GGACR/Jam Kuradoberi/EX: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{CharaOverview
|overview=  
|overview= Jam's EX counterpart loses the card system that grants her normal version her great damage, and any empowered versions of her specials that did make it over are now Force Breaks. To compensate for this, EX Jam gets some brand new tools that are extremely scary: a full screen projectile that comes out fast and has an FRC point, two standing unblockables, and two specials that are extremely positive on block and have great reward on hit. Though she may have a reduced combo game, an EX Jam that can find her way in is one you do not want to fight.
|lore= '''P.W.A.B. Report #7403:'''
|lore= '''P.W.A.B. Report #7403:'''
Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.
Though she is a chef, subject is one of the world's most proficient wielders of Ki force. Of the five occult arts, the field of 'Ki' energy is the least explored and understood. Most of its users are of Eastern descent, aiding the theory that heredity plays a role. Subject's life goal is to discover new and useful cuisines. Control will not be an issue. Although she poses little threat in and of herself, her capture is still desirable. Therefore, she should not be taken lightly.
|voice_actor= Manami Komori
|voice_actor= Manami Komori
|summary= is a mobile and versatile rushdown character who can empower her Kick Specials with Cards to make them incredibly deadly and excels at close range.  
|summary= Jam ditches her cards in favor of a little better neutral and very threatening unblockables.  
|pros=
|pros=
*  '''Insane Combo Game''': With cards, Jam can easily hit 50% health combos off of even stray hits. Her carded combos can also carry the opponent to the corner very easily, and all four of her supers can be used to end a combo with a powerful finisher.
*  '''Unblockable Attacks''': Can't be stressed enough, especially since she is still a rushdown character
*  '''Strong pressure''': Some moves are nigh incontestable once Jam gets in range, and her dash stance special can be cancelled into one of four distinct variants that each have purpose in midscreen mixups, gap closing, and sweeping. Her 6H also notably has throw invincibility, meaning Jam can completely ignore the wakeup throw option select that her enemies have, which can leave ignorant opponents eating massive combos.
*  '''214H Rekka''': Creates airtight pressure on block and can lead to good damage on hit
*  '''Combos lead to knockdown''': Knocks down particularly easily with cards. Can make her DP safer with cards.
*  '''Better Neutral''': Has a very fast and strong projectile with an FRC point, and Mawarikomi can now be done raw
*  '''Great mobility''': A fast ground and airdash let Jam close the gap on a single whiff.
*  '''High meter gain''': Abundant meter for use in mixups, pressure, generating cards, or damage output.
*  '''Parry''': Strong tool that allows Jam to break out of pressure in ways others cannot.
*  '''Voice''': WHATCHAAAAA!!!
|cons=
|cons=
*  '''Abysmal Range''': Jam is outranged by the entire cast. Can make getting in or even playing neutral difficult.
*  '''No Cards''': Can no longer set up great damage for later off of knockdowns and moments where she is full screen
*  '''Weak to zoning''': With no projectile nor means of dealing with them, Jam has no real way of dealing with strong zoning. Successfully using her dash and Ryujin are key to approaching, but both come with their own risks.
*  '''No Ryujin''': Big sad
*  '''Limited meterless mixup potential''': Fairly limited meterless high/low mixup without Card Gekirin.
*  '''No meterless reversals''': Her regular version Kenroukaku was removed, and her Card version now requires 25% meter
*  '''Mediocre Anti-Air''': Since 6P doesn't make for a great AA, Jam must rely on rising buttons, airthrow, or DP to deal with opponents approaching by the air.
*  '''Voice''': WHATCHAAAAA!!!
|unique_mechanic1_name= Cards
|unique_mechanic1= Jam can use one of her specials to prepare cards which enhance her other specials by granting them new properties. Using the D instead of K button for the following specials results in the listed changes:


*Ryuujin: Wallsticks instead of wallbounce. Significantly faster startup and nearly tripled active time with more startup invuln and a large hitbox.
*Gekirin: Becomes three hits, hits crouchers much sooner, becomes untechable and knocks down.
*Kenroukaku: Starts on frame ''three'', hits more times, gains forward momentum, becomes untechable and knocks down.
These cards take time to prepare, and as such are usually prepared after a knockdown, or at full screen. Jam can use {{clr|2|22K}}/{{clr|3|S}}/{{clr|4|H}} for a card for a corresponding move, or {{clr|5|22D}} for one of each card.
}}
{{FP Box|header=Guilty Bits Character Intro
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|prHmfNfBxDk|450}}{{Closediv}}{{Closediv}}
}}
}}



Revision as of 10:10, 30 April 2021

Overview

Template:CharaOverview

Normal Moves

5P

5K

c.S

f.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

The Guard Bar Generator

  • Oppressive move on contact. +1 on block.
  • Three hits means you build guard bar like mad.
  • Has some upper body invul and low profiles on the last hit.
  • Third hit vacuums for mixup and pressure resets.
  • Forces crouching on hit for stronger confirms.

Oppressive normal which often leads to the very scary 6H. Mixed with throws and other delayed pokes for frame traps, this becomes a go-to in pressure. In neutral, this move can be used to confirm into 6H to begin one of Jam's Card Ryujin combos, but be warned that it can push your opponent away from you at far ranges. Thus, try confirming into 6H early into the move's active frames to ensure that you can begin the combo.

Additional Frame Data: Upper body invincible 22~24F, 34~36F. Low profile 25~33F. Forces opponent into crouching state on ground hit. 3rd hit pulls in opponent on hit. 1st and 2nd hits have hitstop 7F

6P

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Lower than usual 6P meant for catching buttons more than jump-ins.

  • Upper body invul frames 1-20. Designed to beat other characters' farther f.Ss
  • Plus 2 on block, in case they didn't take the bait.
  • Both hits stagger on grounded CH for easier confirms
  • Gatlings from and to 2P for pressure cycles and repeated frame traps.

Typical style 6P for an infighter. The extensive upper body invul can be used to blow through projectiles. Eg. parry a meaty Charged Stun Edge and going into a 6P is a basic strategy against Ky.

6K

6H

5D

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D


Universal Mechanics

Throw

Air Throw

Dead Angle Attack


Special Moves

Hyappo Shinshou

236S

Senri Shinshou

236H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Crossup

Housai

214P

Mawarikomi

214K

Juppo Senken

623P

Hochifu

46

Banri Senken

41236P

Shouen

623K


Banri Soushou

214H


Banri Soushou Follow-up

214H ~ 214H


Force Breaks

FB Hyappo Shinshou

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

  • Pilebunker 2.0
  • One of the best and most tilting Force Breaks in the game. Fast, leads to big damage, has a massive dizzy modifier, possesses tons of invincibility from frame 3 onward, and is completely safe on block to boot.
  • Not only does this make for an amazingly safe horizontal DP, this version of the Puffball can also cancel into 22X and any of Jam's charged kicks. If you got a CH from this move, you are allowed to grin maliciously. Great move.

Additional Frame Data Low profile on 2F. Strike invincible 3~14F. Untechable for 28F Dizzy modifier x1.25. Initial prorate 85%. Can cancel into Asanagi no Kokyuu, Asanagi no Kokyuu - Kyoku and all charge kicks


Kenroukaku

623D


Overdrives

Geki: Renhoukyaku

632146H

Geki: Hououshou

632146S

Geki: Saishinshou

236236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

Jam's third reversal super.

  • Three frame large grounded uppercut animation. Has strike invincibility during its entire active window.
  • Launches on hit for a full conversion with a 75% prorate.
  • Comes with an FRC point on the first hit for safety.
    • This FRC comes with the added bonus of 150% proration and stagger for big grounded followup damage.
  • Very stubby range, take care not to get baited, and eye your tension to FRC if necessary.

Additional Frame Data: Strike invincible 1~8F. 1st hit staggers opponent on hit (max 35F). 2nd hit floats opponent. Both hits are untechable on air hit for 90F. 1st hit initial prorate 150%. 2nd hit forced prorate 75%. FRC timing 3~4F.

Geki: Youeikyaku

j.236236K


Instant Kill

Gasenkotsu

During IK Mode: 236236H


Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Teresa enter Japan Mikado Twitter Active DJO on GGPO. Claimed by New York Link
Lox enter Japan A-cho  Twitter  Retired to Xrd Really likes 236P Link
Kenchan enter Japan Twitter Active Link
Kler enter Russia GGPO    Active up until recently Tournament Match vs Gerran's Venom

NOTE: These tables are still WIP

External References

Navigation

To edit frame data, edit values in GGACR/Jam Kuradoberi/Data.