< GGAC | Jam Kuradoberi
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. |
6H > H | 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%. |
Specials
Special | Input | 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 Breaks
Force Break | Input | 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%. |
Overdrives
Overdrive | Input | 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
Instant Kill | Input | 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. |
- *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
Ground Gatling Table
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
5P | 5P, 2P, 6P
|
5K, 2K, 6K
|
c.S, f.S, 2S
|
5H, 2H, 6H
|
5D, 2D
|
j, Sp.
|
6P | 2P
|
2K, 6K
|
c.S, f.S, 2S
|
5H, 2H, 6H
|
5D, 2D
|
Sp.
|
2P | 5P, 2P, 6P
|
5K, 2K
|
c.S, f.S, 2S
|
5H, 2H, 6H
|
5D, 2D
|
j, Sp.
|
5K | 2P, 6P
|
2K, 6K
|
c.S, f.S, 2S
|
5H, 2H, 6H
|
5D, 2D
|
j, Sp.
|
6K | 2P
|
2K
|
c.S, f.S, 2S
|
5H, 2H, 6H
|
5D, 2D
|
j, Sp.
|
2K | 6P
|
5K, 2K
|
c.S, f.S, 2S
|
5H, 2H, 6H
|
5D, 2D
|
j, Sp.
|
c.S | 6P
|
6K
|
f.S, 2S
|
5H, 2H, 6H
|
5D, 2D
|
j, Sp.
|
f.S | ---
|
---
|
2S
|
5H, 2H, 6H
|
5D, 2D
|
j, Sp.
|
2S | ---
|
5K, 2K
|
---
|
5H, 2H, 6H
|
5D, 2D
|
Sp.
|
5H | ---
|
6K
|
---
|
6H
|
---
|
Sp.
|
6H | ---
|
---
|
---
|
6HH
|
---
|
---
|
6HH | ---
|
---
|
---
|
---
|
---
|
---
|
2H | ---
|
---
|
---
|
6H
|
---
|
j, Sp.
|
5D | ---
|
---
|
---
|
---
|
---
|
Homing Jump
|
2D | ---
|
---
|
---
|
---
|
---
|
j, Sp.
|
Air Gatling Table
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
j.P | j.P
|
j.K
|
j.S
|
j.H
|
j.D
|
Sp.
|
j.K | j.P
|
---
|
j.S
|
j.H
|
j.D
|
Sp.
|
j.S | j.P
|
---
|
---
|
j.H
|
j.D
|
j, Sp.
|
j.H | ---
|
---
|
---
|
---
|
---
|
Sp.
|
j.D | ---
|
---
|
---
|
---
|
---
|
Sp.
|