GGXRD-R2/Jam Kuradoberi

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Overview
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Overview

The ki-weilding martial artist Jam is a highly-mobile rushdown queen with scary close-range pressure and high damage off openings.

Jam's defining mechanic lies in her three kick specials, RyujinGGXRD Jam Ryuujin.pngGuard:
Mid
Startup:
17
Recovery:
30 + 11 After Landing
Advantage:
-28
, a flying kick that crosses the screen, GenkirinGGXRD Jam Gekirin.pngGuard:
High/Air
Startup:
19 [17]
Recovery:
3+10 After Landing
[Until Landing + 10]
Advantage:
-13
, and overhead axe kick, and KenroukakuGGXRD Jam Kenroukaku.pngGuard:
Mid
Startup:
7
Recovery:
20 + 6 After Landing
Advantage:
-37
, a DP-style kick. All of these moves can be cancelled into each other up to three times, giving her plenty of options for pressure and combos. In addition, she can power up these moves by "charging cards" with Asanagi no KokyuuGGXRD Jam AsanagiIcons.pngGuard:
-
Startup:
-
Recovery:
Total: 56~77
Advantage:
-
, making them stronger, faster, or giving them enough invulnerability to make them effective reversals.

These kicks are backed up by very fast normals and a lot of cancel options, which allows her to keep the pressure on until she inevitably opens the opponent up, knocks 'em down, and builds up her resources. A Jam with full Tension and maxed-out cards is terrifying on offense, as one opening can lead to a ton of damage, great corner carry, and a near-guaranteed hard knockdown that lets her charge her cards all over again.

Of course, none of that matters if she can't reach you. Jam's overall range is among the shortest in the cast, meaning that she has to rely on her speed and movement tools to fight around the ranges of her opponents before she gets her offense started. She's also very reliant on her resources to get the job done, and does considerably less damage without them. Because of this, Jam starts each round at a bit of an uphill battle until she can score her first knockdown and charge a card. Manage your risks wisely and you will be rewarded.
Playstyle
Jam Kuradoberi has powerful and effective rushdown, able to run over her opponents with momentum.
Pros Cons
  • Speedy: Jam is a very quick character, with great mobility and fast close-range normals.
  • High Damage and Corner Carry: Carded Specials and Tension usage let Jam deal absurd damage and carry her opponents to the corner with ease.
  • Built in Burst Baits: Several of Jam's combos and pressure strings bait bursts on their own, or can be easily modified to Option Select against an opponent attempting to escape.
  • Flexible Pressure: Her fast normals and huge array of cancel options allow Jam to rush over the opponent with a constant assault. Opponents are forced to spend meter on Faultless Defense to push Jam out and avoid gaining a high RISC bar.
  • Tons o' Knockdowns: Jam's wide variety of cancel options allow her to almost always gatling to her sweep, and charged special moves will give knockdowns from air situations as well.
  • High Tension Gain: Constant forward movement along with using several special moves in combos lead Jam to an abundance of Tension.
  • Stubby Normals: Often out of the range of many other fighters such as Ky or Faust. Good movement and an understanding of how to use all of Jam's tools is required to get in and start her gameplan.
  • Needs Specials for Big Combos: Without a large counterhit Jam's damage often relies on cards to secure knockdowns and big damage.
  • Character Specific Combos: Jam's 46PK combo routes depend heavily on the opponent's weight and hurtbox, requiring adaptations on the fly to reach her high damage.
  • Situational Reversal: DP requires card to extend invincibility to active frames.

Cards

GGXRD Jam AsanagiIcons.png


Jam's unique mechanic revolves around her ability to power up her kick specials with "cards," that give them different properties on hit and increase their damage. She can cancel these kick specials into other kick specials up to 3 times. They also gain different properties if done while airdashing, giving her a lot of flexibility.

See her special move descriptions for more information on what each card level does for each move.

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
12 Mid 3 3 7 ±0

Jam is blessed with a 3 frame jab, much faster than the typical 5 frame jab of other characters. Its range is short but its startup lets it punish moves that other characters cannot, as well as making for a decent last-minute anti-air. Its low attack level means that it won't combo into much if she cannot gatling into a K or an S normal (that is, unless it is an air counterhit). 5P whiffs on almost every crouching character, which limits its use in pressure.

  • Whiffs on all crouching characters except Potemkin, Bedman, Slayer (3rd 5P will whiff), and Kum.
  • Jump cancelable.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Level Proration RISC+ RISC-
0 3 8

5K

Damage Guard Startup Active Recovery On-Block Invuln
12 Low 4 4 6 +2

5K is Jam's main pressure tool. It frame traps into itself AND hits low, while also having below average hitstop. 5K can both lock opponents down and open them up for tick throws. Jam also has a surprising amount of normals that gatling back into this normal, making it a common place to reset pressure. Heavy initial hit proration limits the damage from combos that are started with this normal.

  • Counterhit recovery.
  • 5K > 5Pw recovers fast enough to link back into 5K and be gapless on block.

Gatling Options: 5P, 2P, 6P, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Level Proration RISC+ RISC-
1 Initial: 80% 6 7
  • Hitstop 6F, on CH 7F

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 6 8 12 -6

Jam's c.S is a decent normal which is very useful in pressure to route to her other normals. It's also a good combo starter due to its lack of scaling and good gatling options. c.S has limited use as an anti-air if Jam is able to get under and behind your opponent. It can also be used as a deep meaty attack to catch backdashes due to its high active frame count.

  • Does strange things with Jam's collision box.
  • Jump cancelable.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7

f.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 6 5 11 -2

Jam's f.S is an amazing normal due to it's powerful hitbox, high speed, and also being relatively safe on block. Jam does not extend her hurtbox too much prior to the move, making her f.S an excellent counterpoke against many characters. In addition, it has great cancel routes and Jam is able to hitconfirm from random f.S hits to full combos. f.S > 2DGGXRD Jam 2D.pngGuard:
Low
Startup:
6
Recovery:
16
Advantage:
-6
is Jam's basic hitconfirm from f.S, giving her a consistent knockdown from a hit. CH f.S combos to IAD j.PGGXRD Jam jP.pngGuard:
High/Air
Startup:
6
Recovery:
16
Advantage:
-
on a standing opponent, which leads to a very high damage combo from a relatively far hit.

  • Jump cancelable.

Gatling Options: 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7

5H

Damage Guard Startup Active Recovery On-Block Invuln
24×3 Mid 13 3(3)3(3)3 15 +1 22-24F Upper Body
25-48 Low Profile
49-51 Upper Body

Jam's 5H is a multi-hitting normal that finds use in Jam's combos and pressure, as well as use as a meaty attack. The multiple hits encourage an opponent to FD and doing so drains a large portion of their meter. 5H is +1 on block as well, setting up a frame trap to Jam's 5K. Jam ducks very low during the final hit, making many Dead Angle Attacks whiff if attempted against the move. The final hit being very low profile, as well as the multiple hits, and being + on block, makes this move a strong meaty option if given the time to start up.

Jam can always gatling to her f.S out of this normal, regardless of proximity. Because of this, Jam is able to 5H > f.S even when right next to an opponent. Opponents may use FD to try to push Jam far enough away during 5H, so using her f.S can punish this. Keen opponents will be ready to IB the last hit (as its telegraphed by the two before it), requiring a delay gatling to discourage mashing.

Gatling Options: 6K, f.S, 2H, 5D, 2D

Level Proration RISC+ RISC-
3,3,4 14×2, 20 6×3
  • Forces opponent into crouching state on standing hit
  • Hitstop 7F per hit on normal hit
  • Hitstop 11F for hits 1 and 2 on CH, 13F for 3rd hit

5D

Damage Guard Startup Active Recovery On-Block Invuln
16 High 25 4 12 -2

A fairly standard 5D attack. Jam has several ways to route into it, and her high speed pressure can overwhelm an opponent, but generally she has better options.

  • 5D8 can lead to high damage with a cranked guard bar, 5D6 can lead to good mixups and reward in the corner.
  • Surprisingly safe on block.
Level Proration RISC+ RISC-
2 Initial: 80% 10 20

6P

Damage Guard Startup Active Recovery On-Block Invuln
18×2 Mid 9 3(6)3 12 +2 1-5F Upper Body
6-14 Above Knees

Unorthodox 6P, more oriented towards being a counterpoke than an anti-air. The first hit very little pushback, which makes comboing into 2H after an anti-air easier. Sees some use in pressure as it's +2 on block and cancels into pretty much anything. Can also be used as a meaty for similar reasons, but 5K is better for this role.

Gatling Options: 2P, 6K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2,3 10, 14 7,6
  • 1st hit stagger opponent on CH (Max 31F, min 15F)
  • 2nd hit stagger opponent on CH (Max 32F, min 15F)

6K

Damage Guard Startup Active Recovery On-Block Invuln
16,26 Mid 6 4(6)12 20 -18

A 2-hit kick that's typically seen in pressure and combos, but not in neutral. The first hit is a lower attack level than the second, meaning in order to combo into her 6HGGXRD Jam 6H.pngGuard:
Mid
Startup:
14
Recovery:
22
Advantage:
-6
, she must hit with the second hit. Both hits are jump cancellable and gatling into 5H allowing for some mixup potential, but the reward is low.

  • Forces stand on hit.
  • Jump cancelable.

Gatling Options: 2P, 2K, c.S, f.S, 2S, 2H, 6H, 5D, 2D

Level Proration RISC+ RISC-
1,2 6,10 7×2
  • Forces opponent into standing state on crouching hit
  • Hitstop 6F, 7F on CH

6H

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 14 3 22 -6 4-6 Lower Body
7-13F Foot

6H enables much of Jam's game at neutral due to the fear most opponents have of getting CH by it. However, the move is fairly risky to throw out because it can easily be jumped over and has long recovery on whiff. The reason to use this normal is its great high profile, as Jam's lower body no longer has a hurtbox after frame 4 until the active frames. This means this move can slide past many low/downward pokes and get a juicy counter hit, easily leading to over 300 damage with optimized combos.

6H can also be used in pressure. Jam's 5K and 2K both gatling into 6H for a frame trap on normal block. In addition, while 6H is -6 on block, Jam can special cancel to 236SGGXRD Jam Bakushuu.pngGuard:
-
Startup:
-
Recovery:
Total: 46
Advantage:
-
and from there, 236S~KGGXRD Jam Ashibarai.pngGuard:
Low
Startup:
8
Recovery:
23
Advantage:
-15
to make either an airtight blockstring or a frame trap afterwards. Special canceling her 6H to HochifuGGXRD Jam Hochifu.pngGuard:
-
Startup:
1
Recovery:
24
Advantage:
-
without attacking is also roughly -6 on block, but pulls Jam's hurtbox in to make her safer against reversals.

  • High profile.
  • Wallbounces on counterhit.
Level Proration RISC+ RISC-
4 20 6
  • Blows opponent away on hit
  • Wall bounces opponent on CH
  • On ground hit, guaranteed knockddown (Face Up). On air hit, untechable for 36F

2P

Damage Guard Startup Active Recovery On-Block Invuln
6 Mid 4 2 7 +3

2P is another great pressure tool. In exchange for hitting low, its +3 on block. 2P also gatlings from quite a few normals like 6PGGXRD Jam 6P.pngGuard:
Mid
Startup:
9
Recovery:
12
Advantage:
+2
. Its high frame advantage also helps Jam fight FD, as she can repeatedly microdash 2P against opponents trying to push her out.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 6K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Level Proration RISC+ RISC-
1 Initial: 90% 6 7
  • Can cancel into 5P, 2P, 5K, 2K on whiff 7F onwards

2K

Damage Guard Startup Active Recovery On-Block Invuln
8 Low 5 3 9 ±0 3-12F Upper Body

Jam's 2K is a weird middle ground between her 5KGGXRD Jam 5K.pngGuard:
Low
Startup:
4
Recovery:
6
Advantage:
+2
and her 2DGGXRD Jam 2D.pngGuard:
Low
Startup:
6
Recovery:
16
Advantage:
-6
. It's not as fast as the former, but it's not as far-reaching as the latter. The main niche of this normal is that her 2K cancels into itself on hit or block, allowing Jam to chain hits to confirm a random touch, or just to force the opponent to hold downback. If an opponent attempts to jump out or throw their way out of Jam's pressure during this, they'll get tagged by the low and Jam can easily confirm to 2D for a knockdown.

Gatling Options: 6P, 5K, 2K, c.S, f.S, 2S, 2H, 6H, 5D, 2D

Level Proration RISC+ RISC-
1 Initial: 85% 6 7

2S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 6 5 9 ±0

A very, very strong counter poke that forces stagger on counterhit. Automatically wins trades and is +0 on block, it's very good in pressure to either dash back in or set up a tick throw. Has some strange gatlings and a long cancel window, making it a great pressure reset point. Using this normal in some matchups is key to forcing your opponent to stay honest with their pressure and to lay off greedy attempts to get back in.

  • Staggers on counterhit.

Gatling Options: 5K, 2K, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2 Initial: 85% 10 7
  • Staggers opponent on ground CH (Max 38F, Min 18F)

2H

Damage Guard Startup Active Recovery On-Block Invuln
28,20 Mid 11 8(6)4 13 ±0

2H is a core part of Jam and understanding it is key to playing the character. Its most common application is in combos, as the vacuum effect enables all sorts of extensions with 546PKGGXRD Jam Dowanga.pngGuard:
Mid
Startup:
27
Recovery:
20
Advantage:
-3
and 236236HGGXRD Jam BaoSaishinshou.pngGuard:
Mid
Startup:
1+4
Recovery:
36
Advantage:
-23
. It always brings grounded opponents into 2D range if it hits, making 5H > 2H > 2D her strongest resourceless knockdown combo. However, combos are only the very beginnings of how 2H is useful.

Being two hits and 0 on block, 2H serves as a pressure reset tool that requires conditioning to use effectively. If her opponent doesn't IB either hit, Jam is free to reset pressure with 5K or attempt a tick throw. If they IB the first hit, there will be a small gap between the two hits that opponents can reversal, backdash, or Blitz out of. If they IB the second hit, Jam is negative and will usually pull the opponent into throw range. In the either case, Jam can gatling into 2D as a low hit (as most reversals, backdash, and high Blitz require the opponent to stop blocking low). Alternatively, Jam can cancel the first hit into an empty 546 and try to throw the opponent out of whatever option they pick. This is much riskier but covers both Blitz options. 2D will also stop opponents from throwing her after IBing the second hit, as throws require a 6 or 4 input to work (which requires moving the stick away from 1). Cancelling into 5D is a last-resort option, as even though her Dust is quite safe, it is also quite slow. 2D is always the safest choice, and gatlings into it can be delayed to mess with IB timings as well.

Gatling Options: 5D, 2D

Level Proration RISC+ RISC-
3 14 6
  • Pulls in opponent on ground hit
  • Pulls in opponent on hit (untechable for 19F, guaranteed knockdown on CH)

2D

Damage Guard Startup Active Recovery On-Block Invuln
28 Low 6 4 16 -6 4-9 Low Profile

Jam is blessed with one of the best sweeps in the game, with a very large and powerful hitbox that comes out in a blisteringly fast 6 frames. Being fast and having a very low hurtbox, this move is great at stuffing mid pokes in neutral. It also comes with a jump cancel, making it a safe point to return to neutral. 236S~KGGXRD Jam Ashibarai.pngGuard:
Low
Startup:
8
Recovery:
23
Advantage:
-15
can be used as a last-ditch frame trap after 2D, but its generally a low reward option if she doesn't have Cards available. 2D is her main knockdown tool off most hits and allows her to get a Card safely while still having time to meaty.

  • Jump cancelable.
Level Proration RISC+ RISC-
2 10 7
  • Knocks down opponent on ground hit (Face Down)

j.P

Damage Guard Startup Active Recovery On-Block Invuln
11 High/Air 6 4 16

Standard aerial jab. Attacks below Jam, and cancels into itself on whiff. Used along with Jam's fast IAD as a tool to get back in during pressure, or as a hitconfirm.

Gatling Options: j.P, j.K, j.S, j.H, j.D

Level Proration RISC+ RISC-
1 6 7

j.K

Damage Guard Startup Active Recovery On-Block Invuln
14 High/Air 5 8 11

Very strong air-to-air normal due to Jam's hurtbox not extending very far when used. Can catch many characters who are airdashing or trying to throw out buttons in the air.

Gatling Options: j.P, j.S, j.H, j.D

Level Proration RISC+ RISC-
1 6 7

j.S

Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 5 5 9

Amazing air normal. Beats most jump-ins if done early enough. Can keep teching opponents high in the air and continually punish them for teching and trying to come down with buttons. If done close to the ground, it can set up juggles to 546PKGGXRD Jam Dowanga.pngGuard:
Mid
Startup:
27
Recovery:
20
Advantage:
-3
which leads to a lot of damage.

  • Jump cancelable.
  • Launches opponent upwards on hit.
  • Forced untech time.
  • Good airthrow OS normal.

Gatling Options: j.P, j.H

Level Proration RISC+ RISC-
2 10 7
  • Launches opponent on hit, untechable for 17F, guaranteed knockdown on CH

j.H

Damage Guard Startup Active Recovery On-Block Invuln
35 High/Air 5 10 16

Stupid j.H. Due to the fast startup and hitbox that essentially turns Jam INTO a hitbox, teching forward out of combos and using this normal can punish many drops. Hits all around Jam so can also be used for crossups, however due to the low attack level this can be IB'd and punished with a throw. Jam should be ready to special cancel if the move is blocked. Any kind of movement altering options (IAD YRC / RyuujinGGXRD Jam Ryuujin.pngGuard:
Mid
Startup:
17
Recovery:
30 + 11 After Landing
Advantage:
-28
YRC) into j.H is an easy way to skip neutral.

  • Counterhit recovery.
Level Proration RISC+ RISC-
2 10 7

j.D

Damage Guard Startup Active Recovery On-Block Invuln
16,28 High/Air 7 3(6)6 16

Generally used as combo filler, however the second hit is one of Jam's best (and hardest to use) starters on counterhit. Like all j.Ds, has landing recovery.

  • Second hit launches grounded opponents.
  • Second hit wallbounces on counterhit.
Level Proration RISC+ RISC-
2 10 7
  • 1st hit launches opponent (untechable for 14F, 28F on CH)
  • 2nd hit blows away opponent (untechable for 24F)
  • 2nd hit blows away and wall bounces opponent on CH (untechable for 60F)

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,20,31 Ground Throw: 70000 1 1 +18

Strong grab that leads to combos. Jam is a very scary rushdown character, so having a strong throw is huge.

When the grab input is 6H, Jam gains extra throw range from the attackGGXRD Jam 6H.pngGuard:
Mid
Startup:
14
Recovery:
22
Advantage:
-6
moving her forward. This fact combined with her fast and + on block normals, and her quick run speed, make Jam one of the best grapplers in the game. However, her throw requires resources to get a knockdown from, so she is not easily able to chain throws back to back.

With resources, RRCing the first hit of her throw can easily lead to taking away nearly half of your opponent's lifebar, as well as giving you the opportunity to charge a card, making it incredibly scary once Jam has 50 meter.

Level Proration RISC+ RISC-
0,0,4 Forced: 90%, 55% 6,0,0
  • Floats opponent on hit, untechable for 52F
  • Proration values work out to be 55% after both hits

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,60 Air Throw: 192500 1 1

It's an airthrow. You can RRC for some combo opportunity, but the damage is minimal. Take your okizeme and corner carry.

Level Proration RISC+ RISC-
0,2 Forced: 65% 6,7

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 10 9 20 -15 1-18F All
19-23F Throw

Standard DA-attack. Uses her fS-animation. Wallbounces.

Level Proration RISC+ RISC-
2 Initial: 50% 10 7
  • Blows away and wall bounces opponent on hit
  • Ground hit is untechable for 28F, guaranteed knockdown on CH
  • Air hit is untechable for 14F, 28F on CH
  • 2nd hit blows away opponent (untechable for 24F)
  • 2nd hit blows away and wall bounces opponent on CH (untechable for 60F)
  • Causes special knockdown on CH (regular knockdown time -11F)

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

While using the Blitz Attacks is always a risk, Jam gets relatively decent reward from them. A CH Partial Charge or hitting with a Max Charge blitz attack allows Jam to quickly execute a Breath of AsanagiGGXRD Jam AsanagiIcons.pngGuard:
-
Startup:
-
Recovery:
Total: 56~77
Advantage:
-
to charge a card, then followup with a combo while the opponent is still in crumple state. Hitting a Partial Charge near the corner also allows Jam to followup with a combo that leads to good knockdown for her, while hitting one midscreen gives the time and space to MAX charge a card.

Version Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

  • Data in [ ] indicates when used as a followup

Hochifu

546

Damage Guard Startup Active Recovery On-Block Invuln
1 24 1-8F Catch

Jam's character-defining parry. Jam will automatically parry and block all incoming mid and overhead attacks during the first 8 frames. Jam will still be hit by lows/throws, and is in Counter Hit state for the first 8F. It is also ill-advised to overuse Hochifu against projectile okizeme, as Jam will be locked into the stance from interacting with the projectile with the opponent still able to act. If an opponent hits Jam low during this time, she will be CH by the low. This stance can even be special canceled into, allowing Jam to bait bursts and Dead Angles in the middle of her pressure. However, Hochifu has different properties depending on if it is done in neutral or cancelled into.

  • Non-cancelled 546 can be cancelled into crouching or Faultless Defense after the catch.
    • Cancelling into 546 forces Jam to fully recover for 24 frames total.
  • After a successful parry, Jam can act after 7 frames and her opponent is locked in histop for 9 frames.
  • Cancel options from a successful parry:
    • Hochifu again
    • Zekkei, which can be also done without a successful parry
    • Bakushuu
    • Any of Jam's Overdrives
    • Blocking or Faultless Defense
    • Forward dash/backdash
    • Yellow Roman Cancel
Level Proration RISC+ RISC-
  • Can cancel into crouching, FD 9F onwards on whiff
  • After successful catch, Jam can move on 7F, opponent can move on 9F
  • Can cancel into followup after successful catch or afte 10F
  • On successful catch, gain 200 Tension

Zekkei

546P

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 4 6 30 -17

Jam's primary follow-up to HochifuGGXRD Jam Hochifu.pngGuard:
-
Startup:
1
Recovery:
24
Advantage:
-
. Because of the fast startup, and the fact Jam generally acts before the opponent on a successful parry, this move is very hard to bait after a successful parry. The hitbox is quite small, and the move is very unsafe on block. If the opponent is attacking from out of its range, it can be better to cancel to Jam's other options from a successful parry such as dash or Yellow Roman Cancel.

  • Gains increased hitstop on counterhit.
  • Ground counterhit staggers, air counterhit is untechable until the opponent hits the dirt.
  • 546P can be done 10f after entering the parry stance and immediately upon a successful parry.
Level Proration RISC+ RISC-
4 Initial: 70% 20 6
  • Hitstop 20F, 32F on CH
  • Staggers opponent on ground CH (Max 49F, min 24F)
  • Hitstun 23F on ground normal hit
  • Untechable for 28F on air hit, guaranteed knockdown on CH (Face Up)
  • Can cancel into followups on 4F on hit
  • Can cancel into followups on 21F on whiff

Goushao

546P > P

Damage Guard Startup Active Recovery On-Block Invuln
35 Mid 15 6 24 -11

Goushao is the usual follow-up to ZekkeiGGXRD Jam Zekkei.pngGuard:
Mid
Startup:
4
Recovery:
30
Advantage:
-17
. Generally used as a combo ender, as it sends the opponent flying and knocks down. If done midscreen, this gives Jam lots of corner carry and an opportunity to use Asanagi no KokyuuGGXRD Jam AsanagiIcons.pngGuard:
-
Startup:
-
Recovery:
Total: 56~77
Advantage:
-
to charge a card, or to chase the opponent for a meaty. If the opponent is already cornered, Jam is not able to charge a card in time, but she can use the move to set up a safejump. It's very dangerous to use Jam's parry follow-ups on a blocking opponent, so having 50% Tension can keep her safe with a Red Roman Cancel.

  • Counterhit recovery.
Level Proration RISC+ RISC-
4 20 6
  • Hitstop 25F, 37F on CH
  • Blows away opponent on hit, guaranteed knockdown (Face Up)

Dowanga

546P > K

Damage Guard Startup Active Recovery On-Block Invuln
25 Mid 27 2 20 -3 27-36F Foot

Dowanga is the slower but more rewarding followup from ZekkeiGGXRD Jam Zekkei.pngGuard:
Mid
Startup:
4
Recovery:
30
Advantage:
-17
. This move launches the opponent high into the sky, allowing Jam to followup with a devastating combo. Due to the immense startup of the move, Zekkei does not naturally combo into Dowanga without either a counterit or hitting later in the active frames of Zekkei. While landing a counterhit with Zekkei can happen naturally from a parry, using Dowanga mid-combo requires some setup.

Jam can combo into Dowanga by juggling the opponent in a way that launches them high enough that they fall into Zekkei. These combos are commonly referred to as 546PK combos. Launching the opponent in this way requires some knowledge of their hurtbox and weight, along with managing that height so they fall into Zekkei slightly late. These combos open up huge amounts of damage for Jam, often not requiring any resources.

Level Proration RISC+ RISC-
4 20 6
  • Launches opponent on hit, untechable for 50F (guaranteed knockdown on CH)

Youeikyaku

j.2K

Damage Guard Startup Active Recovery On-Block Invuln
16, 10×4 High/Air 10 Until Landing 6 After Landing +8

A sharply-angled divekick that's mainly used in pressure as an instant overhead. Its minimum height requirement is actually below Jam's initial actionable jump height, letting her do it incredibly quickly. While the move is quite advantageous on block, on hit Jam automatically converts to doing multiple bicycle kicks on her way down. These follow-up kicks can actually offer less frame advantage than if the move were blocked. j.2K requires 50 meter for RRC in order to secure a combo from it.

When using the move, it's important to attempt to space out the hit so Jam doesn't land directly adjacent to the opponent. Landing too close to the opponent can lead to Jam being punished by a throw for hitting them. j.2K acts like a special move can be used to punish opponents who are eager to Instant Block air normals and throw upon landing. Since it halts Jam's air momentum, it can also bait out opponents' anti-airs when used in tandem with Yellow Roman Cancel.

Level Proration RISC+ RISC-
3, 0×4 Initial: 80% 14 6,8×4
  • 2nd-5th hits only occur if 1st hit hits opponent
  • 2nd-5th hits each have hitstop 5F
  • Fastest possible startup from standing position is 14F (Tiger Knee'd)
  • Frame advantage listed is from Tiger Knee'd

Bakushuu

236S

Damage Guard Startup Active Recovery On-Block Invuln
Total: 46 10-23F Super Low Profile
24-31F Above Knees

A command dash special from which four different follow-ups can be performed at any point after the initial 9 frames of the dash. Bakushuu is used in tandem with her very fast IAD to continue or repressure opponents after blocking one of Jam's grounded strings. However, due to the large startup on these moves, it can be interrupted.

Bakushuu enters low profile state after 10F, which can be used to avoid projectiles such as Stun EdgeGGXRD Ky StunEdge.pngGuard:
All
Startup:
10
Recovery:
Total 46
Advantage:
-10
or Venom's pool balls. Despite this, Bakushuu is very committal, as Jam can't cancel the stance early safely without YRC. That said, it's very rare to use Bakushuu without using one of the follow-ups.

Level Proration RISC+ RISC-
  • Can cancel into followups 9F-24F

Mawarikomi

236S > P

Damage Guard Startup Active Recovery On-Block Invuln
Total: 25 1-End Low Profile

Mawarikomi immediately gains a super low profile hurtbox (only able to really be hit by sweeps or throws) and can pass through the opponent. This move is an excellent way to avoid mid-level pokes and projectiles in neutral and as a feint in pressure for a cheeky throw.

An important note is that unlike Bakushuu, Jam is NOT in counterhit state for the duration of this move. This can save her from a bigger punish if she is about to be hit during the initial slide.

Level Proration RISC+ RISC-
  • Can pass through opponent 2-14F

Hamonkyaku

236S > K

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 8 6 23 -15 8-28F Above Knees

Hamonkyaku is a weak but important part of Jam's game plan, as well as being a mixup tool in its own right. A fast hitting low out of BakushuuGGXRD Jam Bakushuu.pngGuard:
-
Startup:
-
Recovery:
Total: 46
Advantage:
-
, executing the fastest possible Hamonkyaku leads to it having roughly 15F of startup. This make it an airtight followup to Jam's 6H, and becomes a frame trap from 2D on normal block. Hamonkyaku can be used to discourage mashing out of Jam's Bakushuu follow-ups during her pressure. While using Hamonkyaku like this may seem risky, being a whopping -15 on block, this move is also special cancellable at any time to Jam's RyuujinGGXRD Jam Ryuujin.pngGuard:
Mid
Startup:
17
Recovery:
30 + 11 After Landing
Advantage:
-28
, GekirinGGXRD Jam Gekirin.pngGuard:
High/Air
Startup:
19 [17]
Recovery:
3+10 After Landing
[Until Landing + 10]
Advantage:
-13
, and KenroukakuGGXRD Jam Kenroukaku.pngGuard:
Mid
Startup:
7
Recovery:
20 + 6 After Landing
Advantage:
-37
. Using these follow-ups, either on their own or in conjunction with YRC, can force the opponent to hesitate and allow Jam to recover safely. In addition, because the move can even be special cancelled during the startup frames, Jam is functionally able to cancel directly from Bakushuu into RyuujinGGXRD Jam Ryuujin.pngGuard:
Mid
Startup:
17
Recovery:
30 + 11 After Landing
Advantage:
-28
, GekirinGGXRD Jam Gekirin.pngGuard:
High/Air
Startup:
19 [17]
Recovery:
3+10 After Landing
[Until Landing + 10]
Advantage:
-13
, and KenroukakuGGXRD Jam Kenroukaku.pngGuard:
Mid
Startup:
7
Recovery:
20 + 6 After Landing
Advantage:
-37
. The most common of these uses is known as "Karageki", or cancelling the startup of 236S > K to 214K. The input for this is 236S214KK. This will quickly cancel from Jam's Bakushuu to her overhead, Gekirin. Using Karageki is a powerful mixup tool in Jam's arsenal.

  • Special cancelable into 236K, 214K, and 623K.
  • Staggers on hit and longer on counterhit.
Level Proration RISC+ RISC-
2 Initial: 90% 10 10
  • Staggers opponent on ground hit (Max 29F, min 17F)
  • See ※3

Hyappo Shinshou

236S > S

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 17 3 15 +1 1-16F Upper Body

One of Jam's more iconic specials, commonly known as "Puffball". Hyappo Shinshou is much slower than Hamonkyaku, but is +1 on block, allowing Jam to continue pressure after it is blocked. It's also scary to challenge as it has a large amount of upper body invul and converts to huge damage on counterhit.

This move can also be used as a situational anti-air, especially if done early to call out an air dash. Jam almost always gets a corner combo if she's right. In addition, 236S~S works on most of the cast after launching them with 546PKGGXRD Jam Dowanga.pngGuard:
Mid
Startup:
27
Recovery:
20
Advantage:
-3
, granting a large amount of corner carry and a knockdown.

Jam is able to cancel Hyappo Shinshou to Senri Shinshou[[File:|130x200px]]Guard:
Mid
Startup:
23 [28]
Recovery:
13
Advantage:
+5 [+3]
by pressing H after the opponent is hit or blocks Hyappo Shinshou. This is commonly called "puffpuff." While this leads to a knockdown in a combo, in pressure this is fairly unreliable as it is a relatively large gap between the two hits that can easily be mashed out of.

  • Tumbles opponents on counterhit.
  • 26f startup from Bakushuu (best case).
Level Proration RISC+ RISC-
4 Initial: 75% 10 6
  • Blows opponent away on hit (untechable for 28F)
  • Blows away and ground slides opponent on CH (untechable for 70F, slides for 40F, guaranteed knockdown)
  • Can cancel into Senri Shinshou (Followup) 18-29F
  • See ※4

Senri Shinshou

236S > H or 236S > S > H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 28 1 13 +3 1-27F Upper Body

Senri Shinshou is Jam's Heavy Slash follow-up to BakushuuGGXRD Jam Bakushuu.pngGuard:
-
Startup:
-
Recovery:
Total: 46
Advantage:
-
or Hyappo Shinshou[[File:|130x200px]]Guard:
Mid
Startup:
23 [28]
Recovery:
13
Advantage:
+5 [+3]
. When done from Bakushuu, Jam will initiate one of two versions depending on how close she is to the opponent. If she is far away, she will dash twice and up to the opponent before attacking. If she is close, she will dash through the opponent and attack from their reverse side. The cross-up version has frame data information enclosed in brackets.

When done from Hyappo Shinshou, the frame data is similar to the cross-up version but Jam will never crossup when this is executed. Because of the large gap between hits, it's possible to hit Jam with a low or throw her in between the moves, or backdash the low active frames of Senri Shinshou. Its highly useful as a combo tool even if its use in pressure is situational.

All versions of Senri Shinshou have much more startup than Hyappo Shinshou, but are much safer on block, giving Jam even greater opportunities to repressure her opponent. Additionally, the upper body invul and limited tracking make it a situational anti-air against IADs, especially when Jam is cornered. Generally, this move can be used to punish very defensive or passive opponents in blockstrings, who are too afraid of Hyappo Shinshou to press buttons, and would rather block Jam until she is forced to IAD back in.

  • Wallsticks on counterhit.
Level Proration RISC+ RISC-
3 Initial: 75% 10 6
  • Blows opponent away on hit, guaranteed knockdown (Face Up)
  • Blows away and wall sticks opponent on CH (untechable for 80F, sticks for 40F, guaranteed knockdown)

Asanagi no Kokyuu

22K/S/H

Damage Guard Startup Active Recovery On-Block Invuln
Total: 56~77

Jam's essential special move that builds her Ki and strengthens one of her other special moves. Commonly referred to as "charging cards" due to the icon that appears. Due to the long animation, this is typically only done after knocking down an opponent with 2D or 6H. However, if the opponent is retreating or expecting Jam to run at them, "stealing" a charge in neutral can be very worthwhile.

Which card to charge depends on both character and player matchup. In general, charging GekirinGGXRD Jam Gekirin.pngGuard:
High/Air
Startup:
19 [17]
Recovery:
3+10 After Landing
[Until Landing + 10]
Advantage:
-13
is the most useful as it opens up both mixups and combo enders. In some matchups, charging RyuujinGGXRD Jam Ryuujin.pngGuard:
Mid
Startup:
17
Recovery:
30 + 11 After Landing
Advantage:
-28
offers bigger damage output and a fearsome reversal. Charging KenroukakuGGXRD Jam Kenroukaku.pngGuard:
Mid
Startup:
7
Recovery:
20 + 6 After Landing
Advantage:
-37
is more situational, as while it does make a true invulnerable reversal, it is more limited as a mixup tool.

  • 22K charges RyuujinGGXRD Jam Ryuujin.pngGuard:
    Mid
    Startup:
    17
    Recovery:
    30 + 11 After Landing
    Advantage:
    -28
    , 22S charges GekirinGGXRD Jam Gekirin.pngGuard:
    High/Air
    Startup:
    19 [17]
    Recovery:
    3+10 After Landing
    [Until Landing + 10]
    Advantage:
    -13
    and 22H charges KenroukakuGGXRD Jam Kenroukaku.pngGuard:
    Mid
    Startup:
    7
    Recovery:
    20 + 6 After Landing
    Advantage:
    -37
    .
  • Jam gains the card on frame 41, meaning she can get hit out of it before it fully recovers and still get the card.
    • Jam can get the card and YRC to recover faster.
  • Holding the input results in Jam gaining a MAX card on frame 66 instead.
    • MAX cards can also be obtained by charging 3 of the same type of card.
Level Proration RISC+ RISC-
  • Hold button to charge
  • K for Ryuujin, S for Gekirin, H for Kenroukaku
  • Gains Card on 41F, MAX on 66F

Ryuujin

236K

Version Damage Guard Startup Active Recovery On-Block Invuln
236K 55 Mid 17 6 30 + 11 After Landing -28
236K Card 80 Mid 16 24 14 + 11 After Landing -30 10-17F Strike
236K MAX 110 Mid 16 24 14 + 11 After Landing -30 10-17F Strike

This is why you play Jam. Perhaps her most iconic move, Jam's Ryuujin is a powerful, hard-hitting flying kick. When done from the ground, the move is air unblockable, but takes extra time to get started. With cards behind it, the move gains some invul from frames 10-17F during startup, which can plow through projectiles if timed well. On counter hit, the MAX version even wallsticks for a disgustingly long period of time, allowing Jam to followup with an incredibly powerful combo. The grounded version of Ryuujin will mostly see use as a combo tool, as it is very risky to throw out in neutral. It's too slow to use as a confirm from f.S, requiring IAS j.236K to combo without a counterhit.

  • MAX version wallsticks on counterhit.
  • Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
Version Level Proration RISC+ RISC-
236K 4 Initial: 80% 20 6
236K Card 4 Initial: 80% 20 6
236K MAX 4 Initial: 80% 20 6

236K:

  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 22F
  • Blows away and wall bounces opponent on CH, untechable for 44F

236K Card:

  • Blows away opponent on normal hit, guaranteed knockdown
  • Blows away and wall bounces opponent on CH, guaranteed knockdown
  • 9F onward Airborne

236K MAX:

  • Blows away opponent on normal hit, guaranteed knockdown
  • Blows away and wall sticks opponent on CH, guaranteed knockdown
  • Stun: 80
  • 10F onward Airborne

Gekirin

214K

Version Damage Guard Startup Active Recovery On-Block Invuln
214K 35 [16] High/Air 19 [17] 13 3+10 After Landing
[Until Landing + 10]
-13
214K Card 28×3 [22×3] High/Air 18 [12] 3,4,6 4+10 After Landing
[Until Landing + 10]
-6
214K MAX 55 [45] High/Air 18 [12] 13 Until Landing + 5 -1 4-Onward Lower Body

Jam's overhead kick that actually hits overhead. When done raw, Gekirin is fairly slow, easy to block, and relatively unsafe on block. Where this move shines is as a followup attack to Hamonkyaku. Because Hamonkyaku can be cancelled during the startup frames, performing a Karageki (236S214KK) allows Jam to do a much faster and much safer overhead during her pressure. When charged, Gekirin gains multiple hits that make it much harder to punish on block, and when MAX charged, the landing recovery and startup are both greatly reduced, making Karageki with a MAX card a 15f safe on block overhead. All versions of Karageki lead to a large combo as they float the opponent into the air on hit, setting up for a juggle nicely. Card Gekirin is Jam's main way to convert stray hits into damage.

  • Knocks down on hit.
  • Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
Version Level Proration RISC+ RISC-
214K 2 [0] 10 [3] 7 [8]
214K Card 2 [0] 10 [3]
214K MAX 2 [0] 10 [3] 7 [8]

214K:

  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown (Face Up)
  • Hits crouching sol on 25F

214K Card:

  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown (Face Up)
  • Air hit causes guaranteed knockdown (Face Up)
  • Hits crouching Sol on 26F

214K MAX:

  • [ ] values are when done as followup
  • Blows away opponent on ground hit, guaranteed knockdown (Face Down)
  • Air hit causes guaranteed knockdown (Face Down)
  • Hits crouching Sol on 23F
  • 4F [1F] onward Airborne

Kenroukaku

623K

Version Damage Guard Startup Active Recovery On-Block Invuln
623K 11×4 Mid 7 4(1)4(1)2(2)1(1)9 20 + 6 After Landing -37 1-6F All
623K Card 11×6 Mid 7 2,2(1)4(1)2(2)1(1)9 26 + 6 After Landing -38 1-13F All
623K MAX 11×6,30 Mid 7 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 -41 1-13F All

Normally, Jam's Kenroukaku is not a true reversal in that its invul does not reach the active frames. It can also easily be low-profiled, causing Jam to whiff entirely versus some meaty lows. Despite this, the move can still be used sparingly as a reversal, as it still has enough invul to trade with many attacks and will force a knockdown on counterhit. In addition, assuming the move makes contact, Jam is able to cancel to RyuujinGGXRD Jam Ryuujin.pngGuard:
Mid
Startup:
17
Recovery:
30 + 11 After Landing
Advantage:
-28
or GekirinGGXRD Jam Gekirin.pngGuard:
High/Air
Startup:
19 [17]
Recovery:
3+10 After Landing
[Until Landing + 10]
Advantage:
-13
to be safer on block or escape.

  • Cannot be Yellow or Purple Roman Canceled.
  • Normal version loses invulnerability before it becomes active.
    • Carded versions are true, invulnerable reversals.
    • MAX card version recovers in the air.
  • Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
Version Level Proration RISC+ RISC-
623K 2 Initial: 90% 10 3
623K Card 2 Initial: 90% 10 2
623K MAX 2 Initial: 90% 10 1

623K:

  • Max 4 hits
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH
  • On air hit, each hit is untechable for 22F, 44F on CH
  • 1st hit launches and pulls in opponent
  • Stun: 5 per hit
  • 4F onwards Airborne

623K Card:

  • Max 6 hits
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • 1st hit launches and pulls in opponent
  • Stun: 3 per hit
  • Airborne on frame 4

623K MAX:

  • Max 7 hits
  • Hitstop 6F per hit except for last hit (30F)
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • First 3 hits launch and pull in opponent
  • Airborne on frame 4
  • See ※2

Air Ryuujin

j.236K

Version Damage Guard Startup Active Recovery On-Block Invuln
j.236K 50 [28] All 8 4 Until Landing + 11
j.236K Card 75 [65] All 8 22 Until Landing + 11 1-8F Strke
[1-8F Strike]
j.236K MAX 110 [100] All 8 22 Until Landing + 11 1F-End Strike

Used as a combo tool if done without cards. Can combo into and out of GekirinGGXRD Jam Gekirin.pngGuard:
High/Air
Startup:
19 [17]
Recovery:
3+10 After Landing
[Until Landing + 10]
Advantage:
-13
and KenroukakuGGXRD Jam Kenroukaku.pngGuard:
Mid
Startup:
7
Recovery:
20 + 6 After Landing
Advantage:
-37
in order to bring your opponent closer to the corner. Do NOT end an air combo with Ryuujin however, as Jam can be punished by a tech button before she even touches the ground.

  • Both card versions gain strike invulnerability from frame 1 to active.
  • Airdash Ryuujin loses most of its forward momentum.
  • Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
Version Level Proration RISC+ RISC-
j.236K 4 Initial: 80% 20 6
j.236K Card 4 Initial: 80% 3 [20] 8 [6]
j.236K MAX 4 Initial: 80% 3 [20] 8 [6]

j.236K:

  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 22F
  • Blows away and wall bounces opponent on CH, untechable for 44F

j.236K Card:

  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 75F
  • Blows away and wall bounces opponent on CH, guaranteed knockdown

j.236K MAX:

  • [ ] values are when done as followup
  • Blows away opponent on normal hit, untechable for 75F
  • Blows away and wall sticks opponent on CH, guaranteed knockdown

Air Gekirin

j.214K

Version Damage Guard Startup Active Recovery On-Block Invuln
j.214K 30 [16] High/Air 16 [17] 13 Until Landing + 10
j.214K Card 24 [22×3] High/Air 15 [12] 13
[3,4,6]
Until Landing + 10
j.214K MAX 50 [45] High/Air 15 [12] 13 Until Landing + 5

Gekirin is Jam's main combo ender without cards. It returns Jam to the ground quickly and sets up the opponent to tech high in the air, letting Jam threaten and pressure with her upward hitboxes such as j.SGGXRD Jam jS.pngGuard:
High/Air
Startup:
5
Recovery:
9
Advantage:
-
or 236S~SGGXRD Jam HyappoShinshou.pngGuard:
Mid
Startup:
17
Recovery:
15
Advantage:
+1
. j.S also combos directly to Gekirin on most air hits, letting Jam route into an air tech situation.

When carded, Gekirin will always knock down. Jam returns to the ground fast enough to safely re-charge a card with 22SGGXRD Jam AsanagiIcons.pngGuard:
-
Startup:
-
Recovery:
Total: 56~77
Advantage:
-
and still get okizeme. Alternatively, she can pick up the opponent before they hit the ground and combo into a super or a knockdown with 546PPGGXRD Jam Goushao.pngGuard:
Mid
Startup:
15
Recovery:
24
Advantage:
-11
for more damage. Max Gekirin causes even more float on hit, letting Jam combo to 236S~S after, giving her even higher damage opportunities and still letting her re-card.

Airdash Gekirin is one of the more useful airdash specials, as it halts all vertical momentum and Jam drops straight down while executing the move. This angle coupled with the strong hitbox makes for a very fast and very hard to beat overhead that is relatively safe on block. It can also be spaced to hit as a cross-up on the opponent but doing this makes it much more punishable on block. On hit, it bounces the opponent in the air and gives Jam a chance to juggle the opponent. If Jam has a card or MAX card charged, the window to execute Gekirin during the airdash becomes much tighter.

  • Airdash Gekirin stops Jam's horizontal momentum and causes her to fall quickly.
  • Opponent can air tech out of the normal version.
  • Carded versions will always knockdown on hit.
  • Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
Version Level Proration RISC+ RISC-
j.214K 2 [0] 10 [3] 7 [8]
j.214K Card 2 [0] 10 [3] 7 [8]
j.214K MAX 2 [0] 10 [3] 7 [8]

j.214K:

  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown

j.214K Card:

  • [ ] values are when done as followup
  • Launches opponent on ground hit, guaranteed knockdown
  • Air hit causes guaranteed knockdown

j.214K MAX:

  • [ ] values are when done as followup
  • Blows away opponent on ground hit, guaranteed knockdown
  • Air hit causes guaranteed knockdown

Air Kenroukaku

j.623K

Version Damage Guard Startup Active Recovery On-Block Invuln
j.623K 12×3 [8×3] All 5 4(1)4(1)2(2)1(1)9 Until Landing + 6
[Until Landing + 12]
1-4F All
j.623K Card 9×6 [8×6] All 5 2,2(1)4(1)2(2)1(1)9 20 1-11F All
j.623K MAX 9×6,30
[8×6,30]
All 5 3(1)2(1)3(1)4(2)3(1)4(2)2(2)1(1)9 20 1-11F All

Generally just done as a combo tool to knock the opponent higher in the air or deal more damage through heavy scaling from a throw starter or guts. One of the few DPs in Guilty Gear that is throw invul in the air as well, meaning she can use it to hit opponents trying to IB airthrow her.

When Kenroukaku is done during an airdash, Jam loses all vertical momentum and instead falls slowly while kicking and lauching upwards. Because the move hits all around Jam and is completely invincible, this is a strong option to crossup an opponent and cannot be airthrown, and will even beat most reversals. However, reward is minimal unless Jam has used 22HGGXRD Jam AsanagiIcons.pngGuard:
-
Startup:
-
Recovery:
Total: 56~77
Advantage:
-
previously to charge a card, which gives enough untech time for Jam to land and combo.

  • Airdash Kenroukaku stops Jam's horizontal momentum and causes her to fall slowly.
  • Normal Kenroukaku can be air teched out of.
  • Both card versions knock down.
  • MAX Kenroukaku gives Jam her air option back.
  • Kick special cancelled version is faster, deals less damage, and floats the opponent higher.
Version Level Proration RISC+ RISC-
j.623K 2 Initial: 90% 10 3
j.623K Card 2 Initial: 90% 10 1
j.623K MAX 2 Initial: 90% 10 1

j.623K:

  • [ ] values are when done as followup
  • Max 3 hits
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit is untechable for 22F, 44F on CH
  • On air hit, each hit is untechable for 22F, 44F on CH
  • 1st hit launches and pulls in opponent
  • Stun: 4 per hit

j.623K Card:

  • [ ] values are when done as followup
  • Max 7 hits
  • Hitstop 6F per hit
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • 1st hit launches and pulls in opponent
  • Stun: 4 per hit

j.623K MAX:

  • [ ] values are when done as followup
  • Max 7 hits
  • Launches opponent on ground hit. Each hit causes guaranteed knockdown
  • On air hit, each hit causes guaranteed knockdown
  • First 3 hits launch and pull in opponent
  • Stun: 4 per hit
  • Hitstop 6F per hit except for last hit (30F)
  • See ※2

Overdrives

Choukyaku Hou'Oushou

632146S or 632146D

Damage Guard Startup Active Recovery On-Block Invuln
20,7×16,40,80
[25,8×16,50,100]
Mid 7+Flash 123+0
[6+Flash 123+0]
20 27 -29 1-10 Strike
[1-10 All]

Jam's cinematic super is also the she uses the least. While it's strike invulnerable through startup, it's generally outshined by 623K as a reversal. However, Jam rushes forward before attacking, making it harder to whiff compared to her other reversal options. Note that it is ONLY strike invul, meaning Jam can still be thrown out of it. When done in longer combos, the Burst version can offer better utility due to the multiple hits and higher minimum damage.

Level Proration RISC+ RISC-
4 20 6,2×16,6×2
  • [ ] value are for Burst version
  • Minimum Damge: 20% [40%]
  • Each hit floats opponent and causes guaranteed knockdown

Bao Saishinshou

236236H

Version Damage Guard Startup Active Recovery On-Block Invuln
236236H 60 Mid 1+4 6 36 -23 1-7 Strike
236236H > P 70 [70, 60] Mid 61 Until Wall Until Landing + 41
Until Landing + 23
Until Landing + 50
1F onwards airborne

Jam's other reversal super finds more use as a combo ender. While it is much faster than Chokyaku Ho'oushou in startup, the range is very small, making it very easy to whiff. However, Bao Saishinshou and Kaorinkuen have a minimum damage scaling of a whopping 50%, along with a high base damage, which results in the ability to tack on massive amounts of damage to the end of most combos.

Bao Saishinshou launches the opponent high into the air, and sets up Jam to follow up with Kaorinkuen. If Bao Saishinshou is blocked or whiffed, Jam can RC it, but on hit, Jam becomes completely invincible until she recovers. Pressing Punch after Bao launches the opponent will start Jam's Kaorinkuen followup. Depending on the timing of the followup, Jam will have one of 3 results:

  • Hitting the opponent with a glancing blow, or a normal hit. This only hits your opponent once and drops them straight down. Jam recovers the fastest from this version and can still do some okizeme.
  • Hitting the opponent with a clean hit. This hits your opponent twice, adding a second hit with extreme zoom-in and hitstop. This drops your opponent slightly forward, pulling them out of the corner if they were there already. Jam recovers slower during this than a normal hit, giving her weaker okizeme, but the damage is much higher.
  • Whiffing the opponent outright. If this happens, Jam will do no damage and splat herself into the wall. Jam can RRC as soon as she hits the wall to make herself safe. If the whiff is early, Jam can recover in time to avoid a counter attack, but if the whiff is late, Jam will be almost guaranteed to eat a huge punish.

Practice timing the followup attack in training mode by using the animation of the flame aura around her or listen for sound cues for consistent clean hits.

Version Level Proration RISC+ RISC-
236236H 4 20 6
236236H > P 4 [4, 0] 6 [6, 8]

236236H:

  • Minimum Damage: 50%
  • Blows away opponent on hit, guaranteed knockdown
  • If attack hits opponent (not blocked) can cancel into Kaorinkuen, but can not RC
  • Jam is fully invinicible if attack hits opponent (not blocked)

236236H > P:

  • [ ] indicates clean hit
  • Recovery values are Whiff/Weak Hit/Clean Hit
  • Minimum Damage: 50%
  • 1st hit causes guaranteed knockdown
  • 2nd hit only occurs if 1st hit Clean Hits opponent
  • 2nd hit has hitstop 40F
  • Clean Hit window is 7F

Renhoukyaku

632146H

Damage Guard Startup Active Recovery On-Block Invuln
16×13 All 20+1 48 11 +3 1-5 Throw
6-23 All

Renhoukyaku may not be as flashy as Jam's other supers, but the utility more than makes up for it. Jam is completely throw invul through the startup and gains a large window of strike invul after 5F, making this tool a strong option as either a stop-sign in neutral, or done over a waking up opponent to bait and punish their reversal options. It is also the only source of Jam's projectile YRC okizeme, as she can YRC post-flash and use the FX of the super to hide a high/low mixup behind. The ki blast almost completely obscures 5D's orange flash.

On hit, Jam can followup in the corner with a 5P and combo to knockdown by routing to 546P~P. On block, Jam is +3, but many opponents will mash IB against this super.

Because of the multiple hits, it can be used to chip out low HP opponents or hit OTG to secure a kill.

  • Throw invulnerability for frames 1-5 and complete invulnerability for frames 6-23.
  • Can be YRC'd before superflash for 1-5 throw invu + 6-20f all invul for 25 meter.
  • Can be YRC'd AFTER the startup for a better combo or a mixup.
Level Proration RISC+ RISC-
2 6 3
  • Minimum Damage: 20%
  • Launches opponent on hit, untechable for 14F, 28F on CH

Instant Kill

Gasenkotsu

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
DESTROY All 9+12
[5+12]
4 36 -23 3-24F All
[2-20F All]
  • Uses the animation of her Goushao.

Jam has a fairly practical IK in her ability to build stun on the opponent through CH Hyappo Shinshou and CH Senri Shinshou, as well as several opportunities to combo into Gold IK with CH puffballs, CH MAX Ryuujin, or hitting the opponent with MAX Gekirin or 5D. Jam can also use her Parry and Zekkei to RRC and combo into Gold IK from the stagger state.

That said, if she has 50-100 meter and her opponent is in the Hellfire state, she can probably just combo into Bao Saishinshou and win the match that way.

Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 62F [5F+5F]

Navigation

Jam Kuradoberi
Ambox notice.png To edit frame data, edit values in GGXRD-R2/Jam Kuradoberi/Data.