Speaking to the people advocating for Magic Guard as a way to combat Cram: the bigger problem with Kram-g is the paralysis, not the 25% chip. Though Cram isn't broken, it definitely creates a huge number of 50-50s. Do I attack and get paralyzed or do I predict the switch to Cram, not attack. and lose a big chunk or all of my health? If that mon then is paralyzed, more 50-50's result, where you just have to hope that your mon can fight through the paralysis. This is a huge problem because not even Jungle Healing is guaranteed to work through Paralysis, meaning your para absorber might still lose if it gets fully paralyzed when it tries to use Jungle healing. That is why I believe that Cram-G is super uncompetitive.
But while it's still around, have some solid anti-Cram sets. These sets are viable even against teams without Cram which is why they're good.
Band Adapt Lando-t: Thousand Arrows ohkos Cram from full, and can easily be spammed against much of the rest of the meta. The only annoying part is that your Lando gets paralyzed, but you've also saved the rest of your team from being paralyzed. Lando is already fairly slow, even with Jolly, and the stuff that now outspeeds it after Para is still hit super hard by one of its standard moves, meaning that it might still be able to gain one more KO if it can come in safely next time.
PH Thunder Cage Xerneas: After a quiver dance boost, Xerneas ohkos Cram with Thunder Cage. Thunder Cage also gives you chip on common switchins like Tapu Fini, Zamazenta-C, And Ho-Oh. Other PH sweepers are of course good answers, but I wanted to highlight Xerneas here because the Pixilate set is currently taking much of the spotlight.
Water Absorb Magearna or Zacian: These mons are extremely useful since they can cripple Cram with Knock Off or trap it with Anchor Shot, and are immune to its most common pivoting move. Obviously you want to bring them in as Cram is recovering or doing some other utility that isn't flip turning, so they are surprised. These mons also protect you from the ravages of the deadly Palkia and the scary rain teams that you see occasionally.
Slow RegenVest Users: Pokemon like Dialga and Palkia can run Assault Vest sets that 2hKO Cram. Dialga's Volt Switch actually has a good chance to OHKO Cram, and the paralysis is tenable for them because they're already meant to be dirt slow anyway. Of course, you might still be unlucky with full paras, but that's just how it goes. Assault Vest mons also let you pivot around efficiently, and since the meta is very trap-heavy right now with threats such as Anchor Imprison Zacian everywhere, being able to just make them waste time is great.
Corrosive Gas: Prank users with this can often catch Crams on the switch, removing whatever item they're trying to use. Scarf Cram is especially cancerous because it can easily cripple multiple mons with the scarf and then with paralysis too. Even with the rise of trick immune mons such as Orb Giratina and itemless Groudon and Kyogre, Trick is another rampant problem that has the potential to create favorable matchups for the Trick user at low risk. Often, tricking the right mon can be even better than KOing it, because it generates way more free turns.