GGXRD-R2/Jam Kuradoberi

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Overview
Overview

 Jam Kuradoberi  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.
Jam Kuradoberi
GGXRD-R Jam Portrait.png
Defense
x1.06
Guts Rating
3
Weight
[105] Light
Stun Resistance
65
Prejump
3F
Backdash
13F (1~7F invuln)
Wakeup Timing
26F (Face Up)/ 25F (Face Down)
Fastest Attack
Reversals
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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12 Mid 3 3 7 ±0

Jam (along with Chipp) is blessed to have a 3F jab, which is faster than most character's typical 5F(and some other's 4F) 5P. While the move lacks range, the fast startup allows Jam to escape certain situations or punish moves that other characters may not have a way to avoid. It can also be used in some combo strings to set up air juggles that may not otherwise be possible, but due to the low attack level, other hits must follow-up after the 5P to route to Jam's stronger attacks.

The real advantage of 5P is its ability to gatling into and out of several of Jam's other normals. 5K can cancel into 5P, and 5P cancels back to 5K even on whiff. Performing a string such as 5K 5P(whiff) 5K is airtight and faster than simply doing 5P 5K, leading to a combo on normal hit or an airtight blockstring. Whiffing 5P can also set 5K up for a tick throw, making Jam's point blank pressure extremely strong.

  • Crouching characters that 5P will connect on: Potemkin, Bedman, Slayer(3rd 5P will whiff) and Kum

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12 Low 4 4 6 +2

An amazing tool to start pressure with. Frame traps into itself and hits low. Has 6f of hitstop instead of the regular 11f, making it harder to DAA out of pressure, and better to use for tick throws. As mentioned with 5P, combining it with Jam's jab pressure opens up many routes. Because it is +2 on block, being able to route back to 5K in pressure is very useful to get the time to dash back in.

Heavy initial hit proration however limits the damage from combos that are started with this normal. In addition, poking with this normal can be risky due to the CH state recovery on the normal.

  • Good for picking up airborne opponents about to hit the ground
  • Gatlings from and into both 5P, 2S.

c.S

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 several cancel routes, and Jam is able to hitconfirm from random f.S hits to full combos if the player is aware. A button to be pressing often in neutral to harass your opponent and make your way in closer.

  • f.S 2D is Jam's basic hitconfirm from fS, giving her a consistent knockdown from a hit.
  • CH f.S combos to IAD j.P on a standing opponent, which leads to a very high damage combo from a relatively far hit.
  • Because f.S has several gatling routes, it is important to confirm if your opponent is blocking it or not before choosing your attacks.

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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, however this 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 as well, 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.

  • Last active frames are very low profile, so can evade certain reversals if done meaty enough.
  • Horrible on whiff, important to cancel to f.S if the opponent is pushed out.

5D

6P

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 6H, you must hit with the second hit. Both hits are jump cancellable and gatling into 5H allowing for some mixup potential, albeit reward is low. Whiffing this move is a bad idea.

  • Forces stand on hit so has some unique uses in combos.
  • Gatlings from 5H. 5H 6K 6H is a standard combo ender for Jam.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 a large whiff animation. 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. On CH, this is one of Jam's best starters, easily leading to over 300 damage with optimized combos.

6H can also be used in pressure, to an extent. Jam's 5K and 2K both gatling into 6H, and become a frame trap on normal block. In addition, while 6H is -6 on block, Jam can special cancel to 236S and from there, 236S~K to make either an airtight blockstring or a frame trap afterwards. Special canceling her 6H to Hochifu (546) without attacking is also roughly -6 on block, but pulls Jam's hurtbox in to make her safer against reversals.

  • On regular hit you can safely charge one of her cards, either partial or max. 6H is one of her best combo enders for that reason.

2P

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
8 Low 5 3 9 ±0 3-12F Upper Body

Jam's 2K is a weird middle ground between her 5K and her 2D. 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.

  • On CH it combos into 6H.
  • While mashing this in combos, it's best to hold 1, as this will automatically bait any poorly thought out bursts.

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Mid 6 5 9 ±0

A very very strong counter poke that forces stagger on CH. Because it is +0 on block as well, it's very good in pressure to either dash back in, or set up a tick throw. Can even gatling into 5K for even more + frames. Her 2S has a very long cancel window as well, allowing you to delay any followups. 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 CH, if opponent isn't ready to mash out of it you can dash up and get a full combo.

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28,20 Mid 11 8(6)4 13 ±0

Jam's 2H is a surprisingly deep normal that requires a lot to cover. While its use as a combo tool is obvious, setting up juggles and dragging your opponent in closer, its use in pressure is more as a knowledge check of your opponent, and has a wide variety of options to elevate the mental stack on your opponent, leading to you opening them up.

The second hit of this normal vacuums the opponent closer to Jam. This is important as it will drag them out of the corner/close enough so 2D will always hit. Both hits can be cancelled at any time, which is important as your opponents understand the normal better along with what mixup you are trying to do. On block, the move is +0, but due to the vacuum, your opponent may be sucked into their throw range. Due to throw protection, they can throw you before you are able to throw them, meaning IBing the second hit and throwing Jam is a punish. In order to stop this, you must cancel the second hit to 2D, in order to catch your opponent attempting to throw. Cancelling the first hit to 2D is also possible to confound your opponent's IB timing.

If your opponent is not Instant Blocking, or is conditioned to expect the sweep after, letting both hits of 2H go and rebuying pressure with a fast normal such as 5K is very effective. However, this is risky, as a stronger opponent will always be looking for this sort of trick.

If your opponent is overly focusing on IBing the second hit, it is possible to cancel the first hit into 546 to whiff the parry animation, then throw your opponent. This has roughly the same startup as Jam's 5D, without a large orange glow, so it can be hard to react to.

  • If the first hit is IB'd, there's a one frame gap in the blockstun before the next hit, opening the possibility for the opponent to reversal, blitz, backdash or throw if they're close enough. Mix up your blockstrings to ensure they're not confident enough to do this.

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 6F. In addition, her 2D is jump cancellable, allowing her to throw it out into a blocking opponent as a poke, then retreat to a safer range with minimal risk. Because this move has limited cancel options however, you want to avoid using this move in blockstrings if you are able. 2D to 236S~K can be a frame trap on normal block, but this is your only way to prevent people from stuffing an attempt at restarting pressure after this normal. Despite this, it's incredibly powerful and useful as abare or just as a poke in neutral.

  • Converting from a random 2D hit to Breath of Asanagi is imperative to Jam play.
  • 2D can also set up OTG hits or safejumps if she's already charged a card.

j.P

j.K

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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.

  • Her only air-normal that's jump-cancellable making it essential for combos.
  • Launches opponent upwards on hit.
  • Forces untech time. If done late enough from an IAD (such as after j.P j.P j.K j.S), it can set up juggles to 546{K.
  • The forced untech time also means j.S 214K is a true combo in most strings.
  • Good airthrow OS normal.

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 High/Air 5 10 16

Stupid fast 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. Can generally do well in air-to-air situations, however it is fully in CH state during recovery, making it risky to whiff.

  • Any kind of movement altering options (IAD YRC / Ryuujin YRC) into jH is an easy way to skip neutral.
  • On CH-hit it's possible to land, jump and followup with an air combo if you were close enough to the ground when it hit.

j.D

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 Jam's 6H, Jam gains extra throw range from the attack 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.

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 Asanagi 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 ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 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 GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
1 24 1-8F Catch

Jam's parry. During the first 8 frames of the stance, Jam will automatically parry and block all incoming mid and overhead attacks. 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, while the opponent can still 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.

If done in neutral, after the 8F of "catch", Jam is able to cancel the stance into crouching or Faultless Defense. This allows Jam to quickly parry, then immediately block if no catch is done, leaving her only vulnerable to lows for 8F during the Hochifu stance. If special cancelled into, Jam cannot cancel the stance early, requiring her to fully recover for 24F. If Jam successfully parries an attack, she is able to cancel regardless.

If Jam parries an attack, Jam can act again after 7F, while her opponent is locked into hitstop for 9F, meaning Jam always gets to act before the opponent during a successful parry. Jam can perform the following actions 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
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.

  • Can be FD cancelled on frame 1-2
  • On frame 4 can be cancelled into movement and FD except back/forward walk
  • On frame 9 can also be cancelled into back/forward walk
  • After successful catch, Jam can move on 7F, opponent can move on 9F
  • Can cancel into followup after successful catch or after 10F
  • On successful catch, gain 200 Tension

Zekkei

546P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 Mid 4 6 30 -17

Jam's primary follow-up to Hochifu can be done 10f after entering the parry stance, or immediately upon a successful parry. 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. On Counter Hit, it has increased hitstop, staggers, and is untechable until reaching the ground if it hits an airborne opponent.

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.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Initial: 70% 4 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 7F on hit
  • Can cancel into followups on 21F on whiff

Goushao

546P > P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 Mid 15 6 24 -11

Goushao is the usual follow-up to Zekkei. 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 Kokyuu to charge a card, or to rush the opponent. 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.

Goushao is very negative on block and in Counter Hit state during its recovery. 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.

Dowanga

546P > K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 Mid 27 2 20 -3 27-36F Foot

Dowanga is the slower but more rewarding followup from Zekkei. 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 Counter Hit, or hitting later in the active frames of Zekkei. While landing a CH with Zekkei can happen naturally from a parry, using Dowanga mid-combo requires some setup.

By juggling the opponent in a way that launches them high enough that they fall into Zekkei, Jam can combo into Dowanga even without a CH. These combos are commonly referred to as "46PK" comboss. Launching the opponent in this way requires some knowledge of their hurtbox and weight, and managing that height in order to ensure the opponent is hit by the later active frames of Zekkei. When performed consistently, these combos open up huge amounts of damage for Jam, often not requiring any resources.

Youeikyaku

j.2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16, 10×4 High/Air 10 Until Landing 6 After Landing +8

A sharply-angled dive kick that can be done from an incredibly low height. It always hits overhead regardless of spacing, so it can be used for instant overhead situations. 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. When spaced incorrectly, it's important to have enough meter on deck to use a Red Roman Cancel for safety on block or combo conversions on hit.

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, but because it's a special move, all of Jam's air normals can cancel into it. This can be used to punish opponents who are eager to Instant Block air normals and throw upon landing. Jump cancelling into this move from her normals usually offers better spacing.

It can be used to return to the ground quicker after hitting an opponent air-to-air. Since it halts Jam's air momentum, it can also bait out opponents' anti-airs when used in tandem with Yellow Roman Cancel.

Bakushuu

236S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 46 10-23F Super Low Profile
24-31F Above Knees

A command dash special from which 4 different follow-ups can be performed at any point after the initial 9F 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.pngGuardAllStartup10RecoveryTotal 46Advantage-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.

Mawarikomi

236S > P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 25 1-End Low Profile

Mawarikomi is executed when the Punch button is pressed during Jam's Bakushuu stance. Jam immediately gains a super low profile hurtbox, only able to really be hit by sweeps or throws, and can pass through the opponent onto their other side. This move is generally either used to avoid projectiles or pokes in neutral and work your way in, or as a feint in pressure to lead to a throw.

An important note is that unlike Bakushuu, Jam is NOT in Counter Hit state for the duration of this move. If you are able to recognize that you're about to be CH out of Bakushuu, it can be worth it to cancel to Mawarikomi to save yourself from a bigger punish.

Hamonkyaku

236S > K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 Bakushuu, 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 followup during her pressure, and even sets the opponent into a fairly long stagger state on regular or Counter Hit.

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 Ryuujin, Gekirin, and Kenroukaku. 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 able to seemingly cancel directly from Bakushuu into Ryuujin, Gekirin, and Kenroukaku. 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.

Hyappo Shinshou

236S > S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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. While it has a total of roughly 26F startup when including Bakushuu, opponents are discouraged to press buttons against it due to the upper body invulnerability it has on startup, and the massive ground tumble state it forces on Counter Hit.

The upper body invul and large hitbox means this move can also be used as a situational anti-air, especially if done early to call out an air dash. Due to the tumble on Counter Hit, Jam is almost always given a corner combo, and sets up for high damage even with the large initial hit proration on the move. In addition, you can combo into this move against most of the cast after launching them with 546PK, granting you a large amount of corner carry and a knockdown.

Jam is able to cancel Hyappo Shinshou to Senri Shinshou by pressing H after the opponent is hit or blocks Hyappo Shinshou. 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.

Senri Shinshou

236S > H or 236S > S > H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 Mid 28 1 13 +3 1-27F Upper Body

Senri Shinshou is Jam's Heavy Slash follow-up to Bakushuu or Hyappo Shinshou. 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. This version can cause knockdown from an air hit however, making it important to use after launching with 546PK.

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. On Counter Hit, it forces wallstick if done close enough to the corner.

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.

Asanagi no Kokyuu

22K/S/H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total: 56~77
  • 22K charges Ryuujin, 22S charges Gekirin and 22H charges Kenroukaku.
  • Jam gains the card on frame 41, meaning she can get hit out of it before it fully recovers and still get the card. This also means she can get the card and YRC to recover faster.
  • Holding the input results in Jam gaining a MAX card on frame 66 instead.
  • No longer in Counter Hit state after gaining a card.
  • The MAX version can also be obtained by charging 3 of the same type of card, instead of holding the button down.

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 Gekirin (214K) is the most useful as it opens up both mixups and combo enders. In some matchups, charging Ryuujin (236K)) offers bigger damage output and a fearsome reversal. Charging Kenroukaku (623K) is more situational, as while it does make a true invulnerable reversal, it is more limited as a mixup tool.

Ryuujin

236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
55 Mid 17 6 30 + 11 After Landing -28

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.

In general, the grounded version of Ryuujin will mostly see use as a combo tool, as it is very risky to throw out in neutral.

As with all of Jam's kick specials, Jam can cancel both from and into Ryuujin with Gekirin and Kenroukaku. When this move is canceled into from Gekirin, Kenroukaku, or Hamonkyaku, it starts up faster, deals a bit less damage, and floats the opponent higher on hit.

Gekirin

214K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35 [16] High/Air 19 [17] 13 3+10 After Landing
[Until Landing + 10]
-13

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.

As with all of Jam's kick specials, Jam can chain from Gekirin and into Gekirin with Ryuujin and Kenroukaku. When this move is canceled into from Ryuujin, Kenroukaku, or Hamonkyaku, it starts up faster, deals a bit less damage, and floats the opponent higher on hit. See the values in brackets for further details.

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.

Kenroukaku

623K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
11×4 Mid 7 4(1)4(1)2(2)1(1)9 20 + 6 After Landing -37 1-6F All
  • Cannot be Yellow or Purple Roman Canceled.

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 on Counter Hit will force knockdown. In addition, assuming the move makes contact, Jam is able to cancel to Ryuujin or Gekirin to be safer on block or escape.

The carded and MAX versions gain invul through the active frames, turning it into a true reversal. The MAX version even recovers in the air, allowing Jam to perform a falling air normal to make herself safer against blocked reversal attempts.

As with all of Jam's kick specials, Jam can cancel both from and into Kenroukaku with Gekirin and Ryuujin. When this move is canceled into from Gekirin, Ryuujin, or Hamonkyaku, it starts up faster, deals a bit less damage, and floats the opponent higher on hit.

Air Ryuujin

j.236K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 [28] All 8 4 Until Landing + 11

Generally used as a combo tool if done without cards. Can combo into and out of Gekirin and Kenroukaku in order to bring your opponent closer to the corner. Do NOT end an air combo with Ryuujin however, as you'll likely be punished by a teching opponent before you even touch the ground.

When backed up with a card or a MAX charge, Air Ryuujin gains invul on frame 1 until the first active frame. This makes it a powerful horizontal DP if there is a gap in pressure large enough to jump out of.

All of Jam's airborne kick specials can be done during an air dash to modify their momentum and change the way they act. When Ryuujin is done during an airdash, it becomes fairly useless, being a slow, plodding kick that slowly descends.

As with all of Jam's kick specials, Jam can chain from Ryuujin and into Ryuujin with Gekirin and Kenroukaku. When this move is canceled into from Gekirin, Kenroukaku, or Hamonkyaku, it starts up faster, deals a bit less damage, and floats the opponent higher on hit. See the values in brackets for further details.

Air Gekirin

j.214K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 [16] High/Air 16 [17] 13 Until Landing + 10

Gekirin when performed in the air normally can be considered Jam's standard air combo ender. 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.S or 236S > S. j.S also combos directly to Gekirin on most air hits, letting Jam route into an air tech situation.

When carded, charged Gekirin not only will force knockdown, Jam returns to the ground fast enough to safely re-charge a card with 22S and still get Okizeme. Alternatively, she can pick up the opponent before they hit the ground with a 2S and combo into a super or a knockdown with 546PP 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.

All of Jam's airborne kick specials can be done during an air dash to modify their momentum and change the way they act. Airdash Gekirin is one of the more useful 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, however 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. It should be noted however, that if Jam has a card or MAX card charged, the window to execute Gekirin during the airdash becomes much tighter.

As with all of Jam's kick specials, Jam can cancel both from and into Gekirin with Ryuujin and Kenroukaku. When this move is canceled into from Ryuujin or Kenroukaku, it starts up faster, deals a bit less damage, and floats the opponent higher on hit. See the values in brackets for further details.

Air Kenroukaku

j.623K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12×3 [8×3] All 5 4(1)4(1)2(2)1(1)9 Until Landing + 6
[Until Landing + 12]
1-4F 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 you can use it to hit opponents trying to IB and airthrow you if you're really nutty.

Charged and MAX Kenroukaku gain enough untech time to knock the opponent down, but generally don't offer the time for Jam to land and re-charge. However, MAX Kenroukaku refreshes Jam's air movement options after being used, and recovers in the air, allowing you to airdash or double jump and continue a combo afterward. Due to the refresh, this allows Jam to airdash twice in one jump!

All of Jam's airborne kick specials can be done during an air dash to modify their momentum and change the way they act. 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 22H previously to charge a card, which gives enough untech time for Jam to land and combo.

As with all of Jam's kick specials, Jam can cancel both from and into Kenroukaku with Gekirin and Ryuujin. When this move is canceled into from Gekirin or Ryuujin, it starts up faster, deals a bit less damage, and floats the opponent higher on hit. See the values in brackets for further details.

ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Initial: 90% 2 10 3
  • [ ] 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

Overdrives

Choukyaku Hou'Oushou

632146S (632146D)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 one you'll likely see the least use of. While it's strike invul through startup, it's relatively slower startup time makes it easily safejumped and has a long period of recovery on block. 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 your opponent can throw you out of it still.

When done in longer combos, the Burst version can offer better utility due to the multiple hits and higher minimum damage from a Burst super.

Bao Saishinshou

236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 Mid 1+4 6 36 -23 1-7 Strike

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 easier 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.

As of Rev2, the opponent's weight and gravity scaling affect the launch of Bao Saishinshou to a much lesser extent. 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.

Renhoukyaku

632146H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 you can YRC post-flash and use the FX of the super to hide a high/low mixup behind.

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.

  • Has throw invulnerability for frames 1-5 and complete invulnerability for frames 6-23.
  • You can YRC before superflash for 1-5 throw invu + 6-20f all invul for 25 meter.
  • Can be YRC'd AFTER the startup as well either on hit or block letting you either confirm the combo or go in for a free mixup. The projectile almost hides her 5D behind this.

Instant Kill

Gasenkotsu

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
DESTROY All 9+12
[5+12]
4 36 -23 3-24F All
[2-20F All]
  • Uses the animation of her Goushao.
  • Good hitbox for IK standards.

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 you have 50-100 meter and your opponent is in the Hellfire state, you can probably just combo into Bao Saishinshou and win the match that way.

External References

Navigation

 Jam Kuradoberi


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

GGXRD-R2/Navigation