Just to make it clear, I meant off of a regular dok hitconfirm and having missiles as a combo extender for getting the jamming bomb in. For that, it’s the basic call missiles, into air series, missiles otg, jamming bomb, :f::h:, etc.
If you meant getting a combo for the jamming bomb when the missiles hit, this is something I have with missiles and drones j.:s:, cr.:h:, IAD j.
, dash, cr.:l:, cr.
, :l: cube, cr.
and call drones, cr.:h:, :f::h:, dash, jamming bomb. If I already have a cube, I usually will omit the part that gets that cube.
I know that you can combo into jamming bomb with jam session after :f::h:, but setting up that situation isn’t always the easiest, or at least optimal, unless you have another assist that can help extend combos. The other problem is that they will usually air tech, so you can’t really plan to set up anything. As for Vergil, all of his assists provide interesting combo extenders (judgement cut is the best for late combo extenders IMO, and better than any of Dante’s for that purpose), but I don’t know how to get a jamming bomb in, at least late in a combo. You probably could find one with :f::h: and rapid slash early in a combo near the corner.
I know that this isn’t what you are looking for, but I love how this little combo piece looks using Vergil’s dp assist
stuff, otg cr.
and call Vergil, super jump up, sj.:s: (get them as high as possible), dash down, sj.:s: (hit before they groundbounce, making this hit groundbounce), into whatever. This works best on larger characters it seems. There is definitely some potential for swag combos with that assist.