Overview
Jam is a highly mobile, offense-oriented rushdown character who excels at up-close pressure and dealing heavy damage off openings.
Jam's defining mechanic is her cards. By using Breath of AsanagiGuard-Startup-RecoveryTotal 53Advantage-, Jam can charge up a card corresponding to one of three kick specials. These specials are Ryujin
GuardAllStartup17Recovery25+11 after landingAdvantage-23, a screen-crossing flying kick, Kenroukaku
GuardMidStartup7Recovery21+6 after landingAdvantage-36, a dpDragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., and Gekirin
GuardHigh/AirStartup19Recovery3+10 after landingAdvantage-9, an overhead kick. By spending one corresponding card, Jam can input the move with the D button to perform an empowered version of said move with a variety of improved properties. All three kick specials can be cancelled into enhanced kick specials, allowing for significant damage and corner carry. Jam's card specials unlock Jam's most damaging conversions and improve her gameplan drastically overall, making Jam a much more powerful character when she builds them.
Jam's normals generally lack range, but are very fast and typically advantageous on block, as well as most hits leading to high damage with the right cards. Jam also has a powerful command dashGuard-Startup-RecoveryTotal 46Advantage- and various command movement options to maintain pressure once within range. Her command dash also has four unique followups, each with their own use in neutral and pressure, making it a versatile part of Jam's kit. Jam also has very fast and rewarding abareAn attack during the opponent's pressure, intended to interrupt it. options and a a parryAn attack or mechanic that allows the defender to brush aside an incoming hit and recover more or less instantly. in addition to Kenroukaku, giving her strong and versatile defensive options.
However, due to her overall poor reach, Jam struggles with contesting zoning or approaching the opponent She will generally need to rely on mobility to control space, since she lacks a strong long-ranged pokeAn attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. or other common ranged options. She commonly needs to take risks to approach the opponent, utilizing advancing options such as Ryujin or her fast airdash to close the distance and avoid the opponent.

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Damage Received Mod |
x1.06 |
Guts Rating |
3/5 |
Gravity Mod |
x1.1 |
Stun Resistance |
65 |
Prejump |
3F |
Backdash |
13F (1~7F Strike Invuln) |
Wakeup Timing |
28F (Face Up)/ 25F (Face Down) |
Number of Jumps: |
2 |
Number of Air Dashes: |
1 |
Fastest Attack |
5P (3F) |
Reversals |
623K/D (7F/3F) 546 (Catch High 1~8F) 632146S (7F) 236236H (3F) |
Jam Kuradoberi is a mobile and versatile rushdown character who can empower her Kick Specials with Cards to make them incredibly deadly and excels at close range.
- High Damage With Cards: With cards, Jam can easily deal 50% health combos off of even stray hits. Her carded combos also carry the opponent to the corner, and all four of her supers can be used to end a combo with a powerful finisher.
- Strong Pressure: Some moves are difficult to contest once Jam gets in range, and her command dash has four follow-ups that each have purpose in mixups, gap closing, and pressure resets. Her 6H is highly advantageous and invulnerable to throws, making it a powerful pressure tool.
- Good Knockdowns With Cards: Jam can consistently knock the opponent down with cards, and can replenish her resources and re-establish threat afterwards.
- Great Mobility: A fast dash and airdash let Jam move around the screen very quickly. Her air normals and tricky to whiff punish specials can make contesting her difficult.
- High Tension Pulse: As Jam is always moving forward and uses her specials to control space, she has very high Tension gain. Her meter can be spent for use in mixups, pressure, generating cards, or damage output.
- Defensive Options: Has two 3 frame reversals. Her Parry is a strong tool which removes any blockstun on success and allows Jam to break out of pressure in ways others cannot.
- Limited Range: Jam is outranged by the entire cast, which can make getting in or controlling neutral difficult.
- Weak to Zoning: With no projectile nor means of dealing with them, Jam has no direct way to deal with strong zoning. Successfully using her dash, airdash, and Ryujin are key to approaching, but all come with their own risks.
- Needs Resources for Mixups: Jam has limited meterless high/low mixup without enhanced Gekirin or meter to spend on RC. Her strike/throw mixups are strong, but her throw has poor reward without cards or its FRC.
- Mediocre Anti-Air: 6P isn't a great anti-air. Hochifu
Guard-Startup-Recovery-Advantage- is a strong and rewarding option you can OS with 6P, but it can be exploited as well. Jam must sometimes rely on rising air normals, her air throw, or Kenroukaku to deal with opponents approaching by the air.
Unique Mechanics
Cards
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: Startup reduced from 17f to 11f. Strike invulnerability from 1-9f, increased from 1-4f. Sticks the opponent to the wall instead of bouncing them off it.
- Gekirin: Startup reduced from 19f to 12f. Hits crouching opponents on 18f instead of 21f. Has three hits instead of one. Becomes untechable, meaning it will always knock down.
- Kenroukaku: Startup reduced from 7f to 3f. Hits 7 times instead of 4. Gains additional forward momentum. Becomes untechable.
These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen. Jam can use Breath of Asanagi to gain one card for one special, with 22K giving a card for Ryujin, 22S giving one for Gekirin, 22H giving one for Kenroukaku. The FB version gives Jam one card for all three specials.
Starter Guide
Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
Normal Moves
5P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | Mid | 3 | 3 | 4 | +3 |
Standing jab with remarkable startup and a high hitbox. Typical way to start pressure up-close due to its speed, gatling options, and advantage on block. Whiffs on a lot of crouching characters, and some standing characters like Zappa. Can catch people trying to jump out of pressure, or be used to quickly anti-air after a parry.
Will 5P Whiff On Your Character? | ||
---|---|---|
Character | When 5P Will Whiff | |
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Crouching | |
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Crouching | |
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Crouching | |
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Crouching | |
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Crouching | |
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Dizzy bobs up and down during her crouch animation; at certain points, 5P whiffs.
It will never hit her crouching guard. | |
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Crouching | |
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Faust bobs up and down during his standing animation; at certain points, 5P whiffs.
It will always hit his standing guard, and it will always whiff on his crouch. | |
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I-no bobs up and down during her crouch animation; at certain points, 5P whiffs.
It will always hit her crouching guard. | |
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Crouching | |
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Johnny bobs up and down during his crouch animation; at certain points, 5P whiffs.
It will always hit his crouching guard. | |
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Never | |
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Always | |
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Crouching | |
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Crouching | |
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Crouching | |
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Crouching | |
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Never | |
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Crouching | |
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Slayer bobs up and down during his crouch animation; at certain points, 5P whiffs.
It will never hit his crouching guard. | |
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Crouching | |
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Will whiff on crouching, but will hit their crouching guard. | |
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Crouching | |
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Will whiff on standing, but will hit his standing guard.
Whiffs on crouching regardless. |
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 3 | 8 | 1 |
5K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
12 | Low | 5 | 4 | 7 | +1 |
Fast, plus on block standing low. Useful in pressure due to the aforementioned properties in addition to its nonstandard 6F hitstop, which makes tick throws harder to react to. Also a common piece of combo filler in corner loops, and can be used in neutral similarly to 2S depending on the matchup.
- Full counter hit state for the entire move's duration. Exercise caution.
Gatling Options: 2P, 6P, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 80% | 5 | 7 | 2 |
- Jam is in CH state during move
c.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 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.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
f.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30 | Mid | 6 | 5 | 10 | -1 |
One of Jam's only farther reaching pokes. Meant for space wars.
- Decent AA for spaced airborne opponents.
- Often cancelled into a jump or 2D to extend pressure or put a low in a blockstring.
- 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.
Gatling Options: 2S, 5H, 2H, 6H, 3H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 7 | 3 |
5H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
24×3 | Mid | 13 | 3(3)3(3)3 | 15 | +1 | 22~24F, 34~36F Upper Body 25~33F Low Profile |
Pressure extraordinaire.
- Oppressive move on contact. +1 on block, and three hits means you build guard bar like mad.
- Has some upper body invulnerability and low profiles on the last hit.
- Third hit vacuums, keeping Jam in range for mixups and pressure resets off the slight frame advantage.
- Forces crouching on hit for stronger confirms.
- Gatlings into long-range, jump-cancellable 6K and f.S, valuable reverse gatlings that provides versatility in Jam's blockstrings for ambiguous pressure resets.
- Miserable on whiff, and if pushed out with FD before the third hit connects and vacuums, Jam is -7. Be wary of spacing.
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. In neutral, this move can be used to confirm into 6H to begin one of Jam's Card Ryujin combos, but be warned that it can push your opponent away from you at far ranges. Thus, try confirming into 6H early into the move's active frames to ensure that you can begin the combo.
Gatling Options: 6K, f.S, 6H, 3H
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 14×2,20 | 6×3 | 4×2, 5 |
- 3rd hit pulls in opponent on hit
5D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
16 | High | 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.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8 | 20 | 3 |
6P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
18×2 | Mid | 7 | 1(10)3 | 12 | +2 | 1~7F Above Knees 8~20F Upper Body |
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.
Gatling Options: 2P, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 90% | 10, 14 | 7, 6 | 3, 4 |
- Staggers on ground CH (Max 37F for both hits)
6K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
16, 26 | Mid | 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. Both hits are jump cancelable.
- 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.
- Notable for huge frame advantage for Jam after 6K(1) > 2D FRC. If FRC'd on the first frame, Jam is around +9 on normal block.
Mainly used as a blockstring option to gatling out of 5H and back to the beginning of the gatling ladder to continue pressure, 6K has value in an open gatling table that allows reverse gatlings and pressure resets. Can cancel into 2K or 2D for a low late into a blockstring, 2P for plus frames on block, or even on whiff to make 6K safe at longer ranges. Can be jump canceled for safety, to enable TK Gekirin, or IAD pressure resets. Long-range means it's likely to be in range after a blocked 5H(3). A utility normal that finds no real place in combos.
Gatling Options: 2P, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10×2 | 7×2 | 3 |
6H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Mid | 18 | 6 | 10 | +3 | 1~18F, 32~33F Lower Body 1~18F Throw 24~31F Above Knees |
A powerful explosive-force-stomp-plus-palm strike. Don't even read this. Just look at the hitbox.
- One of the most oppressive normals in the game, both in neutral and in pressure.
- Will sometimes hit behind Jam for some reason.
- Throw invul through entire startup.
- Has a custom amount of blockstun and hitstun making it +3 on block and +8 on hit and even more on CH
- The hurtbox on Jam's lower body shrinks to her back leg, letting this move beat some low strikes.
- In CH state for the entire move, but will usually blow back through standard poking attempts like mashing 2P.
- Slow enough that it can be Slashbacked if your opponent is sharp enough and looking for it. Don't get too predictable.
Gatling Options: 6HH
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 10 | 6 | 4 |
- Lower Body invincible still has back leg vulnerable
- Can cancel into 6HH from 19~32F
- Jam is in CH state during move
- Custom blockstun and hitstun
6HH
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
53 | Mid | 10 | 7 | 23 | -11 | 1~6F Above Knees 7~7F Upper Body |
Used in wall loops to rack up damage, but it also has some use as a frametrap since it can be delayed quite a lot from 6H.
Quite unsafe on block and in CH state all the way through recovery, however the knockback can make it awkward to punish.
- Has some upper body invuln on startup.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 6 | 5 |
- Can cancel into (FB) Breath of Asanagi and Charged Kick Specials
- Jam is in CH state during move
3H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30×2 | All | 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 high profile move.
- 2nd Hit can be cancelled into a Carded kick.
- This move in it of itself has a good mix-up when you have 50% Meter and/or cards. You can either do Carded Gekirin or RC into j.S (High), RC into delayed land 5K (Low), or RC into Throw. Otherwise, somewhat mediocre.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 90% | 20×2 | 6×2 | 5 |
- Jam is airborne during active frames
- Jam is in crouching state during recovery
- 2nd hit can be canceled into Charged Kick Specials
- Auto Jump Install
2P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
6 | Mid | 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 opponents, as opposed to 5P.
- Can stuff approaches due to speed if properly spaced.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 90% | 3 | 8 | 1 |
2K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
8 | Low | 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.
Gatling Options: 6P, 5K, 2K, 6K, c.S, f.S, 2S, 2H, 6H, 3H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 80% | 3 | 8 | 1 |
2S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
26 | Mid | 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 CH, combos into FB Puffball.
Gatling Options: 5K, 2K, 5H, 2H, 6H, 3H, 5D, 2D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 80% | 10 | 7 | 3 |
- Staggers on ground CH (max 35F)
2H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20×2 | Mid | 9 | 4,4 | 25 | -12 |
Questionable Anti-Air kick.
- Predictive anti-air.
- 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.
Gatling Options: 6H, 3H
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 14×2 | 6×2 | 4 |
- Pulls in opponent on air hit
2D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | Low | 6 | 4 | 16 | -6 |
Extremely fast sweep with great range for Jam. Valuable poke in neutral, combo filler to confirm into carded Ryuujin on most of the cast, and is jump cancelable to enable pressure resets.
Notable for having an FRC window starting frame 1, which means Jam can effectively FRC any normal that can gatling into 2D. Used this way, Jam gets huge frame advantage off of blocked normals, specifically 6K(1), 6P, and f.S. Because the window starts frame 1 and lasts 6 frames, it's easy to execute and allows pressure resets from any situation.
- Combos to 236S~K, but timing is character specific.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
1~6F | 8 | 7 | 3 |
j.P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
11 | High/Air | 5 | 4 | 14 |
Subpar j.P. Mostly 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.
Gatling Options: j.P, j.K, j.S, j.H, j.D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 3 | 8 | 1 |
j.K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
14 | High/Air | 5 | 8 | 11 |
Jam's farthest reaching air normal. Mediocre air-to-air.
- Mostly used as combo filler into j.D.
Gatling Options: j.P, j.S, j.H, j.D
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 3 | 8 | 1 |
j.S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
28 | High/Air | 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 to 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.
Gatling Options: j.P, j.H
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8 | 7 | 3 |
j.H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
35 | High/Air | 7 | 10 | 16 |
Hits all around for crossups.
- Large active window.
- Combos to Ryujin on air hit.
- Easily punished on IB if done from an IAD, can hitconfirm into j.2K on block for pushback/safety.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8 | 7 | 3 |
j.D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
16, 28 | High/Air | 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.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8×2 | 7×2 | 3 |
- 2nd hit wallbounces on CH (untechable for 60F)
Universal Mechanics
Ground Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
42 | 43 pixels |
Average throw but with free followups. Gives a short superjump combo, but no knockdown without meter or cards.
With FRC and/or cards, throw becomes a terrifying damage threat for Jam, leading to full 2H > 6H wall-loop conversions and a hard knockdown. Due to Jam's strength as a strike/throw character, throw FRC is her most important FRC to learn, as the threat of it leads to more value from her numerous frametraps. As a visual cue for the FRC window, the window appears when Jam has fully retracted her legs in her animation, as she's about to kick her opponent.
- CH grants same followups as FRC, but more prorated.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
43~44F | Forced 50% | 6×2 |
- Forced prorate becomes 70% if throw is FRC'd
- Jam has 17F to hit the opponent after the throw, 16F if FRC'd
- When FRC'd, throw does 0 damage
Air Throw
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
60 | 88 pixels |
Leads to knockdown plus oki or cards. Gives a full, but prorated wall loop combo in the corner.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | Forced 50% | 6, 7 |
Dead Angle Attack
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20 | All | 13 | 6 | 16 | -8 | 1~18F All 19~27F Throw |
Typical Dead Angle but with 2S's good hitbox.
- Always knocks down on hit
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 50% | 10 | 7 | 3 |
- Jam is in crouching state during move
Special Moves
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
Breath of Asanagi
22K or 22S or 22H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 53 |
Jam's unique power-up move, providing her the icon cards needed to expend for enhanced specials per card.
- 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 will not only grant you cards, but also make them 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.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A |
- Jam gets a charge on 53F
- Can store up to 3 charges for each special
- K for Ryuujin, S for Gekirin, H for Kenroukaku
Ryuujin
236K or 236D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236K | 50 | All | 17 | 6 | 25+11 after landing | -23 | 1~4F Strike 7~8F Low Profile |
j.236K | 52 | All | 9 | 6 | Until landing+11 | ||
236D | 66 | All | 11 | 16 | Until landing+17 | 1~9F Strike |
Please note all version of Ryuujin hitboxes are not that great. Even though there is disjoint, you are moving forward very fast and will put the hurtbox in harms way. A lot of moves will beat them, and most can crouch under the entire duration. Yolo Ryuujin at your own risk.
236K
Conversion and punish tool.
- 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
j.236K
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.
236D
Powered Ryuujin is one of Jam's most important moves. Learn to love this move.
- Does good damage and wallsplats from anywhere on the screen, enabling easy combos. Depending on how high the wallsplat is, tension/cards may have to be used, but generally you can get free continuations.
- Having a stocked Ryuujin card will force opponents to play on point, as this makes a speedy and debilitating whiff punish.
- Strike invuln makes it an extremely rewarding, though very predictable and punishable, reversal option.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
236K | N/A | 20 | 6 | 5 | |
j.236K | N/A | 20 | 6 | 5 | |
236D | N/A | 80% | 20 | 10 | 5 |
236K:
- Jam is airborne from 9F onwards
- See note ※1
j.236K:
- See note ※1
236D:
- Jam is airborne from 1F onwards
- Recovery for ground version is 12+17
- 5F less wallstick on CH
- Uses up one charge stock on 1F
- See note ※1
Gekirin
214K or 214D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
214K | 42 | High/Air | 19 | 13 | 3+10 after landing | -9 | |
j.214K | 38 | High/Air | 17 | 13 | Until landing+10 | ||
214D | 21×3 | High/Air | 12 | 3,4,7 | Until landing+12 |
214K
On paper, an off the ground 19f overhead sounds awesome. However, grounded Gekirin goes high in the air, goes active in the air, and then has to fall down, similar to the woes of Greed Sever. It's dubious as to whether you can even really get a good combo off this - ignore it and go straight for TK Gekirin.
j.214K
Air version that is slightly faster and overall better. Still props Jam up when activated. Highly useful as a neutral tool, as IABD Gekirin is a relatively safe way to put a hitbox on screen and can wall out characters trying to chase Jam down.
- Unlike grounded Gekirin, this version groundbounces, making it a great combo starter.
- Make sure to TK it, the lower to the ground you are the easier the conversion.
- 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.
214D
This Version is both a faster overhead and a better combo tool (with cards). It's better for conversions against high airborne opponents than 236D but utterly kills the damage of the combo after it due to terrible GB-.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
214K | N/A | 8 | 7 | 3 | |
j.214K | N/A | 8 | 7 | 3 | |
214D | N/A | 8×3 | 11×3 | 3 |
214K:
- Jam is airborne from 4F onwards
- Startup to hit a crouching opponent is 21F (tested on Sol)
- See note ※1
j.214K:
- See note ※1
214D:
- Jam is airborne from 1F onwards
- Recovery for ground version is 4+12
- Uses up one charge stock on 1F
- See note ※1
- Powered Up Gekirin canceled from point blank 2D has startup 18F to hit a crouching opponent (tested on Sol)
Kenroukaku
623K or 623D (Air OK)
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
623K | 14×4 | Mid | 7 | 4,4,5,10 | 21+6 after landing | -36 | 1~10F Strike |
j.623K | 12×3 | All | 4 | 4,4,5,10 | Until landing+6 | 2~3F Strike | |
623D | 15×6, 24 | All | 3 | 2×5,3,13 | Until landing+5 | 1~17F Strike |
623K
Jam's reversal and sometimes anti air.
- 623K > 623D turns this move from an annoying reversal to a downright nasty punish to meaties.
- Produces four hits quickly with little space between them, which can be useful for summons, armor, and even clashes.
j.623K
Not very good on its 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
623D
An incredible move with massive amounts of invulnerability. Perfect for anti-airing overly-aggressive approaches or reversaling out of pressure. Makes Jam really annoying to pressure for long periods of time if she has this stocked. Has custom hitstop that makes it harder for characters like Dizzy to OS against it with fish out.
Card Kenroukaku is also an essential air-conversion tool, as it causes the opponent to be launched up and dropped down after Jam has already landed, no matter the height. Any air hit can instantly be combo'd into Card Kenroukaku and put into Jam's grounded loops. Sadly, it prorates heavily, but the meter gain from the combos you can get with this move mean you can pretty much immediately perform 22D after it as a tradeoff, and it produces a hefty six hits. An overall exceptional special.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
623K | N/A | 10×4 | 3×4 | 3 | |
j.623K | N/A | 10×3 | 3×3 | 3 | |
623D | N/A | 80% | 10×7 | 8×7 | 3 |
623K:
- Jam is airborne from 3F onwards
- Dizzy modifier x0.375
- See note ※1
j.623K:
- Dizzy modifier x0.375
- Max 3 hits
- See note ※1
623D:
- Jam is airborne from 1F onwards
- Auto Jump Install
- Dizzy modifier x0.25
- Recovery for ground version is 22+5
- Uses up one charge stock on 1F
- See note ※1
Bakushuu
236S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 46 | 8~23F Above Feet 24~31F Low Profile |
Bakushuu on its own is Jam's way to approach quickly and safely through ground projectiles and higher-hitting pokes. Shrinks Jam's hurtbox significantly while travelling and has some screenshake for the endorphins.
- Bakushuu has 6 different follow-ups, P (Avoid) , K (Low), S (Puffball), H (Dash Twice then Puffball/Cross-up Puffball), D (FB Puffball), and 236P (Flip).
- Bakushuu can also be canceled into Jam's carded kicks (236D, 214D, and 623D), and retains horizontal momentum to travel a surprising amount of space.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A |
- Jam is in CH state during move
- Can cancel into followups 6~25F
Mawarikomi
236S~P
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 26 | 6~20F, 24~26F Above Feet |
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.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A |
- Can pass through opponent 2~14F
Ashibarai
236S~K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
30 | Low | 10 | 8 | 22 | -16 | 10~31F Low Profile |
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.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 8 | 7 | 3 |
- Jam is in CH state during move
- Can cancel into (FB) Breath of Asanagi and Charged Kick Specials 10~32F
Hyappo Shinshou
236S~S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
50 | Mid | 18 | 3 | 15 | +1 |
The infamous Puffball. Sometimes shortened to "puff". This move is absolutely stupid.
- +1 on Block
- Wall bounces on CH, starting easy combos
- Has a stupid large hitbox, with Jam's front arm and leg being disjointed
Jam can mix it up with her other options out of Bakushuu, your opponents should be pulling their hair out because of this move, and it playing around it should be something they're always conscious of. Despite its strengths, it can be low profiled, though catching someone trying to squeeze under it is just part of the matchup.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 75% | 14 | 6 | 5 |
- Wall bounces on CH (untechable for 56F)
- Dizzy modifier x1.1875
Senri Shinshou
236S~H
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236S > H | 50 | Mid | 24 | 3 | 12 | +4 | 14~19F Low Profile |
236S > H Crossup | 50 | Mid | 29~ | 3 | 15 | +1 | When Jam changes direction: 1~6F Above Knees |
Jam will dash twice when doing this move. If you are far away, normal 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. Near the corner or with counter-hit, starts a combo.
- Has an FRC point at 21~24F to do a throw on whiff or get better conversion on hit if done at the 24th frame.
The wallbounce on hit and fast movement makes it a useful combo tool, allowing Jam to cross the screen to followup on wallsplats or even just to extend a combo point blank. It has some use in chasing an opponents in the air and/or trying to anti-air them, or as a very straightforward call out against full-screen summons or resource collecting.
Still, this move is gimmicky as all hell and keen players will stop you in your tracks if you abuse it, so don't use it purely to close the gap in neutral.
If Jam is close to the opponent, crossup version comes out.
It's generally a worse Puffball, except for one thing, the Dizzy modifier is astonishingly high. With Jam's IK being one of the best in the game, any dizzy usually turns into a death scenario. Risky, but has its uses.
- Requires insanely close distance to convert off the wallbounce. On counter-hit it will convert easily, but gauging the distance to the corner will be hard since Jam isn't moving forwards as much.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
236S > H | 21~24F | 75% | 14 | 6 | 5 |
236S > H Crossup | N/A | 75% | 14 | 6 | 5 |
236S > H:
- Dizzy modifier x1.375
- Can pass through opponent 2~11F
- If Jam passes through opponent, she performs crossup version instead
236S > H Crossup:
- Dizzy modifier x1.5
- Startup varies depending on distance from opponent
Choujin
236P (Air OK) or 236S~236P
Version | Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|---|
236P | Total 41+2 after landing | ||||||
j.236P | Until landing+2 |
Somewhat unusual movement tool in Jam's arsenal. Jam quickly flips off the ground diagonally upwards and forwards, focusing on verticality. When she does, she turns around, so even if you don't go over the top of the opponent all of your inputs will be backwards (e.g. 236P to flip, but inputting 236K in air will give you Gekirin as you are now facing left). Typically called "Flip".
- FRC point at 6~8F will instead send Jam over the ground at a low angle without turning her around. More horizontal movement than normal flip.
- Intended for cross-ups. This can be considered the only way to Attack high from a Bakushuu.
- You can do it on its own or as a followup/cancel to Bakushuu, this being the only way to deal with sliding moves like Grand Viper, Robo-Ky's 2K, etc...
Aerial Flip gives a bigger emphasis on horizontal movement. Great for avoiding certain moves. Turns her backwards like regular flip.
- 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 the same FRC point as ground version. Air Flip FRC reduces the vertical movement and sends Jam very slightly further than normal. Unlike grounded flip FRC, she will still turn around.
- Has little to no practical use, and does not have any real effect on IAD flip either.
Version | FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|---|
236P | 6~8F | ||||
j.236P | 6~8F |
236P:
- Jam is partially airborne from 1F (Gets floated on hit but otherwise grounded)
- From 6F and onwards Jam is fully airborne
- Can pass through opponent 1~17F
- Jam is in CH state 1~5F
- Auto Jump Install if not FRC'd
- Can perform any action other than blocking or FD from 20F onwards
j.236P:
- Jam can pass through opponent and in CH state from 1~18F
- Cannot be used after a double jump unless special cancelled into
- Can only be done once before landing
- Can perform any action other than blocking or FD from 21F onwards
Hochifu
546
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
1~8F Guard High |
A parry that catches highs and mids. On successful catch it will remove all blockstun from the move however hitstop is unaffected, Jam is able to buffer any normal or special during this.
The parry doesn't have any startup or recovery animation, however it does still have a cooldown of 15f on a failed parry attempt, this means that after inputting 546 it's possible to walk forward while the parry is still active, such as in a tick-throw situation, as the parry is only cancelled if you input anything but 5 or 6 after inputting the parry.
As strong as this move is remember that it doesn't catch lows so you still have to guard low from time to time, especially on wake-up.
See this section for more advanced details.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A |
- Will parry any attack that can be blocked high if it hits within 8F after parry input
- Pressing any direction other than forward or neutral during this time will immediately cancel the parry attempt
- After inputting a parry, you cannot attempt another parry for 15F (does not apply to successful parries)
- Any moves input during the hitstop of a successful parry will start up once hitstop ends
Houeikyaku
j.2+K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
16, 10×N | High/Air | 10 | Until landing | 6 after landing | +8 |
Jam's divekick, it has uses as a way to stall in the air against AAs, but its main use is that it hits overhead and when immediately cancel into from a jump it's her fastest overhead.
Despite the move's minimal height requirement Jam is still able to do this move immediately out of a jump as her initial jump height is higher than the minimal requirement.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 80%, 100%×N | 11 | 6, 8×N | 4, 1×N |
- Has a minimum height requirement of 2001 units (roughly 20,01 pixels)
- 2nd hit onwards will only trigger if the 1st hit lands
- Listed Frame Adv is for TK Houeikyaku performed as fast as possible (startup 14F)
Force Breaks
FB Breath of Asanagi
22D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Total 50 |
Generates a card for all three kicks.
- You'll mostly want to use meter for this when you have no cards available, otherwise you might spent too much meter on cards you probably won't use completely. Still, it's an amazing move so don't ignore it.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A |
- Jam gets a charge on 20F
- Jam gains 1 charge for each Kick Special
FB Hyappo Shinshou
236S~D
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
65 | Mid | 14 | 3 | 15 | +1 | 2~2F Low Profile 3~14F Strike |
One of the best and most tilting Force Breaks in the game.
Fast, leads to big damage, has a massive dizzy modifier, possesses tons of invincibility from frame 3 onward, and is completely safe on block to boot. Not only does this make for an amazingly safe horizontal DP, this version of the Puffball can also cancel into 22X and any of Jam's charged kicks. If you got a CH from this move, you are allowed to grin maliciously. Great move.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 85% | 14 | 6 | 5 |
- Dizzy modifier x1.1875
- Can cancel into (FB) Breath of Asanagi and Charged Kick Specials on hit or block
Overdrives
Renhoukyaku
632146H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
18×9 | All | 10+0 | 32 | 9 | +1 | 1~10F Throw |
Massive ki ball with startup throw invul, 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. Also sees use as a combo ender thanks to its whopping 9 hits, to ensure they're dead.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 6×9 | 3×9 | 2 |
- Pulls in opponent on hit or block
- Opponent's inputs are frozen after superflash until 2nd active frame
- 9th hit blows opponent back
Choukyaku Hououshou
632146S
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
20, 9×10, 40, 80 | Mid | 7+0 | 21 | 24 | -26 | 1~8F Strike 9~29F Feet 30~40F Low Profile |
Jam's 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 or if hit from very far away. Be prepared to RC if you have the meter.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 6, 2×10, 6×2 | 5, 3×10, 5×2 |
- 2nd hit onwards only happen if the 1st hit hits opponoent (not block or whiff)
- Final hit will not happen if 12th hit does not connect
- 1-12th hit have dizzy modifier x0
- 13th hit has dizzy modifier x0.25
- Opponent's inputs are frozen after superflash until 2nd active frame
Geki: Saishinshou
236236H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
50,70 | Mid | 1+2 | 3,3 | 36 | -20 | 1~8F Strike |
Jam's other 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.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
3~4F | 150%, Forced 75% | 20×2 | 6×2 | 5 |
Tousai Hyakuretsuken
64641236P+K
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
1×100 | All | 5+2 | 14 | 27 | -22 | 1~6F Strike 36~51F Feet 52~67F Low Profile |
Jam's inner North Star.
- Deals 100 points of damage, regardless of guts, defense or any proration.
- You cannot juggle or cancel into it, meaning your only way to combo into it is by linking into it from 6H
- Also a reversal, but considering the 100% tension cost, you should probably never be choosing it over any other option.
- Only does one hit on block, but connects into an animation with every hit if it connects.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 6, 0×99 | 5, 1×99 |
- Costs 100% Tension
- Cannot be canceled into
- 2nd hit onwards only happen if the 1st hit hits opponoent (not block or whiff)
Instant Kill
Gasenkotsu
During IK Mode: 236236H
Damage | Guard | Startup | Active | Recovery | On-Block | Invuln |
---|---|---|---|---|---|---|
Fatal | All | 11+6 | 12 | 22 | -15 | 12~16F Strike |
One of the fastest IKs in the game in both prep time and startup. Coupled with its fast travel and Jam's huge stun output, you can reliably react to a dizzy and just do it.
FRC Window | Proration | Guard Bar+ | Guard Bar- | Level |
---|---|---|---|---|
N/A | 20 | 5 |
- IK Mode activation: 54F
Colors
To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
- Only selectable on the Arcade and PC-Rollback versions of the game.
- Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.