GGXRD-R2/Jam Kuradoberi: Difference between revisions

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*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)
*Hyappo Shinshou (puffball) - Good for stuffing air-to-ground maneuvers because of its large frontal hitbox. Solid blockstring ender and good on block, but aware opponents will punish the startup. Causes tumble state on CH.
*Hyappo Shinshou (puffball) - Good for stuffing air-to-ground maneuvers because of its large frontal hitbox. Solid blockstring ender and good on block, but aware opponents will punish the startup. Causes tumble state on CH. Combos directly into Senri Shinshou if you press HS right after the hit.
*Senri Shinshou (Heavy puffball) - Good for applying safe pressure. On block, it pushes your opponent back, on hit you get free otg situation. On CH you get wallsplat if you're close enough and tumble state if at mid screen. It crosses up if the dash for the move is extremely close to the opponent. The drawback is its especially long startup and lack of low profile, allowing it to be more easily stuffed, but it reaches the entire screen if timed correctly. So use this to close the gap after launching your opponent away with puffball or any other relevant situation. Good opponents will throw you out of this when attempting to cross up with it!
*Senri Shinshou (Heavy puffball) - Good for applying safe pressure. On block, it pushes your opponent back, on hit you get free otg situation. On CH you get wallsplat if you're close enough and tumble state if at mid screen. It crosses up if the dash for the move is extremely close to the opponent. The drawback is its especially long startup and lack of low profile, allowing it to be more easily stuffed, but it reaches the entire screen if timed correctly. So use this to close the gap after launching your opponent away with puffball or any other relevant situation. Good opponents will throw you out of this when attempting to cross up with it!
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Revision as of 12:20, 12 January 2019

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

Guts Rating:
Weight:
Stun Resistance:
Prejump:
Backdash Time / Invul:
Wakeup (Face Up/Down): /

Movement Options
Double jump, 1 airdash, Run type dash
Play-style
Rushdown, Power-up

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/Weaknesses

Strengths Weaknesses
  • Fast grounded and air normals
  • Very fast and agile character with evasive movement options
  • Strong grab that leads to combos and a lot of damage with 50 tension
  • Carded specials always gives hard knockdowns no matter when or where they hit
  • Flexible pressure game that can build RISC very fast
  • Very good DP with card
  • Above average tension gain
  • Decent parry
  • Easy execution and gameplan
  • Ryuujin!
  • 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
  • Annoying Voice

Template:CharLinks-GGXRD-R2

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
They told her she could be anything, so she became a hitbox
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 Mid 17 6 30 + 11 After Landing - - 80 Mid 16 24 14 + 11 After Landing - - 110 Mid 16 24 14 + 11 After Landing - -
Gekirin
Gekirin
214K
GGXRD Jam Gekirin.png
Axe kick!
35 High/Air 19 13 3+10 After Landing - - 28*3 High/Air 18 3,4,6 4+10 After Landing - - 55 High/Air 18 13 Until Landing + 5 - -
Kenroukaku
Kenroukaku
623K
GGXRD Jam Kenroukaku.png
Dragon punch! (kick!)
11*4 Mid 7 4(1)/4(1)/2(2)1(1)/9 ※1 20 + 6 After Landing - - 11*6 Mid 7 2/2(1)/4(1)/2(2)1(1)/9 ※1 26 + 6 After Landing - - 11*6,30 Mid 7 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 Until Landing + 6
[Until Landing + 12]
- - 9*6 [8*6] Mid/Air 5 2,2(1)4(1)2(2)1(1)9 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 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 48 11 - -

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 - -



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