GGXRD-R2/Jam Kuradoberi: Difference between revisions

From Dustloop Wiki
No edit summary
No edit summary
Line 67: Line 67:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=12 |tension= |risc= |prorate= |level=0 |guard=Mid
  |subtitle= |damage=12 |tension= |risc= |prorate= |level=0 |guard=Mid
  |cancel=CJS |roman=YRP |startup=3 |active=3 |recovery=7 |frameAdv=±0 |inv= |description= 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.
  |cancel=CJS |roman=YRP |startup=3 |active=3 |recovery=7 |frameAdv=±0 |inv=
|description= 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 are:
*Crouching characters that 5p will connect on are:
   •Potemkin, Bedman, Slayer(3rd 5p will whiff) and Kum
   •Potemkin, Bedman, Slayer(3rd 5p will whiff) and Kum
Line 81: Line 82:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=12 |tension= |risc= |prorate=Initial: 80% |level=1 |guard=Low
  |subtitle= |damage=12 |tension= |risc= |prorate=Initial: 80% |level=1 |guard=Low
  |cancel=S |roman=YRP |startup=4 |active=4 |recovery=6 |frameAdv=+2 |inv= |description= 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.
  |cancel=S |roman=YRP |startup=4 |active=4 |recovery=6 |frameAdv=+2 |inv=
|description= 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 2S, into 6K and 6HS
Line 95: Line 97:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=28 |tension= |risc= |prorate= |level=2 |guard=Mid
  |subtitle= |damage=28 |tension= |risc= |prorate= |level=2 |guard=Mid
  |cancel=JS |roman=YRP |startup=6 |active=8 |recovery=12 |frameAdv=-6 |inv= |description=
  |cancel=JS |roman=YRP |startup=6 |active=8 |recovery=12 |frameAdv=-6 |inv=
Decent normal, but mostly sees any use at all in combos because of its very short range.
|description=Decent normal, but mostly sees any use at all in combos because of its very short range.
*No initial proration, so good combo starter.
*No initial proration, so good combo starter.
  }}
  }}
Line 109: Line 111:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=30 |tension= |risc= |prorate= |level=2 |guard=Mid
  |subtitle= |damage=30 |tension= |risc= |prorate= |level=2 |guard=Mid
  |cancel=JS |roman=YRP |startup=6 |active=5 |recovery=11 |frameAdv=-2 |inv= |description=
  |cancel=JS |roman=YRP |startup=6 |active=5 |recovery=11 |frameAdv=-2 |inv=
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=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.
*f.S into TK Ryujin is a usable hitconfirm on the majority of the cast. On shorter characters it becomes harder.
Line 124: Line 126:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=24*3 |tension= |risc= |prorate= |level=3,3,4 |guard=Mid
  |subtitle= |damage=24*3 |tension= |risc= |prorate= |level=3,3,4 |guard=Mid
  |cancel=S |roman=YRP |startup=13 |active=3(3)3(3)3 |recovery=15 |frameAdv=+1 |inv=22-24F Upper Body<br/>25-48 Low Profile<br/>49-51 Upper Body |description=
  |cancel=S |roman=YRP |startup=13 |active=3(3)3(3)3 |recovery=15 |frameAdv=+1 |inv=22-24F Upper Body<br/>25-48 Low Profile<br/>49-51 Upper Body
Decent combo filler that does good damage. Sees little use as anything else.
|description=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.
*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.
*Last frames are very low profile so can evade certain reversals if done meaty enough.
Line 143: Line 145:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=16 |tension= |risc= |prorate=Initial: 80% |level=2 |guard=High
  |subtitle= |damage=16 |tension= |risc= |prorate=Initial: 80% |level=2 |guard=High
  |cancel= |roman=YRP |startup=25 |active=4 |recovery=40 |frameAdv=-2 |inv= |description=
  |cancel= |roman=YRP |startup=25 |active=4 |recovery=40 |frameAdv=-2 |inv=
Jams dust-attack. Somewhat fast but easily blocked by skilled players.
|description=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.
*"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!
Line 159: Line 161:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=18*2 |tension= |risc= |prorate= |level=2,3 |guard=Mid
  |subtitle= |damage=18*2 |tension= |risc= |prorate= |level=2,3 |guard=Mid
  |cancel=S |roman=YRP |startup=9 |active=3(6)3 |recovery=12 |frameAdv=+2 |inv=1-8F Upper Body <br/>9-14f above knees |description=
  |cancel=S |roman=YRP |startup=9 |active=3(6)3 |recovery=12 |frameAdv=+2 |inv=1-8F Upper Body <br/>9-14f above knees
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=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.
*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.
Line 174: Line 176:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=26,36 |tension= |risc= |prorate= |level=1,2 |guard=Mid
  |subtitle= |damage=26,36 |tension= |risc= |prorate= |level=1,2 |guard=Mid
  |cancel=JS |roman=YRP |startup=6 |active=4(6)12 |recovery=20 |frameAdv=-18 |inv= |description=
  |cancel=JS |roman=YRP |startup=6 |active=4(6)12 |recovery=20 |frameAdv=-18 |inv=
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=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 6H on regular hit (2nd hit only).
Line 190: Line 192:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=36 |tension= |risc= |prorate= |level=4 |guard=Mid
  |subtitle= |damage=36 |tension= |risc= |prorate= |level=4 |guard=Mid
  |cancel=S |roman=YRP |startup=14 |active=3 |recovery=22 |frameAdv=-6 |inv=4-13F Foot |description=
  |cancel=S |roman=YRP |startup=14 |active=3 |recovery=22 |frameAdv=-6 |inv=4-13F Foot
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=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.
*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.
*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.
Line 205: Line 207:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=6 |tension= |risc= |prorate=Initial: 90% |level=1 |guard=Mid
  |subtitle= |damage=6 |tension= |risc= |prorate=Initial: 90% |level=1 |guard=Mid
  |cancel=CS |roman=YRP |startup=4 |active=2 |recovery=7 |frameAdv=+3 |inv= |description=
  |cancel=CS |roman=YRP |startup=4 |active=2 |recovery=7 |frameAdv=+3 |inv=
Standard crouching jab.  
|description=Standard crouching jab.  
  }}
  }}
}}
}}
Line 218: Line 220:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=8 |tension= |risc= |prorate=Initial: 85% |level=1 |guard=Low
  |subtitle= |damage=8 |tension= |risc= |prorate=Initial: 85% |level=1 |guard=Low
  |cancel=CS |roman=YRP |startup=5 |active=3 |recovery=9 |frameAdv=±0 |inv=3-12F Upper Body |description=
  |cancel=CS |roman=YRP |startup=5 |active=3 |recovery=9 |frameAdv=±0 |inv=3-12F Upper Body
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=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.
*On CH it combos into 6H.
*Chains into itself and can easily be confirmed into 2D for card charge.
*Chains into itself and can easily be confirmed into 2D for card charge.
Line 234: Line 236:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=26 |tension= |risc= |prorate=Initial: 85% |level=2 |guard=Mid
  |subtitle= |damage=26 |tension= |risc= |prorate=Initial: 85% |level=2 |guard=Mid
  |cancel=S |roman=YRP |startup=6 |active=5 |recovery=9 |frameAdv=±0 |inv= |description=
  |cancel=S |roman=YRP |startup=6 |active=5 |recovery=9 |frameAdv=±0 |inv=
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=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.
*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.
*Interesting hitbox makes it a hard counter against lows.
Line 250: Line 252:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=28,20 |tension= |risc= |prorate= |level=3 |guard=Mid
  |subtitle= |damage=28,20 |tension= |risc= |prorate= |level=3 |guard=Mid
  |cancel=S |roman=YRP |startup=11 |active=8(6)4 |recovery=13 |frameAdv=±0 |inv= |description=
  |cancel=S |roman=YRP |startup=11 |active=8(6)4 |recovery=13 |frameAdv=±0 |inv=
Essential Jam combo tool. Sees a lot of uses.
|description=Essential Jam combo tool. Sees a lot of uses.
*On both block and hit it vacuums the opponent closer to Jam.
*On both block and hit it vacuums the opponent closer to Jam.
*Makes it very easy to confirm combos on hit or block.
*Makes it very easy to confirm combos on hit or block.
Line 277: Line 279:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=28 |tension= |risc= |prorate= |level=2 |guard=Low
  |subtitle= |damage=28 |tension= |risc= |prorate= |level=2 |guard=Low
  |cancel=JS |roman=YRP |startup=6 |active=4 |recovery=16 |frameAdv=-6 |inv=2-3 Upper Body<br/>4-9 Low Profile |description=
  |cancel=JS |roman=YRP |startup=6 |active=4 |recovery=16 |frameAdv=-6 |inv=2-3 Upper Body<br/>4-9 Low Profile
Very fast and good sweep, very common combo ender as you cancel it into a safe card charge. Evasive!
|description=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 2D hits you can OTG with 5KcSfS into 236S-stuff to keep the pressure going.
Line 294: Line 296:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=11 |tension= |risc= |prorate= |level=1 |guard=High/Air
  |subtitle= |damage=11 |tension= |risc= |prorate= |level=1 |guard=High/Air
  |cancel=CS |roman=YRP |startup=6 |active=4 |recovery=16 |frameAdv= |inv= |description=
  |cancel=CS |roman=YRP |startup=6 |active=4 |recovery=16 |frameAdv= |inv=
A surprisingly slow airjab. One of few air-normals Jam has that attacks in a downward angle. Cancels into itself on whiff.
|description=A surprisingly slow airjab. One of few air-normals Jam has that attacks in a downward angle. Cancels into itself on whiff.
  }}
  }}
}}
}}
Line 307: Line 309:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=14 |tension= |risc= |prorate= |level=1 |guard=High/Air
  |subtitle= |damage=14 |tension= |risc= |prorate= |level=1 |guard=High/Air
  |cancel=S |roman=YRP |startup=5 |active=8 |recovery=11 |frameAdv= |inv= |description=
  |cancel=S |roman=YRP |startup=5 |active=8 |recovery=11 |frameAdv= |inv=
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=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.
*Chains both into and from jP.
  }}
  }}
Line 321: Line 323:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=28 |tension= |risc= |prorate= |level=2 |guard=High/Air
  |subtitle= |damage=28 |tension= |risc= |prorate= |level=2 |guard=High/Air
  |cancel=JS |roman=YRP |startup=5 |active=5 |recovery=9 |frameAdv= |inv= |description=
  |cancel=JS |roman=YRP |startup=5 |active=5 |recovery=9 |frameAdv= |inv=
Amazing air normal. Beats most jump-ins if done early enough. Leads to good damage with cards.
|description=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.
*Her only air-normal that's jump-cancellable making it essential for combos.
*Launches opponent upwards on hit.
*Launches opponent upwards on hit.
Line 338: Line 340:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=35 |tension= |risc= |prorate= |level=2 |guard=High/Air
  |subtitle= |damage=35 |tension= |risc= |prorate= |level=2 |guard=High/Air
  |cancel=S |roman=YRP |startup=5 |active=10 |recovery=16 |frameAdv= |inv= |description=
  |cancel=S |roman=YRP |startup=5 |active=10 |recovery=16 |frameAdv= |inv=
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=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.
*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.
Line 354: Line 356:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |subtitle= |damage=16,28 |tension= |risc= |prorate= |level=2 |guard=High/Air
  |subtitle= |damage=16,28 |tension= |risc= |prorate= |level=2 |guard=High/Air
  |cancel=S |roman=YRP |startup=7 |active=3(6)6 |recovery=16 + 4 After landing |frameAdv= |inv= |description=
  |cancel=S |roman=YRP |startup=7 |active=3(6)6 |recovery=16 + 4 After landing |frameAdv= |inv=
Air can-cans! Decent air-move. Like all j.Ds, has landing recovery.
|description=Air can-cans! Decent air-move. Like all j.Ds, 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.
Line 371: Line 373:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |subtitle= |damage=20, 30 |tension= |risc= |prorate=Forced: 90%, 55% |level= |guard=Ground Throw
  |subtitle= |damage=20, 30 |tension= |risc= |prorate=Forced: 90%, 55% |level= |guard=Ground Throw
  |cancel= |roman=R |startup=1 |active=1 |recovery= |frameAdv=+18 |inv= |description=  
  |cancel= |roman=R |startup=1 |active=1 |recovery= |frameAdv=+18 |inv=
|description=  
Strong grab that leads to combos. Jam is a very scary rushdown character, so having a strong throw is huge.
Strong grab that leads to combos. Jam is a very scary rushdown character, so having a strong throw is huge.


Line 389: Line 392:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |subtitle= |damage=60 |tension= |risc= |prorate=Forced: 65% |level= |guard=Air Throw
  |subtitle= |damage=60 |tension= |risc= |prorate=Forced: 65% |level= |guard=Air Throw
  |cancel= |roman=R |startup=1 |active=1 |recovery= |frameAdv= |inv= |description=  
  |cancel= |roman=R |startup=1 |active=1 |recovery= |frameAdv= |inv=
|description=  
Decent airthrow. Unlike her grounded throw you don't get massive damage off RRC. In corner you can get OTG followups.
Decent airthrow. Unlike her grounded throw you don't get massive damage off RRC. In corner you can get OTG followups.
  }}
  }}
Line 401: Line 405:
  {{AttackData-GGXRD-R2
  {{AttackData-GGXRD-R2
  |damage=25 |tension= |risc= |prorate= |level=2 |guard=All
  |damage=25 |tension= |risc= |prorate= |level=2 |guard=All
  |cancel= |roman= |startup=10 |active=9 |recovery=20 |frameAdv=-15 |inv=1-18F All<br/>19-23F Throw |description=  
  |cancel= |roman= |startup=10 |active=9 |recovery=20 |frameAdv=-15 |inv=1-18F All<br/>19-23F Throw
|description=  
Standard DA-attack. Uses her fS-animation. Wallbounces.
Standard DA-attack. Uses her fS-animation. Wallbounces.
  }}
  }}
Line 418: Line 423:
  |header=no
  |header=no
  |version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
  |version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
  |cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=? |description=
  |cancel= |roman=R |startup=50+13 |active=3 |recovery=Hit: 11<br/>Whiff: 20 |frameAdv=-+5 |inv=?
}}
|description= }}
}}
}}


Line 450: Line 455:
  |header=no
  |header=no
  |version=Dowanga |subtitle=> P > K |damage=25 |tension= |risc= |prorate= |level=4 |guard=
  |version=Dowanga |subtitle=> P > K |damage=25 |tension= |risc= |prorate= |level=4 |guard=
  |cancel= |roman=YRP |startup=27 |active=2 |recovery=20 |frameAdv=-3 |inv=27-36F Foot |description=
  |cancel= |roman=YRP |startup=27 |active=2 |recovery=20 |frameAdv=-3 |inv=27-36F Foot
 
|description=
*Hochifu - Jam's parry. This move has 2 versions depending on whether you use it in neutral or cancel it from a normal.
*Hochifu - Jam's parry. This move has 2 versions depending on whether you use it in neutral or cancel it from a normal.


Line 476: Line 481:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=16, 10*4 |tension= |risc= |prorate=Initial: 80% |level=3, 0*4 |guard=High/Air
  |damage=16, 10*4 |tension= |risc= |prorate=Initial: 80% |level=3, 0*4 |guard=High/Air
  |cancel= |roman=YRP |startup=10 |active=Until Landing |recovery=6 After Landing |frameAdv=+8 |inv= |description=
  |cancel= |roman=YRP |startup=10 |active=Until Landing |recovery=6 After Landing |frameAdv=+8 |inv=
 
|description=
*Youeikyaku - Jam's dive kick. It also serves as her go to overhead off of a jump cancelable normal.  
*Youeikyaku - Jam's dive kick. It also serves as her go to overhead off of a jump cancelable normal.  


Line 524: Line 529:
  |header=no
  |header=no
  |version=Senri Shinshou |subtitle=> H |damage=50 [44] |tension= |risc= |prorate=Initial: 75% |level=4 |guard=Mid
  |version=Senri Shinshou |subtitle=> H |damage=50 [44] |tension= |risc= |prorate=Initial: 75% |level=4 |guard=Mid
  |cancel= |roman=YRP |startup=23 [28] |active=1 [3] |recovery=13 |frameAdv=+5 [+3] |inv=1-8F Upper Body<br/>[1-9F Upper Body] |description=
  |cancel= |roman=YRP |startup=23 [28] |active=1 [3] |recovery=13 |frameAdv=+5 [+3] |inv=1-8F Upper Body<br/>[1-9F Upper Body]
*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=*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 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)
Line 544: Line 549:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage= |tension= |risc= |prorate= |level= |guard=
  |damage= |tension= |risc= |prorate= |level= |guard=
  |cancel= |roman=Y |startup= |active= |recovery=Total: 56~77 |frameAdv= |inv= |description=
  |cancel= |roman=Y |startup= |active= |recovery=Total: 56~77 |frameAdv= |inv=
Essential Jam-specific mechanic. Very dangerous to do raw because of a huge recovery.
|description=Essential Jam-specific mechanic. Very dangerous to do raw because of a huge recovery.
*22K charges Ryuujin, 22S charges Gekirin and 22H charges Kenroukaku.
*22K charges Ryuujin, 22S charges Gekirin and 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.
Line 570: Line 575:
  |header=no
  |header=no
  |version=MAX |damage=110 [100] |tension= |risc= |prorate=Initial: 70% |level=4 |guard=Mid [All]
  |version=MAX |damage=110 [100] |tension= |risc= |prorate=Initial: 70% |level=4 |guard=Mid [All]
  |cancel= |roman=YRP |startup=16 [8] |active=24 [22] |recovery=14 + 11 After Landing |frameAdv=-30 [-28] |inv=10-17F Strke<br/>[1-999f Strike] |description=
  |cancel= |roman=YRP |startup=16 [8] |active=24 [22] |recovery=14 + 11 After Landing |frameAdv=-30 [-28] |inv=10-17F Strke<br/>[1-999f Strike]
The Bruce Lee special! Great combo-tool, but air-version is much more useful.   
|description=The Bruce Lee special! Great combo-tool, but air-version is much more useful.   
  }}
  }}
}}
}}
Line 592: Line 597:
  |header=no
  |header=no
  |version=MAX |damage=55 [45] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air
  |version=MAX |damage=55 [45] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air
  |cancel= |roman=YRP |startup=18 [12] |active=13 [10] |recovery=Until Landing + 5 |frameAdv=-4 [-5] |inv= |description=
  |cancel= |roman=YRP |startup=18 [12] |active=13 [10] |recovery=Until Landing + 5 |frameAdv=-4 [-5] |inv=
Standing overhead. Keeps momentum and can cross up, but unsafe and reactable without card so not as useful compared to the air-version.
|description=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 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.
  }}
  }}
Line 615: Line 620:
  |header=no
  |header=no
  |version=MAX |damage=11*6,30 [8*6,30] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid [Mid/Air]
  |version=MAX |damage=11*6,30 [8*6,30] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid [Mid/Air]
  |cancel= |roman=R |startup=7 [5] |active=3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 |recovery=20 |frameAdv=-15 |inv=1-13F Strike<br/>[1-11F Strike] |description=
  |cancel= |roman=R |startup=7 [5] |active=3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 |recovery=20 |frameAdv=-15 |inv=1-13F Strike<br/>[1-11F Strike]
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=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.
*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.
*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.
Line 639: Line 644:
  |header=no
  |header=no
  |version=MAX |damage=110 [100] |tension= |risc= |prorate=Initial: 70% |level=0 [4] |guard=All
  |version=MAX |damage=110 [100] |tension= |risc= |prorate=Initial: 70% |level=0 [4] |guard=All
  |cancel= |roman=YRP |startup=8 |active=22 |recovery=Until Landing + 11 |frameAdv= |inv=1-999F Strike |description=
  |cancel= |roman=YRP |startup=8 |active=22 |recovery=Until Landing + 11 |frameAdv= |inv=1-999F Strike
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=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.
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.
Line 663: Line 668:
  |header=no
  |header=no
  |version=MAX |damage=50 [45] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air
  |version=MAX |damage=50 [45] |tension= |risc= |prorate= |level=2 [0] |guard=High/Air
  |cancel= |roman=YRP |startup=15 [12] |active=13 |recovery=Until Landing + 5 |frameAdv= |inv= |description=
  |cancel= |roman=YRP |startup=15 [12] |active=13 |recovery=Until Landing + 5 |frameAdv= |inv=
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=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.
*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.
  }}
  }}
Line 686: Line 691:
  |header=no
  |header=no
  |version=MAX |damage=9*6,30 [8*6,30] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid/Air
  |version=MAX |damage=9*6,30 [8*6,30] |tension= |risc= |prorate=Initial: 90% |level=2 |guard=Mid/Air
  |cancel= |roman=R |startup=5 |active=3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 |recovery=20 |frameAdv= |inv=1-11F Strike |description=
  |cancel= |roman=R |startup=5 |active=3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 |recovery=20 |frameAdv= |inv=1-11F Strike
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=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 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)
Line 710: Line 715:
  |header=no
  |header=no
  |version=Burst |subtitle=632146D |damage=25,8*16,50,100 |tension= |risc= |prorate= |level=4 |guard=Mid
  |version=Burst |subtitle=632146D |damage=25,8*16,50,100 |tension= |risc= |prorate= |level=4 |guard=Mid
  |cancel= |roman=YRP |startup=6+演出123+0 |active=21 |recovery=27 |frameAdv=-29 |inv=1-10 All |description=
  |cancel= |roman=YRP |startup=6+演出123+0 |active=21 |recovery=27 |frameAdv=-29 |inv=1-10 All
Her true useful wakeup reversal super. Rushes forward and on hit will do the full animation.
|description=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.
*Burst version is her most damaging super ender in long combos because of very high minium damage.
  }}
  }}
Line 731: Line 736:
  |header=no
  |header=no
  |version=Kaorinkuen |subtitle=> P |damage=70, 60 |tension= |risc= |prorate= |level=4 |guard=Mid
  |version=Kaorinkuen |subtitle=> P |damage=70, 60 |tension= |risc= |prorate= |level=4 |guard=Mid
  |cancel= |roman=RP |startup=60 |active= |recovery=Until Landing + 41<br/>Until Landing + 23<br/>Until Landing + 50 |frameAdv= |inv=1F onwards airborne |description=
  |cancel= |roman=RP |startup=60 |active= |recovery=Until Landing + 41<br/>Until Landing + 23<br/>Until Landing + 50 |frameAdv= |inv=1F onwards airborne
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=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.
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.
Line 748: Line 753:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=16*13 |tension= |risc= |prorate= |level=2 |guard=All
  |damage=16*13 |tension= |risc= |prorate= |level=2 |guard=All
  |cancel= |roman=YRP |startup=20+1 |active=2,4*11,2 |recovery=9 |frameAdv=+3 |inv=1-5 Throw<br/>6-20 All<br/>21-23 Strike |description=
  |cancel= |roman=YRP |startup=20+1 |active=2,4*11,2 |recovery=9 |frameAdv=+3 |inv=1-5 Throw<br/>6-20 All<br/>21-23 Strike
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=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.
*Loses throw invulnerability when it goes active so can be thrown if close enough.
Line 768: Line 773:
{{AttackData-GGXRD-R2
{{AttackData-GGXRD-R2
  |damage=DESTROY |tension= |risc= |prorate= |level=3 |guard=All
  |damage=DESTROY |tension= |risc= |prorate= |level=3 |guard=All
  |cancel= |roman= |startup=9+12<br/>[5+12] |active=4 |recovery=36 |frameAdv=-23 |inv=3-24F All<br/>[2-20F All] |description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  |cancel= |roman= |startup=9+12<br/>[5+12] |active=4 |recovery=36 |frameAdv=-23 |inv=3-24F All<br/>[2-20F All]
|description=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
*IK Mode Activation: 62F [5F+5F]
*IK Mode Activation: 62F [5F+5F]
*Uses the animation of her Goushao.
*Uses the animation of her Goushao.

Revision as of 00:27, 11 August 2017

Jam Kuradoberi
GGXRD-R Jam Portrait.png
Defense Modifier: x1.06

Guts Rating: 3
Weight: Light
Stun Resistance: 65
Prejump:
Backdash Time 13F / Invul: 1-7F
Wakeup (Face Up/Down): /

Movement Options
Double jump, 1 airdash, Run type dash
  

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

  • 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
  • Decent parry
  • Easy execution and gameplan
  • Ryuujin!

Weaknesses

  • 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 usefulnes situational
  • Divekick can often be better on block than hit, especially bad on counter


Ambox warning.png This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)

Normal Moves

5P
5P
GGXRD Jam 5P.png
Slap!
12 Mid 3 3 7 - -
5K
5K
GGXRD Jam 5K.png
The god-button
12 Low 4 4 6 - -
c.S
c.S
GGXRD Jam cS.png
Elbow of justice
28 Mid 6 8 12 - -
f.S
f.S
GGXRD Jam fS.png
Rock!
30 Mid 6 5 11 - -
5H
5H
GGXRD Jam 5H.png
Pinwheel
24*3 Mid 13 3(3)3(3)3 15 - -
5D
5D
GGXRD Jam 5D.png
Stubby
16 High 25 4 40 - -
6P
6P
GGXRD Jam 6P.png
Fist in face
18*2 Mid 9 3(6)3 12 - -
6K
6K
GGXRD Jam 6K.png
26,36 Mid 6 4(6)12 20 - -
6H
6H
GGXRD Jam 6H.png
The Big Swing!
36 Mid 14 3 22 - -
2P
2P
GGXRD Jam 2P.png
6 Mid 4 2 7 - -
2K
2K
GGXRD Jam 2K.png
Get low
8 Low 5 3 9 - -
2S
2S
GGXRD Jam 2S.png
Stop pressing buttons!
26 Mid 6 5 9 - -
2H
2H
GGXRD Jam 2H.png
Get over here!
28,20 Mid 11 8(6)4 13 - -
2D
2D
GGXRD Jam 2D.png
Get lower
28 Low 6 4 16 - -
j.P
j.P
GGXRD Jam jP.png
11 High/Air 6 4 16 - -
j.K
j.K
GGXRD Jam jK.png
14 High/Air 5 8 11 - -
j.S
j.S
GGXRD Jam jS.png
28 High/Air 5 5 9 - -
j.H
j.H
GGXRD Jam jH.png
Pinwheel
35 High/Air 5 10 16 - -
j.D
j.D
GGXRD Jam jD.png
Upkicks!
16,28 High/Air 7 3(6)6 16 + 4 After landing - -

Universal Mechanics

Ground Throw
Ground Throw
GGXRD-R Jam GroundThrow.png
AHAHAHAHA~!
20, 30 Ground Throw 1 1 - -
Air Throw
Air Throw
GGXRD-R Jam AirThrow.png
Get down!
60 Air Throw 1 1 - -
Dead Angle Attack
Dead Angle Attack
GGXRD Jam fS.png
25 All 10 9 20 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Jam BlitzAttack.png
50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
- - 50 Mid 50+13 3 Hit: 11
Whiff: 20
- -

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
1 - - 40 Mid 4 6 30 - - 35 Mid 15 6 24 - - 25 27 2 20 - -
Youeikyaku
Youeikyaku
j.2K
GGXRD Jam Youeikyaku.png
Jive kick
16, 10*4 High/Air 10 Until Landing 6 After Landing - -
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)
Total: 46 - - Total: 25 - - 30 8 6 23 - - 50 Mid 17 3 15 - - 50 [44] Mid 23 [28] 1 [3] 13 - -
Asanagi no Kokyuu
Asanagi no Kokyuu
22K/S/H
GGXRD Jam AsanagiNoKokyuu.png
Hold for MAX version
GGXRD Jam AsanagiIcons.png
Total: 56~77 - -
Ryuujin
Ryuujin
236K
GGXRD Jam Ryuujin.png
Dragon kick!
55 [28] Mid [All] 17 [8] 6 [4] 30 + 11 After Landing - - 80 [65] Mid [All] 16 [8] 24 [22] 14 + 11 After Landing - - 110 [100] Mid [All] 16 [8] 24 [22] 14 + 11 After Landing - -
Gekirin
Gekirin
214K
GGXRD Jam Gekirin.png
Axe kick!
35 [16] High/Air 19 [17] 13 3+10 After Landing
[Until Landing + 10]
- - 28*3 [22*3] High/Air 18 [12] 3,4,6 4+10 After Landing
[Until Landing + 10]
- - 55 [45] High/Air 18 [12] 13 [10] Until Landing + 5 - -
Kenroukaku
Kenroukaku
623K
GGXRD Jam Kenroukaku.png
Dragon punch! (kick!)
11*4 [8*3] Mid [Mid/Air] 7 [5] 4(1)/4(1)/2(2)1(1)/9 ※1 20 + 6 After Landing
[15 + 12 After Landing]
- - 11*6 [8*6] Mid [Mid/Air] 7 [5] 2/2(1)/4(1)/2(2)1(1)/9 ※1 26 + 6 After Landing
[20 + 12 After Landing]
- - 11*6,30 [8*6,30] Mid [Mid/Air] 7 [5] 3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 20 - -
Air Ryuujin
Air Ryuujin
j.236K
GGXRD Jam Ryuujin.png
Air dragon kick!
50 [28] All 8 4 Until Landing + 11 - - 75 [65] All 8 22 Until Landing + 11 - - 110 [100] All 8 22 Until Landing + 11 - -
Air Gekirin
Air Gekirin
j.214K
GGXRD Jam Gekirin.png
Air axe-kick!
30 [16] High/Air 16 [17] 13 Until Landing + 10 - - 24 [22*3] High/Air 15 [12] 13 [3,4,6] Until Landing + 10 - - 50 [45] High/Air 15 [12] 13 Until Landing + 5 - -
Air Kenroukaku
Air Kenroukaku
j.623K
GGXRD Jam Kenroukaku.png
Air dp!
12*3 [8*3] Mid/Air 5 4(1)4(1)/2(2)1(1)/9 ※1 Until Landing + 6
[Until Landing + 12]
- - 9*6 [8*6] Mid/Air 5 2/2(1)/4(1)/2(2)1(1)/9 ※1 Until Landing + 6
[Until Landing + 12]
- - 9*6,30 [8*6,30] Mid/Air 5 3(1)2(1)/3(1)/4(2)/3(1)/4(2)/2(2)/1(1)/9 ※1 20 - -

Overdrives

Choukyaku Hou'Oushou
Choukyaku Hou'Oushou
632146S/D
GGXRD Jam ChoukyakuHou'Oushou1.png
Fury of the Phoenix
GGXRD Jam ChoukyakuHou'Oushou2.png
20,7*16,40,80 Mid 7+演出123+0 21 27 - - 25,8*16,50,100 Mid 6+演出123+0 21 27 - -
Bao Saishinshou
Bao Saishinshou
236236H
GGXRD Jam BaoSaishinshou.png
Grace of the Dragon Horse
GGXRD Jam Kaorinkuen.png
60 Mid 0+5? 6 36 - - 70, 60 Mid 60 Until Landing + 41
Until Landing + 23
Until Landing + 50
- -
Renhoukyaku
Renhoukyaku
632146H
GGXRD Jam Renhoukyaku.png
Super puffball
16*13 All 20+1 2,4*11,2 9 - -

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
DESTROY All 9+12
[5+12]
4 36 - -



Template:Navbar-GGXRD-R2