Author/Twitter handle: @novriltataki, flicky, @n_opants
Character Discord Server: https://discord.gg/0vIKAGeYQhoLj8mY
Day 1 Combo
Day 1 Blockstring
Jam is a high risk, high reward close range fighter that may struggle a bit against space control in neutral, but her mobility and excellent pressure can make it hard for the opponent to shake her off once she finds an opportunity to get close. Jam’s unique card system allows her to turn into a stronger character, but usually require her to knock the opponent down first.
*It should be noted that Jam has many tools that are not be mentioned here for various reasons. Either they are rarely used, or highly matchup specific, or do more harm than good in the hands on non-experts.
1. Neutral: Pokes, Space control, far range converting
Jam’s card system affects the decision making process in all stages of the match, so let’s start with that.
Creating a card with 22K/S/H provides Jam a one time access to an improved version of one of her kick specials, 236K, 623K and 214K, with each providing different benefits.
The simplest way to safely create a card is by ending a ground combo with 2D->22X. You still get basic okizeme afterwards with a meaty normal.
High level players sometimes prefer better positioning and better okizeme over creating cards. But you should focus on getting cards so you can practice this aspect of the character.
Which card to create? If you want something simple and effective, enhance 214K with 22S.
Jam’s kick specials can be cancelled into each other and add nice damage to her combos, but giving up on a knockdown. With a 22S card, Jam can end her ground and air combos with 236K->623K->214K. The enhanced 214K guarantees a knockdown, and gives Jam enough time to 22S again and also apply okizeme.
And in case you have trouble scoring hits to begin with, the enhanced 214K also doubles as a strong mixup tool, as explained in detail in the mixup section of the guide.
*Now that we have a simple plan with the cards, let’s look at Jam’s best tools for neutral:
*f.S is her one of her better pokes to throw out. It’s only -2 on block and gives you time to hit confirm even as a single hit. f.S->2D is a solid option that works in most ranges in Rev2, and even if you were too trigger happy and canceled into 2D on block(-6), you can always jump cancel it into instant airdash backwards or into specials to avoid frame punishment. Continuing with a tigerknee’d 236K against a standing hit is rewarding, but very hard to hit confirm.
*At closer ranges 2K is a good low which can chain into itself and be confirmed into 2D.
6H is a bit slow but has good range and goes above many lows. Always cancel this into 236SS for combos on hit and safety on block. To make the move less telegraphed, mix it with run->Faultless Defense break. On hit it can also gives enough time to safely create a max card, by holding down the button of 22X. If max carded moves become prominent enough in Rev2, we’ll update this guide accordingly.
*j.H is fast and hits everywhere. Use it as a jump-in, and after instant airdashes. If blocked too high it can be punishable by throws upon landing, so when you confirm a block, cancel it into a really low j.2K.
*j.S attacks upwards well – it’s one of her best air-to-air attacks.
*j.214K- If you don’t have a 22S card stocked and waiting to be used in combos, j.214K is an overhead combo starter that can be used to allow Jam to move in unpredictable ways- the standard version is very slow and unsafe on block, but using it from an airdash grants it different properties – it’s much faster and allows for stronger combos, although it’s still unsafe on block. There’s also a method to make it safer via YRC, explained in the meter usage priorities section of this guide.
*236K- The standard version should not be used outside of combos. This move is mentioned here because the tigerknee’d carded version is an important tool for Jam’s neutral. It’s essentially a dragon punch that starts fast, traverses the screen quickly, and can lead to big combos. It’s a great whiff punisher that results in a hard knockdown. But like a dragon punch, it’s also unsafe on block, and the other kick specials it can cancel into are also unsafe on block. It can also be 6p’ed after the invul runs out, or even air thrown during its invincibility frames. Use it wisely… Or with 50% meter stocked to RRC it after confirming a block… There’s also a method to make it safer via YRC, explained in the meter usage priorities section of this guide.
2. Offense: Pressure, close range converting, mixups and okizeme
This is where Jam is strongest.
*5K is fast low, + on block, good for tick throws, and can reset pressure because 2S/6K/6H cancel backwards into it. 5K 5K is a common frame trap.
2P and 6P grant frame advantage on block.
2S and 2K->6H grant big combos on counter hit and punish abare. (Abare=Trying to stuff fast moves in between the opponent’s attacks)
5H raises guard bar.
2H vacuums the opponent closer and is 0 on block. Both hits lose badly to instant blocking, so mix well where you cancel into it, and from it.
In the corner you also can reset pressure via jump canceling 6K/c.S/f.S/2D into instant airdash j.PPPP…
*Hit/throw is the staple mixup. The throw grants small meterless combos or big RRC combos.
*j.2K RRC- A costly, but incredibly fast instant overhead, especially when done from a jump-cancelled normal.
*214K- Normally, it’s a reactable overhead combo starter that’s unsafe on block, but if you cancel 236S>K into the carded version, the overhead becomes much faster, and harder to block on reaction, especially considering that it can be delayed. It’s still unsafe on block, so react to the block and cancel with RRC, or try to escape with 236K (when not done near the opposite corner). There’s also a method to make it safer via YRC, explained in the meter usage priorities section of this guide. The 236SK needs to be canceled into 214K as soon as possible, during the initial startup frames, and long before the low kick actually hits the opponent. This can be done by inputting the sequence as 236S214KK.
Combo->2D->Manually timing a safe jump j.H
Corner combo->2D->546PP (Parry PP)->Holding 8 or 9 during the animation will grant safe jump timing against many characters.
3. Defense: Anti-airs, fending off pressure, and reversals
*6P is the main anti-air. At any range you can cancel into c.S or f.S, jump cancel and continue an air combo.
*5P ad rising j.S are situational anti-airs.
*Her parry (546) can also be a practical anti-air, because of its 1f startup and quick followups. Input it as 5464+P+K. This option selects gives you FD instead of a whiffed parry animation.
Outside of anti-airing, the parry is usually too risky to be worth attempting.
Fending off pressure:
*5P/2P/5K for abare, as those are her fastest attacks.
*623K- The standard version trades. The carded version is a true dragon punch. It can be canceled on block into 214K to reduce the frame disadvantage on block, or even 236K to attempt an escape. There’s also a method to make it safer via YRC, explained in the meter usage priorities section of this guide.
4. Meter Usage Priorities
RRC- Convert your successful hits into much bigger combos, and cancel unsafe moves when blocked.
Throw RC leads to big damage – after RC-ing the first hit, jam has enough time to charge a card (typically 22S) and follow up with an extension which uses the card, netting both a knockdown and enough time to charge another card.
f.S RRC is an easy and effective way to confirm a hit and get a knockdown into card.- Only RRC if you confirm a hit.
Making the kick specials safe via YRC- Not as good as RRCing in their face and continuing offense, but if you only have 25% meter it’s better to do this than getting punished on block. Since the kick specials cancel into each other, you can confirm your special of choice was blocked, then cancel it into additional specials, and YRC one of them during its first frames. Examples:
236K (confirm a block)->214K YRC
236K (confirm a block)->623K->214K YRC
214K (confirm a block)->623K->236K YRC
623K (confirm a block)->236K YRC
(Remember that 623K cannot be YRC’ed itself)
After using this method you are not in the greatest position, but you still have all your usual air options available.