< GGXRD-R2
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Normal |damage=12*3 [8*3] |tension= |risc= |prorate= |level=2 |guard=Mid/Air | |version=Normal |damage=12*3 [8*3] |tension= |risc= |prorate= |level=2 |guard=Mid/Air | ||
|cancel= |roman=R |startup=5 |active=4(1)4(1) | |cancel= |roman=R |startup=5 |active=4(1)4(1)2(2)1(1)9 |recovery=Until Landing + 6<br/>[Until Landing + 12] |frameAdv= |inv=1-4F Strike }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Card |damage=9*6 [8*6] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid/Air | |version=Card |damage=9*6 [8*6] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid/Air | ||
|cancel= |roman=R |startup=5 |active=2 | |cancel= |roman=R |startup=5 |active=2,2(1)4(1)2(2)1(1)9 |recovery=Until Landing + 6<br/>[Until Landing + 12] |frameAdv= |inv=1-11F Strike }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=MAX |damage=9*6,30 [8*6,30] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid/Air | |version=MAX |damage=9*6,30 [8*6,30] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid/Air | ||
|cancel= |roman=R |startup=5 |active=3(1)2(1) | |cancel= |roman=R |startup=5 |active=3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 |recovery=20 |frameAdv= |inv=1-11F Strike | ||
|description=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. | |description=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. | *Excellent crossup/non-crossup mixup if done properly. Can be hard to punish but is unsafe. |
Revision as of 02:42, 18 August 2018
Jam Kuradoberi |
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Defense Modifier: Guts Rating:
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Overview
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.
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.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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5D
5D |
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6P
6P |
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6K
6K |
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6H
6H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Hochifu
Hochifu 546 |
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Youeikyaku
Youeikyaku j.2K |
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Bakushuu
Bakushuu 236S |
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Asanagi no Kokyuu
Asanagi no Kokyuu 22K/S/H |
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Ryuujin
Ryuujin 236K |
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Gekirin
Gekirin 214K |
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Kenroukaku
Kenroukaku 623K |
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Air Ryuujin
Air Ryuujin j.236K |
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Air Gekirin
Air Gekirin j.214K |
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Air Kenroukaku
Air Kenroukaku j.623K |
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Overdrives
Choukyaku Hou'Oushou
Choukyaku Hou'Oushou 632146S/D |
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Bao Saishinshou
Bao Saishinshou 236236H |
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Renhoukyaku
Renhoukyaku 632146H |
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Instant Kill
Gasenkotsu During IK Mode: 236236H |
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