GGACR/Jam Kuradoberi

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GGACR Jam Kuradoberi Nameplate.png
GGAC Jam Portrait.png

Defense Modifier: x 1.06
Guts Rating: 1
Stun Resistance: 65
Prejump: 3
Backdash Time: 13
Backdash Invincibility: 1-7
Wakeup (Face Up/Down): 53 / 50

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Colors
default P
default K
default S
default H
default D
ex P
ex K
ex S
ex H
ex D
slash P
slash K
slash S
slash H
slash D
reload P
reload K
reload S
reload H
reload D

Overview[edit]

Jam is all about rushdown.

Although she has the shortest range in the game, Jam more than makes up for it with some of the fastest moves in the game, very disgusting hitboxes, various means of being plus on block, and enormous damage output with cards. She has a variety of reversals, a parry, her puffball and various transport options let her keep the pressure on once she gets in. Stocking cards allows her to cancel her kick specials, Ryuujin, Gekirin, and Kenroukaku, into one another, as well as use powered up variations for massive damage. Jam can very quickly have the opponent's health drain into nothing.

The price she pays is that her range falls short of the rest of the entire cast, and she has trouble getting in and around projectiles and zoning. She must take risks, often taking to the air or attempting to slide under things in order to get in, lest she be pushed back out and resume the struggle all over again. Once she gets in though, Jam gets to make her opponent's life a nightmare.


GGACR Jam Kuradoberi Icon.png Jam Kuradoberi
Lore: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.
Voice:Manami Komori
Playstyle
GGACR Jam Kuradoberi Icon.png Jam Kuradoberi is all about rushdown.
Pros Cons
  • High damage potential.
  • Knocks down particularly easily with cards. Can make her DP safer with cards.
  • Well above average mobility.
  • High meter gain.
  • Parry gives her an extra defensive tool.
  • Very strong hitboxes.
  • Makes stupid faces.
  • Outranged by the entire cast.
  • No real way of dealing with strong zoning.
  • Can have difficulty getting in.
  • Fairly limited high/low mixup without Card Gekirin.
  • Poor backdash.
  • Not much for Anti-Air.

Unique Mechanics[edit]


Cards[edit]

Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties. Using the D instead of K button for the following specials results in the listed changes:
  • Ryuujin: Wallsticks instead of wallbounce. Significantly faster startup and nearly tripled active time with more startup invuln and a large hitbox.
  • Gekirin: Becomes three hits, hits crouchers much sooner, becomes untechable and knocks down.
  • Kenroukaku: Starts on frame three, hits more times, gains forward momentum, becomes untechable and knocks down.

These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen. Jam can use 22P/K/S for a card for a corresponding move, or 22D for one of each card.

Guilty Bits Character Intro


Normal Moves[edit]

[edit]
5P
GGAC Jam 5P.png
A truly kung-fu chop
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
12 Mid CSJR 3 3 4 +3

3 framer. High hitbox standing jab.

  • Typical close range string starter.
  • Plus three on block for extended pressure.
  • Whiffs on a lot of crouching characters, and some standing characters like Zappa.
  • Can catch people trying to jump out or anti-air after a parry.

[edit]
5K
GGAC Jam 5K.png
A jab but with a foot
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
12 Low SR 5 4 7 +1

Plus on block standing low. Privileged jab-equivalent kick.

  • Frame five on top of everything else.
  • Full counter hit state for the entire move's duration. Exercise caution.
  • Vital in corner loops.
  • Dependent on the matchup. Sometimes used in place of 2S.
  • Nonstandard, 6F Hitstop. Harder to react to tick-throw setups or to Dead Angle against.

Additional Frame Data: Force Prorate 80%

[edit]
c.S
GGAC Jam cS.png
Short range, elbow to the gut, for punishes
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 Mid SJR 6 8 12 -6

The usual punish starter. Situational anti-air.

  • Jam leans forward into a decently sized hitbox.
  • Generally falls out favor to 5K when in range at neutral or as a pressure starter.
  • Commonly used to confirm into f.S > TK Ryujin.
  • Often relegated to combo fodder.

[edit]
f.S
GGAC Jam fS.png
Farthest standing poke, good to keep people from running in
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 Mid SJR 6 5 10 -1

One of Jam's only farther reaching pokes. Meant for space wars.

  • Decent AA for spaced airborne opponents
  • Should always cancel this with a JC or 2D though to make it safe.
  • Combos into TK Ryujin and characters at least as tall as Millia for big damage.
  • One of Jam's best options to convert into an air combo from the ground.

[edit]
5H
GGAC Jam 5H.png
The circle of life
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
24x3 Mid SR 13 3(3)3(3)3 15 +1

The Guard Bar Generator

  • Oppressive move on contact. +1 on block.
  • Three hits means you build guard bar like made.
  • Has some upper body invul and low profiles on the last hit.
  • Third hit vacuums for mixup and pressure resets.
  • Forces crouching on hit for stronger confirms.

Oppressive normal which often leads to the very scary 6H. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure.

Additional Frame Data: Upper body invincible 22~24F, 34~36F. Low profile 25~33F. Forces opponent into crouching state on ground hit. 3rd hit pulls in opponent on hit. 1st and 2nd hits have hitstop 7F

[edit]
6P
GGAC Jam 6P.png
The close range Anti-Poke rather than Anti-Air
GGXXACPR Jam 6P-1-Hitbox.png

1st hit (Frame 7)

GGXXACPR Jam 6P-2-Hitbox.png

2nd hit (Frames 19-21)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18x2 Mid SR 7 1(10)3 12 +2

Lower than usual 6P meant for catching buttons more than jump-ins.

  • Upper body invul frames 1-20. Designed to beat other characters' farther f.Ss
  • Plus 2 on block, in case they didn't take the bait.
  • Both hits stagger on grounded CH for easier confirms
  • Gatlings from and to 2P for pressure cycles and repeated frame traps.

Typical style 6P for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a 6P is a basic strategy against Ky.

[edit]
6K
GGAC Jam 6K.png
Should normally hold 4 after a dash so you don't accidentally get this instead of 5K.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
16,26 Mid SJR 6 4(6)8 20 -14

Fairly weak normal, but forces standing on hit.

  • Good for pressure after a blocked 5H.
  • Horribly unsafe, make sure you cancel into something else.
  • First hit has nonstandard hitstop which could make useful for an early cancel.
  • Forced standing might be useful to combo into TK Ryujin or something.

Additional Frame Data: Forces opponent into standing state on ground hit. 1st hit has hitstop 6F

[edit]
6H
GGAC Jam 6H.png
Ignorance: The Movie
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 Mid SR 18 6 10 +3

Don't even read this. Just look at the fucking hitbox.

  • One of the most oppressive normals in the game, both in neutral and in pressure.
  • Can and will sometimes hit behind Jam for some reason.
  • Throw invul until startup.
  • +3 on block. Doesn't lead to True blockstrings but it is good for frame traps.
  • Low crushes with strike invincibility up to Jam's back leg, has some sparse upper body invuln.
  • Inordinate amounts of extra hitstun, especially on Counter Hit.
  • Comes with the weakess of being in CH state for the entire move, but will usually blow back through standard poking attempts like mashing 2P.
    • Slow enough that the right answer is sometimes to Slashback it, which is obviously quite risky.

Additional Frame Data: Lower body invincible (except for back leg) and throw invincible 1~18F. Above knees invincible 24~31F. Lower body invincible (except for back leg) 32~33F. Forces opponent into standing state on ground hit. Ground bounces opponent on air hit (Untechable for 32F). Hitstun 23F. Untechable for 22F. Blockstun 18F. Can cancel into 6H > H froom 19~32F. Treated as CH-state until move ends.

[edit]
6HH
GGAC Jam 6HH.png
This orb is a liar.
It's like one fifth the hitbox.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
53 Mid R 10 7 23 -11

Combo tool and Frame Trap followup to 6H.

  • Wall sticks on hit. Ratchets up the damage in wall loops.
  • Has some upper body invuln on startup.
  • Quite unsafe on block.

Additional Frame Data: Above knees invincible 1~6F. Upper body invincible on 7F. Wallsticks opponent on hit (untechable for 48F, sticks for 24F). Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku, Ryuujin (Powered Up), Gekirin (Powered Up), Kenroukaku (Powered Up). Jam is in CH state during move

[edit]
5D
GGAC Jam 5D.png
A very hard to see 5D,
makes up for its slow startup.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
16 High R 26 4 12 -2

Moderate speed 5D but with a subtle animation, especially early into its startup. Extremely safe.

  • Gatlings from every button except H/D normals.
  • Easy and damaging Impossible Dust combos.
  • Only -2 on block. Completely safe unless done point blank.

[edit]
3H
GGACR Jam 3H.png
Old #Reload 6H
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 x 2 All R 5 2(2)4 15+ 8 after landing -8
  • -8 on Block, -7 on Hit, +5 on CH. Can be spaced to be made as much as as -1 on block and ±0 on hit.
  • Airborne on the active frames makes this a decent low crusher.
  • 2nd Hit can be cancelled into a Charged Kick
  • This move in it of itself has a good mix-up when you have 50% Meter and cards. You can either do Charged Gekirin (High), RC into 5K (Low) or RC into Throw. Otherwise, somewhat mediocre.

Additional Frame Data Initial prorate 90%. Jam is in an airborne state during active frames. Jam is in crouching state during recovery. 2nd hit can be canceled into Charged Kick Specials

[edit]
2P
GGAC Jam 2P.png
Actually slower than her 5P, but still very useful.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
6 Mid CSR 4 2 4 +4

Four frame 2P which is +4 on block.

  • Passable hitbox but good speed.
  • Hits fairly high for a crouching P, can be low profiled.
  • Hits crouching as opposed to 5P.
  • Can stuff approaches due to speed if properly spaced.

Additional Frame Data: Initial prorate 90%

[edit]
2K
GGAC Jam 2K.png
This along with 2D are her farthest pokes, and this is very fast.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
8 Low CSR 5 3 9 -2

Decent crouching poke.

  • Similar to 2D in range, decent for Jam.
  • Low profiles very slightly.
  • Generally cancelled to 2D for knockdown or conversion with 236S~K.
  • Makes for an ok tick throw at -2.

Additional Frame Data: Initial Prorate 80%.

[edit]
2S
GGAC Jam 2S.png
Terrifying, particularly deadly on CH.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
26 Mid SR 6 5 9 +0

One of Jam's best poking normals.

  • Frame 6 button with deceptively far range. Hits right to past Jam's fingertips.
  • Strong hitbox, and safe on block.
  • Can stuff quite a few other buttons.
  • Staggers on hit, CH combos to FB Puffball.

Additional Frame Data: Staggers opponent on ground hit (max 39F). Initial prorate 80%.

[edit]
2H
GGAC Jam 2H.png
Probably her best AA without parrying.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20x2 Mid SR 9 4,4 25 -12

Good Anti-Air kick.

  • Mostly vertical hitbox, can work against crossups.
  • Common in early launch portions of combos.
  • Vacuums on air hit for 6H conversions.
  • Awful on whiff. Stay aware.

Additional Frame Data: Pulls in opponent on air hit (untechable for 22F).

[edit]
2D
GGAC Jam 2D.png
Extremely fast, somewhat low profile sweep.
Only slightly slower than 2K.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 Low SJRF 6 4 16 -6

Six frame sweep.

  • Extremely fast for a sweep and with great range for Jam.
  • Jump Cancellable to offset being unsafe.
  • Has an FRC right up until the first active frame, making for a terrifying pressure reset and mixup tool.
  • Combos to 236S~K, but timing is character specific.

Additional Frame Data: FRC timing: 1-6.

[edit]
j.P
GGAC Jam jP.png
Stubby.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
11 High, Air CSR 5 4 14 -

Subpar j.P. Most relegated to combo'ing j.Ss together.

  • Weak horizontal and vertical range.
  • Hitbox is entirely enclosed by the hurtbox.
  • Self-cancels at least, can be useful to drag blocking airborne opponents back down.

[edit]
j.K
GGAC Jam jK.png
Combo filler.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
14 High, Air SR 5 8 11 -

Mediocre Air-to-air.

  • Jam's farthest reaching air normal.
  • Mostly used as combo filler into j.D.

[edit]
j.S
GGAC Jam jS.png
Are they above you? They lose.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
28 High, Air SJR 4 5 9 -

One of the strongest rising air-to-airs in the game.

  • Frame 4 with a disjointed hitbox above Jam. Has some head invincibility.
  • Combos both too and from j.P for hit confirmation.
  • Floats somewhat on hit with nonstandard hitstun for bigger conversions.
  • Little horizontal range, so ensure that you're close to them first.

Additional Frame Data: Floats opponent on hit (untechable for 16F)

[edit]
j.H
GGAC Jam jH.png
Jamcopter
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
35 High, Air SR 7 10 16 -

Hits all around for crossups.

  • Large active window.
  • Confirms to 5F normals on air-to-ground.
  • Combos to Ryujin on air hit.
  • Easily punished on IB if done from an IAD, can hitconfirm into j2K on block for pushback/safety.

[edit]
j.D
GGAC Jam jD.png
Great on CH,
decent air-to-air poke.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
16,28 High, Air SR 7 3(4)6 16+4 after landing -

Thicc scary air kicks.

  • Fairly disjointed on the first hit, very disjointed on the second.
  • Mostly used in combos for Gekirin conversions.
  • Huge on Counter Hit.

Additional Frame Data: 2nd hit floats opponent on hit (untechable for 24F). 2nd hit wallbounces opponent on CH (untechable for 60F).


Universal Mechanics[edit]

[edit]
Throw
GGAC Jam throw.png
"Ohohohohoho!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 43 pixels RF - - - -

Average throw but with free followups.

  • Generally leads to a super jump combo with a short air string or free Gekirin reset.
  • FRC leads to simpler and easier combo setups with a more lenient proration than most throws.
  • Throw itself deals no damage when FRC'd.

[edit]
Air Throw
GGAC Jam airThrow.png
Thigh neck-snap go!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 88 pixels - - - - -

8 figure leg lock but in air. Leads to knockdown plus oki or cards

  • Leads to a full, but prorated wall loop combo in the corner.

[edit]
Dead Angle Attack
GGAC Jam 2S.png
Has the same animation as her 2S, only always knocks down.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20 All R 13 6 16 -8

Typical Dead Angle but with 2S's good hitbox.

  • Always knocks down on hit


Special Moves[edit]

[edit]
Breath of Asanagi
22K, S, or H
GGAC Jam 22K.png
The animation is the same no matter what button you press.
GGAC Jam 22KIcons.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
- - - - - Total: 53 -
  • A big corner stone of Jam's game. If you don't have meter for 22D or want it to save it for something later, this is the way to go move after a knockdown.
  • Most characters will want to Play the Zoning and keep away game against Jam. If they are playing too passive against you, charging cards fullscreen not only will grant you cards, but try to stop you, and Jam wants their opponents as close as possible.
  • Rule of thumb: if you don't have any charged cards already, you'll want to priotize Charged Ryuujin over Charged Kenroukaku, Charged Gekirin being the least important.

Additional Frame Data Jam gets a charge on 53F. Can store up to 3 charges for each special. K for Ryuujin, S for Gekirin, H for Kenroukaku

[edit]

DISCLAIMER: Ryuujin, Gekirin and Kenroukaku all have different effects when done as part of an IAD, and all charged kicks can be comboed from their normal version, charged version and Force Break Hyappo Shinshou (236S>D), so whenever this guide mentions it, we assume you read this


Ryuujin
236K/236D air OK
GGAC Jam 236K.png
"WHOOOOTCHAAAAA~!"
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Normal 50 All R 17 6 25+11 Landing -23
  • Mostly overshadowed by the TK version of Ryuujin. Worse damage and frame data, although some combos, mostly max f.S > TK Ryuujin will fail where Ground Ryuujin succeeds.
  • Very Shitty Reversal, but you could technically get a CH punish out of it, and CH Ryuujin is pretty good

Additional Frame Data Strike invincible 1~4F. Low profile 7~8F. Jam is airborne from 9F onwards. Wallbounces opponent on hit (untechable for 36F)

Aerial 52 All R 9 6 11 Landing -
  • TK Ryuujin is a force to be reckoned with. A mainstay in Jam's combo game in conjuction of Powered Ryuujin
  • Using TK Ryuujin sparringly is a good way to maneuver around the field.
  • IAD Ryuujin stops Jam on her track, turning Aerial Ryuujin in a lingering hitbox meant to stop Anti Air and Air to Air attempts. This is horribly unsafe on whiff, but it's useful to keep in mind.

Additional Frame Data Floats opponent on normal hit (untechable for 36F). Has a minimum height requirement.

Powered Up 66 All R 11 16 17 Landing -
  • Powered Ryuujin is one of Jam's most important moves. Great damage and combo potential. Learn to love this move.

Additional Frame Data Initial prorate 80%. Strike invincible 1~9F. Jam is airborne from 1F onwards. Wallsticks opponent on hit (untechable for 70F, sticks for 35F). Consumes one charge stock on 1F.

[edit]
Gekirin
214K/214D air OK
GGAC Jam 214K.png
A flaming axe kick. Very useful.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Normal 42 High, Air R 19 13 3+10 Landing -9
  • Unlike Grounded Ryuujin, there is no reason to pass the benefits of TK Gekirin. Simply ignore this.

Additional Frame Data Jam is airborne from 4F onwards. Floats opponent on hit (untechable on ground hit for 28F). Startup to hit a crouching opponent is 21F (tested on Sol)

Aerial 38 High, Air R 17 13 10 Landing -
  • TK Gekirin has two main differences over grounded Gekirin. It's 1f airborne and it Groundbounces on hit, making it the preferred combo starter.

IAD Gekirin will make Jam plummet down instead of making an arc. Depending on how you time it, you can get an ambigous Cross-up Additional Frame Data Groundbounces opponent on hit (untechable for 35F). Has a minimum height requirement

Powered Up 21x2 High, Air R 12 3,4,7 12 Landing -
  • This Version is both a faster overhead and a better combo tool (with cards)

Additional Frame Data Jam is airborne from 1F onwards. Floats opponent on hit (untechable for 60F). Uses up a charge stock on 1F. Charged Gekirin canceled from point blank 2D has startup 18F to hit a crouching opponent (tested on Sol)

[edit]
Kenroukaku
623K/623D air OK
GGAC Jam 623K.png
Rising Tackle, aru.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Normal 14x4 Mid R 7 4,4,5,10 21+6 Landing -36
  • Jam's reversal and sometimes anti air.
  • 623K > 623D turns this move from an annoying reversal to a downright nasty punish to meaties.

Additional Frame Data Strike invincible 1~10F. Jam is airborne from 3F onwards. Floats opponent on hit (untechable for 22F). Hitstop 6F. Dizzy modifier x0.375.

Aerial 12x3 All R 5 4,4,5,10 6 Landing -
  • Not very good on it's own aside from combos. You are probably looking for the IAD version
  • IAD Kenroukaku, Just Like IAD Gekirin, sends Jam downwards instead of upwards. Although the invincibility period is small, it may just be enough to beat some weaker grounded anti airs

Additional Frame Data Strike invincible 2~3F. Floats opponent on hit (untechable for 22F). Hitstop 6F. Dizzy modifier x0.375. Has a minimum height requirement

Powered Up 15x6, 24 Allx6, HLF R 3 2x5,3,13 11 Landing -
  • LOOK AT THAT INVINCIBILITY! This move eats meaties and abares for breakfast. Makes VV proud.
  • This is also a very big part of Jam's Aerial Combo game. Overall really Solid.

Additional Frame Data Initial prorate 80%. Strike invincible 1~17F. Jam is airborne from 1F onwards. Floats opponent on hit (untechable for 90F). Hitstop 6F. Dizzy modifier x0.25. Uses up a charge stock on frame 1

[edit]
Bakushuu
236S
GGAC Jam 236S.png
Makes up 50% of Jam's neutral.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
- - - - - Total 46 -
  • Bakushuu on it's own is Jam's way to approach quickly and safely through ground projectiles and some mids like Ky's f.S.
  • Bakushuu has 6 different follow-ups, P (Avoid) , K (Low), S (Puffball), H (Dash Twice then Puffball/Cross-up Puffball), D (Puffball), and 236P (Flip).

Additional Frame Data Above feet invincible 8~23F. Low profile 24~31F. Jam is in CH state until end of move. Can cancel into followups 6~24F

[edit]
Mawarikomi
236S~P
GGAC Jam 236SP.png
"Over here!"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
- - - - - Total 26 -
  • Extends Jam's invincibility period after Bakushuu. Great against attacks with a lot of active frames like Justice's f.S, which are the biggest counter measure against Puffball.
  • If close to the opponent, Jam will pass through. Doing this after blockstrings is a gimmicky yet useful way to mix things up.

Additional Frame Data Strike invinicible 1~4F. Above feet invincible 2~15F, 21~26F. Can pass through opponent 2~14F.

[edit]
Ashibarai
236S~K
GGAC Jam 236SK.png
Ghetto Grand Viper, sometimes worth it to get out of anti-puffball pokes.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 Low R 10 8 22 -16
  • Only way to hit low out of Bakushuu.
  • Knockdowns on hit and cancels into 22X, making it most of the time the most optimal way to end ground combos.

Additional Frame Data Low profile 10~31F. Knockdowns on hit. Jam is in CH state during move. Can cancel into followups (Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku) 3~38F

[edit]
Hyappo Shinshou
236S~S
GGAC Jam 236SS.png
The infamous Puffball.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
50 Mid R 18 3 15 +1
  • Chinese Pilebunker
  • This move is absolutely stupid. +1 on Block, Wall bounces on CH, has a stupid large hitbox, and Jam can mix it up with her other options out of Bakushuu. Opponents will pull their hair out trying to deal with this move.

Additional Frame Data Floats opponent on normal hit (untechable for 26F). Wall bounces opponent on CH (untechable for 64F). Initial prorate 75%

[edit]
Senri Shinshou
236S~H
GGAC Jam 236SS.png
Art of Deception, Aru.
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Normal 50 Mid RF 24 3 12 +4
  • Jam will dash twice when doing this move. If you are far away, this version will come out.
  • It has some added benefits when compared to normal Puffball:
    • It's +4 on block
    • It will always wallbounce, be it a normal hit or a Counter hit.
    • Has an FRC point at 21~24f, to do a throw on whiff and get better combos if done at the 24th frame to get a better conversion on hit.
  • This move is gimmicky as old hell and keen players will stop you on your tracks if you abuse it, so make sure you don't rely on it to close the gap too much.

Additional Frame Data Low profile 14~19F. Wallbounces opponent on hit (untechable for 40F). Dizzy modifier x1.375. Initial prorate 75%. Can pass through opponent 2~11F. If Jam passes through opponent, she performs Senri Shinshou (Crossup) instead.

Crossup 50 Mid R 29~ 3 15 +1
  • If Jam is close to the opponent, this version comes out.
  • It's generally a worse Puffball, except for one thing, the Dizzy Modifier is astonishingly high, and Jam's IK being one of the best in the game, any dizzy usually turns into a death scenario. Risky, but has its uses.

Additional Frame Data Low profile for 6F while Jam reverses direction. Wallbounces opponent on hit (untechable for 32F). Dizzy modifier x1.5. Initial prorate 75%. Startup varies depending on distance from opponent.

[edit]
Hochifu
46
GGAC Jam Parry.png
A green flash will appear when you successfully parry an attack.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
- - - - - - -

Parry. See this section for more details.

[edit]
Houeikyaku
j.2K
GGAC Jam j2K.png
First Terry's Rising Tackle and now Twins' divekick. Jam has no shame.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
16,10xN High, Air R 10 until landing 6 after landing +8
  • The Divekick.
  • Weirdly enough, this is safer on block than on hit. Make sure to RC it.
  • This stalls air time, so it beats cleanly some anti airs.
  • When TK'd, this is technically Jam's Fastest overhead that hits a crouching opponent. It's no Gekirin in terms of reward, but it's a good game ender.

Additional Frame Data Hitstop 5F. 1st hit has initial prorate 80%. Has a minimum height requirement. 2nd hit will only trigger if the 1st hit hits opponent (not block or whiff). Listed Frame Adv is for TK Houeikyaku performed as fast as possible (startup 14F)

[edit]
Choujin
236P, j.236P
GGAC Jam 236P.png
Flip!
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Ground - - F - - Total: 41+2 after landing -
  • You can do it on its own or After a Bakushuu, this being the only way to deal with sliding moves like Grand Viper, Robo-Ky's 2K, etc...
  • Normally, it travels diagonally up, with a bigger emphasis on verticality.
  • This can be changed however with its FRC point at 1~3f, sending Jam horinzotally. Intended for cross-ups. This can be considered the only way to Attack high from a Bakushuu.

Additional Frame Data Jam is airborne from 1F onwards. Feet invincible from 6F onwards. Can pass through opponent 1~17F. Jam is in CH state 1~5F. Auto Jump Installs. Can perform any action other than blocking or FD from 20F onwards

Aerial - - F - - 2 Landing -
  • Aerial Flip gives a bigger emphasis on horizontal movement. Great for avoiding certain moves.
  • IAD Choujin sends her straight down. Just like IAD Gekirin and Kenroukaku, great for cross-ups (If you haven't noticed yet, Cross-ups are Jam's thing).
  • Has an FRC point at 1~3f, but it isn't really used.

Additional Frame Data Jam can pass through opponent and in CH state. from 1~18F. Cannot be used after a double jump. Can perform any action other than blocking or FD from 22F onwards.


Force Breaks[edit]

[edit]
FB Breath of Asanagi
22D,
GGAC Jam 22K.png
Same animation as 22X, only with a force break flash.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
- - - - - Total: 50 -
  • Generates a card for all three kicks.
  • This is THE best use of meter for Jam. Basically every time you get a knockdown and have 25% tension to spend, you'll use this.

Additional Frame Data Charge completes on Frame 5

[edit]
Hyappo Shinshou
236S~D
GGAC Jam 236SS.png
Everyone fears this.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
65 Mid R 14 3 15 +1
  • Pilebunker 2.0
  • This version of the Puffball can cancel into 22X and any charged kicks. If you got a CH from this move, you are allowed to grin maliciously
  • With It being invincible from the 3rd Frame onwards, and being +1 on block, not only does this make for a great Horizontal DP, but a safe one at that. Great move.

Additional Frame Data Low profile on 2F. Strike invincible 3~14F. Untechable for 28F Dizzy modifier x1.25. Initial prorate 85%. Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks


Overdrives[edit]

[edit]
Renhoukyaku
632146H
GGAC Jam 632146H.png
Bigger, Super Puffball.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18x9 All - 10+0 32 9 +1

Super Spirit Bomb Go.

  • Massive ki ball with startup invun, multiple hits, and vacuum, which leaves Jam at +1 to run a frametrap or mixup if they're scared.
  • Freezes opponent's inputs from the flash until the 2nd active frame.
    • Them not blocking beforehand means you get the hit, as long as Jam isn't sticking her face into a hitbox.
  • Hits a large area and can be difficult to avoid.
  • Will not cost tension if Jam is hit before the superflash.
  • Works as a decent pressure reset and just to let Jam resume her blockstrings/mix.

Additional Frame Data: Strike invincible 1~10F. Floats opponent on hit (untechable for 28F). Pulls in opponent on hit or block. Hitstop 0F. Opponent's inputs are frozen after superflash until 2nd active frame. 9th hit [Untranslated].

[edit]
Choukyaku Hououshou
632146S
GGAC Jam 632146S.png
Martial Arts Multi-Hit style super but with screen freeze
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
20,9x10,40,80 Mid R 7+0 21 24 -26

Jam's actual reversal super.

  • Invincible into the first active frame, goes active on 7 instead of 10.
  • Also freezes opponent's inputs after the flash.
  • Leaps forward about a third of the screen, hitting backdashes or opponents committed to a move with an extended hurtbox if farther away.
  • Only does one hit on block, but connects into an animation with every hit if it connects.
  • It's quite possible for the opponent to fall out on air hit. Be prepared to RC if you have the meter.

Additional Frame Data: Strike invincible 1~8F. Feet invincible 9~29F. Low profile 30~40F. 12th~13th hits float opponent. 2nd~11th hits have hitstop 6F. 13th hit has dizzy modifier x0.25; all others have dizzy modifier x0. Untechable times: 1st hit: 18F, hits 2nd-11th hits: 40F, 12th hit: 80F, 13th hit: 114F. Opponent's inputs are frozen after superflash until 2nd active frame.

[edit]
Geki: Saishinhou
236236H
GGAC Jam 236236H.png
Sadly, the flame pillar
doesn't have a hitbox.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
50,70 Mid RF 1+2 3,3 36 -20

Jam's third reversal super.

  • Three frame large grounded uppercut animation. Has strike invincibility during its entire active window.
  • Launches on hit for a full conversion with a 75% prorate.
  • Comes with an FRC point on the first hit for safety.
    • This FRC comes with the added bonus of 150% proration and stagger for big grounded followup damage.
  • Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.

Additional Frame Data: Strike invincible 1~8F. 1st hit staggers opponent on hit (max 35F). 2nd hit floats opponent. Both hits are untechable on air hit for 90F. 1st hit initial prorate 150%. 2nd hit forced prorate 75%. FRC timing 3~4F.

[edit]
Tousai Hyakuretsuken
64641236P+K
GGAC Jam 64641236PK.png
You're already dead.
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
1x100 All - 5+2 14 27 -22

Jam's inner North Star.

  • Deals 100 points of damage, regardless of guts, defense or any proration. Very useful to confirm into to make sure that they're dead.
  • Also a reversal, but for the expense you should probably never be doing it over any other super.
  • Only does one hit on block, but connects into an animation with every hit if it connects.

Additional Frame Data: Strike invincible 1~6F Feet invincible 36~51F. Low profile 52~67F. Knocks down opponent on hit. 2nd hit onwards only happen if the 1st hit hits opponoent (not block or whiff). Costs 100% Tension.


Instant Kill[edit]

Gasenkotsu
In IK mode: 236236H
GGAC Jam IK.png
TEN! JOU! TEN! KA! YUI! KA! DOKU! SON!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Fatal All - 11+6 12 22 -15
  • One of the fastest IKs in the game in both prep time and startup, second probably only to Ky. Coupled with its fast travel and Jam's huge damage output, you can reliably react to a dizzy and just do it.

Additional Frame Data IK Mode preparation: 54F. Strike invincible 12~16F


Roadmap[edit]

54% complete
Page Status Completion Score
Overview TODO: Special Move Descriptions. Special Move Hitboxes. Hurtboxes. Update, Expand, and Reformat. 12/26
Combos TODO: Link Forum Thread. Build 0/10
Okizeme TODO: Create 0/10
Strategy TODO: Very barebones. Expand and Reformat 1/12
Frame Data Cross Check 41/42

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Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGACR/Jam Kuradoberi/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear XX Accent Core Plus Re
Click [★] for character's frame data
System Explanations

HUDControlsFrame Data & System Data


Movement/CancelingOffenseDefenseDamage/Combo SystemTension/Burst GaugeMisc