< GGXRD-R
(A bunch of small edits for accuraccy/clarification/extra information. WIP.) |
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*If not properly spaced it's very easy to throw punish if multiple hits, either it's blocked, hit or even on CH. | *If not properly spaced it's very easy to throw punish if multiple hits, either it's blocked, hit or even on CH. | ||
* | *Good to use after air confirms when you don't have a card to immediately return to the ground. | ||
*It's possible to link into 5k or 2p after Youeikyaku in some situations. | *It's possible to link into 5k or 2p after Youeikyaku in some situations. | ||
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|caption3=Ashibarai (K) | |caption3=Ashibarai (K) | ||
|image4=GGXRD_Jam_Byappo Shinshou.png | |image4=GGXRD_Jam_Byappo Shinshou.png | ||
|caption4= | |caption4=Hyappo Shinshou (S) | ||
|image5=GGXRD_Jam_SenriShinshou.png | |image5=GGXRD_Jam_SenriShinshou.png | ||
|caption5=Senri Shinshou (H) | |caption5=Senri Shinshou (H) | ||
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{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
|header=no | |header=no | ||
|version= | |version=Hyappo Shinshou | ||
|subtitle=> S | |subtitle=> S | ||
|damage=50 | |damage=50 | ||
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|description= | |description= | ||
*Bakushuu - A Dash, it has follow-ups (special note: it can be used as a meterless way to avoid bursts '''while using normals on the ground''' as it inherently low profiles them with enough recovery to punish very well on its own) | *Bakushuu - A Dash, it has follow-ups (special note: it can be used as a meterless way to avoid bursts '''while using normals on the ground''' as it inherently low profiles them with enough recovery to punish very well on its own) | ||
*Mawarikomi - | *Mawarikomi - Strike invul from ankles up. It's generally used to get in on your opponent while they're applying pressure from mid to full screen and it can be Roman cancelled. Aware opponents will throw you out of it, or use very low pokes to punish attempts to get in. | ||
*Ashibarai - A swift low kick, causes light stun on CH. You can use this to apply fuzzies because of the ability to follow up with Jam's special kicks. Because of how her kicks work, this move will count as one of your special move kicks, so you can only follow up with two other special kicks. You can cancel the move with a kick before it comes out to trick your opponent into guarding low because the pruple flash still comes out even when you cancel before impact. Common use of this is after 2HS but use it with other moves to give your strikes instant fuzzy situations. (Special note: in the corner landing this then Gekirin will not combo unless execution is perfect. An easier time would be to DP then Gekirin upon successful hit) | *Ashibarai - A swift low kick, causes light stun on CH. You can use this to apply fuzzies because of the ability to follow up with Jam's special kicks. Because of how her kicks work, this move will count as one of your special move kicks, so you can only follow up with two other special kicks. You can cancel the move with a kick before it comes out to trick your opponent into guarding low because the pruple flash still comes out even when you cancel before impact. Common use of this is after 2HS but use it with other moves to give your strikes instant fuzzy situations. (Special note: in the corner landing this then Gekirin will not combo unless execution is perfect. An easier time would be to DP then Gekirin upon successful hit) | ||
* | *Hyappo Shinshou (puffball) - Good for stuffing air-to-ground maneuvers because of its large frontal hitbox. Solid blockstring ender and good on block, but aware opponents will punish the startup. Causes tumble state on CH. | ||
*Senri Shinshou (Heavy puffball) - Good for applying safe pressure. On block, it pushes your opponent back, on hit you get free otg situation. On CH you get wallsplat if you're close enough and | *Senri Shinshou (Heavy puffball) - Good for applying safe pressure. On block, it pushes your opponent back, on hit you get free otg situation. On CH you get wallsplat if you're close enough and tumble state if at mid screen. It crosses up if the dash for the move is extremely close to the opponent. The drawback is its especially long startup and lack of low profile, allowing it to be more easily stuffed, but it reaches the entire screen if timed correctly. So use this to close the gap after launching your opponent away with puffball or any other relevant situation. Good opponents will throw you out of this when attempting to cross up with it! | ||
}} | }} | ||
}} | }} |
Revision as of 22:55, 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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