< GGXRD-R
(→Ground Throw: added note about microdash - Nyaa) |
(A bunch of small edits for accuraccy/clarification/extra information. WIP.) |
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|frameAdv=±0 | |frameAdv=±0 | ||
|inv= | |inv= | ||
|description= Quick startup make this move great for interrupting certain moves and as a combo filler. However, 5p does not hit all crouching characters so finding opportunities for this move will be less common. | |description= Quick startup make this move great for interrupting certain moves and as a combo filler. However, 5p does not hit all crouching characters so finding opportunities for this move will be less common. Decent AA at 3F and can punish certain attacks such as Slayer's Under Pressure. | ||
*Crouching characters that 5p will connect on are: | *Crouching characters that 5p will connect on are: | ||
•Johnny, Potemkin, Bedman, Slayer(3rd 5p will whiff) and Kum | •Johnny, Potemkin, Bedman, Slayer(3rd 5p will whiff) and Kum | ||
}} | }} | ||
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|frameAdv=+2 | |frameAdv=+2 | ||
|inv= | |inv= | ||
|description= One of Jam's best pokes up close. Frame traps into itself and hits low. Excellent normal to start her pressure or to go in for a grab. | |description= One of Jam's best pokes up close. Frame traps into itself and hits low. Excellent normal to start her pressure or to go in for a grab. Has 6f of hitstop instead of the regular 11f, making it harder to DAA out of pressure, and better to use for tick throws. Heavy initial hit proration however limits the damage from combos that are started with this normal. | ||
*Good for picking up airborne opponents about to hit the ground | |||
*Gatlings from and into 2S, into 6K and 6HS | |||
* | |||
* | |||
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|inv= | |inv= | ||
|description= | |description= | ||
Decent normal, but mostly sees any use at all in combos because of its very short range. | Decent normal, but mostly sees any use at all in combos because of its very short range. Good AA button as Jam's hurtbox shrinks during the active frames. | ||
*No initial proration, so good combo starter. | *No initial proration, so good combo starter. | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
One of her best ranged normals | One of her best ranged normals with a good hitbox. Stuffs a lot of pokes if thrown out early and can confirm into more pressure or a combo. | ||
*On standing counter hit you can confirm into a combo by jump-cancel > airdash > jP making this a pretty good tool. | |||
*On counter you can confirm into a combo by jump-cancel > airdash > jP making this a pretty good tool. | *f.S into TK Ryujin is a usable hitconfirm on the majority of the cast. On shorter characters it becomes harder. | ||
}} | }} | ||
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Decent combo filler that does good damage. Sees little use as anything else. | Decent combo filler that does good damage. Sees little use as anything else. | ||
*Hits behind Jam so can be used preemptively against moves that cross up/teleport. | *Hits behind Jam so can be used preemptively against moves that cross up/teleport. | ||
* | *Last frames are very low profile so can evade certain reversals if done meaty enough. | ||
*Horrible on whiff | *Horrible on whiff, not a great move to use in neutral. | ||
* | *Cancels into and from 6K, giving her big damage and good pressure. 5H[1] 6K[2] is almost universally more damage when done in a combo. | ||
}} | }} | ||
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|description= | |description= | ||
Jams dust-attack. Somewhat fast but easily blocked by skilled players. | Jams dust-attack. Somewhat fast but easily blocked by skilled players. | ||
* | *"Traditional" dust can lead to high damage with a cranked guard bar, Side dust can lead to good mixups and reward in the corner. | ||
*Very very short range! | *Very very short range! | ||
*Surprisingly safe on block, so not the worst thing to do after a vacuumed 2H. | *Surprisingly safe on block, so not the worst thing to do after a vacuumed 2H. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
2-hit kick, does good damage but doesn't advance Jam so might cause combos to drop. | 2-hit kick, does good damage but doesn't advance Jam so might cause combos to drop. First kick has almost no pushback, even on FD so it's excellent for her pressure-game and easier to combo into. | ||
*Forces stand on hit so has some unique uses in combos. | *Forces stand on hit so has some unique uses in combos. | ||
*Only normal that combos to 6H on regular hit. | *Only normal that combos to 6H on regular hit (2nd hit only). | ||
* | *Gatlings from and into 5H. Only the second hit will combo. On block, the opponent can IB the first hit and punish you if you attempt to cancel to 5H. | ||
}} | }} | ||
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|input= | |input= | ||
|image=GGXRD_Jam_6H.png | |image=GGXRD_Jam_6H.png | ||
|caption= | |caption=The Big Swing! | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv=4-13F Foot | |inv=4-13F Foot | ||
|description= | |description= | ||
Pretty useful move, while slow it avoids a lot of lows and have a very high attack-level, decent normal to cancel into 236+S-specials. Pretty unsafe on block so don't forget to cancel it. | Pretty useful move, while slow it avoids a lot of lows and have a very high attack-level, decent normal to cancel into 236+S-specials. Pretty unsafe on block so don't forget to cancel it. Good move to use in pressure with the threat of YRC along with a huge reward on counter hit. | ||
*On regular hit you can safely | *On regular hit you can safely charge a MAX card. | ||
*Loses | *Loses lower body invul when it becomes active, so will trade against lows. Cannot be used as a reversal since it's not invul until frame 4. | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Standard crouching jab. | |||
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|inv=3-12F Upper Body | |inv=3-12F Upper Body | ||
|description= | |description= | ||
Very fast, long ranged low normal with good evasion and upper body invincibility, one of her better normals. | Very fast, long ranged low normal with good evasion and upper body invincibility, one of her better normals. Useful to use in matchups where 2D is too much of a commitment. | ||
*On CH it combos into 6H. | *On CH it combos into 6H. | ||
*Chains into itself and can easily be confirmed into 2D for card charge. | *Chains into itself and can easily be confirmed into 2D for card charge. | ||
*Decent combo starter because of speed and invulnerability, in spite of high proration and low damage | *Decent combo starter because of speed and invulnerability, in spite of high proration and low damage. | ||
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|input= | |input= | ||
|image=GGXRD_Jam_2S.png | |image=GGXRD_Jam_2S.png | ||
|caption= | |caption=Stop pressing buttons! | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Shorter range than in the older games, but a stronger hitbox to make up for it. Will CH most pokes in the game for stagger. Good for pressure and frame traps, can be cancelled until nearly the end of it's recovery frames. | |||
*Staggers on CH, if opponent isn't ready to mash out of it you can dash up and get a full combo | *Staggers on CH, if opponent isn't ready to mash out of it you can dash up and get a full combo. | ||
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{{MoveData | {{MoveData | ||
|name=2H | |name=2H | ||
|input= | |input= | ||
|image=GGXRD_Jam_2H.png | |image=GGXRD_Jam_2H.png | ||
|caption= | |caption= | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Essential Jam combo | Essential Jam combo tool. Sees a lot of uses. | ||
*On both block and hit it vacuums the opponent closer to Jam. | *On both block and hit it vacuums the opponent closer to Jam. | ||
*Makes it very easy to confirm combos on hit or block. | *Makes it very easy to confirm combos on hit or block. | ||
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*Used to combo into parry~PK for her stronger combos in specific situations. | *Used to combo into parry~PK for her stronger combos in specific situations. | ||
*Can be used as an AA in some situations, though not that reliable. | *Can be used as an AA in some situations, though not that reliable. | ||
Useful on block, but note that if the first hit is IB'd, the opponent can punish you before the second hit. Mix up your blockstrings to ensure they're not confident enough to do this. | |||
Examples on stuff you can do on block: | Examples on stuff you can do on block: | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Faster than jP but doesn't chain into itself. Mostly used as combo filler but | Faster than jP but doesn't chain into itself. Mostly used as combo filler but is a decent air-to-air attack when used at the same level as your opponent. | ||
*Chains both into and from jP. | *Chains both into and from jP. | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Amazing air normal. Beats most jump-ins if done early enough. Leads to good damage with cards. | |||
*Her only air-normal that's jump-cancellable making it essential for combos. | *Her only air-normal that's jump-cancellable making it essential for combos. | ||
*Launches opponent upwards on hit. | *Launches opponent upwards on hit. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Very fast jH normal. Pretty good damage on hit. A lot of active frames making Jam into a cannon ball. | Very fast jH normal. Pretty good damage on hit. A lot of active frames making Jam into a cannon ball. Important note: be ready to cancel into j2K when used after an IAD, as aware opponents will throw you after blocking as you land from this normal. | ||
*Any kind of movement altering options (IAD YRC / Ryuujin YRC) into jH is pretty decent. | *Any kind of movement altering options (IAD YRC / Ryuujin YRC) into jH is pretty decent. | ||
*On CH-hit it's possible to land, jump and followup with an air combo if you were close enough to the ground when it hit. | *On CH-hit it's possible to land, jump and followup with an air combo if you were close enough to the ground when it hit. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Air can-cans! Decent air-move. | Air can-cans! Decent air-move. Like all j.Ds, has landing recovery. | ||
*Launches upwards on hit. | *Launches upwards on hit. | ||
*Potential for very strong combo followups in corner. | *Potential for very strong combo followups in corner. | ||
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|name=Ground Throw | |name=Ground Throw | ||
|image=GGXRD-R_Jam_GroundThrow.png | |image=GGXRD-R_Jam_GroundThrow.png | ||
|caption= | |caption=AHAHAHAHA~! | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Strong grab that leads to combos. | Strong grab that leads to combos. Jam is a very scary rushdown character, so having a strong throw is huge. | ||
Since the first hit only gives 90% forced prorate you can get very strong followups from RRC, giving you enough time to charge card and followup combo AFTER RRC slowdown, adding no extra proration. With character specific followups you can get around 200ish damage off this. | Since the first hit only gives 90% forced prorate you can get very strong followups from RRC, giving you enough time to charge card and followup combo AFTER RRC slowdown, adding no extra proration. With character specific followups you can get around 200ish damage off this. | ||
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|inv=1-18F All<br/>19-23F Throw | |inv=1-18F All<br/>19-23F Throw | ||
|description= | |description= | ||
Standard DA-attack. Uses her fS-animation. | Standard DA-attack. Uses her fS-animation. Wallbounces. | ||
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|description= | |description= | ||
*Hochifu - Jam's | *Hochifu - Jam's parry. This move has 2 versions depending on whether you use it in neutral or cancel it from a normal. | ||
*for | *In neutral: Jam catches highs and mids for 1-8 frames. Jam is unable to block low and cannot jump. Jam is able cancel into other movement options and FD on frame 9.(Run, walk, backdashing etc.) | ||
* | *As a special cancel: Jam retains the same conditions as when in neutral with the exception of being able to perform movement actions or FD after frame 8. If the opponent is parried when jam cancels into Hochifu (such as a burst), the rules apply as if she had canceled normally. | ||
*You can cancel into P follow up if you catch a button Mid string. The follow up is 4 frame start up and has lots of hitstun. However it's easily punishable if blocked. | *You can cancel into P follow up if you catch a button Mid string. The follow up is 4 frame start up and has lots of hitstun. However it's easily punishable if blocked. | ||
**You can frame trap with the 2nd P follow up, the 2nd follow up is unsafe and leaves Jam in counter hit state during recovery. | |||
*You can frame trap with the 2nd P follow up, the 2nd follow up is unsafe and leaves Jam in counter hit state during recovery. | **You can go for the safer K follow up. However the K follow up has a larger gap in between. The K follow up does launch the opponent and true combos from the 1start follow up on counter hit. Generally a good rule is never let 46P be blocked. | ||
*You can go for the safer K follow up. However the K follow up has a larger gap in between. The K follow up does launch the opponent and true combos from the 1start follow up on counter hit. | |||
*If you have any tension at all you can FD OS the followup by doing 464+P+K. On whiff Jam will FD, if she parries a move the P-followup will hit. This makes it a decent AA with 1f startup, 8f actives and 0f recovery. Not that useful against multi-hitting moves unfortunately. | *If you have any tension at all you can FD OS the followup by doing 464+P+K. On whiff Jam will FD, if she parries a move the P-followup will hit. This makes it a decent AA with 1f startup, 8f actives and 0f recovery. Not that useful against multi-hitting moves unfortunately. |
Revision as of 22:44, 3 August 2016
Jam Kuradoberi |
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Defense Modifier: x1.06 Guts Rating: 3 Stun Resistance: 65 Jump Startup: 3F Backdash Time 13F / Invul: 1-7F
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Overview
Kung-fu master chef with horrible luck regarding her restaurants - she hunts dragons for ingredients and people for money. Being a rare wielder of KI she's one of the stronger humans in the GG universe and fights with her expert martial arts instead of weapons.
Her unique mechanic revolves around her ability to power up her kick specials, giving them different properties on hit. Similar to Sin she can cancel these kick specials into other kick specials - up to 3 times. They also gain different properties if done during airdashing, giving her a lot of flexibility in one button.
Strengths
- Fast grounded and air normals
- Very fast and agile character with evasive movement options
- Strong grab that leads to combos and a lot of damage with 50 tension
- Carded specials always gives hard knockdowns no matter when or where they hit
- Flexible pressure game that can build RISC very fast
- Very good DP with card
- Above average tension gain
- Decent parry
- Ryuujin!
Weaknesses
- Very short range on her normals, making it difficult to beat other characters buttons and makes her combos prone to unnecessary drops
- High execution, most of her stronger combos are very character specific and some of her inputs (IAD DP/axekick) require a lot of training to not mess up. Unintuitive pressure and combo game. Air juggles require a lot of adjustments for optimal damage
- DP requires card to extend invincibility to active frames
- Below average combo-damage without carded specials
- 3f normal can be crouched by most of the cast making its usefulnes situational
- Divekick can often be better on block than hit, especially bad on counter
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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5D
5D |
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6P
6P |
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6K
6K |
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6H
6H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Hochifu
Hochifu 546 |
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Youeikyaku
Youeikyaku j.2K |
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Bakushuu
Bakushuu 236S |
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Asanagi no Kokyuu
Asanagi no Kokyuu 22K/S/H |
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Ryuujin
Ryuujin 236K |
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Gekirin
Gekirin 214K |
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Kenroukaku
Kenroukaku 623K |
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Air Ryuujin
Air Ryuujin j.236K |
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Air Gekirin
Air Gekirin j.214K |
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Air Kenroukaku
Air Kenroukaku j.623K |
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Overdrives
Choukyaku Hou'Oushou
Choukyaku Hou'Oushou 632146S/D |
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Bao Saishinshou
Bao Saishinshou 236236H |
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Renhoukyaku
Renhoukyaku 632146H |
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Instant Kill
Gasenkotsu During IK Mode: 236236H |
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