GGXRD-R/Jam Kuradoberi/Combos

From Dustloop Wiki
Combo Notation Guide
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 236GGD.png becomes 236GGD.png.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
|> or ▷ = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
(JC) = Jump Cancel
(HJC) = High Jump Cancel
(JI) = Jump Install
(RC) = (Red) Roman Cancel
(YRC) = Yellow Roman Cancel
(PRC) = Purple Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits.
[???] xN = Repeat ??? N amount of times.
[X] or [Y] = Perform series of actions X or Y.


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
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

Jam's special kicks (236K, 623K, 214K) can all be canceled into each other for a total of three kicks in a given string. This will be denoted by 623K~236K~c.214K, for example, to denote Kenroukaku canceled into Ryuujin canceled into charged Gekirin. Hamonkyaku (236SK) can also be used as the first kick in this string, but cannot be canceled into from the other kicks. When these kicks are used as followups, they have slightly different properties.

Air Enders

Most of Jam's more universally applicable combos tend to end in an air string. Here are some examples, which will generally work on different characters in different situations. For the sake of brevity, simpler notation will be used here for air strings: j.SPS = j.S > j.P > j.S

Cardless Air Enders (do not end in knockdown):

  • j.S > dj.SH > j.236K~623K~214K
  • j.SPS > dj.SH > j.236K~214K
  • j.S > dj.D > j.214K

Gekirin Card Air Enders:

  • ... > j.c.214K > dash forward > c.S > 2H > 46PP
  • ... > j.c.214K > dash forward > c.S > 2H > 236236H~P or 632146S/D
  • ... > j.c.214K > 22K/S/H

Ryuujin Card Air Enders:

  • j.S > dj.D > j.214K~delay c.236K~214K (whiff) > 22[K/S/H]
  • j.S > dj.D > j.214K~delay c.236K~214K (whiff) > c.S > 2H > 46PP (Corner Only)
  • j.S > dj.D > j.214K~delay c.236K~214K (whiff) > c.S > 2H > 236236H~P or 632146S/D (Corner Only)

Midscreen Combos

  • c.S > 5H > 2H > 2D > 22K/S/H
Basic combo into sweep into card. Generally any ground string into sweep will work here. Can replace 22K/S/H with 46PP to trade card for corner carry.
  • c.S > 5H > 2H > 2D > 623K~c.214K > c.S > 2H > 46PP
Basic carded Gekirin combo into knockdown. Can replace 46PP with 236236H~P or 632146S/D. Can remove part after c.214K for 22K/S/H instead.
  • c.S > 5H(2) > 6K > 6H > 22[K/S/H]
More damaging ground punish. Sometimes an initial dash before the c.S will help.
  • c.S > 5H(2) > 6K > 6H > 236K~623K~c.214K > c.S > 2H > 46PP
More damaging ground punish with Gekirin card. Sometimes an initial dash before the c.S will help.
  • f.S (CH) > j.PKH > ground string
Simple way to pick up combo after a decently far Far Slash CH.
  • f.S (CH) > j.PD > 2H > 46PK > air ender
Harder way to pick up combo after a decently far Far Slash CH. Works on heavier characters.
  • 6P(1) > c.S > air ender
Simple 6P antiair combo if you're fortunate enough to land a 6P antiair.
  • Throw > air ender
Basic meterless throw combo.
  • Throw > RC > 22S > c.S > 2H > 46PK > air ender
Midcombo RC card throw combo. The c.S > 2H > 46PK does not work on everyone; here is a list of successful strings on a per character basis: http://pastebin.com/CpnUCNf7
  • Throw > RC > 22S > c.S > f.S > air ender
Midcombo RC card throw combo without 46PK
  • 5D8 > j.H x 3 > air ender
Basic Up Dust combo.

Corner Combos

  • 214K/j.214K/IAD 214K > c.S > 2H > 46PK > air ender
Simple corner Gekirin combo. Can be either carded or uncarded. Again, the 46PK string can vary per character: http://pastebin.com/CpnUCNf7
  • ... > 46PK > c.236K > c.S > 2H > 46PP
In the corner with a Ryuujin card, charged Ryuujin after 46PK can bring the combo to the ground again for a ground ender. Against light characters, c.2369K (TK charged Ryuujin) is necessary.
  • 5D6 > j.H x 5 > c.S > 5H > 2H > 2D > 22K/S/H
Basic Side Dust combo. Up to 5 j.H's may be chained together, but it requires quickly jumping after the Dust Dash. The subsequent ground string can really be any valid ground string.

Combo Theory

46PK can be very hard to land because it requires the 46P to not hit on the first active frame! This means that Jam requires specific strings for characters to fall into the later active frames of 46P for 46PK to properly connect.

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


Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc