JAM KURADOBERI WALLPAPER
Has 6f of hitstop instead of the regular 11f, making it harder to DAA out of pressure, and better to use for tick throws. Chains both into and from jP. Decent combo starter because of speed and invulnerability, in spite of high proration and low damage. Goes naturally into 5D from either first or second hit, though there’s a pretty big gap. One of Jam’s best pokes up close. Stuffs a lot of pokes if thrown out early and can confirm into more pressure or a combo. Can be hard to punish but is unsafe.
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Kuardoberi into and from 6K, giving her big damage and good pressure. 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. If you have at least one card in this it becomes a very common air combo ender as it lets you continue the combo on the ground or max-charge kurasoberi card you like. Essential Jam combo tool. Forces stand on hit so has some unique uses in combos.
One of Jam’s best pokes up close. Loses throw invulnerability when it goes active so can be thrown if close enough. Stuffs a lot of pokes if thrown out early and can confirm into more pressure or a combo. Works like a downward overhead dropkick that lets you get a combo even without card.
Last frames are very low profile so can evade certain reversals if done meaty enough. Examples on stuff you can do on block: In the other, the field is burned down during the battle.
Good opponents will throw you out of this when attempting to cross up with it! Because of how her kicks work, this move will count as one of your special move kicks, so you can only follow up with two other special kicks. Potential for very strong followups or just max-charge a card. Cancels into and from 6K, giving her big damage and good pressure.
It also serves as her go to overhead off of a jump cancelable normal. One of her best ranged normals with a good hitbox.
She’s also one of the few traditional martial arts inspired characters from Guilty Gearso she’s a naturally cool character. Kung-fu master chef with horrible luck regarding her restaurants – she hunts dragons for ingredients and people for money. Burst version is her most damaging super ender in long combos because of very high minium damage. You can cancel into P follow up if you catch a button Mid string.
First kick has almost no pushback, even on FD so it’s excellent for her pressure-game and easier to combo into. With pushback it’s pretty hard to punish as well on block. Has 6f of hitstop instead of the regular 11f, making it harder to DAA out of pressure, and better to use for tick throws. Similar to Sin she kuradobeir cancel these kick specials into other kick specials kuradobeti up to 3 times.
Causes tumble state on CH.
Jam Kuradoberi (Guilty Gear)
Bao Saishinshou H You can use this to apply fuzzies because of the ability to follow up with Jam’s special kicks. No oki on hit, puts the opponent right next to you with slight advantage making this a less useful move if it’s not going in for the iuradoberi.
If you don’t have this carded it’s not a true DP and will trade if used. Keeps momentum and can cross up, but unsafe and reactable without card so not as useful compared to the air-version. As a special cancel: It’s generally used to get in on your opponent while they’re applying pressure from mid to full screen and it can be Roman kuradobberi.
This makes maxing this card worth it.