On hit it leaves you at a slight frame advantage and occasionally enough to follow up with 5k or 2p. Also known as “best super in the game”, this move has great range and hitbox and impossible to punish if blocked. 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 kill. This makes it a decent AA with 1f startup, 8f actives and 0f recovery. One of her best ranged normals with a good hitbox. S into TK Ryujin is a usable hitconfirm on the majority of the cast. Good hitbox for IK standards.
|License:||For Personal Use Only|
|iPhone 5, 5S resolutions||640×1136|
|iPhone 6, 6S resolutions||750×1334|
|iPhone 7, 7 Plus, 8, 8 Plus resolutions||1080×1920|
|Android Mobiles HD resolutions||360×640, 540×960, 720×1280|
|Android Mobiles Full HD resolutions||1080×1920|
|Mobiles HD resolutions||480×800, 768×1280|
|Mobiles QHD, iPhone X resolutions||1440×2560|
|HD resolutions||1280×720, 1366×768, 1600×900, 1920×1080, 2560×1440, Original|
Can be cancelled into jump, specials or supers. Sees a lot of uses. Cancels into itself on whiff. In one ending, Jam is able to get the ingredients she sought for, which were allegedly unknown to mankind. Last frames are very low profile so can evade kuradoneri reversals if done meaty enough.
Works like a downward overhead dropkick that lets you get a combo even without card.
GUILTY GEAR Xrd REVELATOR Jam Kuradoberi 1/7 Aquamarine – MyKombini
Very fast and good sweep, very common combo ender as you cancel it into a safe card charge. First hit launches them and by pressing P again Jam lunges forward.
Gatlings from and into 5H. Usually this move launches Jam upwards but if done during an airdash it halts her momentum and she falls downward, allowing a combo into juggle on hit. One of few air-normals Jam has that attacks in a downward angle. Useful on block, but note that 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.
It’s possible to link into 5k or 2p after Youeikyaku in some situations.
Hamonkyaku – A swift low kick, causes light stun on CH. The K follow up does launch the opponent and true combos from the 1start follow up on counter hit.
Decent combo filler that does good damage. Jam catches highs and mids for frames. Pretty good damage on jaj. Her only air-normal that’s jump-cancellable making it essential for combos. Decent normal, but mostly sees any use at all in combos because of its very short range.
Useful to use in matchups where 2D is too much kuradobrei a commitment. Just having one card in this lets you beat pretty much anything in neutral when you TK it. If kuradobri properly spaced it’s very easy to throw punish if multiple hits, either it’s blocked, hit or even on CH.
One of few air-normals Jam has that attacks in a downward angle. No initial proration, so good combo starter. Ham be normal- and special-cancelled from both hits making it hard for the opponent to know when you will do something out of it.
Useful to use in matchups where 2D is too much of a commitment. If the opponent is parried when jam cancels into Hochifu such as a burstthe rules apply as if she had canceled normally. Can not be jump cancelled! Her only air-normal that’s jump-cancellable making it essential for combos.
Very fast jH normal. It still has its uses kuradobrei wakeup because of startup invincibility, kkuradoberi beating out some meaty moves, and on block you can cancel it into the other kick specials making it safer than the average DP.
Potential for very strong combo followups in corner. Divekick can often be better on block than hit, especially bad on counter. On hit it leaves you at a slight frame advantage and occasionally enough to follow up with 5k or 2p. Be sure to update both the move and the move Full sections. Horrible on whiff, not a great move to use in neutral.