Overview
Overview
Worst "whachaa" in the series
Damage Received Mod |
x1.06 |
Guts Rating |
3/5 |
Gravity Mod |
x1 |
Stun Resistance |
60 |
Prejump |
2F |
Backdash |
14F (1~7F Strike Invuln) |
Wakeup Timing |
33F (Face Up)/ 33F (Face Down) |
Number of Jumps: |
2 |
Number of Air Dashes: |
1 |
Fastest Attack |
5P (4F, whiffs crouchers) 2P, 5K (4F) |
Reversals |
623K (7F) 214S (Catch High 1~24F) 632146S (8F) |
Pros
Cons
- High damage with Cards:
- Strong pressure:
- Good knockdowns with Cards:
- Limited range:
- Weak to zoning:
Kick Specials
RyuujinGuardMidStartup17Recovery31+11 after landingAdvantage-47, GekirinGuardHigh/AirStartup19Recovery3+10 after landingAdvantage-, and KenroukakuGuardMidStartup7Recovery21+6 after landingAdvantage-32 together form a pseudo rekka. One special can be cancelled into another (but not into itself) at any point before Jam lands, up to three specials total. The followup versions have faster startup to combo into each other, but lower damage.
Using Asanagi no KoukyuuGuardStartupRecoveryTotal 57Advantage- allows Jam to stock up cards that exchange her kick specials. She can have up to three cards per special.
With a card in possession using appropriate move will automatically consume a card regardless of whether it was used raw or as a followup. In exchange cards give more invincibility, deal higher damage, and guarantee a knockdown.Normal Moves
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window
5P
5K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
10×3 | Mid | 4 | 1(6)1(5)1 | 16 | -7 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
1 |
c.S
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 6 | 4(1)1 | 9 | -1 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20×3 | Mid | 13 | 3(3)3(3)3 | 27 | -11 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
Dust Attack
S+H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
32 | High | 23 | 4 | 12 | +3 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
6P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20×2 | Mid | 9 | 1(10)3 | 12 | -1 | 1~22F Upper Body |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
6H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30×2 | All | 5 | 2(2)4 | 15+6 after landing | -6 | 5~26F Airborne |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
2P
2K
2S
2H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20×2 | Mid | 9 | 4,4 | 27 | -12 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3 |
Sweep
2S+H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Low | 7 | 3 | 21 | -10 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
9 | High/Air | 5 | 4 | 16 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
1 |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | High/Air | 5 | 6 | 12 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
1 |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
26 | High/Air | 5 | 5 | 9 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
j.H
Universal Mechanics
Ground Throw
4H or 6H
Dead Angle Attack
Special Moves
Asanagi no Kokyuu
22K/S/H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 57 |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
- Jam gets a charge on 57F
- Can store up to 3 charges for each special
Ryuujin
236K (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236K | 72 | Mid | 17 | 6 | 31+11 after landing | -47 | 1~4F Strike 9~52F Airborne |
j.236K | 66 | All | 9 | 6 | Until landing+11 | ||
236K Followup | 28 | All | 9 | 6 | Until landing+14 | ||
236K Card | 105 | Mid | 18 | 16 | 19+13 after landing | -29 | 1~16F Strike 9~51F Airborne |
j.236K Card | 102 | All | 11 | 16 | Until landing+13 | 1~8F Strike | |
236K Card Followup | 70 | All | 11 | 16 | Until landing+15 | 1~8F Strike |
Version | Level | Guard Bar+ | Guard Bar- |
---|---|---|---|
236K | 3 | ||
j.236K | 3 | ||
236K Followup | 3 | ||
236K Card | 3 | ||
j.236K Card | 3 | ||
236K Card Followup | 3 |
236K: j.236K: 236K Followup:
- Ground version: Airborne from 1F, recovery 31F before landing
236K Card:
- Charge is consumbed on 9F
j.236K Card: 236K Card Followup:
- Ground version: Airborne from 1F, recovery 19F before landing
Gekirin
214K (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
214K | 40 | High/Air | 19 | 13 | 3+10 after landing | 4~33F Airborne | |
j.214K | 30 | High/Air | 16 | 13 | Until landing+10 | ||
214K Followup | 16 | High/Air | 17 | 13 | Until landing+16 | ||
214K Card | 32×3 | High/Air | 18 | 3,4,6 | 4+10 after landing | -6 | 4~33F Airborne |
j.214K Card | 28×3 | High/Air | 15 | 3,4,6 | Until landing+10 | ||
214K Card Followup | 24×3 | High/Air | 12 | 3,4,6 | Until landing+16 |
Version | Level | Guard Bar+ | Guard Bar- |
---|---|---|---|
214K | 2 | ||
j.214K | 2 | ||
214K Followup | 1 | ||
214K Card | 2 | ||
j.214K Card | 2 | ||
214K Card Followup | 2 |
214K: j.214K: 214K Followup:
- Ground version: Airborne from 1F, recovery 0F before landing
214K Card:
- Charge is consumbed on 4F
j.214K Card: 214K Card Followup:
- Ground version: Airborne from 1F, recovery 0F before landing
Kenroukaku
623K (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
623K | 15×4 | Mid | 7 | 4,4,5,10 | 21+6 after landing | -32 | 1~6F Strike 3~49F Airborne |
j.623K | 12×4 | All | 5 | 4,4,5,10 | Until landing+6 | 3~4F Strike | |
623K Followup | 8×4 | All | 5 | 4,4,5,10 | Until landing+16 | 3~4F Strike | |
623K Card | 15×7 | Mid | 7 | 2×5,3,10 | 23+6 after landing | -34 | 1~13F Strike 3~51F Airborne |
j.623K Card | 16×7 | All | 5 | 2×5,3,10 | Until landing+6 | 1~11F Strike | |
623K Card Followup | 14×7 | All | 5 | 2×5,3,10 | Until landing+16 | 1~11F Strike |
Version | Level | Guard Bar+ | Guard Bar- |
---|---|---|---|
623K | 2 | ||
j.623K | 2 | ||
623K Followup | 2 | ||
623K Card | 2 | ||
j.623K Card | 2 | ||
623K Card Followup | 2 |
623K: j.623K: 623K Followup:
- Ground version: Airborne from 1F, recovery 17F before landing
623K Card:
- Charge is consumbed on 3F
j.623K Card: 623K Card Followup:
- Ground version: Airborne from 1F, recovery 21F before landing
Bakushuu
236S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 46 | 8~23F Above Feet 24~31F Low Profile |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
- In CH state during move
- Can cancel into followups 8~25F
Mawarikomi
236S > P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 26 | 1~15F, 21~26F Above Feet |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
- Can pass through opponent 2~14F
Ashibarai
236S > K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30 | Low | 10 | 8 | 22 | -16 | 10~31F Low Profile |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
- In CH state during move
- Can cancel into followups 2F onwards
Hyappo Shinshou
236S > S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
18×3 | Mid | 21 | 10 | 14 | -6 | 2~7F Strike 20F Upper Body |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
2 |
Senri Shinshou
236S > H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236S > H | 20×4 | Mid | 25 | 2×4 | 28 | -16 | 14~20F Low Profile |
236S > H Crossup | 20×4 | Mid | 27~ | 2×4 | 26 | -9 | Direction change: 1~7F Low Profile |
Version | Level | Guard Bar+ | Guard Bar- |
---|---|---|---|
236S > H | 2 | ||
236S > H Crossup | 3 |
236S > H:
- Can pass through opponent 2~11F
236S > H Crossup:
- Startup varies depending on distance from opponent
Hochifu
214S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 43 | 1~24F Guard High |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
- Upon successful parry can cancel into anything except movement
- Movement is locked out for 14F
Houeikyaku
j.2+K
Overdrives
Choukyaku Hououshou
632146S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20, 9×10, 40, 80 | Mid | 7+1 | 21 | 24 | -26 | 1~15F Strike 32~43F Upper Body |
Level | Guard Bar+ | Guard Bar- |
---|---|---|
3, 2×10 |
- 2nd hit onwards only happen if the 1st hit hits opponoent (not block or whiff)
- Final hit will not happen if 12th hit does not connect
Renhoukyaku
632146H
Instant Kill
Gasenkotsu
During IK Mode: 236236H
To edit frame data, edit values in GGX/Jam Kuradoberi/Data.