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 AsanagiGuardStartupRecoveryTotal 53Advantage-, Jam can charge up a card corresponding to one of three kick specials. These specials are RyujinGuardAllStartup17Recovery25+11 after landingAdvantage-23, a screen-crossing flying kick, KenroukakuGuardMidStartup7Recovery21+6 after landingAdvantage-36, a dp Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion., and GekirinGuardHigh/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 dashGuardStartupRecoveryTotal 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 abare An attack during the opponent's pressure, intended to interrupt it. options and a a parry An 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 poke An 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.
Jam Kuradoberi 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. HochifuGuardStartupRecoveryAdvantage- 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.
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.
Damage Received Mod | |
×1.06 | |
Guts Rating | |
3/5 | |
Gravity Mod | |
×1.1 | |
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 | |
Reversals | |
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 5P (3F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | 623K/D (7F/3F) 546 (Catch 1~8F) 632146S (7F) 236236H (3F) |
Normal Moves
5P
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.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D
Will 5P Whiff On Your Character? | ||
---|---|---|
Character | When 5P Will Whiff | |
A.B.A | Crouching | |
Anji Mito | Crouching | |
Axl Low | Crouching | |
Baiken | Crouching | |
Chipp Zanuff | Crouching | |
Dizzy | Dizzy bobs up and down during her crouch animation; at certain points, 5P whiffs.
It will never hit her crouching guard. | |
Eddie | Crouching | |
Faust | 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. | |
I-No | I-no bobs up and down during her crouch animation; at certain points, 5P whiffs.
It will always hit her crouching guard. | |
Jam Kuradoberi | Crouching | |
Johnny | Johnny bobs up and down during his crouch animation; at certain points, 5P whiffs.
It will always hit his crouching guard. | |
Justice | Never | |
Kliff | Always | |
Ky Kiske | Crouching | |
May | Crouching | |
Millia Rage | Crouching | |
Order-Sol | Crouching | |
Potemkin | Never | |
Robo-Ky | Crouching | |
Slayer | Slayer bobs up and down during his crouch animation; at certain points, 5P whiffs.
It will never hit his crouching guard. | |
Sol Badguy | Crouching | |
Testament | Will whiff on crouching, but will hit their crouching guard. | |
Venom | Crouching | |
Zappa | Will whiff on standing, but will hit his standing guard.
Whiffs on crouching regardless. |
5K
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: 5P, 2P, 6P, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D
Additional Frame Data: Forced 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.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D
f.S
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
5H
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 a sitting duck. 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
Additional Frame Data: Forces opponent into crouching state on ground hit. 1st and 2nd hits have hitstop 7F. 3rd hit pulls in opponent on hit.
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.
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.
Gatling Options: 2P, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D
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. 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
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.
- Will sometimes hit behind Jam for some reason.
- Throw invul through entire 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.
- +8 on hit. Even more plus 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
Additional Frame Data: 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 6HH from 19~32F. In 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: Wallsticks opponent on hit (untechable for 48F, sticks for 24F). Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku, Charged Kick Specials. Jam is in CH state during move.
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 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.
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.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 3H, 5D, 2D
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.
Gatling Options: 6P, 5K, 2K, 6K, c.S, f.S, 2S, 2H, 6H, 3H, 5D, 2D
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 CH, combos into FB Puffball.
Gatling Options: 5K, 2K, 5H, 2H, 6H, 3H, 5D, 2D
Additional Frame Data: Staggers opponent on CH (max 39F). Initial prorate 80%.
2H
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
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.
A great button for Jam in general - a 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.
Additional Frame Data: FRC timing 1-6F.
j.P
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
j.K
Mediocre Air-to-air.
- Jam's farthest reaching air normal.
- Mostly used as combo filler into j.D.
Gatling Options: j.P, j.S, j.H, 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.
Gatling Options: j.P, j.H
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 j.2K 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
Ground 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.
- CH grants same followups as FRC, but more prorated.
Without cards or meter, throw does not lead to a knockdown. 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.
Additional Frame Data: Forced prorate 50%, 70% if 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 or 22S or 22H
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 or 236D (Air OK)
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
Additional Frame Data: 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 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%. Jam is airborne from 1F onwards. Wallsticks opponent on hit (untechable for 70F, sticks for 35F). Consumes one charge stock on 1F.
Gekirin
214K or 214D (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 or 623D (Air OK)
Version | Damage | GuardHow this attack can be guarded. Throws have their throw range listed instead. High: High or air Faultless Defense Low: Low or air FD Mid: Any ground block or air FD |
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. | ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. | RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. | On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. | Invuln | Level |
---|---|---|---|---|---|---|---|---|
623K | 14×4 | Mid | 7 | 4,4,5,10 | 21+6 after landing | -36 | 1~10F Strike | 3 |
j.623K | 12×3 | All | 4 | 4,4,5,10 | Until landing+6 | 2~3F Strike | 3 | |
623D | 15×6, 24 | All | 3 | 2×5,3,13 | Until landing+5 | 1~17F Strike | 3 |
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: Jam is airborne from 3F onwards. Floats opponent on hit (untechable for 30F). 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: Floats opponent on hit (untechable for 30F). Hitstop 6F. Dizzy modifier x0.375. Has a minimum height requirement.
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.
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. An overall exceptional special.
Additional Frame Data: Initial prorate 80%. 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 its 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 (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.
Additional Frame Data: 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: 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: Knockdowns on hit. Jam is in CH state during move. Can cancel into followups (Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku, Charged Kick Specials) 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 56F). Dizzy modifier x1.1875. Initial prorate 75%.
Senri Shinshou
236S~H
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.
- 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.
- 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: 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, crossup 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.2+K
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) or 236S~236P
- 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 6~8F, 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. 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 the same FRC point as ground version, 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 20F.
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: Untechable for 28F. Dizzy modifier x1.1875. Initial prorate 85%. Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku, Charged Kick Specials.
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: 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 blows back opponent.
Choukyaku Hououshou
632146S
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. Be prepared to RC if you have the meter.
Additional Frame Data: 12th~13th hits float opponent. 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 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.
Additional Frame Data: 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: Knocks down opponent on hit. 2nd hit onwards only happen if the 1st hit connects (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. 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 activation time 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.
External References