GGXRD-R2/Jam Kuradoberi: Difference between revisions

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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, Run type dash<br/>
:Double jump, 1 airdash, Dash type: run
;Play-style
:Rushdown, Power-up
|}
|}
<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/Weaknesses===
<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-alighn:left"
|- 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.
*Decent parry
*Easy execution and gameplan
*Ryuujin!
*Character discord has a cooking channel
| 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 usefulnes situational
* 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
|-
|-
|}
|}
</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}}
<br clear=all/>


==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 6HS
*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 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 {{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 5KcSfS into 236S-stuff to keep the pressure going.
*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.Ds, has landing recovery.
{{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 j236Kxxj623Kxxj214K dash cS2H(2)> Parry PP ~ 175ish damage
* 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 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 {{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!
Line 528: Line 529:
{{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=
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{{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.
  }}
  }}
}}
}}
Line 590: Line 591:
{{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=
Line 613: Line 614:
{{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=
Line 636: Line 637:
{{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=
Line 658: Line 659:
{{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=
Line 674: Line 675:
{{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.
  }}
  }}
Line 683: Line 684:
{{MoveData
{{MoveData
|name=Choukyaku Hou'Oushou
|name=Choukyaku Hou'Oushou
|input=632146S/D
|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=
Line 699: Line 700:
{{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}}
{{!}}-
{{!}}-
Line 721: Line 722:
{{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=
Line 730: Line 731:
{{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.


*Loses throw invulnerability when it goes active so can be thrown if close 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=all/>
<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}}
{{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.}}
[[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
GGXRD-R Jam Portrait.png
Movement Options
Double jump, 1 airdash, Dash type: run

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
  • Fast grounded and air normals.
  • Very fast and agile character with evasive movement options.
  • 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.
  • Flexible pressure game that can build RISC very fast.
  • Very good DP with card.
  • Above average tension gain.
  • 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.
  • Below average combo-damage without carded specials.
  • 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.

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
5P
GGXRD Jam 5P.png
Slap!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Mid 3 3 7 ±0 0 3 8 CSJ YRP 144
GGXRD Jam 5P.png
GGXRD Jam 5P hitbox.png

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
5K
5K
GGXRD Jam 5K.png
The god-button
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 Low 4 4 6 +2 1 6 7 S YRP 264 Initial: 80%
GGXRD Jam 5K.png
It's my turn now.
GGXRD Jam 5K hitbox.png
Hitstop 6F, on CH 7F

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
  • Gatlings from and into 2S, into 6K and 6H
c.S
c.S
GGXRD Jam cS.png
Elbow of justice
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 6 8 12 -6 2 10 7 JS YRP 264
GGXRD Jam cS.png
GGXRD Jam cS hitbox.png


Decent normal, but mostly sees any use at all in combos because of its very short range.

  • No initial proration, so good combo starter.
f.S
f.S
GGXRD Jam fS.png
Rock!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Mid 6 5 11 -2 2 10 7 JS YRP 264
GGXRD Jam fS.png
GGXRD Jam fS hitbox.png

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.
  • f.S into TK Ryujin is a usable hitconfirm on the majority of the cast. On shorter characters it becomes harder.
5H
5H
GGXRD Jam 5H.png
Pinwheel
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24×3 Mid 13 3(3)3(3)3 15 +1 3,3,4 14×2, 20 6×3 S YRP 384 22-24F Upper Body
25-48 Low Profile
49-51 Upper Body
GGXRD Jam 5H.png
GGXRD Jam 5H hitbox1.pngGGXRD Jam 5H hitbox2.pngGGXRD Jam 5H hitbox3.png
Forces opponent into crouching state on standing hit
Hitstop 7F per hit on normal hit
Hitstop 11F for hits 1 and 2 on CH, 13F for 3rd hit


Decent combo filler that does good damage. Sees little use as anything else.

  • Hits behind Jam so can be used preemptively against moves that cross up/teleport.
  • Last frames are very low profile so can evade certain reversals if done meaty enough.
  • Horrible on whiff, not a great move to use in neutral.
  • Cancels into and from 6K, giving her big damage and good pressure. 5H[1] 6K[2] is almost universally more damage when done in a combo.
  • Crazy risc-build on block / Drains so much meter on FD.
5D
5D
GGXRD Jam 5D.png
Stubby
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 High 25 4 12 -2 2 10 20 YRP 264 Initial: 80%
GGXRD Jam 5D.png
GGXRD Jam 5D hitbox1.pngGGXRD Jam 5D hitbox2.png


Jams dust-attack. Somewhat fast but easily blocked by skilled players.

  • "Traditional" dust can lead to high damage with a cranked guard bar, Side dust can lead to good mixups and reward in the corner.
  • Very very short range!
  • Surprisingly safe on block, so not the worst thing to do after a vacuumed 2H.
6P
6P
GGXRD Jam 6P.png
Fist in face
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18×2 Mid 9 3(6)3 12 +2 2,3 10, 14 7,6 S YRP 264,384 1-5F Upper Body
6-14 Above Knees
GGXRD Jam 6P.png
GGXRD Jam 6P hitbox1.pngGGXRD Jam 6P hitbox2.png
1st hit stagger opponent on CH (Max 31F, min 15F)
2nd hit stagger opponent on CH (Max 32F, min 15F)


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.

  • 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.
6K
6K
GGXRD Jam 6K.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16,26 Mid 6 4(6)12 20 -18 1,2 6,10 7×2 JS YRP 264
GGXRD Jam 6K.png
You probably wanted to do dash 5K, but got this instead.
GGXRD Jam 6K hitbox1.pngGGXRD Jam 6K hitbox2.pngGGXRD Jam 6K hitbox3.png
Forces opponent into standing state on crouching hit
Hitstop 6F, 7F on CH

2-hit kick, does good damage but doesn't advance Jam so might cause combos to drop. First kick has almost no pushback, even on FD so it's excellent for her pressure-game and easier to combo into.

  • Forces stand on hit so has some unique uses in combos.
  • Only normal that combos to 6H on regular hit (2nd hit only).
  • Gatlings from 5H. (No longer gatlings/cancels into 5H)
6H
6H
GGXRD Jam 6H.png
The Big Swing!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36 Mid 14 3 22 -6 4 20 6 S YRP 384 4-6 Lower Body
7-13F Foot
GGXRD Jam 6H.png
Haymaker normal
GGXRD Jam 6H hitbox.png
Blows opponent away on hit
Wall bounces opponent on CH
On ground hit, guaranteed knockddown (Face Up). On air hit, untechable for 36F


Pretty useful move, while slow it avoids a lot of lows and have a very high attack-level, decent normal to cancel into 236+S-specials. Pretty unsafe on block so don't forget to cancel it. Good move to use in pressure with the threat of YRC along with a huge reward on counter hit.

  • On regular hit you can safely charge a MAX card.
  • Loses lower body invul when it becomes active, so will trade against lows. Cannot be used as a reversal since it's not invul until frame 4.
2P
2P
GGXRD Jam 2P.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
6 Mid 4 2 7 +3 1 6 7 CS YRP 264 Initial: 90%
GGXRD Jam 2P.png
GGXRD Jam 2P hitbox.png
Can cancel into 5P, 2P, 5K, 2K on whiff 7F onwards

Standard crouching jab.

2K
2K
GGXRD Jam 2K.png
Get low
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
8 Low 5 3 9 ±0 1 6 7 CS YRP 264 Initial: 85% 3-12F Upper Body
GGXRD Jam 2K.png
GGXRD Jam 2K hitbox.png


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.
  • Chains into itself and can easily be confirmed into 2D for card charge.
  • Decent combo starter because of speed and invulnerability, in spite of high proration and low damage.
2S
2S
GGXRD Jam 2S.png
Stop pressing buttons!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26 Mid 6 5 9 ±0 2 10 7 S YRP 264 Initial: 85%
GGXRD Jam 2S.png
Auto wins trades
GGXRD Jam 2S hitbox.png
Staggers opponent on ground CH (Max 38F, Min 18F)


Shorter range than in the older games, but a stronger hitbox to make up for it. Will CH most pokes in the game for stagger. Good for pressure and frame traps, can be cancelled until nearly the end of its recovery frames.

  • Staggers on CH, if opponent isn't ready to mash out of it you can dash up and get a full combo.
  • Interesting hitbox makes it a hard counter against lows.
2H
2H
GGXRD Jam 2H.png
Get over here!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28,20 Mid 11 8(6)4 13 ±0 3 14 6 S YRP 384
GGXRD Jam 2H.png
GGXRD Jam 2H hitbox1.pngGGXRD Jam 2H hitbox2.pngGGXRD Jam 2H hitbox3.pngGGXRD Jam 2H hitbox4.pngGGXRD Jam 2H hitbox5.pngGGXRD Jam 2H hitbox6.png
Pulls in opponent on ground hit
Pulls in opponent on hit (untechable for 19F, guaranteed knockdown on CH)


Essential Jam combo tool. Sees a lot of uses.

  • On both block and hit it vacuums the opponent closer to Jam.
  • Makes it very easy to confirm combos on hit or block.
  • Can be normal- and special-cancelled from both hits making it hard for the opponent to know when you will do something out of it.
  • Used to combo into parry~PK for her stronger combos in specific situations.
  • Can be used as an AA in some situations, though not that reliable.

Useful on block, but note that if the first hit is IB'd, there's a one frame gap in the blockstun before the next hit, opening the possibility for the opponent to reversal, blitz, backdash or throw if they're close enough. Mix up your blockstrings to ensure they're not confident enough to do this.

Examples on stuff you can do on block:

  • Cancel into parry without followups then throw.
  • Cancel to 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.
  • 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.
2D
2D
GGXRD Jam 2D.png
Get lower
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Low 6 4 16 -6 2 10 7 JS YRP 264 4-9 Low Profile
GGXRD Jam 2D.png
GGXRD Jam 2D hitbox.png
Knocks down opponent on ground hit (Face Down)


Very fast and good sweep, very common combo ender as you cancel it into a safe card charge. Evasive!

  • Can be cancelled into jump, specials or supers.
  • From stray 2D hits you can OTG with 5KcSfS into 236S-stuff to keep the pressure going.
  • 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.
j.P
j.P
GGXRD Jam jP.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
11 High/Air 6 4 16 1 6 7 CS YRP 264
GGXRD Jam jP.png
GGXRD Jam jP hitbox.png

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
GGXRD Jam jK.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
14 High/Air 5 8 11 1 6 7 S YRP 264
GGXRD Jam jK.png
Millia players weep.
GGXRD Jam jK hitbox.png

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.
j.S
j.S
GGXRD Jam jS.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 High/Air 5 5 9 2 10 7 JS YRP 264
GGXRD Jam jS.png
Legitimately her best anti-air
GGXRD Jam jS hitbox1.pngGGXRD Jam jS hitbox2.png
Launches opponent on hit, untechable for 17F, guaranteed knockdown on CH


Amazing air normal. Beats most jump-ins if done early enough. Leads to good damage with cards.

  • Her only air-normal that's jump-cancellable making it essential for combos.
  • Launches opponent upwards on hit.
  • Guaranteed 17f of untech on hit allowing you to do jS JC delay jS/jH to set up ryuujin followups.
  • Good airthrow OS normal.
j.H
j.H
GGXRD Jam jH.png
They told her she could be anything, so she became a hitbox
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 High/Air 5 10 16 2 10 7 S YRP 264
GGXRD Jam jH.png
They told her she could be anything, so she became a hitbox.
GGXRD Jam jH hitbox1.pngGGXRD Jam jH hitbox2.pngGGXRD Jam jH hitbox3.pngGGXRD Jam jH hitbox4.pngGGXRD Jam jH hitbox5.png
Active frames 1~2 • Active frames 3~4 • Active frames 5~6 • Active frames 7~8 • Active frames 9~10

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.
  • On CH-hit it's possible to land, jump and followup with an air combo if you were close enough to the ground when it hit.
  • Hits all around Jam so can be used to crossup as well.
j.D
j.D
GGXRD Jam jD.png
Upkicks!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16,28 High/Air 7 3(6)6 16 2 10 7 S YRP 264
GGXRD Jam jD.png
You really just wanted to Counter Hit with the second hit, didn't you?
GGXRD Jam jD hitbox1.pngGGXRD Jam jD hitbox2.png
1st hit launches opponent (untechable for 14F, 28F on CH)
2nd hit blows away opponent (untechable for 24F)
2nd hit blows away and wall bounces opponent on CH (untechable for 60F)


Air can-cans! Decent air-move. Like all j.Ds, has landing recovery.

  • Launches upwards on hit.
  • Potential for very strong combo followups in corner.
  • If second hit is CH it blows away and wallbounces. Potential for very strong followups or just max-charge a card.

Universal Mechanics

Ground Throw
Ground Throw
GGXRD-R Jam GroundThrow.png
AHAHAHAHA~!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,20,31 Ground Throw: 70000 1 1 +18 0,0,4 6,0,0 R 0,480,0 Forced: 90%, 55%
GGXRD-R Jam GroundThrow.png
Floats opponent on hit, untechable for 52F
Proration values work out to be 55% after both hits

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):

  • Throw (1) RRC > 22S, 6K JC jKjS JC jH xx j236Kxxj623Kxxj214K dash c.S2H(2)> Parry PP ~ 175ish damage
Air Throw
Air Throw
GGXRD-R Jam AirThrow.png
Get down!
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0,60 Air Throw: 192500 1 1 0,2 6,7 R 0,480 Forced: 65%
GGXRD-R Jam AirThrow.png

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
GGXRD Jam fS.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 10 9 20 -15 2 10 7 -5000/264 Initial: 50% 1-18F All
19-23F Throw
GGXRD Jam fS.png
Get offa me!
Blows away and wall bounces opponent on hit
Ground hit is untechable for 28F, guaranteed knockdown on CH
Air hit is untechable for 14F, 28F on CH
2nd hit blows away opponent (untechable for 24F)
2nd hit blows away and wall bounces opponent on CH (untechable for 60F)
Causes special knockdown on CH (regular knockdown time -11F)

Standard DA-attack. Uses her fS-animation. Wallbounces.

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


Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 R Initial: 55% 1~Button release: Blitz
GGXRD-R Jam BlitzAttack.png
GGXRD-R Jam BlitzAttack hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
Crumples opponent on ground CH (79F)
Max Charge


[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 R 1~50: Blitz
GGXRD-R Jam BlitzAttack.png
GGXRD-R Jam BlitzAttack hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
Crumples opponent on ground hit

Special Moves

Hochifu
Hochifu
546
GGXRD Jam Hochifu.png
Parry attacks...
GGXRD Jam Zekkei.png
> P
GGXRD Jam Goushao.png
> P > P
GGXRD Jam Dowanga.png
> P > K
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Hochifu
546


546
Hochifu
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
1 24 YRP 1-8F Catch
GGXRD Jam Hochifu.png
Parry stance
GGXRD Jam Hochifu hitbox.png
Can be FD cancelled on frame 1-2
On frame 4 can be cancelled into movement and FD except back/forward walk
On frame 9 can also be cancelled into back/forward walk
After successful catch, Jam can move on 7F, opponent can move on 9F
Can cancel into followup after successful catch or after 10F
On successful catch, gain 200 Tension
Zekkei
> P


Hochifu > P
Zekkei
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 Mid 4 6 30 -17 4 20 6 YRP 0/720 Initial: 70%
GGXRD Jam Zekkei.png
GGXRD Jam Zekkei hitbox.png
Hitstop 20F, 32F on CH
Staggers opponent on ground CH (Max 49F, min 24F)
Hitstun 23F on ground normal hit
Untechable for 28F on air hit, guaranteed knockdown on CH (Face Up)
Can cancel into followups on 7F on hit
Can cancel into followups on 21F on whiff
Goushao
> P > P


Zekkei > P
Goushao
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 Mid 15 6 24 -11 4 20 6 YRP 0/720
GGXRD Jam Goushao.png
Knockdown follow-up
GGXRD Jam Goushao hitbox.png
Can clash with projectiles
Hitstop 25F, 37F on CH
Blows away opponent on hit, guaranteed knockdown (Face Up)
Dowanga
> P > K


Zekkei > K
Dowanga
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 Mid 27 2 20 -3 4 20 6 YRP 0/720 27-36F Foot
GGXRD Jam Dowanga.png
Launcher follow-up
GGXRD Jam Dowanga hitbox.png
Launches opponent on hit, untechable for 50F (guaranteed knockdown on CH)
  • Hochifu - Jam's parry. This move has 2 versions depending on whether you use it in neutral or cancel it from a normal.
  • In neutral: Jam catches highs and mids for 1-8 frames. Jam is unable to block low and cannot jump. Jam is able cancel into other movement options and FD on frame 9.(Run, walk, backdashing etc.)
  • As a special cancel: Jam retains the same conditions as when in neutral with the exception of being able to perform movement actions or FD after frame 8. If the opponent is parried when jam cancels into Hochifu (such as a burst), the rules apply as if she had canceled normally.
  • 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 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.
  • 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.
  • As of 2.10, P follow up cancels projectiles.
Youeikyaku
Youeikyaku
j.2K
GGXRD Jam Youeikyaku.png
Jive kick
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.2K
Youeikyaku
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16, 10×4 High/Air 10 Until Landing 6 After Landing +8 3, 0×4 14 6,8×4 YRP 150/360,180×4 Initial: 80%
GGXRD Jam Youeikyaku.png
The round ender
GGXRD Jam Youeikyaku hitbox.png
2nd-5th hits only occur if 1st hit hits opponent
2nd-5th hits each have hitstop 5F
Fastest possible startup from standing position is 14F (Tiger Knee'd)
Frame advantage listed is from Tiger Knee'd


  • Youeikyaku - Jam's dive kick. It also serves as her go to overhead off of a jump cancelable normal.
  • It's also plus on block depending on its point of contact.(preferably below the waist of at the feet. On hit it leaves you at a slight frame advantage and occasionally enough to follow up with 5k or 2p. From higher up, you will have to RC in order to convert into a full combo.
  • If not properly spaced it's very easy to throw punish if multiple hits, either it's blocked, hit or even on CH.
  • Good to use after air confirms when you don't have a card to immediately return to the ground.
  • It's possible to link into 5k or 2p after Youeikyaku in some situations.
Bakushuu
Bakushuu
236S
GGXRD Jam Bakushuu.png
Bakushuu (236S)
GGXRD Jam Mawarikomi.png
Mawarikomi (P)
GGXRD Jam Ashibarai.png
Hamonkyaku (K) Hyappo Shinshou (S)
GGXRD Jam SenriShinshou.png
Senri Shinshou (H)
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Bakushuu


236S
Bakushuu
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total: 46 Y 200/- 10-23F Super Low Profile
24-31F Above Knees
GGXRD Jam Bakushuu.png
Not a replacement for moving in neutral, but definitely fun
GGXRD Jam Bakushuu hitbox1.pngGGXRD Jam Bakushuu hitbox2.png
Startup • Low profile frames
Can cancel into followups 9F-24F
Mawarikomi


Bakushuu > P
Mawarikomi
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total: 25 Y 1-End Low Profile
GGXRD Jam Mawarikomi.png
GGXRD Jam Mawarikomi hitbox.png
Can pass through opponent 2-14F
Ashibarai


Bakushuu > K
Hamonkyaku
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 Low 8 6 23 -15 2 10 10 YRP 0/720 Initial: 90% 8-28F Above Knees
GGXRD Jam Ashibarai.png
Otherwise known as "Ashibarai," "Split Kicks," or "Sweep"
GGXRD Jam Ashibarai hitbox.png
Staggers opponent on ground hit (Max 29F, min 17F)
See ※3
Hyappo Shinshou


Bakushuu > S
Hyappo Shinshou
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 17 3 15 +1 4 10 6 YRP 200/720 Initial: 75% 1-16F Upper Body
GGXRD Jam HyappoShinshou.png
GGXRD Jam HyappoShinshou hitbox.png
Blows opponent away on hit (untechable for 28F)
Blows away and ground slides opponent on CH (untechable for 70F, slides for 40F, guaranteed knockdown)
Can cancel into Senri Shinshou (Followup) 18-29F
See ※4
Senri Shinshou


Bakushuu > H
Senri Shinshou
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 [44] Mid 23 [28] 1 [3] 13 +5 [+3] 4 14 6 YRP 200/1440
[200/960]
Initial: 75% 1-23F Upper Body
[1-9F Upper Body]
[22-28F Upper Body]
AKA "Blue Puffball"
GGXRD Jam SenriShinshou hitbox.png
[ ] values are when Jam passes through opponent
1-6F Can pass through opponent
Blows opponent away on hit, guaranteed knockdown (Face Up)
Blows away and wall sticks opponent on CH (untechable for 80F, sticks for 40F, guaranteed knockdown)
See ※4
Senri Shinshou (Followup)
  • Bakushuu - A Dash, it has follow-ups (special note: it can be used as a meterless way to avoid bursts while using normals on the ground as it inherently low profiles them with enough recovery to punish very well on its own)
  • Mawarikomi - Strike invul from ankles up. It's generally used to get in on your opponent while they're applying pressure from mid to full screen and it can be Roman cancelled. Aware opponents will throw you out of it, or use very low pokes to punish attempts to get in.
  • Hamonkyaku - A swift low kick, causes light stun on CH. You can use this to apply fuzzies because of the ability to follow up with Jam's special kicks. Because of how her kicks work, this move will count as one of your special move kicks, so you can only follow up with two other special kicks. You can cancel the move with a kick before it comes out to trick your opponent into guarding low because the pruple flash still comes out even when you cancel before impact. Common use of this is after 2H but use it with other moves to give your strikes instant fuzzy situations. (Special note: in the corner landing this then Gekirin will not combo unless execution is perfect. An easier time would be to DP then Gekirin upon successful hit)
  • Hyappo Shinshou (puffball) - Good for stuffing air-to-ground maneuvers because of its large frontal hitbox. Solid blockstring ender and good on block, but aware opponents will punish the startup. Causes tumble state on CH. Combos directly into Senri Shinshou if you press HS right after the hit.
  • Senri Shinshou (Heavy puffball) - Good for applying safe pressure. On block, it pushes your opponent back, on hit you get free otg situation. On CH you get wallsplat if you're close enough and tumble state if at mid screen. It crosses up if the dash for the move is extremely close to the opponent. The drawback is its especially long startup and lack of low profile, allowing it to be more easily stuffed, but it reaches the entire screen if timed correctly. So use this to close the gap after launching your opponent away with puffball or any other relevant situation. Good opponents will throw you out of this when attempting to cross up with it!
Asanagi no Kokyuu
Asanagi no Kokyuu
22K/S/H
GGXRD Jam AsanagiNoKokyuu.png
Hold for MAX version
GGXRD Jam AsanagiIcons.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22K/S/H
Asanagi no Kokyuu
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total: 56~77 YR
GGXRD Jam AsanagiNoKokyuu.pngGGXRD Jam AsanagiIcons.png
Hold for MAX version
GGXRD Jam AsanagiNoKokyuu hitbox.png
Hold button to charge
K for Ryuujin, S for Gekirin, H for Kenroukaku
Gains Card on 41F, MAX on 66F

Essential Jam-specific mechanic. Very dangerous to do raw because of a huge recovery.

  • 22K charges Ryuujin, 22S charges Gekirin and 22H charges Kenroukaku.
  • Holding K/S/H charges the card to max level but takes more time.
  • Jam gains card before it recovers, meaning you can get hit out of it and still get card. This also means you can get card and YRC it to recover faster.
  • After 1.03 you gain card during max-charge as well so if you have to YRC or get hit out of it you still get a regular card. Also charges a lot faster in 1.03 making it more viable to max-charge.
Ryuujin
Ryuujin
236K
GGXRD Jam Ryuujin.png
Dragon kick!
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


236K
Ryuujin (Normal)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
55 Mid 17 6 30 + 11 After Landing -28 4 20 6 YRP 250/840 Initial: 80%
GGXRD Jam Ryuujin.png
WHOOTCHAAAA!!
GGXRD Jam Ryuujin hitbox1.png
No Card
[ ] values are when done as followup
Blows away opponent on normal hit, untechable for 22F
Blows away and wall bounces opponent on CH, untechable for 44F
Card


236K Card
Ryuujin (Card)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
80 Mid 16 24 14 + 11 After Landing -30 4 20 6 YRP 250/840 Initial: 80% 10-17F Strike
GGXRD Jam Ryuujin.png
GGXRD Jam Ryuujin hitbox2.png
With Card (MAX has the same hitbox)
Blows away opponent on normal hit, guaranteed knockdown
Blows away and wall bounces opponent on CH, guaranteed knockdown
9F onward Airborne
MAX


236K MAX
Ryuujin (MAX)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
110 Mid 16 24 14 + 11 After Landing -30 4 20 6 YRP 250/840 Initial: 80% 10-17F Strike
GGXRD Jam Ryuujin.png
GGXRD Jam Ryuujin hitbox2.png
With Card (MAX has the same hitbox)
Blows away opponent on normal hit, guaranteed knockdown
Blows away and wall sticks opponent on CH, guaranteed knockdown
Deals stun as if it's dmg was 80
10F onward Airborne

The Bruce Lee special! Great combo-tool, but air-version is much more useful.

Gekirin
Gekirin
214K
GGXRD Jam Gekirin.png
Axe kick!
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


214K
Gekirin (Normal)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35 [16] High/Air 19 [17] 13 3+10 After Landing
[Until Landing + 10]
-13 2 [0] 10 [3] 7 [8] YRP 200/480
[0/480]
GGXRD Jam Gekirin.png
Also known as "Axe kick," "Flop kick," or simply "Overhead"
GGXRD Jam Gekirin hitbox1.pngGGXRD Jam Gekirin hitbox2.pngGGXRD Jam Gekirin hitbox3.png
Uncarded and Carded share the same hitboxes
[ ] values are when done as followup
Launches opponent on ground hit, guaranteed knockdown (Face Up)
Hits crouching sol on 25F
Card


214K Card
Gekirin (Card)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28×3 [22×3] High/Air 18 [12] 3,4,6 4+10 After Landing
[Until Landing + 10]
-6 2 [0] 10 [3] 7 [8] YRP 200/480
[0/480]
GGXRD Jam Gekirin.png
Also known as "Axe kick," "Flop kick," or simply "Overhead"
GGXRD Jam Gekirin hitbox1.pngGGXRD Jam Gekirin hitbox2.pngGGXRD Jam Gekirin hitbox3.png
Uncarded and Carded share the same hitboxes
[ ] values are when done as followup
Launches opponent on ground hit, guaranteed knockdown (Face Up)
Air hit causes guaranteed knockdown (Face Up)
Hits crouching Sol on 26F
MAX


214K MAX
Gekirin (MAX)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
55 [45] High/Air 18 [12] 13 Until Landing + 5 -1 2 [0] 10 [3] 7 [8] YRP 200/480
[0/480]
4-Onward Lower Body
GGXRD Jam Gekirin.png
Also known as "Axe kick," "Flop kick," or simply "Overhead"
GGXRD Jam Gekirin MAX hitbox1.pngGGXRD Jam Gekirin MAX hitbox2.pngGGXRD Jam Gekirin MAX hitbox3.png
MAX version has larger hitboxes
[ ] values are when done as followup
Blows away opponent on ground hit, guaranteed knockdown (Face Down)
Air hit causes guaranteed knockdown (Face Down)
Hits crouching Sol on 23F
4F [1F] onward Airborne

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.
Kenroukaku
Kenroukaku
623K
GGXRD Jam Kenroukaku.png
Dragon punch! (kick!)
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


623K
Kenroukaku (Normal)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
11×4 Mid 7 4(1)4(1)2(2)1(1)9 20 + 6 After Landing -37 2 10 3 R 200/240 Initial: 90% 1-6F All
GGXRD Jam Kenroukaku.png
A bad DP is still better than no DP
GGXRD Jam Kenroukaku hitbox1.pngGGXRD Jam Kenroukaku hitbox2.pngGGXRD Jam Kenroukaku hitbox3.png
  •   • These ending frames occur identically on all versions
Max 4 hits
Hitstop 6F per hit
Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH
On air hit, each hit is untechable for 22F, 44F on CH
1st hit launches and pulls in opponent
Stun: 5 per hit
4F onwards Airborne
Card


623K Card
Kenroukaku (Card)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
11×6 Mid 7 2,2(1)4(1)2(2)1(1)9 26 + 6 After Landing -38 2 10 2 R 200/240 Initial: 90% 1-13F All
GGXRD Jam Kenroukaku.png
Arguably a worse DP than Vapor Thrust
GGXRD Jam Kenroukaku hitbox card1.pngGGXRD Jam Kenroukaku hitbox card2.png
Max 6 hits
Hitstop 6F per hit
Launches opponent on ground hit. Each hit causes guaranteed knockdown
On air hit, each hit causes guaranteed knockdown
1st hit launches and pulls in opponent
Stun: 3 per hit
Airborne on frame 4
MAX


623K MAX
Kenroukaku (MAX)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
11×6,30 Mid 7 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 -41 2 10 1 R 200/240×7 Initial: 90% 1-13F All
GGXRD Jam Kenroukaku.png
Arguably a worse DP than Vapor Thrust
GGXRD Jam Kenroukaku hitbox Max1.pngGGXRD Jam Kenroukaku hitbox Max2.png
  • Start of vulnerable frames. Repeats a few times before ending
Max 7 hits
Hitstop 6F per hit except for last hit (30F)
Launches opponent on ground hit. Each hit causes guaranteed knockdown
On air hit, each hit causes guaranteed knockdown
First 3 hits launch and pull in opponent
Airborne on frame 4
See ※2

If you don't have this carded it's not a true DP and will trade if used. It still has its uses on wakeup because of startup invincibility, possibly beating out some meaty moves, and on block you can cancel it into the other kick specials making it safer than the average DP.

  • As with other DP's in the game you can not YRC/PRC this move.
  • However on block you can cancel into axe-kick then YRC the axe-kick, making this a DP you can make safer with just 25 meter.
Air Ryuujin
Air Ryuujin
j.236K
GGXRD Jam Ryuujin.png
Air dragon kick!
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


j.236K
Air Ryuujin (Normal)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 [28] All 8 4 Until Landing + 11 4 20 6 YRP 200/720
[0/1200]
Initial: 80%
GGXRD Jam Ryuujin.png
GGXRD Jam Ryuujin hitbox1.png
No Card
[ ] values are when done as followup
Blows away opponent on normal hit, untechable for 22F
Blows away and wall bounces opponent on CH, untechable for 44F
Card


j.236K Card
Air Ryuujin (Card)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
75 [65] All 8 22 Until Landing + 11 4 3 [20] 8 [6] YRP 200/720
[0/1200]
Initial: 80% 1-8F Strike
[1-8F Strike]
GGXRD Jam Ryuujin.png
GGXRD Jam Ryuujin hitbox2.png
With Card (MAX has the same hitbox)
[ ] values are when done as followup
Blows away opponent on normal hit, untechable for 75F
Blows away and wall bounces opponent on CH, guaranteed knockdown
MAX


j.236K MAX
Air Ryuujin (MAX)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
110 [100] All 8 22 Until Landing + 11 4 3 [20] 8 [6] YRP 200/720
[0/1200]
Initial: 80% 1-8F Strike
[1-8F Strike]
GGXRD Jam Ryuujin.png
GGXRD Jam Ryuujin hitbox2.png
With Card (MAX has the same hitbox)
[ ] values are when done as followup
Blows away opponent on normal hit, untechable for 75F
Blows away and wall sticks opponent on CH, guaranteed knockdown

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.

Air Gekirin
Air Gekirin
j.214K
GGXRD Jam Gekirin.png
Air axe-kick!
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


j.214K
Air Gekirin (Normal)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 [16] High/Air 16 [17] 13 Until Landing + 10 2 [0] 10 [3] 7 [8] YRP 150/360
[0/480]
GGXRD Jam Gekirin.png
GGXRD Jam Gekirin hitbox1.pngGGXRD Jam Gekirin hitbox2.pngGGXRD Jam Gekirin hitbox3.png
Uncarded and Carded share the same hitboxes
[ ] values are when done as followup
Launches opponent on ground hit, guaranteed knockdown
Card


j.214K Card
Air Gekirin (Card)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 [22×3] High/Air 15 [12] 13
[3,4,6]
Until Landing + 10 2 [0] 10 [3] 7 [8] YRP 150/360
[0/480]
GGXRD Jam Gekirin.png
Also known as "Axe kick," "Flop kick," or simply "Overhead"
GGXRD Jam Gekirin hitbox1.pngGGXRD Jam Gekirin hitbox2.pngGGXRD Jam Gekirin hitbox3.png
Uncarded and Carded share the same hitboxes
[ ] values are when done as followup
Launches opponent on ground hit, guaranteed knockdown
Air hit causes guaranteed knockdown
MAX


j.214K MAX
Air Gekirin (MAX)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 [45] High/Air 15 [12] 13 Until Landing + 5 2 [0] 10 [3] 7 [8] YRP 150/360
[0/480]
GGXRD Jam Gekirin.png
Also known as "Axe kick," "Flop kick," or simply "Overhead"
GGXRD Jam Gekirin MAX hitbox1.pngGGXRD Jam Gekirin MAX hitbox2.pngGGXRD Jam Gekirin MAX hitbox3.png
MAX version has larger hitboxes
[ ] values are when done as followup
Blows away opponent on ground hit, guaranteed knockdown
Air hit causes guaranteed knockdown

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.
Air Kenroukaku
Air Kenroukaku
j.623K
GGXRD Jam Kenroukaku.png
Air dp!
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Normal


j.623K
Air Kenroukaku (Normal)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12×3 [8×3] All 5 4(1)4(1)2(2)1(1)9 Until Landing + 6
[Until Landing + 12]
2 10 3 R 150/180
[0/240]
Initial: 90% 1-4F All
GGXRD Jam Kenroukaku.png
GGXRD Jam Kenroukaku hitbox1.pngGGXRD Jam Kenroukaku hitbox2.pngGGXRD Jam Kenroukaku hitbox3.png
  •   • These ending frames occur identically on all versions
[ ] values are when done as followup
Max 3 hits
Hitstop 6F per hit
Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH
On air hit, each hit is untechable for 22F, 44F on CH
1st hit launches and pulls in opponent
Stun: 4 per hit
Card


j.623K Card
Air Kenroukaku (Card)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
9×6 [8×6] All 5 2,2(1)4(1)2(2)1(1)9 20 2 10 1 R 150/180
[0/240]
Initial: 90% 1-11F All
GGXRD Jam Kenroukaku.png
Arguably a worse DP than Vapor Thrust
GGXRD Jam Kenroukaku hitbox card1.pngGGXRD Jam Kenroukaku hitbox card2.png
[ ] values are when done as followup
Max 7 hits
Hitstop 6F per hit
Launches opponent on ground hit. Each hit causes guaranteed knockdown
On air hit, each hit causes guaranteed knockdown
1st hit launches and pulls in opponent
Stun: 4 per hit
MAX


j.623K MAX
Air Kenroukaku (MAX)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
9×6,30
[8×6,30]
All 5 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 2 10 1 R 150/180×7
[0/240×7]
Initial: 90% 1-11F All
GGXRD Jam Kenroukaku.png
Arguably a worse DP than Vapor Thrust
GGXRD Jam Kenroukaku hitbox Max1.pngGGXRD Jam Kenroukaku hitbox Max2.png
  • Start of vulnerable frames. Repeats a few times before ending
[ ] values are when done as followup
Max 7 hits
Launches opponent on ground hit. Each hit causes guaranteed knockdown
On air hit, each hit causes guaranteed knockdown
First 3 hits launch and pull in opponent
Stun: 4 per hit
Hitstop 6F per hit except for last hit (30F)
See ※2

Usually used as a combo-filler but is a very strong mixup-tool if you have one card in this. Usually this move launches Jam upwards but if done during an airdash it halts her momentum and she falls downward, allowing a combo into juggle on hit.

  • Excellent crossup/non-crossup mixup if done properly. Can be hard to punish but is unsafe.
  • As OKI-tool after 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)
  • Very rarely maxed as one card gives the same utility as max card.

Overdrives

Choukyaku Hou'Oushou
Choukyaku Hou'Oushou
632146S
(632146D)
GGXRD Jam ChoukyakuHou'Oushou1.png
Fury of the Phoenix
GGXRD Jam ChoukyakuHou'Oushou2.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146S
Choukyaku Hou'Oushou
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20,7×16,40,80
[25,8×16,50,100]
Mid 7+Flash 123+0
[6+Flash 123+0]
20 27 -29 4 20 6,2×16,6×2 YRP -5000/0 1-10 Strike
[1-10 All]
GGXRD Jam ChoukyakuHou'Oushou1.pngGGXRD Jam ChoukyakuHou'Oushou2.png
GGXRD Jam ChoukyakuHou'Oushou hitbox.png
[ ] value are for Burst version
Minimum Damge: 20% [40%]
Each hit floats opponent and causes guaranteed knockdown

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.
Bao Saishinshou
Bao Saishinshou
236236H
GGXRD Jam BaoSaishinshou.png
Grace of the Dragon Horse
GGXRD Jam Kaorinkuen.png
Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Bao Saishinshou
236236H


236236H
Bao Saishinshou
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
60 Mid 1+4 6 36 -23 4 20 6 YRP -5000/0 1-7 Strike
GGXRD Jam BaoSaishinshou.png
GGXRD Jam BaoSaishinshou hitbox1.pngGGXRD Jam BaoSaishinshou hitbox2.png
Minimum Damage: 50%
Blows away opponent on hit, guaranteed knockdown
If attack hits opponent (not blocked) can cancel into Kaorinkuen, but can not RC
Jam is fully invinicible if attack hits opponent (not blocked)
Kaorinkuen
236236H > P

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.

  • No oki on hit, puts the opponent right next to you with slight advantage making this a less useful move if it's not going in for the kill.
Renhoukyaku
Renhoukyaku
632146H
GGXRD Jam Renhoukyaku.png
Super puffball
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
632146H
Renhoukyaku
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16×13 All 20+1 48 11 +3 2 6 3 YRP -5000/0 1-5 Throw
6-23 All
GGXRD Jam Renhoukyaku.png
Super Puffball
GGXRD Jam Renhoukyaku hitbox.png
Minimum Damage: 20%
Launches opponent on hit, untechable for 14F, 28F on CH

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.
  • 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.

Instant Kill

Gasenkotsu
During IK Mode: 236236H
GGXRD Jam Gasenkotsu1.png
GGXRD Jam Gasenkotsu2.png
GGXRD Jam Gasenkotsu3.png
天上天下惟我独尊
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 62F [5F+5F]
  • Uses the animation of her Goushao.
  • Good hitbox for IK standards.

Can combo in from Zekkei, lvl 3 grounded Gekirin and Ryujin.

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Roadmap

Dustloop Wiki:Roadmap/GGXRD-R2

Navigation


To edit frame data, edit values in GGXRD-R2/Jam Kuradoberi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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