GGACR/Jam Kuradoberi

From Dustloop Wiki
GGACR Jam Kuradoberi Nameplate.png
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 all about rushdown.

Although she has the shortest range in the game, Jam more than makes up for it with some very disgusting hitboxes, various means of being plus on block, and enormous damage output with cards. She has a variety of reversals, a parry, her puffball and various transport options let her keep the pressure on once she gets in. Stocking cards allows her to cancel her kick specials, Ryuujin, Gekirin, and Kenroukaku, into one another, as well as use powered up variations for massive damage. Jam can very quickly have the opponent's health drain into nothing.

The price she pays is that her range falls short of the rest of the entire cast, and she has trouble getting in and around projectiles and zoning. She must take risks, often taking to the air or attempting to slide under things in order to get in, lest she be pushed back out and resume the struggle all over again. Once she gets in though, Jam gets to make her opponent's life a nightmare.

Lore: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.
Voice:Manami Komori

 Jam Kuradoberi  Jam Kuradoberi is all about rushdown.

Pros
Cons
  • High damage potential.
  • Knocks down particularly easily with cards. Can make her DP safer with cards.
  • Well above average mobility.
  • High meter gain.
  • Parry gives her an extra defensive tool.
  • Very strong hitboxes.
  • Makes stupid faces.
  • Outranged by the entire cast.
  • No real way of dealing with strong zoning.
  • Can have difficulty getting in.
  • Fairly limited high/low mixup without Card Gekirin.
  • Poor backdash.
  • Not much for Anti-Air.

Unique Mechanics


Cards

Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties. Using the D instead of K button for the following specials results in the listed changes:
  • Ryuujin: Wallsticks instead of wallbounce. Significantly faster startup and nearly tripled active time with more startup invuln and a large hitbox.
  • Gekirin: Becomes three hits, hits crouchers much sooner, becomes untechable and knocks down.
  • Kenroukaku: Starts on frame three, hits more times, gains forward momentum, becomes untechable and knocks down.

These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen. Jam can use 22P/K/S for a card for a corresponding move, or 22D for one of each card.

Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/prHmfNfBxDk

}}



Normal Moves

5P
GGAC Jam 5P.png
A truly kung-fu chop
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


3 framer. High hitbox standing jab.

  • Typical close range string starter.
  • Plus three on block for extended pressure.
  • Whiffs on a lot of crouching characters, and some standing characters like Zappa.
  • Can catch people trying to jump out or anti-air after a parry.
5K
GGAC Jam 5K.png
A jab but with a foot
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


Plus on block standing low. Privileged jab-equivalent kick.

  • Frame five on top of everything else.
  • Full counter hit state for the entire move's duration. Exercise caution.
  • Vital in corner loops.
  • Dependent on the matchup. Sometimes used in place of 2S.
  • Nonstandard, 6F Hitstop. Harder to react to tick-throw setups or to Dead Angle against.

Additional Frame Data: Force Prorate 80%

c.S
GGAC Jam cS.png
Short range, elbow to the gut, for punishes
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


The usual punish starter. Situational anti-air.

  • Jam leans forward into a decently sized hitbox.
  • Generally falls out favor to 5K when in range at neutral or as a pressure starter.
  • Commonly used to confirm into f.S > TK Ryujin.
  • Often relegated to combo fodder.
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


One of Jam's only farther reaching pokes. Meant for space wars.

  • Decent AA for spaced airborne opponents
  • Should always cancel this with a JC or 2D though to make it safe.
  • Combos into TK Ryujin and characters at least as tall as Millia for big damage.
  • One of Jam's best options to convert into an air combo from the ground.
5H
GGAC Jam 5H.png
The circle of life
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


The Guard Bar Generator

  • Oppressive move on contact. +1 on block.
  • Three hits means you build guard bar like made.
  • Has some upper body invul and low profiles on the last hit.
  • Third hit vacuums for mixup and pressure resets.
  • Forces crouching on hit for stronger confirms.

Oppressive normal which often leads to the very scary 6H. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure.

Additional Frame Data: Upper body invincible 22~24F, 34~36F. Low profile 25~33F. Forces opponent into crouching state on ground hit. 3rd hit pulls in opponent on hit. 1st and 2nd hits have hitstop 7F

6P
GGAC Jam 6P.png
The close range Anti-Poke rather than Anti-Air
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)


Lower than usual 6P meant for catching buttons more than jump-ins.

  • Upper body invul frames 1-20. Designed to beat other characters' farther f.Ss
  • Plus 2 on block, in case they didn't take the bait.
  • Both hits stagger on grounded CH for easier confirms
  • Gatlings from and to 2P for pressure cycles and repeated frame traps.

Typical style 6P for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a 6P is a basic strategy against Ky.

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)


Fairly weak normal, but forces standing on hit.

  • Good for pressure after a blocked 5H.
  • Horribly unsafe, make sure you cancel into something else.
  • First hit has nonstandard hitstop which could make useful for an early cancel.
  • Forced standing might be useful to combo into TK Ryujin or something.

Additional Frame Data: Forces opponent into standing state on ground hit. 1st hit has hitstop 6F

6H
GGAC Jam 6H.png
Ignorance: The Movie
GGXXACPR Jam 6H-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
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


Don't even read this. Just look at the fucking hitbox.

  • One of the most oppressive normals in the game, both in neutral and in pressure.
  • Can and will sometimes hit behind Jam for some reason.
  • Throw invul until startup.
  • +5 on block, enough to lead to airtight blockstrings.
  • Low crushes with strike invincibility up to Jam's back leg, has some sparse upper body invuln.
  • Inordinate amounts of extra hitstun, especially on Counter Hit.
  • Comes with the weakess of being in CH state for the entire move, but will usually blow back through standard poking attempts like mashing 2P.
    • Slow enough that the right answer is sometimes to Slashback it, which is obviously quite risky.

Additional Frame Data: Lower body invincible (except for back leg) and throw invincible 1~18F. Above knees invincible 24~31F. Lower body invincible (except for back leg) 32~33F. Forces opponent into standing state on ground hit. Ground bounces opponent on air hit (Untechable for 32F). Hitstun 23F. Untechable for 22F. Blockstun 18F. Can cancel into 6H > H froom 19~32F. Treated as CH-state until move ends.

6HH

[[File:GGAC_Jam_6HH.png|175x250px|center]] This orb is a liar.
It's like one fifth the hitbox.

[[File:GGXXACPR_Jam_6HH-1-Hitbox.png|center|175px]] Frames 10-12 [[File:GGXXACPR_Jam_6HH-2-Hitbox.png|center|175px]] Frames 13-17

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

Combo tool and Frame Trap followup to 6H.

  • Wall sticks on hit. Ratchets up the damage in wall loops.
  • Has some upper body invuln on startup.
  • Quite unsafe on block.

Additional Frame Data: Above knees invincible 1~6F. Upper body invincible on 7F. Wallsticks opponent on hit (untechable for 48F, sticks for 24F). Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku, Ryuujin (Powered Up), Gekirin (Powered Up), Kenroukaku (Powered Up). Jam is in CH state during move

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


Moderate speed 5D but with a subtle animation, especially early into its startup. Extremely saef.

  • Gatlings from every button except H/D normals.
  • Easy and damaging Impossible Dust combos.
  • Only -2 on block. Completely safe unless done point blank.
3H
GGACR Jam 3H.png
Old #Reload 6H
GGXXACPR Jam 3H-1-Hitbox.png

1st Hit (Frames 5-6)

GGXXACPR Jam 3H-2-Hitbox.png

2nd Hit (Frames 9-10)

GGXXACPR Jam 3H-3-Hitbox.png

2nd Hit (Frames 11-12)

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


Four frame 2P which is +4 on block.

  • Passable hitbox but good speed.
  • Hits fairly high for a crouching P, can be low profiled.
  • Hits crouching as opposed to 5P.
  • Can stuff approaches due to speed if properly spaced.

Additional Frame Data: Initial prorate 90%

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


Decent crouching poke.

  • Similar to 2D in range, decent for Jam.
  • Low profiles very slightly.
  • Generally cancelled to 2D for knockdown or conversion with 236S~K.
  • Makes for an ok tick throw at -2.

Additional Frame Data: Initial Prorate 80%.

2S
GGAC Jam 2S.png
Terrifying, particularly 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)


One of Jam's best poking normals.

  • Frame 6 button with deceptively far range. Hits right to past Jam's fingertips.
  • Strong hitbox, and safe on block.
  • Can stuff quite a few other buttons.
  • Staggers on hit, CH combos to FB Puffball.

Additional Frame Data: Staggers opponent on ground hit (max 39F). Initial prorate 80%.

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


Good Anti-Air kick.

  • Mostly vertical hitbox, can work against crossups.
  • Common in early launch portions of combos.
  • Vacuums on air hit for 6H conversions.
  • Awful on whiff. Stay aware.

Additional Frame Data: Pulls in opponent on air hit (untechable for 22F).

2D
GGAC Jam 2D.png
Extremely fast, somewhat low profile sweep.
Only slightly slower than 2K.
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


Six frame sweep.

  • Extremely fast for a sweep and with great range for Jam.
  • Jump Cancellable to offset being unsafe.
  • Has an FRC right up until the first active frame, making for a terrifying pressure reset and mixup tool.
  • Combos to 236S~K, but timing is character specific.

Additional Frame Data: FRC timing: 1-6.

j.P
GGAC Jam jP.png
Stubby.
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


Subpar j.P. Most relegated to combo'ing j.Ss together.

  • Weak horizontal and vertical range.
  • Hitbox is entirely enclosed by the hurtbox.
  • Self-cancels at least, can be useful to drag blocking airborne opponents back down.
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


Mediocre Air-to-air.

  • Jam's farthest reaching air normal.
  • Mostly used as combo filler into j.D.
j.S
GGAC Jam jS.png
Are they 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


One of the strongest rising air-to-airs in the game.

  • Frame 4 with a disjointed hitbox above Jam. Has some head invincibility.
  • Combos both too and from j.P for hit confirmation.
  • Floats somewhat on hit with nonstandard hitstun for bigger conversions.
  • Little horizontal range, so ensure that you're close to them first.

Additional Frame Data: Floats opponent on hit (untechable for 16F)

j.H
GGAC Jam jH.png
Jamcopter
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


Hits all around for crossups.

  • Large active window.
  • Confirms to 5F normals on air-to-ground.
  • Combos to Ryujin on air hit.
  • Easily punished on IB if done from an IAD, can hitconfirm into j2K on block for pushback/safety.
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)


Thicc scary air kicks.

  • Fairly disjointed on the first hit, very disjointed on the second.
  • Mostly used in combos for Gekirin conversions.
  • Huge on Counter Hit.

Additional Frame Data: 2nd hit floats opponent on hit (untechable for 24F). 2nd hit wallbounces opponent on CH (untechable for 60F).


Universal Mechanics

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


Average throw but with free followups.

  • Generally leads to a super jump combo with a short air string or free Gekirin reset.
  • FRC leads to simpler and easier combo setups with a more lenient proration than most throws.
  • Throw itself deals no damage when FRC'd.
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


8 figure leg lock but in air. Leads to knockdown plus oki or cards

  • Leads to a full, but prorated wall loop combo in the corner.
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


Typical Dead Angle but with 2S's good hitbox.

  • Always knocks down on hit


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
46
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


Parry. 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


Generates a card for all three kicks.

Hyappo Shinshou
236S~D

[[File:GGAC_Jam_236SS.png|175x250px|center]] 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


Overdrives

Renhoukyaku
632146H
GGAC Jam 632146H.png
Bigger, Super 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
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


Super Spirit Bomb Go.

  • Massive ki ball with startup invun, multiple hits, and vacuum, which leaves Jam at +1 to run a frametrap or mixup if they're scared.
  • Freezes opponent's inputs from the flash until the 2nd active frame.
    • Them not blocking beforehand means you get the hit, as long as Jam isn't sticking her face into a hitbox.
  • Hits a large area and can be difficult to avoid.
  • Will not cost tension if Jam is hit before the superflash.
  • Works as a decent pressure reset and just to let Jam resume her blockstrings/mix.

Additional Frame Data: Strike invincible 1~10F. Floats opponent on hit (untechable for 28F). Pulls in opponent on hit or block. Hitstop 0F. Opponent's inputs are frozen after superflash until 2nd active frame. 9th hit [Untranslated].

Choukyaku Hououshou
632146S
GGAC Jam 632146S.png
Martial Arts Multi-Hit style super but with screen freeze
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


Jam's actual reversal super.

  • Invincible into the first active frame, goes active on 7 instead of 10.
  • Also freezes opponent's inputs after the flash.
  • Leaps forward about a third of the screen, hitting backdashes or opponents committed to a move with an extended hurtbox if farther away.
  • Only does one hit on block, but connects into an animation with every hit if it connects.
  • It's quite possible for the opponent to fall out on air hit. Be prepared to RC if you have the meter.

Additional Frame Data: Strike invincible 1~8F. Feet invincible 9~29F. Low profile 30~40F. 12th~13th hits float opponent. 2nd~11th hits have hitstop 6F. 13th hit has dizzy modifier x0.25; all others have dizzy modifier x0. Untechable times: 1st hit: 18F, hits 2nd-11th hits: 40F, 12th hit: 80F, 13th hit: 114F. 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)


Jam's third reversal super.

  • Three frame large grounded uppercut animation. Has strike invincibility during its entire active window.
  • Launches on hit for a full conversion with a 75% prorate.
  • Comes with an FRC point on the first hit for safety.
    • This FRC comes with the added bonus of 150% proration and stagger for big grounded followup damage.
  • Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.

Additional Frame Data: Strike invincible 1~8F. 1st hit staggers opponent on hit (max 35F). 2nd hit floats opponent. Both hits are untechable on air hit for 90F. 1st hit initial prorate 150%. 2nd hit forced prorate 75%. FRC timing 3~4F.

Tousai Hyakuretsuken
64641236P+K

[[File:GGAC_Jam_64641236PK.png|175x250px|center]] 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

Jam's inner North Star.

  • Deals 100 points of damage, regardless of guts, defense or any proration. Very useful to confirm into to make sure that they're dead.
  • Also a reversal, but for the expense you should probably never be doing it over any other super.
  • Only does one hit on block, but connects into an animation with every hit if it connects.

Additional Frame Data: Strike invincible 1~6F Feet invincible 36~51F. Low profile 52~67F. Knocks down opponent on hit. 2nd hit onwards only happen if the 1st hit hits opponoent (not block or whiff). Costs 100% Tension.


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

One of the fastest IKs in the game in both prep time and startup, second probably only to Ky. Coupled with its fast travel and Jam's huge damage output, you can reliably react to a dizzy and just do it.


Roadmap

Dustloop Wiki:Roadmap/GGACR

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.