Those are already good setups.
I do have some things that might help you.
IOH. If you sj addf S or something like that, when Jam makes them block, that’s one entire lockdown worth of fuzzy guard. IOH is really cheap cause it’s even harder to react to than tridashes (which are already good enough for most mixups) plus the dash cancels you can get extend pressure in kinda-braindead ways.
I know there’s a thread around here that lists down which IOH works with what chars. I’ll try to find it and edit the link in later.
Rule of thumb though is that jM is your best bet. The drawback is it has a bit less range than IOH jL so you have to be right next to the blocking opponent but that’s not hard to set up with Jam. If you’re up against a matchup where IOH jL works, then use that because it’s faster.
What’s cheap about IOH aside from the speed is that you have a dash left over, so you can IOH xx add immediately, setting you up for another hi/low. Mixups of this type are kinda like free-flowing mixups where you just cancel almost everything into another mixup. The IOH xx add grounds you so you can go for another cL/IOH mixup. You can also IOH xx addf, followed by your usual tridash mixup jL/whiff normal into cL/whiff normal into throw. All your high options (IOH, tridash) leave you standing in front of the opponent with no recovery so you can setup another mixup, plus you don’t have to worry about hitconfirming because Jam will catch the confirm for you.
Your low options can’t be canceled as quickly. I only do low with single hit cL; I’ll just wait to recover from the cL to free-flow into the next mixup rather than go into a full ground series because
-it gives me more mixups during Jam
-ground series after cL is pretty easy to pushblock because the opponent doesn’t have to worry about mistiming
-Jam catches the confirm for you so you don’t need a ground series to confirm anymore
IOH xx adf plink Blast is also good. It chases with a plink Blast ifever your IOH gets pushblocked. It’s an autocorrect crossup if they don’t pushblock, so it easily sets up a left/right mindfuck because you hit the IOH from one side but the Blast comes from the other side; that disorientation leaves them more open to another crossup empty tridash low, so you basically hit left/right/left, or fake crossup empty tridash low to hit left/right/right. It’s all autoblockable if you don’t go low, but I like how it sets up the mindfuck because they WILL be ready for tridash crossups but they don’t always expect an autocorrect crossup plink Blast.
It gets even more stupid if you do it by the end of Jam. the adf Plink Blast suddenly comes from the front now, but the mindfuck will only work if you’ve done the autocorrect crossup at least once. Or when they block Jam you can tridash over to the other side then IOH xx adb Blast just as they get pushed by Jam, it’s another same side setup for when you’ve done the crossup version once. It’s also pretty stupid cause even after Jam wears off, they block a Blast so that’s at least one more mixup before you free-flow into your next assist.
Fly cancel. If you go into ground series and fly cancel, I find that it’s better to do fly/unfly instead of fly xx S. The fly xx S is reactable if your opponent is used to it, because it’s very telegraphed (it’s your only mixup option off a full blocked ground series). If you fly/unfly you get to mix it up with unfly overheads/cL again, plus when you land you can set up an IOH or tridash mixup before Jam ends. Fly/unfly also means you can dash up throw after Jam ends because they won’t be in air S blockstun.
EDIT: Oh haha the thread I was talking about that has the list of which IOH against which chars is actually this thread, just go to the first page