GGXRD-R2/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.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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. = Jump
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
[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
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
c.236K/c.623K/c.214K = Charged Ryuujin/Kenroukaku/Gekirin (1 card)
max.236K/max.623K/max.214K = Max Charged Ryuujin/Kenroukaku/Gekirin (3 cards)
236SP/K/S/H = Bakushuu into Mawarikomi/Hamonkyaku/Hyappo Shinshou/Senri Shinshou
46PP = Hochifu > Zekkei > Goushao
46PK = Hochifu > Zekkei > Dowanga
AN = Answer
AX = Axl Low
BA = Baiken
BE = Bedman
CH = Chipp Zanuff
DI = Dizzy
EL = Elphelt
FA = Faust
IN = I-No
JA = Jam
JC = Jack-O'
JO = Johnny
KU = Kum Haehyun
KY = Ky Kiske
LE = Leo
MA = May
MI = Millia
PO = Potemkin
RA = Ramlethal
RV = Raven
SI = Sin Kiske
SL = Slayer
SO = Sol Badguy
VE = Venom
ZA = Zato-1

Beginner 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

Basic Knockdown Combo
Very Easy


... > 5H > 2H > 2D > 22S

Jam's highest damage resourceless combo that still provides a good knockdown. At farther ranges, c.S will not activate and instead give f.S, which will require cancelling straight into 2D for a knockdown.

Jam can get any Card she wants and a meaty by cancelling immediately into 22K/S/H. Delaying the cancel will hurt her frame advantage from her sweep and may prevent a meaty. 22S is in the recipe because it is the most commonly useful for combo conversions, however there are some MUs that may favor different cards like Ryuujin.


Throw Starter
Very Easy


Throw > superjump j.S > j.H > j.623K > j.214K

Converts Jam's throw into more damage. Card Gekirin knocks down and even though un-Carded Gekirin doesn't, it sets up the best situation for Jam that she can get. She can extend for more damage after Card Geki with 66c.S > 2H > 546PP, but this will not be plus after a Card charge in the corner.


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

CH 6H
Easy


CH 6H > 236S~S~H, dash 2S > 2H > 546PP

Introduction to a "puffpuff" route. CH 6H is a somewhat common occurrence in neutral and in pressure which makes this a great combo to learn. The combo gives a lot of corner carry, but H PuffballGGXRD Jam SenriShinshou.pngGuard:
Mid
Startup:
28
Recovery:
13
Advantage:
+3
will only link into 2S with the corner (and a high enough launch).


IAD 546PK
Easy


j.PPKS > 546PK, 236S~S~H (> dash 2S > 2H > 546PP)

Introduction to a 546PK route. ZekkeiGGXRD Jam Zekkei.pngGuard:
Mid
Startup:
4
Recovery:
30
Advantage:
-17
only combos into DowangaGGXRD Jam Dowanga.pngGuard:
Mid
Startup:
27
Recovery:
20
Advantage:
-3
if it hits late, which is set up nicely by the launch from j.S. This combo can be extended with the section in parenthesis, however doing so loses a safe Card and meaty in the corner.


Corner 50 Tension CashoutPractice the timing on the follow-up.
Easy


... > 2S > 2H > 236236H~P

Jam can turn any combo in the corner into huge damage by adding this super. This extension works anytime she would normally be able to combo into 546PP, which includes (but is not limited to) puffpuff routes and Card Gekirin.


Combo Theory

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

This section is under construction. The combos here are pulled from this spreadsheet, as well as this pastebin.

IAD DP546PK Route




Card Gekirin546PK Route




CH 236S~S546PK Route




IAD Gekirin546PK Route




Throw RRC546PK Route




Video Examples


3:49 time
5K > c.S > f.S > 2H > 236K > RC > dash > j.K > j.S > dj > j.K > j.S > j.H > 236K~214K~623K

4:04 time
5K > c.S > f.S > 2H > 236SK~623K~214K

4:21 time
5K > c.S > 2H > 2D > 623K~c.214K > dash > c.S > 2H > 46PP

4:32 time
5K > c.S > 5H > 2H > 2D > 623K~c.214K > dash > c.S > 2H > 632146S/D



0:08 time
5K > c.S > 5H > 2H > 2D > 22P/K/S

0:17 time
5K > c.S > 5H > 6K > 6H > 22[P]/[K]/[S] Full Charge

0:22 time
5K > c.S > 5H > 2H > 623K > c.214K > dash > c.S > 2H > 46PP

0:32 time
5K > c.S > 5H > 2H > 2D > 632146S

0:45 time
6H(CH) > dash > c.S > j.S > dj > j.S > j.H > j.236K~623K~c.214K > dash > c.S > 2H > 46PP

0:55 time
6H(CH) > c.236K > RC > 236S~H > dash > c.S > 2H > 46PP

1:03 time
236SS(CH) > dash > 2S > 2H > 46PK > j.K > dj > j.D > j.c.214K > dash > c.S > 2H > 46PP

1:16 time
236SS(CH) > 236S~H > f.S > 2369K~c.214K > dash > c.S > 2H > 46PP

1:25 time
j.D > j.K > dj > j.D > j.236K~623K~214K

1:30 time
j.D(2nd hit)(CH) > c.S > j.S > dj > j.S > j.H > j.236K~623K~c.214K > dash > c.S > 2H > 46PP

1:41 time
j.214K > 2S > 2H > 46PK > j.S > dj > j.S > j.H > j.236K~623K~214K

1:51 time
2H > 46PP

1:55 time
Grab > j.S > dj > j.S > j.H > j.623K~214K~623K

2:04 time
Grab > RC > 22S > c.S > 2H > 46PK > dash > c.S > j.S > dj > j.S > j.H > j.623K~c.214K > dash > c.S > 2H > 46PP

2:17 time
5D8 > j.H x 3 > j.K > j.S > dj > j.S > j.H > j.236K~623K~214K

2:25 time
5D6 > j.H x 4 > 6K > 2H > 2D

2:30 time
f.S > c.236K~623K~214K

2:38 time
IAD j.c.623K > dash > c.S > 2H > 46PK > j.S > dj > j.S > j.H > j.236K~623K~214K

2:48 time
236SH(CH) > Charge Blitz > c.S > 5H > 2H > 623K~c.214K > c.S > 2H > 236236H~P

3:03 time
236SP > c.S > 2H > 46PK > dash > c.S > j.S > dj > j.S > j.H > j.236K~623K~c.214K > c.S > 2H > 46PP

Navigation

Jam Kuradoberi