GGACR/Jam Kuradoberi/Strategy

From Dustloop Wiki
 Jam Kuradoberi



General Tactics

Neutral

Jam's neutral comes from understanding the principles of Guilty Gear Neutral.

Jam primarily focuses on whiff punishing and advancing attacks. This is due to her nature of having relatively shorter ranged attacks. Her speed on the ground, in the air, and from special moves, allows her to maneuver to positions to create the whiff punish situations or catch the opponent on the backfoot with an advancing attack. Your main neutral tool is Jam's run combined with Dash Brake. Jam wants to move around fast and safely. Once you create a whiff, your options for whiff punishing are f.SGGAC Jam fS.pngGuardMidStartup6Recovery10Advantage-1 and 2DGGAC Jam 2D.pngGuardLowStartup6Recovery16Advantage-6 as your farthest range whiff punish. The whiff punish leads to a knockdown that lets you gain cardsGGAC Jam 22K.pngGuardStartupRecoveryTotal 53Advantage- or when you have 25 meter FB cardsGGAC Jam 22K.pngGuardStartupRecoveryTotal 50Advantage-. Ryuujin card (22K) is generally the most important card to have. 236DGGAC Jam 236K.pngGuardAllStartup11RecoveryUntil landing+17Advantage- opens up Jam's game plan, giving her an amazing whiff punish tool, combo tool, and utility. Her preemptive attacks generally are short range. f.SGGAC Jam fS.pngGuardMidStartup6Recovery10Advantage-1 is a staple and has slight disjoint hitbox. 2SGGAC Jam 2S.pngGuardMidStartup6Recovery9Advantage+0 gives a stagger on counterhit allowing for easy follow ups. Her scariest preemptive option is PuffballGGAC Jam 236SS.pngGuardMidStartup18Recovery15Advantage+1, when used as a preemptive wall of a hitbox for the opponent to run into, the counterhit gives a wallbounce allowing for big damage and stun follow ups. With 25 meter and cards this becomes even scarier. FB PuffballGGAC Jam 236SD.pngGuardMidStartup14Recovery15Advantage+1 has invincibility frames and is card cancellable, so when combined with 236DGGAC Jam 236K.pngGuardAllStartup11RecoveryUntil landing+17Advantage- it becomes a horizontal invulnerable hitbox that is +1 on block that leads into big damage.

Parrying

Parrying (or Hochifu) is integral to playing Jam, as it’s one of her strongest defenses. Listed in the move list as 546, parrying is done by being at neutral before pressing back, then moving to forward, within 8 frames of an attack hitting you. Parrying can only be done when you're in neutral, it cannot be done if you're in blockstun. In blockstrings, there must be a gap of at least 1f to allow parry. Parrying can only be done versus attacks that can be blocked standing, and on a successful parry, you will recovery immediately after the move's hitstop with no blockstun. In addition, on a failed parry attempt, you cannot attempt again for 15F. This does not apply to a successful parry attempt, allowing you to parry multi-hit moves.

Parrying is best done when your opponent does an obvious jump-in, or while waking up. Note many opponents are aware of Jam’s parry and will play much more carefully versus her than against other characters due to it.

During a successful parry, you can input attacks during the hitstop. The last attack input will come out at the end of the hitstop. Doing this, you can get easy punishes on opponent’s attacks. 2S is very strong, as its CH stagger state is amazing. 5P can be done if you need speed to beat out the opponent’s next attack. 5S is a strong anti-air after a parry, and can lead to an easy air combo. A grab can also be done if your opponent is very close, though it is not optimal.

Burst Cancelling

An advanced technique using the parry and burst to carry over part of the strike invincibility from the burst.
Immediately after a successful parry, burst and immediately input Faultless Defense to FDC the burst startup and then you're free to do whatever you want, the input should look something like 546~[S]+D~4P+S follow by a normal/special, the whole thing has to be inputted quite fast so make sure to practise it first. The S can be replaced by whatever button you find more comfortable to FD with. When successful you'll be strike invincible during the hitstop and after that for 16 frames.
A burst is obviously needed to do this, and you should be 100% certain you can do it, otherwise you will lose a burst and likely be punished.

Offense

Jam's offense is based around her strong strike/throw game. 5K, 2P, 2K, 2S, 5H, and 6H are all great pressure reset points due to how safe they are and her pressure gets even stronger with meter. f.S is also jump cancellable and is a true string into IAD j.P against FD which helps keep Jam in. For 25 meter Jam can FRC 2D's startup for free plus frames after any of her normals (although this is strongest after 6K(2)). 50 meter opens up j.2K instant overhead conversions and 3H RC shenanigans.

Okizeme

Jam will almost always opt to get a card when possible after knocking the opponent down, which will limit her meaty options. Off of 2D > Card, microdash 5K or 2S will meaty while also preventing throws. 2S is far more rewarding if it counterhits something due to the stagger, but 5K hits low which may catch her opponent trying to backdash away. Corner knockdowns from 6HH > Card are similar but they push Jam out a lot farther than 2D > Card, which makes her dash farther in return.

If Jam doesn't stock a card or thinks her opponent will respect her, she can opt for a meaty 6H. This is the ideal meaty button because it's always plus on block and is low/throw immune for a good chunk of its startup. This move is amazing and you will use it a lot.

Defense

Her aforementioned Parry is an excellent defensive tool, but Jam is not without other options. 623K is a decent reversal in and of itself. Its only real downside is that it doesn't knock down which prevents Jam from safely getting any cards, which is conveniently solved by 623D. Her 3-frame 5P makes for a great last-minute anti-air, especially when combined with her Parry. 6SH throw OS is also a good option, even though it doesn't lead to a knockdown without cards.

623D and 236236H deserve a second mention as they are both 3-frame reversals. This lends them some offensive use as punish tools along with being much more difficult to safejump.

Anti-Airs

5P and 6P both hit high up, but 5P is much faster at the cost of upper-body invulnerability. Her most consistent anti-air outside of her airthrow is her j.S, which is functionally an airborne 6P. It's very disjointed and has a lot of hitstun on counterhit.

Blockstrings

Jam’s goal with her aforementioned plus on block normals (5K, 2P, 6P, 5H, 6H) and safe normals (2K, 2S, f.S) is to crank her opponent’s guard gauge. She can run pressure resets relatively safely as her gatling tree is far more expansive than normal. Normals like 6P, 6K, and 2S reverse chain back into her light normals (which are usually plus). 2K also deserves special mention as it gatlings into itself. Even though it isn’t plus, 2K is very long and only -1, making it an excellent tick throw spot alongside 5K.

In terms of actually running mixups, Jam needs meter to do anything really difficult to block. She always has access to combos from her throw, but these don’t lead to knockdowns (and by extension more cards) without a card stocked or 25 meter. j.2K is an incredibly fast instant overhead but it needs meter for an RC to become more than a stray hit. TK Gekirin and it’s Carded version are good overhead options, but they are both unsafe when blocked. It’s good to use these options without meter to make them safe in order to overwhelm the opponent’s mental stack, but they become immeasurably stronger when Jam has resources.

Okizeme

3h RC mixups

Tips and Tricks

Fighting Jam

Navigation

 Jam Kuradoberi


Systems Pages