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Also utilize her parries, if you can find a gap in a pressure string, parry those and find a gap to counter those.
Also projectiles can be parried too, including Axl's buttons, so you might wanna train for the timings on those.
Jam players also usually do instant air dashes when they pressure their opponent and do instant Gekirin or j.Ps.
Edit: Not many players use Jam because many consider her to be low-tier due to her lack of attack options. So it's kinda hard to find info on her, I feel you man..
Another notable thing is that you should really plan on when to charge cards (eg. after 2D or 6H) and how to use them; practically all the Jams I have encountered online have not used the cards efficiently.
- Card Ryuujin has huge invuln frames so you can use it go through loads of things in neutral, even on reaction (where using the TK version that starts up quicker is important).
- Card Kenroukaku allows the crossup from IAD (eg. after 2D) and also gives you a real invuln reversal.
- Card Gekirin gives you a good knockdown for another card charge and another good overhead mixup tool.
The reason Jam is quite universally agreed as lower tier is that her synergy with the YRC system is pretty bad and her damage and mixups aren't sufficient enough to make up for it. That being said, all characters are viable at all al skill levels, so you can only complain about tiers after you have mastered your own character and have really extensive knowledge of all matchups. The easiest way to learn the neutra is watching high-level players, which for Jam means people like Teresa (aka Dark Jam Oji-san), LOX, Jajamaru, and Rozari.
Knowing about your own character might also be not enough if you do not understand the basic fundamental of the whole game. This is where Machaboo's lessons (originall aired on stream in several parts) for growing players are really helpful; the concept of "three-structure neutral" was something that I had never heard before in such a compact form yet it is universally applicable to practically every game.
http://guiltygearsweden.com/strategy/machaboo-on-fundamentals-for-those-that-want-to-become-good-at-gg/
a) if they're not doing anything, charge an overhead card.
b) if they're shooting you, puff through it.
c) if they're pressing buttons at random, charge an overhead card.
d) if you get to neutral after successfully getting out a long blockstring that ends with a completely whiffed super fat and slow move, charge an overhead card.
e) if the opponent possesses UNGA, charge an overhead card and hope for the best.
f) charge an overhead card and YRC.
g) move forward ever so slightly, charge an overhead card, and perform charged overhead the frame after the obligatory weaksauce hitstun punch or kick is over, catching the opponent completely off guard, because there's about a 1% chance that he knows modern Jam builds the card charge before the charge move itself actually ends.
Good luck.