4 16 -6 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJRF 13 14 14 13 1~6F
GGAC Jam 2D.png
GGXXACPR Jam 2D-Hitbox.png


j.P
GGAC Jam jP.png
Can mash this on a jump-in to try and cover it, but it's nowhere near as good as other character's.
GGXXACPR Jam jP-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
11 High/Air 5 4 14 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSR 9 10 10 11
GGAC Jam jP.png
GGXXACPR Jam jP-Hitbox.png


j.K
GGAC Jam jK.png
Combo filler.
GGXXACPR Jam jK-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14 High/Air 5 8 11 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 SR 9 10 10 11
GGAC Jam jK.png
GGXXACPR Jam jK-Hitbox.png


j.S
GGAC Jam jS.png
If your opponent is above you, they lose.
GGXXACPR Jam jS-1-Hitbox.png

Frames 4-6

GGXXACPR Jam jS-2-Hitbox.png

Frames 7-8

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 High/Air 4 5 9 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 Launch 16 13
GGAC Jam jS.png
GGXXACPR Jam jS-1-Hitbox.pngGGXXACPR Jam jS-2-Hitbox.png
Frames 4-6 • Frames 7-8


j.H
GGAC Jam jH.png
Crossup hitbox
GGXXACPR Jam jH-1-Hitbox.png

Frames 7-8

GGXXACPR Jam jH-2-Hitbox.png

Frames 9-10

GGXXACPR Jam jH-3-Hitbox.png

Frames 11-12

GGXXACPR Jam jH-4-Hitbox.png

Frames 13-14

GGXXACPR Jam jH-5-Hitbox.png

Frames 15-16

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
35 High/Air 7 10 16 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SR 13 14 14 13
GGAC Jam jH.png
GGXXACPR Jam jH-1-Hitbox.pngGGXXACPR Jam jH-2-Hitbox.pngGGXXACPR Jam jH-3-Hitbox.pngGGXXACPR Jam jH-4-Hitbox.pngGGXXACPR Jam jH-5-Hitbox.png
Frames 7-8 • Frames 9-10 • Frames 11-12 • Frames 13-14 • Frames 15-16


j.D
GGAC Jam jD.png
Great on CH,
decent air-to-air poke.
GGXXACPR Jam jD-1-Hitbox.png

1st hit (Frames 7-9)

GGXXACPR Jam jD-2-Hitbox.png

2nd hit (Frames 14-19)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16, 28 High/Air 7 3(4)6 16+4 after landing 3 8×2 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×2 SR 13 14, Launch 14, 24 13
GGAC Jam jD.png
GGXXACPR Jam jD-1-Hitbox.pngGGXXACPR Jam jD-2-Hitbox.png
1st hit (Frames 7-9) • 2nd hit (Frames 14-19)
•2nd hit wallbounces on CH (untechable for 60F)



Throws

Throw
GGAC Jam throw.png
"Ohohohohoho!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 43 pixels 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% RF Launch 38 43~44F
GGAC Jam throw.png
•Forced prorate becomes 70% if throw is FRC'd
•Jam has 17F to hit the opponent after the throw, 16F if FRC'd
•When FRC'd, throw does 0 damage


Air Throw
GGAC Jam airThrow.png
Thigh neck-snap go!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6, 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5.98 Forced 50% 50
GGAC Jam airThrow.png


Dead Angle Attack
GGAC Jam 2S.png
Has the same animation as her 2S, only always knocks down.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 All 13 6 16 -8 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~18F All
19~27F Throw
R 13 Down 14 13
GGAC Jam 2S.png
GGXXACPR Jam 2S-1-Hitbox.pngGGXXACPR Jam 2S-2-Hitbox.png
Frames 13-15 • Frames 16-18
•Jam is in crouching state during move



Special Moves

Breath of Asanagi
22K, S, or H
GGAC Jam 22K.png
The animation is the same no matter what button you press.
GGAC Jam 22KIcons.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
22K/S/H
Breath of Asanagi
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 53
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Jam 22K.png
The animation is the same no matter what button you press
•Jam gets a charge on 53F
•Can store up to 3 charges for each special
•K for Ryuujin, S for Gekirin, H for Kenroukaku


Ryuujin
236K/236D air OK
GGAC Jam 236K.png
"WHOOOOTCHAAAAA~!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


236K
Ryuujin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 All 17 6 25+11 after landing -23 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/8.40 1~4F Strike
7~8F Low Profile
R 18 Launch 36 + WBounce 15
GGAC Jam 236K.png
GGACR Jam 236K Hitbox 1.pngGGACR Jam 236K Hitbox 2.png
K: Frames 17-19 [9-11]
D: Frames 11-12 (+4N) • K: Frames 20-22 [12-14]
D: Frames 13-14 (+4N)
•Jam is airborne from 9F onwards
•See note ※1
Aerial


j.236K
Air Ryuujin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
52 All 9 6 Until landing+11 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/7.20 R 18 Launch 36 15
GGAC Jam 236K.png
GGACR Jam 236K Hitbox 1.pngGGACR Jam 236K Hitbox 2.png
K: Frames 17-19 [9-11]
D: Frames 11-12 (+4N) • K: Frames 20-22 [12-14]
D: Frames 13-14 (+4N)
•See note ※1
Powered Up


236D
Powered Up Ryuujin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
66 All 11 16 Until landing+17 5 20 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/12.00 80% 1~9F Strike R 18 Launch 70 + WStick 35 15
GGAC Jam 236K.png
GGACR Jam 236K Hitbox 1.pngGGACR Jam 236K Hitbox 2.png
K: Frames 17-19 [9-11]
D: Frames 11-12 (+4N) • K: Frames 20-22 [12-14]
D: Frames 13-14 (+4N)
•Jam is airborne from 1F onwards
•Recovery for ground version is 12+17
•5F less wallstick on CH
•Uses up one charge stock on 1F
•See note ※1
Gekirin
214K/214D air OK
GGAC Jam 214K.png
A flaming axe kick. Very useful.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


214K
Gekirin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 High/Air 19 13 3+10 after landing -9 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 R 13 Launch 28 14 13
GGAC Jam 214K.png
GGACR Jam 214K Hitbox 1.pngGGACR Jam 214K Hitbox 2.png
K: Frames 19-21 [17-19]
D: 1st hit (Frames 12-14) • K: Frames 22-31 [20-29]
•Jam is airborne from 4F onwards
•Startup to hit a crouching opponent is 21F (tested on Sol)
•See note ※1
Aerial


j.214K
Air Gekirin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 High/Air 17 13 Until landing+10 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/3.60 R 13 Launch 25 + GBounce 13
GGAC Jam 214K.png
GGACR Jam 214K Hitbox 1.pngGGACR Jam 214K Hitbox 2.png
•See note ※1
Powered Up


214D
Powered Up Gekirin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
21×3 High/Air 12 3,4,7 Until landing+12 3 8×3 11×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/4.80×3 R 13 Launch 60 13
GGAC Jam 214K.png
GGACR Jam 214D Hitbox.png
D: 2nd-3rd hits (Frames 15-25)
•Jam is airborne from 1F onwards
•Recovery for ground version is 4+12
•Uses up one charge stock on 1F
•See note ※1
•Powered Up Gekirin canceled from point blank 2D has startup 18F to hit a crouching opponent (tested on Sol)
Kenroukaku
623K/623D air OK
GGAC Jam 623K.png
Not as good as Volcanic Viper, but it'll do.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


623K
Kenroukaku
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14×4 Mid 7 4,4,5,10 21+6 after landing -36 3 10×4 3×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/2.40×4 1~10F Strike R 13 Launch 30 6
GGAC Jam 623K.png
GGACR Jam 623K Hitbox 1.pngGGACR Jam 623K Hitbox 2.pngGGACR Jam 623K Hitbox 3.pngGGACR Jam 623K Hitbox 4.pngGGACR Jam 623K Hitbox 5.pngGGACR Jam 623K Hitbox 6.pngGGACR Jam 623K Hitbox 7.png
K: 1st hit (Frames 7-8 [4-5])
D: 1st hit (Frames 3-4) • K: 1st hit (Frames 9-10 [6-7])
D: 2nd hit (Frames 5-6) • K: 2nd hit (Frames 11-12 [8-9])
D: 3rd hit (Frames 7-8) • K: 2nd hit (Frames 13-14 [10-11])
D: 4th hit (Frames 9-10) • K: 3rd hit (Frames 15-16 [12-13])
D: 5th hit (Frames 11-12) • K: 3rd hit (Frames 17-19 [14-16])
D: 6th hit (Frames 13-15) • K: 4th hit (Frames 20-29 [17-26])
•Jam is airborne from 3F onwards
•Dizzy modifier x0.375
•See note ※1
Aerial


j.623K
Air Kenroukaku
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12×3 All 4 4,4,5,10 Until landing+6 3 10×3 3×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/1.80 2~3F Strike R 13 Launch 30 6
GGAC Jam 623K.png
•Dizzy modifier x0.375
•Max 3 hits
•See note ※1
Powered Up


623D
Powered Up Kenroukaku
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
15×6, 24 All 3 2×5,3,13 Until landing+5 3 10×7 8×7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/2.40 80% 1~17F Strike R 13 Launch 90 6
GGAC Jam 623K.png
GGACR Jam 623D Hitbox.png
D: 7th hit (Frames 16-28)
•Jam is airborne from 1F onwards
•Auto Jump Install
•Dizzy modifier x0.25
•Recovery for ground version is 22+5
•Uses up one charge stock on 1F
•See note ※1
Bakushuu
236S
GGAC Jam 236S.png
Can go under a lot of projectiles and get in fast.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236S
Bakushuu
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 46
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/- 8~23F Above Feet
24~31F Low Profile
GGAC Jam 236S.png
GGACR Jam 236S Hitbox 1.pngGGACR Jam 236S Hitbox 2.png
Frames 8-23 • Frames 24-31
•Jam is in CH state during move
•Can cancel into followups 6~25F


Mawarikomi
236S~P
GGAC Jam 236SP.png
"Over here!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236S > P
Mawarikomi
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 26
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
6~20F, 24~26F Above Feet
GGAC Jam 236SP.png
GGACR Jam 236SP Hitbox.png
Changes slightly during move
•Can pass through opponent 2~14F


Ashibarai
236S~K
GGAC Jam 236SK.png
Only way to hit low out of Bakushuu, sometimes worth it to get out of anti-puffball pokes.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236S > K
Ashibarai
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Low 10 8 22 -16 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/7.20 10~31F Low Profile R 13 Down 25 13
GGAC Jam 236SK.png
GGACR Jam 236SK Hitbox 1.pngGGACR Jam 236SK Hitbox 2.pngGGACR Jam 236SK Hitbox 3.png
Frames 10-13 • Frames 14-15 • Frames 16-17
•Jam is in CH state during move
•Can cancel into (FB) Breath of Asanagi and Charged Kick Specials 10~32F


Hyappo Shinshou
236S~S
GGAC Jam 236SS.png
The infamous Puffball.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236S > S
Hyappo Shinshou
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid 18 3 15 +1 5 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/7.20 75% R 18 Launch 26 15
GGAC Jam 236SS.png
GGACR Jam 236SS Hitbox 1.pngGGACR Jam 236SS Hitbox 2.pngGGACR Jam 236SS Hitbox 3.png
Frame 18 • Frame 19 • Frame 20
•Wall bounces on CH (untechable for 56F)
•Dizzy modifier x1.1875


Senri Shinshou
236S~H
GGAC Jam 236SS.png
Jam dashes twice before this, crossing up if she's close enough.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


236S > H
Senri Shinshou
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid 24 3 12 +4 5 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/14.40 75% 14~19F Low Profile RF 18 Launch 40 + WBounce 15 21~24F
GGAC Jam 236SS.png
GGACR Jam 236SS Hitbox 1.pngGGACR Jam 236SS Hitbox 2.pngGGACR Jam 236SS Hitbox 3.png
Active frame 1 • Active frame 2 • Active frame 3
•Dizzy modifier x1.375
•Can pass through opponent 2~11F
•If Jam passes through opponent, she performs crossup version instead
Crossup


236S > H Crossup
Senri Shinshou (Crossup)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 Mid 29~ 3 15 +1 5 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/9.60 75% When Jam changes direction: 1~6F Above Knees R 18 Launch 32 + WBounce 15
GGAC Jam 236SS.png
GGACR Jam 236SS Hitbox 1.pngGGACR Jam 236SS Hitbox 2.pngGGACR Jam 236SS Hitbox 3.png
•Dizzy modifier x1.5
•Startup varies depending on distance from opponent
Hochifu
Parry)
GGAC Jam Parry.png
A green flash will appear when you successfully parry an attack.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
546
Hochifu
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/4.00 1~8F Guard High
GGAC Jam Parry.png
•Will parry any attack that can be blocked high if it hits within 8F after parry input
•Pressing any direction other than forward or neutral during this time will immediately cancel the parry attempt
•After inputting a parry, you cannot attempt another parry for 15F (does not apply to successful parries)
•Any moves input during the hitstop of a successful parry will start up once hitstop ends


See this section for more details.

Houeikyaku
j.2K
GGAC Jam j2K.png
Good for spacing and beating out weaker anti-airs.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Choujin
236P, j.236P
GGAC Jam 236P.png
Flip!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground


236P
Choujin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 41+2 after landing
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/- F 6~8F
GGAC Jam 236P.png
•Jam is partially airborne from 1F (Gets floated on hit but otherwise grounded)
•From 6F and onwards Jam is fully airborne
•Can pass through opponent 1~17F
•Jam is in CH state 1~5F
•Auto Jump Install if not FRC'd
•Can perform any action other than blocking or FD from 20F onwards
Aerial


j.236P
Air Choujin
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Until landing+2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.50/- F 6~8F
GGAC Jam 236P.png
•Jam can pass through opponent and in CH state from 1~18F
•Cannot be used after a double jump unless special cancelled into
•Can only be done once before landing
•Can perform any action other than blocking or FD from 21F onwards


Force Breaks

FB Breath of Asanagi
22D,
GGAC Jam 22K.png
Same animation as 22X, only with a force break flash.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
22D
FB Breath of Asanagi
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 50
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Jam 22K.png
•Jam gets a charge on 20F
•Jam gains 1 charge for each Kick Special


Hyappo Shinshou
236S~D
GGAC Jam 236SS.png
Everyone fears this.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236S > D
FB Hyappo Shinshou
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
65 Mid 14 3 15 +1 5 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.40/- 85% 2~2F Low Profile
3~14F Strike
R 18 Launch 28 15
GGAC Jam 236SD.png
GGACR Jam 236SS Hitbox 1.pngGGACR Jam 236SS Hitbox 2.pngGGACR Jam 236SS Hitbox 3.png
Frame 14 • Frame 15 • Frame 16
•Dizzy modifier x1.1875
•Can cancel into (FB) Breath of Asanagi and Charged Kick Specials on hit or block



Overdrives

Renhoukyaku
632146H
GGAC Jam 632146H.png
Super puffball. Not nearly as useful as the force break.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146H
Renhoukyaku
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18×9 All 10+0 32 9 +1 2 6×9 3×9
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~10F Throw 11 Launch 28 0
GGAC Jam 632146H.png
GGACR Jam 632146H Hitbox.png
•Pulls in opponent on hit or block
•Opponent's inputs are frozen after superflash until 2nd active frame
•9th hit blows opponent back


Choukyaku Hououshou
632146S
GGAC Jam 632146S.png
Jam rushes forward before this, delivering a multi-hit super into a rising phoenix.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146S
Choukyaku Hououshou
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20, 9×10, 40, 80 Mid 7+0 21 24 -26 5, 3×10, 5×2 20 6, 2×10, 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~8F Strike
9~29F Feet
30~40F Low Profile
R 18 19, 14×10, Launch×2 18, 40×10, 80, 120 15, 6×10, 15×2
GGAC Jam 632146S.png
GGACR Jam 632146S Hitbox.png
•2nd hit onwards only happen if the 1st hit hits opponoent (not block or whiff)
•Final hit will not happen if 12th hit does not connect
•1-12th hit have dizzy modifier x0
•13th hit has dizzy modifier x0.25
•Opponent's inputs are frozen after superflash until 2nd active frame


Geki: Saishinhou
236236H
GGAC Jam 236236H.png
Sadly, the flame pillar doesn't have a hitbox.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236236H
Geki: Saishinhou
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50,70 Mid 1+2 3,3 36 -20 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
150%, Forced 75% 1~8F Strike RF 18 Stagger 35, Launch 90 15 3~4F
GGAC Jam 236236H.png
GGACR Jam 236236H Hitbox 1.pngGGACR Jam 236236H Hitbox 2.png
1st hit (Frames 3-5) • 2nd hit (Frames 6-8)


Tousai Hyakuretsuken
64641236P+K
GGAC Jam 64641236PK.png
You're already dead.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
64641236PK
Tousai Hyakuretsuken
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
1×100 All 5+2 14 27 -22 5, 1×99 20 6, 0×99
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~6F Strike
36~51F Feet
52~67F Low Profile
R 18 Launch Down 15, 0×97, 11×2
GGAC Jam 64641236PK.png
You Wa Shock
GGACR Jam 632146S Hitbox.png
•Costs 100% Tension
•Cannot be canceled into
•2nd hit onwards only happen if the 1st hit hits opponoent (not block or whiff)



Instant Kill

Gasenkotsu
In IK mode: 236236H
GGAC Jam IK.png
TEN! JOU! TEN! KA! YUI! KA! DOKU! SON!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability


Navigation


To edit frame data, edit values in GGACR/Jam Kuradoberi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.