GGACR/Jam Kuradoberi

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Jam Kuradoberi

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
GGAC Jam 5P.png
One of the fastest jabs in the game, with 3 Frame startup.
12 HLF 3 3 4 +3 -
5K
GGAC Jam 5K.png
Hits low, comes out fast, + on block, what more do you want?
12 LF 5 4 7 +1 -
c.S
GGAC Jam cS.png
Short range, elbow to the gut, only really used when you can't f.S
28 HLF 6 5 10 -6 -
f.S
GGAC Jam fS.png
Farthest standing poke, good to keep people from running in.
30 HLF 6 5 10 -1 -
5H
GGAC Jam 5H.png
The last hit drags the opponent in on hit or block, and is + on block.
24x3 HLF 13 3(3)3(3)3 15 +1 -
6P
GGAC Jam 6P.png
Not that great of an anti-air, really.
18x2 HLF 7 1(10)3 12 +2 -
6K
GGAC Jam 6K.png
Should normally hold 4 after a dash so you don't accidentally get this instead of 5K.
16,26 HLF 6 4(6)8 20 -14 -
6H
GGAC Jam 6H.png
Not pictured: the hitbox extending about 1.5 character lengths out.
28 HLF 18 6 10 +3 -
H Follow-Up
GGAC Jam 6HH.png
Sticks your opponent to the wall, very satisfying to hit with.
53 HLF 10 7 23 -11 -
5D
GGAC Jam 5D.png
A very hard to see 5D, makes up for its slow startup.
16 HF 26 4 12 -2 -
Dead Angle Attack
GGAC Jam 2S.png
Has the same animation as her 2S, only always knocks down.
20 Any 13 6 16 -8 -
3H
GGACR Jam 3H.png
Old #Reload 6H
30x2 All 5 2(2)4 15+8 Landing -8 -
2P
GGAC Jam 2P.png
Actually slower than her 5P, but still very useful.
6 HLF 4 2 4 +4 -
2K
GGAC Jam 2K.png
This along with 2D are her farthest pokes, and this is very fast.
8 LF 5 3 9 -2 -
2S
GGAC Jam 2S.png
Great move for scaring opponents as it's deadly on CH.
26 HLF 6 5 9 +0 -
2H
GGAC Jam 2H.png
Probably her best AA without parrying.
20x2 HLF 9 4,4 25 -12 -
2D
GGAC Jam 2D.png
Slightly slower than 2K but leads to more damage.
28 LF 6 4 16 -6 -
j.P
GGAC Jam jP.png
Can mash this on a jump-in to try and cover it, but it's nowhere near as good as other character's.
11 HA 5 4 14 -- -
j.K
GGAC Jam jK.png
Combo filler.
14 HA 5 8 11 -- -
j.S
GGAC Jam jS.png
If your opponent is above you, they lose.
28 HA 4 5 9 -- -
j.H
GGAC Jam jH.png
Crossup hitbox
35 HA 7 10 16 -- -
j.D
GGAC Jam jD.png
Great on CH, decent air-to-air poke.
16,28 HA 7 3(4)6 16 -- -

Throws

Throw
GGAC Jam throw.png
"Ohohohohoho!"
60 43dot -- -- -- -- -
Air Throw
GGAC Jam airThrow.png
Thigh neck-snap go!
60 88dot -- -- -- -- -

Special Moves

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
-- -- -- -- Total:53 -- -
Ryujin
236K/236D air OK
GGAC Jam 236K.png
"WHOOOOTCHAAAAA~!"
50 HLF 17 6 25+11 Landing -23 - 52 All 9 6 11 Landing -- - 66 All 11 16 17 Landing -- -
Gekirin
214K/214D air OK
GGAC Jam 214K.png
A flaming axe kick. Very useful.
42 HA 19 13 3+10 Landing -9 - 38 HA 17 13 10 Landing -- - 21x2 HA 12 3,4,7 12 Landing -- -
Kenroukaku
623K/623D air OK
GGAC Jam 623K.png
Not as good as Volcanic Viper, but it'll do.
14x4 HLF 7 4,4,5,10 20+6 Landing -36 - 12x3 All 5 4,4,5,10 6 Landing -- - 15x6, 24 All 3 2x5, 3, 13 11 Landing -- -
Bakushuu
236S
GGAC Jam 236S.png
Can go under a lot of projectiles and get in fast.
-- -- -- -- Total: 46 -- -
Mawarikomi
236S~P
GGAC Jam 236SP.png
"Over here!"
-- -- -- -- Total: 26 -. -
Ashibarai
236S~K
GGAC Jam 236SK.png
Only way to hit low out of Bakushuu, sometimes worth it to get out of anti-puffball pokes.
30 LF 10 8 22 -16 -
Hyappo Shinshou
236S~S
GGAC Jam 236SS.png
The infamous Puffball.
50 HLF 18 3 15 +1 -
Senri Shinshou
236S~H
GGAC Jam 236SS.png
Jam dashes twice before this, crossing up if she's close enough.
50 HLF 24 3 12 +4 - 50 HLF 29~ 3 15 +1 -
Hochifu
Parry)
GGAC Jam Parry.png
A green flash will appear when you successfully parry an attack.
-- -- -- -- -- -- -
Houeikyaku
j.2K
GGAC Jam j2K.png
Good for spacing and beating out weaker anti-airs.
16,10xn HA 10 Till Landing 6 Landing +8 -
Choujin
236P, j.236P
GGAC Jam 236P.png
Flip!
-- -- -- -- Total: 41 -- - -- -- -- -- 2 Landing -- -

Force Breaks

Breath of Asanagi - Kyoku
22D,
GGAC Jam 22K.png
Same animation as 22X, only with a force break flash.
-- -- -- -- Total: 50 -- -
Hyappo Shinshou
236S~D
GGAC Jam 236SS.png
Everyone fears this.
65 HLF 14 3 15 +1 -

Overdrives

Renhoukyaku
632146H
GGAC Jam 632146H.png
Super puffball. Not nearly as useful as the force break.
18x9 Any 10+0 After Super Flash 32 9 +1 -
Choukyaku Hououshou
632146S
GGAC Jam 632146S.png
Jam rushes forward before this, delivering a multi-hit super into a rising phoenix.
20,9x10,40,80 HLF 7+0 After Super Flash 21 24 -26 -
Geki: Saishinhou
236236H
GGAC Jam 236236H.png
Sadly, the flame pillar doesn't have a hitbox.
50,70 HLF 1+2 After Super Flash 3,3 36 -20 -
Tousai Hyakuretsuken
64641236P+K
GGAC Jam 64641236PK.png
You're already dead.
1x100 Any 5+2 After Super Flash 14 27 -22 -

Instant Kill

Gasenkotsu
In IK mode: 236236H
GGAC Jam IK.png
TEN! JOU! TEN! KA! YUI! KA! DOKU! SON!
Fatal Any 11+6 After Super Flash 12 22 -15 -

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