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Jam
Normal Attacks List | Special Attacks List

Normals

Move Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 12 1.44 3 9 1 HLF cCJR 3 3 4 +3 -
K 12 2.64 5 7 2 LF CR 5 4 7 +1 Hit stop 6. Prorates 90%. In CH state till end of recovery.
c.S 28 2.64 10 7 3 HLF CJR 6 8 12 -6 -
f.S 30 2.64 10 7 3 HLF CJR 6 5 10 -1 -
H 24x3 3.84x3 14x2,20 6x3 4x2,5 HLF CR 13 3(3)3(3)3 15 +1 22~24, 34~36 upper body invincibility. 25~33 low stance. Forces opponent to crouch on hit. 3rd hit causes vacuum effect. 1st and 2nd hits: hit stop 7.
6P 18x2 2.64x2 10,14 7,6 3,4 HLF CR 7 1(10)3 12 +2 1~7 above the knees, 8~20 upper body invincibility. Staggers on ground CH (1st hit max: 41F, 2nd hit max: 45F).
6K 16,26 2.64,3.84 10x2 7x2 3 HLF CJR 6 4(6)8 20 -14 Forces opponent to stand on hit. 1st hit: hit stop 6.
6H 28 3.84 20 6 5 HLF R 18 6 10 +5 1~23 lower body (can be hit on the back leg) and throw invincibility. 24-31 above the knees invincibility. 32~33 lower body invincibility except for the back leg. Forces opponent to stand on hit, causes 23F of hit stun. Untechable on air hit for 22F. On block, inflicts 20F of blockstun. 19~32 can cancel into H follow-up.
H Follow-up 58 3.84 20 6 5 HLF R 10 7 23 -11 1~6 invincibility above the knees. Upper body invincibility on fram 7. Causes wall stick effect on hit (untechable for 48F, stick for 24F).
Dust 16 2.64 8 20 3 HF R 24 4 12 -2 -
DAA 20 2.64 10 7 3 Any R 13 6 12 -4 Total animation length: 30F. 1~18 invincible. 19~27 invincible to throws. Causes knockdown on ground hit. Jam is crouching during the move. Prorates 50%.
2P 6 1.44 3 8 1 HLF cCR 4 2 4 +4 Prorates 90%.
2K 8 1.44 3 8 1 LF cCR 5 3 9 -2 Prorates 80%.
2S 26 2.64 10 7 3 HLF CR 6 5 9 +0 Staggers on ground hit (max: 39F). Prorates 80%.
2H 20x2 3.84x2 14,14 6x2 4 HLF CR 9 4,4 25 -12 Vacuum effect on air hit (untechable for 25F).
2D 28 2.64 8 7 3 LF CJRF 6 4 16 -6 FRC timing: 1~6.
j.P 11 1.44 3 8 1 HA cCR 5 4 14 - -
j.K 14 1.44 3 8 1 HA CR 5 8 11 - -
j.S 28 2.64 10 7 3 HA CJR 4 5 9 - Floats on hit (untechable for 16F)
j.H 35 2.64 10 7 3 HA CR 7 10 16 - -
j.D 16,28 2.64x2 10x2 7x2 3 HA CR 7 3(4)6 16 - 2nd hit floats on normal hit (untechable for 24F). 2nd hit wall bounces on CH (untechable for 60F). 4 additional frames of recovery after landing.
Throw 60 4.00 - 6x2 - 43dot RF - - - - Floats on hit (untechable for 38F). Normally has forced proration of 50%. If throw is FRC'd, forced proration 70%. FRC timing: 43~44. 17F to hit the opponent after the throw before they can tech normally, 16F if FRC'd. When FRC'd, throw does 0 damage.
Air Throw 60 5.98 - 6,7 - 88dot - - - - - Untechable for 50F. Forced proration 50%.
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Specials

Special Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Asanagi no Kokyuu 22K,S,orH - - - - - - - - - Total: 57 -
Jam gets a charge on frame 57. Can store up to 3 charges for each special at max.
*Not in Mook* K for Ryuujin, S for Gekirin, H for Kenroukaku.
Ryuujin 236K 50 2.50/8.40 20 6 5 HLF R 17 6 25+11 Landing -23
1~4 invincible to strikes. 7~8 low stance. Airborne from frame 9 on. Wall bounces on hit (untechable for 36F). *1
Ryuujin (Air) j.236K 52 2.00/7.20 20 6 5 Any R 9 6 11 Landing -
Floats on normal hit (untechable for 36F). Has a minimum height requirement. *1
Ryuujin (Charged) 236K 66 -/12.00 20 15 5 Any R 11 16 17 Landing -
1~9 invincible to strikes. Airborne from frame 1 on. Causes wall stick on hit (untechable for 80F, stick lasts 35F). Consumes one charge stock on frame 1. *1
Gekirin 214K 42 2.00/4.80 10 7 3 HA R 19 13 3+10 Landing -9
Airborne from frame 4 on. Floats on hit (untechable on ground hit for 28F). Startup to hit a crouching opponent is 21F (tested on Sol). *1
Gekirin (Air) j.214K 38 1.50/3.60 10 7 3 HA R 17 13 10 Landing -
Causes ground bounce on hit (untechable for 35F). Has a minimum height requirement. *1
Gekirin (Charged) 214K 21x2 -/4.80x2 10x2 11 3 HA R 12 3,4,6 12 Landing -
Airborne from frame 1 on. Floats on hit (untechable for 60F). Charged Gekirin cancelled from point blank 2D(sweep) has a startup of 18F to hit a crouching opponent (tested on Sol). Uses up a charge stock on frame 1. *1
Kenroukaku 623K 14x4 2.00/2.40x4 10x4 3x4 3 HLF R 7 4,4,5,10 21+6 Landing -36
1~10 invincible to strikes. Airborne from frame 3 on. Floats on hit (untechable for 22F). Hit stop 6. Dizzy modifier x0.375. *1
Kenroukaku (Air) j.623K 12x3 1.50/1.80 10x3 3x3 3 Any R 5 4,4,5,10 6 Landing -
2~3 invincible to strikes. Floats on hit (untechable for 22F). Hit stop 6. Dizzy Modifier x0.375. Has a minimum height requirement. Max of 3 hits. *1
Kenroukaku (Charged) 623K 15x7 -/2.40 10x7 4x7 3 Any R 5 2x6,11 11 Landing -
1~17 invincible to strikes. Airborne from frame 1 on. Floats on hit (untechable for 60F). Hit stop 6. Dizzy modifier x0.25. Uses up a charge stock on frame 1. *1
Bakushuu 236S - 2.00/- - - - - - - - Total: 46 -
8~23 invincible above the feet. 24~31 low stance. 6~24 can perform any of the follow-ups (Mawarikomi, Ashiharai, Hyappo Shinshou, FB Hyappo Shinshou, Senri Shinshou). In CH state till Bakushuu ends.
Mawarikomi 236S~P - - - - - - - - - Total: 26 -
2~15, 21~26 invincible above the feet. 2~14 can pass through opponent.
Ashiharai 236S~K 30 -/7.20 8 - 3 LF R 10 8 22 -16
10~31 low stance. Staggers on ground hit (max: 35F). In CH state till end of recovery. 3~38 can perform follow-ups.
Hyappo Shinshou 236S~S 50 -/7.20 14 7 5 HLF R 18 3 15 +1
Floats on normal hit (untechable for 26F). Wall bounces on CH (untechable for 64F). Prorates 75%.
Senri Shinshou 236S~H 50 -/14.40 14 6 5 HLF RF 24 3 12 +4
14~19 low stance. Wall bounces on hit (untechable for 40F). Dizzy modifier x1.375. Prorates 75%. FRC timing: 21~24. 2~11 can pass through opponent. If Jam passes through opponent, she performs Senri Shinshou (Crossup).
Senri Shinshou (Crossup) 236S~H 50 -/9.60 14 6 5 HLF R 29~ 3 15 +1
Low stance for 6F while Jam reverses direction. Wall bounces on hit (untechable for 32F). Dizzy modifier x1.5. Prorates 75%. Startup varies depending on distance from opponent.
Hochifu (Parry) N46 - -/4.00 - - - - - - - - -
Will parry any attack that can be blocked high if it hits within 8F after parry input. Pressing any other stick direction other than forward or neutral during this time will immediately cancel the parry attempt. After inputting a parry, you cannot attempt another parry for 15F (does not apply to successful parries). Any moves input during the hitstop of a successful parry will start up once hit stop ends.
Houeikyaku j.2K 16,10xn 1.50/3.60,1.8xn 14xn 6,8xn 4,1xn HA R 10 Till Landing 6 Landing +8
All hits other than the 2nd have hit stop 5. 1st hit prorates 80%. Has a minimum height requirement. Listed SD is for a Houeikyaku performed as low to the ground as possible (startup of 14F). The 2nd hit will only trigger if the 1st hit connects.
Choujin 236P - 0.5/- - - - - F - - Total: 41 -
Airborne from frame 1 on. Foot invincibility from frame 6 on. 1~17 can pass through opponent. In CH state from frames 1~5. Additional 2 frames of recovery after landing. FRC timing: 1~3. Auto jump Installs. From frame 20 on, can perform any action other than blocking or FD.
Choujin (Air) j.236P - 0.5/- - - - - F - - 2 Landing -
1~18 can pass through opponent and in CH state. FRC timing: 7~9. Cannot be used after a double jump. From frame 22 on, can perform any action other than blocking or FD.
Force Break Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Asanagi no Kokyuu - Kyoku 22D, (P,K or S)x2 - - - - - - - - - Total: 64 -
5~52 can gain up to a maximum of 2 charges. Jam gains a charge stock when you press a button (P,K, or S). *2
Hyappo Shinshou 236S~D 65 - 14 6 5 HLF R 14 3 15 +1
Low stance on frame 2. 3~13 invincible to strikes. Wall stick on hit (untechable for 60F, stick for 30F). Dizzy modifier x1.25. Prorates 85%.
Super Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Renhoukyaku 632146H 18x9 - 6x9 3x9 2 Any - 10+ 0 After Super Flash 32 17 -7
1~10 invincible to strikes. Floats (untechable for 28F). Causes vacuum effect on hit or block. Hit stop 0. Opponent's inputs are frozen after the super flash until the 2nd active frame.
Choukyaku Hououshou 632146S 20,9x10,40,80 - 20 6,2x10,6x2 5,3x10,5x2 HLF R 7+0 After Super Flash 21 24 -26
1~8 invincible to strikes. 9~29 foot invincibility. 30~40 low stance. Hits 12~13 float. Untechable on air hit: 1st hit: 18F, hits 2-11: 40F, 12th hit: 80F, 13th hit: 114F. Hits 2~11 have hit stop 6. 13th hit has dizzy modifier x0.25; all others have dizzy modifier x0. Opponent's inputs are frozen after the super flash until the 2nd active frame.
Geki: Saishinhou 236236H 50,70 - 20x2 6x2 5 HLF RF 1+2 After Super Flash 3,3 36 -20
1~8 invincible to strikes. 1st hit staggers on ground hit (max: 35F). 2nd hit floats. Both hits are untechable on air hit for 90F. 1st hit prorates 150%. 2nd hit forced proration 75%. FRC timing: 3~4.
Tousai Hyakuretsuken 64641236P+K 1x100 - 20 1,0x99 5,1x99 Any - 7+29 After Super Flash 14 27 -22
1~6 invincible to strikes. 36~51 foot invincibility. 52~67 low stance. Causes knockdown on hit. 2nd hit (and all subsequent hits) only trigger if the 1st hit connects. Costs 100% Tension.
Instant Kill Command Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Gasenkotsu In IK mode: 236236H Fatal - 20 - - Any - 11+6 After Super Flash 12 22 -15
IK preparation animation: 54F. 12~16 invincible to strikes.
Special Notes:
*1: Jam is crouching after landing. On the next frame after a hit or block until Jam lands, Jam can cancel into a follow-up (Ryuujin, Gekirin, Kenroukaku).
*2: -NOT IN THE MOOK- Taken from a Japanese wiki. K charges Ryuujin, S Gekirin, H Kenroukaku.
First two button presses determine the charges you receive, except in two special cases.
Examples:
If you have zero charge (normal case): Pressing K, K, S (in that order) gets you 2 charges of Ryuujin (S input ignored.)
If you have two charges of Ryuujin, and no other charges
Pressing K,K,S gets you one charge of Ryuujin (total of 3) and one charge of Gekirin.
If you have 3 charges of Ryuujin, pressing K,K,S,S gets you no charges at all.
So only if the 1st charge is a success can you afford to waste inputs on overcharging.


Gatling Table

PKSHDJumpSpecial
5P5P, 2P, 6P5K, 2K, 6Kc.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
5P5P, 2P, 6P5K, 2Kc.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
6P2P2K, 6Kc.5S, f.5S, 2S5H, 2H, 6H5D, 2D-yes
5K2P, 6P2K, 6Kc.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
2K6P5K, 2Kc.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
6K2P2Kc.5S, f.5S, 2S5H, 2H, 6H5D, 2Dyesyes
c.5S6P6Kf.5S, 2S5H, 2H, 6H5D, 2Dyesyes
f.5S--2S5H, 2H, 6H5D, 2Dyesyes
2S-5K, 2K-5H, 2H, 6H5D, 2D-yes
5H-6K-6H--yes
2H---6H-yesyes
6H---6HH---
6HH-------
5D-----homing jump on hit-
2D-----yesyes
j.Pj.Pj.Kj.Sj.Hj.D-yes
j.Kj.P-j.Sj.Hj.D-yes
j.Sj.P--j.Hj.Dyesyes
j.H------yes
j.D------yes
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Translator Author Revision Status
Ken'oh WUT v0.9 4/15/07 Awaiting proofing
Dustloop.com
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