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||{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|SystemData}} | ||{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|SystemData}} | ||
;Movement Options | ;Movement Options | ||
:Double jump, 1 airdash, | :Double jump, 1 airdash, Dash type: run | ||
: | |||
|} | |} | ||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
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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. | 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 | <div class="center" style="width:auto; margin-left:auto; margin-right:auto;"> | ||
=== Strengths and Weaknesses === | |||
---- | |||
{| | {| | ||
|-style="text-align:left;" | |-style="text-align:left;" | ||
! Strengths !! Weaknesses | ! Strengths !! Weaknesses | ||
|- style="vertical-align:top;text- | |- style="vertical-align:top;text-align:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Fast grounded and air normals | * Fast grounded and air normals. | ||
*Very fast and agile character with evasive movement options | * Very fast and agile character with evasive movement options. | ||
*Strong grab that leads to combos and a lot of damage with 50 tension | * Strong grab that leads to combos and a lot of damage with 50 tension. | ||
*Carded specials always gives hard knockdowns no matter when or where they hit | * Carded specials always gives hard knockdowns no matter when or where they hit. | ||
*Flexible pressure game that can build RISC very fast | * Flexible pressure game that can build RISC very fast. | ||
*Very good DP with card | * Very good DP with card. | ||
*Above average tension gain | * Above average tension gain. | ||
| 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. | ||
|- | |- | ||
|} | |} | ||
</div> | |||
=== Unique Mechanics === | |||
---- | |||
==== Cards ==== | |||
:Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties. | |||
These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen. | |||
{{#lst:GGXRD-R2/Jam Kuradoberi/Data|Links}} | {{#lst:GGXRD-R2/Jam Kuradoberi/Data|Links}} | ||
==Normal Moves== | ==Normal Moves== | ||
======<font style="visibility:hidden" size="0">5P</font>====== | ======<font style="visibility:hidden" size="0">5P</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5P | |name={{clr|1|5P}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_5P.png |caption=Slap! | |image=GGXRD_Jam_5P.png |caption=Slap! | ||
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======<font style="visibility:hidden" size="0">5K</font>====== | ======<font style="visibility:hidden" size="0">5K</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5K | |name={{clr|2|5K}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_5K.png |caption=The god-button | |image=GGXRD_Jam_5K.png |caption=The god-button | ||
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{{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. | {{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 | *Gatlings from and into {{clr|3|2S}}, into {{clr|2|6K}} and {{clr|4|6H}} | ||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden" size="0">c.S</font>====== | ======<font style="visibility:hidden" size="0">c.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=c.S | |name={{clr|3|c.S}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_cS.png |caption=Elbow of justice | |image=GGXRD_Jam_cS.png |caption=Elbow of justice | ||
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======<font style="visibility:hidden" size="0">f.S</font>====== | ======<font style="visibility:hidden" size="0">f.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=f.S | |name={{clr|3|f.S}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_fS.png |caption=Rock! | |image=GGXRD_Jam_fS.png |caption=Rock! | ||
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{{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. | {{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. | *{{clr|3|f.S}} into TK Ryujin is a usable hitconfirm on the majority of the cast. On shorter characters it becomes harder. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">5H</font>====== | ======<font style="visibility:hidden" size="0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5H | |name={{clr|4|5H}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_5H.png |caption=Pinwheel | |image=GGXRD_Jam_5H.png |caption=Pinwheel | ||
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*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. | ||
*Horrible on whiff, not a great move to use in neutral. | *Horrible on whiff, not a great move to use in neutral. | ||
*Cancels into and from 6K, giving her big damage and good pressure. 5H[1] 6K[2] is almost universally more damage when done in a combo. | *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. | *Crazy risc-build on block / Drains so much meter on FD. | ||
}} | }} | ||
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======<font style="visibility:hidden" size="0">5D</font>====== | ======<font style="visibility:hidden" size="0">5D</font>====== | ||
{{MoveData | {{MoveData | ||
|name=5D | |name={{clr|5|5D}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_5D.png |caption=Stubby | |image=GGXRD_Jam_5D.png |caption=Stubby | ||
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*"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! | ||
*Surprisingly safe on block, so not the worst thing to do after a vacuumed 2H. | *Surprisingly safe on block, so not the worst thing to do after a vacuumed {{clr|4|2H}}. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">6P</font>====== | ======<font style="visibility:hidden" size="0">6P</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6P | |name={{clr|1|6P}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_6P.png |caption=Fist in face | |image=GGXRD_Jam_6P.png |caption=Fist in face | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|6P}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Unorthodox 6P. If used as AA you want to cancel the first hit into | {{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! | *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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======<font style="visibility:hidden" size="0">6K</font>====== | ======<font style="visibility:hidden" size="0">6K</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6K | |name={{clr|2|6K}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_6K.png |caption= | |image=GGXRD_Jam_6K.png |caption= | ||
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{{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. | {{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 {{clr|4|6H}} on regular hit (2nd hit only). | ||
*Gatlings from 5H. (No longer gatlings/cancels into 5H) | *Gatlings from {{clr|4|5H}}. (No longer gatlings/cancels into {{clr|4|5H}}) | ||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden" size="0">6H</font>====== | ======<font style="visibility:hidden" size="0">6H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=6H | |name={{clr|4|6H}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_6H.png |caption=The Big Swing! | |image=GGXRD_Jam_6H.png |caption=The Big Swing! | ||
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======<font style="visibility:hidden" size="0">2P</font>====== | ======<font style="visibility:hidden" size="0">2P</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2P | |name={{clr|1|2P}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_2P.png |caption= | |image=GGXRD_Jam_2P.png |caption= | ||
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======<font style="visibility:hidden" size="0">2K</font>====== | ======<font style="visibility:hidden" size="0">2K</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2K | |name={{clr|2|2K}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_2K.png |caption=Get low | |image=GGXRD_Jam_2K.png |caption=Get low | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|2K}} | {{#lsth: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 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 {{clr|5|2D}} is too much of a commitment. | ||
*On CH it combos into 6H. | *On CH it combos into {{clr|4|6H}}. | ||
*Chains into itself and can easily be confirmed into 2D for card charge. | *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. | *Decent combo starter because of speed and invulnerability, in spite of high proration and low damage. | ||
}} | }} | ||
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======<font style="visibility:hidden" size="0">2S</font>====== | ======<font style="visibility:hidden" size="0">2S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2S | |name={{clr|3|2S}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_2S.png |caption=Stop pressing buttons! | |image=GGXRD_Jam_2S.png |caption=Stop pressing buttons! | ||
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======<font style="visibility:hidden" size="0">2H</font>====== | ======<font style="visibility:hidden" size="0">2H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2H | |name={{clr|4|2H}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_2H.png |caption=Get over here! | |image=GGXRD_Jam_2H.png |caption=Get over here! | ||
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Examples on stuff you can do on block: | Examples on stuff you can do on block: | ||
*Cancel into parry without followups then throw. | *Cancel into parry without followups then throw. | ||
*Cancel to 2D into either 236S-stuff or JC into IAD-mixups. | *Cancel to {{clr|5|2D}} into either 236S-stuff or JC into IAD-mixups. | ||
*Goes naturally into 5D from either first or second hit, though there's a pretty big gap. | *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 5K almost for free into more pressure stuff. | *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. | ||
}} | }} | ||
}} | }} | ||
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======<font style="visibility:hidden" size="0">2D</font>====== | ======<font style="visibility:hidden" size="0">2D</font>====== | ||
{{MoveData | {{MoveData | ||
|name=2D | |name={{clr|5|2D}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_2D.png |caption=Get lower | |image=GGXRD_Jam_2D.png |caption=Get lower | ||
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{{Description|6|text=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 | *From stray {{clr|5|2D}} hits you can OTG with {{clr|2|5K}}cSfS into 236S-stuff to keep the pressure going. | ||
*2D into not-cancelled jump jH is a safejump in most circumstances. | *{{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. | *Combos into IAD dp against most characters making this a great option on block and hit. | ||
}} | }} | ||
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======<font style="visibility:hidden" size="0">j.P</font>====== | ======<font style="visibility:hidden" size="0">j.P</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.P | |name={{clr|1|j.P}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_jP.png |caption= | |image=GGXRD_Jam_jP.png |caption= | ||
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======<font style="visibility:hidden" size="0">j.K</font>====== | ======<font style="visibility:hidden" size="0">j.K</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.K | |name={{clr|2|j.K}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_jK.png |caption= | |image=GGXRD_Jam_jK.png |caption= | ||
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======<font style="visibility:hidden" size="0">j.S</font>====== | ======<font style="visibility:hidden" size="0">j.S</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.S | |name={{clr|3|j.S}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_jS.png |caption= | |image=GGXRD_Jam_jS.png |caption= | ||
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======<font style="visibility:hidden" size="0">j.H</font>====== | ======<font style="visibility:hidden" size="0">j.H</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.H | |name={{clr|4|j.H}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_jH.png |caption=They told her she could be anything, so she became a hitbox | |image=GGXRD_Jam_jH.png |caption=They told her she could be anything, so she became a hitbox | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.H}} | {{#lsth: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 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 {{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. | *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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======<font style="visibility:hidden" size="0">j.D</font>====== | ======<font style="visibility:hidden" size="0">j.D</font>====== | ||
{{MoveData | {{MoveData | ||
|name=j.D | |name={{clr|5|j.D}} | ||
|input= | |input= | ||
|image=GGXRD_Jam_jD.png |caption=Upkicks! | |image=GGXRD_Jam_jD.png |caption=Upkicks! | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.D}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Air can-cans! Decent air-move. Like all j. | {{Description|6|text=Air can-cans! Decent air-move. Like all {{clr|5|j.D}}s, 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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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. | 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): | Example combo that works on everyone (requires a slight microdash before {{clr|2|6K}} on some): | ||
* Throw (1) RRC > 22S, 6K JC jKjS JC jH xx | * 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 | ||
}} | }} | ||
}} | }} | ||
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*You can cancel into P follow up if you catch a button Mid string. The follow up is 4 frame start up and has lots of hitstun. However it's easily punishable if blocked. | *You can cancel into P follow up if you catch a button Mid string. The follow up is 4 frame start up and has lots of hitstun. However it's easily punishable if blocked. | ||
**You can frame trap with the 2nd P follow up, the 2nd follow up is unsafe and leaves Jam in counter hit state during recovery. | **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. | ||
**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 46P be blocked. | **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. | ||
*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. | *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. | ||
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{{MoveData | {{MoveData | ||
|name=Youeikyaku | |name=Youeikyaku | ||
|input=j.2K | |input={{clr|2|j.2K}} | ||
|image=GGXRD_Jam_Youeikyaku.png |caption=Jive kick | |image=GGXRD_Jam_Youeikyaku.png |caption=Jive kick | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|name=Bakushuu | |name=Bakushuu | ||
|input=236S | |input={{clr|3|236S}} | ||
|image=GGXRD_Jam_Bakushuu.png |caption=Bakushuu (236S) | |image=GGXRD_Jam_Bakushuu.png |caption=Bakushuu ({{clr|3|236S}}) | ||
|image2=GGXRD_Jam_Mawarikomi.png |caption2=Mawarikomi (P) | |image2=GGXRD_Jam_Mawarikomi.png |caption2=Mawarikomi (P) | ||
|image3=GGXRD_Jam_Ashibarai.png |caption3=Hamonkyaku (K) | |image3=GGXRD_Jam_Ashibarai.png |caption3=Hamonkyaku (K) | ||
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{{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) | {{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 | *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. | *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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{{MoveData | {{MoveData | ||
|name=Asanagi no Kokyuu | |name=Asanagi no Kokyuu | ||
|input=22K/S/H | |input={{clr|2|22K}}/S/H | ||
|image=GGXRD_Jam_AsanagiNoKokyuu.png |caption=Hold for MAX version | |image=GGXRD_Jam_AsanagiNoKokyuu.png |caption=Hold for MAX version | ||
|image2=GGXRD_Jam_AsanagiIcons.png |caption2= | |image2=GGXRD_Jam_AsanagiIcons.png |caption2= | ||
Line 537: | Line 538: | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=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. | *{{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. | *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. | *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. | ||
Line 547: | Line 548: | ||
{{MoveData | {{MoveData | ||
|name=Ryuujin | |name=Ryuujin | ||
|input=236K | |input={{clr|2|236K}} | ||
|image=GGXRD_Jam_Ryuujin.png |caption=Dragon kick! | |image=GGXRD_Jam_Ryuujin.png |caption=Dragon kick! | ||
|data= | |data= | ||
Line 568: | Line 569: | ||
{{MoveData | {{MoveData | ||
|name=Gekirin | |name=Gekirin | ||
|input=214K | |input={{clr|2|214K}} | ||
|image=GGXRD_Jam_Gekirin.png |caption=Axe kick! | |image=GGXRD_Jam_Gekirin.png |caption=Axe kick! | ||
|data= | |data= | ||
Line 583: | Line 584: | ||
{{!}}- | {{!}}- | ||
{{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. | {{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 {{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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Kenroukaku | |name=Kenroukaku | ||
|input=623K | |input={{clr|2|623K}} | ||
|image=GGXRD_Jam_Kenroukaku.png |caption=Dragon punch! (kick!) | |image=GGXRD_Jam_Kenroukaku.png |caption=Dragon punch! (kick!) | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|name=Air Ryuujin | |name=Air Ryuujin | ||
|input=j.236K | |input={{clr|2|j.236K}} | ||
|image=GGXRD_Jam_Ryuujin.png |caption=Air dragon kick! | |image=GGXRD_Jam_Ryuujin.png |caption=Air dragon kick! | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|name=Air Gekirin | |name=Air Gekirin | ||
|input=j.214K | |input={{clr|2|j.214K}} | ||
|image=GGXRD_Jam_Gekirin.png |caption=Air axe-kick! | |image=GGXRD_Jam_Gekirin.png |caption=Air axe-kick! | ||
|data= | |data= | ||
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{{MoveData | {{MoveData | ||
|name=Air Kenroukaku | |name=Air Kenroukaku | ||
|input=j.623K | |input={{clr|2|j.623K}} | ||
|image=GGXRD_Jam_Kenroukaku.png |caption=Air dp! | |image=GGXRD_Jam_Kenroukaku.png |caption=Air dp! | ||
|data= | |data= | ||
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{{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. | {{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 {{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. | *Very rarely maxed as one card gives the same utility as max card. | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Choukyaku Hou'Oushou | |name=Choukyaku Hou'Oushou | ||
|input=632146S | |input={{clr|3|632146S}}<br>({{clr|5|632146D}}) | ||
|image=GGXRD_Jam_ChoukyakuHou'Oushou1.png |caption=Fury of the Phoenix | |image=GGXRD_Jam_ChoukyakuHou'Oushou1.png |caption=Fury of the Phoenix | ||
|image2=GGXRD_Jam_ChoukyakuHou'Oushou2.png |caption2= | |image2=GGXRD_Jam_ChoukyakuHou'Oushou2.png |caption2= | ||
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{{MoveData | {{MoveData | ||
|name=Bao Saishinshou | |name=Bao Saishinshou | ||
|input=236236H | |input={{clr|4|236236H}} | ||
|image=GGXRD_Jam_BaoSaishinshou.png |caption=Grace of the Dragon Horse | |image=GGXRD_Jam_BaoSaishinshou.png |caption=Grace of the Dragon Horse | ||
|image2=GGXRD_Jam_Kaorinkuen.png |caption2= | |image2=GGXRD_Jam_Kaorinkuen.png |caption2= | ||
Line 708: | Line 709: | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|236236H }} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|236236H }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Kaorinkuen|subtitle=236236H > P}} | {{AttackVersion|name=Kaorinkuen|subtitle={{clr|4|236236H}} > P}} | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Saishinshou > P}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|Saishinshou > P}} | ||
{{!}}- | {{!}}- | ||
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{{MoveData | {{MoveData | ||
|name=Renhoukyaku | |name=Renhoukyaku | ||
|input=632146H | |input={{clr|4|632146H}} | ||
|image=GGXRD_Jam_Renhoukyaku.png |caption=Super puffball | |image=GGXRD_Jam_Renhoukyaku.png |caption=Super puffball | ||
|data= | |data= | ||
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{{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. | {{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. | ||
*You can YRC before superflash for 1-5 throw invu + 6-20f all invu for 25 meter. | *You can YRC before superflash for 1-5 throw invu + 6-20f all invu for 25 meter. | ||
*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 5D behind this. | *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. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name=Gasenkotsu | |name=Gasenkotsu | ||
|input=During IK Mode: 236236H | |input=During IK Mode: {{clr|4|236236H}} | ||
|image=GGXRD_Jam_Gasenkotsu1.png | |image=GGXRD_Jam_Gasenkotsu1.png | ||
|image2=GGXRD_Jam_Gasenkotsu2.png | |image2=GGXRD_Jam_Gasenkotsu2.png | ||
Line 758: | Line 759: | ||
}} | }} | ||
}} | }} | ||
<br clear= | <br style="clear:both;"/> | ||
==[[Dustloop_Wiki:Roadmap/GGXRD-R2#Jam|Roadmap]]== | |||
{{#lst:Dustloop_Wiki:Roadmap/GGXRD-R2|Jam}} | |||
==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 04:17, 21 December 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 and Weaknesses
Strengths | Weaknesses |
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Unique Mechanics
Cards
- Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties.
These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen.
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 c.S/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.
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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 (632146D) |
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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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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.