Please understand while we verify them.
Normal Moves
5P
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.
5K
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%
c.S
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.
f.S
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.
5H
The Guard Bar Generator
- Oppressive move on contact. +1 on block.
- Three hits means you build guard bar like mad.
- 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. 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.
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
6P
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.
6K
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
6H
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.
- 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, especially since it's Level 6 on block.
- 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 weakness 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 from 19~32F. Treated as CH-state until move ends.
6HH
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
5D
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.
3H
- -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
2P
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.
Additional Frame Data: Initial prorate 90%
2K
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%.
2S
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%.
2H
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).
2D
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.
j.P
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.
j.K
Mediocre Air-to-air.
- Jam's farthest reaching air normal.
- Mostly used as combo filler into j.D.
j.S
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.
Additional Frame Data: Floats opponent on hit (untechable for 16F)
j.H
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.
j.D
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
Throw
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.
Air Throw
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.
Dead Angle Attack
Typical Dead Angle but with 2S's good hitbox.
- Always knocks down on hit
Special Moves
Breath of Asanagi
22K/S/H
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.
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
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/D (Air OK)
- 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)
- 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 Ryuujin is one of Jam's most important moves. Great damage and combo potential. Learn to love this move.
- Please note all version of Ryuujin hitboxes are not that great. There's no disjoint on them and alot of moves will beat them. Yolo Ryuujin at your own risk.
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.
Gekirin
214K/D (Air OK)
- 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)
- 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
- 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)
Kenroukaku
623K/D (Air OK)
- 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.
- 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
- 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
Bakushuu
236S
- 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
Mawarikomi
236S~P
- 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.
Ashibarai
236S~K
- 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
Hyappo Shinshou
236S~S
- The infamous Puffball.
- 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%
Senri Shinshou
236S~H
- 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.
- 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.
Hochifu
46
Parry. See this section for more details.
Houeikyaku
j.2K
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)
Choujin
236P (Air OK)
- 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 horizontally. 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 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
FB Breath of Asanagi
22D
- 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.
Additional Frame Data Charge completes on Frame 5
FB Hyappo Shinshou
236S~D
- Pilebunker 2.0
- 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.
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
Renhoukyaku
632146H
Super Spirit Bomb Go.
- 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.
Additional Frame Data: Throw 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].
Choukyaku Hououshou
632146S
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.
Geki: Saishinshou
236236H
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.
Tousai Hyakuretsuken
64641236P+K
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 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.
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
Gasenkotsu
During IK Mode: 236236H
- 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 stun output, you can reliably react to a dizzy and just do it.
Additional Frame Data IK Mode preparation: 54F. Strike invincible 12~16F
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.
External References
- 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
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