GGACR/Jam Kuradoberi/Starter

From Dustloop Wiki

Introduction

Jam is a high-speed offensive character who uses her strong pressure to crack open the opponent's defense and deal incredible damage using her extremely potent "kick" specials and her powerful 6HH loops. Jam's toolset allows for a myriad of ambiguous resets, allowing her to continue pressure and forcing the opponent into making incredibly tough decisions to get out of her strings, lest she sneaks in a throw. On top of this, she is able to enhance her kick specials using Breath of Asanagi (22X), which grants each of them new properties and increased power, augmenting the character to even greater heights.

Depending on how much guard balance her opponent has built up, Jam can deal near touch-of-death (TOD) combos with the right starter to a majority of the cast once she opens them up, leaving them reeling and contemplating why a character like her exists while they prepare to defend against her onslaught yet again.

In addition, her defensive toolbox is absolutely phenomenal. Boasting a 7f startup DP (3f startup with a card charge, and it also gives a free combo!), a mid/high parry with no whiff animation (cancellable into any normal or special), a 3f normal, and two invincible supers, she can leave opponents scared to run their offense for fear of quick and punishing retaliation.

However, Jam does suffer from one flaw: range. Jam's normals, albeit top of the class for pressure and speed, are overall the shortest in the game. This poses some problems for her in neutral, making it difficult to directly contest many moves and making her take risky maneuvers to get in close against some characters.

That being said, Jam's high mobility grants her the ability to weave in and out of her opponent's effective range, allowing her to whiff punish opponents for either a knockdown to get her pressure going, or for a full combo with the right resources. A strong understanding of the neutral game is key to success with Jam.

Solid fundamentals, some execution and combo theory, and a tad bit of tomfoolery will take any Jam player to victory.

Neutral

You will want to familiarize yourself with Shinjin's writings regarding Guilty Gear Neutral. TL;DR, there are three main components of grounded neutral:

  • Preemptive attacks: Moves that are done preemptively to cover space, allowing you to control that area and tagging opponents who are trying to advance at you. This beats advancing attacks.
  • Whiff punishing: Waiting for your opponent to make a move whiff, then moving in to take advantage of that by either directly landing a hit or forcing them to block, allowing you to start pressure. Careful use of dash braking is essential to creating whiffs to take advantage of. This beats preemptive attacks.
  • Advancing attacks: Advancing towards a passive opponent and attacking them to begin your pressure. This beats whiff punishing.

Together, these three parts form a rock-paper-scissors dynamic in neutral that a strong Jam player must be able to take advantage of in order to succeed. Balancing between these three options is key to getting consistent knockdowns and starting your pressure from the get go.

Let's take a look at Jam's grounded neutral toolset and how each of them can be applied to the concepts above:


Preemptive Attacks

Details

5K
A quick 5f low-hitting normal that boasts a somewhat modest range. Its quick recovery makes it difficult for the opponent to whiff punish, and landing it on hit or block allows Jam to enter into her plethora gatling options, starting her absurd pressure.
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