<?xml version="1.0"?>
<rss version="2.0"><channel><title>Archive Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/123-archive/</link><description>Archive Latest Topics</description><language>en</language><item><title>Jam Kuradoberi v. A.B.A (GGAC)</title><link>https://www.forums.dustloop.com/forums/topic/6547-jam-kuradoberi-v-aba-ggac/</link><description><![CDATA[
<p>Just in time for ACR right? I realized that not many people seem to have experience with a good A.B.A. player so I'm gonna list some of the basic stuff I stick to when I fight ANY A.B.A. </p><p>
</p><p>
Overall I'd list this matchup as slightly in A.B.A.'s favor, Jam can't make too many risks dashing in period, but if A.B.A.'s in Moroha then any mistake will cost her a knockdown. A.B.A. is a tank and is hard to combo too, but can murder you if she gets her momentum started. </p><p>
</p><p>
Match opening is nothing but risk/rewards, unless you sit there and wait for her to make a move. Doing an IAD Backdash and 22K is a guaranteed card, but MOST A.B.A. players will bloodpack and enter Moroha. It's giving her free tools but it sets you up nice because you've got good distance between you and a card so big damage + knockdown. Still though, giving her free Moroha is scary. Whatever you do at match start, DO NOT IAD dash in at her. All of her match openers that aren't just bloodpack or backdash will stop Jam and give her either free keygrab or bloodpack and give her Moroha anyway.</p><p>
</p><p>
In neutral game, again it's very important to have strong ground footsies. IADing in blindly will get you blown up by one of A.B.A.'s many AMAZING AAs and give her keygrab into Moroha mode or just plain huge damage. Mashing puffball will get you killed by f.S in normal mode or Danzai in Moroha mode. <strong>Make her whiff normals and punish her hard for it</strong>, being sure to go for knockdown off of any hit if she's in Moroha mode. </p><p>
</p><p>
Defensively you're usually only going to be dealing with her in Moroha mode, but it's important to note that in her normal mode her f.S is a low so you can't parry it. When she <em>is</em> in Moroha though most of her pressure comes in the form of scaring you into thinking you can press a button and frame trapping you, very little is high/low. Because of this, you can parry out of predictable strings and get knockdown in the middle of her pressure, ending it completely and giving you momentum. <strong>ALWAYS be sure to FD her 2H too</strong>, it gives her amazing frame advantage and you need to be able to push her out so the second hit won't land; she has to FRC if she wants to continue pressure then.</p><p>
</p><p>
Offensively though you <em>have</em> to be sure to confirm every hit into knockdown. Jam has nice long wall loops that you can burn 25 meter at the end of for free knockdown too! A.B.A. should be every bit as scared of you as you are of her when you're playing correctly. Learn to bait Danzai or react to the blockstun and jC into FDing it. If you block it on the ground you can hit her in between the first and second hit, so take your free knockdown. Many A.B.A.s will burst on the third knockdown too so try to bait those. </p><p>
</p><p>
If you've got any further specific information please share it, this is just general guidelines I find when fighting her.</p>
]]></description><guid isPermaLink="false">6547</guid><pubDate>Tue, 16 Jul 2013 04:02:14 +0000</pubDate></item><item><title>Jam Vs Holy Order Sol</title><link>https://www.forums.dustloop.com/forums/topic/463-jam-vs-holy-order-sol/</link><description><![CDATA[
<p>Starting a new thread where info can be gathered since there was not a thread solely devoted to this topic.

About Holy Order Sol:
Aka HOS, HOS gets his damage from 4 ways. He will either land a gun blaze, throw you into a wall and do a wall combo, use his charged moves to chip or seriously hurt you, or pressure you into blocking wrong and counter hit you for damage.

Good HOS players will charge their meter whenever they can via charge cancel, because it is fast and they can continue to pressure you while still getting some meter. The reason they will take a smaller amount via charge canceling instead of doing a full charge is that they are at risk of being punished and they let off pressure or lose tactical position. They also have a follow up that is like burst during their charge that can repel people except it is red instead of yellow. They are invincible during their burst they get from charging. So HOS players charge cancel because it is safer. There is a difference in charge times, it is much faster to go from level 2 to 3 than it is to level 1 to 2, so that charge cancel also helps mediate the risk from level 1 to 2 until they hit level 2.

When playing against HOS, keep in mind which level he is at.

[Coming in the future]  Refer to the HOS 101 guide in HOS forum, extremely good...
Level 1 Moves
Level 2 Moves
Level 3 Moves

Strategy
This strategy is solely my opinion based on playing against HOS players. Jam moves faster than HOS which gives Jam the opportunity to run away and re-space. This is important.
Pay attention to HOS's tension bar as he can use fafnir which is a low hitting FB move. Before HOS gets 1/4 tension, you can move around and do some 214K or whatever. After 1/4 tension, maintain a space ...where it's far enough away to be safe from fafnir, but close enough to rush in.

edit: taken out 214K 

2S will be your best friend. 2S beats everything, and if you run in and use it before the HOS player uses his move, it will win, including FB fafnir, and gun blaze!

Beware of his flaming uppercut and do air back dash to bait that. Also you do not want to be thrown. A good majority of HOS's damage comes from throw into wall stick into 35-45% combo...

Get used to blocking his gun flame on wake up or during one of his pokes. He will go under you towards your other side, that's his cross up, sort of like Jam's 236S-HS when she's up close to the enemy. Master this and you sealed up a big portion of HOS's game.

FB puffball is very situation, more likely to hit while HOS is in the air.</p>
]]></description><guid isPermaLink="false">463</guid><pubDate>Thu, 13 Mar 2008 11:52:31 +0000</pubDate></item><item><title>Jam vs Millia</title><link>https://www.forums.dustloop.com/forums/topic/6000-jam-vs-millia/</link><description><![CDATA[
<p>My Millia impression. I'm struggling, and some advice would be appreciated. Shout at me if I got any information wrong.</p><p>
</p><p>
Overall impression: slight favour for Jam? She keeps up in terms of mobility. Millia BS is hard/impossible to shut down in general but Jam might still be better off than other characters. Jam ends up with a massive damage advantage off every situation, imo the most important factor of this matchup.</p><p>
</p><p>
Millia overview: get knockdown into faceflooring, NOT GETTING HIT (this is important). getting away from Jam in case of emergency is not all that easy as in other matchups.</p><p>
</p><p>
Jam goal: let damage carry you to victory? Millia is actually better in a lot of ways; tiny hitboxes, amazing normals, just as abare conversion off every random hit. by far more powerful okizeme and defense tools (backdash, bluedisk, high/low evasion normals), but what it comes down to is the fact that she needs to hit you three times to even out the damage of a single wallstick loop.</p><p>
</p><p>
air game: needle, j.K, j.H and j.D are the devil. Don't try playing the air game on her because she'll win this flat. When she's below you jumping up at you and pressing j.K will beat every of your buttons flat. j.H and j.D are practically impossible to beat air to air. At the same time her 6P and her close 5S will beat all your attempts except a very high spaced air gekirin. Being the one that goes into the air first should be avoided from what I believe.</p><p>
</p><p>
Parry, close/far 5S and j.S are all great tools to deal with her air approach. 6P 'beats' a lot of her jumpins as well, but this will from experience often end up becoming a very awkward 'whiff trade' with Millia just falling through your 6P hitbox and actually landing on the ground, either blocking or throwing you (lol)</p><p>
</p><p>
Being below her and jumping at her with j.S is also notable for shutting down her fastfall option, which she could normally use to get out of the air safely. God bless this angle.</p><p>
</p><p>
The Needle is the biggest issue to tackle, and there's really not all that much to do about it but to avoid it by being directly below her or, if you can't avoid it, to parry it (this is difficult and needs reaction not only to the throw but to the actual version Millia is using) and decide what to do from there. She will be following after, and either throwing out a 5S right away or doing a second parry into 5P were the only things I've ever had success with.</p><p>
</p><p>
On the ground she's going to harass you with hair cars, dashing f.5S and 2D. All of those potentially end in a knockdown ending in the start of the Millia guessing game. Going over those options with max distance gekirins help with this, as she won't be able to stuff it with j.K/airthrows/6P, but won't be able to confirm into combos if no ryuujin card is available. Either way, Jam's getting in.</p><p>
</p><p>
6P, 5D, 2D and disks will all shut puffball game down. Avoiding hazards with ~P and ~236P can save lives, and throwing out the ~K threat to prevent her from just stuffing puffballs with 6P/5D.</p><p>
</p><p>
regarding combos, Millias has some goods and bads. The wallstick loop is difficult on her and needs special adjustment for her crappy hitbox (similar to Dizzy). The 5H 6H ground loop will barely work on her, if not point blank the first 5H won't even get all three hits in. She's relatively easy to hit with 2D 236S~K and even any gatling -&gt; 2D -&gt; grounded ryuujin will actually connect on her, though. Ryuujin cards are even more of a blessing in this matchup.</p><p>
</p><p>
regarding okizeme, Gacho un-crossup gekirin seems more difficult to connect than on other character due to her weird moving stance. The regular 6H oki to build up guardbar or forcing the opponent to waste a lot of tension also doesn't quite work as her backdash is too good. I'm just getting cards all day every day.</p>
]]></description><guid isPermaLink="false">6000</guid><pubDate>Sun, 23 Dec 2012 06:45:48 +0000</pubDate></item><item><title>Jam vs Testament</title><link>https://www.forums.dustloop.com/forums/topic/760-jam-vs-testament/</link><description><![CDATA[
<p>Let's get started:</p><p>
Jam vs Testament (4.5 - 5.5) </p><p>
</p><p>
<strong>Opening:</strong></p><p>
Testament's 6+K in the begginig eats pretty much everything. Your only choices are either block/IABD or hachifu. If you get the parry, you can 2+D you a free card at the beginning of the round.</p><p>
But 6+K can be followed by a 6+HS, after the parry, you can do a instant 236+S&gt;P (not worthy) or another parry, and still get the free card.</p><p>
If you guess wrong and he does a 2+D, you're fucked up, eating a fat BL loop.</p><p>
</p><p>
The best thing to do is just block, or backdash tough, Tetsu has better options here.</p><p>
</p><p>
<strong>Okizeme:</strong></p><p>
</p><p>
<strong>Punishes:</strong></p><p>
You can counter the 236236+HS super pretty easily. The 2nd hit can be parried into pufball madness, or block the 1st hit, and backdash the 2nd one punishing it with a Ryujin charge.</p><p>
Badlands is similar, if you block the 1st hit, slashback the 2nd hit for a free c.S CH, and more fat damage. </p><p>
</p><p>
<strong>Counters:</strong></p><p>
</p><p>
<strong>Anti Airing:</strong></p><p>
</p><p>
<strong>Their Strategy:</strong></p><p>
Turtle, set shit up all over the place, and wait for Jam to do some silly mistake to start the BL loop &gt; knockdown &gt; okizeme (6+P/2+K) thing.</p><p>
He can punish PB on reaction with the counter, so watch out.</p><p>
</p><p>
<strong>Your Strategy:</strong></p><p>
Get close, pressure him, pull out those 2 beefy combos and send him straight to hell.</p><p>
Tetsu has no good wake ups besides the poison super, and you can parry it on reaction if you're seing it coming. Just get a knockdown and rush him down.</p><p>
The problem is getting close with all the nets and trees, and him pulling his best pokes (2+S, S, j.S), but once you're there, the win's yours.</p><p>
</p><p>
IMO, this matchup's all about spacing, whoever gets in the right position first (Jam = Close / Testament = Keep Jam far away) wins.</p><p>
</p><p>
<strong>Combos:</strong></p><p>
Tastament's hitbox is huge, just aim for max damage on your jamming with [2+HS, 6+HS&gt;HS] x3</p><p>
</p><p>
Just something quick to begin with.</p><p>
A Testametn player has moved to my area, so it'll be nice to discusse some strategies against him.</p><p>
Any comments/suggestions?</p>
]]></description><guid isPermaLink="false">760</guid><pubDate>Fri, 25 Jul 2008 17:24:20 +0000</pubDate></item><item><title>Jams Basics Thread</title><link>https://www.forums.dustloop.com/forums/topic/144-jams-basics-thread/</link><description><![CDATA[
<p>This thread is to make it easy for people to learn the basics and to stop people from making threads for 1 little thing(im tired of seeing threads on how to TK ryuujin)

Ask your basic questions here

Basic Pokes

5K - Low hitting move really fast and cancels into just about every poke

5P - Fast poke wiff alot of crouching characters for a nice grab set up

5S(far) - Nice range JCable and Is usually the last hit before you TK ryuujin for more damage

5S(close) - This is a wierd poke this is what I use as anti air I guess you just have to make your own opinion about this poke

5HS - Nice poke if blocked raises gaurd bar ALOT

5D - Pretty fast dust and its kind of hidden

6K - IMO its pretty useless now havent found much use for it

6P - Upper body invin. cancels in and out of 2p 

6HS - The ultimate poke does everything except anti air heh

6HS follow up - Nice damage always sticks

2P - Really fast cancels into alot of things nice tick throw set up

2K - Completely useless imo but you make your own opinion

2S - Another great poke on the ground alot of priority staggers on counter hit

2HS - Mainly used for combos I use it as anti air in some match  ups

2D - Super fast, nice range this poke is awesome

JP - The only use I have for this is off of an IAD

JK - Used for combos when S or HS is out of range mostly

JS - Nice poke hits right above her and has alot of priority if they are on top of you they are gonna lose

JHS - Nice hit box hits on both sides

JD - hits 2 times 2nd hit wall bounces on CH



Special property on special moves

TigerKnee Ryuujin(faster than floor Ryuujin)

2369k or 9236k

AD Kenroukaku (This one goes down)

6623k

AD 214K Gekirin (This has less arch and goes straight down)

66214K

AD 236P Choujin (This one goes straight down instead of doing a flip foward)

66236P

Basic Combos

[Dust]

No meter:
D, Homing Jump, j.Hx3, j.S, JC, dj.S-H, 236K
D, Homing Jump, FD, j.H (ID), land, hold 4, S-2H(1)-6H, 5S, j.D, 214K

1/4 tension:
D, Homing Jump, FD, j.H (ID), land, hold 4, 5S-2H(1), 236SD, dash 2H(1)-6H-H

Asanagi-K:
D, Homing Jump, FD, j.H (ID), land, hold 4, 5S-2H(1), 236K, 236K, 2H(1)-6H-H

[AA]

No meter:
AA Parry, P-S©, JC, j.D, 214K
AA j.S, JC, dj.D, 214K
AA 2H-6H, S-2H-6H-H

[Throw]

No meter:
Throw, hj.D, 214K

1/4 tension, corner:
Throw, FRC, S-2H(1)-6H-H, dash 2S-2H(1)-6H-H (doesn't work on Sol)

[CH j.D (2nd hit), CH 236SS, 236SH]

No meter:
dash 5S-5S, j.S-P-S, dj.D, 214K

No meter, corner:
dash 2H(1)6H-H, dash 2S-2H(1)-6H-H

Asanagi-K:
236K, 236K, loop 

1/4 tension (Asanagi-K) [1/2 tenstion]:
236SD, 236SH (236K) [236SD], loop 

[General]

No meter, No charge:

Ground Gatling Chain, 5H(3), 6H, 6P, 5H(3), 6H, 2D

IAD 214K, dash 2H(1), 6H, 5S, j.D ?214K

Gatling Chain, 2D, 22K or 22D(Pick cards)

j.H, land, 6P, 5H(3), 6H, 2D

j.S, JC, dj.D, 214K

1/4 tension:
Anything, 5H(3), 236SD, 236SH, loop

Asanagi-K:
Chain, 5H(3) or 2D, 236SK, 236K, land, loop
CH 2S, dash 2D, 236SK, 236K, land, loop
AA CH j.S, JC, dj.H, 236K, 236K, land, loop

1/2 tension:
j.2K(1), RC, land, 5S, 5H(3), 6H, 6P, H(3), 6H, H

Take any wall 1/4 or charged combo and do dash S-2H &gt; 236SD after first wall stick. Continue rest of combo.

Full tension dizzy (It dizzed Sol instantly every time, so the random modifier didn't come into play to muck things up):

CH 236SS, 236SD x4, dash 2H(1)-6H-H IK! (hopefully)</p>
]]></description><guid isPermaLink="false">144</guid><pubDate>Thu, 28 Jun 2007 18:03:58 +0000</pubDate></item><item><title>Jam Vs Dizzy</title><link>https://www.forums.dustloop.com/forums/topic/690-jam-vs-dizzy/</link><description><![CDATA[
<p>In case people were wondering....and in case there's a good Dizzy player in your area.

So...Dizzy is supposed to be at a disadvantage... because all your normals beat all her normals.

First of all, if you ever block her Ice Spike and she did not FRC it, you should be able to hit her with a FB puff ball or whatever since it's really bad on block.  Like -23 frames.

Air Spike disappears if you hit Dizzy.  

The Axe will stay no matter what.

The Fish will disappear if you throw Dizzy.  

A good Dizzy will throw you out of your 236S motion or just sweep you, so do only 236S-S and FB, unless she is in the air, it's a little more safe to do 236S-H.  

If you get thrown or knocked down and is facing some sort of scary Dizzy mix-up, you will know it if you see fish being summoned when you are knocked down, you can...see if Dizzy air dashes towards you or is on the ground.  If she air dashes towards you, reversal 623K or block.... Blocking is mostly in Dizzy's favor since you will most likely mess it up.  Use FD when Dizzy gets too close.  You can 1 frame jump into air throw...(maybe not...)  but it's way too risky since fish will be out.  Most of Dizzy's setups are throw safe, burst safe, and slash back safe.  You'll most likely hit the fish, or if you hit Dizzy, you get hit by the fish afterwards and Dizzy recovers.  Dizzy has a bigger throw range than you most likely unless you are Potemkin.</p>
]]></description><guid isPermaLink="false">690</guid><pubDate>Sat, 31 May 2008 08:44:47 +0000</pubDate></item><item><title>Jam-newbie, where to start?</title><link>https://www.forums.dustloop.com/forums/topic/1004-jam-newbie-where-to-start/</link><description><![CDATA[
<p>Hi everyone!

I've been playing Anji for a while, but I figured that maybe it's time to get a legit secondary (I play with Jam sometimes, but I play like a scrub with her). I like Jam a lot and would like to get better with her, but reading around here has me very confused. There are many terms I don't understand, like AA, burst cancel, asanagi...

Aside from that, what should I work on first?I've been reading through the basics thread and can do some of the combos. I'm not really sure of general tactics though. I've tried searching for some videos of a few bigger names I've seen around here, but haven't been too successful.

Any advice would be really appreciated! Thanks! :D</p>
]]></description><guid isPermaLink="false">1004</guid><pubDate>Fri, 22 May 2009 08:51:07 +0000</pubDate></item><item><title>Jam Colors:Yeah, its needed</title><link>https://www.forums.dustloop.com/forums/topic/606-jam-colorsyeah-its-needed/</link><description><![CDATA[
<p>Okay.

This thread is a simple "What color do you play and why?"

Example:
Edit:Its time to become Default dude FTW</p>
]]></description><guid isPermaLink="false">606</guid><pubDate>Tue, 22 Apr 2008 21:08:00 +0000</pubDate></item><item><title>#Reload Jam help?</title><link>https://www.forums.dustloop.com/forums/topic/2602-reload-jam-help/</link><description><![CDATA[
<p>Since I can't find anyone in my immediate area that plays GG and enjoys it, I jumped online so I can actually have some matches. Yes, I know, "lol #Reload online" is nothing like a real AC match but at least it's something.</p><p>
</p><p>
Anyway, I'm just trying to get better as Jam, and I've figured out a few combos on my own, mostly trying to work on hitconfirming them. Any critique on my Jam would be a huge help really.</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/user/PK4446#g/u</a></p><p>
</p><p>
There's a collection of my matches that I've thrown up on Youtube. I know that I've gotten a lot better than when I started, but I still feel like I've plateaued.</p>
]]></description><guid isPermaLink="false">2602</guid><pubDate>Thu, 21 Oct 2010 05:33:09 +0000</pubDate></item><item><title>Question about charging.</title><link>https://www.forums.dustloop.com/forums/topic/2205-question-about-charging/</link><description><![CDATA[
<p>What do all the different charging styles do?</p><p>
</p><p>
Also, how to use this command?</p><p>
</p><p>
empty back forward -&gt; catch</p>
]]></description><guid isPermaLink="false">2205</guid><pubDate>Thu, 12 Aug 2010 07:09:34 +0000</pubDate></item><item><title>Jam VS Venom</title><link>https://www.forums.dustloop.com/forums/topic/1447-jam-vs-venom/</link><description><![CDATA[
<p>This matchup is really annoying. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_vbang.gif" alt=":vbang:">

Discuss.</p>
]]></description><guid isPermaLink="false">1447</guid><pubDate>Sun, 13 Dec 2009 20:57:53 +0000</pubDate></item><item><title>AC Jam Strategy/Play Style Discussion</title><link>https://www.forums.dustloop.com/forums/topic/724-ac-jam-strategyplay-style-discussion/</link><description><![CDATA[
<p>Disclaimer Updated:  I suck period.   I am no longer the weakest player in my scene in Washington.  I made this thread because there was not a thread on this. Please be aware that anything you post here can be used against you because your opponents (smart ones) will be reading this. With that said. Let us begin with our discussion of play style/strategy. </p><p>
</p><p>
Also what makes Jam good is the players. The strength of Jam is solely dependent on the player. Otherwise, Jam has no: projectiles, pets, yo-yo, super long range attacks, super defensive modifier, dolphin loop, VV, Pot Buster, drill, traps, homing missiles, Free Willy, Raoh, ghosts, etc. </p><p>
</p><p>
</p><p>
<strong>To Charge or Not to Charge, That is the Question</strong></p><p>
</p><p>
So you knocked your opponent down....</p><p>
</p><p>
This really is a question about whether or not you want to do one of three things. </p><p>
</p><p style="margin-left:40px;">1. Continue to pressure.</p><p>
2. Going for a Mix-Up.</p><p>
3. Charge one of your three cards.</p>
<p>
Basically breaks down to two things:</p><p>
</p><p style="margin-left:40px;">1. Continue your offense.</p><p>
2. Stop for now and charge a card in preparation for a bigger offensive or for defensive purposes.</p>
<p>
In order to best decide which you want to go with, consider the following:</p><p>
1. How skilled is your opponent at execution?</p><p>
-If your opponent is skilled at execution, then you are leaning towards charging a card.</p><p>
2. How skilled are you at execution? </p><p>
-If you are unskilled at execution, then you are leaning towards charging a card.</p><p>
3. Do they have a dragon punch of some kind that they can do as a reversal?</p><p>
-If they do, then you are leaning towards charging a card. </p><p>
**Note: If you decide to continue the offensive, you have the option of baiting the </p><p>
attack and punishing the whiffed attack or just charge on ahead. </p><p>
What you must consider is:</p><p>
1. How often does your opponent use his dragon punch attack? </p><p>
-The more often, the more likely he will attempt his dragon punch attack. Other wise he </p><p>
will most like just block on wake-up.</p><p>
2. How often does he hit you with his dragon punch?</p><p>
-The more often he hits you with his dragon punch, psychologically speaking, his behavior</p><p>
is further reinforced and thus he will more likely continue to dragon punch you. So if he </p><p>
spams it all day long and he connects with he, he will more than likely spam it again on </p><p>
wake-up. </p><p>
3. Have you baited him before?</p><p>
4. What type of player is your opponent and how much life does he have?</p><p>
-This is sort of hard, but if you can identify your opponent's play style, basically his </p><p>
choice of moves like risky moves versus safe moves and how many times he uses risky </p><p>
moves in comparison to safe moves, then you can sort of noobishly say he is a safe or </p><p>
aggressive player. But too bad that isn't good enough, not in Guilty Gear. In Guilty Gear, </p><p>
if you haven't noticed, there's this thing called "Burst". This is basically a free "get out of </p><p>
deep shit" card with a double edge. Assume your opponent will always time their Burst </p><p>
perfectly. So to get a good read, you have to observe your opponent's play style with </p><p>
and without burst. Will he trade his life bar for your life bar? Etc. More on this if I get a </p><p>
Personal Message about it.</p><p>
4. Are you going to reach your opponent before he wakes up? </p><p>
5. How much more damage do you need to do before your opponent is defeated?</p><p>
-You have to keep in mind that as his life bar gets closer to 0, you have to do a little bit </p><p>
more damage than normal to finish them off.</p><p>
6. How hard is it to get hits on your opponent?</p><p>
-If your opponent is very hard to hit or has a tough defense, I would lean towards </p><p>
charging a card unless your mix-up will continue to give you opportunities to kill him.</p><p>
7. Do you think you can out play your opponent and break his guard?</p>
]]></description><guid isPermaLink="false">724</guid><pubDate>Thu, 12 Jun 2008 23:04:04 +0000</pubDate></item><item><title>Jam is so hard to play as.</title><link>https://www.forums.dustloop.com/forums/topic/1135-jam-is-so-hard-to-play-as/</link><description><![CDATA[
<p>---</p>
]]></description><guid isPermaLink="false">1135</guid><pubDate>Thu, 09 Jul 2009 05:23:24 +0000</pubDate></item><item><title>What you should be doing in training mode</title><link>https://www.forums.dustloop.com/forums/topic/941-what-you-should-be-doing-in-training-mode/</link><description><![CDATA[
<p>Post up what combos, set ups, mix ups, and whatever else you should be doing in training mode. Also post how you have the dummy set up for situational practice.</p>
]]></description><guid isPermaLink="false">941</guid><pubDate>Tue, 10 Feb 2009 04:31:32 +0000</pubDate></item><item><title>jam vs Faust</title><link>https://www.forums.dustloop.com/forums/topic/758-jam-vs-faust/</link><description><![CDATA[
<p>initially i'm a zappa player,i just "like" jam <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)">
i've never been in practice with her,i just know some basic stuff from vids i saw
my experience is that when i play against faust with zappa i rarely win,na deven then it's really hard,but with jam even i'm not good with her,i win  <img src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" alt=":)">
well i just would like to hear what everyone got to say about this matchup</p>
]]></description><guid isPermaLink="false">758</guid><pubDate>Thu, 17 Jul 2008 12:14:13 +0000</pubDate></item><item><title>Jam Vs Eddie</title><link>https://www.forums.dustloop.com/forums/topic/520-jam-vs-eddie/</link><description><![CDATA[
<p>Please post your tips against Eddie.  



My tip is FD will push you far enough away from Eddie's setup to break free by back air dashing out of the situation.  

Teyah's tip is the second hit of the saw (the starter for the annoying mix up) ...can be back dashed... or parried.  

Also the pet will have some down time so wait for it's attack if it's chasing you before running in to kill it.  I use 2D.

When the pet is out, run to the corner.  Wait for the pet to attack, bait the pet to attack and come towards you.  You can either super jump and dash + dragon kick across the other side of the screen making the pet be behind Eddie or dash in and kill the pet with 2D or 2K.</p>
]]></description><guid isPermaLink="false">520</guid><pubDate>Sun, 23 Mar 2008 11:37:09 +0000</pubDate></item><item><title>Jam Vs Axl</title><link>https://www.forums.dustloop.com/forums/topic/738-jam-vs-axl/</link><description><![CDATA[
<p>Thread Starter.



Will add stuff later.</p>
]]></description><guid isPermaLink="false">738</guid><pubDate>Thu, 26 Jun 2008 07:15:55 +0000</pubDate></item><item><title>Jam Vs May</title><link>https://www.forums.dustloop.com/forums/topic/689-jam-vs-may/</link><description><![CDATA[
<p>This is for that annoying May.  Reason for posting...I got beat by some guy named Mr. Dolphin...Dam that dolphin loop.  

May's sliding low move 3k, punish it with 2S or whatever if you block it, since it's really bad.

Most blocked dolphin attacks are bad for May except the FB one.  

May is super light so don't use 5k in your jam loop in the beginning.  

Remember to 2D -&gt; 236K.  You don't need the 236S-K when fighting May.  

Beware of May's throw/dust mix ups.  

Don't get hit by a dolphin.

Well if I am wrong, please feel free to correct me.</p>
]]></description><guid isPermaLink="false">689</guid><pubDate>Sat, 31 May 2008 08:36:19 +0000</pubDate></item><item><title>Jam Vs Sol</title><link>https://www.forums.dustloop.com/forums/topic/462-jam-vs-sol/</link><description><![CDATA[
<p>Starting a new thread where info can be gathered since there was not a thread solely devoted to this topic.</p>
]]></description><guid isPermaLink="false">462</guid><pubDate>Thu, 13 Mar 2008 11:24:22 +0000</pubDate></item><item><title>Jam vs Potemkin</title><link>https://www.forums.dustloop.com/forums/topic/402-jam-vs-potemkin/</link><description><![CDATA[
<p>This match up is retarded its a 4.5 - 5.5 in Potemkins favor but Jam has to play perfect to even stand a chance in this match theres no room for error.</p><p>
</p><p>
<strong>Opening:</strong> </p><p>
</p><p>
I usually just SJ back and AD right before I land if they try to make me land on a slide head because I dont wanna deal with that dumb character because if you press any button and he slide heads your pretty much done</p><p>
</p><p>
Other options - </p><p>
</p><p>
- IAD 214K beats slide head at the beggining of the match but if he does nothing hell 6P or IB PB</p><p>
</p><p>
- Dash up 2D hits potemkin out of the slide head start up and you can get a free card early but  he can pot buster you</p><p>
</p><p>
</p><p>
<strong>Okizeme:</strong></p><p>
</p><p>
Besides 6HS I never use anything I usually just stand over their body and make them guess between grab and 6hs</p><p>
</p><p>
Notes - </p><p>
</p><p>
- You can parry the wakeup Mirror super on reaction</p><p>
</p><p>
- You can do meaty kick and recover in time to parry the mirror super</p><p>
</p><p>
- Delayed 6HS punishes wake up back dash</p><p>
</p><p>
- IAD 623K cross up</p><p>
</p><p>
- In the corner Choujin Gimmicks </p><p>
</p><p>
<strong>Punishes:</strong></p><p>
</p><p>
There really isnt anything to punish in this match up besides 2 things</p><p>
</p><p>
- JD which you punish with a JS(this will clash), JS(this will counter hit for a free combo)</p><p>
</p><p>
- Slide head which you punish by IAD for a free combo</p><p>
</p><p>
Besides these 2 things you should really just be waiting for an opening to attack</p><p>
</p><p>
</p><p>
<strong>Counters:</strong></p><p>
</p><p>
Counter hits are really random in this match up and your gonna need some good reflexes to react to them these are the things I usually fish for</p><p>
</p><p>
- 5S at MAX RANGE(I cant stress how important this is) into TK Ryuujin</p><p>
</p><p>
- 236S, S at MAX RANGE so worse case scenario is a clash with his 6P</p><p>
</p><p>
- RANDOM and I mean RANDOM!!! TK Ryuujins at close range if he blocks it your too far away and the best he can do is slide head and super jump and not even get a combo</p><p>
</p><p>
</p><p>
<strong>Anti Airing:</strong></p><p>
</p><p>
AAing this character is a piece of cake 5S, 2HS beat everything he has EXCEPT FOR JD which you have to react to and JS it</p><p>
</p><p>
</p><p>
<strong>Their Strategy:</strong></p><p>
</p><p>
Potemkin is most likely just gonna be going for any hit that he can lead to a knockdown he can PB you anytime your on the floor, he can AA you from basically any angle, he has a bigger air grab range then you</p><p>
</p><p>
A meaty slide head timed correctly is dangerous and can only be escaped by a reversal backdash also if he mistimes the meaty slide so that it hits its a low hitting move and you can back dash it so pay attention to the timing of the slide head and make sure your not trying to back dash the hitting on because then your gonna eat a combo and be put right back into the same situation</p><p>
</p><p>
Jam also eats a special combo off a PB which means 50-60% of your life plus a knockdown into slide head mixups</p><p>
</p><p>
</p><p>
<strong>Your Strategy:</strong></p><p>
</p><p>
Basically your just trying to attack him while being as safe as possible plain and simple win by time over if you have too also learn the PB range, learn how to reversal back dash because with out it you stand no change and just play solid</p><p>
</p><p>
</p><p>
<strong>Combos:</strong></p><p>
</p><p>
- Dash in 2HS(1 Hit), 6HS, HS x 3</p><p>
</p><p>
- Anything 2D, TK Ryuujin</p>
]]></description><guid isPermaLink="false">402</guid><pubDate>Mon, 28 Jan 2008 00:00:39 +0000</pubDate></item><item><title>Jam vs Slayer</title><link>https://www.forums.dustloop.com/forums/topic/403-jam-vs-slayer/</link><description><![CDATA[
<p>This Match up is Whatever its Dangerous for both players its 4 - 6 in Slayers favor</p><p>
</p><p>
<strong>Opening:</strong></p><p>
</p><p>
There are a couple things that I recommend doing in this match up...</p><p>
</p><p>
- IAD back I believe this is the best option in every single match up</p><p>
</p><p>
- Dash up 2S this will pretty much beat everything he can do except for an early 2HS</p><p>
</p><p>
- Dash up grab grabbing is always a good option</p><p>
</p><p>
- Dash up 6HS if they see the grab coming this a free counter hit</p><p>
</p><p>
</p><p>
<strong>Okizeme:</strong></p><p>
</p><p>
Besides the usual IAD 623K cross up, Choujin gimmicks you have....</p><p>
</p><p>
- FB Puffball jam has no range and a wake up back dash puts him to far away for jam to do anything so if you see this coming FB puff is the way to go</p><p>
</p><p>
- 6HS slayers mashing on HS wont get him a random hit but because its really slow</p><p>
</p><p>
- Dash up grab</p><p>
</p><p>
</p><p>
<strong>Punishes:</strong></p><p>
</p><p>
You cant really punish anything because everything he does is pretty much unpunishable for the most part the only things that you can punish are....</p><p>
</p><p>
- Pilebunker/Crossheel</p><p>
</p><p>
- K machpunch at close range</p><p>
</p><p>
- 2D a close range(I think you have to IB though)</p><p>
</p><p>
For the most part your just gonna have to hit him not punish what he does so get your mixup or parry skills up heh</p><p>
</p><p>
</p><p>
<strong>Counters:</strong></p><p>
</p><p>
In this match there isnt much to counter everything is either unbeatable or impractical some things that you can actually use are.....</p><p>
</p><p>
- 2S to beat Slayers 6HS</p><p>
</p><p>
- 2D to beat Slayers 6P</p><p>
</p><p>
</p><p>
<strong>Anti Airing:</strong></p><p>
</p><p>
Forget about it Parry or Block</p><p>
</p><p>
</p><p>
<strong>Their Strategy:</strong></p><p>
<strong>Your Strategy:</strong></p><p>
<strong>Combos:</strong></p><p>
</p><p>
tired of writing lol so ill finish later</p>
]]></description><guid isPermaLink="false">403</guid><pubDate>Mon, 28 Jan 2008 00:26:47 +0000</pubDate></item><item><title>Jam Vs Baiken</title><link>https://www.forums.dustloop.com/forums/topic/521-jam-vs-baiken/</link><description><![CDATA[
<p>Starting a thread.

Blocking the board is bad for Baiken and good for Jam, question is how to punish...  

You can 236S under the claw...that pulls you in.

Baiken plays defensively so you can get a free charge or two.  

If they are blocking do not do the 6HS follow up to 5HS, do instead 6K (2 hits) into 2D.  It may work better and you will not get countered hopefully.. Please correct me if I am wrong...

214K is good.  2S is good.  

When you are knocked down, and Baiken does the board move in the air, you can block low I believe... again please correct me if I am wrong.  

Once you have a few charges due to Baiken playing defensively, keep within dashing distance of 236S and watch for the claw.  You can do that without charges.

Basically you need to hit Baiken two times without burst to win.  

Baiken is really...light so be careful not to stick her to the wall too high.

I would recommend shorter block strings or moves that causes minimum block stun and going for Counter Hits.</p>
]]></description><guid isPermaLink="false">521</guid><pubDate>Sun, 23 Mar 2008 11:57:17 +0000</pubDate></item><item><title>General Jam Info(read This First)</title><link>https://www.forums.dustloop.com/forums/topic/401-general-jam-inforead-this-first/</link><description><![CDATA[
<p>For the record everything that im gonna be posting is my new opinion on this character based on everything ive learned from basically travelling and playing non stop around the country for the past couple of months so please dont bring up the past because I know its different then what I use to say</p><p>
</p><p>
JAM BREAKDOWN -</p><p>
</p><p>
Pokes - Her pokes do a pretty decent job when your inside but thats the problem you gotta get in the only real reliable pokes you have is 2s and FB puff(lol) and 2s doesnt even work in a bunch of match ups. YOU HAVE TO MAKE THEM SCARED TO HIT A BUTTON if you cant do this then most likely your going to get poked to death and eat counter hits left and right and then you just have to basically run around and random them out</p><p>
</p><p>
Pressure/Lockdown - If they dont have the fear inside them the lockdown/pressure game is weak as hell because you basically have to fear them hitting a button while your trying to get some form of offense started. If you do happen to put the fear in them then your match up is much better off because no you can abuse things like reg puffballs, 5hs with out being scared of being fded out and then mashed, throw mixups, j2k</p><p>
</p><p>
Okizeme - Besides IAD dp on wake up, and the corner choujin gimmicks she has nothing that is specifically used on peoples wake up</p><p>
</p><p>
Air to Ground - If they go for an anti air your pretty much dead the only thing you have is 2k because it delays you in the air a bit</p><p>
</p><p>
Ground to Air - Umm she has a bunch of things that can be used but everything is character specific as hell and has to be spaced and timed perfectly also she has parry so I guess once you learn her she has decent anti air game</p><p>
</p><p>
Defense - less then average defense she has IB - Parry, and I guess you can mash out some quick pokes in gaps if you want</p><p>
</p><p>
Overall - Jam....unfortunately is an ok character who would have horrible match ups across the board but she was blessed with fast speed, big damage, and alot of gimmicks so basically you gotta outsmart your opponent(notice I didnt say outplay)</p><p>
</p><p>
</p><p>
MATCH UPS - </p><p>
</p><p>
6.0 - 4.0 : Dizzy, I-no, Johnny, Bridget, Anji</p><p>
5.5 - 4.5 : Millia, Zappa, Ky, Venom, Axl</p><p>
5.0 - 5.0 : Jam, Robo, Sol, May, Chipp, ABA</p><p>
4.5 - 5.5 : Baiken, Pot, Eddie, Testament</p><p>
4.0 - 6.0 : Faust, HOS, Slayer</p><p>
</p><p>
Anyway for the match ups im gonna be breaking it down into different parts</p><p>
</p><p>
<strong>Opening:</strong></p><p>
<strong>Okizeme:</strong></p><p>
<strong>Punishes:</strong></p><p>
<strong>Counters:</strong></p><p>
<strong>Anti Airing:</strong></p><p>
<strong>Their Strategy:</strong></p><p>
<strong>Your Strategy:</strong></p><p>
<strong>Combos:</strong></p><p>
</p><p>
Zoning/Spacing im not even gonna mention because its always the same you dont have range dont be inside theirs unless you planning to do something</p>
]]></description><guid isPermaLink="false">401</guid><pubDate>Sun, 27 Jan 2008 23:07:57 +0000</pubDate></item><item><title>The Old Jam Stuff Thread (XX, #R, Slash)</title><link>https://www.forums.dustloop.com/forums/topic/143-the-old-jam-stuff-thread-xx-r-slash/</link><description><![CDATA[
<p>Anything that has to do with the old games post here dont make a new thread asking about an old XX combo video or something just do that here</p><p>
</p><p>
Jam XX basic combos, frame data, and more random stuff</p><p>
</p><p>
<a href="" rel="external nofollow">http://web.archive.org/web/20050309015912/www.gamecombos.com/games/ggxx/char/jam/jam-com.html</a></p>
]]></description><guid isPermaLink="false">143</guid><pubDate>Thu, 28 Jun 2007 17:48:47 +0000</pubDate></item></channel></rss>
