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.