P.W.A.B. Report #7403: Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.
Guts Rating: 3
Defense Modifier: x 1.06
Stun Resistance: 65
Strengths: High damage potential, Very fast and strong normals, good movement options, Force Break Hyappo Shinshou
Weaknesses: Lower than average defense, extremely short range
Movement Options: 1 Double Jump/Air Dash, Run-Type Dash
- See also: Jam Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
|Dead Angle Attack|
|Breath of Asanagi
22K, S, or H
236K air OK
214K air OK
623K air OK
|Breath of Asanagi - Kyoku
In IK mode: 236236H
Generally speaking, Jam is a very rushdown character. Her strengths lie in her speed and power, able to turn any random hit into large damage and punish with fast, high-priority moves. Her pressure is also top-notch through strong normals and her IAD crossups. Her major weakness over all of this however, is her lack of range versus the rest of the cast. Jam can very easily be out spaced if you don’t know what you’re doing or act reckless. Learn to read your opponent, and learn how to train them into expect one thing while you do another. This is all fairly general advice, though without it you’ll end up outspaced, punished, and frustrated.
Your main strategy when playing Jam should be working yourself to get your opponent in your threat zone, and scaring them to try to get out or press a button, then punishing them for doing so. Frame traps are one of Jam's strongest tools, along with knowing your spacing and range of your normals. Once you get that first hit, you should always focus on getting knockdown to charge a card. After charging you are that much more threatening.
Jam has 3 main ways of poking her way into lethal range. f.S is one of her longest-range pokes, is jump and special cancelable, and is -1 on block. You can hitconfirm this into a TK Ryujin for knockdown or big damage should you have a Asanagi-K stored. f.S is also a strong anti-air, and useful if your opponent jumps. However, she has 2S as her strongest poke. It lacks range, so you should be comfortable with how far it extends and know its maximum range. Fish for Counter Hits with it, as it is hugely punishing. From a CH 2S you can do almost anything. Finally, it’s safe on block, being +- 0.
5K and 5P are also good pokes, though their range is more limited. Both are safe on block, 5K being +1 and 5P being +3, and come out very fast, 5K having 5f startup and 5P having 3f startup. It’s important to note that 5P wiffs on most characters while crouching, and on certain characters like Zappa or Faust while standing.
Each of Jam’s 3 Kicks along with Choujin change their properties when performed during an instant air dash. Gekirin, Choujin and Kenroukaku become much more useful because of this, though IAD Ryujin is not as important to master. These IAD effects are importantly to know how to utilize if you ever want to press your offensive as Jam, as they make her mix up much scarier and harder to guess out of.
j.66236K - Rather than flying across the screen, Jam slowly moves forward while losing some altitude. If this is blocked you die. Can also be performed by doing j.6236K. Doing this is fairly useless, as it is so incredibly risky, but on a CH Ryujin makes the opponent bounce off the wall, and you'll oftentimes land in the perfect position with plenty of time to do whatever you want to combo the opponent.
j.66214K - Jam’s kick goes straight down with this. Used for crossups, but is unsafe on block when you cross up with it. Hitconfirming off of it can easily lead into a wall loop or at the very least good damage. Still not very safe no matter how tight you make it, so don’t be too predictable. Practice this until you can do it as fast as you can.
j.6623K - Jam goes downwards instead of up during this. Very useful for crossing up the opponent, plus a move with invincibility that goes downward is hilarious. Probably the most difficult to perform. Against lightweight opponents, you can land and pick them off the ground with a grounded normal, comboing from there. Getting lazy or sloppy with inputs can result in a IAD Ryujin however, which as discussed is very unsafe.
j.66236P - Jam’s flip goes downwards, she gains no vertical lift. Can be used as a somewhat gimmicky mixup, crossing up and attacking low instead of hitting with a high, or FRCd and attacking with a high crossup.
Mix Up and Pressure
Okay, so now you’ve managed to work your way into your effective range on the opponent as Jam. Now you have to work on cracking their defense. This can be one of the most frustrating things to do as any character, as you’ve worked hard enough as it is just getting to the point where you can hit the guy, well now you have to work even harder.
Jam’s mix-up, fortunately, is pretty strong and her abare (the ability to turn any random hit into damage) is extremely good. In addition, you have very strong normal, and the movement to stay on your opponent. Jabs as frame traps are very effective, and her 6H is a ridiculous +5 on block. If you can scare your opponent into blocking even more, you can use IAD to continue pressure, and mix-up with IAD Gekirin, or IAD Choujin. Mawarikomi and Senri Shinshou FRC are good ways to grab your opponent while they are scared into blocking, though doing this too often will result in throw breaks and punishes.
Finally, know your opponent. Knowing if your opponent, for example, likes to mash DP while under pressure should be a huge factor on your mix-up. Read your opponent, learn their habits, and train them to make mistakes.
On your first knockdown, you should focus on charging a card. This should always be what you try to do whenever you do not have a card stocked, because not only does it make your next hit lead into amazing damage (as long as you can hitconfirm!), it also is possible to continue offense after a knockdown + charge. You'll find it hard to do much more than run in and press with 2S or f.S, and you'll have to be careful of reversals still, but few opponents have options fast enough to beat it.
If you are not charging a card, Jam has some very strong left/right and high/low game off of a knockdown. Some basic ones are using IAD Gekirin, using Choujin into IAD Gekirin or normal Gekirin, Choujin FRC into a j.H or land 5K, IAD Kenroukaku, Choujin into IAD Kenroukaku. With 50 meter, you can also use Houeikyaku as an instant overhead, RCing to combo into knockdown or, if they block, RC land 5K, RC IAD j.H j.2K, or RC IAD Choujin 5K or Grab. With fast hands, you could even do j.2K RC IAD Kenroukaku. Very scary and hard to block! It is important to note though that many of these require strong execution, and while the opponent may not know where you are going to be attacking from, it does become quite obvious that you're attempting strong okizeme, meaning some opponents may just mash a reversal, so be careful!
After a wall loop (covered later), you can pry them off the wall with 2H or 236SH, then use the untech time to start your mean corner okizeme. Going into 236S 236P is your starter, and from there you can IAD Kenroukaku to mix them up by going behind them, IABD to attack from the front with Gekirin, or use a 236S~P starter to start behind them, and then use IAD Kenroukaku, or IABD j.D, or even IAD Choujin! It's very easy to get back into another wall loop with just a little meter from here too! Some characters with wide hitboxes like Potemkin can even be crossed up after a 236S~P with a TK Gekirin, something even more mean.
Due to Jam's lack of range, you will likely find yourself feeling like you're on the defensive any time you're not on the offensive. Fortunately, Jam's amazing normals and ability to parry make her a threat even while she is forced to passive. Poking out of blockstrings with 5K, 2P, or 2S is possible, and Kenroukaku is a fairly good DP that is immune to crossups. Don't underestimate her Dead Angle Attack; though it lacks much range it knocks the opponent down, instantly flipping the momentum of the match. Of course, this all applies against an opponent that is actively up close and pressuring you, while being on the defensive against a zoner like Dizzy feels much different.
Against a character trying to zone you, you simply have to know how they're controlling the space and be able to weave your way into a threatening position. Bakushuu is able to go under many fireballs, and Senri Shinshou FRC allows for a quick, if somewhat unsafe and costly way in. Parrying projectiles meant to cover a jump-in or other rush in is nice, and lets you have more time to react to what they're doing. In some situations, TK Ryujin can even be useful, covering up distance nicely. Thanks to Jam's amazing normals and damage output, once you do get into a threatening range against most characters attempting to zone you, you'll have the offensive flow.
Parrying (or Hochifu) is integral to playing Jam, as it’s one of her strongest defenses. Listed in the move list as 546, parrying is done by being at neutral before pressing back, then moving to forward, within 8 frames of an attack hitting you. Parrying can only be done versus attacks that can be blocked high, and on a successful parry, you will recover much faster than if you had normally blocked the attack. In addition, on a failed parry attempt, you cannot attempt again for 15F. This does not apply to a successful parry attempt, allowing you to parry multi-hit moves.
Parrying is best done when your opponent does an obvious jump-in, or while waking up. Note many opponents are aware of Jam’s parry and will play much more carefully versus her than against other characters due to it.
During a successful parry, you can input attacks during the hitstop. The last attack input will come out at the end of the hitstop. Doing this, you can get easy punishes on opponent’s attacks. 2S is very strong, as its CH stagger state is amazing. 5P can be done if you need speed to beat out the opponent’s next attack. 5S is a strong anti-air after a parry, and can lead to an easy air combo. A grab can also be done if your opponent is very close, though it is not optimal.
An advanced techinque using the parry. Immediately after a successful parry, burst and cancel with Faultless Defense. Your invincibility from the burst carries through even after the burst itself is cancelled, making it very safe. A burst is obviously needed to do this, and you should be 100% certain you can do it, otherwise you will lose a burst and likely be punished.
It should be noted that lots of Jam’s combos rely on the position on the screen and who she is fighting against. The best advice one can give is to simply go into training mode and learn her basic combos, both midscreen and in the corner. You should not be simply memorizing the combo, but how it works and when it is useful. In a real match, after hitconfirming you should be able to “feel” what to do next and where it will put them. There’s no way to learn this other than by playing a lot.
Some general tips however, are that after a wall stick, a wall loop may be possible should you be close enough. Also, should your opponent be in the air in front of you, a f.S is your best option to JC from and combo from. 6H to 6P is a tough link, but possible should you memorize the timing of 6H's recovery. Also, the combos below may change depending on your opponent! Millia, for instance, you can combo straight into a Ryujin (236K) after a 2D. In another example, Chipp is very hard to combo with 2D 236S K 236K.
- Ground Combos
- Stuff, 5H(3), 6H xx 6P, 5H(3), 6H H (or link 6H to 2D)
- Stuff, 2D, 22K/S/H
- Stuff, fS, 2369K
- Stuff, 5H(3), 236SD, 236SH, Wall Loop (25 METER)
- CH 2D, 236SD, 236SH, Wall Loop (25 METER)
- 236SD, 236SH, c.S, f.S, JC, Air Combo (25 METER)
- Stuff, 2D, 2369K (v. Millia, May, Faust)
- Stuff, 5H(3), 236SK, charged 236K, Wall Loop (ASANAGI-K)
- Stuff, 2D, 236SK, charged 236K, Wall Loop (ASANAGI-K)
- Air Combos
- j.S, j.P, j.S, JC, j.D(2) j.214K
- j.K, JC, j.D(2) j.214K
- j.S, JC, j.S, j.H, j.236K
- j.K, JC, j.D(1) j.236K
- Counter Hit 236SS, 236SH
- CH 236SS or 236SH, dash, c.S, f.S, JC, Air Combo
- CH 236SS or 236SH, dash, 2H(1), 6H H
- CH 236SS or 236SH, dash, 2H(1), 6H xx c.S, f.S, JC, Air Combo
- CH 236SS or 236SH, 236SD, dash, Wall Loop (25 METER)
- CH 236SS or 236SH, 236K, charged 236K, 5K, Wall Loop (ASANAGI-K)
- CH 236SS or 236SH, 236SD, 236SH, c.S, 2H(1), 236SD, 236SH, hold 4, 2H(1), 6H H (50 METER)
- CH 236SS or 236SH, 236SD, 236SH, jump back, j.D(1), j.236K, charged 236K, 5K, Wall Loop (25 METER, ASANAGI-K)
- 214K Starter
- 214K xx 2P, 2H(1), 6H H
- 214K xx 2P, 2H(1), 6H xx c.S, f.S, JC, Air Combo
- TK 214K, dash f.S, JC, Air Combo
- TK 214K, 2H(1), 236SD, 236SH, Hold 4, c.S, JC, j.D(1), 236K, charged 236K, land, 5K, 2H(1), 6H H (25 Meter, ASANAGI-K)
- TK 214K, 6H H, Wall Loop (Corner Only)
- TK 214K, charged 214K, 2H(1), 6H H (ASANAGI-S)
- 236SK*, charged 214K, 2P, 2H(1), 6H H (ASANAGI-S)
- 236SK can either hit, or be canceled into "Charged 214K" early to create a mix-up.
- IAD 214K, c.S, f.S, JC, Air Combo
- IAD 214K, 236SD, 236SH, Wall Loop (25 METER)
- j.H xx 5K, 2D
- j.H xx 6P, 5H(3), 6H H
- j.D(2) xx 2H, 6H xx f.S JC Air Combo
- j.D(2) xx 2H, 236SD, 236SH, Wall Loop
- AA c.S, JC, Air Combo
- AA c.S, 2H(1), 6H xx c.S, JC, Air Combo
- AA 6P, 2H(1), 6H H
- AA 5P, 2H(1), 236SD, 236SH, c.S, f.S, JC, Air Combo
- AA 5P, 2H(1), 236SD, 236SH, jump back, j.D(1), j.236K, charged 236K, 5K, Wall Loop (25 METER, ASANAGI-K)
- Dust Combos
- 5D, SJC, j.H, JC, j.H, JC, j.H, JC, j.S, JC, j.H, 236K
- 5D, SJC, j.P, j.214K, c.S, f.S, JC, Air Combo
- 5D, SJC, FD, j.H, land, 4, c.S, 2H(1), 6H xx c.S, JC, Air Combo
- 5D, SJC, FD, j.H, land, 4, c.S, 2H(1), 236SD, Wall Loop (25 METER)
- 5D, SJC, FD, j.H, land, 4, c.S, 2H(1), 236K, charged 236K, Wall Loop (ASANAGI-K)
- Throw Starter
- Throw, j.S, JC, j.S, 623K
- Throw, SJC, j.D(2), j.214K
- Throw, SJC, j.S, j.H, 236P (Go for an Airgrab reset, or do an IAD j.623K if they don't tech)
- Throw, FRC, c.S, JC, Air Combo (25 METER)
- Air Throw, 5K, Wall Loop (Corner Only)
- Other Combos
- j.2K, RC, 6P, 5H(3), 6H H (50 METER)
- j.2K, RC, 5K, 2D (50 METER)
- IAD 623K, 5K, 2H(1), 6H xx c.S JC Air Combo
- IAD 623K, 5K, 2H(1), 236SD, 236SH, Wall Loop (25 METER)
- 236236H, dash, 2H(1), 6H xx c.S, JC, Air Combo (50 METER)
- 236236H, 236K, charged 236K, 5K, Wall Loop (50 METER, ASANAGI-K)
Jam's Wall Loop (also known as "The Loop", "6H Loop" or "Jammin") is one of her largest sources of damage, which is saying quite a bit from a character that can knock off 50-60% of an opponent's life easily without it. It is probably one of her most important threats, and helps keep your opponent scared of moves that lead into it and from getting into the corner in general.
2H (1) 6H H dash x N is the most simple loop. Using this is likely to only get a max of 2 repetitions, unless the opponent was knocked higher into the air before starting the loop. After the 3rd rep of this version, the opponent can tech out. In order to get more reps, and therefore more damage, you need to add in an attack after the 6H H. Most characters can be juggled with either a 5K, 2P, or 2S. Which move you need to use depends on which character you are fighting, how long you've been looping them, and how close they are to the ground. Note that the basic loop does not work on Sol Badguy, and so learn the specific loop against him (2H Delay 6H H dash 2K xN)
A tip: If you want to play it safe and don't trust yourself to get the full loop, end it after the second rep. You'll get knockdown or a chance to start mix up, and in most situations it's near 50% of their life anyway.
There is no "best" universal loop, as it all depends on the situation and which character you are fighting. The best advice one can offer is to get into training mode and attempt the loop from varying starting points on the field, different heights the opponent sticks to the wall at, and different characters to fight against. From there, you can get a handle on which variation to use.
Many of Jam's moves lead into the loop, but the major requirements are that the opponent be near the corner, and either be in the air or be stuck to the wall. Common openers include IAD 214K, 236S D, and Asanagi-K 236K. It is also possible to combo into it off of an AA CH 6H or an AA 2H. Note that no matter where they are on the screen, if they are in the air you can do a 2H (1) 236S D and likely loop from there.
Ending the Loop
After a successful Wall Loop, you have many options to end it. After a two-rep loop, end it with 6H H 22x to charge a card safely, and still have some time for oki. Note that depending on what you did into the loop however, they may be able to tech out, making this unsafe. With meter, you have more options. After three reps, ending in 6H H, you can use a FB Hyappo Shinshou to reset the wall stick and height, before using 2H. Hitting them out of the air with 2H pulls them away from the wall slightly, and from there you can special cancel into Mawarikomi or Choujin, and use an IAD Gekirin, 5K, or other mix up, leading into another combo near the corner. Being able to do this makes your wall loops that much more scary.
Other Tips and Advice
6H -> 6P Link
Many new players find this link to be quite hard to do, as it can be quite unforgiving at being a 3 frame link. There are two tricks to it though, one to learn, and one to preform. When learning, it is best to perform 6H and immediately hold 4, and watch for the exact moment Jam starts to walk backwards. Do this a few times so you know the timing, then perform 6H 6PP. Known as "double tapping", pressing P twice in quick succession will give you more chances to make the link. Repeat this process until you are absolutely comfortable with the link; it's one of Jam's best sources of meterless, grounded damage.
Comboing into Wall Loop from Varying Heights
Characters in Guilty Gear all have different weights that will change how fast they fall to the ground after slamming off the wall. This is important when you're comboing from a puffball or a Ryujin into a wall loop! If the character is particularly high or light, you can use 6H H to start the loop, avoiding excessive combo proration and making sure they don't get knocked out of the loop by going too high. If they're very low and you're worried about them hitting the ground, use a 2K or 5K before going to the 2H(1) 6H H. This will lower the overall damage you get and make it possible for them to tech out earlier though, so watch out! There is no real universal trick to doing the wall loop, so practice it against a variety of opponents and with different heights!
j.214K Combo Ender Followup
When aircomboing, most of the time you'll finish with a j.214K (Gekirin), which forces your opponent to tech very low to the ground. Depending on the height at which you finished your combo and where you are on screen, you can do a very easy hitconfirm or tech chase to punish your opponent's tech. From midscreen, you can run underneath them and use a 2H, or 6P as a crossunder as the long active frames will catch them after the invul of the tech wears off. Charging is also an option, but be prepared to parry or be put on the defensive if they tech towards you.
When you end the combo in the corner, you have a very simple hitconfirm. As soon as Jam lands after the j.214K, throw out a standing jab. If the jab connects, they didn't tech, and you can continue into a combo and get a bit more damage. If the jab wiffs, jump and airgrab as they're trying to tech. From an airgrab, you can 5K/6K into Wall Loop and get some meter and corner oki started. Practice this hitconfirm, it makes your corner game very scary!
Some Character Specific Notes
The largest part of character specific worries Jam has to think about are during her wall loop and after a 2D connecting. The wall loop has its own section, but as a short recap you should just mostly worry about the character's weight and hitbox. Sol is the only character that requires his own specific loop. After a 2D however, you have options depending on the character you are fighting. The most common thing to combo into (if a charged Ryujin is available) is 236SK 236K. Against most middle and heavyweight characters, it is much easier to combo into if the 2D is point blank. Lighter weight characters you can do at a full range. Chipp, however, is VERY hard to combo in this way. Millia and May are just the opposite. After a successful 2D, you can go straight into a 236K and from there combo into your charged Ryujin for maximum damage.
Faust and Potemkin can be comboed off a 2D by JCing and going into air normals. Check the Combo section for more details.
If you can hitconfirm a CH 2D, then you can combo into a Ryujin. Depending on the character, you may or may not have to Tiger Knee the Ryujin. The characters you have to TK Ryujin against: Sol, Johnny, Chipp, Jam, O-Sol, Eddie, Testament, Potemkin, Faust. The characters you do not have to TK Ryujin: Zappa, Millia, May, Slayer. Any character not listed you cannot combo in this way.
More Parrying Advice
The most basic way to learn the parrying timing is going into training mode, and practice parrying Stun Edges from Ky at different ranges. Once you get comfortable with this, you should be able to confirm a parry and go into an attack. Parrying during your wakeup is another good way to learn, inputting the parry as Jam gets up to stop a meaty attack. As you get used to parrying, you will be able to move on to parrying obvious jump-ins and overheads, which you should always do once you're comfortable with it, and parry even during opponent's frame traps and after your own blocked attacks. As an example, parrying after a blocked IAD 214K is a good way to catch a move that is a punish. Don't get careless and know your opponent though, as they could try to punish with a low.
A basic option select can be used during Jam's wakeup is to input 46H. If they attack with a meaty, you will parry the attack. If they are too close and don't do anything with grab invulnerability, they will be grabbed. Otherwise, Jam will 6H. While it is good if you see them do a mid or high as a meaty, again, don't overuse it and get caught by a meaty low, and get CH in the process.
Alternate Color Chart