< GGXRD-R2
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[[File:GGXRD-R_Jam_Portrait.png|350x500px|center]] | [[File:GGXRD-R_Jam_Portrait.png|350x500px|center]] | ||
|- | |- | ||
||{{CharData-GGXRD-R2 | ||{{CharData-GGXRD-R2|Jam}} | ||
| | |||
}} | |||
;Movement Options | ;Movement Options | ||
:Double jump, 1 airdash, Run type dash<br/> | :Double jump, 1 airdash, Run type dash<br/> | ||
;Play-style | |||
:Rushdown, Power-up | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|2}} | {{TOC limit|2}} | ||
</div> | </div> | ||
==Overview== | ==Overview== | ||
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*3f normal can be crouched by most of the cast making its usefulnes situational | *3f normal can be crouched by most of the cast making its usefulnes situational | ||
*Divekick can often be better on block than hit, especially bad on counter | *Divekick can often be better on block than hit, especially bad on counter | ||
*Annoying Voice | |||
|- | |- | ||
|} | |} | ||
{{CharLinks-GGXRD-R2|Jam}} | |||
<br clear=all/> | <br clear=all/> | ||
==Normal Moves== | ==Normal Moves== | ||
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*Forces stand on hit so has some unique uses in combos. | *Forces stand on hit so has some unique uses in combos. | ||
*Only normal that combos to 6H on regular hit (2nd hit only). | *Only normal that combos to 6H on regular hit (2nd hit only). | ||
*Gatlings from | *Gatlings from 5H. (No longer gatlings/cancels into 5H) | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">6H</font>====== | ======<font style="visibility:hidden" size="0">6H</font>====== | ||
{{MoveData | {{MoveData | ||
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*Can be used as an AA in some situations, though not that reliable. | *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, the | 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. | ||
Examples on stuff you can do on block: | Examples on stuff you can do on block: | ||
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*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. | *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 2HS but use it with other moves to give your strikes instant fuzzy situations. (Special note: in the corner landing this then Gekirin will not combo unless execution is perfect. An easier time would be to DP then Gekirin upon successful hit) | *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 2HS but use it with other moves to give your strikes instant fuzzy situations. (Special note: in the corner landing this then Gekirin will not combo unless execution is perfect. An easier time would be to DP then Gekirin upon successful hit) | ||
*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. | *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! | *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! | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Normal |damage=55 | |version=Normal |damage=55 |tension= |risc= |prorate=Initial: 80% |level=4 |guard=Mid | ||
|cancel= |roman=YRP |startup=17 | |cancel= |roman=YRP |startup=17 |active=6 |recovery=30 + 11 After Landing |frameAdv=-28 |inv= }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Card |damage=80 | |version=Card |damage=80 |tension= |risc= |prorate=Initial: 75% |level=4 |guard=Mid | ||
|cancel= |roman=YRP |startup=16 | |cancel= |roman=YRP |startup=16 |active=24 |recovery=14 + 11 After Landing |frameAdv=-30 |inv= }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=MAX |damage=110 | |version=MAX |damage=110 |tension= |risc= |prorate=Initial: 70% |level=4 |guard=Mid | ||
|cancel= |roman=YRP |startup=16 | |cancel= |roman=YRP |startup=16 |active=24 |recovery=14 + 11 After Landing |frameAdv=-30 |inv=10-17F Strike | ||
|description=The Bruce Lee special! Great combo-tool, but air-version is much more useful. | |description=The Bruce Lee special! Great combo-tool, but air-version is much more useful. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Normal |damage=35 | |version=Normal |damage=35 |tension= |risc= |prorate= |level=2 |guard=High/Air | ||
|cancel= |roman=YRP |startup=19 | |cancel= |roman=YRP |startup=19 |active=13 |recovery=3+10 After Landing|frameAdv=-12 |inv= }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Card |damage=28*3 | |version=Card |damage=28*3 |tension= |risc= |prorate= |level=2 |guard=High/Air | ||
|cancel= |roman=YRP |startup=18 | |cancel= |roman=YRP |startup=18 |active=3,4,6 |recovery=4+10 After Landing |frameAdv=-6 |inv= }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=MAX |damage=55 | |version=MAX |damage=55 |tension= |risc= |prorate= |level=2 |guard=High/Air | ||
|cancel= |roman=YRP |startup=18 | |cancel= |roman=YRP |startup=18 |active=13 |recovery=Until Landing + 5 |frameAdv=-4 |inv= | ||
|description=Standing overhead. Keeps momentum and can cross up, but unsafe and reactable without card so not as useful compared to the air-version. | |description=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 236S~K it comes out much faster, either if 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. | *If cancelled from 236S~K it comes out much faster, either if 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. | ||
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|data= | |data= | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Normal |damage=11*4 | |version=Normal |damage=11*4 |tension= |risc= |prorate= |level=2 |guard=Mid | ||
|cancel= |roman=R |startup=7 | |cancel= |roman=R |startup=7 |active=4(1)/4(1)/2(2)1(1)/9 ※1 |recovery=20 + 6 After Landing |frameAdv=-21 |inv=1-6F Strike }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Card |damage=11*6 | |version=Card |damage=11*6 |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid | ||
|cancel= |roman=R |startup=7 | |cancel= |roman=R |startup=7 |active=2/2(1)/4(1)/2(2)1(1)/9 ※1 |recovery=26 + 6 After Landing |frameAdv=-27 |inv=1-13F Strike }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=MAX |damage=11*6,30 | |version=MAX |damage=11*6,30 |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid | ||
|cancel= |roman=R |startup=7 | |cancel= |roman=R |startup=7 |active=3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 |recovery=20 |frameAdv=-15 |inv=1-13F Strike | ||
|description=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. | |description=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. | *As with other DP's in the game you can not YRC/PRC this move. | ||
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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. | ||
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{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|damage=16*13 |tension= |risc= |prorate= |level=2 |guard=All | |damage=16*13 |tension= |risc= |prorate= |level=2 |guard=All | ||
|cancel= |roman=YRP |startup=20+1 |active= | |cancel= |roman=YRP |startup=20+1 |active=48 |recovery=11 |frameAdv=+3 |inv=1-5 Throw<br/>6-23 All | ||
|description=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. | |description=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. | ||
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*IK Mode Activation: 62F [5F+5F] | *IK Mode Activation: 62F [5F+5F] | ||
*Uses the animation of her Goushao. | *Uses the animation of her Goushao. | ||
*Good hitbox for IK | *Good hitbox for IK standards. | ||
Can combo in from Zekkei, lvl 3 grounded | Can combo in from Zekkei, lvl 3 grounded Gekirin and Ryujin. | ||
Follow the [[Help:Writing_Character_Pages]] guidelines | Follow the [[Help:Writing_Character_Pages]] guidelines | ||
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{{CharLinks | {{CharLinks-GGXRD-R2|Jam}} | ||
}} | |||
{{Navbar-GGXRD-R2}} | {{Navbar-GGXRD-R2}} | ||
[[Category: Guilty Gear Xrd REV 2]] | [[Category: Guilty Gear Xrd REV 2]] | ||
[[Category:Jam Kuradoberi]] | [[Category:Jam Kuradoberi]] |
Revision as of 12:20, 12 January 2019
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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