Guilty gear jam kuradoberi




















Hitbox is entirely enclosed by the hurtbox. Self-cancels at least, can be useful to drag blocking airborne opponents back down. Jam's farthest reaching air normal. Mostly used as combo filler into j. Frame 4 with a disjointed hitbox above Jam. Has some head invincibility. Combos both to and from j.

P for hit confirmation. Floats somewhat on hit with nonstandard hitstun for bigger conversions. Little horizontal range, so ensure that you're close to them first. Additional Frame Data: Floats opponent on hit untechable for 16F.

Large active window. Confirms to 5F normals on air-to-ground. Combos to Ryujin on air hit. Fairly disjointed on the first hit, very disjointed on the second. Mostly used in combos for Gekirin conversions. Huge on Counter Hit. Invuln Level 60 43 pixels - - - - - - Average throw but with free followups. Generally leads to a super jump combo with a short air string or free Gekirin reset.

FRC leads to simpler and easier combo setups with a more lenient proration than most throws. Throw itself deals no damage when FRC'd.

Invuln Level 60 88 pixels - - - - - - 8 figure leg lock but in air. Leads to knockdown plus oki or cards Leads to a full, but prorated wall loop combo in the corner. Always knocks down on hit. Invuln Level - - - - Total: 53 - - - Jam's unique power-up move, providing her the icon cards needed to expend for enhanced specials per card.

A big corner stone of Jam's game. If you don't have meter for 22D or want it to save it for something later, this is the way to go move after a knockdown. Most characters will want to Play the Zoning and keep away game against Jam. If they are playing too passive against you, charging cards fullscreen will not only grant you cards, but also make them try to stop you, and Jam wants their opponents as close as possible.

Rule of thumb: if you don't have any charged cards already, you'll want to priotize Charged Ryuujin over Charged Kenroukaku, Charged Gekirin being the least important. Version Damage Guard How this attack can be guarded. Worse damage and frame data, although some combos, mostly max f. Wallbounces opponent on hit untechable for 36F TK Ryuujin is a force to be reckoned with. A mainstay in Jam's combo game in conjuction of Powered Ryuujin Using TK Ryuujin sparringly is a good way to maneuver around the field.

This is horribly unsafe on whiff, but it's useful to keep in mind. Powered Ryuujin is one of Jam's most important moves. Great damage and combo potential. Learn to love this move. Please note all version of Ryuujin hitboxes are not that great. There's no disjoint on them and alot of moves will beat them. Yolo Ryuujin at your own risk. Simply ignore this.

It's 1f airborne and it Groundbounces on hit, making it the preferred combo starter. Has a minimum height requirement This Version is both a faster overhead and a better combo tool with cards Additional Frame Data Jam is airborne from 1F onwards. Not very good on it's own aside from combos. This move eats meaties and abares for breakfast.

Makes VV proud. This is also a very big part of Jam's Aerial Combo game. Overall really Solid. Great against attacks with a lot of active frames like Justice's f. S, which are the biggest counter measure against Puffball. If close to the opponent, Jam will pass through. Doing this after blockstrings is a gimmicky yet useful way to mix things up. Knockdowns on hit and cancels into 22X, making it most of the time the most optimal way to end ground combos. This move is absolutely stupid. Opponents will pull their hair out trying to deal with this move.

If you are far away, this version will come out. This move is gimmicky as old hell and keen players will stop you on your tracks if you abuse it, so make sure you don't rely on it to close the gap too much.

It's generally a worse Puffball, except for one thing, the Dizzy Modifier is astonishingly high, and Jam's IK being one of the best in the game, any dizzy usually turns into a death scenario. Risky, but has its uses.

Weirdly enough, this is safer on block than on hit. Make sure to RC it. This stalls air time, so it beats cleanly some anti airs. When TK'd, this is technically Jam's Fastest overhead that hits a crouching opponent. It's no Gekirin in terms of reward, but it's a good game ender. Normally, it travels diagonally up, with a bigger emphasis on verticality. Intended for cross-ups. This can be considered the only way to Attack high from a Bakushuu. Can perform any action other than blocking or FD from 20F onwards Aerial Flip gives a bigger emphasis on horizontal movement.

Great for avoiding certain moves. IAD Choujin sends her straight down. Invuln Level - - - - Total: 50 - - - Generates a card for all three kicks.

You'll mostly want to use meter for this when you have no cards available, otherwise you might spent too much meter on cards you probably won't use completely. Still, it's an amazing move so don't ignore it.

Additional Frame Data Charge completes on Frame 5. 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. Freezes opponent's inputs from the flash until the 2nd active frame. Them not blocking beforehand means you get the hit, as long as Jam isn't sticking her face into a hitbox. Hits a large area and can be difficult to avoid. Will not cost tension if Jam is hit before the superflash.

Invincible into the first active frame, goes active on 7 instead of Also freezes opponent's inputs after the flash. Leaps forward about a third of the screen, hitting backdashes or opponents committed to a move with an extended hurtbox if farther away.

Only does one hit on block, but connects into an animation with every hit if it connects. It's quite possible for the opponent to fall out on air hit. Be prepared to RC if you have the meter. Three frame large grounded uppercut animation. Has strike invincibility during its entire active window. Comes with an FRC point on the first hit for safety. Very stubby range, take care not to get baited, and eye your tension to FRC if necessary. Deals points of damage, regardless of guts, defense or any proration.

Very useful to confirm into to make sure that they're dead. Coupled with its fast travel and Jam's huge stun output, you can reliably react to a dizzy and just do it. Hidden category: Unga. Navigation menu Personal tools Log in. Namespaces Page Discussion. Views Read View source View history. Main page Notation Glossary Dustloop Forums.

Main Page Frame Data. Maxi Boost ON. Community portal Current events Recent changes Random page. Disclaimer The contents of this page may or may not be accurate. Please understand while we verify them. Jam Kuradoberi 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.

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. Jam's other path has her meet I-No, who gives her a false list of bounties, including Venom, Johnny , and Millia Rage. After fighting I-No again and finding out that the bounties are false, she tries to make it up to the aforementioned victims by cooking for them.

Venom and Millia Rage, unable to sit anywhere near each other and drunk on top of that , end up slinging insults until they fight. The ensuing battle destroys Jam's new stall, which she has started up since she lacks the finances for a new restaurant. Jam needs to recover loans to maintain her restaurant.

When Chipp Zanuff visits her to ask her to vote him as a president, she tells him she'll vote him if he remains as a client of her restaurant. After having a large dinner, Chipp escapes without paying the bill. Robo-Ky goes into the restaurant with the order of arresting her, and the fight destroys the place. Slayer suggests her to serve more variety of foods, and she looks for Baiken for learning to cook Japanese food, but fails.

At one point, she is accosted by Crow and a copy of Justice. Finally, she has the idea of having attractive waiters to work in the restaurant, and she finishes contracting Bridget to do the work.

Path 1. If the player defeated the Justice copy with Jam's Instant Kill, however, Jam strongarms Crow into coming to her restaurant, though not without Potemkin trying to take Crow off of her hands.

The commotion, however leads not just to Axl spiralling through time against his will again, but dragging Jam, the Robo-Kys and Crow with him. Jam, dismayed at not being able to control her establishment in another timeframe, takes out her frustration on all present Path 2. Jam is an excellent choice for those who want to focus on melee and rushdown attacks, as well as aerial combos.

Jam is one of the best characters for pulling combos and maneuvering as she can be watched flying across the screen. Most of her attacks would require her to charge, ensuring that moves such as Ryujin do more damage. Jam's special attacks can be linked to one another, similar to Chipp's, and can be comboed to do larger amounts of damage. Her overdrives, such Renhoukyaku make an excellent finisher and has a fast summon rate. Jam has good run speed and easy combo follow ups, but while charging she is vulnerable, and can be interrupted, making it hard for the player to do full damage with her special attacks.

But overall, she is an easy character to pick up an play with only attention to be paid on combos. In Jam's EX mode, her gameplay becomes almost completely consistent of melee, losing all her aerial moves with the exception of Houeikyaku, which becomes one of the worst Overdrives in the game, doing little damage and having a limited range.

Her advantages in EX mode is that Jam's special attacks will specialize in knocking back the opponent, preventing a quick recovery. Jam's power comes from her ability to wield Ki. Because this move has limited cancel options however, you want to avoid using this move in blockstrings if you are able.

Despite this, it's incredibly powerful and useful as abare or just as a poke in neutral. Standard aerial jab. Attacks below Jam, and cancels into itself on whiff. Used along with Jam's fast IAD as a tool to get back in during pressure, or as a hitconfirm. Very strong air-to-air normal due to Jam's hurtbox not extending very much when used.

Can catch many characters who are airdashing or generally trying to throw out buttons in the air. 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. Stupid fast j.

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. Jam's j. D launches the opponent on the second hit, like her j. Generally used as a combo tool, however the second hit forces wallbounce on CH, making it one of Jam's best, but hardest to use, starters.

Like all j. D s, has landing recovery. 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. 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.

It's an airthrow. You can RRC for some combo opportunity, but the damage is minimal. Take your okizeme and corner carry. 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. Inputting will put Jam into a parry stance. 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, and can still be thrown while in this stance. 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:.

A final important note is that is within CH state during the first 8F. If Jam is hit by a low during this time, she will be CH. 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. Jam's primary followup to can be done 10f after entering the Hochifu 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, and on Counter Hit, this attack has increased hitstop, staggers, and is untechable until reaching the ground if it hits an airborne opponent.

It should be noted that the hitbox is quite small, and the move is very unsafe on block. If the opponent is attacking from out of range, it can be better to cancel to Jam's other options from a successful parry such as dash or YRC. Goushao is the canned followup to Zekkei after you press the punch button.

Generally, this is used as a combo ender, as it sends the opponent flying and knocks down. If done midscreen, this gives Jam lots of screen real estate, an opportunity to charge a card, or to run the opponent down. 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 on her opponent. Goushao is very negative on hit, but not as bad as Zekkei, however it is full CH state recovery.

It's very bad to throw Jam's parry followups into a blocking opponent, so be ready to RRC if it happens. 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 your opponent in a way to get 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" combos for short. Launching your 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 however, these combos open up huge amounts of damage for Jam, often not requiring any resources. Jam's Youeikyaku is a sharply-angled dive kick that can be done from an incredibly low height.

Always hits overhead, regardless of spacing, so 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 followup kicks can actually offer less frame advantage than blocking it. When using the move, it's important to attempt to space out the hit so you don't land while directly adjacent to the opponent. Landing too close to the opponent can lead to you being punished by a throw for hitting them.

Jump cancelling into this move from her normals usually offers better spacing. Because it is a special move, all of Jam's air normals can cancel into it. This can also be used to punish an opponent who is eager to IB your air normals and throw you upon landing. It can also be used to return to the ground quicker after hitting an opponent air-to-air.

Finally, this special move stops all of Jam's air momentum, which means that when used in tandem with YRC, you can bait out your opponent's anti-air and beat them with a falling air normal. Jam's Bakushuu is her command dash special, from which any of her 4 followups can be done at any point after the initial 9F of the dash. This special move 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 Edge or Venom's pool balls. That said, it's very rare to use Bakushuu without using one of the followups. 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. 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 is a weak but important part of Jam's game plan, as well as being a mixup tool in it's 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 on block, this move is also special cancellable at any time to Jam's Ryuujin, Gekirin, or Kenroukaku.

Using these followups, 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, or Kenroukaku. The input for this is SKK. This will quickly cancel from Jam's Bakushuu to her overhead, Gekirin. Using Karageki is a powerful mixup tool in Jam's arsenal. Pressing the Slash button during Bakushuu will execute Hyappo Shinshou, otherwise known as "Puffball".

While it has a total of roughly 26F startup when including Bakushuu, opponents are deincentivized 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 opponent air dashing. 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 PK , granting you a large amount of corner carry and a knockdown.

While this leads to 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. 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 crossup version has frame data information enclosed in brackets. 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. The frame data is similar to the crossup 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 PK. Jam's essential special move that builds her Ki and strengthens one of her 3 other special moves. Commonly referred to as "charging cards" due to the icon that appears.

When executed, Jam spins her arms and focuses her ki, gaining a card on frame If the button is held, Jam will continue to animate, and the card will become a MAX card on frame Due to the long animation, this is typically your go-to after knocking down an opponent with 2D or 6H.

If your opponent is retreating from you, or expecting you to run at them, "stealing" a charge in neutral can be very worthwhile. Which card you want to charge depends on both character and player matchup.

In general, 22S to charge Gekirin, her K is the most useful as it opens up both mixups and combo enders.



0コメント

  • 1000 / 1000