m (→Air Kenroukaku) |
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{| | {{InvisibleHeader}}{{NavTabs|game=GGXRD-R2|chara=Jam Kuradoberi|forums=http://www.dustloop.com/forums/index.php?/forums/forum/354-jam-kuradoberi/|videos={{KeeponrockinXRDLink|dizzy}}}} | ||
| | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{MFlag|cleanup}} <!-- Missing small overview and lore section. --> | |||
| | {{FlexContainer}} | ||
{{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | |||
{{FP Box | |||
|header=Overview | |||
|content= | |||
< | |||
{{ | |||
< | |||
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. | 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. | ||
{{Bio | |||
| name = Jam Kuradoberi | |||
| game = GGXRD-R2 | |||
| voice = Rei Matsuzaki | |||
| quote = | |||
| lore = | |||
}} | |||
{{StrengthsAndWeaknesses| intro = {{Character Label|GGXRD-R2|Jam Kuradoberi|24px}} has powerful and effective rushdown, able to run over her opponents with momentum. | |||
| pros = | |||
* '''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. | |||
| cons = | |||
* '''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.''' | |||
}} | |||
|subheader1=Cards | |||
|content2= | |||
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. | ||
{{clear}} | |||
< | }} | ||
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{| | {{FP TOC}} | ||
| | {{FP Box | ||
| padding=no | |||
| | | content={{CharaInfo | ||
| | | game=GGXRD-R2 | ||
| fullname=Jam Kuradoberi | |||
| defense = {{#lst:{{PAGENAME}}/Data|defense}} | |||
| guts = {{#lst:{{PAGENAME}}/Data|guts}} | |||
| weight = {{#lst:{{PAGENAME}}/Data|weight}} | |||
| stunres = {{#lst:{{PAGENAME}}/Data|stunres}} | |||
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}} | |||
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}} | |||
| | | wakeup = {{#lst:{{PAGENAME}}/Data|wakeup}} | ||
| movement = {{#lst:{{PAGENAME}}/Data|movement}} | |||
}} | |||
}} | |||
{{Closediv}}<!--END FLEX SECTION--> | |||
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= | |||
= | |||
: | |||
{{#lst: | |||
==Normal Moves== | ==Normal Moves== | ||
======< | ======<span style="visibility:hidden;font-size:0">5P</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|1|5P}} | |name={{clr|1|5P}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Quick startup make this move great for interrupting certain moves and as a combo filler. However, 5p does not hit all crouching characters so finding opportunities for this move will be less common. Decent AA at 3F and can punish certain attacks such as Slayer's Under Pressure. | {{Description|6|text=Quick startup make this move great for interrupting certain moves and as a combo filler. However, 5p does not hit all crouching characters so finding opportunities for this move will be less common. Decent AA at 3F and can punish certain attacks such as Slayer's Under Pressure. | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">5K</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name={{clr|2|5K}} | |name={{clr|2|5K}} | ||
Line 74: | Line 83: | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5K}} | ||
{{!}}- | {{!}}- | ||
{{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. | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">c.S</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name={{clr|3|c.S}} | |name={{clr|3|c.S}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|c.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Decent normal, but mostly sees any use at all in combos because of its very short range. | {{Description|6|text=Decent normal, but mostly sees any use at all in combos because of its very short range. | ||
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}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">f.S</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|3|f.S}} | |name={{clr|3|f.S}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|f.S}} | ||
{{!}}- | {{!}}- | ||
{{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. | ||
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}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">5H</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|4|5H}} | |name={{clr|4|5H}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Decent combo filler that does good damage. Sees little use as anything else. | {{Description|6|text=Decent combo filler that does good damage. Sees little use as anything else. | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">5D</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name={{clr|5|5D}} | |name={{clr|5|5D}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Jams dust-attack. Somewhat fast but easily blocked by skilled players. | {{Description|6|text=Jams dust-attack. Somewhat fast but easily blocked by skilled players. | ||
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}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">6P</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|1|6P}} | |name={{clr|1|6P}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{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. | {{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. | ||
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}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">6K</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|2|6K}} | |name={{clr|2|6K}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6K}} | ||
{{!}}- | {{!}}- | ||
{{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. | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">6H</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|6H}} | |name={{clr|4|6H}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Pretty useful move, while slow it avoids a lot of lows and have a very high attack-level, decent normal to cancel into 236+S-specials. Pretty unsafe on block so don't forget to cancel it. Good move to use in pressure with the threat of YRC along with a huge reward on counter hit. | {{Description|6|text=Pretty useful move, while slow it avoids a lot of lows and have a very high attack-level, decent normal to cancel into 236+S-specials. Pretty unsafe on block so don't forget to cancel it. Good move to use in pressure with the threat of YRC along with a huge reward on counter hit. | ||
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}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">2P</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|1|2P}} | |name={{clr|1|2P}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Standard crouching jab. | {{Description|6|text=Standard crouching jab. | ||
}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">2K</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|2|2K}} | |name={{clr|2|2K}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/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 {{clr|5|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. | ||
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}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">2S</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|3|2S}} | |name={{clr|3|2S}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Shorter range than in the older games, but a stronger hitbox to make up for it. Will CH most pokes in the game for stagger. Good for pressure and frame traps, can be cancelled until nearly the end of its recovery frames. | {{Description|6|text=Shorter range than in the older games, but a stronger hitbox to make up for it. Will CH most pokes in the game for stagger. Good for pressure and frame traps, can be cancelled until nearly the end of its recovery frames. | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">2H</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|2H}} | |name={{clr|4|2H}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Essential Jam combo tool. Sees a lot of uses. | {{Description|6|text=Essential Jam combo tool. Sees a lot of uses. | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">2D</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name={{clr|5|2D}} | |name={{clr|5|2D}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2D}} | ||
{{!}}- | {{!}}- | ||
{{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! | ||
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}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">j.P</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|1|j.P}} | |name={{clr|1|j.P}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=A surprisingly slow airjab. One of few air-normals Jam has that attacks in a downward angle. Cancels into itself on whiff. | {{Description|6|text=A surprisingly slow airjab. One of few air-normals Jam has that attacks in a downward angle. Cancels into itself on whiff. | ||
}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">j.K</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|2|j.K}} | |name={{clr|2|j.K}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Faster than jP but doesn't chain into itself. Mostly used as combo filler but is a decent air-to-air attack when used at the same level as your opponent. | {{Description|6|text=Faster than jP but doesn't chain into itself. Mostly used as combo filler but is a decent air-to-air attack when used at the same level as your opponent. | ||
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}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">j.S</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|3|j.S}} | |name={{clr|3|j.S}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Amazing air normal. Beats most jump-ins if done early enough. Leads to good damage with cards. | {{Description|6|text=Amazing air normal. Beats most jump-ins if done early enough. Leads to good damage with cards. | ||
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}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">j.H</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|4|j.H}} | |name={{clr|4|j.H}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/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 {{clr|2|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. | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">j.D</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name={{clr|5|j.D}} | |name={{clr|5|j.D}} | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Air can-cans! Decent air-move. Like all {{clr|5|j.D}}s, has landing recovery. | {{Description|6|text=Air can-cans! Decent air-move. Like all {{clr|5|j.D}}s, has landing recovery. | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
======< | ======<span style="visibility:hidden;font-size:0">Ground Throw</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Ground Throw | |name=Ground Throw | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Ground Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Air Throw</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name=Air Throw | |name=Air Throw | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Air Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">Dead Angle Attack</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Dead Angle Attack | |name=Dead Angle Attack | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|DAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Blitz Shield Charge Attack</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name=Blitz Attack | |name=Blitz Attack | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Uncharged }} | {{AttackVersion|name=Uncharged }} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Blitz Attack }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Max Charge}} | {{AttackVersion|name=Max Charge}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Blitz Attack Max Charge}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= }} | {{Description|6|text= }} | ||
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== Special Moves == | == Special Moves == | ||
======< | * Data in [ ] indicates when used as a followup | ||
======<span style="visibility:hidden;font-size:0">Hochifu</span>====== | |||
{{MoveData | {{MoveData | ||
|name=Hochifu | |name=Hochifu | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=Hochifu|subtitle=546}} | {{AttackVersion|name=Hochifu|subtitle=546}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|546}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Zekkei|subtitle=> P}} | {{AttackVersion|name=Zekkei|subtitle=> P}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Hochifu P }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Goushao|subtitle=> P > P}} | {{AttackVersion|name=Goushao|subtitle=> P > P}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Zekkei P}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Dowanga|subtitle=> P > K}} | {{AttackVersion|name=Dowanga|subtitle=> P > K}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Zekkei K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 461: | Line 463: | ||
*As of 2.10, P follow up cancels projectiles. | *As of 2.10, P follow up cancels projectiles. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Youeikyaku</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name=Youeikyaku | |name=Youeikyaku | ||
Line 472: | Line 472: | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.2K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 485: | Line 485: | ||
*It's possible to link into 5k or 2p after Youeikyaku in some situations. | *It's possible to link into 5k or 2p after Youeikyaku in some situations. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Bakushuu</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name=Bakushuu | |name=Bakushuu | ||
Line 501: | Line 499: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Bakushuu }} | {{AttackVersion|name=Bakushuu }} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236S }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Mawarikomi}} | {{AttackVersion|name=Mawarikomi}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Bakushuu P }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Ashibarai}} | {{AttackVersion|name=Ashibarai}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Bakushuu K}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Hyappo Shinshou}} | {{AttackVersion|name=Hyappo Shinshou}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Bakushuu S}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Senri Shinshou}} | {{AttackVersion|name=Senri Shinshou}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Bakushuu H}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Senri Shinshou (Followup)}} | {{AttackVersion|name=Senri Shinshou (Followup)}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Hyappo Shinshou H}} | ||
{{!}}- | {{!}}- | ||
{{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) | ||
Line 525: | Line 523: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Asanagi no Kokyuu</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name=Asanagi no Kokyuu | |name=Asanagi no Kokyuu | ||
Line 535: | Line 532: | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/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. | ||
Line 544: | Line 541: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Ryuujin</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name=Ryuujin | |name=Ryuujin | ||
Line 554: | Line 550: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal }} | {{AttackVersion|name=Normal }} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236K}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Card}} | {{AttackVersion|name=Card}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236K Card }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=MAX}} | {{AttackVersion|name=MAX}} | ||
{{# | {{#lst:{{PAGENAME}}/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. | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Gekirin</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name=Gekirin | |name=Gekirin | ||
Line 575: | Line 570: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal }} | {{AttackVersion|name=Normal }} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214K}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Card}} | {{AttackVersion|name=Card}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|214K Card }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=MAX}} | {{AttackVersion|name=MAX}} | ||
{{# | {{#lst:{{PAGENAME}}/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. | ||
Line 587: | Line 582: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Kenroukaku</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name=Kenroukaku | |name=Kenroukaku | ||
Line 597: | Line 591: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal }} | {{AttackVersion|name=Normal }} | ||
{{# | {{#lst:{{PAGENAME}}/Data|623K}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Card}} | {{AttackVersion|name=Card}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|623K Card }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=MAX}} | {{AttackVersion|name=MAX}} | ||
{{# | {{#lst:{{PAGENAME}}/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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}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Air Ryuujin</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name=Air Ryuujin | |name=Air Ryuujin | ||
Line 620: | Line 613: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal }} | {{AttackVersion|name=Normal }} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236K}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Card}} | {{AttackVersion|name=Card}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236K Card }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=MAX}} | {{AttackVersion|name=MAX}} | ||
{{# | {{#lst:{{PAGENAME}}/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. | ||
Line 633: | Line 626: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Air Gekirin</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name=Air Gekirin | |name=Air Gekirin | ||
Line 643: | Line 635: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal }} | {{AttackVersion|name=Normal }} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.214K}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Card}} | {{AttackVersion|name=Card}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.214K Card }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=MAX}} | {{AttackVersion|name=MAX}} | ||
{{# | {{#lst:{{PAGENAME}}/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. | ||
Line 655: | Line 647: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Air Kenroukaku</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name=Air Kenroukaku | |name=Air Kenroukaku | ||
Line 665: | Line 656: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Normal }} | {{AttackVersion|name=Normal }} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.623K}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Card}} | {{AttackVersion|name=Card}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.623K Card }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=MAX}} | {{AttackVersion|name=MAX}} | ||
{{# | {{#lst:{{PAGENAME}}/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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== Overdrives == | == Overdrives == | ||
======< | ======<span style="visibility:hidden;font-size:0">Choukyaku Hou'Oushou</span>====== | ||
{{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= | ||
Line 690: | Line 681: | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|632146S }} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=Her true useful wakeup reversal super. Rushes forward and on hit will do the full animation. | {{Description|6|text=Her true useful wakeup reversal super. Rushes forward and on hit will do the full animation. | ||
Line 696: | Line 687: | ||
}} | }} | ||
}} | }} | ||
======<span style="visibility:hidden;font-size:0">Bao Saishinshou</span>====== | |||
======< | |||
{{MoveData | {{MoveData | ||
|name=Bao Saishinshou | |name=Bao Saishinshou | ||
Line 707: | Line 697: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Bao Saishinshou|subtitle=236236H}} | {{AttackVersion|name=Bao Saishinshou|subtitle=236236H}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|236236H }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Kaorinkuen|subtitle={{clr|4|236236H}} > P}} | {{AttackVersion|name=Kaorinkuen|subtitle={{clr|4|236236H}} > P}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Saishinshou P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=A very damaging but very hard to utilize combo ender super. While invulnerable on wakeup it's range is really small so it has very limited usefulness as a wakeup reversal. | {{Description|7|text=A very damaging but very hard to utilize combo ender super. While invulnerable on wakeup it's range is really small so it has very limited usefulness as a wakeup reversal. | ||
Line 719: | Line 709: | ||
}} | }} | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">Renhoukyaku</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Renhoukyaku | |name=Renhoukyaku | ||
Line 727: | Line 717: | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|632146H}} | ||
{{!}}- | {{!}}- | ||
{{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. | ||
Line 747: | Line 737: | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|IK}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | {{Description|6|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | ||
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Follow the [[Help:Writing_Character_Pages]] guidelines | Follow the [[Help:Writing_Character_Pages]] guidelines | ||
}} | }} | ||
|tablewidth=69 | |||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{# | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[ | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/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}} | ||
Revision as of 19:40, 7 September 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums | Videos |
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
Consider helping rewrite it.
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.
Voice: | Rei Matsuzaki |
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.
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.
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5H |
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5D |
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6P |
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6K |
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6H |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Blitz Attack |
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Special Moves
- Data in [ ] indicates when used as a followup
Hochifu 546 |
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Youeikyaku j.2K |
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Bakushuu 236S |
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Asanagi no Kokyuu 22K/S/H |
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Ryuujin 236K |
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Gekirin 214K |
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Kenroukaku 623K |
---|
Air Ryuujin j.236K |
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Air Gekirin j.214K |
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Air Kenroukaku j.623K |
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Overdrives
Choukyaku Hou'Oushou 632146S (632146D) |
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Bao Saishinshou 236236H |
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Renhoukyaku 632146H |
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Instant Kill
Gasenkotsu During IK Mode: 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.