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Combo Notation Guide | Character Name Abbreviations | |||||||||
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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
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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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.
Throw, SJ > j.D > 214K
Works on everyone except Baiken, Bridget, Dizzy, I-No, Jam Kuradoberi, Justice, Kliff Undersn, May, and Millia Rage, instead use the other version for lightweights.
Throw, SJ > j.S > j.H > j.2K
Core combos balance potency with consistency. They:
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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.
n = 1 or 2 depending on dashing momentum, the normals before c.s, and character.
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 balance potency with consistency. They:
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starter > 236D > 6HH > [665K > 2H > 6HH]*n > 22K/S/H/D
This is the foundation of Jam's carded combos. Can 236DGuardAllStartup11RecoveryUntil 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.
starter > 236K > 236D > 623D > [665K > 2H > 6HH]*n > 22K/S/H/D
This combo is almost the same as the H card one above, but with an additional 236KGuardAllStartup17Recovery25+11 after landingAdvantage-23. Because of this, some starters are limited, Here are some examples that work.
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 |
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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 |
For 6HH wall loops, please read this on timing delays.
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
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GROUND BUTTONS > 2DGuardLowStartup6Recovery16Advantage-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 |
Combo | Position | Tension Gain | Cards Stocked | Works on: | Difficulty | Notes |
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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 |
Combo | Position | Tension Gain | Cards stocked | Works on: | Difficulty | Notes |
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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 |
Combo | Position | Tension Gain | Cards stocked | Works on: | Difficulty | Notes |
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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 |
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
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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 |
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.
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.
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