GGXRD-R2/Jam Kuradoberi/Resources

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Jam Kuradoberi


This page is Jam Kuradoberi's "Resource Dump" page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.

For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:

  • Character Discord pins
  • Links or transcriptions of external personal documents and / or Dustloop User Docs
  • Tech videos, especially from Twitter hashtags
  • One-off or niche combo routes
  • Set-ups (for pressure, mix-ups, okizeme, or setplay)
  • Video analyses of matches and sets

If more opinionated works are posted, such as match-up charts, it is highly recommended that you include accreditation to the creator and any other important specifics (such as ordering or et cetera), so that readers can evaluate the sourcing. To readers, also note that this means you should consume at your own discretion. Not all strategy or reasoning may be fully explained, tested, or viable, so either be sure to ask the creators any questions (if possible), or do your own research in training mode.

These documents and videos are taken from the Xrd Jam Kuradoberi Discord. Many thanks to its members for making these!


You can embed links to external documents or User Docs here.

Jam Glossary This covers some frequently used terminology.

Short introduction to Jam guide by flicky

More comprehensive Jam overview Images seem to be somewhat broken unfortunately, but still a good read.

List of 46PK routes per character on 4 different starters by Bismarck

PK Routes google doc by the Xrd Jam Kuradoberi Discord

Combo document (in Japanese)

General Jam combo and setup doc

Training mode drills

Frame advantage on 2D > max charge


You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.

Playlist of Kodain's "half baked" Jam guide

Playlist of sweetxjam's intermediate Jam guide

Basic Pressure Guide by ShinsoBEAM

46PK route playlist

Safejump tutorial steam by sweetxjam

PK combo theory stream by sweetxjam

Punishing Elphelt's pine pull with f.S

Combo movie

Jam vs various characters

Plain Text

You can write your own content here, or post transcriptions of content from potentially impermanent sources here.

Rozari's Anti-Slayer Notes

1 ib under pressure > 5p

2 under pressure parry yrc > confirmable punish

3 ib first hit of helter skelter > free 46pk

4 can interrupt fs>fs by ib-ing 1st fs then 46p y/rc > fs

5(?) if slayer tries to catch your bd/reversal in the corner with 6p you can call it out with ch 2k > 6h

6 beat slayer's 2d/6p with 2s, but pile beats 2s. important to dash up and ib mappa/dandy/etc.

7 card dp midscreen, corner geki, ryuujin after 46pp is recommended

8 autocorrect dp during slayer's left/right with 41236123, also works vs chipp

9 even midscreen you can pick up slayer with 1 hit > 2d > 236sk card ryuujin into 5p5k2h 46pp

10 if you block burst, easy pickup with cs 2h2 46pk

11 rps with j2k, 5k, dash 6k, iad dp, or superball as you see fit

12 believe in 6h

13 you have to watch carefully to see if slayer is moving around with step/dash/mappa. jam has 6h, so slayer can't freely throw out 2h/2d (without a read). have to respond accordingly with 236sp

if you don't take big risks from time to time the matchup becomes rough imo

Cancel windows

5P: Into 5P/2P/5K/2K: Whole recovery, available on whiff. Other options: Remaining active (Max 2)

2P: Into 5P/2P/5K/2K: Whole recovery, available on whiff. Other options: Remaining active (Max 1)

6P: Remaining active (Max 2) + 6f recovery

5K: Whole recovery

2K: Remaining active (Max 2)

6K: Remaining active (Max 11) + 10f recovery

c.S: Remaining active (Max 7)

f.S: Remaining active (Max 4)

2S: Remaining active (Max 4)+ 7f recovery

5H: Remaining active (Max 2) + 9f recovery

2H: Remaining active (Max 3) + 4f recovery

6H: Remaining active (Max 2) + 11f recovery

5D: Remaining active (Max 3)

2D: Remaining active (Max 3)

j.P: Into j.P/j.K: Whole recovery, available on whiff. Other options: Remaining active (Max 3)

j.K: Remaining active (Max 7)

j.S: Remaining active (Max 4)

j.H: Whole recovery

j.D: Remaining active (Max 5)

No delayed geki: Sol, Faust (requires slightly delayed cS pickup for the puff puff to connect) Venom (requires delayed Ryuujin) Slayer, Zato (requires delayed Ryuujin)

Delayed geki: Ky (requires delayed Ryuujin) Chipp (requires delayed Ryuujin) Sin (requires delayed Ryuujin)

Max Ryuujin only: Potemkin (extremely inconsistent, don't even know how I got it to work the one time it did) Johnny (tight timing, requires delayed Ryuujin and delayed geki) Raven (requires delayed Ryuujin)

No puff puff: Girls

Not possible: Kum/Axl/Answer/Leo/Bedman

CH 6H conversions:

close = literally dashing on top mid = (max range blocked) 2K > 6H frametrap max = tip of 6H hits

  • if noted "all", assume max range has a microdash*

Answer: close: 2H(1)

mid: 2H

max: dash > 2H(1)

Axl: close: 2H(1)

mid: 2H

max: dash > 2H(1)

Baiken: close: 2H(1)

mid: 2H(1)

max: dash > 2H

Bedman: all: 2H

Chipp: all: 2H

Dizzy: all: S puff > 5K > 2H(1)

Elphelt: all: 2H

Faust: all: 2H

I-No: all: 2H(1)

Jack-O: all: S puff > 5K > 2H(1)

Jam: close: S puff > 5K > 2H(1)

mid: S puff > 5K > 2H

max: dash > 2H(1)

Johnny: all: S puff > 5K > 2H

Kum: all: 6P(1) > 2H(1)

Ky: close: 2H

mid: 2H

max: S puff > 5K > 2H(1)

Leo: close: S puff > 5K > 2H

mid: S puff > 5K > 2H

max: *fuck Leo*

May: all: 2H(1)

Millia: all: 2H(1)

Potemkin: all: c.S > 2H

Ramlethal: all: 2H(1)

Raven: all: 2H

Sin: close: 2H

mid: 2H

max: S puff > 5K > 2H

Slayer: close: 2H(1)

mid: 2H(1)

max: dash > 2H

Sol: close: 2H

mid: 2H

max: S puff > 2P > 2K > 2H(1)

Venom: close: 2H(1)

mid: 2H(1)

max: dash > 2H

Zato-1: close: 2H(1)

mid: 2H(1)

max: S puff > 2P > 2K > 2H(1)

CH fS IAD Routes:

.Answer : jPPKS 2H

.Axl : jPPKS 2H [delay]

.Baiken : jPPKS 2H

.Bedman : jPPKS 2H [H puff OTG]

.Chipp : jPPKS 2H

.Dizzy : jPPKS 2H(1) [no puff puff]

.Elphelt : jPPKS 2H [delay] [no puff puff]

.Faust : [JamPout]

.I-No : jPPKS 2H(1)

.Jack-O : jPPKS 2H [spacing dependent 2H(2) whiffs often]

.Jam : jPPKS 2H(1)

.Johnny : jPPKS 2H [delay]

.Kum : jPPKS 6P(1) 2H(1) [delay] [H puff OTG]

.Ky : jPPKS 2H

.Leo : jPPKS 6P(1) 2H(1)

.May : jPPKS 2H [delay]

.Millia : jPPKS 2H(1) [really tight puff puff]

.Potemkin : jPKS 6K(1) 2H(1)

.Ramlethal : jPPKS 2H [no puff puff]

.Raven : jPPKS 2H

.Sin : jPPKS 2H

.Slayer : jPPKS 2H

.Sol : jPPKS 2H

.Venom : jPPKS 2H

.Zato : jPPKS 2H [delay]

- The more Dizzy goes into the air in neutral the more chances Jam has to destroy her.

- Running directly at her beats a lot of bubble pops and summons, forces Dizzy to play around using YRC to save herself. Ideally she'd stay grounded and go button to button.

- Her 2P is obnoxious as hell and I still don't have a great idea of how to deal with it. 2S or 2D maybe? In general our fS and 2D win out button to button.

- Vs Ice Spear Oki (corner), Parry YRC is a strong tool. Maybe Parry 236S~P? Need to test this more, but the Ice Spear hits much earlier than fish, gives Jam a lot of time to do things and escape.

- Vs Fire Spear Oki (midscreen), Wakeup DP to get hit high in the air can mess up Dizzy's hitconfirm if she summons another fish. She can def bombo from this w/ meter but otherwise midscreen she'll have trouble converting to a knockdown.


PK route series

Basic burst safe route from c.S

Dealing with Answer's wakeup parry

Depreciated Resources

Dustloop Forums


Jam Kuradoberi