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| 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. | | 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. |
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| '''Guts Rating: 3'''<br/>
| | {{CharData-GGACR |
| '''Defense Modifier: x 1.06'''<br/>
| | |defense=x 1.06 |
| '''Stun Resistance: 65'''<br/>
| | |guts=3 |
| '''Strengths:''' <br/>
| | |stun=65 |
| '''Weaknesses:''' <br/>
| | |jumpStartup=3 |
| '''Movement Options:''' 1 Double Jump/Air Dash, Run-Type Dash
| | |backdashTime=13 |
| | |backdashInv=7 |
| | }} |
| | <br clear=all/> |
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| =Move List= | | =Move List= |
Overview
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.
Defense Modifier: x 1.06
Guts Rating: 3
Stun Resistance: 65
Prejump:
Backdash Time: 13
Backdash Invincibility: 7
Wakeup (Face Up/Down): /
Move List
- See also: Jam Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves
5P
One of the fastest jabs in the game, with 3 Frame startup.
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5K
Hits low, comes out fast, + on block, what more do you want?
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c.S
Short range, elbow to the gut, only really used when you can't f.S
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f.S
Farthest standing poke, good to keep people from running in.
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5H
The last hit drags the opponent in on hit or block, and is + on block.
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6P
Not that great of an anti-air, really.
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6K
Should normally hold 4 after a dash so you don't accidentally get this instead of 5K.
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6H
Not pictured: the hitbox extending about 1.5 character lengths out.
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H Follow-Up
Sticks your opponent to the wall, very satisfying to hit with.
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5D
A very hard to see 5D, makes up for its slow startup.
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Dead Angle Attack
Has the same animation as her 2S, only always knocks down.
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2P
Actually slower than her 5P, but still very useful.
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2K
This along with 2D are her farthest pokes, and this is very fast.
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2S
Great move for scaring opponents as it's deadly on CH.
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2H
Probably her best AA without parrying.
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2D
Slightly slower than 2K but leads to more damage.
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j.P
Can mash this on a jump-in to try and cover it, but it's nowhere near as good as other character's.
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j.S
If your opponent is above you, they lose.
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j.D
Great on CH, decent air-to-air poke.
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Throws
Air Throw
Thigh neck-snap go!
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Special Moves
Breath of Asanagi 22K, S, or H
The animation is the same no matter what button you press.
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Ryujin 236K/236D air OK
"WHOOOOTCHAAAAA~!"
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Gekirin 214K/214D air OK
A flaming axe kick. Very useful.
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Kenroukaku 623K/623D air OK
Not as good as Volcanic Viper, but it'll do.
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Bakushuu 236S
Can go under a lot of projectiles and get in fast.
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Mawarikomi 236S~P
"Over here!"
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Ashibarai 236S~K
Only way to hit low out of Bakushuu, sometimes worth it to get out of anti-puffball pokes.
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Hyappo Shinshou 236S~S
The infamous Puffball.
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Senri Shinshou 236S~H
Jam dashes twice before this, crossing up if she's close enough.
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Hochifu Parry)
A green flash will appear when you successfully parry an attack.
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Houeikyaku j.2K
Good for spacing and beating out weaker anti-airs.
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Choujin 236P, j.236P
Flip!
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Force Breaks
Breath of Asanagi - Kyoku 22D,
Same animation as 22X, only with a force break flash.
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Hyappo Shinshou 236S~D
Everyone fears this.
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Overdrives
Renhoukyaku 632146H
Super puffball. Not nearly as useful as the force break.
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Choukyaku Hououshou 632146S
Jam rushes forward before this, delivering a multi-hit super into a rising phoenix.
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Geki: Saishinhou 236236H
Sadly, the flame pillar doesn't have a hitbox.
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Tousai Hyakuretsuken 64641236P+K
You're already dead.
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Instant Kill
Gasenkotsu In IK mode: 236236H
TEN! JOU! TEN! KA! YUI! KA! DOKU! SON!
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Strategy
Offense
Mix Up and Pressure
Okizeme
Defense
Parrying
Parrying (or Hochifu) is integral to playing Jam, as it’s one of her strongest defenses. Listed in the move list as 546, parrying is done by being at neutral before pressing back, then moving to forward, within 8 frames of an attack hitting you. Parrying can only be done versus attacks that can be blocked high, and on a successful parry, you will recover much faster than if you had normally blocked the attack. In addition, on a failed parry attempt, you cannot attempt again for 15F. This does not apply to a successful parry attempt, allowing you to parry multi-hit moves.
Parrying is best done when your opponent does an obvious jump-in, or while waking up. Note many opponents are aware of Jam’s parry and will play much more carefully versus her than against other characters due to it.
During a successful parry, you can input attacks during the hitstop. The last attack input will come out at the end of the hitstop. Doing this, you can get easy punishes on opponent’s attacks. 2S is very strong, as its CH stagger state is amazing. 5P can be done if you need speed to beat out the opponent’s next attack. 5S is a strong anti-air after a parry, and can lead to an easy air combo. A grab can also be done if your opponent is very close, though it is not optimal.
Burst Cancelling
An advanced techinque using the parry. Immediately after a successful parry, burst and cancel with Faultless Defense. Your invincibility from the burst carries through even after the burst itself is cancelled, making it very safe. A burst is obviously needed to do this, and you should be 100% certain you can do it, otherwise you will lose a burst and likely be punished.
Combo Theory
Basic Combos
Click [★] for character's full frame data