GGACR/Jam Kuradoberi/Matchups

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 Jam Kuradoberi



Matchups

NOTE: Old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/47-jam-matchups/

Things to note when discussing matchups:
-General ratio
-Optimal/inoptimal spacings
-Strong/Weak buttons
-Things to watch out for
-Character specific confirms
-etc etc

A.B.A

  A.B.A
(Even to Disadvantaged)
Moroha mode is just you and May combined

This matchup severely exacerbates your stubby normals once A.B.A. reaches Moroha Mode. You will need to do your best to make sure that she doesn't get to that point. That being said, there are a few things that work in your favor if she does get to transform.

  • Use your speed to make sure she stays in Normal Mode and suffocate her as much as possible. Some of her normals are still disjointed though (such as 2H), so be wary of them when playing neutral.
  • While she's in Normal Mode, be wary of slide, whether in pressure or on wakeup. Use quick normals such as 2P or 5P to ensure she doesn't get away for free.
  • It is not recommended to stock a card in neutral while she is Normal Mode, tempting as it may be. She can use this as a chance to get off a blood pack, which can quickly turn the tides in her favor.
  • The 2nd hit of Danzai can be parried regardless of which version they use, but be aware of which version of it is being used as the parry timing gets altered drastically depending on it.
  • Learning to IB her rekka series will allow you to punish autopiloting pressure with parry as it will open up gaps between the hits.
  • Most Goku Moroha activations on block can be parried granted that you IB'd the normal or special that came before it. This will give you at least a decent headstart on the terror that will come after.

Justice

  Justice
(Even to Slightly Disadvantaged)
For the love of God do not Ryuujin through every nuke

A particularly annoying matchup for both sides. Jam does not have many strong options to get through nukes, leading to some RPS situations which are favored for Justice. However, with some resources, Jam has ways to blow through them and force her way in on a good read. On the flip side, Justice's normals are quite strong and can be difficult to contest, letting her control neutral quite comfortably in conjunction with nukes. However, once you get her cornered, she'll find herself having a tough time to get out. Hit her once and make sure she doesn't play again.

  • If you get knocked down to fullscreen distance between you and Justice from an S Michael Sword, charge a card, prioritizing Ryuujin. Nukes are too slow to catch up to you in time and Justice will also not be able to reach you. Card Ryuujin is one of your primary ways of calling out unsafe nuke sets (the other being FB Puffball).
  • Jam's f.S can clear Justice's P nuke due to it being an extended hitbox (refer to Anji's matchup page vs. Justice for a demonstration of nuke clearing). This combined with being able to run under K nuke will allow you to pass through autopiloting nukes, however...
  • Manual nuke detonation will be your biggest enemy in this matchup. An eagle-eyed Justice player will call out attempts to dodge or clear nukes through manual detonation. This can easily spiral out of control for you, especially when augmented by Justice's gargantuan normals. Be very careful about trying to handle nukes if the Justice shows that they know when to use manual detonation.
  • 5P on Justice's wakeup is an incredibly powerful option, although it can be difficult to time correctly to land it meaty. However, Jam's 5P hits Justice crouching, safejabs her reversal super, and catches her backdash if whiff cancelled into itself. Care not to get FD'd out for mashing it too much.
  • Jam's j.S is very effective versus Justice's air-to-ground buttons due to the massive disjoint above her head. Use it liberally to call her out for coming down on you.
  • Be wary of using 5K, 2K, and 236S~K in pressure, since Justice's S.B.T. is a frame 1 low crush reversal.
  • Watch for Justice's 2H, has a massive hitbox with disjoints and beats many of your buttons clean. You can find them using this as a pre-emptive anti-air or sometimes as a mash button to get a solid CH conversion.
  • Justice's Valkyrie Arc is very good at calling out loose puffballs in neutral; you can try to catch her with 236S~K or 236S~P through it.
  • Parry on wakeup is not recommended, as Justice will usually meaty with either a nuke or 5P (which hits low on its 2nd hit).
  • Do not charge card in neutral while Justice has 50 meter, lest you get sniped by Michael Blade.
 A.B.A -/-
 Anji Mito -/-
 Axl Low -/-
 Baiken -/-
 Bridget -/-
 Chipp Zanuff -/-
 Dizzy -/-
 Eddie -/-
 Faust -/-
 I-No -/-
 Jam Kuradoberi -/-
 Justice -/-
 Johnny -/-
 Kliff Undersn -/-
 Ky Kiske -/-
 May -/-
 Millia Rage -/-
 Order-Sol -/-
 Potemkin -/-
 Robo-Ky -/-
 Slayer -/-
 Sol Badguy -/-
 Testament -/-
 Venom -/-
 Zappa -/-

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