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<rss version="2.0"><channel><title>Jam Kuradoberi&#x200E; Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/19-jam-kuradoberi%E2%80%8E/</link><description>Jam Kuradoberi&#x200E; Latest Topics</description><language>en</language><item><title>Jam guide question</title><link>https://www.forums.dustloop.com/forums/topic/12835-jam-guide-question/</link><description><![CDATA[
<p>
	I'm fairly new to guilty gear, been playing for about 2-3 months now and I was wondering what info from this guide is invalid due to the the +R changes.
</p>
<iframe data-embedcontent="" frameborder="0" src="https://www.forums.dustloop.com/index.php?/forums/topic/5117-ggac-complete-jam-guide/&amp;do=embed"></iframe>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12835</guid><pubDate>Sun, 10 Jul 2016 23:14:39 +0000</pubDate></item><item><title>[GGACR] Jam Combo Discussion and Posting Thread</title><link>https://www.forums.dustloop.com/forums/topic/6659-ggacr-jam-combo-discussion-and-posting-thread/</link><description><![CDATA[
<p>This is the thread for discussing Jam combo theory and finding new combos for the new release of GGACR. Post how to deal with character specific weights and hitboxes, new combo routes you may find, and anything else you can think of that can go in this thread. <strong>See next post for list of BnBs and Hitconfirms.</strong></p><p>
</p><p>
---</p><p>
</p><p>
Her old routes to get to wall loop really don't work since FBPB isn't wallstick anymore. Anything that was ryujin -&gt; charged ryujin still works, but D Ryujin doesn't have nearly as much untechable time so if they're really high up it doesn't work.</p><p>
</p><p>
Wall loops are harder to do it feels. You have to be a lot more consistent and tight with your inputs. How you do your loop also depends on what cards you have.</p><p>
</p><p>
Basic 3 card loop from starting position I've found is like:</p><p>
</p><p>
cS fS 236D land 6H H dash 5K 2H(1) 6H H dash 5K 2H(1) 6H 236K 214D cS 2H(1) 623D</p><p>
</p><p>
Works on everyone but Chipp and A.B.A. I've found so far. Faust also needs to be lower on the wall after ryujin to pick him up with 6H. Chipp you drop a rep of the Wall Loop and just go to 236K 214D etc (It still does more damage than on anyone else, RIP Chipp). </p><p>
</p><p>
ABA specific:</p><p>
</p><p>
cS fS 236D land 6H cS 2H(1) 6H H dash 5K 2H(1) 6H 236K 214D  cS 2H(1) 623D (Does about 200 damage on ABA and still gets knockdown so it's still good).</p><p>
</p><p>
You can only do the 236D 6H if they land somewhat low on the wall. It's a LOT higher than you'd think it would be, you basically land then IMMEDIATELY do 6H and your hitbox basically hits the bottom of their hurtbox and you get your bounce and do shit. If they're higher than that you can do sjc jS jH 236K 214D land cS 623D for not nearly as much damage but workable. </p><p>
</p><p>
Without cards you should just be doing her old shit into knockdown/charge card. Sending them high in the air and doing 22D is workable.</p><p>
</p><p>
There's some new stuff out there for sure using 6H ground bounce/special cancel but I don't know if it's optimal...</p><p>
</p><p>
Crossup 236SH is now comboable if you use a D Ryujin. </p><p>
</p><p>
Video of "General BnB with low wall stick":</p><p>
</p><p>
</p><p>
</p><div class="ipsEmbeddedVideo " contenteditable="false"><div><iframe width="480" height="270" src="https://www.youtube.com/embed/hZ3szfbhdm8?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div><p>
</p><p>
Getting the dashes are very important since if you don't get close enough on the first one you won't be able to get the third rep. Some characters like the Sols or Justice a third rep is needed otherwise they're not falling fast enough and they magically make the 236K whiff (magic).</p><p>
</p><p>
---</p><p>
</p><p>
Some hitconfirming character specific notes...</p><p>
</p><p>
2D 236K 236D still works on May and Millia</p><p>
</p><p>
2D 236D <strong>DOES NOT</strong> work on Ky, Robo-Ky, Dizzy, Venom and ABA. Maybe more, I'll test. You'll still need to do 2D 236SK 236D like the old days.</p><p>
</p><p>
6H H 236D <strong>DOES NOT</strong> work some characters, like Eddie. I'll have to test more. 6H 236D is still available though.</p>
]]></description><guid isPermaLink="false">6659</guid><pubDate>Sun, 18 Aug 2013 23:58:11 +0000</pubDate></item><item><title>Jam Questions and Critique Thread</title><link>https://www.forums.dustloop.com/forums/topic/46-jam-questions-and-critique-thread/</link><description><![CDATA[
<p>I was thinking of writing up a frequenly asked questions thread on jam but I have no idea what to write in it since there is no activity on these forums there are no faq's. So a Q&amp;A intead.

Ask any questions you have about Jam here.</p>
]]></description><guid isPermaLink="false">46</guid><pubDate>Mon, 02 Oct 2006 07:20:30 +0000</pubDate></item><item><title>[GGACR] Jam ACR Changes and Discussion Thread</title><link>https://www.forums.dustloop.com/forums/topic/5037-ggacr-jam-acr-changes-and-discussion-thread/</link><description><![CDATA[
<p>Figured we may as well have a thread to discuss her changes in ACR as of the current loketest. Otherwise this thread will be updated whenever the new loketest comes out.</p><p>
</p><p>
<strong>[Final Change Log in GGAC+R]</strong></p><p>
</p><p>
+ : All charged kicks can now be used at any time (assuming you have the proper card), by pressing the D button rather than the K for the kick's input. 236D will give you a charged Ryujin, etc.</p><p>
+ : 6H is now special cancellable, can combo into charged Ryujin and other specials for newer combos and big damage. Groundbounces on air hit.</p><p>
+ : 6HH is now cancellable into charging cards/charged kicks.</p><p>
+ : Mawarikomi (236S~P) now has strike invulnerability on frames 1-4.</p><p>
+ : Ashibarai (236S~K) is now cancellable into charging cards/charged kicks.</p><p>
+ : Charged DP is now 3F startup, air blockable, forces prorate. </p><p>
+ : FBPB no longer wallsticks, but has more invul and is cancellable into charging a card/charged kicks.</p><p>
+ : Orb super has reduced recovery (9f down from 17f), knocks them away and knocks them down, don't lose tension if you get hit before super flash.</p><p>
+ : 100 Fists super is now 7F + 1F startup from 7F + 28F startup. No word on changing damage or tension cost though.</p><p>
+ : 6H H Followup knocks them farther away than before on block.</p><p>
+ : New move: 3HS. 8f Landing recovery (sounds like her old 6H)</p><p>
+ : Can cancel 236S~K into 22X</p><p>
+ : 22K/S/H charges down to 53F from 57F.</p><p>
+ : 22D charge to 50F from 64F.</p><p>
+ : Last hit of charged Kenroukaku launches, increased untech time to 90F</p><p>
+ : 22D gives one of every card</p><p>
</p><p>
+/- : Change trajectory, proration, and the CH wall-stick properties of charged Ryujin.</p><p>
+/- : 2H now floats lower on hit.</p><p>
+/- : 236S~K now knocks down instead of stagger.</p><p>
+/- : Can't use the K button to use charged kicks anymore, must use the D button</p><p>
</p><p>
- : FBPB no longer causes wall stick.</p><p>
- : 5K prorate to 80% from 90%</p><p>
- : 6H now is GB +10, was GB +20.</p><p>
- : 2H Untech time to 22f from 25f</p><p>
- : Ryujin can be air guarded, no FD needed</p><p>
- : Gekirin hitbox around her foot slightly smaller, crossing up is MUCH harder now.</p><p>
- : DAA recovery now 16F, was 12F</p><p>
- : 6H is +3 now, down from +5 in AC</p><p>
</p><p>
Shoutouts to St1ckBuG for translating some of them on his twitter, along with Shinjin for translating the .pdf. Shoutouts to anyone else who posted vids/info.</p><p>
</p><p>
Overall I'd say Jam didn't really shift much. According to Ogawa right now she's one of the strongest characters, very good and solid before she gets any cards, and once she has 25 meter + knockdown she can go for 22D and just becomes better in every way. She might have lost a bit of abare? But once you get the cards it sounds like her damage is just as high and easy to get as it was, if not better. And her cards are really easy to get now, and since they're faster + you can cancel into them from stuff like 6HH and FPBP you can get a little oki afterwards? Her wall loops are relatively unchanged, spend cards/meter for more damage it looks like lol. So yeah she's still kicking ass and such.</p><p>
</p><p>
As for how her matchups changed, I'm a little worried by Faust and Testament now. Testament seems to have become even stronger at zoning while sacrificing pressure, which is more of a problem for us of course. And Faust is just REALLY good now apparently, and it wasn't a fun matchup in AC. But the game's new, so who knows?</p>
]]></description><guid isPermaLink="false">5037</guid><pubDate>Sat, 02 Jun 2012 12:35:55 +0000</pubDate></item><item><title><![CDATA[[GGACR] Jam Match & Combo Video Thread]]></title><link>https://www.forums.dustloop.com/forums/topic/5667-ggacr-jam-match-combo-video-thread/</link><description><![CDATA[
<p><strong><span style="text-decoration:underline;"><span style="font-family:'Arial Black';">Jam GGACR Match Videos</span></span></strong></p><p>
</p><p>
</p><ul><li> Please use this thread to only <strong>post</strong> Jam match videos and combo videos from <span style="text-decoration:underline;">Guilty Gear: Accent Core+ </span><strong><span style="text-decoration:underline;">R</span></strong>. All video discussion goes in the <a href="" rel="external nofollow">[GGACR] Jam ACR Change and Discussion Thread</a>. <br></li><li> Links to NicoNico are fine but YouTube is preferred. <br></li><li> If you're posting match videos of yourself to be critiqued, please post them in the <a href="" rel="external nofollow">Jam Questions and Critique Thread</a>.<br></li><li> If possible, please split up posted videos by <em>character</em> and <em>include a time-stamp</em>.<br><br><br><span style="text-decoration:underline;"><strong>Posting Format</strong></span><br><br><p></p><ul><li> [Original Posted Date: MM/DD/YY] vs &lt;Opponent Name&gt; &lt;Character Ball&gt; <a href="" rel="external nofollow">YouTube Link</a> (Player Name)<br></li></ul></li></ul>]]></description><guid isPermaLink="false">5667</guid><pubDate>Fri, 21 Sep 2012 01:18:26 +0000</pubDate></item><item><title>Parry v. Mawaru</title><link>https://www.forums.dustloop.com/forums/topic/6179-parry-v-mawaru/</link><description><![CDATA[
<p>Okay so I've done some testing of this and while by no means is this the definitive be-all end-all word on this option, hopefully it'll help sort out some ideas for newbies and get discussion from veteran players going. So here goes; my findings on parrying the second hit of Eddie's Mawaru during his pressure and what you can do to counterattack.</p><p>
</p><p>
This is assuming you know the basic idea behind Eddie's pressure/blockstring/mixup/whatever you want to call it. Essentially Eddie wants to make you block, usually with a move with a lot of blockstun like 6H, then he's gonna summon little Eddie and use Mawaru and 5K/6K/Command Throw to mix you up and just repeat the process till you get hit or he burns meter going for an unblockable.</p><p>
</p><p>
The catch is that Mawaru isn't completely airtight. Most characters can just IB the first hit and backdash out; actually Jam can do this too, but since Mawaru isn't a low she can also block the first hit and parry the second. IBing the first hit isn't even necessary, but it really does help make it easier. Basically your inputs should be 4 5 4 6 during Mawaru. And because parry works the way it does, you can counterattack him.</p><p>
</p><p>
The hard part is determining WHAT to counterattack with. Because little Eddie's hitstop doesn't affect the actual character Eddie, you're still not really gonna be able to do whatever you want. But it does reduce the hitstop you'll be in and negate blockstun, so you can hit him back. The problem is now you're gonna have to guess if he's going high/low/throw instead of just reacting to his actual pressure like if you had just blocked.</p><p>
</p><p>
Low is the biggest problem here, Eddie's 5K hits low and probably has about the same range as Jam's 5K, if not more. The big thing you have going for you is that his 5K takes twice as long to start up as yours. If you do parry -&gt; 5K you can 80% of the time trade with him, hitting Eddie and getting an unsummon, resetting the match back to neutral. 10% of the time you'll get a CH on him, and if you're really good you can hitconfirm that into a combo, and the other 10% of the time he'll CH you and now you're just taking damage.</p><p>
</p><p>
If you're far enough away though when he does Mawaru you can do Parry -&gt; 6H and use your lower body invul to ALWAYS get a really strong CH on him and hitconfirm into a f.S TK Ryujin, completely reversing the match. It's also probably best to do this if you're really close, because parry -&gt; 6H when you're in grab range will beat anything he decides to do.</p><p>
</p><p>
The problem is neither of these options are very good if he does 6K, the overhead. 5K's hitbox isn't good against his 6K, and Jam's 6H is just way too slow to hit him before it comes out. The best thing I've found you can do is Parry -&gt; 2S. Even if you trade you'll still have enough time to sweep and at least get knockdown if not a combo. The disadvantage being of course, 2S will lose to his 5K no matter what.</p><p>
</p><p>
Finally if Eddie goes for his command grab, well you should be doing Parry -&gt; 6H anyway because you'll be really close to him, but really any of Jam's pokes will beat him out since he has to guess that you're not gonna parry and wait for you to come out of blockstun. He can guess that you're going to parry and do it early but that's why you 6H, right? Really if you catch him a few times with the parry Eddie should be too scared to go for the command grab unless he's feeling really ballsy.</p><p>
</p><p>
There is ONE universal option you can do that will beat out anything he does, and that's Parry -&gt; Gold Burst and then you get 100 meter and knock him down and you get to laugh at the Eddie player.</p><p>
The caveat to all of this is if the Eddie player is actually good and puts in a 2P in between the Mawaru hits you'll just get bodied and feel stupid for trying to be cool.</p>
]]></description><guid isPermaLink="false">6179</guid><pubDate>Fri, 15 Mar 2013 22:13:54 +0000</pubDate></item><item><title>[GGAC] Jam Combo Videos</title><link>https://www.forums.dustloop.com/forums/topic/616-ggac-jam-combo-videos/</link><description><![CDATA[
<p>Why is it that Jam doesn't have a combo vid spot under her name? Anyway I have trouble finding new and interesting combo vids to keep me amazed so hopefully some of you guys (especially Flash) should know your way around the combo vid network and be of great help to post up Jam's amazing talent. This is just a starting point for everyone who wants to see some hot Jammage and should inspire newcomers and veterans alike to pursue great strides with our favorite cook.</p><p>
</p><p>
</p><p>
Now let's start the show <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"></p><p>
</p><p>
Just found this one featuring our very own Hideki and........ I'm shocked at his high level of skill: <a href="" rel="external nofollow">http://www.youtube.com/watch?v=SYe52gG97io</a></p><p>
</p><p>
</p><p>
Edit: (Yeah I know I screwed up on the title my mistake)</p>
]]></description><guid isPermaLink="false">616</guid><pubDate>Mon, 05 May 2008 15:52:43 +0000</pubDate></item><item><title>[GGAC] Complete Jam Guide</title><link>https://www.forums.dustloop.com/forums/topic/5117-ggac-complete-jam-guide/</link><description><![CDATA[
<p><span style="font-family:'arial black';">[GG:AC]</span> <span style="font-family:'arial black';">J</span><span style="font-family:'arial black';">am Kuradoberi (</span>蔵土縁 紗夢<span style="font-family:'arial black';">)</span></p><p>
<span style="font-family:'arial black';">Complete Guide</span></p><p>
</p><p>
<a href="" rel="external nofollow">Guilty Gear Notation and Terminology</a></p><p>
<a href="" rel="external nofollow">GGAC Wiki</a></p><p>
<a href="" rel="external nofollow">GGAC System Data Table</a></p><p>
<a href="" rel="external nofollow">Jam Wiki Page</a></p><p>
<a href="" rel="external nofollow">Jam Frame Data &amp; Gatling Chart</a></p><p>
<a href="" rel="external nofollow">Jam Alternate Color Chart</a></p><p>
</p><p>
<strong><span style="text-decoration:underline;">[1.0] General Overview</span></strong></p><p><strong><span style="text-decoration:underline;">
</span></strong></p><p>
Jam is a rush-down character archetype. Once in she can scare the opponent with staggers, tick-throws, high-low and which-way mix-up. She has good normals, abare, and damage, but she can have a hard time <em>getting in</em> against certain characters. </p><p>
</p><p>
To describe her gameplay simply: she’s a mix between free-form rush-down and random. She requires that you flow through your options freely while not being too predictable (though this could be said for a lot of the cast). What makes Jam scary is her ability to be unpredictable while at the same time preserving above average abare and damage. A lot of the time her randomness must be respected (because it can be scary), which is why some players will call her “brain-dead”. </p><p>
</p><p>
Playing Jam is not rocket science: she is a fast character with good normals and specials, so her game-play revolves around a good understanding of spacing. The difficulty playing her relies on how good you are at hit-confirming and how fast your hands are (read: execution).</p><p>
</p><p><span style="text-decoration:underline;">
</span><strong><span style="text-decoration:underline;">[1.1] Important Values</span></strong></p><p><strong><span style="text-decoration:underline;">
</span></strong></p><p>
</p><ul><li>Guts Rating: 3 [Average]<br></li><li>Defense Modifier: x 1.06 [below Average]<br></li><li>Stun Resistance: 65 [Average]<br></li><li>Movement Options: 1 Double Jump, 1 Air Dash, Run-Type Dash<br><br><br><strong><span style="text-decoration:underline;">[1.2] Strengths</span></strong><br><br><ul><li>Strong normals that lead to either average or above average damage with hard knockdown <br></li><li>Good abare <br></li><li>Fast movement <br></li><li>Only character with a parry <br></li></ul><p></p><p>
</p><p><span style="text-decoration:underline;">
</span><strong><span style="text-decoration:underline;">[1.3] Weaknesses</span></strong></p><p><strong><span style="text-decoration:underline;">
</span></strong></p><p>
</p><p>
[*]Very floaty, usually allowing for character specific combos (read: more damage done to you) </p><p>
[*]Lower than average defense </p><p>
[*]Short range normals </p><p>
[*]Without tension or charges she can have a hard time dealing with heavy zoning match-ups </p><p>
</p><p></p></li></ul>]]></description><guid isPermaLink="false">5117</guid><pubDate>Thu, 28 Jun 2012 19:23:58 +0000</pubDate></item><item><title>[GGAC] Jam Match Videos</title><link>https://www.forums.dustloop.com/forums/topic/523-ggac-jam-match-videos/</link><description><![CDATA[
<p>So I decided to start this thread because I can't seem to find any definitive source for match videos with jam. so post up!<img src="https://www.forums.dustloop.com/uploads/emoticons/default_wink.gif" alt=";)"> 
If there are sources please share your channels,sites etc.</p>
]]></description><guid isPermaLink="false">523</guid><pubDate>Sun, 23 Mar 2008 23:24:17 +0000</pubDate></item><item><title>[GGAC] Jam Match-up Thread</title><link>https://www.forums.dustloop.com/forums/topic/142-ggac-jam-match-up-thread/</link><description><![CDATA[
<p>Ok this is the match up thread not the "OMG JAM IS AWESOME I LOVE HER" thread lol

Before anything 

The match ups ratios (IN MY OPINION)

6.5 - 3.5 : Anji, Axl, Johnny, Bridget, Anji
6.0 - 4.0 : Ky, Chipp, Dizzy, Zappa, I-no, Venom
5.5 - 4.5 : May, Millia, Robo, Testament
5.0 - 5.0 : Jam, Eddie, Pot
4.5 - 5.5 : Slayer, Sol, Baiken
4.0 - 6.0 : Faust, HOS

I personally believe Jam has no real style it all depends on the person playing her. Jam isnt like the rest of the cast who once they get started everything is the same once they get the first hit. Everything she does is situational so you basically gotta freestlye everything on teh spot IMO to get the best results.

A couple of known Jam players

1) KA2 Jam - Runaway/Mixup Jam damage comes from taking advantage of mistakes, players chasing him, and really advanced mixups
2) Mike Jam - RUSH THAT MOTHERFUCKER really fast, advanced mixups, really good reactiontime
3) Hamasho Jam(you might not know him) - Patient as hell doesnt do much but throw a few attacks here and there waiting for the right spot
4) FlashMetroid Jam - A mixture of the first 3 but with a huge focus on counter hits more than anything


General Notes - 

- Burst Cancel can save your life I use it ALL THE TIME learn it
- Your a Pixie character so whatever you go for make sure you do it fast
- 6HS is the ultimate grab bait free CH


LOOPING - 

PERSONALLY TESTED (All loops were started off a corner 236S, HS)


Combo A (THE WHOLE CAST EXCEPT FAUST, SOL, CHIPP, HOS) - 

Dash in 2HS(1 Hit), 6HS, HS, Dash in 2HS(2 Hit), 6HS, HS, Dash in 5K, 2HS(1 Hit), 6HS, HS


Combo B (Anji, Slayer, Eddie, Johnny, Zappa, Millia, May, Potemkin, Testament, I-no, Baiken, Bridget) - 

Dash in 2HS(1 Hit), 6HS, HS x 3


Combo C (Anji, Slayer, Eddie, Johnny, Zappa, May, Potemkin, Testament, I-no, Baiken, Bridget, Axl, Chipp, Faust) - 

Dash in 2HS(1 Hit), 6HS, HS, [Dash in 2HS(2 Hit), 6HS, HS] x 2


Combo D (THE WHOLE CAST EXCEPT MAY, BAIKEN, BRIDGET, CHIPP, DIZZY, FAUST) - 

Dash in 2HS(1 Hit), 6HS, HS, [Dash in 5K, 2HS(2 Hit), 6HS, HS] x 2


Notes - 

- The reason I even mentioned combos BCD so you could know what works on who so you could get max damage in a high gaurd situation using FB puffballs

- Combo D is the only loop that works on Sol and HOS

- Combo C is the only loop that works on Faust and Chipp

- In a reg gaurd bar situation combo A is the most damaging but it doesnt matter all loops do a shit load of damage not that much of a difference


Jam vs Potemkin

First thing im gonna say in this match is that its pretty damn good match but you can still get fucked up if you go to sleep for one second heh. First thing im gonna say is something that pots love to use for some reason J.D this move is complete trash in this match up if you see the pot use this move what you do is very simple you jump straight at him and J.Sx2 the first slash will clash with it and the 2nd one will CH hit him for free a free combo. Anyway in this match up you pretty much just wait for him to give you an opening or do something stupid like jump or the ground stomp(im not a nerd who remembers the names of moves lol sorry). Im a huge fan of meaty 5.K on their wake up for 2 reasons 1) it pins him down so you can get started 2) its absolutely unstoppable by Pot(in every game of GG not just AC) when you go for a meaty K he has 3 options wake up super/block it/take it. If he does wake up super you recover fast enough to parry it and punish him anyway so he just wasted his time and bar. He cant anti air you with 6p if you cross up him up but he can air grab you so he pretty much has to guess what your gonna do so try to play alittle fast and do alot of fake outs and eventually the potemkin will realize its just to risky to choose between air grab and 6p so he will most likely just block lol. Besides those couple of things you just play your reg jam and you shouldnt have a real problem with him.

Notes - 

- Random TK Ryuujins hit him while standing and are unpunishable
- IAD when he tries ground stomp for a free combo
- Puffball are useless(Pots 6P will beat or clash everytime)
- Dont do an AD block string and land into a floor string unless you did a really low JHS so he cant IB PB


Jam vs Anji

This match is pretty free aswell first things first your stronger, faster, and scarier than anji lol. 2S is the ultimate poke in this match it flat out bets everything that isnt autoguard lol if he hits a button and its not an autoguard move hes gonna eat a counter hit lol. Burst cancel butterflys(shitsu?) and it gets rid of all of his dangerous mixups and hes stuck doing stupid fujin guesses which you block and punish like nothing. I personally use 5S as anti air usually something like 2HS(1 hit), 6HS and then depending on how close I am to the wall I am ill decide what to do. FB puffballs are too good if the anji is HS fujin crazy becuase it beats it pretty much clean 90% of the time. Overall this match is pretty simple there isnt really anything to say about this match up just rush that nigga down becuase he cant do anything to your pokes. One last thing a meaty 2S from anji ALWAYS goes under 623K.

Notes - 

- Anti air 5S him for FREE
- Parry the butterfly(burstcancel if you can do it)
- Watch out for Autogaurds


Jam vs Ky

This match is Jams aswell but it actually takes a bit of work your air game is basically completely shut down by 6P you can mixup it up with 2K to get the person scared to use 6P but thats something you can try out later. 2S once agian is really good poke it beats out just about every poke a good ky would use while jam is that close (2K, 5K, 6P, 2D, 2P) the only poke that really messes with jam is 5HS, 2HS but 2HS is alittle too risky and most Kys wont bother becuase if they miss they are dead heh so basically an early 5HS. His fireballs are a pain all of them and his FB dust are annoying aswell there really isnt anything you can do about them but block. Another annoying thing about this match up is your really light so usually Ky gets an extra rep for his DP loop and it makes a difference.

Notes - 

- 5S anti air agian all day
- 236S under stun edges(if you do it early enough it can lead to a free FB puff combo)
- Dont get crazy with puffballs(stun dippers beat them clean)
- Dont jump in until you know exactly what your doing
- Parry Charged stun edges(if hes running in after it you can parry the first hit and 6P him for a free combo the fireball will go through you)


Jam vs May

This match is a straight up turtle fest basically if your not attacking theres nothing she can do just 5S all her jumps ins it either wins for free or trades and then you can get a free 2HS, FB Puff. 2D, Ryujiin is deadly agianst may if you have a card ready. If hes dolphin freindly basically everything you do is gonna lose clean except parry or block lol. 2D destroys everything you have for free so watch out for it becuase 2D, DB hori dolphin is painful. What mainly do is run away and use a FB card to get 2 Ryuujin cards and then 2 hits and you win the match lol theres pretty much nothing to it but be safe and look for some openings. The most annoying thing about this match is if you get hit by a random dolphin in the air your really light so you get hit by an TENSIONLESS 80% COMBO....its retarded.

Notes - 

- Get cards quick(2D, 236K, charged 236K is too good)
- Antiair 5S all day
- Dont jump with out FD
- Dont Puffball(Reg and FB)
- Dont go for airgrabs


Jam vs Testament

This match is annoying the key to this match is PATIENCE with out this you arent gonna win plain and simple. You gotta basically just wait it out and keep trying to get in safely while dodging all the items. Once you get in your job is to stay in and watch out for foward axe beast becuase once your out then your back to square one and you dont wanna be here lol. Once your in the match becomes pretty much like any other match your pokes are all faster then his you only have 2 things to look out for 1)foward axe beast, 2) warrant(the counter). If you can look for these the match should be pretty easy once you get in 80% of the fight is getting in.

Notes - 

Getting rid of traps :

Trees - SJ over them AD back
Air Webs - j.D, j.S
Ground Webs - 5P, 5S(I dont think it works will test next time I play)
High Skull - Jump towards it, IB, AD back

- He has no real form of defense besides warrant and super....take advantage
- FB Puff goes through everything if you predict hes gonna do something go for it...free win
- 5S anti air you already know lol


Jam vs Sol

This is a simple match up zone the shit out of this character and stay on the ground your 2S beats everything he can do as long as his attack isnt already out there when you do yours. Watch out for VV and Wildthrows becuase those are painful. Sols jHS is the most annoying thing on earth theres pretty much nothing you can do about him spamming it all day you can try to trade a 2HS into a free combo off the trade but I wouldnt recommend it. If you predict the random jHS you can jS it really early but it takes alittle practice and really fast reaction.  Sol doesnt have an answer for a spaced out 2D.

Notes - 

- Watch out for VV at all times
- 6P, 2D are dangerous be careful
- 2HS anti air in this match up not 5S
- Grand Viper goes under all puffballs(and so does 2D I believe)


Jam vs Chipp

This match is stupid annoying but pretty easy becuase of the bad defense I usually play this one in the air becuase Chipps ground game is stronger than yours but he cant handle her air to air. I usually find myself running away and landing random hits when hes chasing me. Random puffballs on the floor is my bestfriend becuase if one of them hits CH its game over. The risk reward in this match is heavily in your favor so you can take risk all day IMO but if you dont feel comfortable you can just keep running away throwing random stuff so they can run into it that works also.

Notes - 

- Low defense hes gotta be scared
- 5K beats everything
- Cant anti air him only options are block or parry, grab
- IB the hit before 236S for a free parry
- 2S beats 2D clean


Jam vs Slayer

This match is CvS GG edition your cant really jump at slayer he has an answer for everything you do in the air. 6P is really dangerous it beats alot of things including puffballs and I think FB puffballs aswell. One thing thats going for you especially if you have good reflexes slayer is a slow character and is really easy to parry I personally parry all 6k mixups, random mach punches, all jump ins. other then that you just basically wait it out...oh yeah SJ AD 214K either wins or clashes with his anti airs if you spaced it right and if it clashes you can get a free 2K before you land using the clash.

Notes - 

- 6P beats Slayers Machpunches, 6HS for free
- 2S beats 2D, 6HS, 6P
- If you see the P dandy step in time you can 2S it with no worries
- The only anti air you have is jS...if you dont have enough time to jS then just parry or block


Jam vs Faust

The worst match up on earth its the most ridiculous thing on earth for starters 2K beats all puffballs including the forcebreak, he can anti air you at any angle, has long range pokes, is really short. The one thing that I truly believe saves this match up is her 6P since it beats basically all of faust ground pokes once your close enough. I usually abuse 6P, 2P frame traps since they are too good especially in this match up becuase 6P like I said beats everything he can do. A well spaced out 2K on jams wake up from faust is unstoppable the only thing that can beat it is wake up super so if you have no meter and the faust is decent you can expect him to use it everytime.

Notes - 

- 6P faust command throw for a free 236S, HS into a combo
- Dont jump at faust
- Dont Puffball
- BE PATIENT


Jam vs ABA

Heh this match up is a Joke in AC lol. At the beggining of the match I IAD back and start getting cards and she can either transform and chase me or let me gets cards and now is when the fun starts. RUN AWAY ALL DAY and go for knockdowns and grab frcs YOU ARENT TRYING TO FIGHT HER YOUR TRYING TO IK HER PLAIN AND SIMPLE. If you try to fight her you will lose most likely.

Notes - 

- 2D, IAD back is too good (its safe agianst random DPs and FB DPs)
- Parry jump ins for free
- Grab frc = 1/3 bye bye
- IK is the only thing your worried about


Jam vs I-no

Ok at evo I was lucky enough to have the chance to play yossan about 30 times in a row with no waiting at one point so I learned alot about this match up. The first thing im gonna say is this match is ATTACK OR BE ATTACKED I-no has horrible defense so you once your in her face you can have a party on her. I-nos offense is ridiculous its really hard to block the first attack is the hardest one but dont sleep after you block the first hit because the rest is still tricky just not as tricky this is the only match where I think FD is mandatory becuase you wanna space her out and jump away ASAP to take away momentum. 5S is your bestfriend when shes out range she has no choice but to eat it if she tries anything. I personally burst cancel all notes and SJ AD away or dash up 5P if shes already close enough to attack.

Notes - 

- Horrible Defense so RUSH THAT HOE
- 236S goes under horizantal CL
- Inos stroke goes under all puffballs
- Ino can Anti Air you for free
- Jam can anti air Ino for free
- Parry inos IAD vertical CL oki but watch out for the frc(you dont wanna deal with fuzzys and such)</p>
]]></description><guid isPermaLink="false">142</guid><pubDate>Thu, 28 Jun 2007 17:16:48 +0000</pubDate></item></channel></rss>
