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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Beginner Combos
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Basic combos are simple combos with the fewest requirements and conditions possible.
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... > 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 > 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
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Core combos balance potency with consistency. They:
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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 PuffballGuardMidStartup28Recovery13Advantage+3 will only link into 2S with the corner (and a high enough launch).
j.PPKS > 546PK, 236S~S~H (> dash 2S > 2H > 546PP)
Introduction to a 546PK route. ZekkeiGuardMidStartup4Recovery30Advantage-17 only combos into Dowanga
GuardMidStartup27Recovery20Advantage-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.
... > 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
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Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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This section is under construction. The combos here are pulled from this spreadsheet, as well as this pastebin.
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
