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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 {{clr|3|2S}}, into {{clr|2|6K}} and {{clr|4|6H}} | *Gatlings from and into {{clr|3|2S}}, into {{clr|2|6K}} and {{clr|4|6H}} | ||
}} | }} | ||
}} | }} | ||
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{{#lsth:GGXRD-R2/Jam Kuradoberi/Data|6P}} | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Unorthodox {{clr|1|6P}}. If used as AA you want to cancel the first hit into | {{Description|6|text=Unorthodox {{clr|1|6P}}. If used as AA you want to cancel the first hit into {{clr|3|c.S}}/{{clr|3|f.S}} and jump cancel that move into followup air combo. Sees some use in pressure as it's +2 on block and cancels into pretty much anything. | ||
*Can not be jump cancelled! | *Can not be jump cancelled! | ||
*Was previously thought to lose upper body invu when it goes active due to a mistranslation of japanese frame data. | *Was previously thought to lose upper body invu when it goes active due to a mistranslation of japanese frame data. | ||
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Example combo that works on everyone (requires a slight microdash before {{clr|2|6K}} on some): | Example combo that works on everyone (requires a slight microdash before {{clr|2|6K}} on some): | ||
* 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 | * 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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{{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 {{clr|4|2H}} | *Hamonkyaku - A swift low kick, causes light stun on CH. You can use this to apply fuzzies because of the ability to follow up with Jam's special kicks. Because of how her kicks work, this move will count as one of your special move kicks, so you can only follow up with two other special kicks. You can cancel the move with a kick before it comes out to trick your opponent into guarding low because the pruple flash still comes out even when you cancel before impact. Common use of this is after {{clr|4|2H}} but use it with other moves to give your strikes instant fuzzy situations. (Special note: in the corner landing this then Gekirin will not combo unless execution is perfect. An easier time would be to DP then Gekirin upon successful hit) | ||
*Hyappo Shinshou (puffball) - Good for stuffing air-to-ground maneuvers because of its large frontal hitbox. Solid blockstring ender and good on block, but aware opponents will punish the startup. Causes tumble state on CH. Combos directly into Senri Shinshou if you press HS right after the hit. | *Hyappo Shinshou (puffball) - Good for stuffing air-to-ground maneuvers because of its large frontal hitbox. Solid blockstring ender and good on block, but aware opponents will punish the startup. Causes tumble state on CH. Combos directly into Senri Shinshou if you press HS right after the hit. | ||
*Senri Shinshou (Heavy puffball) - Good for applying safe pressure. On block, it pushes your opponent back, on hit you get free otg situation. On CH you get wallsplat if you're close enough and tumble state if at mid screen. It crosses up if the dash for the move is extremely close to the opponent. The drawback is its especially long startup and lack of low profile, allowing it to be more easily stuffed, but it reaches the entire screen if timed correctly. So use this to close the gap after launching your opponent away with puffball or any other relevant situation. Good opponents will throw you out of this when attempting to cross up with it! | *Senri Shinshou (Heavy puffball) - Good for applying safe pressure. On block, it pushes your opponent back, on hit you get free otg situation. On CH you get wallsplat if you're close enough and tumble state if at mid screen. It crosses up if the dash for the move is extremely close to the opponent. The drawback is its especially long startup and lack of low profile, allowing it to be more easily stuffed, but it reaches the entire screen if timed correctly. So use this to close the gap after launching your opponent away with puffball or any other relevant situation. Good opponents will throw you out of this when attempting to cross up with it! | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|22K/S/H}} | ||
{{!}}- | {{!}}- | ||
{{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. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Card}} | {{AttackVersion|name=Card}} | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|236K Card }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=MAX}} | {{AttackVersion|name=MAX}} | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|236K MAX}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=The Bruce Lee special! Great combo-tool, but air-version is much more useful. | {{Description|7|text=The Bruce Lee special! Great combo-tool, but air-version is much more useful. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Card}} | {{AttackVersion|name=Card}} | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|214K Card }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=MAX}} | {{AttackVersion|name=MAX}} | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|214K MAX}} | ||
{{!}}- | {{!}}- | ||
{{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. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Card}} | {{AttackVersion|name=Card}} | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|623K Card }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=MAX}} | {{AttackVersion|name=MAX}} | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|623K MAX}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=If you don't have this carded it's not a true DP and will trade if used. It still has its uses on wakeup because of startup invincibility, possibly beating out some meaty moves, and on block you can cancel it into the other kick specials making it safer than the average DP. | {{Description|7|text=If you don't have this carded it's not a true DP and will trade if used. It still has its uses on wakeup because of startup invincibility, possibly beating out some meaty moves, and on block you can cancel it into the other kick specials making it safer than the average DP. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Card}} | {{AttackVersion|name=Card}} | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.236K Card }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=MAX}} | {{AttackVersion|name=MAX}} | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.236K MAX}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=Useful combo-tool uncarded, with card it's basically a horizontal dragon-punch. Was hugely buffed in 1.03 giving the air-version true invincibility on startup until actives. Just having one card in this lets you beat pretty much anything in neutral when you TK it. | {{Description|7|text=Useful combo-tool uncarded, with card it's basically a horizontal dragon-punch. Was hugely buffed in 1.03 giving the air-version true invincibility on startup until actives. Just having one card in this lets you beat pretty much anything in neutral when you TK it. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Card}} | {{AttackVersion|name=Card}} | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.214K Card }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=MAX}} | {{AttackVersion|name=MAX}} | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.214K MAX}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=Air gekirin itself is mostly used as a combo filler/ender, but has uses in neutral / pressure when used from an airdash. Works like a downward overhead dropkick that lets you get a combo even without card. Drops her down really fast as well so superjump airdash gekirin is like dropping a bomb. | {{Description|7|text=Air gekirin itself is mostly used as a combo filler/ender, but has uses in neutral / pressure when used from an airdash. Works like a downward overhead dropkick that lets you get a combo even without card. Drops her down really fast as well so superjump airdash gekirin is like dropping a bomb. | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Card}} | {{AttackVersion|name=Card}} | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.623K Card }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=MAX}} | {{AttackVersion|name=MAX}} | ||
{{#lsth:GGXRD-R2/Jam Kuradoberi/Data | {{#lsth:GGXRD-R2/Jam Kuradoberi/Data|j.623K MAX}} | ||
{{!}}- | {{!}}- | ||
{{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. | ||
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{{MoveData | {{MoveData | ||
|name=Choukyaku Hou'Oushou | |name=Choukyaku Hou'Oushou | ||
|input={{clr|3|632146S}} | |input={{clr|3|632146S}}<br>({{clr|5|632146D}}) | ||
|image=GGXRD_Jam_ChoukyakuHou'Oushou1.png |caption=Fury of the Phoenix | |image=GGXRD_Jam_ChoukyakuHou'Oushou1.png |caption=Fury of the Phoenix | ||
|image2=GGXRD_Jam_ChoukyakuHou'Oushou2.png |caption2= | |image2=GGXRD_Jam_ChoukyakuHou'Oushou2.png |caption2= |
Revision as of 04:17, 21 December 2019
Jam Kuradoberi |
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Overview
Kung-fu master chef with horrible luck regarding her restaurants - she hunts dragons for ingredients and people for money. Being a rare wielder of KI she's one of the stronger humans in the GG universe and fights with her expert martial arts instead of weapons.
Her unique mechanic revolves around her ability to power up her kick specials, giving them different properties on hit. Similar to Sin she can cancel these kick specials into other kick specials - up to 3 times. They also gain different properties if done during airdashing, giving her a lot of flexibility in one button.
Strengths and Weaknesses
Strengths | Weaknesses |
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Unique Mechanics
Cards
- Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties.
These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen.
Normal Moves
5P
5K
5K |
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One of Jam's best pokes up close. Frame traps into itself and hits low. Excellent normal to start her pressure or to go in for a grab. Has 6f of hitstop instead of the regular 11f, making it harder to DAA out of pressure, and better to use for tick throws. Heavy initial hit proration however limits the damage from combos that are started with this normal.
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c.S
c.S |
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Decent normal, but mostly sees any use at all in combos because of its very short range.
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f.S
f.S |
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One of her best ranged normals with a good hitbox. Stuffs a lot of pokes if thrown out early and can confirm into more pressure or a combo.
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5H
5H |
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Decent combo filler that does good damage. Sees little use as anything else.
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5D
5D |
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Jams dust-attack. Somewhat fast but easily blocked by skilled players.
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6P
6P |
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Unorthodox 6P. If used as AA you want to cancel the first hit into c.S/f.S and jump cancel that move into followup air combo. Sees some use in pressure as it's +2 on block and cancels into pretty much anything.
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6K
6K |
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2-hit kick, does good damage but doesn't advance Jam so might cause combos to drop. First kick has almost no pushback, even on FD so it's excellent for her pressure-game and easier to combo into.
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6H
6H |
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Pretty useful move, while slow it avoids a lot of lows and have a very high attack-level, decent normal to cancel into 236+S-specials. Pretty unsafe on block so don't forget to cancel it. Good move to use in pressure with the threat of YRC along with a huge reward on counter hit.
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2P
2P |
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Standard crouching jab. |
2K
2K |
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Very fast, long ranged low normal with good evasion and upper body invincibility, one of her better normals. Useful to use in matchups where 2D is too much of a commitment.
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2S
2S |
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Shorter range than in the older games, but a stronger hitbox to make up for it. Will CH most pokes in the game for stagger. Good for pressure and frame traps, can be cancelled until nearly the end of its recovery frames.
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2H
2H |
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Essential Jam combo tool. Sees a lot of uses.
Useful on block, but note that if the first hit is IB'd, there's a one frame gap in the blockstun before the next hit, opening the possibility for the opponent to reversal, blitz, backdash or throw if they're close enough. Mix up your blockstrings to ensure they're not confident enough to do this. Examples on stuff you can do on block:
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2D
2D |
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Very fast and good sweep, very common combo ender as you cancel it into a safe card charge. Evasive!
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j.P
j.P |
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A surprisingly slow airjab. One of few air-normals Jam has that attacks in a downward angle. Cancels into itself on whiff. |
j.K
j.K |
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Faster than jP but doesn't chain into itself. Mostly used as combo filler but is a decent air-to-air attack when used at the same level as your opponent.
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j.S
j.S |
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Amazing air normal. Beats most jump-ins if done early enough. Leads to good damage with cards.
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j.H
j.H |
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Very fast jH normal. Pretty good damage on hit. A lot of active frames making Jam into a cannon ball. Important note: be ready to cancel into j2K when used after an IAD, as aware opponents will throw you after blocking as you land from this normal.
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j.D
j.D |
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Air can-cans! Decent air-move. Like all j.Ds, has landing recovery.
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Universal Mechanics
Ground Throw
Ground Throw |
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Strong grab that leads to combos. Jam is a very scary rushdown character, so having a strong throw is huge. Since the first hit only gives 90% forced prorate you can get very strong followups from RRC, giving you enough time to charge card and followup combo AFTER RRC slowdown, adding no extra proration. With character specific followups you can get around 200ish damage off this. Example combo that works on everyone (requires a slight microdash before 6K on some):
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Air Throw
Air Throw |
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Decent airthrow. Unlike her grounded throw you don't get massive damage off RRC. In corner you can get OTG followups. |
Dead Angle Attack
Dead Angle Attack |
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Standard DA-attack. Uses her fS-animation. Wallbounces. |
Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Hochifu
Hochifu 546 |
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Youeikyaku
Youeikyaku j.2K |
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Bakushuu
Bakushuu 236S |
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Asanagi no Kokyuu
Asanagi no Kokyuu 22K/S/H |
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Essential Jam-specific mechanic. Very dangerous to do raw because of a huge recovery.
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Ryuujin
Ryuujin 236K |
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Gekirin
Gekirin 214K |
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Kenroukaku
Kenroukaku 623K |
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Air Ryuujin
Air Ryuujin j.236K |
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Air Gekirin
Air Gekirin j.214K |
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Air Kenroukaku
Air Kenroukaku j.623K |
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Overdrives
Choukyaku Hou'Oushou
Choukyaku Hou'Oushou 632146S (632146D) |
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Her true useful wakeup reversal super. Rushes forward and on hit will do the full animation.
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Bao Saishinshou
Bao Saishinshou 236236H |
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Renhoukyaku
Renhoukyaku 632146H |
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Also known as "best super in the game", this move has great range and hitbox and impossible to punish if blocked. With startup throw invincibility it's a great move to bait wakeup throws with or used as a counter to opponent supers if their startup isn't fast enough.
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Instant Kill
Gasenkotsu During IK Mode: 236236H |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.