Up to this point I think what card to charge is personal preference. If you date back to the old days, card charge was character specific. With Dragon Kick (DK) card you can 2D>c.DK Slayer, Axl and Zappa. For female character, since you can 2D>DK without card, Jam can get charge DP card instead. Now why ppl don’t use charge Flame Kick (FK) back then because: (i) It provides less damage than DP card (about 30-50 depends on which combo) and; (ii) After knockdown, you can’t charge card and get oki. But now because you can charge after c.FK knockdown and get oki, I could see that prioritizes over c.DP. However, for my preference, I still prefer c.DP card because: (i) If you are holding a c.FK, you limit yourself from using IAD FK (ii) I see now that IAD c.DP cross-up is very easy to do, so I want to see more of this. Now for puffball, I totally agree with you and think the nerf is a little over board. Of course in Reload & Slash, getting wall bounce from a non-counter puffball is pretty strong. But at least they could make current puffball counter hit roll more. With a mediocre damage, I think she should have more options to confirm into combo with random counter hit. Next, the 6H. I’m assuming you were compared the 6H to AC 6H. But comparing this 6H with the Reload & Slash, this 6H out shine the old 6H. It has decent range, high priority and can cancel into command. The only problem now is that Jam doesn’t have a decent command to confirm from 6H hit or counter hit. Finally, I would not value the tier list of a mediocre 12 dan Chipp who used to play BB. I personal see a lot of potential from Jam and wish an old generation player could use her to full strength. As of now, sadly, the highest rank Jam is a fat man who used to abuse the shit out of force break card charge bakc in AC days.