GGXRD-R2/Jam Kuradoberi: Difference between revisions

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{{InvisibleHeader}}{{NavTabs|game=GGXRD-R2|chara=Jam Kuradoberi|forums=http://www.dustloop.com/forums/index.php?/forums/forum/354-jam-kuradoberi/|videos={{HoribunaXRDLink|JA}}}}
{{GGWikiBanner}}
======<span style="visibility:hidden;font-size:0">overview</span>======
==Overview==
{{MFlag|cleanup}} <!-- Missing small overview and lore section. -->
{{GGXRD-R2/CharacterLinks}}
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<div id="home-content" class="home-grid">
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{{card|width=4|height=1
{{FP Box
|header=Overview
|header=Overview
|content=
|content= The ki-wielding martial artist Jam is a highly-mobile rushdown queen with scary close-range pressure and high damage off openings.
Kung-fu master chef with horrible luck regarding her restaurants - she hunts dragons for ingredients and people for money. Being a rare wielder of KI she's one of the stronger humans in the GG universe and fights with her expert martial arts instead of weapons.


{{Bio
Jam's defining mechanic lies in her three kick specials: {{MMC|input=236K|label=Ryujin}}, a flying kick that crosses the screen; {{MMC|input=214K|label=Gekirin}}, an overhead axe kick; and {{MMC|input=623K|label=Kenroukaku}}, a DP-style kick. All of these moves can be cancelled into each other up to three times, giving her plenty of options for pressure and combos. In addition, she can power up these moves by "charging cards" with {{MMC|input=22K/S/H|label=Asanagi no Kokyuu}}, making them stronger, faster, or giving them enough invulnerability to make them effective reversals.
| name = Jam Kuradoberi
 
| game = GGXRD-R2
These kicks are backed up by very fast normals and a lot of cancel options, which allows her to keep the pressure on until she inevitably opens the opponent up, knocks 'em down, and builds up her resources. A Jam with full Tension and maxed-out cards is terrifying on offense, as one opening can lead to a ton of damage, great corner carry, and a near-guaranteed hard knockdown that lets her charge her cards all over again.
| voice = Rei Matsuzaki
 
| quote =  
Of course, none of that matters if she can't reach you. Jam's overall range is among the shortest in the cast, meaning that she has to rely on her speed and movement tools to fight around the ranges of her opponents before she gets her offense started. She's also very reliant on her resources to get the job done, and does considerably less damage without them. Because of this, Jam starts each round at a bit of an uphill battle until she can score her first knockdown and charge a card. Manage your risks wisely and you will be rewarded.
| lore =
}}
}}
{{StrengthsAndWeaknesses| intro = {{Character Label|GGXRD-R2|Jam Kuradoberi|24px}} has powerful and effective rushdown, able to run over her opponents with momentum.
{{GGXRD-R2/Infobox
| pros =
| fastestAttack = [[#5P|5P]] (3F)
* '''Very fast normals, both on the ground and in the air.''' Boasts a 3 frame jab, a 6 frame sweep, and a 5 frame air-to-air normal along with several other fast buttons that exist as powerful pokes with short recovery.
| reversal = [[#Kenroukaku|623K]] (7F). [[#Choukyaku Hou'Oushou|632146S]] (7+0F)
* '''Mobile and agile character.''' Jam has one of the fastest run speeds and the fastest IAD in the game, allowing her to outmaneuver much of the cast.
* '''Heavy damage and strong corner carry game.''' Carded specials lead to knockdowns and her special moves can carry opponents from corner to corner, setting up her strong offensive pressure. Her Bao Saishenshou super can easily add on over 60 damage to the end of even heavily prorated strings.
* '''Fairly safe against the opponent's bursts.''' Several of Jam's combos and pressure strings will bait bursts on their own, or can be easily modified to Option Select against an opponent attempting to escape.
* '''Large throw range and strong follow ups.''' With 50 tension Jam can deal heavy damage. Jam's 6H automatically kara cancels to throw, giving her the largest throw range in the game from a 6H.
* '''Flexible pressure game that can build RISC very fast.''' Her fast normals and huge array of cancel options allow Jam to rush over the opponent with a constant assault. Opponents are forced to spend meter on Faultless Defense to push Jam out and avoid gaining a high RISC bar.
* '''Unique Parry mechanic allows Jam to escape situations others cannot.''' Jam's Parry can ignore blockstun of any mid, high, or unblockable attacks, allowing her to punish gaps without having to spend 25 meter on a Blitz Shield.
* '''Easy access to knockdown.''' Jam's wide variety of cancel options allow her to almost always gatling to her sweep, and charged special moves will give knockdowns from air situations as well.
* '''High Tension Gain.''' Constant forward movement along with using several special moves in combos lead Jam to an abundance of Tension.
| cons =
* '''Very short range on most of her attacks.''' Jam's hand-to-hand combat style leaves her out of the range of many other fighters such as Ky or Faust. Movement and an understanding of how to use all of Jam's tools is required to get in and start her gameplan.
* '''Below average combo-damage without carded specials.''' Without a large counterhit Jam's damage often relies on cards to secure knockdowns and big damage.
* '''Character specific combo routes needed to unlock her true potential.''' Jam's 46PK combo routes depend heavily on the opponent's weight and hurtbox, requiring adaptations on the fly to reach her high damage.
* '''DP requires card to extend invincibility to active frames.'''
* '''Divekick must be spaced properly to be safe, otherwise can be thrown on hit.'''
}}
}}
|subheader1=Cards
{{ProsAndCons
|content2=
|intro= has powerful and effective rushdown, able to run over her opponents with momentum.
Her unique mechanic revolves around her ability to power up her kick specials, giving them different properties on hit. Similar to Sin she can cancel these kick specials into other kick specials - up to 3 times. They also gain different properties if done during airdashing, giving her a lot of flexibility in one button.
|pros=
{{clear}}
* '''Speedy''': Jam is a very quick character, with great mobility and fast close-range normals.
* '''High Damage and Corner Carry:''' Carded Specials and Tension usage let Jam deal absurd damage and carry her opponents to the corner with ease.
* '''Built in Burst Baits:''' Several of Jam's combos and pressure strings bait bursts on their own, or can be easily modified to Option Select against an opponent attempting to escape.
* '''Flexible Pressure:''' Her fast normals and huge array of cancel options allow Jam to rush over the opponent with a constant assault. Opponents are forced to spend meter on Faultless Defense to push Jam out and avoid gaining a high RISC bar.
* '''Tons o' Knockdowns:''' Jam's wide variety of cancel options allow her to almost always gatling to her sweep, and charged special moves will give knockdowns from air situations as well.
* '''High Tension Gain:''' Constant forward movement along with using several special moves in combos lead Jam to an abundance of Tension.
|cons=
* '''Stubby Normals:''' Often out of the range of many other fighters such as Ky or Faust. Good movement and an understanding of how to use all of Jam's tools is required to get in and start her gameplan.
* '''Character Specific Combos:''' Jam's 46PK combo routes depend heavily on the opponent's weight and hurtbox, requiring adaptations on the fly to reach her high damage.
* '''Situational Reversal:''' {{MMC|input=623K|label=DP}} requires card to extend invincibility to active frames and can be low profiled.
}}
}}
{{Closediv}}<!--END TOP SECTION-->
</div>
{{FlexSideContainer}}<!-- BEGIN FLEX SECTION -->
 
{{FP TOC|game=GGXRD-R2}}
===Unique Mechanics===
{{FP Box
{{card|width=4
| padding=no
|header=Cards
| content={{CharaInfo
|content=<center>[[File:GGXRD_Jam_AsanagiIcons.png]]</center>
| game=GGXRD-R2
<br/>
| fullname=Jam Kuradoberi
Jam's unique mechanic revolves around her ability to power up her kick specials ([[#Ryuujin|Ryuujin]], [[#Gekirin|Gekirin]], [[#Kenroukaku|Kenroukaku]])  with "cards," that give them different properties on hit and increase their damage. She can cancel these kick specials into other kick specials up to 3 times.  They also gain different properties if done while airdashing, giving her a lot of flexibility.
| defense = {{#lst:GGXRD-R2/Jam Kuradoberi/Data|defense}}
 
| guts = {{#lst:GGXRD-R2/Jam Kuradoberi/Data|guts}}
See her [[Jam_Kuradoberi#Special_Moves|special move descriptions]] for more information on what each card level does for each move.
| weight = {{#lst:GGXRD-R2/Jam Kuradoberi/Data|weight}}
| stunres = {{#lst:GGXRD-R2/Jam Kuradoberi/Data|stunres}}
| prejump = {{#lst:GGXRD-R2/Jam Kuradoberi/Data|prejump}}
| backdash = {{#lst:GGXRD-R2/Jam Kuradoberi/Data|backdash}}
| wakeup = {{#lst:GGXRD-R2/Jam Kuradoberi/Data|wakeup}}
| movement = {{#lst:GGXRD-R2/Jam Kuradoberi/Data|movement}}
}}
}}
}}
{{Closediv}}<!--END FLEX SECTION-->
{{Closediv}}


==Normal Moves==
==Normal Moves==
======<span style="visibility:hidden;font-size:0">5P</span>======
===<big>{{clr|P|5P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|1|5P}}
|input=5P
|input=
|description=
|image=GGXRD_Jam_5P.png |caption=Slap!
Jam is blessed with a 3 frame jab, much faster than the typical 5 frame jab of other characters. Its range is short but its startup lets it punish moves that other characters cannot, as well as making for a decent last-minute anti-air. Its low attack level means that it won't combo into much if she cannot gatling into a {{clr|K|K}} or an {{clr|S|S}} normal (that is, unless it is an air counterhit). {{clr|P|5P}} whiffs on almost every crouching character, which limits its use in pressure.
|data=
* Whiffs on all crouching characters except Potemkin, Bedman, Slayer (3rd {{clr|1|5P}} will whiff), and Kum.
{{AttackDataHeader-GGXRD-R2}}
* Jump cancelable.
{{!}}-
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|5P}}
{{!}}-
{{Description|6|text=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.
*Crouching characters that 5p will connect on: Potemkin, Bedman, Slayer(3rd 5p will whiff) and Kum
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">5K</span>======
===<big>{{clr|2|5K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|2|5K}}
|input=5K
|input=
|description=
|image=GGXRD_Jam_5K.png |caption=The god-button
{{clr|K|5K}} is Jam's main pressure tool. It frame traps into itself AND hits low, meaning {{clr|K|5K}} can both lock opponents down and open them up for tick throws. Jam also has a surprising number of normals that gatling back into this one, making it a common place to reset pressure.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
One quirk (feature?) of {{clr|2|5K}} is its below-average {{tt|hitstop|The amount of time both characters are frozen when an attack connects.}}, which means by the time your opponent realizes what happened, you'll have moved onto a throw or something else.
{{!}}-
 
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|5K}}
{{clr|2|5K}}'s heavy initial scaling limits the damage from combos that are started with it, though you'll still use it a lot.
{{!}}-
* Counterhit recovery.
{{Description|6|text=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. Heavy initial hit proration however limits the damage from combos that are started with this normal.
* {{clr|K|5K}} > {{clr|P|5P}} whiff recovers fast enough to link back into {{clr|K|5K}} and be gapless on block.
*Good for picking up airborne opponents about to hit the ground
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
*Gatlings from and into {{clr|3|2S}}, into {{clr|2|6K}} and {{clr|4|6H}}
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">c.S</span>======
===<big>{{clr|3|c.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|3|c.S}}
|input=c.S
|input=
|description=
|image=GGXRD_Jam_cS.png |caption=Elbow of justice
Jam's {{clr|3|c.S}} is a decent normal which is very useful in pressure to route to her other normals. It's also a good combo starter due to its lack of scaling and good gatling options. {{clr|S|c.S}} has limited use as an anti-air if Jam is able to get under and behind your opponent. It can also be used as a deep meaty attack to catch backdashes due to its high active frame count.
|data=
* Does strange things with Jam's collision box.
{{AttackDataHeader-GGXRD-R2}}
* Jump cancelable.
{{!}}-
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|c.S}}
{{!}}-
{{Description|6|text=Decent normal, but mostly sees any use at all in combos because of its very short range.
*No initial proration, so good combo starter.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">f.S</span>======
===<big>{{clr|3|f.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|3|f.S}}
|input=f.S
|input=
|description=
|image=GGXRD_Jam_fS.png |caption=Rock!
Jam's  {{clr|3|f.S}} is an amazing normal due to its fast startup, safety on block, and good range (by her standards, anyway). Jam does not extend her hurtbox too much prior to the move, making her {{clr|3|f.S}} a good choice for whiff punishing or counter poking.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
In addition, {{clr|3|f.S}} has good gatling options, enabling Jam to convert from stray hits reliably: {{clr|3|f.S}} > {{MMC|chara=Jam Kuradoberi|input=2D|label={{clr|5|2D}}}} is the basic knockdown route for normal hits or crouching opponents.  On counter hit against standing opponents, {{clr|3|f.S}} combos to IAD {{MMC|chara=Jam Kuradoberi|input=j.P|label={{clr|1|j.P}}}}, which leads to a high damage meterless combo from a relatively far hit.
{{!}}-
 
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|f.S}}
* Jump cancelable.
{{!}}-
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{Description|6|text=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 or a combo.  
*On standing counter hit you can confirm into a combo by jump-cancel > airdash > jP making this a pretty good tool.
*{{clr|3|f.S}} into TK Ryujin is a usable hitconfirm on the majority of the cast. On shorter characters it becomes harder.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">5H</span>======
===<big>{{clr|4|5H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|4|5H}}
|input=5H
|input=
|description=
|image=GGXRD_Jam_5H.png |caption=Pinwheel
Jam's {{clr|4|5H}} is a multi-hitting normal that finds use in Jam's combos and pressure, as well as use as a meaty attack. The multiple hits encourage an opponent to FD and doing so drains a large portion of their meter. {{clr|4|5H}} is +1 on block as well, setting up a frame trap to Jam's {{clr|2|5K}}. Jam ducks very low during the final hit, making many Dead Angle Attacks whiff if attempted against the move. The final hit being very low profile, as well as the multiple hits, and being + on block, makes this move a strong meaty option if given the time to start up.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
Jam can always gatling to her {{clr|3|f.S}} out of this normal, regardless of proximity. Because of this, Jam is able to {{clr|4|5H}} > {{clr|3|f.S}} even when right next to an opponent. Opponents may use FD to try to push Jam far enough away during {{clr|4|5H}}, so using her {{clr|3|f.S}} can punish this. Keen opponents will be ready to IB the last hit (as it's telegraphed by the two before it), requiring a delay gatling to discourage mashing.
{{!}}-
 
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|5H}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{!}}-
{{Description|6|text=Decent combo filler that does good damage. Sees little use as anything else.
*Hits behind Jam so can be used preemptively against moves that cross up/teleport.
*Last frames are very low profile so can evade certain reversals if done meaty enough.
*Horrible on whiff, not a great move to use in neutral.
*Cancels into and from {{clr|2|6K}}, giving her big damage and good pressure. {{clr|4|5H}}[1] {{clr|2|6K}}[2] is almost universally more damage when done in a combo.
*Crazy risc-build on block / Drains so much meter on FD.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">5D</span>======
===<big>{{clr|5|5D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|5|5D}}
|input=5D
|input=
|description=
|image=GGXRD_Jam_5D.png |caption=Stubby
A fairly standard {{clr|5|5D}} attack. Jam has several ways to route into it, and her high speed pressure can overwhelm an opponent, but generally she has better options.
|data=
* {{clr|D|5D}}8 can lead to high damage with a cranked guard bar, {{clr|D|5D}}6 can lead to good mixups and reward in the corner.
{{AttackDataHeader-GGXRD-R2}}
* Surprisingly safe on block.
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|5D}}
{{!}}-
{{Description|6|text=Jams dust-attack. Somewhat fast but easily blocked by skilled players.
*"Traditional" dust can lead to high damage with a cranked guard bar, Side dust can lead to good mixups and reward in the corner.
*Very very short range!
*Surprisingly safe on block, so not the worst thing to do after a vacuumed {{clr|4|2H}}.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">6P</span>======
===<big>{{clr|1|6P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|1|6P}}
|input=6P
|input=
|description=
|image=GGXRD_Jam_6P.png |caption=Fist in face
Unorthodox {{clr|1|6P}}, more oriented towards being a counterpoke than an anti-air. The first hit very little pushback, which makes comboing into {{clr|4|2H}} after an anti-air easier. Sees some use in pressure as it's +2 on block and cancels into pretty much anything. Can also be used as a meaty for similar reasons, but {{clr|K|5K}} is better for this role.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|2P}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|6P}}
{{!}}-
{{Description|6|text=Unorthodox {{clr|1|6P}}. If used as AA you want to cancel the first hit into {{clr|3|c.S}}/{{clr|3|f.S}} 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.
*Can not be jump cancelled!
*Was previously thought to lose upper body invu when it goes active due to a mistranslation of japanese frame data.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">6K</span>======
===<big>{{clr|2|6K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|2|6K}}
|input=6K
|input=
|description=
|image=GGXRD_Jam_6K.png |caption=
A 2-hit kick that's typically seen in pressure and combos, but not in neutral. The first hit is a lower attack level than the second, meaning in order to combo into her {{MMC|chara=Jam Kuradoberi|input=6H|label={{clr|4|6H}}}}, she must hit with the second hit. Both hits are jump cancellable and gatling into {{clr|4|5H}} allowing for some mixup potential, but the reward is low.
|data=
* Forces stand on hit.
{{AttackDataHeader-GGXRD-R2}}
* Jump cancelable.
{{!}}-
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|2P}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|6K}}
{{!}}-
{{Description|6|text=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.
*Forces stand on hit so has some unique uses in combos.
*Only normal that combos to {{clr|4|6H}} on regular hit (2nd hit only).
*Gatlings from {{clr|4|5H}}. (No longer gatlings/cancels into {{clr|4|5H}})
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">6H</span>======
===<big>{{clr|4|6H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|4|6H}}
|input=6H
|input=
|description=
|image=GGXRD_Jam_6H.png |caption=The Big Swing!
{{clr|4|6H}} enables much of Jam's game at neutral due to the fear most opponents have of getting CH by it. However, the move is fairly risky to throw out because it can easily be jumped over and has long recovery on whiff. The reason to use this normal is its great high profile, as Jam's lower body no longer has a hurtbox after frame 4 until the active frames. This means this move can slide past many low/downward pokes and get a juicy counter hit, easily leading to over 300 damage with optimized combos.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
{{clr|4|6H}} can also be used in pressure. Jam's {{clr|2|5K}} and {{clr|2|2K}} both gatling into {{clr|4|6H}} for a frame trap on normal block. In addition, while {{clr|4|6H}} is -6 on block, Jam can special cancel to {{MMC|chara=Jam Kuradoberi|input=236S|label={{clr|3|236S}}}} and from there, {{MMC|chara=Jam Kuradoberi|input=Bakushuu > K|label={{clr|2|236S}}~{{clr|K|K}}}} to make either an airtight blockstring or a frame trap afterwards. Special canceling her {{clr|4|6H}} to {{MMC|chara=Jam Kuradoberi|input=546|label=Hochifu}} without attacking is also roughly -6 on block, but pulls Jam's hurtbox in to make her safer against reversals.  
{{!}}-
* High profile.
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|6H}}
* Wallbounces on counterhit.
{{!}}-
{{Description|6|text=Pretty useful move, while slow it avoids a lot of lows and have a very high attack-level, decent normal to cancel into 236+S-specials. Pretty unsafe on block so don't forget to cancel it. Good move to use in pressure with the threat of YRC along with a huge reward on counter hit.
*On regular hit you can safely charge a MAX card.
*Loses lower body invul when it becomes active, so will trade against lows. Cannot be used as a reversal since it's not invul until frame 4.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">2P</span>======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|1|2P}}
|input=2P
|input=
|description=
|image=GGXRD_Jam_2P.png |caption=
{{clr|P|2P}} is another great pressure tool. In exchange for hitting mid, its +3 on block. {{clr|P|2P}} also gatlings from quite a few normals like {{MMC|chara=Jam Kuradoberi|input=6P|label={{clr|P|6P}}}}. Its high frame advantage also helps Jam fight FD, as she can repeatedly microdash {{clr|P|2P}} against opponents trying to push her out.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|2|6K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|2P}}
{{!}}-
{{Description|6|text=Standard crouching jab.  
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">2K</span>======
===<big>{{clr|2|2K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|2|2K}}
|input=2K
|input=
|description=
|image=GGXRD_Jam_2K.png |caption=Get low
Jam's {{clr|2|2K}} is a weird middle ground between her {{MMC|chara=Jam Kuradoberi|input=5K|label={{clr|2|5K}}}} and her {{MMC|chara=Jam Kuradoberi|input=2D|label={{clr|5|2D}}}}. It's not as fast as the former, but it's not as far-reaching as the latter. The main niche of this normal is that her {{clr|2|2K}} cancels into itself on hit or block, allowing Jam to chain hits to confirm a random touch, or just to force the opponent to hold downback. If an opponent attempts to jump out or throw their way out of Jam's pressure during this, they'll get tagged by the low and Jam can easily confirm to {{clr|5|2D}} for a knockdown.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|2K}}
{{!}}-
{{Description|6|text=Very fast, long ranged low normal with good evasion and upper body invincibility, one of her better normals. Useful to use in matchups where {{clr|5|2D}} is too much of a commitment.
*On CH it combos into {{clr|4|6H}}.
*Chains into itself and can easily be confirmed into {{clr|5|2D}} for card charge.
*Decent combo starter because of speed and invulnerability, in spite of high proration and low damage.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">2S</span>======
===<big>{{clr|3|2S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|3|2S}}
|input=2S
|input=
|description=
|image=GGXRD_Jam_2S.png |caption=Stop pressing buttons!
A very, very strong counter poke that forces stagger on counterhit. Automatically wins trades and is +0 on block, it's very good in pressure to either dash back in or set up a tick throw. Has some strange gatlings and a long cancel window, making it a great pressure reset point. Using this normal in some matchups is key to forcing your opponent to stay honest with their pressure and to lay off greedy attempts to get back in.
|data=
* Staggers on counterhit.
{{AttackDataHeader-GGXRD-R2}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|5K}}, {{clr|2|2K}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|2S}}
{{!}}-
{{Description|6|text=Shorter range than in the older games, but a stronger hitbox to make up for it. Will CH most pokes in the game for stagger. Good for pressure and frame traps, can be cancelled until nearly the end of its recovery frames.
*Staggers on CH, if opponent isn't ready to mash out of it you can dash up and get a full combo.
*Interesting hitbox makes it a hard counter against lows.
}}
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">2H</span>======
{{MoveData
|name={{clr|4|2H}}
|input=
|image=GGXRD_Jam_2H.png |caption=Get over here!
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|2H}}
{{!}}-
{{Description|6|text=Essential Jam combo tool. Sees a lot of uses.
*On both block and hit it vacuums the opponent closer to Jam.
*Makes it very easy to confirm combos on hit or block.
*Can be normal- and special-cancelled from both hits making it hard for the opponent to know when you will do something out of it.
*Used to combo into parry~PK for her stronger combos in specific situations.
*Can be used as an AA in some situations, though not that reliable.


Useful on block, but note that if the first hit is IB'd, there's a one frame gap in the blockstun before the next hit, opening the possibility for the opponent to reversal, blitz, backdash or throw if they're close enough. Mix up your blockstrings to ensure they're not confident enough to do this.
===<big>{{clr|4|2H}}</big>===
{{GGXRD-R2 Move Card
|input=2H
|description=
{{clr|H|2H}} is a core part of Jam and understanding it is key to playing the character. Its most common application is in combos, as the vacuum effect enables all sorts of extensions with {{MMC|chara=Jam Kuradoberi|input=Zekkei > K|label={{clr|P|546P}}{{clr|K|K}}}} and {{MMC|chara=Jam Kuradoberi|input=236236H|label={{clr|H|236236H}}}}. It always brings grounded opponents into {{clr|D|2D}} range if it hits, making {{clr|H|5H}} > {{clr|H|2H}} > {{clr|D|2D}} her strongest resourceless knockdown combo. However, combos are only the very beginnings of how {{clr|H|2H}} is useful.
 
Being two hits and 0 on block, {{clr|H|2H}} serves as a pressure reset tool that requires conditioning to use effectively. If her opponent doesn't IB either hit, Jam is free to reset pressure with {{clr|K|5K}} or attempt a tick throw. If they IB the first hit, there will be a small gap between the two hits that opponents can reversal, backdash, or Blitz out of. If they IB the second hit, Jam is negative and will usually pull the opponent into throw range. In the either case, Jam can gatling into {{clr|D|2D}} as a low hit (as most reversals, backdash, and high Blitz require the opponent to stop blocking low). Alternatively, Jam can cancel the first hit into an empty 546 and try to throw the opponent out of whatever option they pick. This is much riskier but covers both Blitz options. {{clr|D|2D}} will also stop opponents from throwing her after IBing the second hit, as throws require a 6 or 4 input to work (which requires moving the stick away from 1). Cancelling into {{clr|D|5D}} is a last-resort option, as even though her Dust is quite safe, it is also quite slow. {{clr|D|2D}} is always the safest choice, and gatlings into it can be delayed to mess with IB timings as well.


Examples on stuff you can do on block:
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|5|5D}}, {{clr|5|2D}}
*Cancel into parry without followups then throw.
*Cancel to {{clr|5|2D}} into either 236S-stuff or JC into IAD-mixups.
*Goes naturally into {{clr|5|5D}} from either first or second hit, though there's a pretty big gap.
*Not cancel into anything as it's 0 on block, if opponent doesn't have anything faster than a 5F-move and didn't IB it, you can do {{clr|2|5K}} almost for free into more pressure stuff.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">2D</span>======
===<big>{{clr|5|2D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|5|2D}}
|input=2D
|input=
|description=
|image=GGXRD_Jam_2D.png |caption=Get lower
Jam is blessed with one of the best sweeps in the game, with a very large and powerful hitbox that comes out in a blisteringly fast 6 frames. Being fast and having a very low hurtbox, this move is great at stuffing mid pokes in neutral. It also comes with a jump cancel, making it a safe point to return to neutral. {{MMC|chara=Jam Kuradoberi|input=Bakushuu > K|label={{clr|2|236S}}~{{clr|K|K}}}} can be used as a last-ditch frame trap after {{clr|D|2D}}, but its generally a low reward option if she doesn't have Cards available. {{clr|D|2D}} is her main knockdown tool off most hits and allows her to get a Card safely while still having time to meaty.
|data=
* Jump cancelable.
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|2D}}
{{!}}-
{{Description|6|text=Very fast and good sweep, very common combo ender as you cancel it into a safe card charge. Evasive!
*Can be cancelled into jump, specials or supers.
*From stray {{clr|5|2D}} hits you can OTG with {{clr|2|5K}}cSfS into 236S-stuff to keep the pressure going.
*{{clr|5|2D}} into not-cancelled jump jH is a safejump in most circumstances.
*Combos into IAD dp against most characters making this a great option on block and hit.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.P</span>======
===<big>{{clr|1|j.P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|1|j.P}}
|input=j.P
|input=
|description=
|image=GGXRD_Jam_jP.png |caption=
Standard aerial jab. Attacks below Jam, and cancels into itself on whiff. Used along with Jam's fast IAD as a tool to get back in during pressure, or as a hitconfirm.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.P}}
{{!}}-
{{Description|6|text=A surprisingly slow airjab. One of few air-normals Jam has that attacks in a downward angle. Cancels into itself on whiff.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.K</span>======
===<big>{{clr|2|j.K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|2|j.K}}
|input=j.K
|input=
|description=
|image=GGXRD_Jam_jK.png |caption=
Very strong air-to-air normal due to Jam's hurtbox not extending very far when used. Can catch many characters who are airdashing or trying to throw out buttons in the air.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.K}}
{{!}}-
{{Description|6|text=Faster than jP but doesn't chain into itself. Mostly used as combo filler but is a decent air-to-air attack when used at the same level as your opponent.
*Chains both into and from jP.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.S</span>======
===<big>{{clr|3|j.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|3|j.S}}
|input=j.S
|input=
|description=
|image=GGXRD_Jam_jS.png |caption=
Amazing air normal. Beats most jump-ins if done early enough. Can keep teching opponents high in the air and continually punish them for teching and trying to come down with buttons. If done close to the ground, it can set up juggles to {{MMC|chara=Jam Kuradoberi|input=Zekkei > K|label={{clr|P|546P}}{{clr|K|K}}}} which leads to a lot of damage.
|data=
* Jump cancelable.
{{AttackDataHeader-GGXRD-R2}}
* Launches opponent upwards on hit.
{{!}}-
* Forced untech time.  
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.S}}
* Good airthrow OS normal.
{{!}}-
[[/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|4|j.H}}
{{Description|6|text=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.
*Launches opponent upwards on hit.
*Guaranteed 17f of untech on hit allowing you to do jS JC delay jS/jH to set up ryuujin followups.
*Good airthrow OS normal.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.H</span>======
===<big>{{clr|4|j.H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|4|j.H}}
|input=j.H
|input=
|description=
|image=GGXRD_Jam_jH.png |caption=They told her she could be anything, so she became a hitbox
Stupid {{clr|4|j.H}}. Due to the fast startup and hitbox that essentially turns Jam INTO a hitbox, teching forward out of combos and using this normal can punish many drops. Hits all around Jam so can also be used for crossups, however due to the low attack level this can be IB'd and punished with a throw. Jam should be ready to special cancel if the move is blocked. Any kind of movement altering options (IAD YRC / {{MMC|chara=Jam Kuradoberi|input=236K|label=Ryuujin}} YRC) into {{clr|H|j.H}} is an easy way to skip neutral.
|data=
* Counterhit recovery.
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.H}}
{{!}}-
{{Description|6|text=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 {{clr|2|j2K}} when used after an IAD, as aware opponents will throw you after blocking as you land from this normal.
*Any kind of movement altering options (IAD YRC / Ryuujin YRC) into jH is pretty decent.
*On CH-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.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">j.D</span>======
===<big>{{clr|5|j.D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name={{clr|5|j.D}}
|input=j.D
|input=
|description=
|image=GGXRD_Jam_jD.png |caption=Upkicks!
Generally used as combo filler, however the second hit is one of Jam's best (and hardest to use) starters on counterhit. Like all {{clr|D|j.D}}s, has landing recovery.
|data=
* Second hit launches grounded opponents.
{{AttackDataHeader-GGXRD-R2}}
* Second hit wallbounces on counterhit.
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.D}}
{{!}}-
{{Description|6|text=Air can-cans! Decent air-move. Like all {{clr|5|j.D}}s, has landing recovery.
*Launches upwards on hit.
*Potential for very strong combo followups in corner.
*If second hit is CH it blows away and wallbounces. Potential for very strong followups or just max-charge a card.
}}
}}
}}


==Universal Mechanics==
==Universal Mechanics==
======<span style="visibility:hidden;font-size:0">Ground Throw</span>======
===<big>Ground Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Ground Throw
|input=Ground Throw
|image=GGXRD-R_Jam_GroundThrow.png |caption=AHAHAHAHA~!
|description=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Ground Throw}}
{{!}}-
{{Description|6|text=  
Strong grab that leads to combos. Jam is a very scary rushdown character, so having a strong throw is huge.
Strong grab that leads to combos. Jam is a very scary rushdown character, so having a strong throw is huge.


Since the first hit only gives 90% forced prorate you can get very strong followups from RRC, giving you enough time to charge card and followup combo AFTER RRC slowdown, adding no extra proration. With character specific followups you can get around 200ish damage off this.
When the grab input is {{clr|4|6H}}, Jam gains extra throw range from {{MMC|chara=Jam Kuradoberi|input=6H|label=the attack}} moving her forward. This fact combined with her fast and + on block normals, and her quick run speed, make Jam one of the best grapplers in the game. However, her throw requires resources to get a knockdown from, so she is not easily able to chain throws back to back.


Example combo that works on everyone (requires a slight microdash before {{clr|2|6K}} on some):
With resources, RRCing the first hit of her throw can easily lead to taking away nearly half of your opponent's lifebar, as well as giving you the opportunity to charge a card, making it incredibly scary once Jam has 50 meter.
* Throw (1) RRC > {{clr|3|22S}}, {{clr|2|6K}} JC jKjS JC jH xx {{clr|2|j236K}}xx{{clr|2|j623K}}xx{{clr|2|j214K}} dash {{clr|3|c.S}}{{clr|4|2H}}(2)> Parry PP ~ 175ish damage
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Air Throw</span>======
===<big>Air Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Air Throw
|input=Air throw
|image=GGXRD-R_Jam_AirThrow.png |caption=Get down!
|description=
|data=
It's an airthrow. You can RRC for some combo opportunity, but the damage is minimal. Take your okizeme and corner carry.
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Air Throw}}
{{!}}-
{{Description|6|text=  
Decent airthrow. Unlike her grounded throw you don't get massive damage off RRC. In corner you can get OTG followups.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Dead Angle Attack</span>======
===<big>Dead Angle Attack</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Dead Angle Attack
|input=DAA
|image=GGXRD_Jam_fS.png |caption=
|description=
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|DAA}}
{{!}}-
{{Description|6|text=  
Standard DA-attack. Uses her fS-animation. Wallbounces.
Standard DA-attack. Uses her fS-animation. Wallbounces.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Blitz Shield Charge Attack</span>======
===<big>Blitz Attack</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Blitz Attack
|input=Blitz,[Blitz]
|image=GGXRD-R_Jam_BlitzAttack.png |caption=
|versioned=name
|data=
|description=
{{AttackDataHeader-GGXRD-R2|version=yes}}
While using the Blitz Attacks is always a risk, Jam gets relatively decent reward from them. A CH Partial Charge or hitting with a Max Charge blitz attack allows Jam to quickly execute a {{MMC|chara=Jam Kuradoberi|input=22K/S/H|label=Breath of Asanagi}} to charge a card, then followup with a combo while the opponent is still in crumple state. Hitting a Partial Charge near the corner also allows Jam to followup with a combo that leads to good knockdown for her, while hitting one midscreen gives the time and space to MAX charge a card.
{{!}}-
{{AttackVersion|name=Uncharged }}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Blitz Attack }}
{{!}}-
{{AttackVersion|name=Max Charge}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Blitz Attack Max Charge}}
{{!}}-
{{Description|6|text= }}
}}
}}


== Special Moves ==
==Special Moves==
* Data in [ ] indicates when used as a followup
* Data in [ ] indicates when used as a followup
======<span style="visibility:hidden;font-size:0">Hochifu</span>======
 
{{MoveData
===<big>Hochifu</big>===
|name=Hochifu
{{InputBadge|546}}
{{GGXRD-R2 Move Card
|input=546
|input=546
|image=GGXRD_Jam_Hochifu.png |caption=Parry attacks...
|description=
|image2=GGXRD_Jam_Zekkei.png |caption2=> P
Jam's character-defining parry. Jam will automatically parry and block all incoming '''mid''' and '''overhead attacks''' during the first 8 frames. Jam will still be hit by lows/throws, and is in Counter Hit state for the first 8F. It is also ill-advised to overuse Hochifu against projectile okizeme, as Jam will be locked into the stance from interacting with the projectile with the opponent still able to act. If an opponent hits Jam low during this time, she will be CH by the low. This stance can even be special canceled into, allowing Jam to bait bursts and Dead Angles in the middle of her pressure. However, Hochifu has different properties depending on if it is done in neutral or cancelled into.
|image3=GGXRD_Jam_Goushao.png |caption3=> P > P
* Non-cancelled 546 can be cancelled into crouching or Faultless Defense after the catch.
|image4=GGXRD_Jam_Dowanga.png |caption4=> P > K
** Cancelling into 546 forces Jam to fully recover for 24 frames total.
|data=
* After a successful parry, Jam can act after 7 frames and her opponent is locked in histop for 9 frames.
{{AttackDataHeader-GGXRD-R2|version=yes}}
* When performed in neutral, it is freely cancelable from frame 9 onward into forward/back walk and crouch. Effectively giving it only 9F total recovery from neutral.
{{!}}-
* Cancel options from a successful parry:
{{AttackVersion|name=Hochifu|subtitle=546}}
** Hochifu again
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|546}}
** [[#Zekkei|Zekkei]], which can be also done without a successful parry
{{!}}-
** [[#Bakushuu|Bakushuu]]
{{AttackVersion|name=Zekkei|subtitle=> P}}
** Any of Jam's [[#Overdrives|Overdrives]]
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Hochifu P }}
** Blocking or Faultless Defense
{{!}}-
** Forward dash/backdash
{{AttackVersion|name=Goushao|subtitle=> P > P}}
** Yellow Roman Cancel
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Zekkei P}}
}}
{{!}}-
{{AttackVersion|name=Dowanga|subtitle=> P > K}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Zekkei K}}
{{!}}-
{{Description|7|text=
*Hochifu - Jam's parry. 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 mids for 1-8 frames. Jam is unable to block low and cannot jump. Jam is able cancel into other movement options and FD on frame 9.(Run, walk, backdashing etc.)
===<big>Zekkei</big>===
{{InputBadge|{{clr|1|546P}}}}
{{GGXRD-R2 Move Card
|input=Hochifu > P
|description=
Jam's primary follow-up to {{MMC|chara=Jam Kuradoberi|input=546|label=Hochifu}}. Because of the fast startup, and the fact Jam generally acts before the opponent on a successful parry, this move is very hard to bait after a successful parry. The hitbox is quite small, and the move is very unsafe on block. If the opponent is attacking from out of its range, it can be better to cancel to Jam's other options from a successful parry such as dash or Yellow Roman Cancel.
* Gains increased hitstop on counterhit.
* Ground counterhit staggers, air counterhit is untechable until the opponent hits the dirt.
* Can destroy projectiles.
* {{clr|P|546P}} can be done 10f after entering the parry stance and immediately upon a successful parry.
* Counterhit recovery.
}}


*As a special cancel: Jam retains the same conditions as when in neutral with the exception of being able to perform movement actions or FD after frame 8. If the opponent is parried when jam cancels into Hochifu (such as a burst), the rules apply as if she had canceled normally.
===<big>Goushao</big>===
{{InputBadge|{{clr|1|546P}} > {{clr|1|P}}}}
{{GGXRD-R2 Move Card
|input=Zekkei > P
|description=
Goushao is the usual follow-up to {{MMC|chara=Jam Kuradoberi|input=Hochifu > P|label=Zekkei}}. Generally used as a combo ender, as it sends the opponent flying and knocks down. If done midscreen, this gives Jam lots of corner carry and an opportunity to use {{MMC|chara=Jam Kuradoberi|input=22K/S/H|label=Asanagi no Kokyuu}} to charge a card, or to chase the opponent for a meaty. If the opponent is already cornered, Jam is not able to charge a card in time, but she can use the move to set up a safejump. It's very dangerous to use Jam's parry follow-ups on a blocking opponent, so having 50% Tension can keep her safe with a Red Roman Cancel.
* Counterhit recovery.
}}


*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.
===<big>Dowanga</big>===
**You can frame trap with the 2nd P follow up, the 2nd follow up is unsafe and leaves Jam in counter hit state during recovery.
{{InputBadge|{{clr|1|546P}} > {{clr|2|K}}}}
**You can go for the safer K follow 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 1start follow up on counter hit. Generally a good rule is never let {{clr|1|46P}} be blocked.
{{GGXRD-R2 Move Card
|input=Zekkei > K
|description=
Dowanga is the slower but more rewarding followup from {{MMC|chara=Jam Kuradoberi|input=Hochifu > P|label=Zekkei}}. This move launches the opponent high into the sky, allowing Jam to followup with a devastating combo. Due to the immense startup of the move, Zekkei does not naturally combo into Dowanga without either a counterit or hitting later than just the first active frame of Zekkei. While landing a counterhit with Zekkei can happen naturally from a parry, using Dowanga mid-combo requires some setup.


*If you have any tension at all you can FD OS the followup by doing 464+P+K. On whiff Jam will FD, if she parries a move the P-followup will hit. This makes it a decent AA with 1f startup, 8f actives and 0f recovery. Not that useful against multi-hitting moves unfortunately.  
Jam can combo into Dowanga by juggling the opponent in a way that launches them high enough that they fall into Zekkei. These combos are commonly referred to as {{clr|1|546P}}{{clr|2|K}} combos. Launching the opponent in this way requires some knowledge of their hurtbox and weight, along with managing that height so they fall into Zekkei slightly late. These combos open up huge amounts of damage for Jam, often not requiring any resources.
*As of 2.10, P follow up cancels projectiles.
}}
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">Youeikyaku</span>======
{{MoveData
|name=Youeikyaku
|input={{clr|2|j.2K}}
|image=GGXRD_Jam_Youeikyaku.png |caption=Jive kick
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.2K}}
{{!}}-
{{Description|6|text=
*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.
===<big>Youeikyaku</big>===
{{InputBadge|{{clr|2|j.2K}}}}
{{GGXRD-R2 Move Card
|input=j.2K
|description=
A sharply-angled divekick that's mainly used in pressure as an instant overhead. Its minimum height requirement is actually below Jam's initial actionable jump height, letting her do it incredibly quickly.  


*If not properly spaced it's very easy to throw punish if multiple hits, either it's blocked, hit or even on CH.
While {{clr|K|j.2K}} is quite advantageous on block, on hit Jam automatically converts to doing multiple bicycle kicks on her way down. These follow-up kicks can actually offer less frame advantage than if the move were blocked. {{clr|K|j.2K}} requires 50 meter for RRC in order to ensure Jam can combo from it.


*Good to use after air confirms when you don't have a card to immediately return to the ground.
When using the move without RC, it's important to attempt to space it so Jam doesn't land directly adjacent to her opponent. Landing too close can lead to Jam being punished by a throw '''on hit'''. Because {{clr|K|j.2K}} acts like a special move, Jam can cancel into it from any of her air normals to surprise opponents who are eager to Instant Block air normals and throw Jam when she lands.  


*It's possible to link into 5k or 2p after Youeikyaku in some situations.
Since it halts Jam's air momentum, it can also bait out anti-airs, though the dubious frame advantage on hit means Jam will usually need to spend meter on a Yellow Roman Cancel to take {{clr|K|j.2K}}'s momentum into a more reliable air normal.
}}
}}
===<big>Bakushuu</big>===
{{InputBadge|{{clr|3|236S}}}}
{{GGXRD-R2 Move Card
|input=236S
|description=
A command dash special from which four different follow-ups can be performed at any point after the initial 9 frames of the dash. Bakushuu is used in tandem with her very fast IAD to continue or repressure opponents after blocking one of Jam's grounded strings. However, due to the large startup on these moves, it can be interrupted.
Bakushuu enters low profile state after 10F, which can be used to avoid projectiles such as {{MMC|chara=Ky Kiske|input=236S|label=Stun Edge}} or Venom's pool balls. Despite this, Bakushuu is very committal, as Jam can't cancel the stance early safely without YRC. That said, it's very rare to use Bakushuu without using one of the follow-ups.
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Bakushuu</span>======
===<big>Mawarikomi</big>===
{{MoveData
{{InputBadge|{{clr|3|236S}} > {{clr|1|P}}}}
|name=Bakushuu
{{GGXRD-R2 Move Card
|input={{clr|3|236S}}
|input=Bakushuu > P
|image=GGXRD_Jam_Bakushuu.png |caption=Bakushuu ({{clr|3|236S}})
|description=
|image2=GGXRD_Jam_Mawarikomi.png |caption2=Mawarikomi (P)
Mawarikomi immediately gains a super low profile hurtbox (only able to really be hit by sweeps or throws) and can pass through the opponent. This move is an excellent way to avoid mid-level pokes and projectiles in neutral and as a feint in pressure for a cheeky throw.
|image3=GGXRD_Jam_Ashibarai.png |caption3=Hamonkyaku (K)
 
|image4=GGXRD_Jam_Byappo Shinshou.png |caption4=Hyappo Shinshou (S)
An important note is that unlike Bakushuu, Jam is NOT in counterhit state for the duration of this move. This can save her from a bigger punish if she is about to be hit during the initial slide.
|image5=GGXRD_Jam_SenriShinshou.png |caption5=Senri Shinshou (H)
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Bakushuu }}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|236S }}
{{!}}-
{{AttackVersion|name=Mawarikomi}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Bakushuu P }}
{{!}}-
{{AttackVersion|name=Ashibarai}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Bakushuu K}}
{{!}}-
{{AttackVersion|name=Hyappo Shinshou}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Bakushuu S}}
{{!}}-
{{AttackVersion|name=Senri Shinshou}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Bakushuu H}}
{{!}}-
{{AttackVersion|name=Senri Shinshou (Followup)}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Hyappo Shinshou H}}
{{!}}-
{{Description|7|text=*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 - 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.
*Hamonkyaku - 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 {{clr|4|2H}} 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)
*Hyappo Shinshou (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. Causes tumble state on CH. Combos directly into Senri Shinshou if you press HS right after the hit.
*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 tumble state 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 and lack of low profile, allowing it to be more easily stuffed, 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. Good opponents will throw you out of this when attempting to cross up with it!
}}
}}
===<big>Hamonkyaku</big>===
{{InputBadge|{{clr|3|236S}} > {{clr|2|K}}}}
{{GGXRD-R2 Move Card
|input=Bakushuu > K
|description=
Hamonkyaku is a weak but important part of Jam's game plan, as well as being a mixup tool in its own right. A fast hitting low out of {{MMC|chara=Jam Kuradoberi|input=236S|label=Bakushuu}}, executing the fastest possible Hamonkyaku leads to it having roughly 15F of startup. This make it an airtight followup to Jam's {{clr|4|6H}}, and becomes a frame trap from {{clr|5|2D}} on normal block. Hamonkyaku can be used to discourage mashing out of Jam's Bakushuu follow-ups during her pressure. While using Hamonkyaku like this may seem risky, being a whopping -15 on block, this move is also special cancellable at any time to Jam's {{MMC|chara=Jam Kuradoberi|input=236K|label=Ryuujin}}, {{MMC|chara=Jam Kuradoberi|input=214K|label=Gekirin}}, and {{MMC|chara=Jam Kuradoberi|input=623K|label=Kenroukaku}}. Using these follow-ups, either on their own or in conjunction with YRC, can force the opponent to hesitate and allow Jam to recover safely. In addition, because the move can even be special cancelled during the startup frames, Jam is functionally able to cancel directly from Bakushuu into {{MMC|chara=Jam Kuradoberi|input=236K|label=Ryuujin}}, {{MMC|chara=Jam Kuradoberi|input=214K|label=Gekirin}}, and {{MMC|chara=Jam Kuradoberi|input=623K|label=Kenroukaku}}. The most common of these uses is known as "Karageki", or cancelling the startup of {{clr|3|236S}} > {{clr|2|K}} to {{clr|2|214K}}. The input for this is {{clr|3|236S}}{{clr|2|214KK}}. This will quickly cancel from Jam's Bakushuu to her overhead, Gekirin. Using Karageki is a powerful mixup tool in Jam's arsenal.
* Special cancelable into {{clr|K|236K}}, {{clr|K|214K}}, and {{clr|K|623K}}.
* Staggers on hit and longer on counterhit.
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Asanagi no Kokyuu</span>======
===<big>Hyappo Shinshou</big>===
{{MoveData
{{InputBadge|{{clr|3|236S}} > {{clr|3|S}}}}
|name=Asanagi no Kokyuu
{{GGXRD-R2 Move Card
|input={{clr|2|22K}}/S/H
|input=Bakushuu > S
|image=GGXRD_Jam_AsanagiNoKokyuu.png |caption=Hold for MAX version
|description=
|image2=GGXRD_Jam_AsanagiIcons.png |caption2=
One of Jam's more iconic specials, commonly known as "Puffball". Hyappo Shinshou is much slower than Hamonkyaku, but is +1 on block, allowing Jam to continue pressure after it is blocked. It's also scary to challenge as it has a large amount of upper body invul and converts to huge damage on counterhit.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
This move can also be used as a situational anti-air, especially if done early to call out an air dash. Jam almost always gets a corner combo if she's right. In addition, {{clr|S|236S}}~{{clr|S|S}} works on most of the cast after launching them with {{MMC|chara=Jam Kuradoberi|input=Zekkei > K|label={{clr|1|546P}}{{clr|2|K}}}}, granting a large amount of corner carry and a knockdown.
{{!}}-
 
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|22K/S/H}}
Jam is able to cancel Hyappo Shinshou to {{MMC|chara=Jam Kuradoberi|input=Bakushuu > H|label=Senri Shinshou}} by pressing {{clr|4|H}} after the opponent is hit or blocks Hyappo Shinshou. This is commonly called "puffpuff." While this leads to a knockdown in a combo, in pressure this is fairly unreliable as it is a relatively large gap between the two hits that can easily be mashed out of.
{{!}}-
* Tumbles opponents on counterhit.
{{Description|6|text=Essential Jam-specific mechanic. Very dangerous to do raw because of a huge recovery.
* 26f startup from Bakushuu (best case).
*{{clr|2|22K}} charges Ryuujin, {{clr|3|22S}} charges Gekirin and {{clr|4|22H}} charges Kenroukaku.
*Holding K/S/H charges the card to max level but takes more time.
*Jam gains card before it recovers, meaning you can get hit out of it and still get card. This also means you can get card and YRC it to recover faster.
*After 1.03 you gain card during max-charge as well so if you have to YRC or get hit out of it you still get a regular card. Also charges a lot faster in 1.03 making it more viable to max-charge.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Ryuujin</span>======
===<big>Senri Shinshou</big>===
{{MoveData
{{InputBadge|{{clr|3|236S}} > {{clr|4|H}}\{{clr|3|236S}} > {{clr|3|S}} > {{clr|4|H}}}}
|name=Ryuujin
{{GGXRD-R2 Move Card
|input={{clr|2|236K}}
|input=Bakushuu > S > H
|image=GGXRD_Jam_Ryuujin.png |caption=Dragon kick!
|description=
|data=
Senri Shinshou is Jam's Heavy Slash follow-up to {{MMC|chara=Jam Kuradoberi|input=236S|label=Bakushuu}} or {{MMC|chara=Jam Kuradoberi|input=Bakushuu > H|label=Hyappo Shinshou}}. When done from Bakushuu, Jam will initiate one of two versions depending on how close she is to the opponent. If she is far away, she will dash twice and up to the opponent before attacking. If she is close, she will dash through the opponent and attack from their reverse side. The cross-up version has frame data information enclosed in brackets.
{{AttackDataHeader-GGXRD-R2|version=yes}}
 
{{!}}-
When done from Hyappo Shinshou, the frame data is similar to the cross-up version but Jam will never crossup when this is executed. Because of the large gap between hits, it's possible to hit Jam with a low or throw her in between the moves, or backdash the single active frame of Senri Shinshou. Its highly useful as a combo tool even if its use in pressure is situational.
{{AttackVersion|name=Normal }}
 
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|236K}}
All versions of Senri Shinshou have much more startup than Hyappo Shinshou, but are much safer on block, giving Jam even greater opportunities to repressure her opponent. Additionally, the upper body invul and limited tracking make it a situational anti-air against IADs, especially when Jam is cornered. Generally, this move can be used to punish very defensive or passive opponents in blockstrings, who are too afraid of Hyappo Shinshou to press buttons, and would rather block Jam until she is forced to IAD back in.
{{!}}-
* Wallsticks on counterhit.
{{AttackVersion|name=Card}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|236K Card }}
{{!}}-
{{AttackVersion|name=MAX}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|236K MAX}}
{{!}}-
{{Description|7|text=The Bruce Lee special! Great combo-tool, but air-version is much more useful.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Gekirin</span>======
===<big>Asanagi no Kokyuu</big>===
{{MoveData
{{InputBadge|{{clr|2|22K}}/{{clr|3|S}}/{{clr|4|H}}}}
|name=Gekirin
{{GGXRD-R2 Move Card
|input={{clr|2|214K}}
|input=22K/S/H
|image=GGXRD_Jam_Gekirin.png |caption=Axe kick!
|description=
|data=
Jam's essential special move that builds her Ki and strengthens one of her other special moves. Commonly referred to as "charging cards" due to the icon that appears. Due to the long animation, this is typically only done after knocking down an opponent with {{clr|5|2D}} or {{clr|4|6H}}. However, if the opponent is retreating or expecting Jam to run at them, "stealing" a charge in neutral can be very worthwhile.
{{AttackDataHeader-GGXRD-R2|version=yes}}
 
{{!}}-
Which card to charge depends on both character and player matchup. In general, charging {{MMC|chara=Jam Kuradoberi|input=214K|label=Gekirin}} is the most useful as it opens up both mixups and combo enders. In some matchups, charging {{MMC|chara=Jam Kuradoberi|input=236K|label=Ryuujin}} offers bigger damage output and a fearsome reversal. Charging {{MMC|chara=Jam Kuradoberi|input=623K|label=Kenroukaku}} is more situational, as while it does make a true invulnerable reversal, it is more limited as a mixup tool.
{{AttackVersion|name=Normal }}
* {{clr|2|22K}} charges {{MMC|chara=Jam Kuradoberi|input=236K|label=Ryuujin}}, {{clr|3|22S}} charges {{MMC|chara=Jam Kuradoberi|input=214K|label=Gekirin}} and {{clr|4|22H}} charges {{MMC|chara=Jam Kuradoberi|input=623K|label=Kenroukaku}}.
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|214K}}
* Jam gains the card on frame 41, meaning she can get hit out of it before it fully recovers and still get the card.
{{!}}-
** Jam can get the card and YRC to recover faster.
{{AttackVersion|name=Card}}
* Holding the input results in Jam gaining a MAX card on frame 66 instead.
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|214K Card }}
** MAX cards can also be obtained by charging 3 of the same type of card.
{{!}}-
{{AttackVersion|name=MAX}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|214K MAX}}
{{!}}-
{{Description|7|text=Standing overhead. Keeps momentum and can cross up, but unsafe and reactable without card so not as useful compared to the air-version.
*If cancelled from {{clr|3|236S}}~K it comes out much faster, either if {{clr|3|236S}}~K whiffs or on hit. With max card this is a 12f overhead, hitting crouchers at f15 making it a really strong mixup. With pushback it's pretty hard to punish as well on block. This makes maxing this card worth it.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Kenroukaku</span>======
===<big>Ryuujin</big>===
{{MoveData
{{InputBadge|{{clr|2|236K}}}}
|name=Kenroukaku
{{GGXRD-R2 Move Card
|input={{clr|2|623K}}
|input=236K,236K Card,236K MAX
|image=GGXRD_Jam_Kenroukaku.png |caption=Dragon punch! (kick!)
|versioned=input
|data=
|description=
{{AttackDataHeader-GGXRD-R2|version=yes}}
This is why you play Jam. Perhaps her most iconic move, Jam's Ryuujin is a powerful, hard-hitting flying kick. When done from the ground, the move is air unblockable, but takes extra time to get started. With cards behind it, the move gains some invul from frames 10-17F during startup, which can plow through projectiles if timed well. On counter hit, the MAX version even wallsticks for a disgustingly long period of time, allowing Jam to followup with an incredibly powerful combo. The grounded version of Ryuujin will mostly see use as a combo tool, as it is very risky to throw out in neutral. It's too slow to use as a confirm from {{clr|S|f.S}}, requiring IAS {{clr|K|j.236K}} to combo without a counterhit.
{{!}}-
* MAX version wallsticks on counterhit.
{{AttackVersion|name=Normal }}
* Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|623K}}
{{!}}-
{{AttackVersion|name=Card}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|623K Card }}
{{!}}-
{{AttackVersion|name=MAX}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|623K MAX}}
{{!}}-
{{Description|7|text=If you don't have this carded it's not a true DP and will trade if used. It still has its uses on wakeup because of startup invincibility, possibly beating out some meaty moves, and on block you can cancel it into the other kick specials making it safer than the average DP.
*As with other DP's in the game you can not YRC/PRC this move.
*However on block you can cancel into axe-kick then YRC the axe-kick, making this a DP you can make safer with just 25 meter.
}}
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">Air Ryuujin</span>======
{{MoveData
|name=Air Ryuujin
|input={{clr|2|j.236K}}
|image=GGXRD_Jam_Ryuujin.png |caption=Air dragon kick!
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Normal }}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.236K}}
{{!}}-
{{AttackVersion|name=Card}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.236K Card }}
{{!}}-
{{AttackVersion|name=MAX}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.236K MAX}}
{{!}}-
{{Description|7|text=Useful combo-tool uncarded, with card it's basically a horizontal dragon-punch. Was hugely buffed in 1.03 giving the air-version true invincibility on startup until actives. Just having one card in this lets you beat pretty much anything in neutral when you TK it.


Since it's easier for Jam to max cards in 1.03 and this move is so great, if you max this you have won neutral. It beats everything.
===<big>Gekirin</big>===
}}
{{InputBadge|{{clr|2|214K}}}}
{{GGXRD-R2 Move Card
|input=214K,214K Card,214K MAX
|versioned=input
|description=
Jam's overhead kick that actually hits overhead. When done raw, Gekirin is fairly slow, easy to block, and relatively unsafe on block. Where this move shines is as a followup attack to Hamonkyaku. Because Hamonkyaku can be cancelled during the startup frames, performing a Karageki ({{clr|3|236S}}{{clr|2|214KK}}) allows Jam to do a much faster and much safer overhead during her pressure. When charged, Gekirin gains multiple hits that make it much harder to punish on block, and when MAX charged, the landing recovery and startup are both greatly reduced, making Karageki with a MAX card a 15f safe on block overhead. All versions of Karageki lead to a large combo as they float the opponent into the air on hit, setting up for a juggle nicely. Card Gekirin is Jam's main way to convert stray hits into damage.
* Knocks down on hit.
* Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Air Gekirin</span>======
===<big>Kenroukaku</big>===
{{MoveData
{{InputBadge|{{clr|2|623K}}}}
|name=Air Gekirin
{{GGXRD-R2 Move Card
|input={{clr|2|j.214K}}
|input=623K,623K Card,623K MAX
|image=GGXRD_Jam_Gekirin.png |caption=Air axe-kick!
|versioned=input
|data=
|description=
{{AttackDataHeader-GGXRD-R2|version=yes}}
Normally, Jam's Kenroukaku is not a true reversal in that its invul does not reach the active frames. It can also easily be low-profiled, causing Jam to whiff entirely versus some meaty lows. Despite this, the move can still be used sparingly as a reversal, as it still has enough invul to trade with many attacks and will force a knockdown on counterhit. In addition, assuming the move makes contact, Jam is able to cancel to {{MMC|chara=Jam Kuradoberi|input=236K|label=Ryuujin}} or {{MMC|chara=Jam Kuradoberi|input=214K|label=Gekirin}} to be safer on block or escape.
{{!}}-
* Cannot be Yellow or Purple Roman Canceled.
{{AttackVersion|name=Normal }}
* Normal version loses invulnerability before it becomes active.
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.214K}}
** Carded versions are true, invulnerable reversals.
{{!}}-
** MAX card version recovers in the air, but Jam cannot double jump after using this move, only airdash.
{{AttackVersion|name=Card}}
* Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.214K Card }}
{{!}}-
{{AttackVersion|name=MAX}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.214K MAX}}
{{!}}-
{{Description|7|text=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 superjump airdash gekirin is like dropping a bomb.
*If you have at least one card in this it becomes a very common air combo ender as it lets you continue the combo on the ground or max-charge any card you like.
}}
}}
}}
<nowiki/>
 
======<span style="visibility:hidden;font-size:0">Air Kenroukaku</span>======
===<big>Air Ryuujin</big>===
{{MoveData
{{InputBadge|{{clr|2|j.236K}}}}
|name=Air Kenroukaku
{{GGXRD-R2 Move Card
|input={{clr|2|j.623K}}
|input=j.236K,j.236K Card,j.236K MAX
|image=GGXRD_Jam_Kenroukaku.png |caption=Air dp!
|versioned=input
|data=
|description=
{{AttackDataHeader-GGXRD-R2|version=yes}}
Used as a combo tool if done without cards. Can combo into and out of {{MMC|chara=Jam Kuradoberi|input=214K|label=Gekirin}} and {{MMC|chara=Jam Kuradoberi|input=623K|label=Kenroukaku}} in order to bring your opponent closer to the corner. Do NOT end an air combo with Ryuujin however, as Jam can be punished by a tech button before she even touches the ground.
{{!}}-
* Both card versions gain strike invulnerability from frame 1 to active.
{{AttackVersion|name=Normal }}
* Airdash Ryuujin loses most of its forward momentum.
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.623K}}
* Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
{{!}}-
{{AttackVersion|name=Card}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.623K Card }}
{{!}}-
{{AttackVersion|name=MAX}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|j.623K MAX}}
{{!}}-
{{Description|7|text=Usually used as a combo-filler but is a very strong mixup-tool if you have one card in this. Usually this move launches Jam upwards but if done during an airdash it halts her momentum and she falls downward, allowing a combo into juggle on hit.
*Excellent crossup/non-crossup mixup if done properly. Can be hard to punish but is unsafe.
*As OKI-tool after {{clr|5|2D}} > {{clr|4|22H}} it's pretty good as you can chose what side you do it on and because of its invulnerability it beats most wakeup reversals with few exceptions (Jacko)
*Very rarely maxed as one card gives the same utility as max card.
}}
}}
}}


== Overdrives ==
===<big>Air Gekirin</big>===
======<span style="visibility:hidden;font-size:0">Choukyaku Hou'Oushou</span>======
{{InputBadge|{{clr|2|j.214K}}}}
{{MoveData
{{GGXRD-R2 Move Card
|name=Choukyaku Hou'Oushou
|input=j.214K,j.214K Card,j.214K MAX
|input={{clr|3|632146S}}<br>({{clr|5|632146D}})
|versioned=input
|image=GGXRD_Jam_ChoukyakuHou'Oushou1.png |caption=Fury of the Phoenix
|description=
|image2=GGXRD_Jam_ChoukyakuHou'Oushou2.png |caption2=
Gekirin is Jam's main combo ender without cards. It returns Jam to the ground quickly and sets up the opponent to tech high in the air, letting Jam threaten and pressure with her upward hitboxes such as {{MMC|chara=Jam Kuradoberi|input=j.S|label={{clr|3|j.S}}}} or {{MMC|chara=Jam Kuradoberi|input=Bakushuu > S|label={{clr|3|236S}}~{{clr|S|S}}}}. {{clr|3|j.S}} also combos directly to Gekirin on most air hits, letting Jam route into an air tech situation.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
When carded, Gekirin will always knock down. Jam returns to the ground fast enough to safely re-charge a card with {{MMC|chara=Jam Kuradoberi|input=22K/S/H|label={{clr|3|22S}}}} and still get okizeme. Alternatively, she can pick up the opponent before they hit the ground and combo into a super or a knockdown with {{MMC|chara=Jam Kuradoberi|input=Zekkei > P|label={{clr|1|546PP}}}} for more damage. Max Gekirin causes even more float on hit, letting Jam combo to {{clr|3|236S}}~{{clr|S|S}} after, giving her even higher damage opportunities and still letting her re-card.
{{!}}-
 
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|632146S }}
Airdash Gekirin is one of the more useful airdash specials, as it halts all vertical momentum and Jam drops straight down while executing the move. This angle coupled with the strong hitbox makes for a very fast and very hard to beat overhead that is relatively safe on block. It can also be spaced to hit as a cross-up on the opponent but doing this makes it much more punishable on block. On hit, it bounces the opponent in the air and gives Jam a chance to juggle the opponent. If Jam has a card or MAX card charged, the window to execute Gekirin during the airdash becomes much tighter.
{{!}}-
* Airdash Gekirin stops Jam's horizontal momentum and causes her to fall quickly.
{{Description|6|text=Her true useful wakeup reversal super. Rushes forward and on hit will do the full animation.
* Opponent can air tech out of the normal version.
*Burst version is her most damaging super ender in long combos because of very high minium damage.
* Carded versions will always knockdown on hit.
}}
* Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">Bao Saishinshou</span>======
{{MoveData
|name=Bao Saishinshou
|input={{clr|4|236236H}}
|image=GGXRD_Jam_BaoSaishinshou.png |caption=Grace of the Dragon Horse
|image2=GGXRD_Jam_Kaorinkuen.png |caption2=
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Bao Saishinshou|subtitle=236236H}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|236236H }}
{{!}}-
{{AttackVersion|name=Kaorinkuen|subtitle={{clr|4|236236H}} > P}}
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Saishinshou P}}
{{!}}-
{{Description|7|text=A very damaging but very hard to utilize combo ender super. While invulnerable on wakeup it's range is really small so it has very limited usefulness as a wakeup reversal.


First hit launches them and by pressing P again Jam lunges forward. If you mistime it and hit the wall she will crash into it and you won't get any followup damage. If you get a stray hit you will do additional damage, and on a clean hit it does massive damage.
===<big>Air Kenroukaku</big>===
{{InputBadge|{{clr|2|j.623K}}}}
{{GGXRD-R2 Move Card
|input=j.623K,j.623K Card,j.623K MAX
|versioned=input
|description=
Generally just done as a combo tool to knock the opponent higher in the air or deal more damage through heavy scaling from a throw starter or guts. One of the few DPs in Guilty Gear that is throw invul in the air as well, meaning she can use it to hit opponents trying to IB airthrow her.
 
When Kenroukaku is done during an airdash, Jam loses all vertical momentum and instead falls slowly while kicking and lauching upwards. Because the move hits all around Jam and is completely invincible, this is a strong option to crossup an opponent and cannot be airthrown, and will even beat most reversals. However, reward is minimal unless Jam has used {{MMC|chara=Jam Kuradoberi|input=22K/S/H|label={{clr|H|22H}}}} previously to charge a card, which gives enough untech time for Jam to land and combo.
* Airdash Kenroukaku stops Jam's horizontal momentum and causes her to fall slowly.
* Normal Kenroukaku can be air teched out of.
* Both card versions knock down.
** MAX version recovers in the air.
* Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
* Preserves air options when Roman cancelled out of a superjump (does not on normal jump)
}}


*No oki on hit, puts the opponent right next to you with slight advantage making this a less useful move if it's not going in for the kill.
==Overdrives==
}}
===<big>Choukyaku Hou'Oushou</big>===
{{InputBadge|{{clr|3|632146S}}\{{clr|5|632146D}}}}
{{GGXRD-R2 Move Card
|input=632146S
|description=
Jam's cinematic super is also the one she uses the least. While it's strike invulnerable through startup, it's generally outshined by {{clr|K|623K}} as a reversal. However, Jam rushes forward before attacking, making it harder to whiff compared to her other reversal options. Note that it is ONLY strike invul, meaning Jam can still be thrown out of it. When done in longer combos, the Burst version can offer better utility due to the multiple hits and higher minimum damage.  
}}
}}
<nowiki/>
======<span style="visibility:hidden;font-size:0">Renhoukyaku</span>======
{{MoveData
|name=Renhoukyaku
|input={{clr|4|632146H}}
|image=GGXRD_Jam_Renhoukyaku.png |caption=Super puffball
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|632146H}}
{{!}}-
{{Description|6|text=Also known as "best super in the game", this move has great range and hitbox and impossible to punish if blocked. With startup throw invincibility it's a great move to bait wakeup throws with or used as a counter to opponent supers if their startup isn't fast enough.


*Has throw invulnerability for frames 1-5 and complete invulnerability for frames 6-23.
===<big>Bao Saishinshou</big>===
*You can YRC before superflash for 1-5 throw invu + 6-20f all invu for 25 meter.
{{InputBadge|{{clr|4|236236H}}}}
*Can be YRC'd AFTER the startup as well either on hit or block letting you either confirm the combo or go in for a free mixup. The projectile almost hides her {{clr|5|5D}} behind this.
{{GGXRD-R2 Move Card
}}
|input=236236H,236236H > P|type=super|versioned=input
|description=
Jam's other reversal super finds more use as a combo ender. While it is much faster than Chokyaku Ho'oushou in startup, the range is very small, making it very easy to whiff. However, Bao Saishinshou and Kaorinkuen have a minimum damage scaling of a whopping 50%, along with a high base damage, which results in the ability to tack on massive amounts of damage to the end of most combos.
 
Bao Saishinshou launches the opponent high into the air, and sets up Jam to follow up with Kaorinkuen. If Bao Saishinshou is blocked or whiffed, Jam can RC it, but on hit, Jam becomes completely invincible until she recovers. Pressing Punch after Bao launches the opponent will start Jam's Kaorinkuen followup. Depending on the timing of the followup, Jam will have one of 3 results:
* Hitting the opponent with a glancing blow, or a normal hit. This only hits your opponent once and drops them straight down. Jam recovers the fastest from this version and can still do some okizeme.
* Hitting the opponent with a clean hit. This hits your opponent twice, adding a second hit with extreme zoom-in and hitstop. This drops your opponent slightly forward, pulling them out of the corner if they were there already. Jam recovers slower during this than a normal hit, giving her weaker okizeme, but the damage is much higher.
* Whiffing the opponent outright. If this happens, Jam will do no damage and splat herself into the wall. Jam can RRC as soon as she hits the wall to make herself safe. If the whiff is early, Jam can recover in time to avoid a counter attack, but if the whiff is late, Jam will be almost guaranteed to eat a huge punish.
 
Practice timing the followup attack in training mode by using the animation of the flame aura around her or listen for sound cues for consistent clean hits. Keep in mind that the correct timing can change if the opponent was high up when launched.
}}
}}


== Instant Kill ==
===<big>Renhoukyaku</big>===
{{MoveData
{{InputBadge|{{clr|4|632146H}}}}
|name=Gasenkotsu
{{GGXRD-R2 Move Card
|input=During IK Mode: {{clr|4|236236H}}
|input=632146H
|image=GGXRD_Jam_Gasenkotsu1.png
|description=
|image2=GGXRD_Jam_Gasenkotsu2.png
Renhoukyaku may not be as flashy as Jam's other supers, but the utility more than makes up for it. Jam is completely throw invul through the startup and gains a large window of strike invul after 5F, making this tool a strong option as either a stop-sign in neutral, or done over a waking up opponent to bait and punish their reversal options. It is also the only source of Jam's projectile YRC okizeme, as she can YRC post-flash and use the FX of the super to hide a high/low mixup behind. The ki blast almost completely obscures {{clr|D|5D}}'s orange flash.
|image3=GGXRD_Jam_Gasenkotsu3.png |caption3=天上天下惟我独尊
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|IK}}
{{!}}-
{{Description|6|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
*IK Mode Activation: 62F [5F+5F]
*Uses the animation of her Goushao.
*Good hitbox for IK standards.


Can combo in from Zekkei, lvl 3 grounded Gekirin and Ryujin.
On hit, Jam can followup in the corner with a {{clr|1|5P}} and combo to knockdown by routing to {{clr|1|546P}}~{{clr|P|P}}. On block, Jam is +3, but many opponents will mash IB against this super.


Follow the [[Help:Writing_Character_Pages]] guidelines
Because of the multiple hits, it can be used to chip out low HP opponents or hit OTG to secure a kill.
}}
* Throw invulnerability for frames 1-5 and complete invulnerability for frames 6-23.
|tablewidth=69
* Can be YRC'd before superflash for 1-5 throw invu + 6-20f all invul for 25 meter.
* Can be YRC'd AFTER the startup for a better combo or a mixup.
}}
}}


==Instant Kill==
===<big>Gasenkotsu</big>===
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
{{GGXRD-R2 Move Card
|input=236236H|type=instantkill
|description=
* Uses the animation of her Goushao.
Jam has a fairly practical IK in her ability to build stun on the opponent through CH Hyappo Shinshou and CH Senri Shinshou, as well as several opportunities to combo into Gold IK with CH puffballs, CH MAX Ryuujin, or hitting the opponent with MAX Gekirin or {{clr|D|5D}}. Jam can also use her Parry and Zekkei to RRC and combo into Gold IK from the stagger state.
That said, if she has 50-100 meter and her opponent is in the Hellfire state, she can probably just combo into Bao Saishinshou and win the match that way.
}}


==Navigation==
==Navigation==
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Links}}
<center>{{Character Label|GGXRD-R2|Jam Kuradoberi|size=42px}}</center>
{{notice|To edit frame data, edit values in [[GGXRD-R2/Jam Kuradoberi/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GGXRD-R2/CharacterLinks}}
{{Navbar-GGXRD-R2}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{GGXRD-R2/Navigation}}
[[Category:Guilty Gear|Jam Kuradoberi]]

Latest revision as of 08:43, 14 April 2024

Overview

Overview

The ki-wielding martial artist Jam is a highly-mobile rushdown queen with scary close-range pressure and high damage off openings.

Jam's defining mechanic lies in her three kick specials: RyujinGGXRD Jam Ryuujin.pngGuardMidStartup17Recovery30 + 11 After LandingAdvantage-28, a flying kick that crosses the screen; GekirinGGXRD Jam Gekirin.pngGuardHigh/AirStartup19 [17]Recovery3+10 After Landing
[Until Landing + 10]
Advantage-13
, an overhead axe kick; and KenroukakuGGXRD Jam Kenroukaku.pngGuardMidStartup7Recovery20 + 6 After LandingAdvantage-37, a DP-style kick. All of these moves can be cancelled into each other up to three times, giving her plenty of options for pressure and combos. In addition, she can power up these moves by "charging cards" with Asanagi no KokyuuGGXRD Jam AsanagiIcons.pngGuardStartupRecoveryTotal: 56~77Advantage-, making them stronger, faster, or giving them enough invulnerability to make them effective reversals.

These kicks are backed up by very fast normals and a lot of cancel options, which allows her to keep the pressure on until she inevitably opens the opponent up, knocks 'em down, and builds up her resources. A Jam with full Tension and maxed-out cards is terrifying on offense, as one opening can lead to a ton of damage, great corner carry, and a near-guaranteed hard knockdown that lets her charge her cards all over again.

Of course, none of that matters if she can't reach you. Jam's overall range is among the shortest in the cast, meaning that she has to rely on her speed and movement tools to fight around the ranges of her opponents before she gets her offense started. She's also very reliant on her resources to get the job done, and does considerably less damage without them. Because of this, Jam starts each round at a bit of an uphill battle until she can score her first knockdown and charge a card. Manage your risks wisely and you will be rewarded.
Jam Kuradoberi
GGXRD-R Jam Portrait.png
Defense
x1.06
Guts Rating
3
Weight
[105] Light
Stun Resistance
65
Prejump
3F
Backdash
13F (1~7F invuln)
Wakeup Timing
26F (Face Up)/ 25F (Face Down)
Fastest Attack
5P (3F)
Reversals
623K (7F). 632146S (7+0F)

 Jam Kuradoberi has powerful and effective rushdown, able to run over her opponents with momentum.

Pros
Cons
  • Speedy: Jam is a very quick character, with great mobility and fast close-range normals.
  • High Damage and Corner Carry: Carded Specials and Tension usage let Jam deal absurd damage and carry her opponents to the corner with ease.
  • Built in Burst Baits: Several of Jam's combos and pressure strings bait bursts on their own, or can be easily modified to Option Select against an opponent attempting to escape.
  • Flexible Pressure: Her fast normals and huge array of cancel options allow Jam to rush over the opponent with a constant assault. Opponents are forced to spend meter on Faultless Defense to push Jam out and avoid gaining a high RISC bar.
  • Tons o' Knockdowns: Jam's wide variety of cancel options allow her to almost always gatling to her sweep, and charged special moves will give knockdowns from air situations as well.
  • High Tension Gain: Constant forward movement along with using several special moves in combos lead Jam to an abundance of Tension.
  • Stubby Normals: Often out of the range of many other fighters such as Ky or Faust. Good movement and an understanding of how to use all of Jam's tools is required to get in and start her gameplan.
  • Character Specific Combos: Jam's 46PK combo routes depend heavily on the opponent's weight and hurtbox, requiring adaptations on the fly to reach her high damage.
  • Situational Reversal: DPGGXRD Jam Kenroukaku.pngGuardMidStartup7Recovery20 + 6 After LandingAdvantage-37 requires card to extend invincibility to active frames and can be low profiled.

Unique Mechanics

Cards
GGXRD Jam AsanagiIcons.png


Jam's unique mechanic revolves around her ability to power up her kick specials (Ryuujin, Gekirin, Kenroukaku) with "cards," that give them different properties on hit and increase their damage. She can cancel these kick specials into other kick specials up to 3 times. They also gain different properties if done while airdashing, giving her a lot of flexibility.

See her special move descriptions for more information on what each card level does for each move.

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12 Mid 3 3 7 ±0

Jam is blessed with a 3 frame jab, much faster than the typical 5 frame jab of other characters. Its range is short but its startup lets it punish moves that other characters cannot, as well as making for a decent last-minute anti-air. Its low attack level means that it won't combo into much if she cannot gatling into a K or an S normal (that is, unless it is an air counterhit). 5P whiffs on almost every crouching character, which limits its use in pressure.

  • Whiffs on all crouching characters except Potemkin, Bedman, Slayer (3rd 5P will whiff), and Kum.
  • Jump cancelable.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12 Low 4 4 6 +2

5K is Jam's main pressure tool. It frame traps into itself AND hits low, meaning 5K can both lock opponents down and open them up for tick throws. Jam also has a surprising number of normals that gatling back into this one, making it a common place to reset pressure.

One quirk (feature?) of 5K is its below-average hitstopThe amount of time both characters are frozen when an attack connects., which means by the time your opponent realizes what happened, you'll have moved onto a throw or something else.

5K's heavy initial scaling limits the damage from combos that are started with it, though you'll still use it a lot.

  • Counterhit recovery.
  • 5K > 5P whiff recovers fast enough to link back into 5K and be gapless on block.

Gatling Options: 5P, 2P, 6P, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

c.S

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Mid 6 5 11 -2

Jam's f.S is an amazing normal due to its fast startup, safety on block, and good range (by her standards, anyway). Jam does not extend her hurtbox too much prior to the move, making her f.S a good choice for whiff punishing or counter poking.

In addition, f.S has good gatling options, enabling Jam to convert from stray hits reliably: f.S > 2DGGXRD Jam 2D.pngGuardLowStartup6Recovery16Advantage-6 is the basic knockdown route for normal hits or crouching opponents. On counter hit against standing opponents, f.S combos to IAD j.PGGXRD Jam jP.pngGuardHigh/AirStartup6Recovery16Advantage-, which leads to a high damage meterless combo from a relatively far hit.

  • Jump cancelable.

Gatling Options: 2S, 5H, 2H, 5D, 2D

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24×3 Mid 13 3(3)3(3)3 15 +1 22-24F Upper Body
25-48 Low Profile
49-51 Upper Body

Jam's 5H is a multi-hitting normal that finds use in Jam's combos and pressure, as well as use as a meaty attack. The multiple hits encourage an opponent to FD and doing so drains a large portion of their meter. 5H is +1 on block as well, setting up a frame trap to Jam's 5K. Jam ducks very low during the final hit, making many Dead Angle Attacks whiff if attempted against the move. The final hit being very low profile, as well as the multiple hits, and being + on block, makes this move a strong meaty option if given the time to start up.

Jam can always gatling to her f.S out of this normal, regardless of proximity. Because of this, Jam is able to 5H > f.S even when right next to an opponent. Opponents may use FD to try to push Jam far enough away during 5H, so using her f.S can punish this. Keen opponents will be ready to IB the last hit (as it's telegraphed by the two before it), requiring a delay gatling to discourage mashing.

Gatling Options: 6K, f.S, 2H, 5D, 2D

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18×2 Mid 9 3(6)3 12 +2 1-5F Upper Body
6-14 Above Knees

Unorthodox 6P, more oriented towards being a counterpoke than an anti-air. The first hit very little pushback, which makes comboing into 2H after an anti-air easier. Sees some use in pressure as it's +2 on block and cancels into pretty much anything. Can also be used as a meaty for similar reasons, but 5K is better for this role.

Gatling Options: 2P, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16,26 Mid 6 4(6)12 20 -18

A 2-hit kick that's typically seen in pressure and combos, but not in neutral. The first hit is a lower attack level than the second, meaning in order to combo into her 6HGGXRD Jam 6H.pngGuardMidStartup14Recovery22Advantage-6, she must hit with the second hit. Both hits are jump cancellable and gatling into 5H allowing for some mixup potential, but the reward is low.

  • Forces stand on hit.
  • Jump cancelable.

Gatling Options: 2P, 2K, c.S, f.S, 2S, 2H, 6H, 5D, 2D

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 Mid 14 3 22 -6 4-6 Lower Body
7-13F Foot

6H enables much of Jam's game at neutral due to the fear most opponents have of getting CH by it. However, the move is fairly risky to throw out because it can easily be jumped over and has long recovery on whiff. The reason to use this normal is its great high profile, as Jam's lower body no longer has a hurtbox after frame 4 until the active frames. This means this move can slide past many low/downward pokes and get a juicy counter hit, easily leading to over 300 damage with optimized combos.

6H can also be used in pressure. Jam's 5K and 2K both gatling into 6H for a frame trap on normal block. In addition, while 6H is -6 on block, Jam can special cancel to 236SGGXRD Jam Bakushuu.pngGuardStartupRecoveryTotal: 46Advantage- and from there, 236S~KGGXRD Jam Ashibarai.pngGuardLowStartup8Recovery23Advantage-15 to make either an airtight blockstring or a frame trap afterwards. Special canceling her 6H to HochifuGGXRD Jam Hochifu.pngGuardStartup1Recovery24Advantage- without attacking is also roughly -6 on block, but pulls Jam's hurtbox in to make her safer against reversals.

  • High profile.
  • Wallbounces on counterhit.

2P

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
8 Low 5 3 9 ±0 3-12F Upper Body

Jam's 2K is a weird middle ground between her 5KGGXRD Jam 5K.pngGuardLowStartup4Recovery6Advantage+2 and her 2DGGXRD Jam 2D.pngGuardLowStartup6Recovery16Advantage-6. It's not as fast as the former, but it's not as far-reaching as the latter. The main niche of this normal is that her 2K cancels into itself on hit or block, allowing Jam to chain hits to confirm a random touch, or just to force the opponent to hold downback. If an opponent attempts to jump out or throw their way out of Jam's pressure during this, they'll get tagged by the low and Jam can easily confirm to 2D for a knockdown.

Gatling Options: 6P, 5K, 2K, c.S, f.S, 2S, 2H, 6H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Mid 6 5 9 ±0

A very, very strong counter poke that forces stagger on counterhit. Automatically wins trades and is +0 on block, it's very good in pressure to either dash back in or set up a tick throw. Has some strange gatlings and a long cancel window, making it a great pressure reset point. Using this normal in some matchups is key to forcing your opponent to stay honest with their pressure and to lay off greedy attempts to get back in.

  • Staggers on counterhit.

Gatling Options: 5K, 2K, 5H, 2H, 5D, 2D

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28,20 Mid 11 8(6)4 13 ±0

2H is a core part of Jam and understanding it is key to playing the character. Its most common application is in combos, as the vacuum effect enables all sorts of extensions with 546PKGGXRD Jam Dowanga.pngGuardMidStartup27Recovery20Advantage-3 and 236236HGGXRD Jam BaoSaishinshou.pngGuardMidStartup1+4Recovery36Advantage-23. It always brings grounded opponents into 2D range if it hits, making 5H > 2H > 2D her strongest resourceless knockdown combo. However, combos are only the very beginnings of how 2H is useful.

Being two hits and 0 on block, 2H serves as a pressure reset tool that requires conditioning to use effectively. If her opponent doesn't IB either hit, Jam is free to reset pressure with 5K or attempt a tick throw. If they IB the first hit, there will be a small gap between the two hits that opponents can reversal, backdash, or Blitz out of. If they IB the second hit, Jam is negative and will usually pull the opponent into throw range. In the either case, Jam can gatling into 2D as a low hit (as most reversals, backdash, and high Blitz require the opponent to stop blocking low). Alternatively, Jam can cancel the first hit into an empty 546 and try to throw the opponent out of whatever option they pick. This is much riskier but covers both Blitz options. 2D will also stop opponents from throwing her after IBing the second hit, as throws require a 6 or 4 input to work (which requires moving the stick away from 1). Cancelling into 5D is a last-resort option, as even though her Dust is quite safe, it is also quite slow. 2D is always the safest choice, and gatlings into it can be delayed to mess with IB timings as well.

Gatling Options: 5D, 2D

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Low 6 4 16 -6 4-9 Low Profile

Jam is blessed with one of the best sweeps in the game, with a very large and powerful hitbox that comes out in a blisteringly fast 6 frames. Being fast and having a very low hurtbox, this move is great at stuffing mid pokes in neutral. It also comes with a jump cancel, making it a safe point to return to neutral. 236S~KGGXRD Jam Ashibarai.pngGuardLowStartup8Recovery23Advantage-15 can be used as a last-ditch frame trap after 2D, but its generally a low reward option if she doesn't have Cards available. 2D is her main knockdown tool off most hits and allows her to get a Card safely while still having time to meaty.

  • Jump cancelable.

j.P

j.K

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 High/Air 5 5 9

Amazing air normal. Beats most jump-ins if done early enough. Can keep teching opponents high in the air and continually punish them for teching and trying to come down with buttons. If done close to the ground, it can set up juggles to 546PKGGXRD Jam Dowanga.pngGuardMidStartup27Recovery20Advantage-3 which leads to a lot of damage.

  • Jump cancelable.
  • Launches opponent upwards on hit.
  • Forced untech time.
  • Good airthrow OS normal.

Gatling Options: j.P, j.H

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High/Air 5 10 16

Stupid j.H. Due to the fast startup and hitbox that essentially turns Jam INTO a hitbox, teching forward out of combos and using this normal can punish many drops. Hits all around Jam so can also be used for crossups, however due to the low attack level this can be IB'd and punished with a throw. Jam should be ready to special cancel if the move is blocked. Any kind of movement altering options (IAD YRC / RyuujinGGXRD Jam Ryuujin.pngGuardMidStartup17Recovery30 + 11 After LandingAdvantage-28 YRC) into j.H is an easy way to skip neutral.

  • Counterhit recovery.

j.D

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0,20,31 Ground Throw: 70000 1 1 +18

Strong grab that leads to combos. Jam is a very scary rushdown character, so having a strong throw is huge.

When the grab input is 6H, Jam gains extra throw range from the attackGGXRD Jam 6H.pngGuardMidStartup14Recovery22Advantage-6 moving her forward. This fact combined with her fast and + on block normals, and her quick run speed, make Jam one of the best grapplers in the game. However, her throw requires resources to get a knockdown from, so she is not easily able to chain throws back to back.

With resources, RRCing the first hit of her throw can easily lead to taking away nearly half of your opponent's lifebar, as well as giving you the opportunity to charge a card, making it incredibly scary once Jam has 50 meter.

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

While using the Blitz Attacks is always a risk, Jam gets relatively decent reward from them. A CH Partial Charge or hitting with a Max Charge blitz attack allows Jam to quickly execute a Breath of AsanagiGGXRD Jam AsanagiIcons.pngGuardStartupRecoveryTotal: 56~77Advantage- to charge a card, then followup with a combo while the opponent is still in crumple state. Hitting a Partial Charge near the corner also allows Jam to followup with a combo that leads to good knockdown for her, while hitting one midscreen gives the time and space to MAX charge a card.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

  • Data in [ ] indicates when used as a followup

Hochifu

546

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
1 24 1-8F Catch

Jam's character-defining parry. Jam will automatically parry and block all incoming mid and overhead attacks during the first 8 frames. Jam will still be hit by lows/throws, and is in Counter Hit state for the first 8F. It is also ill-advised to overuse Hochifu against projectile okizeme, as Jam will be locked into the stance from interacting with the projectile with the opponent still able to act. If an opponent hits Jam low during this time, she will be CH by the low. This stance can even be special canceled into, allowing Jam to bait bursts and Dead Angles in the middle of her pressure. However, Hochifu has different properties depending on if it is done in neutral or cancelled into.

  • Non-cancelled 546 can be cancelled into crouching or Faultless Defense after the catch.
    • Cancelling into 546 forces Jam to fully recover for 24 frames total.
  • After a successful parry, Jam can act after 7 frames and her opponent is locked in histop for 9 frames.
  • When performed in neutral, it is freely cancelable from frame 9 onward into forward/back walk and crouch. Effectively giving it only 9F total recovery from neutral.
  • Cancel options from a successful parry:
    • Hochifu again
    • Zekkei, which can be also done without a successful parry
    • Bakushuu
    • Any of Jam's Overdrives
    • Blocking or Faultless Defense
    • Forward dash/backdash
    • Yellow Roman Cancel
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.

  • Can be FD cancelled on frame 1-2
  • On frame 4 can be cancelled into movement and FD except back/forward walk
  • On frame 9 can also be cancelled into back/forward walk
  • After successful catch, Jam can move on 7F, opponent can move on 9F
  • Can cancel into followup after successful catch or after 10F
  • On successful catch, gain 200 Tension

Zekkei

546P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 Mid 4 6 30 -17

Jam's primary follow-up to HochifuGGXRD Jam Hochifu.pngGuardStartup1Recovery24Advantage-. Because of the fast startup, and the fact Jam generally acts before the opponent on a successful parry, this move is very hard to bait after a successful parry. The hitbox is quite small, and the move is very unsafe on block. If the opponent is attacking from out of its range, it can be better to cancel to Jam's other options from a successful parry such as dash or Yellow Roman Cancel.

  • Gains increased hitstop on counterhit.
  • Ground counterhit staggers, air counterhit is untechable until the opponent hits the dirt.
  • Can destroy projectiles.
  • 546P can be done 10f after entering the parry stance and immediately upon a successful parry.
  • Counterhit recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Initial: 70% 4 20 6
  • Hitstop 20F, 32F on CH
  • Staggers opponent on ground CH (Max 49F, min 24F)
  • Hitstun 23F on ground normal hit
  • Untechable for 28F on air hit, guaranteed knockdown on CH (Face Up)
  • Can cancel into followups on 7F on hit
  • Can cancel into followups on 21F on whiff

Goushao

546P > P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 Mid 15 6 24 -11

Goushao is the usual follow-up to ZekkeiGGXRD Jam Zekkei.pngGuardMidStartup4Recovery30Advantage-17. Generally used as a combo ender, as it sends the opponent flying and knocks down. If done midscreen, this gives Jam lots of corner carry and an opportunity to use Asanagi no KokyuuGGXRD Jam AsanagiIcons.pngGuardStartupRecoveryTotal: 56~77Advantage- to charge a card, or to chase the opponent for a meaty. If the opponent is already cornered, Jam is not able to charge a card in time, but she can use the move to set up a safejump. It's very dangerous to use Jam's parry follow-ups on a blocking opponent, so having 50% Tension can keep her safe with a Red Roman Cancel.

  • Counterhit recovery.

Dowanga

546P > K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 Mid 27 2 20 -3 27-36F Foot

Dowanga is the slower but more rewarding followup from ZekkeiGGXRD Jam Zekkei.pngGuardMidStartup4Recovery30Advantage-17. This move launches the opponent high into the sky, allowing Jam to followup with a devastating combo. Due to the immense startup of the move, Zekkei does not naturally combo into Dowanga without either a counterit or hitting later than just the first active frame of Zekkei. While landing a counterhit with Zekkei can happen naturally from a parry, using Dowanga mid-combo requires some setup.

Jam can combo into Dowanga by juggling the opponent in a way that launches them high enough that they fall into Zekkei. These combos are commonly referred to as 546PK combos. Launching the opponent in this way requires some knowledge of their hurtbox and weight, along with managing that height so they fall into Zekkei slightly late. These combos open up huge amounts of damage for Jam, often not requiring any resources.

Youeikyaku

j.2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16, 10×4 High/Air 10 Until Landing 6 After Landing +8

A sharply-angled divekick that's mainly used in pressure as an instant overhead. Its minimum height requirement is actually below Jam's initial actionable jump height, letting her do it incredibly quickly.

While j.2K is quite advantageous on block, on hit Jam automatically converts to doing multiple bicycle kicks on her way down. These follow-up kicks can actually offer less frame advantage than if the move were blocked. j.2K requires 50 meter for RRC in order to ensure Jam can combo from it.

When using the move without RC, it's important to attempt to space it so Jam doesn't land directly adjacent to her opponent. Landing too close can lead to Jam being punished by a throw on hit. Because j.2K acts like a special move, Jam can cancel into it from any of her air normals to surprise opponents who are eager to Instant Block air normals and throw Jam when she lands.

Since it halts Jam's air momentum, it can also bait out anti-airs, though the dubious frame advantage on hit means Jam will usually need to spend meter on a Yellow Roman Cancel to take j.2K's momentum into a more reliable air normal.

Bakushuu

236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 46 10-23F Super Low Profile
24-31F Above Knees

A command dash special from which four different follow-ups can be performed at any point after the initial 9 frames of the dash. Bakushuu is used in tandem with her very fast IAD to continue or repressure opponents after blocking one of Jam's grounded strings. However, due to the large startup on these moves, it can be interrupted.

Bakushuu enters low profile state after 10F, which can be used to avoid projectiles such as Stun EdgeGGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10 or Venom's pool balls. Despite this, Bakushuu is very committal, as Jam can't cancel the stance early safely without YRC. That said, it's very rare to use Bakushuu without using one of the follow-ups.

Mawarikomi

236S > P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 25 1-End Low Profile

Mawarikomi immediately gains a super low profile hurtbox (only able to really be hit by sweeps or throws) and can pass through the opponent. This move is an excellent way to avoid mid-level pokes and projectiles in neutral and as a feint in pressure for a cheeky throw.

An important note is that unlike Bakushuu, Jam is NOT in counterhit state for the duration of this move. This can save her from a bigger punish if she is about to be hit during the initial slide.

Hamonkyaku

236S > K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 Low 8 6 23 -15 8-28F Above Knees

Hamonkyaku is a weak but important part of Jam's game plan, as well as being a mixup tool in its own right. A fast hitting low out of BakushuuGGXRD Jam Bakushuu.pngGuardStartupRecoveryTotal: 46Advantage-, executing the fastest possible Hamonkyaku leads to it having roughly 15F of startup. This make it an airtight followup to Jam's 6H, and becomes a frame trap from 2D on normal block. Hamonkyaku can be used to discourage mashing out of Jam's Bakushuu follow-ups during her pressure. While using Hamonkyaku like this may seem risky, being a whopping -15 on block, this move is also special cancellable at any time to Jam's RyuujinGGXRD Jam Ryuujin.pngGuardMidStartup17Recovery30 + 11 After LandingAdvantage-28, GekirinGGXRD Jam Gekirin.pngGuardHigh/AirStartup19 [17]Recovery3+10 After Landing
[Until Landing + 10]
Advantage-13
, and KenroukakuGGXRD Jam Kenroukaku.pngGuardMidStartup7Recovery20 + 6 After LandingAdvantage-37. Using these follow-ups, either on their own or in conjunction with YRC, can force the opponent to hesitate and allow Jam to recover safely. In addition, because the move can even be special cancelled during the startup frames, Jam is functionally able to cancel directly from Bakushuu into RyuujinGGXRD Jam Ryuujin.pngGuardMidStartup17Recovery30 + 11 After LandingAdvantage-28, GekirinGGXRD Jam Gekirin.pngGuardHigh/AirStartup19 [17]Recovery3+10 After Landing
[Until Landing + 10]
Advantage-13
, and KenroukakuGGXRD Jam Kenroukaku.pngGuardMidStartup7Recovery20 + 6 After LandingAdvantage-37. The most common of these uses is known as "Karageki", or cancelling the startup of 236S > K to 214K. The input for this is 236S214KK. This will quickly cancel from Jam's Bakushuu to her overhead, Gekirin. Using Karageki is a powerful mixup tool in Jam's arsenal.

  • Special cancelable into 236K, 214K, and 623K.
  • Staggers on hit and longer on counterhit.

Hyappo Shinshou

236S > S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Mid 17 3 15 +1 1-16F Upper Body

One of Jam's more iconic specials, commonly known as "Puffball". Hyappo Shinshou is much slower than Hamonkyaku, but is +1 on block, allowing Jam to continue pressure after it is blocked. It's also scary to challenge as it has a large amount of upper body invul and converts to huge damage on counterhit.

This move can also be used as a situational anti-air, especially if done early to call out an air dash. Jam almost always gets a corner combo if she's right. In addition, 236S~S works on most of the cast after launching them with 546PKGGXRD Jam Dowanga.pngGuardMidStartup27Recovery20Advantage-3, granting a large amount of corner carry and a knockdown.

Jam is able to cancel Hyappo Shinshou to Senri Shinshou[[File:|130x200px]]GuardMidStartup23 [28]Recovery13Advantage+5 [+3] by pressing H after the opponent is hit or blocks Hyappo Shinshou. This is commonly called "puffpuff." While this leads to a knockdown in a combo, in pressure this is fairly unreliable as it is a relatively large gap between the two hits that can easily be mashed out of.

  • Tumbles opponents on counterhit.
  • 26f startup from Bakushuu (best case).

Senri Shinshou

236S > H or 236S > S > H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 Mid 28 1 13 +3 1-27F Upper Body

Senri Shinshou is Jam's Heavy Slash follow-up to BakushuuGGXRD Jam Bakushuu.pngGuardStartupRecoveryTotal: 46Advantage- or Hyappo Shinshou[[File:|130x200px]]GuardMidStartup23 [28]Recovery13Advantage+5 [+3]. When done from Bakushuu, Jam will initiate one of two versions depending on how close she is to the opponent. If she is far away, she will dash twice and up to the opponent before attacking. If she is close, she will dash through the opponent and attack from their reverse side. The cross-up version has frame data information enclosed in brackets.

When done from Hyappo Shinshou, the frame data is similar to the cross-up version but Jam will never crossup when this is executed. Because of the large gap between hits, it's possible to hit Jam with a low or throw her in between the moves, or backdash the single active frame of Senri Shinshou. Its highly useful as a combo tool even if its use in pressure is situational.

All versions of Senri Shinshou have much more startup than Hyappo Shinshou, but are much safer on block, giving Jam even greater opportunities to repressure her opponent. Additionally, the upper body invul and limited tracking make it a situational anti-air against IADs, especially when Jam is cornered. Generally, this move can be used to punish very defensive or passive opponents in blockstrings, who are too afraid of Hyappo Shinshou to press buttons, and would rather block Jam until she is forced to IAD back in.

  • Wallsticks on counterhit.

Asanagi no Kokyuu

22K/S/H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 56~77

Jam's essential special move that builds her Ki and strengthens one of her other special moves. Commonly referred to as "charging cards" due to the icon that appears. Due to the long animation, this is typically only done after knocking down an opponent with 2D or 6H. However, if the opponent is retreating or expecting Jam to run at them, "stealing" a charge in neutral can be very worthwhile.

Which card to charge depends on both character and player matchup. In general, charging GekirinGGXRD Jam Gekirin.pngGuardHigh/AirStartup19 [17]Recovery3+10 After Landing
[Until Landing + 10]
Advantage-13
is the most useful as it opens up both mixups and combo enders. In some matchups, charging RyuujinGGXRD Jam Ryuujin.pngGuardMidStartup17Recovery30 + 11 After LandingAdvantage-28 offers bigger damage output and a fearsome reversal. Charging KenroukakuGGXRD Jam Kenroukaku.pngGuardMidStartup7Recovery20 + 6 After LandingAdvantage-37 is more situational, as while it does make a true invulnerable reversal, it is more limited as a mixup tool.

  • 22K charges RyuujinGGXRD Jam Ryuujin.pngGuardMidStartup17Recovery30 + 11 After LandingAdvantage-28, 22S charges GekirinGGXRD Jam Gekirin.pngGuardHigh/AirStartup19 [17]Recovery3+10 After Landing
    [Until Landing + 10]
    Advantage-13
    and 22H charges KenroukakuGGXRD Jam Kenroukaku.pngGuardMidStartup7Recovery20 + 6 After LandingAdvantage-37.
  • Jam gains the card on frame 41, meaning she can get hit out of it before it fully recovers and still get the card.
    • Jam can get the card and YRC to recover faster.
  • Holding the input results in Jam gaining a MAX card on frame 66 instead.
    • MAX cards can also be obtained by charging 3 of the same type of card.

Ryuujin

236K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236K 55 Mid 17 6 30 + 11 After Landing -28
236K Card 80 Mid 16 24 14 + 11 After Landing -30 10-17F Strike
236K MAX 110 Mid 16 24 14 + 11 After Landing -30 10-17F Strike

This is why you play Jam. Perhaps her most iconic move, Jam's Ryuujin is a powerful, hard-hitting flying kick. When done from the ground, the move is air unblockable, but takes extra time to get started. With cards behind it, the move gains some invul from frames 10-17F during startup, which can plow through projectiles if timed well. On counter hit, the MAX version even wallsticks for a disgustingly long period of time, allowing Jam to followup with an incredibly powerful combo. The grounded version of Ryuujin will mostly see use as a combo tool, as it is very risky to throw out in neutral. It's too slow to use as a confirm from f.S, requiring IAS j.236K to combo without a counterhit.

  • MAX version wallsticks on counterhit.
  • Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
236K Initial: 80% 4 20 6
236K Card Initial: 80% 4 20 6
236K MAX Initial: 80% 4 20 6

236K:

  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 22F
  • Blows away and wall bounces opponent on CH, untechable for 44F

236K Card:

  • Blows away opponent on normal hit, guaranteed knockdown
  • Blows away and wall bounces opponent on CH, guaranteed knockdown
  • 9F onward Airborne

236K MAX:

  • Blows away opponent on normal hit, guaranteed knockdown
  • Blows away and wall sticks opponent on CH, guaranteed knockdown
  • Deals stun as if it's dmg was 80
  • 10F onward Airborne

Gekirin

214K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214K 35 [16] High/Air 19 [17] 13 3+10 After Landing
[Until Landing + 10]
-13
214K Card 28×3 [22×3] High/Air 18 [12] 3,4,6 4+10 After Landing
[Until Landing + 10]
-6
214K MAX 55 [45] High/Air 18 [12] 13 Until Landing + 5 -1 4-Onward Lower Body

Jam's overhead kick that actually hits overhead. When done raw, Gekirin is fairly slow, easy to block, and relatively unsafe on block. Where this move shines is as a followup attack to Hamonkyaku. Because Hamonkyaku can be cancelled during the startup frames, performing a Karageki (236S214KK) allows Jam to do a much faster and much safer overhead during her pressure. When charged, Gekirin gains multiple hits that make it much harder to punish on block, and when MAX charged, the landing recovery and startup are both greatly reduced, making Karageki with a MAX card a 15f safe on block overhead. All versions of Karageki lead to a large combo as they float the opponent into the air on hit, setting up for a juggle nicely. Card Gekirin is Jam's main way to convert stray hits into damage.

  • Knocks down on hit.
  • Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
214K 2 [0] 10 [3] 7 [8]
214K Card 2 [0] 10 [3] 7 [8]
214K MAX 2 [0] 10 [3] 7 [8]

214K:

  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown (Face Up)
  • Hits crouching sol on 25F

214K Card:

  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown (Face Up)
  • Air hit causes guaranteed knockdown (Face Up)
  • Hits crouching Sol on 26F

214K MAX:

  • [ ] values are when done as followup
  • Blows away opponent on ground hit, guaranteed knockdown (Face Down)
  • Air hit causes guaranteed knockdown (Face Down)
  • Hits crouching Sol on 23F
  • 4F [1F] onward Airborne

Kenroukaku

623K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623K 11×4 Mid 7 4(1)4(1)2(2)1(1)9 20 + 6 After Landing -37 1-6F All
623K Card 11×6 Mid 7 2,2(1)4(1)2(2)1(1)9 26 + 6 After Landing -38 1-13F All
623K MAX 11×6,30 Mid 7 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 -41 1-13F All

Normally, Jam's Kenroukaku is not a true reversal in that its invul does not reach the active frames. It can also easily be low-profiled, causing Jam to whiff entirely versus some meaty lows. Despite this, the move can still be used sparingly as a reversal, as it still has enough invul to trade with many attacks and will force a knockdown on counterhit. In addition, assuming the move makes contact, Jam is able to cancel to RyuujinGGXRD Jam Ryuujin.pngGuardMidStartup17Recovery30 + 11 After LandingAdvantage-28 or GekirinGGXRD Jam Gekirin.pngGuardHigh/AirStartup19 [17]Recovery3+10 After Landing
[Until Landing + 10]
Advantage-13
to be safer on block or escape.

  • Cannot be Yellow or Purple Roman Canceled.
  • Normal version loses invulnerability before it becomes active.
    • Carded versions are true, invulnerable reversals.
    • MAX card version recovers in the air, but Jam cannot double jump after using this move, only airdash.
  • Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
623K Initial: 90% 2 10 3
623K Card Initial: 90% 2 10 2
623K MAX Initial: 90% 2 10 1

623K:

  • Max 4 hits
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH
  • On air hit, each hit is untechable for 22F, 44F on CH
  • 1st hit launches and pulls in opponent
  • Stun: 5 per hit
  • 4F onwards Airborne

623K Card:

  • Max 6 hits
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • 1st hit launches and pulls in opponent
  • Stun: 3 per hit
  • Airborne on frame 4

623K MAX:

  • Max 7 hits
  • Hitstop 6F per hit except for last hit (30F)
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • First 3 hits launch and pull in opponent
  • Airborne on frame 4
  • See ※2

Air Ryuujin

j.236K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.236K 50 [28] All 8 4 Until Landing + 11
j.236K Card 75 [65] All 8 22 Until Landing + 11 1-8F Strike
[1-8F Strike]
j.236K MAX 110 [100] All 8 22 Until Landing + 11 1-8F Strike
[1-8F Strike]

Used as a combo tool if done without cards. Can combo into and out of GekirinGGXRD Jam Gekirin.pngGuardHigh/AirStartup19 [17]Recovery3+10 After Landing
[Until Landing + 10]
Advantage-13
and KenroukakuGGXRD Jam Kenroukaku.pngGuardMidStartup7Recovery20 + 6 After LandingAdvantage-37 in order to bring your opponent closer to the corner. Do NOT end an air combo with Ryuujin however, as Jam can be punished by a tech button before she even touches the ground.

  • Both card versions gain strike invulnerability from frame 1 to active.
  • Airdash Ryuujin loses most of its forward momentum.
  • Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
j.236K Initial: 80% 4 20 6
j.236K Card Initial: 80% 4 3 [20] 8 [6]
j.236K MAX Initial: 80% 4 3 [20] 8 [6]

j.236K:

  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 22F
  • Blows away and wall bounces opponent on CH, untechable for 44F

j.236K Card:

  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 75F
  • Blows away and wall bounces opponent on CH, guaranteed knockdown

j.236K MAX:

  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 75F
  • Blows away and wall sticks opponent on CH, guaranteed knockdown

Air Gekirin

j.214K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.214K 30 [16] High/Air 16 [17] 13 Until Landing + 10
j.214K Card 24 [22×3] High/Air 15 [12] 13
[3,4,6]
Until Landing + 10
j.214K MAX 50 [45] High/Air 15 [12] 13 Until Landing + 5

Gekirin is Jam's main combo ender without cards. It returns Jam to the ground quickly and sets up the opponent to tech high in the air, letting Jam threaten and pressure with her upward hitboxes such as j.SGGXRD Jam jS.pngGuardHigh/AirStartup5Recovery9Advantage- or 236S~SGGXRD Jam HyappoShinshou.pngGuardMidStartup17Recovery15Advantage+1. j.S also combos directly to Gekirin on most air hits, letting Jam route into an air tech situation.

When carded, Gekirin will always knock down. Jam returns to the ground fast enough to safely re-charge a card with 22SGGXRD Jam AsanagiIcons.pngGuardStartupRecoveryTotal: 56~77Advantage- and still get okizeme. Alternatively, she can pick up the opponent before they hit the ground and combo into a super or a knockdown with 546PPGGXRD Jam Goushao.pngGuardMidStartup15Recovery24Advantage-11 for more damage. Max Gekirin causes even more float on hit, letting Jam combo to 236S~S after, giving her even higher damage opportunities and still letting her re-card.

Airdash Gekirin is one of the more useful airdash specials, as it halts all vertical momentum and Jam drops straight down while executing the move. This angle coupled with the strong hitbox makes for a very fast and very hard to beat overhead that is relatively safe on block. It can also be spaced to hit as a cross-up on the opponent but doing this makes it much more punishable on block. On hit, it bounces the opponent in the air and gives Jam a chance to juggle the opponent. If Jam has a card or MAX card charged, the window to execute Gekirin during the airdash becomes much tighter.

  • Airdash Gekirin stops Jam's horizontal momentum and causes her to fall quickly.
  • Opponent can air tech out of the normal version.
  • Carded versions will always knockdown on hit.
  • Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
j.214K 2 [0] 10 [3] 7 [8]
j.214K Card 2 [0] 10 [3] 7 [8]
j.214K MAX 2 [0] 10 [3] 7 [8]

j.214K:

  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown

j.214K Card:

  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown
  • Air hit causes guaranteed knockdown

j.214K MAX:

  • [ ] values are when done as followup
  • Blows away opponent on ground hit, guaranteed knockdown
  • Air hit causes guaranteed knockdown

Air Kenroukaku

j.623K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.623K 12×3 [8×3] All 5 4(1)4(1)2(2)1(1)9 Until Landing + 6
[Until Landing + 12]
1-4F All
j.623K Card 9×6 [8×6] All 5 2,2(1)4(1)2(2)1(1)9 20 1-11F All
j.623K MAX 9×6,30
[8×6,30]
All 5 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 1-11F All

Generally just done as a combo tool to knock the opponent higher in the air or deal more damage through heavy scaling from a throw starter or guts. One of the few DPs in Guilty Gear that is throw invul in the air as well, meaning she can use it to hit opponents trying to IB airthrow her.

When Kenroukaku is done during an airdash, Jam loses all vertical momentum and instead falls slowly while kicking and lauching upwards. Because the move hits all around Jam and is completely invincible, this is a strong option to crossup an opponent and cannot be airthrown, and will even beat most reversals. However, reward is minimal unless Jam has used 22HGGXRD Jam AsanagiIcons.pngGuardStartupRecoveryTotal: 56~77Advantage- previously to charge a card, which gives enough untech time for Jam to land and combo.

  • Airdash Kenroukaku stops Jam's horizontal momentum and causes her to fall slowly.
  • Normal Kenroukaku can be air teched out of.
  • Both card versions knock down.
    • MAX version recovers in the air.
  • Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
  • Preserves air options when Roman cancelled out of a superjump (does not on normal jump)
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
j.623K Initial: 90% 2 10 3
j.623K Card Initial: 90% 2 10 1
j.623K MAX Initial: 90% 2 10 1

j.623K:

  • [ ] values are when done as followup
  • Max 3 hits
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH
  • On air hit, each hit is untechable for 22F, 44F on CH
  • 1st hit launches and pulls in opponent
  • Stun: 4 per hit

j.623K Card:

  • [ ] values are when done as followup
  • Max 7 hits
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • 1st hit launches and pulls in opponent
  • Stun: 4 per hit

j.623K MAX:

  • [ ] values are when done as followup
  • Max 7 hits
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • First 3 hits launch and pull in opponent
  • Stun: 4 per hit
  • Hitstop 6F per hit except for last hit (30F)
  • See ※2

Overdrives

Choukyaku Hou'Oushou

632146S or 632146D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20,7×16,40,80
[25,8×16,50,100]
Mid 7+Flash 123+0
[6+Flash 123+0]
20 27 -29 1-10 Strike
[1-10 All]

Jam's cinematic super is also the one she uses the least. While it's strike invulnerable through startup, it's generally outshined by 623K as a reversal. However, Jam rushes forward before attacking, making it harder to whiff compared to her other reversal options. Note that it is ONLY strike invul, meaning Jam can still be thrown out of it. When done in longer combos, the Burst version can offer better utility due to the multiple hits and higher minimum damage.

Bao Saishinshou

236236H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
236236H 60 Mid 1+4 6 36 -23 1-7 Strike
236236H > P 70 [70, 60] Mid 61 Until Wall Until Landing + 41
Until Landing + 23
Until Landing + 50
1F onwards airborne

Jam's other reversal super finds more use as a combo ender. While it is much faster than Chokyaku Ho'oushou in startup, the range is very small, making it very easy to whiff. However, Bao Saishinshou and Kaorinkuen have a minimum damage scaling of a whopping 50%, along with a high base damage, which results in the ability to tack on massive amounts of damage to the end of most combos.

Bao Saishinshou launches the opponent high into the air, and sets up Jam to follow up with Kaorinkuen. If Bao Saishinshou is blocked or whiffed, Jam can RC it, but on hit, Jam becomes completely invincible until she recovers. Pressing Punch after Bao launches the opponent will start Jam's Kaorinkuen followup. Depending on the timing of the followup, Jam will have one of 3 results:

  • Hitting the opponent with a glancing blow, or a normal hit. This only hits your opponent once and drops them straight down. Jam recovers the fastest from this version and can still do some okizeme.
  • Hitting the opponent with a clean hit. This hits your opponent twice, adding a second hit with extreme zoom-in and hitstop. This drops your opponent slightly forward, pulling them out of the corner if they were there already. Jam recovers slower during this than a normal hit, giving her weaker okizeme, but the damage is much higher.
  • Whiffing the opponent outright. If this happens, Jam will do no damage and splat herself into the wall. Jam can RRC as soon as she hits the wall to make herself safe. If the whiff is early, Jam can recover in time to avoid a counter attack, but if the whiff is late, Jam will be almost guaranteed to eat a huge punish.

Practice timing the followup attack in training mode by using the animation of the flame aura around her or listen for sound cues for consistent clean hits. Keep in mind that the correct timing can change if the opponent was high up when launched.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
236236H 4 20 6
236236H > P 4 [4, 0] 6 [6, 8]

236236H:

  • Minimum Damage: 50%
  • Blows away opponent on hit, guaranteed knockdown
  • If attack hits opponent (not blocked) can cancel into Kaorinkuen, but can not RC
  • Jam is fully invinicible if attack hits opponent (not blocked)

236236H > P:

  • [ ] indicates clean hit
  • Recovery values are Whiff/Weak Hit/Clean Hit
  • Minimum Damage: 50%
  • 1st hit causes guaranteed knockdown
  • 2nd hit only occurs if 1st hit Clean Hits opponent
  • 2nd hit has hitstop 40F
  • Clean Hit window is 7F

Renhoukyaku

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×13 All 20+1 48 11 +3 1-5 Throw
6-23 All

Renhoukyaku may not be as flashy as Jam's other supers, but the utility more than makes up for it. Jam is completely throw invul through the startup and gains a large window of strike invul after 5F, making this tool a strong option as either a stop-sign in neutral, or done over a waking up opponent to bait and punish their reversal options. It is also the only source of Jam's projectile YRC okizeme, as she can YRC post-flash and use the FX of the super to hide a high/low mixup behind. The ki blast almost completely obscures 5D's orange flash.

On hit, Jam can followup in the corner with a 5P and combo to knockdown by routing to 546P~P. On block, Jam is +3, but many opponents will mash IB against this super.

Because of the multiple hits, it can be used to chip out low HP opponents or hit OTG to secure a kill.

  • Throw invulnerability for frames 1-5 and complete invulnerability for frames 6-23.
  • Can be YRC'd before superflash for 1-5 throw invu + 6-20f all invul for 25 meter.
  • Can be YRC'd AFTER the startup for a better combo or a mixup.

Instant Kill

Gasenkotsu

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DESTROY All 9+12
[5+12]
4 36 -23 3-24F All
[2-20F All]
  • Uses the animation of her Goushao.

Jam has a fairly practical IK in her ability to build stun on the opponent through CH Hyappo Shinshou and CH Senri Shinshou, as well as several opportunities to combo into Gold IK with CH puffballs, CH MAX Ryuujin, or hitting the opponent with MAX Gekirin or 5D. Jam can also use her Parry and Zekkei to RRC and combo into Gold IK from the stagger state.

That said, if she has 50-100 meter and her opponent is in the Hellfire state, she can probably just combo into Bao Saishinshou and win the match that way.

Navigation

 Jam Kuradoberi


To edit frame data, edit values in GGXRD-R2/Jam Kuradoberi/Data.
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