GGXRD-R/Jam Kuradoberi

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Jam Kuradoberi
GGXRD-R Jam Portrait.png

Defense Modifier: x1.06

Guts Rating: 3

Weight:

Stun Resistance: 65

Jump Startup: 3F

Backdash Time 13F / Invul: 1-7F

Movement Options
Jump Options TBD,Air Dash Options TBD, Dash Type:TBD
  

Overview

Strengths

Weaknesses


Normal Moves

5P
5P
GGXRD Jam 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Mid CJS YRP 3 3 7 ±0

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.

•Crouching characters that 5p will connect on are:

  •Johnny, Potempkin, Bedman, Slayer(3rd 5p will whiff) and Kum
5K
5K
GGXRD Jam 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 Low S YRP 4 4 6 +2

One of Jam's best pokes up close. Frame traps into itself and hits low.

•Solid prorate allows for good damage off of a low confirm.

•Great juggle filler into cS

•Chains from and into 2s •Chains into 6k •Gatlings into 6hs

Useful combos: • 5k > cS > 5s > 2D

• 5k > cS > 5hs > 2hs > 2D

c.S
c.S
GGXRD Jam cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid JS YRP 6 8 12 -6
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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f.S
f.S
GGXRD Jam fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Mid JS YRP 6 5 11 -2
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5H
5H
GGXRD Jam 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24*3 Mid S YRP 13 3(3)3(3)3 15 +1
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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5D
5D
GGXRD Jam 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 High - YRP 25 4 40 -2
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6P
6P
GGXRD Jam 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18*2 Mid S YRP 9 3(6)3 12 +2
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6K
6K
GGXRD Jam 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26,36 Mid JS YRP 6 4(6)12 20 -18
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6H
6H
GGXRD Jam 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 Mid S YRP 14 3 22 -6
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2P
2P
GGXRD Jam 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6 Mid CS YRP 4 2 7 +3
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2K
2K
GGXRD Jam 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Low CS YRP 5 3 9 ±0
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2S
2S
GGXRD Jam 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Mid S YRP 6 5 9 ±0
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2H
2H
GGXRD Jam 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28,20 Mid S YRP 11 8(6)4 13 ±0
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2D
2D
GGXRD Jam 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Low JS YRP 6 4 16 -6
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.P
j.P
GGXRD Jam jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
11 High/Air CS YRP 6 4 16 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.K
j.K
GGXRD Jam jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
14 High/Air S YRP 5 8 11 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.S
j.S
GGXRD Jam jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 High/Air JS YRP 5 5 9 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.H
j.H
GGXRD Jam jH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
35 High/Air S YRP 5 10 16 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.D
j.D
GGXRD Jam jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16,28 High/Air S YRP 7 3(6)6 16 + 4 After landing -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Universal Mechanics

Ground Throw
Ground Throw
GGXRD-R Jam GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20, 30 Ground Throw - R 1 1 - +18
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw
Air Throw
GGXRD-R Jam AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Air Throw - R 1 1 - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Dead Angle Attack
Dead Angle Attack
GGXRD Jam fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 10 9 20 -15
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Jam BlitzAttack.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Uncharged 50 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
-2
Max Charge 50 Mid - R 50+13 3 Hit: 11
Whiff: 20
-+5
  • List what the move is used for
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Special Moves

Hochifu
Hochifu
546
GGXRD Jam Hochifu.png
GGXRD Jam Zekkei.png
GGXRD Jam Goushao.png
GGXRD Jam Dowanga.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Hochifu
546
- - - YRP 1 - - -
Zekkei
> P
40 Mid - YRP 4 6 30 -17
Goushao
> P > P
35 Mid - YRP 15 6 24 -
Dowanga
> P > K
25 - - YRP 27 2 20 -3
  • Hochifu - Jam's counter. This move has 2 versions depending on whether you use it in neutral or cancel it from a normal.
  • In neutral: Jam catches highs and midst for 1-8 frames. Jam is unable to block low and cannot jump. Jam is able cancel into other movement options.(Run, walk, backdashing etc.)
  • for after 1-8 frames or during "catch", jam is only able to follow up with follow-ups:
     *P
     *P > P
     *P > K
     * Specials
  • From cancel: Jam retains the same conditions as when in neutral with the exception of being able to perform movement actions during the first 1-8 frames. If the opponent activates "catch" when jam cancels into Hochifu, the rules apply as if she had canceled normally.
  • You can cancel into P follow up if you catch a button Mid string. The follow up is 4 frame start up and has lots of hitstun. However it's easily punishable if blocked.
  • You can frame trap with the 2nd P follow up. Or go for the safer follow K up. However the K follow up has a larger gap in between. The K follow up does launch the opponent and true combos from the first follow up on counter hit.
Youeikyaku
Youeikyaku
j.2K
GGXRD Jam Youeikyaku.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16, 10*4 High/Air - YRP 10 Until Landing 6 After Landing +8
  • Youeikyaku - 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 have to RC in order to convert into a full combo.
  • After an air throw. Jam can RC > Youeikyaku to quickly reach the ground and convert into a combo.
  • It's possible to link into 5k or 2p after Youeikyaku in some situations.
Bakushuu
Bakushuu
236S
GGXRD Jam Bakushuu.png
GGXRD Jam Mawarikomi.png
GGXRD Jam Ashibarai.png
GGXRD Jam SenriShinshou.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Bakushuu
236S
- - - Y - - Total: 46 -
Mawarikomi
> P
- - - Y - - Total: 25 -
Ashibarai
> K
30 - - YRP 9 - Total: 37 -15
Byappo Shinshou
> S
50 Mid - YRP 17 3 15 +1
Senri Shinshou
> H
50 [44] Mid - YRP 23 [28] 1 [3] 13 +5 [+3]
  • Bakushuu - A Dash, it has follow-ups (special note: 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)
  • Mawarikomi - projectile invul and 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. A common time of use for this is round start to get a free throw on backdashing opponents. It's not throw invul and it has an obvious tell if your opponent isn't already doing something.
  • Ashibarai - A swift low kick, causes light stun on CH. 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 pruple flash still comes out even when you cancel before impact. Common use of this is after 2HS but use it with other moves to give your strikes instant fuzzy situations. (Special note: in the corner landing this then Gekirin will not combo unless execution is perfect. An easier time would be to DP then Gekirin upon successful hit)
  • Byappo Shinshou (puffball) - Good for stuffing air-to-ground maneuvers because of its large frontal hitbox. It makes the opponent roll backwards on CH
  • Senri Shinshou (Heavy puffball) - Good for applying safe pressure. On block, it pushes your opponent back, on hit you get free otg situation. On CH you get wallsplat if you're close enough and rollback if at mid screen. It crosses up if the dash for the move is extremely close to the opponent. The drawback is its especially long startup but it reaches the entire screen if timed correctly. So use this to close the gap after launching your opponent away with puffball or any other relevant situation.
Asanagi no Kokyuu
Asanagi no Kokyuu
22K/S/H
GGXRD Jam AsanagiNoKokyuu.png
Hold for MAX version
GGXRD Jam AsanagiIcons.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - - Y - - Total: 56~86 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Ryuujin
Ryuujin
236K
GGXRD Jam Ryuujin.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 55 [28] Mid [All] - YRP 17 [8] 6 [4] 30 + 11 After Landing -28 [-26]
Card 75 [65] Mid [All] - YRP 16 [8] 24 [22] 14 + 11 After Landing -30 [-28]
MAX 110 [100] Mid [All] - YRP 16 [8] 24 [22] 14 + 11 After Landing -30 [-28]
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.
  • Values listed in [ ] are when you cancel into this move from Gekirin, Kenroukaku

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Gekirin
Gekirin
214K
GGXRD Jam Gekirin.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 35 [16] High/Air - YRP 19 [17] 13 3+10 After Landing
[Until Landing + 10]
-12 [-13]
Card 28*3 [22*3] High/Air - YRP 18 [12] 3,4,6 4+10 After Landing
[Until Landing + 10]
-6
MAX 55 [45] High/Air - YRP 18 [12] 13 [10] Until Landing + 5 -4 [-5]
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.
  • Values listed in [ ] are when you cancel into this move from Ryujin, Kenroukaku

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Kenroukaku
Kenroukaku
623K
GGXRD Jam Kenroukaku.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 11*4 [8*3] Mid [Mid/Air] - R 7 [5] 4(1)/4(1)/2(2)1(1)/9 ※1 20 + 6 After Landing
[15 + 12 After Landing]
-21 [-22]
Card 11*6 [8*6] Mid [Mid/Air] - R 7 [5] 2/2(1)/4(1)/2(2)1(1)/9 ※1 26 + 6 After Landing
[20 + 12 After Landing]
-27
MAX 11*6,30 [8*6,30] Mid [Mid/Air] - R 7 [5] 3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 20 -15
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.
  • Values listed in [ ] are when you cancel into this move from Ryujin, Gekirin

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Air Ryuujin
Air Ryuujin
j.236K
GGXRD Jam Ryuujin.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 50 [28] All - YRP 8 4 Until Landing + 11 -
Card 75 [65] All - YRP 8 22 Until Landing + 11 -
MAX 110 [100] All - YRP 8 22 Until Landing + 11 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.
  • Values listed in [ ] are when you cancel into this move from Air Gekirin, Air Kenroukaku

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Air Gekirin
Air Gekirin
j.214K
GGXRD Jam Gekirin.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 30 [16] High/Air - YRP 16 [17] 13 Until Landing + 10 -
Card 24 [22*3] High/Air - YRP 15 [12] 13 [3,4,6] Until Landing + 10 -
MAX 50 [45] High/Air - YRP 15 [12] 13 Until Landing + 5 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.
  • Values listed in [ ] are when you cancel into this move from Air Ryujin, Air Kenroukaku

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Air Kenroukaku
Air Kenroukaku
j.623K
GGXRD Jam Kenroukaku.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 12*3 [8*3] Mid/Air - R 5 4(1)4(1)/2(2)1(1)/9 ※1 Until Landing + 6
[Until Landing + 12]
-
Card 9*6 [8*6] Mid/Air - R 5 2/2(1)/4(1)/2(2)1(1)/9 ※1 Until Landing + 6
[Until Landing + 12]
-
MAX 9*6,30 [8*6,30] Mid/Air - R 5 3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 20 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.
  • Values listed in [ ] are when you cancel into this move from Air Ryujin, Air Gekirin

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Overdrives

Choukyaku Hou'Oushou
Choukyaku Hou'Oushou
632146S/D
GGXRD Jam ChoukyakuHou'Oushou1.png
GGXRD Jam ChoukyakuHou'Oushou2.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal
632146S
20,7*16,40,80 Mid - YRP 7+演出123+0 21 27 -29
Burst
632146D
25,8*16,50,100 Mid - YRP 6+演出123+0 21 27 -29
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Bao Saishinshou
Bao Saishinshou
236236H
GGXRD Jam BaoSaishinshou.png
GGXRD Jam Kaorinkuen.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Bao Saishinshou
236236H
60 Mid - YRP 0+5? 6 36 -23
Kaorinkuen
> P
70, 60 Mid - RP 60 - Until Landing + 41
Until Landing + 23
Until Landing + 50
-
  • List what the move is used for
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Renhoukyaku
Renhoukyaku
632146H
GGXRD Jam Renhoukyaku.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16*13 All - YRP 20+1 2,4*11,2 9 +3
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Instant Kill

Gasenkotsu
During IK Mode: 236236H
GGXRD Jam Gasenkotsu1.png
GGXRD Jam Gasenkotsu2.png
GGXRD Jam Gasenkotsu3.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+12
[5+12]
4 36 -23
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 62F [5F+5F]
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc