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*Easy execution and gameplan | *Easy execution and gameplan | ||
*Ryuujin! | *Ryuujin! | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Very short range on her normals, making it difficult to beat other characters buttons and makes her combos prone to unnecessary drops | *Very short range on her normals, making it difficult to beat other characters buttons and makes her combos prone to unnecessary drops | ||
*DP requires card to extend invincibility to active frames | *DP requires card to extend invincibility to active frames | ||
*Below average combo-damage without carded specials | *Below average combo-damage without carded specials | ||
*3f normal can be crouched by most of the cast making its | *3f normal can be crouched by most of the cast making its usefulness situational | ||
*Divekick can often be better on block than hit, especially bad on counter | *Divekick can often be better on block than hit, especially bad on counter | ||
*Annoying Voice | *Annoying Voice | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|5P}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|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. | {{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 | *Crouching characters that 5p will connect on: Potemkin, Bedman, Slayer(3rd 5p will whiff) and Kum | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|5K}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|5K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|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. | {{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. | ||
*Good for picking up airborne opponents about to hit the ground | *Good for picking up airborne opponents about to hit the ground | ||
*Gatlings from and into 2S, into 6K and 6HS | *Gatlings from and into 2S, into 6K and 6HS | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|c.S}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|c.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|Decent normal, but mostly sees any use at all in combos because of its very short range. | {{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. | *No initial proration, so good combo starter. | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|f.S}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|f.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|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. | {{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. | *On standing counter hit you can confirm into a combo by jump-cancel > airdash > jP making this a pretty good tool. | ||
*f.S into TK Ryujin is a usable hitconfirm on the majority of the cast. On shorter characters it becomes harder. | *f.S into TK Ryujin is a usable hitconfirm on the majority of the cast. On shorter characters it becomes harder. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|5H}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|Decent combo filler that does good damage. Sees little use as anything else. | {{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. | *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. | *Last frames are very low profile so can evade certain reversals if done meaty enough. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|5D}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|Jams dust-attack. Somewhat fast but easily blocked by skilled players. | {{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. | *"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! | *Very very short range! | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|6P}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|Unorthodox 6P. If used as AA you want to cancel the first hit into cS/fS and jump cancel that move into followup air combo. Sees some use in pressure as it's +2 on block and cancels into pretty much anything. | {{Description|6|text=Unorthodox 6P. If used as AA you want to cancel the first hit into cS/fS and jump cancel that move into followup air combo. Sees some use in pressure as it's +2 on block and cancels into pretty much anything. | ||
*Can not be jump cancelled! | *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. | *Was previously thought to lose upper body invu when it goes active due to a mistranslation of japanese frame data. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|6K}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|6K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|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. | {{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. | *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). | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|6H}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|6H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|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. | {{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. | *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. | *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. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|2P}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|2P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|Standard crouching jab. | {{Description|6|text=Standard crouching jab. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|2K}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|2K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|Very fast, long ranged low normal with good evasion and upper body invincibility, one of her better normals. Useful to use in matchups where 2D is too much of a commitment. | {{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 2D is too much of a commitment. | ||
*On CH it combos into 6H. | *On CH it combos into 6H. | ||
*Chains into itself and can easily be confirmed into 2D for card charge. | *Chains into itself and can easily be confirmed into 2D for card charge. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|2S}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|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. | {{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. | *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. | *Interesting hitbox makes it a hard counter against lows. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|2H}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|Essential Jam combo tool. Sees a lot of uses. | {{Description|6|text=Essential Jam combo tool. Sees a lot of uses. | ||
*On both block and hit it vacuums the opponent closer to Jam. | *On both block and hit it vacuums the opponent closer to Jam. | ||
*Makes it very easy to confirm combos on hit or block. | *Makes it very easy to confirm combos on hit or block. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|2D}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|2D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|Very fast and good sweep, very common combo ender as you cancel it into a safe card charge. Evasive! | {{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. | *Can be cancelled into jump, specials or supers. | ||
*From stray 2D hits you can OTG with 5KcSfS into 236S-stuff to keep the pressure going. | *From stray 2D hits you can OTG with 5KcSfS into 236S-stuff to keep the pressure going. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.P}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|A surprisingly slow airjab. One of few air-normals Jam has that attacks in a downward angle. Cancels into itself on whiff. | {{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. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.K}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|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. | {{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. | *Chains both into and from jP. | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.S}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|Amazing air normal. Beats most jump-ins if done early enough. Leads to good damage with cards. | {{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. | *Her only air-normal that's jump-cancellable making it essential for combos. | ||
*Launches opponent upwards on hit. | *Launches opponent upwards on hit. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.H}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|Very fast jH normal. Pretty good damage on hit. A lot of active frames making Jam into a cannon ball. Important note: be ready to cancel into j2K when used after an IAD, as aware opponents will throw you after blocking as you land from this normal. | {{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 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. | *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. | *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. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.D}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|Air can-cans! Decent air-move. Like all j.Ds, has landing recovery. | {{Description|6|text=Air can-cans! Decent air-move. Like all j.Ds, has landing recovery. | ||
*Launches upwards on hit. | *Launches upwards on hit. | ||
*Potential for very strong combo followups in corner. | *Potential for very strong combo followups in corner. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Ground Throw}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Ground Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{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. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Air Throw}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Air Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
Decent airthrow. Unlike her grounded throw you don't get massive damage off RRC. In corner you can get OTG followups. | Decent airthrow. Unlike her grounded throw you don't get massive damage off RRC. In corner you can get OTG followups. | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|DAA}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|DAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
Standard DA-attack. Uses her fS-animation. Wallbounces. | Standard DA-attack. Uses her fS-animation. Wallbounces. | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Blitz Attack Max Charge}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Blitz Attack Max Charge}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| }} | {{Description|6|text= }} | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Zekkei > K}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Zekkei > K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7| | {{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. | *Hochifu - Jam's parry. This move has 2 versions depending on whether you use it in neutral or cancel it from a normal. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.2K}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.2K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6| | {{Description|6|text= | ||
*Youeikyaku - Jam's dive kick. It also serves as her go to overhead off of a jump cancelable normal. | *Youeikyaku - Jam's dive kick. It also serves as her go to overhead off of a jump cancelable normal. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Hyappo Shinshou > H}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Hyappo Shinshou > H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|*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) | {{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. | *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) | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|22K/S/H}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|22K/S/H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|Essential Jam-specific mechanic. Very dangerous to do raw because of a huge recovery. | {{Description|6|text=Essential Jam-specific mechanic. Very dangerous to do raw because of a huge recovery. | ||
*22K charges Ryuujin, 22S charges Gekirin and 22H charges Kenroukaku. | *22K charges Ryuujin, 22S charges Gekirin and 22H charges Kenroukaku. | ||
*Holding K/S/H charges the card to max level but takes more time. | *Holding K/S/H charges the card to max level but takes more time. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|236K MAX}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|236K MAX}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|The Bruce Lee special! Great combo-tool, but air-version is much more useful. | {{Description|7|text=The Bruce Lee special! Great combo-tool, but air-version is much more useful. | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|214K MAX}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|214K MAX}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|Standing overhead. Keeps momentum and can cross up, but unsafe and reactable without card so not as useful compared to the air-version. | {{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 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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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|623K MAX}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|623K MAX}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|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|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. | *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. | *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. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.236K MAX}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.236K MAX}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|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. | {{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. | 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. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.214K MAX}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.214K MAX}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|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. | {{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. | *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. | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.623K MAX}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.623K MAX}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|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|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. | *Excellent crossup/non-crossup mixup if done properly. Can be hard to punish but is unsafe. | ||
*As OKI-tool after 2D > 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) | *As OKI-tool after 2D > 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) | ||
Line 691: | Line 690: | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|632146S }} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|632146S }} | ||
{{!}}- | {{!}}- | ||
{{Description|6|Her true useful wakeup reversal super. Rushes forward and on hit will do the full animation. | {{Description|6|text=Her true useful wakeup reversal super. Rushes forward and on hit will do the full animation. | ||
*Burst version is her most damaging super ender in long combos because of very high minium damage. | *Burst version is her most damaging super ender in long combos because of very high minium damage. | ||
}} | }} | ||
Line 711: | Line 710: | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Saishinshou > P}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Saishinshou > P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|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. | {{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. | 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. | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|632146H}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|632146H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|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|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. | ||
*Loses throw invulnerability when it goes active so can be thrown if close enough. | *Loses throw invulnerability when it goes active so can be thrown if close enough. | ||
Line 748: | Line 747: | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|IK}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|IK}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | {{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] | *IK Mode Activation: 62F [5F+5F] | ||
*Uses the animation of her Goushao. | *Uses the animation of her Goushao. | ||
Line 761: | Line 760: | ||
==Navigation== | ==Navigation== | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Links}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Links}} | ||
{{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.}} | |||
{{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 16:54, 8 March 2019
Jam Kuradoberi |
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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
5K
5K |
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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.
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c.S
c.S |
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Decent normal, but mostly sees any use at all in combos because of its very short range.
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f.S
f.S |
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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.
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5H
5H |
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Decent combo filler that does good damage. Sees little use as anything else.
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5D
5D |
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Jams dust-attack. Somewhat fast but easily blocked by skilled players.
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6P
6P |
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Unorthodox 6P. If used as AA you want to cancel the first hit into cS/fS and jump cancel that move into followup air combo. Sees some use in pressure as it's +2 on block and cancels into pretty much anything.
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6K
6K |
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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.
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6H
6H |
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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.
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2P
2P |
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Standard crouching jab. |
2K
2K |
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Very fast, long ranged low normal with good evasion and upper body invincibility, one of her better normals. Useful to use in matchups where 2D is too much of a commitment.
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2S
2S |
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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.
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2H
2H |
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Essential Jam combo tool. Sees a lot of uses.
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:
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2D
2D |
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Very fast and good sweep, very common combo ender as you cancel it into a safe card charge. Evasive!
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j.P
j.P |
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A surprisingly slow airjab. One of few air-normals Jam has that attacks in a downward angle. Cancels into itself on whiff. |
j.K
j.K |
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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.
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j.S
j.S |
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Amazing air normal. Beats most jump-ins if done early enough. Leads to good damage with cards.
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j.H
j.H |
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Very fast jH normal. Pretty good damage on hit. A lot of active frames making Jam into a cannon ball. Important note: be ready to cancel into j2K when used after an IAD, as aware opponents will throw you after blocking as you land from this normal.
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j.D
j.D |
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Air can-cans! Decent air-move. Like all j.Ds, has landing recovery.
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Universal Mechanics
Ground Throw
Ground Throw |
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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. Example combo that works on everyone (requires a slight microdash before 6K on some):
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Air Throw
Air Throw |
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Decent airthrow. Unlike her grounded throw you don't get massive damage off RRC. In corner you can get OTG followups. |
Dead Angle Attack
Dead Angle Attack |
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Standard DA-attack. Uses her fS-animation. Wallbounces. |
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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Essential Jam-specific mechanic. Very dangerous to do raw because of a huge recovery.
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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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Her true useful wakeup reversal super. Rushes forward and on hit will do the full animation.
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Bao Saishinshou
Bao Saishinshou 236236H |
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Renhoukyaku
Renhoukyaku 632146H |
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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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Instant Kill
Gasenkotsu During IK Mode: 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.