GGACR/Jam Kuradoberi

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Jam Kuradoberi
GGAC Jam Portrait.png

Defense Modifier: x 1.06

Guts Rating: 3

Stun Resistance: 65

Jump Startup: 3

Backdash Time: 13

Backdash Invincibility: 7

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Full Frame Data
GGACR/Jam Kuradoberi/Frame Data
  

Overview[edit]

Jam is a Chinese Chef who is all about rushdown. Her voice is extraordinarily annoying.

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.

Strengths[edit]

  • High damage potential.
  • Knocks down particularly easily with cards. Can make her DP safer with cards.
  • High meter gain.
  • Parry.
  • Puffball.
  • Makes stupid faces.

Weaknesses[edit]

  • Worst range in the game, no real way of dealing with zoners, can have difficulty getting in.
  • Poor backdash.
  • Not much for Anti-Air.


Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • F: can block while in the air only with Faultless Defense
  • All: can be blocked however
  • All attacks can be blocked with aerial Faultless Defense unless stated otherwise.

Normal Moves[edit]

[edit]
5P
GGAC Jam 5P.png
One of the fastest jabs in the game, with 3 Frame startup.
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 HLF CSJR 3 3 4 +3
[edit]
5K
GGAC Jam 5K.png
Hits low, comes out fast, + on block, what more do you want?
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 LF SR 5 4 7 +1

Forced Prorate 80%

[edit]
c.S
GGAC Jam cS.png
Short range, elbow to the gut, only really used when you can't f.S
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 HLF SJR 6 5 10 -6
[edit]
f.S
GGAC Jam fS.png
Farthest standing poke, good to keep people from running in.
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 HLF SJR 6 5 10 -1
[edit]
5H
GGAC Jam 5H.png
The last hit drags the opponent in on hit or block, and is + on block.
Damage Guard Cancel Startup Active Recovery Frame Adv.
24x3 HLF SR 13 3(3)3(3)3 15 +1
[edit]
6P
GGAC Jam 6P.png
Not that great of an anti-air, really.
Damage Guard Cancel Startup Active Recovery Frame Adv.
18x2 HLF SR 7 1(10)3 12 +2
[edit]
6K
GGAC Jam 6K.png
Should normally hold 4 after a dash so you don't accidentally get this instead of 5K.
Damage Guard Cancel Startup Active Recovery Frame Adv.
16,26 HLF SJR 6 4(6)8 20 -14
[edit]
6H
GGAC Jam 6H.png
Not pictured: the hitbox extending about 1.5 character lengths out.
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 HLF SR 18 6 10 +3
[edit]
H Follow-Up
GGAC Jam 6HH.png
Sticks your opponent to the wall, very satisfying to hit with.
Damage Guard Cancel Startup Active Recovery Frame Adv.
53 HLF R 10 7 23 -11
[edit]
5D
GGAC Jam 5D.png
A very hard to see 5D, makes up for its slow startup.
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 HF R 26 4 12 -2
[edit]
Dead Angle Attack
GGAC Jam 2S.png
Has the same animation as her 2S, only always knocks down.
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 Any R 13 6 16 -8
[edit]
3H
GGACR Jam 3H.png
Old #Reload 6H
Damage Guard Cancel Startup Active Recovery Frame Adv.
30x2 All R 5 2(2)4 15+8 Landing -8
[edit]
2P
GGAC Jam 2P.png
Actually slower than her 5P, but still very useful.
Damage Guard Cancel Startup Active Recovery Frame Adv.
6 HLF CSR 4 2 4 +4
[edit]
2K
GGAC Jam 2K.png
This along with 2D are her farthest pokes, and this is very fast.
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 LF CSR 5 3 9 -2
[edit]
2S
GGAC Jam 2S.png
Great move for scaring opponents as it's deadly on CH.
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 HLF SR 6 5 9 +0
[edit]
2H
GGAC Jam 2H.png
Probably her best AA without parrying.
Damage Guard Cancel Startup Active Recovery Frame Adv.
20x2 HLF SR 9 4,4 25 -12
[edit]
2D
GGAC Jam 2D.png
Slightly slower than 2K but leads to more damage.
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 LF SJRF 6 4 16 -6
[edit]
j.P
GGAC Jam jP.png
Can mash this on a jump-in to try and cover it, but it's nowhere near as good as other character's.
Damage Guard Cancel Startup Active Recovery Frame Adv.
11 HA CSR 5 4 14 -
[edit]
j.K
GGAC Jam jK.png
Combo filler.
Damage Guard Cancel Startup Active Recovery Frame Adv.
14 HA SR 5 8 11 -
[edit]
j.S
GGAC Jam jS.png
If your opponent is above you, they lose.
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 HA SJR 4 5 9 -
[edit]
j.H
GGAC Jam jH.png
Crossup hitbox
Damage Guard Cancel Startup Active Recovery Frame Adv.
35 HA SR 7 10 16 -
[edit]
j.D
GGAC Jam jD.png
Great on CH, decent air-to-air poke.
Damage Guard Cancel Startup Active Recovery Frame Adv.
16,28 HA SR 7 3(4)6 16 -


Throws[edit]

[edit]
Throw
GGAC Jam throw.png
"Ohohohohoho!"
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 43dot FR - - - -
[edit]
Air Throw
GGAC Jam airThrow.png
Thigh neck-snap go!
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 88dot - - - - -


Special Moves[edit]

[edit]
Breath of Asanagi
22K, S, or H
GGAC Jam 22K.png
The animation is the same no matter what button you press.
GGAC Jam 22KIcons.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Total:53 -
[edit]
Ryuujin
236K/236D air OK
GGAC Jam 236K.png
"WHOOOOTCHAAAAA~!"
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 50 All R 17 6 25+11 Landing -23
Aerial 52 All R 9 6 11 Landing -
Powered Up 66 All R 11 16 17 Landing -


[edit]
Gekirin
214K/214D air OK
GGAC Jam 214K.png
A flaming axe kick. Very useful.
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 42 HA R 19 13 3+10 Landing -9
Aerial 38 HA R 17 13 10 Landing -
Powered Up 21x2 HA R 12 3,4,7 12 Landing -
[edit]
Kenroukaku
623K/623D air OK
GGAC Jam 623K.png
Not as good as Volcanic Viper, but it'll do.
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground 14x4 HLF R 7 4,4,5,10 20+6 Landing -36
Aerial 12x3 All R 5 4,4,5,10 6 Landing -
Powered Up 15x6, 24 All R 3 2x5, 3, 13 11 Landing -
[edit]
Bakushuu
236S
GGAC Jam 236S.png
Can go under a lot of projectiles and get in fast.
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Total: 46 -
[edit]
Mawarikomi
236S~P
GGAC Jam 236SP.png
"Over here!"
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Total: 26 -.
[edit]
Ashibarai
236S~K
GGAC Jam 236SK.png
Only way to hit low out of Bakushuu, sometimes worth it to get out of anti-puffball pokes.
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 LF R 10 8 22 -16
[edit]
Hyappo Shinshou
236S~S
GGAC Jam 236SS.png
The infamous Puffball.
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 HLF R 18 3 15 +1
[edit]
Senri Shinshou
236S~H
GGAC Jam 236SS.png
Jam dashes twice before this, crossing up if she's close enough.
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
No Crossup 50 HLF RF 24 3 12 +4
Crossup 50 HLF RF 29~ 3 15 +1
[edit]
Hochifu
Parry)
GGAC Jam Parry.png
A green flash will appear when you successfully parry an attack.
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - - -

See this section for more details.

[edit]
Houeikyaku
j.2K
GGAC Jam j2K.png
Good for spacing and beating out weaker anti-airs.
Damage Guard Cancel Startup Active Recovery Frame Adv.
16,10xn HA R 10 Till Landing 6 Landing +8
[edit]
Choujin
236P, j.236P
GGAC Jam 236P.png
Flip!
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Ground - - F - - Total: 41 -
Aerial - - F - - 2 Landing -


Force Breaks[edit]

[edit]
FB Breath of Asanagi
22D,
GGAC Jam 22K.png
Same animation as 22X, only with a force break flash.
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Total: 50 -
[edit]
Hyappo Shinshou
236S~D
GGAC Jam 236SS.png
Everyone fears this.
Damage Guard Cancel Startup Active Recovery Frame Adv.
65 HLF R 14 3 15 +1


Overdrives[edit]

[edit]
Renhoukyaku
632146H
GGAC Jam 632146H.png
Super puffball. Not nearly as useful as the force break.
Damage Guard Cancel Startup Active Recovery Frame Adv.
18x9 Any - 10+0 After Super Flash 32 9 +1
[edit]
Choukyaku Hououshou
632146S
GGAC Jam 632146S.png
Jam rushes forward before this, delivering a multi-hit super into a rising phoenix.
Damage Guard Cancel Startup Active Recovery Frame Adv.
20,9x10,40,80 HLF R 7+0 After Super Flash 21 24 -26
[edit]
Geki: Saishinhou
236236H
GGAC Jam 236236H.png
Sadly, the flame pillar doesn't have a hitbox.
Damage Guard Cancel Startup Active Recovery Frame Adv.
50,70 HLF RF 1+2 After Super Flash 3,3 36 -20
[edit]
Tousai Hyakuretsuken
64641236P+K
GGAC Jam 64641236PK.png
You're already dead.
Damage Guard Cancel Startup Active Recovery Frame Adv.
1x100 Any - 5+2 After Super Flash 14 27 -22


Instant Kill[edit]

Gasenkotsu
In IK mode: 236236H
GGAC Jam IK.png
TEN! JOU! TEN! KA! YUI! KA! DOKU! SON!
Damage Guard Cancel Startup Active Recovery Frame Adv.
Fatal Any - 11+6 After Super Flash 12 22 -15



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