GGACR/Jam Kuradoberi/Combos

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Jam Kuradoberi


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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 a point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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
WS = Wall Stick/Wall Splat
[X] = Hold input.
]X[ = Release input
(move) = Move is optional.
[sequence]xN = Repeat sequence N amount of times.
(N) = Attack must deal N amount of hits.
[X] or [Y] = Perform X or Y.
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
PO = Potemkin
RO = Robo-Ky
SL = Slayer
SO = Sol Badguy
HOS= Order-Sol
TE = Testament
VE = Venom
ZA = Zappa


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 Very Easy
combo transcript where Net Gain who Easy
combo transcript where Net Gain who Medium
combo transcript where Net Gain who Medium
combo transcript where Net Gain who Hard
combo transcript where Net Gain who 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 > 2D > 22K/S/H/D anywhere Gain/Loss everyone 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 Very Easy Simple Knockdown combo.
c.S > 5H (2-3 hits) > 6HH > 22K/S/H/D anywhere ? who 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 1|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 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 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 ? 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 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 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 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) who 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) who 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) who 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 FP 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 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 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) who 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 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 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 medium High splat, Jam near corner after card Ryuujin. Video
stuff > 236D > sj > j.D(2) > j.214K midscreen Net Gain K(1) everyone 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 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 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 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 medium Low splat. Jam fullscreen Video
stuff > 236D(late RC) > 236S~H > 2H(1) > 6HH > 22K/S/H/D fullscreen -50 K(1) everyone 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 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 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 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 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) ? 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 Easy
Throw, SJ > j.S > j.H > j.2K anywhere Net Gain - lightweights Easy
Throw > j.S > jc.j.SH > j.623K > (j.623D > 22K/S/H/D) anywhere Net Gain H(1) who Easy
Throw FRC > 2S/c.S > 2H(1) > 6HH anywhere -25 everyone 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) ? 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) ? 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 ? ? 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 ? 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 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 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.

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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