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[[Category: Guilty Gear Xrd REV 2]] | [[Category: Guilty Gear Xrd REV 2]] | ||
Revision as of 21:49, 17 July 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums | Videos |
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
Jam Kuradoberi Jam Kuradoberi has powerful and effective rushdown, able to run over her opponents with momentum.
- Very fast normals, both on the ground and in the air. Boasts a 3 frame jab, a 6 frame sweep, and a 5 frame air-to-air normal along with several other fast buttons that exist as powerful pokes with short recovery.
- Mobile and agile character. Jam has one of the fastest run speeds and the fastest IAD in the game, allowing her to outmaneuver much of the cast.
- Heavy damage and strong corner carry game. Carded specials lead to knockdowns and her special moves can carry opponents from corner to corner, setting up her strong offensive pressure. Her Bao Saishenshou super can easily add on over 60 damage to the end of even heavily prorated strings.
- Fairly safe against the opponent's bursts. Several of Jam's combos and pressure strings will bait bursts on their own, or can be easily modified to Option Select against an opponent attempting to escape.
- Large throw range and strong follow ups. With 50 tension Jam can deal heavy damage. Jam's 6H automatically kara cancels to throw, giving her the largest throw range in the game from a 6H.
- Flexible pressure game that can build RISC very fast. Her fast normals and huge array of cancel options allow Jam to rush over the opponent with a constant assault. Opponents are forced to spend meter on Faultless Defense to push Jam out and avoid gaining a high RISC bar.
- Unique Parry mechanic allows Jam to escape situations others cannot. Jam's Parry can ignore blockstun of any mid, high, or unblockable attacks, allowing her to punish gaps without having to spend 25 meter on a Blitz Shield.
- Easy access to knockdown. Jam's wide variety of cancel options allow her to almost always gatling to her sweep, and charged special moves will give knockdowns from air situations as well.
- High Tension Gain. Constant forward movement along with using several special moves in combos lead Jam to an abundance of Tension.
- Very short range on most of her attacks. Jam's hand-to-hand combat style leaves her out of the range of many other fighters such as Ky or Faust. Movement and an understanding of how to use all of Jam's tools is required to get in and start her gameplan.
- Below average combo-damage without carded specials. Without a large counterhit Jam's damage often relies on cards to secure knockdowns and big damage.
- Character specific combo routes needed to unlock her true potential. Jam's 46PK combo routes depend heavily on the opponent's weight and hurtbox, requiring adaptations on the fly to reach her high damage.
- DP requires card to extend invincibility to active frames.
- Divekick must be spaced properly to be safe, otherwise can be thrown on hit.
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 |
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5K
c.S
c.S |
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f.S
f.S |
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5H
5H |
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5D
5D |
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6P
6P |
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6K
6K |
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6H
6H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
- Data in [ ] indicates when used as a followup
Hochifu
Hochifu 546 |
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Youeikyaku
Youeikyaku j.2K |
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Bakushuu
Bakushuu 236S |
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Asanagi no Kokyuu
Asanagi no Kokyuu 22K/S/H |
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Ryuujin
Ryuujin 236K |
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Gekirin
Gekirin 214K |
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Kenroukaku
Kenroukaku 623K |
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Air Ryuujin
Air Ryuujin j.236K |
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Air Gekirin
Air Gekirin j.214K |
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Air Kenroukaku
Air Kenroukaku j.623K |
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Overdrives
Choukyaku Hou'Oushou
Choukyaku Hou'Oushou 632146S (632146D) |
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Bao Saishinshou
Bao Saishinshou 236236H |
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Renhoukyaku
Renhoukyaku 632146H |
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Instant Kill
Gasenkotsu During IK Mode: 236236H |
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Roadmap
Navigation
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.