GGReload/Jam Kuradoberi

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Jam Kuradoberi
GGReload Jam Portrait.jpg

Defense Modifier: x1.06

Guts Rating: 1

Weight: Lightest (x1.10)

Stun Resistance: 65

Jump Startup: 3F

Backdash Time: 13F / Invul: 1~7F

Wake-Up (Face Up/Down): 39F / 36F

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Colors
P K S H D Start
Normal
GGReload Jam P.png
GGReload Jam K.png
GGReload Jam S.png
GGReload Jam H.png
GGReload Jam D.png
GGReload Jam Start.png
SP
GGReload Jam P(Sp).png
GGReload Jam K(Sp).png
GGReload Jam S(Sp).png
GGReload Jam H(Sp).png
GGReload Jam D(Sp).png
GGReload Jam Start(Sp).png

Overview[edit]

wachoo

Strengths and Weaknesses[edit]


Strengths Weaknesses
  • Fast grounded and air normals.
  • Very fast and agile character with evasive movement options.
  • Strong grab that leads to combos and a lot of damage with 50 tension.
  • Carded specials always gives hard knockdowns no matter when or where they hit.
  • Flexible pressure game that can crank the guard gauge very fast.
  • Very good DP with card.
  • Above average tension gain.
  • Decent parry.
  • Easy execution and gameplan.
  • Very short range on her normals, making it difficult to beat other characters buttons and makes her combos prone to unnecessary drops.
  • DP requires card to extend invincibility to active frames.
  • Below average combo-damage without carded specials.
  • 3f normal can be crouched by most of the cast making its usefulness situational.
  • Divekick can often be better on block than hit, especially bad on counter.

Unique Mechanics[edit]


Cards[edit]

Jam can use her Asanagi no Kokyuu ("Breath of Asanagi", 22K/S/H) to prepare cards which enhance her other specials by granting them new properties. These cards take time to charge up, and as such are usually prepared after a knockdown, or at full screen. Jam can stock up to three cards each, but stocking additional cards won't alter a Special Move's properties further.

The Special Moves affected by this mechanic are Ryuujin (236K air OK), Gekirin (214K air OK), and Kenroukaku (623K air OK). Cards grand them various buffs such as improved invincibility frames or combo damage, but what's also interesting about these three moves is that they can be cancelled into each other on hit or block at no cost up to three times, and the followups gain buffs of their own! These attacks can also be accessed from Ashiharai (236S -> K), a low kick from a stance move that creates interesting mixup situations.



Normal Moves[edit]

[edit]
5P
GGAC Jam 5P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Mid CSJR 3 3 4 +3

Quick startup make this move great for interrupting certain moves and as a combo filler. However, 5P does not hit all crouching characters so finding opportunities for this move will be less common. Decent AA at 3F and can punish certain attacks such as Slayer's Under Pressure.


[edit]
5K
GGAC Jam 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 Low SR 4 4 6 +2

One of Jam's best pokes up close. Frame traps into itself and hits low. Excellent normal to start her pressure or to go in for a grab. Has 6f of hitstop instead of the regular 11f, making it harder to DAA out of pressure, and better to use for tick throws. Some initial hit proration however limits the damage from combos that are started with this normal.

Hitstop 6F. Initial prorate 90%.


[edit]
c.S
GGAC Jam cS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
34 Mid SJR 6 8 12 -6

Decent normal, but mostly sees any use at all in combos because of its very short range. No initial proration, so good combo starter.


[edit]
f.S
GGAC Jam fS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
34 Mid SJR 6 3(1)1(1)1 9 -2

One of her best ranged normals with a good hitbox. Stuffs a lot of pokes if thrown out early and can confirm into more pressure. Only hits once.


[edit]
5H
GGAC Jam 5H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24*3 Mid SR 13 3(3)3(3)3 15 +1

Decent combo filler that does good damage. Sees little use as anything else; in fact, it is horrible on whiff, not a great move to use in neutral.

1st and 2nd hits have hitstop 7F. 25-33F Low profile. Forces opponent into crouching state on ground hit.


[edit]
6P
GGAC Jam 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18*2 Mid SR 9 1(10)3 12 +2

Unorthodox 6P. If used as AA you want to cancel the first hit into cS/fS and jump cancel that move into followup air combo. Sees some use in pressure as it's +2 on block and cancels into pretty much anything.

1-9F Above knees invul. 10~22F Upper body invul. Staggers opponent on ground CH (each hit max 45F).


[edit]
6K
GGAC Jam 6K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16,26 Mid SJR 6 4(6)8 20 -11

2-hit kick, does good damage but doesn't advance Jam so might cause combos to drop. First kick has almost no pushback, even on FD so it's excellent for her pressure-game and easier to combo into.

1st hit hitstop 6F. Forces opponent into standing state on ground hit.


[edit]
6H
GGReload Jam 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30*2 All R 5 2(2)4 15+6L -6

5~27F Airborne. 5F onwards lower body invul.


[edit]
5D
GGAC Jam 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 High R 22 4 12 -2

Relatively fast Dust, but extremely short range. Surprisingly safe on block, though.


[edit]
2P
GGAC Jam 2P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
6 Mid CSR 4 2 4 +4

Standard crouching jab.

Initial proration 90%.


[edit]
2K
GGAC Jam 2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Low CSR 5 3 9 -2

Very fast, long ranged low normal with good evasion and upper body invincibility, one of her better normals. Useful to use in matchups where 2D is too much of a commitment.

Initial proration 80%.


[edit]
2S
GGAC Jam 2S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Mid SR 6 5 9 ±0

Good for pressure and frame traps, can be cancelled until nearly the end of its recovery frames. Great move for scaring opponents as it's deadly on CH.

Staggers opponent on CH (max 39F).


[edit]
2H
GGAC Jam 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20*2 Mid SR 9 4,4 25 -12

Not much use to this, but probably her best AA without parrying.


[edit]
2D
GGAC Jam 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Low SJRF 6 4 16 -6

Very fast and good sweep, very common combo ender as you cancel it into a safe card charge. Evasive.


[edit]
j.P
GGAC Jam jP.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
11 High, Air CSR 5 4 16 16

A rather mediocre airjab. One of few air normals Jam has that attacks in a downward angle. Cancels into itself on whiff.


[edit]
j.K
GGAC Jam jK.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
14 High, Air SR 5 8 11 11

Mostly used as combo filler but is a decent air-to-air attack when used at the same level as your opponent.


[edit]
j.S
GGAC Jam jS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 High, Air SJR 5 5 9 9

Amazing air normal. Beats most jump-ins if done early enough. Leads to good damage with cards. Her only air-normal that's jump-cancellable making it essential for combos.

Floats opponent on hit.


[edit]
j.H
GGAC Jam jH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 High, Air SR 5 10 16 16

Very fast jH normal. Pretty good damage on hit. A lot of active frames making Jam into a cannon ball. Important note: be ready to cancel into j2K when used after an IAD, as aware opponents will throw you after blocking as you land from this normal. On counter-hit it's possible to land, jump and followup with an air combo if you were close enough to the ground when it hit. Hits all around Jam so can be used to crossup as well.


[edit]
j.D
GGAC Jam jD.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
35 High, Air SR 7 3(6)6 16+4L -

Decent air poke. Potential for very strong combo followups in corner.

2nd hit floats and wall bounces opponent on hit.


Throws[edit]

[edit]
Throw
GGAC Jam throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 - RF - - - -

Strong grab that leads to combos. Jam is a very scary rushdown character, so having a strong throw is huge. Can be FRC'd leading to good damage.


[edit]
Air Throw
GGAC Jam airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 - - - - - -

Decent airthrow.


[edit]
Dead Angle Attack
GGAC Jam 2S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 All R 13 6 12 -4

Standard DAA.

Total 30F. 1~18F Full invul. 19~27F Throw invul. Knocks down opponent on ground hit. Initial proration 50%


Special Moves[edit]

[edit]
Breath of Asanagi
22K/S/H
GGAC Jam 22K.png
The animation is the same no matter what button you press.
GGAC Jam 22KIcons.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
K - - - - - Total 64 -
S - - - - - Total 68 -
H - - - - - Total 61 -

Essential Jam-specific mechanic. Very dangerous to do raw because of huge recovery. 22K charges Ryuujin, 22S charges Gekirin and 22H charges Kenroukaku. Jam gains a card before it recovers (more specifically, after 64F, 68F and 61F), meaning you can get hit out of it and still get a card.


[edit]
Ryuujin
236K air OK
GGAC Jam 236K.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 64 Mid R 17 6 31+11L -29

Great combo tool, has some invincibility.

Jam is in crouching state during landing recovery. 1~4F Strike invul. 7~8F Low profile. 9F onwards airborne. Floats opponent on hit. Wall bounces opponent on CH. Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block.

Aerial 66 All R 9 6 Until L+11 -

Loses invincibility from ground version.

Jam is in crouching state during landing recovery. Floats opponent on hit. Wall bounces opponent on CH. Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block. Minimum height requirement.

Powered Up 100 Mid R 16 16 19+13L -

Gains a huge damage and invincibility buff.

Jam is in crouching state during landing recovery. 1~4F Strike invul. 7~8F Low profile. 9~16F Strike invul. 9F onwards airborne. Card consumed on 9F. Knocks down opponent on hit. Wall bounces opponent on CH. Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block.

Aerial, Powered Up 98 All R 11 16 Until L+13 -29

Gains a huge damage and invincibility buff.

Jam is in crouching state during landing recovery. 1~8 Strike invul. Card consumed on 1F. Knocks down opponent on hit. Wall bounces opponent on CH. Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block. Minimum height requirement.

Followup 28 All R 9 6 Until L+14 -

Jam is in crouching state during landing recovery. Floats opponent on hit. Wall bounces opponent on CH. Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block. Minimum height requirement.

Followup, Powered Up 66 All R 11 16 Until L+15 -

Jam is in crouching state during landing recovery. 1~8F Strike invul. Card consumed on 1F. Knocks down opponent on hit. Wall bounces opponent on CH. Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block. Minimum height requirement.


[edit]
Gekirin
214K air OK
GGAC Jam 214K.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 40 High, Air R 19 13 3+10L -9

Standing overhead. Keeps momentum and can cross up, but unsafe and reactable without card so not as useful compared to the air version.

Jam is in crouching state during landing recovery. 1~5F Strike invul. 4F onwards airborne. Floats opponent on hit. Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block.

Aerial 30 High, Air R 16 13 Until L+10 -

Air Gekirin itself is mostly used as a combo filler/ender, but has uses in neutral / pressure when used from an airdash. Works like a downward overhead dropkick that lets you get a combo even without card. Drops her down really fast as well so super jump airdash Gekirin is like dropping a bomb.

Jam is in crouching state during landing recovery. Floats opponent on hit. Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block.

Powered Up 32*3 High, Air R 18 3,4,6 4+10L -6

Becomes faster by one frame and also slightly safer, although this is kind of a moot point being already cancellable into followups. Gains 3 hits for a considerable damage boost, and guarantees a knockdown.

Jam is in crouching state during landing recovery. 1~5F Strike invul. 4F onwards airborne. Card consumed on 4F. Knocks down opponent on hit. Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block.

Aerial, Powered Up 28*3 High, Air R 15 3,4,6 Until L+10 -

Would be a very fast TK overhead at 15 frames but the carded version gains a minimum height requirement. Becomes safer as well.

Jam is in crouching state during landing recovery. Card consumed on 1F. Knocks down opponent on hit. Can cancel into followups (Ryuujin or Kenroukaku) the frame after hit/block. Minimum height requirement.

Followup 16 High, Air R 17 13 Until L+16 -

Jam is in crouching state during landing recovery. 1F onwards airborne. Floats opponent on hit. Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block.

Followup, Powered Up 24*3 High, Air R 12 3,4,6 Until L+16 -

Jam is in crouching state during landing recovery. 1F onwards airborne. Card consumed on 1F. Knocks down opponent on hit. Can cancel into followups (Gekirin or Kenroukaku) the frame after hit/block.


[edit]
Kenroukaku
623K air OK
GGAC Jam 623K.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 14*5 Mid R 7 4,4,5,10 21+6L -36

Shoddy reversal without card, as it runs out of invincibility on the frame it becomes active. It still has its uses on wakeup to beat some meaties.

Hitstop 6F. Jam is in crouching state during landing recovery. 1~6F Strike invul. 3F onward airborne.

Aerial 12*5 All R 5 4,4,5,10 Until L+6 -

Combo filler without card.

Hitstop 6F. Jam is in crouching state during landing recovery. 3~4F Strike invul. Floats opponent on hit. Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block. On air hit, dizzy modifier x0.38. Minimum height requirement.

Powered Up 15*8 Mid R 7 2*8 23+6L -34

Gets a nice boost to its invincibility frames, and can be made safe meterlessly by cancelling it into a followup.

Hitstop 6F. Jam is in crouching state during landing recovery. 1~13F Strike invul. 3F onward airborne. Card consumed on 3F. Knocks down opponent on hit. Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block. Dizzy modifer x0.25.

Aerial, Powered Up 16*8 All R 5 2*8 Until L+6 -

Gains some mixup and combo utility being able to cancel into followups.

Hitstop 6F. Jam is in crouching state during landing recovery. 1~11F Strike invul. Card consumed on 1F. Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block. On air hit, dizzy modifier x0.25. Minimum height requirement.

Followup 8*3 All R 5 4,4,5,10 Until L+16 -

Hitstop 6F. Jam is in crouching state during landing recovery. 3~4F Strike invul. Floats opponent on hit. Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block. On air hit, dizzy modifier x0.38. Minimum height requirement.

Followup, Powered Up 14*8 All R 5 2*8 Until L+16 -

Hitstop 6F. Jam is in crouching state during landing recovery. 1~11F Strike invul. Card consumed on 1F. Floats opponent on hit. Can cancel into followups (Ryuujin or Gekirin) the frame after hit/block. Minimum height requirement.


[edit]
Bakushuu
236S
GGReload Jam 236S.png
Bakushuu (236S)
GGAC Jam 236SP.png
Mawarikomi (P)
GGAC Jam 236SK.png
Ashiharai (K)
GGAC Jam 236SS.png
Hyappo Shinshou (S)
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Bakushuu
236S
- - - - - Total 46 -

Command dashwith followups. It can be used as a meterless way to avoid bursts while using normals on the ground as it inherently low profiles them with enough recovery to punish very well on its own.

8~23F Above feet invul. 24~31F Low profile. 8~26F can cancel into followups. Jam is in CH state during move.

Mawarikomi
~P
- - - - - Total 25 -

Strike invul from ankles up. It's generally used to get in on your opponent while they're applying pressure from mid to full screen and it can be Roman cancelled. Aware opponents will throw you out of it, or use very low pokes to punish attempts to get in.

1~14F, 20~25F Above feet invul. 2~4F can pass through opponent.

Ashiharai
~K
30 Low R 8+9 8 22 -16

A swift low kick, causes stagger on hit. You can use this to apply fuzzies because of the ability to follow up with Jam's special kicks. Because of how her kicks work, this move will count as one of your special move kicks, so you can only follow up with two other special kicks. You can cancel the move with a kick before it comes out to trick your opponent into guarding low because the flash still comes out even when you cancel before impact. Use it with other moves to give your strikes instant fuzzy situations.

Staggers opponent on hit (max 35F). 9~30F Low profile. Jam is in CH state during recovery. 2~38F can cancel into followups.

Hyappo Shinshou
~S
50 Mid R 8+17 3 15 +1

Also known as puffball. Good for stuffing air-to-ground maneuvers because of its large frontal hitbox. Solid blockstring ender and good on block, but aware opponents will punish the startup.

Floats opponent on hit. Wall bounces opponent on CH. Initial proration 75%.

Senri Shinshou
~H
50 Mid R 8+23 3 12 +4

Heavy puffball. Good for applying safe pressure. It crosses up if the dash for the move is extremely close to the opponent. The drawback is its especially long startup allowing it to be more easily stuffed, but it reaches the entire screen if timed correctly, and has some low profile frames in the middle, so use this to close the gap after launching your opponent away with puffball or any other relevant situation. Good opponents will throw you out of this when attempting to cross up with it.

13~18F Low profile. Wall bounces opponent on hit. Knocks down opponent on CH. Dizzy modifier x2. Initial proration 75%. 1-10F can pass through opponent. If Jam passes through opponent, performs Senri Shinshou (Crossup) instead.

Senri Shinshou
(Crossup)
50 Mid RF 8+28 3 15 +1

Startup varies with distance from opponent. Low profile for 6F while Jam reverses direction. Wall bounces opponent on hit. Knocks down opponent on CH. Dizzy modifier x2. Initial proration 75%.


[edit]
Hochifu
546
GGAC Jam Parry.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - - -

Jam's parry. See this section for more details.


[edit]
Houeikyaku
j.2K
GGAC Jam j2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10*3 High, Air R 10 Until L 6L -

Jam's dive kick. It also serves as her go to overhead off of a jump cancelable normal. It's also plus on block depending on its point of contact, preferably below the waist of at the feet. On hit it leaves you at a slight frame advantage and occasionally enough to follow up with 5K or 2P. From higher up, you will actually be in a disadvantageous position. If not properly spaced it's very easy to punish with a throw either on block, hit or even CH. Good to use after air confirms when you don't have a card to immediately return to the ground.

2nd hit onwards have hitstop 5F, Attack Lv 1. Fastest TK version has total startup 13F, Frame adv +8F. Initial proration 80%. Minimum height requirement.



Overdrives[edit]

[edit]
Renhoukyaku
632146H
GGAC Jam 632146H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18*13 All - 20+0 48 6 -14

Risky to do midscreen, but a great meaty in the corner, as it has throw invincibility on startup followed by full invulnerability, making it a fantastic throw bait that is even positive on block.

Frame adv when opponent is in the corner: +6F. Hitstop 0. 1~5F Throw invul. 6~19F Full invul. 20~22F Strike invul. Floats opponent on hit.


[edit]
Choukyaku Hououshou
632146S
GGAC Jam 632146S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20,9*10,40,80 Mid R 7+0 19 24 -26

Her reversal super. Rushes forward and on hit goes into an animation.

1~10F Strike invul. 2nd~11th hits hitstop 6F. 32~43F Low profile. Knocks down opponent on hit. Dizzy modifier x0.


[edit]
Geki: Saishinhou
236236H
GGAC Jam 236236H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50,70 Mid R 1+2 3,3 36 -20

A very damaging and extremely fast super. While invulnerable on wakeup its range is really small so it has very limited usefulness as a wakeup reversal.

1~8F Strike invul. 1st hit staggers opponent on hit (max 35F). 2nd hit floats and knocks down opponent. 1st hit initial prorate 150%. 2nd hit forced prorate 75%.



Instant Kill[edit]

Gasenkotsu
In IK mode: 236236H
GGAC Jam IK.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
DESTROY All - 11+6 12 22 -15



Navigation[edit]


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