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 usefulness situational
Divekick can often be better on block than hit, especially bad on counter
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: Potemkin, Bedman, Slayer(3rd 5p will whiff) and Kum
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
1st hit stagger opponent on CH (Max 31F, min 15F) 2nd hit stagger opponent on CH (Max 32F, min 15F)
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!
Was previously thought to lose upper body invu when it goes active due to a mistranslation of japanese frame data.
You probably wanted to do dash 5K, but got this instead.
Forces opponent into standing state on crouching hit Hitstop 6F, 7F on CH
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.
Only normal that combos to 6H on regular hit (2nd hit only).
Gatlings from 5H. (No longer gatlings/cancels into 5H)
Blows opponent away on hit Wall bounces opponent on CH On ground hit, guaranteed knockddown (Face Up). On air hit, untechable for 36F
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.
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.
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.
Chains into itself and can easily be confirmed into 2D for card charge.
Decent combo starter because of speed and invulnerability, in spite of high proration and low damage.
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.
Interesting hitbox makes it a hard counter against lows.
Pulls in opponent on ground hit Pulls in opponent on hit (untechable for 19F, guaranteed knockdown on CH)
Essential Jam combo tool. Sees a lot of uses.
On both block and hit it vacuums the opponent closer to Jam.
Makes it very easy to confirm combos on hit or block.
Can be normal- and special-cancelled from both hits making it hard for the opponent to know when you will do something out of it.
Used to combo into parry~PK for her stronger combos in specific situations.
Can be used as an AA in some situations, though not that reliable.
Useful on block, but note that if the first hit is IB'd, there's a one frame gap in the blockstun before the next hit, opening the possibility for the opponent to reversal, blitz, backdash or throw if they're close enough. Mix up your blockstrings to ensure they're not confident enough to do this.
Examples on stuff you can do on block:
Cancel into parry without followups then throw.
Cancel to 2D into either 236S-stuff or JC into IAD-mixups.
Goes naturally into 5D from either first or second hit, though there's a pretty big gap.
Not cancel into anything as it's 0 on block, if opponent doesn't have anything faster than a 5F-move and didn't IB it, you can do 5K almost for free into more pressure stuff.
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.
They told her she could be anything, so she became a hitbox.
Active frames 1~2 • Active frames 3~4 • Active frames 5~6 • Active frames 7~8 • Active frames 9~10
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.
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.
Hits all around Jam so can be used to crossup as well.
You really just wanted to Counter Hit with the second hit, didn't you?
1st hit launches opponent (untechable for 14F, 28F on CH) 2nd hit blows away opponent (untechable for 24F) 2nd hit blows away and wall bounces opponent on CH (untechable for 60F)
Air can-cans! Decent air-move. Like all j.Ds, has landing recovery.
Launches upwards on hit.
Potential for very strong combo followups in corner.
If second hit is CH it blows away and wallbounces. Potential for very strong followups or just max-charge a card.
Floats opponent on hit, untechable for 52F Proration values work out to be 55% after both hits
Strong grab that leads to combos. Jam is a very scary rushdown character, so having a strong throw is huge.
Since the first hit only gives 90% forced prorate you can get very strong followups from RRC, giving you enough time to charge card and followup combo AFTER RRC slowdown, adding no extra proration. With character specific followups you can get around 200ish damage off this.
Example combo that works on everyone (requires a slight microdash before 6K on some):
Blows away and wall bounces opponent on hit Ground hit is untechable for 28F, guaranteed knockdown on CH Air hit is untechable for 14F, 28F on CH 2nd hit blows away opponent (untechable for 24F) 2nd hit blows away and wall bounces opponent on CH (untechable for 60F) Causes special knockdown on CH (regular knockdown time -11F)
Standard DA-attack. Uses her fS-animation. Wallbounces.
Hitstop 30F Slighty refills own Burst and slightly drains opponent's Burst on hit Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH) Crumples opponent on ground CH (79F)
Max Charge
[Blitz]Blitz Attack Max Chargeother
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
50
Mid
50+13
3
20
+5
4
R
1~50: Blitz
Hitstop 30F Slighty refills own Burst and slightly drains opponent's Burst on hit Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH) Crumples opponent on ground hit
Can be FD cancelled on frame 1-2 On frame 4 can be cancelled into movement and FD except back/forward walk On frame 9 can also be cancelled into back/forward walk After successful catch, Jam can move on 7F, opponent can move on 9F Can cancel into followup after successful catch or after 10F On successful catch, gain 200 Tension
Zekkei > P
Hochifu > PZekkeispecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
40
Mid
4
6
30
-17
4
20
6
YRP
0/720
Initial: 70%
Hitstop 20F, 32F on CH Staggers opponent on ground CH (Max 49F, min 24F) Hitstun 23F on ground normal hit Untechable for 28F on air hit, guaranteed knockdown on CH (Face Up) Can cancel into followups on 7F on hit Can cancel into followups on 21F on whiff
Goushao > P > P
Zekkei > PGoushaospecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
35
Mid
15
6
24
-11
4
20
6
YRP
0/720
Knockdown follow-up
Can clash with projectiles Hitstop 25F, 37F on CH Blows away opponent on hit, guaranteed knockdown (Face Up)
Dowanga > P > K
Zekkei > KDowangaspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
25
Mid
27
2
20
-3
4
20
6
YRP
0/720
27-36F Foot
Launcher follow-up
Launches opponent on hit, untechable for 50F (guaranteed knockdown on CH)
Hochifu - Jam's parry. This move has 2 versions depending on whether you use it in neutral or cancel it from a normal.
In neutral: Jam catches highs and mids for 1-8 frames. Jam is unable to block low and cannot jump. Jam is able cancel into other movement options and FD on frame 9.(Run, walk, backdashing etc.)
As a special cancel: Jam retains the same conditions as when in neutral with the exception of being able to perform movement actions or FD after frame 8. If the opponent is parried when jam cancels into Hochifu (such as a burst), the rules apply as if she had canceled normally.
You can cancel into P follow up if you catch a button Mid string. The follow up is 4 frame start up and has lots of hitstun. However it's easily punishable if blocked.
You can frame trap with the 2nd P follow up, the 2nd follow up is unsafe and leaves Jam in counter hit state during recovery.
You can go for the safer K follow up. However the K follow up has a larger gap in between. The K follow up does launch the opponent and true combos from the 1start follow up on counter hit. Generally a good rule is never let 46P be blocked.
If you have any tension at all you can FD OS the followup by doing 464+P+K. On whiff Jam will FD, if she parries a move the P-followup will hit. This makes it a decent AA with 1f startup, 8f actives and 0f recovery. Not that useful against multi-hitting moves unfortunately.
2nd-5th hits only occur if 1st hit hits opponent 2nd-5th hits each have hitstop 5F Fastest possible startup from standing position is 14F (Tiger Knee'd) Frame advantage listed is from Tiger Knee'd
Youeikyaku - Jam's dive kick. It also serves as her go to overhead off of a jump cancelable normal.
It's also plus on block depending on its point of contact.(preferably below the waist of at the feet. On hit it leaves you at a slight frame advantage and occasionally enough to follow up with 5k or 2p. From higher up, you will have to RC in order to convert into a full combo.
If not properly spaced it's very easy to throw punish if multiple hits, either it's blocked, hit or even on CH.
Good to use after air confirms when you don't have a card to immediately return to the ground.
It's possible to link into 5k or 2p after Youeikyaku in some situations.
Not a replacement for moving in neutral, but definitely fun
Startup • Low profile frames
Can cancel into followups 9F-24F
Mawarikomi
Bakushuu > PMawarikomispecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
Total: 25
Y
1-End Low Profile
Can pass through opponent 2-14F
Ashibarai
Bakushuu > KHamonkyakuspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
30
Low
8
6
23
-15
2
10
10
YRP
0/720
Initial: 90%
8-28F Above Knees
Otherwise known as "Ashibarai," "Split Kicks," or "Sweep"
Staggers opponent on ground hit (Max 29F, min 17F) See ※3
Hyappo Shinshou
Bakushuu > SHyappo Shinshouspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
50
Mid
17
3
15
+1
4
10
6
YRP
200/720
Initial: 75%
1-16F Upper Body
Blows opponent away on hit (untechable for 28F) Blows away and ground slides opponent on CH (untechable for 70F, slides for 40F, guaranteed knockdown) Can cancel into Senri Shinshou (Followup) 18-29F See ※4
Senri Shinshou
Bakushuu > HSenri Shinshouspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
50 [44]
Mid
23 [28]
1 [3]
13
+5 [+3]
4
14
6
YRP
200/1440 [200/960]
Initial: 75%
1-23F Upper Body [1-9F Upper Body] [22-28F Upper Body]
AKA "Blue Puffball"
[ ] values are when Jam passes through opponent 1-6F Can pass through opponent Blows opponent away on hit, guaranteed knockdown (Face Up) Blows away and wall sticks opponent on CH (untechable for 80F, sticks for 40F, guaranteed knockdown) See ※4
Senri Shinshou (Followup)
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.
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. 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!
Hold button to charge K for Ryuujin, S for Gekirin, H for Kenroukaku Gains Card on 41F, MAX on 66F
Essential Jam-specific mechanic. Very dangerous to do raw because of a huge recovery.
22K charges Ryuujin, 22S charges Gekirin and 22H charges Kenroukaku.
Holding K/S/H charges the card to max level but takes more time.
Jam gains card before it recovers, meaning you can get hit out of it and still get card. This also means you can get card and YRC it to recover faster.
After 1.03 you gain card during max-charge as well so if you have to YRC or get hit out of it you still get a regular card. Also charges a lot faster in 1.03 making it more viable to max-charge.
[ ] values are when done as followup Blows away opponent on normal hit, untechable for 22F Blows away and wall bounces opponent on CH, untechable for 44F
Card
236K CardRyuujin (Card)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
80
Mid
16
24
14 + 11 After Landing
-30
4
20
6
YRP
250/840
Initial: 80%
10-17F Strike
With Card (MAX has the same hitbox)
Blows away opponent on normal hit, guaranteed knockdown Blows away and wall bounces opponent on CH, guaranteed knockdown 9F onward Airborne
MAX
236K MAXRyuujin (MAX)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
110
Mid
16
24
14 + 11 After Landing
-30
4
20
6
YRP
250/840
Initial: 80%
10-17F Strike
With Card (MAX has the same hitbox)
Blows away opponent on normal hit, guaranteed knockdown Blows away and wall sticks opponent on CH, guaranteed knockdown Deals stun as if it's dmg was 80 10F onward Airborne
The Bruce Lee special! Great combo-tool, but air-version is much more useful.
Also known as "Axe kick," "Flop kick," or simply "Overhead"
Uncarded and Carded share the same hitboxes
[ ] values are when done as followup Launches opponent on ground hit, guaranteed knockdown (Face Up) Hits crouching sol on 25F
Card
214K CardGekirin (Card)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
28×3 [22×3]
High/Air
18 [12]
3,4,6
4+10 After Landing [Until Landing + 10]
-6
2 [0]
10 [3]
7 [8]
YRP
200/480 [0/480]
Also known as "Axe kick," "Flop kick," or simply "Overhead"
Uncarded and Carded share the same hitboxes
[ ] values are when done as followup Launches opponent on ground hit, guaranteed knockdown (Face Up) Air hit causes guaranteed knockdown (Face Up) Hits crouching Sol on 26F
MAX
214K MAXGekirin (MAX)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
55 [45]
High/Air
18 [12]
13
Until Landing + 5
-1
2 [0]
10 [3]
7 [8]
YRP
200/480 [0/480]
4-Onward Lower Body
Also known as "Axe kick," "Flop kick," or simply "Overhead"
MAX version has larger hitboxes
[ ] values are when done as followup Blows away opponent on ground hit, guaranteed knockdown (Face Down) Air hit causes guaranteed knockdown (Face Down) Hits crouching Sol on 23F 4F [1F] onward Airborne
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.
• • These ending frames occur identically on all versions
Max 4 hits Hitstop 6F per hit Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH On air hit, each hit is untechable for 22F, 44F on CH 1st hit launches and pulls in opponent Stun: 5 per hit 4F onwards Airborne
Card
623K CardKenroukaku (Card)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
11×6
Mid
7
2,2(1)4(1)2(2)1(1)9
26 + 6 After Landing
-38
2
10
2
R
200/240
Initial: 90%
1-13F All
Arguably a worse DP than Vapor Thrust
Max 6 hits Hitstop 6F per hit Launches opponent on ground hit. Each hit causes guaranteed knockdown On air hit, each hit causes guaranteed knockdown 1st hit launches and pulls in opponent Stun: 3 per hit Airborne on frame 4
MAX
623K MAXKenroukaku (MAX)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
11×6,30
Mid
7
3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9
20
-41
2
10
1
R
200/240×7
Initial: 90%
1-13F All
Arguably a worse DP than Vapor Thrust
• Start of vulnerable frames. Repeats a few times before ending
Max 7 hits Hitstop 6F per hit except for last hit (30F) Launches opponent on ground hit. Each hit causes guaranteed knockdown On air hit, each hit causes guaranteed knockdown First 3 hits launch and pull in opponent Airborne on frame 4 See ※2
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.
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.
[ ] values are when done as followup Blows away opponent on normal hit, untechable for 22F Blows away and wall bounces opponent on CH, untechable for 44F
Card
j.236K CardAir Ryuujin (Card)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
75 [65]
All
8
22
Until Landing + 11
4
3 [20]
8 [6]
YRP
200/720 [0/1200]
Initial: 80%
1-8F Strike [1-8F Strike]
With Card (MAX has the same hitbox)
[ ] values are when done as followup Blows away opponent on normal hit, untechable for 75F Blows away and wall bounces opponent on CH, guaranteed knockdown
MAX
j.236K MAXAir Ryuujin (MAX)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
110 [100]
All
8
22
Until Landing + 11
4
3 [20]
8 [6]
YRP
200/720 [0/1200]
Initial: 80%
1-8F Strike [1-8F Strike]
With Card (MAX has the same hitbox)
[ ] values are when done as followup Blows away opponent on normal hit, untechable for 75F Blows away and wall sticks opponent on CH, guaranteed knockdown
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.
[ ] values are when done as followup Launches opponent on ground hit, guaranteed knockdown
Card
j.214K CardAir Gekirin (Card)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
24 [22×3]
High/Air
15 [12]
13 [3,4,6]
Until Landing + 10
2 [0]
10 [3]
7 [8]
YRP
150/360 [0/480]
Also known as "Axe kick," "Flop kick," or simply "Overhead"
Uncarded and Carded share the same hitboxes
[ ] values are when done as followup Launches opponent on ground hit, guaranteed knockdown Air hit causes guaranteed knockdown
MAX
j.214K MAXAir Gekirin (MAX)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
50 [45]
High/Air
15 [12]
13
Until Landing + 5
2 [0]
10 [3]
7 [8]
YRP
150/360 [0/480]
Also known as "Axe kick," "Flop kick," or simply "Overhead"
MAX version has larger hitboxes
[ ] values are when done as followup Blows away opponent on ground hit, guaranteed knockdown Air hit causes guaranteed knockdown
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.
• • These ending frames occur identically on all versions
[ ] values are when done as followup Max 3 hits Hitstop 6F per hit Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH On air hit, each hit is untechable for 22F, 44F on CH 1st hit launches and pulls in opponent Stun: 4 per hit
Card
j.623K CardAir Kenroukaku (Card)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
9×6 [8×6]
All
5
2,2(1)4(1)2(2)1(1)9
20
2
10
1
R
150/180 [0/240]
Initial: 90%
1-11F All
Arguably a worse DP than Vapor Thrust
[ ] values are when done as followup Max 7 hits Hitstop 6F per hit Launches opponent on ground hit. Each hit causes guaranteed knockdown On air hit, each hit causes guaranteed knockdown 1st hit launches and pulls in opponent Stun: 4 per hit
MAX
j.623K MAXAir Kenroukaku (MAX)special
Damage
Guard
Startup
Active
Recovery
On-Block
Level
R.I.S.C. Gain
R.I.S.C. Loss
Cancel
Roman
Tension
Prorate
Invuln
9×6,30 [8×6,30]
All
5
3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9
20
2
10
1
R
150/180×7 [0/240×7]
Initial: 90%
1-11F All
Arguably a worse DP than Vapor Thrust
• Start of vulnerable frames. Repeats a few times before ending
[ ] values are when done as followup Max 7 hits Launches opponent on ground hit. Each hit causes guaranteed knockdown On air hit, each hit causes guaranteed knockdown First 3 hits launch and pull in opponent Stun: 4 per hit Hitstop 6F per hit except for last hit (30F) See ※2
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.
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)
Very rarely maxed as one card gives the same utility as max card.
Minimum Damage: 50% Blows away opponent on hit, guaranteed knockdown If attack hits opponent (not blocked) can cancel into Kaorinkuen, but can not RC Jam is fully invinicible if attack hits opponent (not blocked)
Kaorinkuen 236236H > P
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.
No oki on hit, puts the opponent right next to you with slight advantage making this a less useful move if it's not going in for the kill.
Minimum Damage: 20% Launches opponent on hit, untechable for 14F, 28F on CH
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.
You can YRC before superflash for 1-5 throw invu + 6-20f all invu for 25 meter.
Can be YRC'd AFTER the startup as well either on hit or block letting you either confirm the combo or go in for a free mixup. The projectile almost hides her 5D behind this.
To edit frame data, edit values in GGXRD-R2/Jam Kuradoberi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.