(→Throws) |
|||
Line 536: | Line 536: | ||
|caption=The animation is the same no matter what button you press. | |caption=The animation is the same no matter what button you press. | ||
|data= | |data= | ||
{{ | {{FrameData-GGACR | ||
|damage=-- | |damage=-- | ||
|tension=-- | |tension=-- | ||
Line 547: | Line 547: | ||
|active=-- | |active=-- | ||
|recovery=Total:53 | |recovery=Total:53 | ||
| | |frameAdv=-- | ||
|description= | |description= | ||
}} | }} | ||
Line 558: | Line 558: | ||
|caption="WHOOOOTCHAAAAA~!" | |caption="WHOOOOTCHAAAAA~!" | ||
|data= | |data= | ||
{{ | {{FrameData-GGACR | ||
|version=Ground | |version=Ground | ||
|damage=50 | |damage=50 | ||
Line 570: | Line 570: | ||
|active=6 | |active=6 | ||
|recovery=25+11 Landing | |recovery=25+11 Landing | ||
| | |frameAdv=-23 | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{FrameData-GGACR | ||
|version=Aerial | |version=Aerial | ||
|damage=52 | |damage=52 | ||
Line 585: | Line 585: | ||
|active=6 | |active=6 | ||
|recovery=11 Landing | |recovery=11 Landing | ||
| | |frameAdv=-- | ||
|description= | |description= | ||
[[#IAD Ryujin|IAD Ryujin effects]] | [[#IAD Ryujin|IAD Ryujin effects]] | ||
}} | }} | ||
{{ | {{FrameData-GGACR | ||
|version=Charged | |version=Charged | ||
|damage=66 | |damage=66 | ||
Line 601: | Line 601: | ||
|active=16 | |active=16 | ||
|recovery=17 Landing | |recovery=17 Landing | ||
| | |frameAdv=-- | ||
|description= | |description= | ||
<br/> | <br/> | ||
Line 613: | Line 613: | ||
|caption=A flaming axe kick. Very useful. | |caption=A flaming axe kick. Very useful. | ||
|data= | |data= | ||
{{ | {{FrameData-GGACR | ||
|version=Ground | |version=Ground | ||
|damage=42 | |damage=42 | ||
Line 625: | Line 625: | ||
|active=13 | |active=13 | ||
|recovery=3+10 Landing | |recovery=3+10 Landing | ||
| | |frameAdv=-9 | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{FrameData-GGACR | ||
|version=Aerial | |version=Aerial | ||
|damage=38 | |damage=38 | ||
Line 640: | Line 640: | ||
|active=13 | |active=13 | ||
|recovery=10 Landing | |recovery=10 Landing | ||
| | |frameAdv=-- | ||
|description= | |description= | ||
[[#IAD Gekirin|IAD Gekirin effects]] | [[#IAD Gekirin|IAD Gekirin effects]] | ||
}} | }} | ||
{{ | {{FrameData-GGACR | ||
|version=Charged | |version=Charged | ||
|damage=21x2 | |damage=21x2 | ||
Line 656: | Line 656: | ||
|active=3,4,7 | |active=3,4,7 | ||
|recovery=12 Landing | |recovery=12 Landing | ||
| | |frameAdv=-- | ||
|description= | |description= | ||
}} | }} | ||
Line 667: | Line 667: | ||
|caption=Not as good as Volcanic Viper, but it'll do. | |caption=Not as good as Volcanic Viper, but it'll do. | ||
|data= | |data= | ||
{{ | {{FrameData-GGACR | ||
|version=Ground | |version=Ground | ||
|damage=14x4 | |damage=14x4 | ||
Line 679: | Line 679: | ||
|active=4,4,5,10 | |active=4,4,5,10 | ||
|recovery=20+6 Landing | |recovery=20+6 Landing | ||
| | |frameAdv=-36 | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{FrameData-GGACR | ||
|version=Aerial | |version=Aerial | ||
|damage=12x3 | |damage=12x3 | ||
Line 694: | Line 694: | ||
|active=4,4,5,10 | |active=4,4,5,10 | ||
|recovery=6 Landing | |recovery=6 Landing | ||
| | |frameAdv=-- | ||
|description= | |description= | ||
[[#IAD Kenroukaku|IAD Kenroukaku effects]] | [[#IAD Kenroukaku|IAD Kenroukaku effects]] | ||
}} | }} | ||
{{ | {{FrameData-GGACR | ||
|version=Charged | |version=Charged | ||
|damage=15x6, 24 | |damage=15x6, 24 | ||
Line 710: | Line 710: | ||
|active=2x5, 3, 13 | |active=2x5, 3, 13 | ||
|recovery=11 Landing | |recovery=11 Landing | ||
| | |frameAdv=-- | ||
|description= | |description= | ||
}} | }} | ||
Line 721: | Line 721: | ||
|caption=Can go under a lot of projectiles and get in fast. | |caption=Can go under a lot of projectiles and get in fast. | ||
|data= | |data= | ||
{{ | {{FrameData-GGACR | ||
|damage=-- | |damage=-- | ||
|tension=2.00/- | |tension=2.00/- | ||
Line 732: | Line 732: | ||
|active=-- | |active=-- | ||
|recovery=Total: 46 | |recovery=Total: 46 | ||
| | |frameAdv=-- | ||
|description= | |description= | ||
}} | }} | ||
Line 743: | Line 743: | ||
|caption="Over here!" | |caption="Over here!" | ||
|data= | |data= | ||
{{ | {{FrameData-GGACR | ||
|damage=-- | |damage=-- | ||
|tension=-- | |tension=-- | ||
Line 754: | Line 754: | ||
|active=-- | |active=-- | ||
|recovery=Total: 26 | |recovery=Total: 26 | ||
| | |frameAdv=-. | ||
|description= | |description= | ||
}} | }} | ||
Line 765: | Line 765: | ||
|caption=Only way to hit low out of Bakushuu, sometimes worth it to get out of anti-puffball pokes. | |caption=Only way to hit low out of Bakushuu, sometimes worth it to get out of anti-puffball pokes. | ||
|data= | |data= | ||
{{ | {{FrameData-GGACR | ||
|damage=30 | |damage=30 | ||
|tension=-/7.20 | |tension=-/7.20 | ||
Line 776: | Line 776: | ||
|active=8 | |active=8 | ||
|recovery=22 | |recovery=22 | ||
| | |frameAdv=-16 | ||
|description= | |description= | ||
}} | }} | ||
Line 787: | Line 787: | ||
|caption=The infamous Puffball. | |caption=The infamous Puffball. | ||
|data= | |data= | ||
{{ | {{FrameData-GGACR | ||
|damage=50 | |damage=50 | ||
|tension=-/7.20 | |tension=-/7.20 | ||
Line 798: | Line 798: | ||
|active=3 | |active=3 | ||
|recovery=15 | |recovery=15 | ||
| | |frameAdv=+1 | ||
|description= | |description= | ||
}} | }} | ||
Line 809: | Line 809: | ||
|caption=Jam dashes twice before this, crossing up if she's close enough. | |caption=Jam dashes twice before this, crossing up if she's close enough. | ||
|data= | |data= | ||
{{ | {{FrameData-GGACR | ||
|version=No Crossup | |version=No Crossup | ||
|damage=50 | |damage=50 | ||
Line 821: | Line 821: | ||
|active=3 | |active=3 | ||
|recovery=12 | |recovery=12 | ||
| | |frameAdv=+4 | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{FrameData-GGACR | ||
|version=Crossup | |version=Crossup | ||
|damage=50 | |damage=50 | ||
Line 836: | Line 836: | ||
|active=3 | |active=3 | ||
|recovery=15 | |recovery=15 | ||
| | |frameAdv=+1 | ||
|description= | |description= | ||
}} | }} | ||
Line 847: | Line 847: | ||
|caption=A green flash will appear when you successfully parry an attack. | |caption=A green flash will appear when you successfully parry an attack. | ||
|data= | |data= | ||
{{ | {{FrameData-GGACR | ||
|damage=-- | |damage=-- | ||
|tension=-/4.00 | |tension=-/4.00 | ||
Line 858: | Line 858: | ||
|active=-- | |active=-- | ||
|recovery=-- | |recovery=-- | ||
| | |frameAdv=-- | ||
|description= | |description= | ||
See [[#Parrying|this section]] for more details. | See [[#Parrying|this section]] for more details. | ||
Line 870: | Line 870: | ||
|caption=Good for spacing and beating out weaker anti-airs. | |caption=Good for spacing and beating out weaker anti-airs. | ||
|data= | |data= | ||
{{ | {{FrameData-GGACR | ||
|damage=16,10xn | |damage=16,10xn | ||
|tension=1.50/3.60,1.8xn | |tension=1.50/3.60,1.8xn | ||
Line 881: | Line 881: | ||
|active=Till Landing | |active=Till Landing | ||
|recovery=6 Landing | |recovery=6 Landing | ||
| | |frameAdv=+8 | ||
|description= | |description= | ||
}} | }} | ||
Line 892: | Line 892: | ||
|caption=Flip! | |caption=Flip! | ||
|data= | |data= | ||
{{ | {{FrameData-GGACR | ||
|version=Ground | |version=Ground | ||
|damage=-- | |damage=-- | ||
Line 904: | Line 904: | ||
|active=-- | |active=-- | ||
|recovery=Total: 41 | |recovery=Total: 41 | ||
| | |frameAdv=-- | ||
|description= | |description= | ||
}} | }} | ||
{{ | {{FrameData-GGACR | ||
|version=Aerial | |version=Aerial | ||
|damage=-- | |damage=-- | ||
Line 919: | Line 919: | ||
|active=-- | |active=-- | ||
|recovery=2 Landing | |recovery=2 Landing | ||
| | |frameAdv=-- | ||
|description= | |description= | ||
}} | }} |
Revision as of 23:10, 26 February 2013
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 |
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5K |
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c.S |
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f.S |
---|
5H |
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6P |
---|
6K |
---|
6H |
---|
H Follow-Up |
---|
5D |
---|
Dead Angle Attack |
---|
3H |
---|
2P |
---|
2K |
---|
2S |
---|
2H |
---|
2D |
---|
j.P |
---|
j.K |
---|
j.S |
---|
j.H |
---|
j.D |
---|
Throws
Throw |
---|
Air Throw |
---|
Special Moves
Breath of Asanagi 22K, S, or H |
---|
Ryujin 236K/236D air OK |
---|
Gekirin 214K/214D air OK |
---|
Kenroukaku 623K/623D air OK |
---|
Bakushuu 236S |
---|
Mawarikomi 236S~P |
---|
Ashibarai 236S~K |
---|
Hyappo Shinshou 236S~S |
---|
Senri Shinshou 236S~H |
---|
Hochifu Parry) |
---|
Houeikyaku j.2K |
---|
Choujin 236P, j.236P |
---|
Force Breaks
Breath of Asanagi - Kyoku 22D, |
---|
Hyappo Shinshou 236S~D |
---|
Overdrives
Renhoukyaku 632146H |
---|
Choukyaku Hououshou 632146S |
---|
Geki: Saishinhou 236236H |
---|
Tousai Hyakuretsuken 64641236P+K |
---|
Instant Kill
Gasenkotsu In IK mode: 236236H |
---|
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
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •