GGACR/Jam Kuradoberi/Combos

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 Jam Kuradoberi


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


Combos

Below is a list of combos for if you're are new to the character. If you just want to see the combo list, click here.

Under Construction

Cardless
Carded   GGAC Jam 22KIcons.png

Cardless

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

2D Knockdown into card cancelUse this if you have no cards
[1] Very Easy


starter > 2D > 22K/S/H/D
The classic gatling into knockdown, with a cancel into Breath of AsanagiGGAC Jam 22K.pngGuardStartupRecoveryTotal 53Advantage-.
Not only this is a good combo to get cards easy, most of Jam's carded combos start with a 2D confirm. Learning this combo is essential.

6HH Knockdown into card cancelKnocks the opponent away midscreen, which you may or may not want.
[1] Very Easy


close starter (6P/6K(1)/c.S, etc) > 5H (2-3 hits) > 6HH > 22K/S/H/D

The 3rd hit of 5H may whiff depending on distance.
In the corner, 6HH's knockdown gives good advantage, Knocks opponent far midscreen though.

Basic Throw ComboFor Lightweights
[1] Very Easy


Throw, SJ > j.S > j.H > j.2K

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

5H LoopAnywhere, Everyone
[2] Easy


close starter > 5H > 6H, [6P(1)/5K/c.S/f.S > 5H > 6H]*n > 2D > 22K/S/H/D
Loop thats available everywhere on screen.

Loop Info

n = 1 or 2 depending on dashing momentum, the normals before c.s, and character.

  • 6H, f.s is a 3 frame link.
  • 6H, 5K is an easier 4 frame link, however you will get fewer loops / none at all.
  • 6H, 6P(1) is a 2 frame link, that can allow more loops due to moving Jam forward.

Carded

Theory

For 6HH wall loops, please read this on timing delays. It also contains information about what does or doesn't work on which character. The combos on this page will assume you have read this.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

6HH Loop, works from P2 round start position and a little bit past that.Opponent has to be wall stuck above your head, but not too far up.


starter > 236D > 6HH > [665K > 2H > 6HH]*n > 22K/S/H/D

  • Cards: K(1)

This is the foundation of Jam's carded combos. Can 236DGGAC Jam 236K.pngGuardAllStartup11RecoveryUntil landing+17Advantage- off of almost any confirm, however the longer a confirm, the less loops you can get. You can get away with doing 0 loops if you're new.

Slightly delay the second hit of 6HH to stick higher and prevent them from teching out.

6HH Loop, works from P1 round start position and a bit before that.If the opponent is wall stuck too high for you to pick up with 6H, do this instead.


starter > 236D > 623D > [665K > 2H > 6HH]*n > 22K/S/H/D

  • Cards: K(1), H(1)

For when the opponent is too high and you have a 623DGGAC Jam 623K.pngGuardAllStartup3RecoveryUntil landing+5Advantage- card.

6HH Loop, works from P1 round start position and a bit before that.If the opponent is wall stuck too high for you to pick up with 6H, do this instead.


starter > 236D > j.S > j.H > j.214D > [665K > 2H > 6HH]*n > 22K/S/H/D

  • Cards: K(1), S(1)

For when the opponent is too high and you have a 214DGGAC Jam 214K.pngGuardHigh/AirStartup12RecoveryUntil landing+12Advantage- card.


6HH Loop, works from fullscreen


starter > 236K > 236D > 623D > [665K > 2H > 6HH]*n > 22K/S/H/D

  • Cards: K(1), H(1)

This combo is almost the same as the H card one above, but with an additional 236KGGAC Jam 236K.pngGuardAllStartup17Recovery25+11 after landingAdvantage-23. Because of this, some starters are limited, Here are some examples that work.

  • starter > 2H(1-2) > 236K - You may have to cancel 2H on the first hit based on distance.
  • starter > 5H(1-3) > 6H > 236K - Same as above, if too far you may have to press 6H earlier.
  • CH 2S > 236K
  • CH 236S~S or H > 236K

Template

NOTE: This page is currently under construction! You can find the combo thread here: http://www.dustloop.com/forums/index.php?/forums/topic/6659-ggacr-jam-combo-discussion-and-posting-thread/

Combo Position Tension Gain Works on: Difficulty Notes
combo transcript where Net Gain who [1] Very Easy
combo transcript where Net Gain who [2] Easy
combo transcript where Net Gain who [3] Medium
combo transcript where Net Gain who [3] Medium
combo transcript where Net Gain who [4] Hard
combo transcript where Net Gain who [5] Very Hard

Combo List

For 6HH wall loops, please read this on timing delays.

Cardless Combos

Combo Position Tension Gain Works on: Difficulty Notes
GROUND BUTTONS > 2DGGAC Jam 2D.pngGuardLowStartup6Recovery16Advantage-6 > 22K/S/H/D anywhere Gain/Loss everyone [1] Very Easy 2D Knockdown into card cancel is the easiest confirm into getting cards safely. You do this when you have no cards.
2P > 2P > 2K > 2D > 22K/S/H/D anywhere Gain/Loss who [1] Very Easy Simple Knockdown combo.
c.S > 5H (2-3 hits) > 6HH > 22K/S/H/D anywhere ? who [1] Very Easy Third hit of 5H may whiff depending on distance. 6HH gives good advantage off the knockdown in the corner, but knocks the opponent quite far away midscreen.
c.S > 5H > 6H, [6P/5K/c.S/f.S > 5H > 6H]*n > 2D > 22K/S/H/D anywhere Net Gain who [2] Easy/[3] Medium n = 1 or 2 depending on dash momentum, character, and normals before c.S. 6H to f.S is a 3 frame link. Can replace f.S with 5K for an easier 4 frame link that may allow fewer/no loops, or 6P (1 hit) for a harder 2 frame link that may allow more loops (6P moves Jam forward).
c.S > 5H > 6K(1) > 5H > 6H > 2D > 22K/S/H/D anywhere Net Gain who [1] Very Easy Easier 5H loop using reverse gatling.
stuff > 5H (2-3 hits) > 6H> 214K > 5K > 2H(1) > 6HH > [665K > 2H(1) > 6HH]*n > 22K/S/H/D corner Net Gain taller lights [2] Easy Cardless wall loops on non-short, light weight chars. 6h 214k will combo on non-short characters. Lighter weight allows for 5k pickup into loop. Some Heavier characters needs 2p to pickup.
6P > 5H(3) > 6H > 6P > 5H(3) > 6H > 6P > 5H(3) > 6H > 236S~K > 22K/S/H/D anywhere net gain ? [3] Medium Deep 6P starter 5H loop. video
j.66214K > microdash > 2H(1) > 6HH > RC > 236S~H > 2H(1) > 6HH > 22K/S/H/D midscreen -50 who [2] Easy Video
j.66214K > microdash > 2H(1) > 6H > j.D(2)> 214K > RC > 66214j.K > 2H(1) > 6HH > 22K/S/H/D midscreen -50 who [2] Easy Video

Card Combos

Combo Position Tension Gain Cards Stocked Works on: Difficulty Notes
2D/6HH/pretty much anything > 236D > 6HH > [665K > 2H > 6HH]*n > 22K/S/H/D near corner Net Gain K(1) who [2] Easy Foundation of Jam's combo game. Can go into 236D from nearly any confirm, including FB puffball. 1-3 loops possible; longer confirms mean fewer loops. 0 loops is fine if you're new: microdash is difficult due to 6K. Slightly delay second hit of 6HH to prevent OTG and to stick higher. 236D whiffs on some crouching characters; Jam can force stand with 6H/6K, or pop them up with 2D or 236S~K. See combos below if wallstick is too high or too low.
confirm > 236D > 623D > [665K > 2H > 6HH]*n > 22K/S/H/D far from corner Net Gain K(1), H(1) who [2] Easy Same as above, for when the opponent sticks too high and you have a 623D card.
confirm > 236D > j.S > j.H > j.214D > [665K > 2H > 6HH]*n > 22K/S/H/D far from corner Net Gain K(1), S(1) who [2] Easy Same as above, for when the opponent sticks too high and you have a 214D card.
confirm > 236K > 236D > 623D > [665K > 2H > 6HH]*n > 22K/S/H/D fullscreen from corner Net Gain K(1), H(1) who [2] Easy Same as above, but an additional 236K is required to make it all the way to the other wall. There are some moves that can cancel into 236D that don't cancel into 236K, like FB Puffball and 6HH, so only some confirms will work.
c.S > 236D > 214D > [665K > 2H > 6HH]*n > 22K/S/H/D corner Net Gain K(1), S(1) who [2] Easy Similar to above, lower number of loops may be possible. Cancelling out of Ryuujin as soon as possible makes it easier to start the corner loop from the corner.
confirm > 236D > 2P > 2H > 6HH > [665K > 2H > 6HH]*n > 22K/S/H/D corner Net Gain K(1) who [2] Easy Ryuujin card low wall stick pick up.
c.S > 236D > 6HH > 665K > 2H(1) > 6HH > 665K > 2H(1) > 6H > 236k > 214D > c.S > 2H(1) > 623D > 22K/S/H/D midscreen Net Gain K(1), S(1), H(1) who [2] Easy Basic 3 card combo. Similar to above.
stuff > 236D > 2P > 2H(1) > 6HH > microdash > 6K(1) > 2H(1) > 6HH > 22K/S/H/D corner/close corner Net Gain K(1) everyone [3] Medium Card Ryuujin Starter. Very low wall splat. Video
stuff > 236D > 6HH > 2H(1) > 6H > 236S~H > c.S > 2H(1) > 6HH > 22K/S/H/D midscreen Net Gain K(1) everyone [3] Medium Card Ryuujin Starter. Above head splat. Video
stuff > 236D > 2147K > 2H(1) > 6HH > microdash > 5K > 2H(1) > 6HH > 22K/S/H/D midscreen Net Gain K(1) everyone [3] Medium High splat, Jam near corner after card Ryuujin. Video
stuff > 236D > sj > j.D(2) > j.214K midscreen Net Gain K(1) everyone [3] Medium Very High Splat. Video
stuff > 236D > sj > iad > j.D(2) > j.214k > 6K(1) > 2H(1) > 6HH > 22K/S/H/D midscreen Net Gain K(1) everyone [2] Easy Above head splat, Jam midscreen after card Ryuujin. Video
stuff > 236D > j.D(1) > j.214K(RC) > ad > j.214K > 2H(1) > 6HH > 22K/S/H/D midscreen -50 K(1) everyone [3] Medium Very high splat, Jam near corner after card Ryuujin Video
stuff > 236D > sj > iad > j.D(2) > j.214k > 236236H > microdash > 2H(1) > 6HH > 22K/S/H/D midscreen -50 K(1) everyone [3] Medium Above head splat, Jam midscreen after card Ryuujin Video
stuff > 236D > 662369K(RC) > c.S > j.K > j.D(2) > 214K fullscreen -50 K(1) everyone [3] Medium Low splat. Jam fullscreen Video
stuff > 236D(late RC) > 236S~H > 2H(1) > 6HH > 22K/S/H/D fullscreen -50 K(1) everyone [3] Medium Low splat, Jam fullscreen Video
stuff > 236D > sj > j.K > j.D(2) > 214D > c.S > 2H(1) > 6HH > microdash > 6k(1) > 2H(1) > 236K > 623D > 22K/S/H/D fullscreen net gain K(1), S(1), H(1) everyone [3] Medium Very high splat, Jam a step out of the corner. Video
stuff > 236D > sj iad > j.D(2) > 214D > c.S > 2H(1) > 6HH > microdash > 6k(1) > 2H(1) > 236K > 623D > 22K/S/H/D fullscreen net gain K(1), S(1), H(1) everyone [3] Medium Above head splat. Jam midscreen Video
stuff > 236D > 662369K > 214D > c.S > 2H(1) > 6HH > microdash > 6k(1) > 2H(1) > 236K > 623D > 22K/S/H/D fullscreen net gain K(1), S(1), H(1) everyone [3] Medium Low splat. Jam fullscreen. Video
air stuff > 236D > late cancel 623D(1) > 236S~H > c.S > j.S > j.P > j.S > jc > j.D(2) > 214D fullscreen net gain K(1), S(1), H(1) everyone [3] Medium Extremely high splat. Jam airborne. Video
j.66214K > 2H(2) > 6HH > 236D > c.S > 2H(1) > 6HH > microdash > 5K > 2H(1) > 6H > 236K > 214D > c.S > 2H(2) > 623K > 623D > c.S > 632146H corner -50 K(1), S(1), H(1) ? [3] Medium Gut crush. Video

Throw Combos

Combo Position Tension Gain Cards stocked Works on: Difficulty Notes
Throw, SJ > j.D (2 hits) > 214K anywhere Net Gain - Non-lightweights [2] Easy
Throw, SJ > j.S > j.H > j.2K anywhere Net Gain - lightweights [2] Easy
Throw > j.S > jc.j.SH > j.623K > (j.623D > 22K/S/H/D) anywhere Net Gain H(1) who [2] Easy
Throw FRC > 2S/c.S > 2H(1) > 6HH anywhere -25 everyone [3] Medium Useful to get a safe card up after throw. Can convert to corner wallstick with 236D at farther distances. 6HH will wallstick if closer to corner.
Throw FRC > 2S > 2H(1) > 6HH > 236D > 6HH > microdash > 5K > 2H(1) > 6HH > 22K/S/H/D) midscreen -25 K(1) ? [3] Medium Above head splat. video
Throw > j.S > 623D > 236S~H > 236D > c.S > 2H(1) > 6HH > 214D > 22K/S/H/D) midscreen net gain K(1), S(1), H(1) ? [3] Medium video

Counter-hit Combos

Combo Position Tension Gain Cards stocked Works on: Difficulty Notes
CH 236S~H > 236S~H > 236S~D > 22K/S/H/D far from corner ? ? [3] Medium This combo can be extended with cards, especially Card Ryuujin
CH 236S~H > running > j.D(2) > j.214K > 236236H > microdash > 2H(1) > 6HH > 22K/S/H/D midscreen -50 ? [2] Easy Video

5D Combos

Combo Position Tension Gain Works on: Difficulty Notes
5D > j9 fd > j.H > 2H(2) > 6HH > 22K/S/H/D anywhere Net Gain who [3] Medium Impossible Dust, can extend with cards. See Video Examples.
5D > j9 > j.H > 214K > c.S > 2H(1) > 6HH > 22K/S/H/D midscreen Net Gain who [3] Medium Impossible Dust. Video

Combo Theory

For 6HH corner loops to work, the H after 6H has to be delayed at character specific timings for 6H bounce to gain enough height for micro dash 5K to link. Below is a table for 6HH delay timings.

enter

2D 236D does not work on Aba, Dizzy, Ky, Robo-Ky, and Venom.

6HH 236D does not work on Baiken, Eddie, Johnny, Ky, and Robo-Ky.

H Puffball combos into Card Ryuujin on normal hit.

Video Examples

Impossible Dust Combo https://www.youtube.com/watch?v=T6DfWDKqgmk

3 card B&B video https://www.youtube.com/watch?v=hZ3szfbhdm8

Wall stick conversions https://www.youtube.com/watch?v=cxdArE2h5Gw

Xeno's Combo Tutorial

Amadeous additional combos

Navigation

 Jam Kuradoberi


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