<?xml version="1.0"?>
<rss version="2.0"><channel><title>Jam Kuradoberi Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/354-jam-kuradoberi/</link><description>Jam Kuradoberi Latest Topics</description><language>en</language><item><title>Jam Kuradoberi Video Discussion/Posting Thread</title><link>https://www.forums.dustloop.com/forums/topic/11903-jam-kuradoberi-video-discussionposting-thread/</link><description><![CDATA[
<p><strong>JAM VIDEO DATABASE:</strong></p><p>Will be added once footage becomes archived. Thanks to <a data-mentionid="38402" data-ipshover-target="http://www.dustloop.com/forums/index.php?/profile/38402-wwwkeeponrockin/&amp;do=hovercard" data-ipshover="" href="https://www.forums.dustloop.com/index.php?/profile/38402-wwwkeeponrockin/">@www.keeponrock.in</a> for creating and managing this wonderful database!</p><p><strong>JAM VIDEO DISCUSSION:</strong></p><p>Thanks to KeepOnRockin's work with the video database, posting a bunch of links in the thread and maintaining it becomes a bit extraneous. Rather than just being a thread to post videos, I'd prefer this thread to dive into in-depth discussion over a given match video. Simply link the footage, and write out a post with your overview. Novice or high level play, it doesn't matter, as long as you are able to break down and analyze what is going on at any given time. If you have a video that is not in the database, or even your own match footage, looking for advice or critique, feel free to post it here and go into it. If you want to build off of another person's analysis and provide your own commentary, that's fine too! I want this thread to foster communication and thought, to get people to really think about matches and not just the <em>how</em> things are being done, but the <em>why</em> as well.</p><p>Please <em>do not </em>post Loketest footage in this thread. We'll be seeing plenty of footage soon enough, and things may change in the final version.</p>
]]></description><guid isPermaLink="false">11903</guid><pubDate>Tue, 22 Sep 2015 21:59:08 +0000</pubDate></item><item><title>Jam Throw RC optimization</title><link>https://www.forums.dustloop.com/forums/topic/13168-jam-throw-rc-optimization/</link><description><![CDATA[
<p>
	I've been optimizing Rev 2 Jam Throw RC combos because I noticed some of the strings used <a href="https://pastebin.com/CpnUCNf7" rel="external nofollow">here</a> from the combo page on her wiki page were not working, or could be done more easily and consistently. Also some newer characters are not included in the previous page so I included some info on them as well.
</p>

<p>
	May: 5S,2H x2, Delay parry PK
</p>

<p>
	Millia and Dizzy: 5k, 2H x1
</p>

<p>
	Faust and Venom: 2S, 5K, 2H x1
</p>

<p>
	Slayer: 2K, 2H x2
</p>

<p>
	Leo: 5S, 2S, 2H x1
</p>

<p>
	Johnny (corner) : 5S, 2H x1 
</p>

<p>
	Haehyun (corner) : 5K, 2H x2
</p>

<p>
	Johnny and Haehyun were the only characters which needed different strings for the corner.
</p>

<p>
	Jam: 5S, 2H x2 Delay parry PK
</p>

<p>
	Ino: 2S, 2H x1 Delay parry PK
</p>

<p>
	Answer and Baiken: 5S 2H x2
</p>

<p>
	Due to some buffs in rev 2, Jam is able to combo parry PK from a throw without using any meter on certain characters. These characters are Potemkin, Bedman, and Haehyun (Tuner). These work anywhere on screen and leads into 236S~S~H.
</p>

<p>
	So far I wasn't able to find an easier way for Axl, so any info on landing the RC throw on him would be much appreciated.
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">13168</guid><pubDate>Mon, 05 Jun 2017 05:32:31 +0000</pubDate></item><item><title>Jam Kuradoberi General Discussion</title><link>https://www.forums.dustloop.com/forums/topic/11544-jam-kuradoberi-general-discussion/</link><description><![CDATA[
<p>Opening the general discussion thread for Jam Kuradoberi. Please feel free to talk about the character's gameplay in Xrd here, ask questions, look for matches, and anything else. Just try to keep it somewhat on-topic.</p><p>---</p><p>PRE-RELEASE NOTE: Jam's not going to be out for at least 2 weeks after Revelator drops, so for now feel free to speculate! Discussion of matchups or theoretical gameplay based on her past games is encouraged.</p>
]]></description><guid isPermaLink="false">11544</guid><pubDate>Mon, 17 Aug 2015 20:58:55 +0000</pubDate></item><item><title>Revelator combo challenges help</title><link>https://www.forums.dustloop.com/forums/topic/12913-revelator-combo-challenges-help/</link><description><![CDATA[
<p>
	I want to offer help to those who are stuck on Jam's advanced combo trials. I will list out the parts that may be trouble and what to do to get past them. I even include videos of me doing the combos for visual learners. I try to keep the execution as clean as possible, but I'm certainly no desk, so please forgive any sloppiness that may occur. Questions and corrections are welcome.
</p>

<p>
	<strong>Advanced 1</strong>
</p>

<p>
	D~6 &gt; 9 &gt; jH &gt; jH &gt; jH &gt; jH &gt; c5S &gt; 5H &gt; 2H &gt; 2D &gt; 546~PP
</p>

<p>
	<a href="https://youtu.be/rmJmD028NG8" rel="external nofollow">https://youtu.be/rmJmD028NG8</a>
</p>

<p>
	-The jHs should be inputted very quickly; stop when the combo counter is at 5 if you mash it. That should give you enough time to land and continue the rest of the combo.
</p>

<p>
	<strong>Advanced 2</strong>
</p>

<p>
	j2D &gt; rrc &gt; 66 &gt; c5S &gt; 6P &gt; c5S &gt; 5H &gt; 2H &gt; 2D &gt; 22K/S/H
</p>

<p>
	<a href="https://youtu.be/KnWAO8zhbwk" rel="external nofollow">https://youtu.be/KnWAO8zhbwk</a>
</p>

<p>
	-Do the Roman Cancel as soon as the dive kick connects. If she starts the bicycle kick, you were too slow.
</p>

<p>
	-The forward dash after should be as short as possible to keep the combo going.
</p>

<p>
	<strong>Advanced 3</strong>
</p>

<p>
	2S &gt; 2H &gt; 2D &gt; 236K &gt; rrc &gt; 236S~H &gt; 2H &gt; 546~PP
</p>

<p>
	<a href="https://youtu.be/zxuYwIYgRx8" rel="external nofollow">https://youtu.be/zxuYwIYgRx8</a>
</p>

<p>
	-Immediately start Jam's command dash into H puffball upon landing from the Roman Cancel.
</p>

<p>
	-You can't do the 2H until the puffball completely disappears from the screen.
</p>

<p>
	<strong>Advanced 4</strong>
</p>

<p>
	236K &gt; 632146H &gt; 5P &gt; c5S &gt; jc &gt; jD &gt; 236K &gt; 623K &gt; 214K
</p>

<p>
	<a href="https://youtu.be/tyBtgEGAw7w" rel="external nofollow">https://youtu.be/tyBtgEGAw7w</a>
</p>

<p>
	-The punch after super puffball has to be done within a tiny window. You can mash P a couple of times to find the window and continue the combo just fine.
</p>

<p>
	<strong>Advanced 5</strong>
</p>

<p>
	S+H (max hold) &gt; 22S &gt; 6K (1) &gt; 2H &gt; 2D &gt; 236S~K &gt; 214K
</p>

<p>
	<a href="https://youtu.be/dQGh2dXrTHA" rel="external nofollow">https://youtu.be/dQGh2dXrTHA</a>
</p>

<p>
	-If Sol flies back rather than crumples, you didn't hold the Blitz Charge long enough. Start charging a card just after the charge hits to cancel some of the recovery into the power up.
</p>

<p>
	-Linking the 6K can be tricky due to the small window. Practice getting a feel for the timing for when the card power up motion ends and Jam is back in neutral.
</p>

<p>
	-If Hamonkyaku doesn't come out, you input it a little too fast.
</p>

<p>
	<strong>Advanced 6</strong>
</p>

<p>
	j66 &gt; 623K &gt; c5S &gt; jc &gt; jS &gt; jP &gt; jS &gt; jc &gt; jS &gt; jH &gt; 236K &gt; 623K &gt; 214K
</p>

<p>
	<a href="https://youtu.be/j_8fslkBNzk" rel="external nofollow">https://youtu.be/j_8fslkBNzk</a>
</p>

<p>
	-To get the Kenroukaku to not move upward, you have to input it immediately after the air dash to change its property. If it goes up like normal, you didn't do it fast enough.
</p>

<p>
	<strong>Advanced 7</strong>
</p>

<p>
	j66 &gt; 214K &gt; 2H (1) &gt; 236S~K &gt; 236K &gt; 214K (whiff) &gt; 5S &gt; 2H (2) &gt; 236236H~P
</p>

<p>
	<a href="https://youtu.be/n9BZVUy5E6c" rel="external nofollow">https://youtu.be/n9BZVUy5E6c</a>
</p>

<p>
	-Like with advanced 6, you need to do 214K immediately after the air dash to change it's property and keep it in place. If it goes up like normal, you didn't do it fast enough.
</p>

<p>
	-If Hamonkyaku doesn't come out, you did it a little too fast.
</p>

<p>
	-The Gekirin followup can connect and the game gives credit for it, but the combo will be over right there if that happens.
</p>

<p>
	-If cS doesn't hit, you didn't do the previous moves fast enough. You have to knock Sol up high so you can slightly delay the S after landing.
</p>

<p>
	<strong>Advanced 8</strong>
</p>

<p>
	[Counter] jD (2nd hit) &gt; 44 &gt; 236S~H &gt; 6H &gt; 236K &gt; 214K &gt; 236S~S &gt; 632146S
</p>

<p>
	<a href="https://youtu.be/QnrpsMkhD2g" rel="external nofollow">https://youtu.be/QnrpsMkhD2g</a>
</p>

<p>
	-Airdash the jD, but make sure only the 2nd kick connects. If both connect, you won't get the needed wall bounce. Make sure Sol is kicked in the face to get the best possible wall bounce.
</p>

<p>
	-As soon as the kick hits, start the backdash. Then start Bakushuu into a slightly delayed Senri puffball. You need to make sure the dash and puffball get you close enough for the 6H. You can't do the 6H until the puffball disappears, BTW. If Sol lands on top of the blue puffball, you should be good here.
</p>

<p>
	-Be careful when transitioning from the 6H into Ryuujin so that you don't do Kenroukaku instead. Either quickly do the input for 6H and return to neutral for a few frames before doing 236K or you can also do 41236K from holding forward.
</p>

<p>
	-Ryuujin and lv3 Gekirin have to be done fast to knock Sol up far enough for the next part. Just slightly delay the 214K follow-up to give Sol the needed altitude (so not too fast here). Just before you land, you have to input 236S to immediately go into her command dash and puffball. You can't do the finisher until the puffball disappears and the window to link the super is pretty tight.
</p>

<p>
	<strong>Advanced 9</strong>
</p>

<p>
	6H (throw) &gt; rrc &gt; 22S &gt; 2S &gt; 5K &gt; 2H (1) &gt; 546~PK &gt; 66 &gt; 2H (1) &gt; 214K &gt; c5S &gt; 2H (1) &gt; 546~PP
</p>

<p>
	<a href="https://youtu.be/W3ChlZaS6E8" rel="external nofollow">https://youtu.be/W3ChlZaS6E8</a>
</p>

<p>
	-If Sol doesn't end up in the right spot, the kick follow-up after the parry may not come out on time. It can be rather finicky. And don't hold 6 when you parry into the punch or you will get 6P instead.
</p>

<p>
	-The 66 after the first parry is a microdash into 2H.
</p>

<p>
	-After the 214K, let Sol fall in front of Jam's face before doing c5S. This is a tight link. If you don't get it right, Sol will be too far for the 2nd parry attacks.
</p>

<p>
	<strong>Advanced 10</strong>
</p>

<p>
	[Counter] 6H &gt; 236S~H &gt; 6H &gt; 546~PK &gt; S+H (Blitz Shield Charge) &gt; 66 &gt; jD &gt; 214K &gt; 623K &gt; 236K &gt; 2P &gt; c5S &gt; 632146D
</p>

<p>
	<a href="https://youtu.be/KXBAi2PDM84" rel="external nofollow">https://youtu.be/KXBAi2PDM84</a>
</p>

<p>
	-This combo is a culmination of 8 and 9, with very tight links and a seemingly random feel to the first part due to things needing to be (almost) frame perfect throughout the combo. Get ready for a rough ride here.
</p>

<p>
	-The dash into puffball into 6H is tricky to get consistently, so practice this until you get the feel of it and Sol is on top of the puffball. Don't forget that the second 6H won't happen until the puffball disappears from the screen. Keeping him in the right position, i.e. high enough, also helps make sure the parry kick (Dowanga) comes out and knocks Sol up.
</p>

<p>
	-Hold the Blitz Charge very briefly to just barely get the charge attack. This needs to be done the instant you recover from Dowanga or Sol will tech out.
</p>

<p>
	-The 66 after the Blitz Charge is a microdash. Hold 9 immediately after to jump and do jD. Beware of traveling up too high to deliver the kicks or Gekirin will come out super fast and you fall right to the floor for some reason.
</p>

<p>
	-The kick specials need to be delayed to prevent Jam from crossing Sol up. Do them at the end of the previous attack, but don't wait too long or Jam will fall to the floor. These are kinda tight here. The first one (Gekirin) should be during the second kick on the jD. The 2nd (Kenroukaku) should be delayed where Jam has finished the axe kick and she's falling to the floor; if done right, Jam will climb back up with her kicks and attack Sol. The last one (Ryuujin) should be done when the Kenroukaku is finishing its last kicks and looks like a big blue orb. Jam will drop slightly and automatically do the dragon kick without crossing up Sol, keeping him in the corner.
</p>

<p>
	-Slight delay before inputting 2P so that Sol lands on the punch as low to the ground as possible, then do c5S and immediately go into the finisher. Another very tight sequence here.
</p>

<p>
	-Start the motion for the Burst Overdrive when doing the c5S, i.e. 6S32146D to help it chain. You only have a tiny window of untech time to pull this off, so be fast.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	I highly encourage others to make guides for the other character combo challenges.
</p>

<p>
	<em>Shoutouts:</em> Numakie for providing a tip I missed for Advanced 8 and streaming his run through Jam's trials.
</p>
]]></description><guid isPermaLink="false">12913</guid><pubDate>Sat, 06 Aug 2016 06:40:44 +0000</pubDate></item><item><title>Jam Kuradoberi Parry Guide and Discussion</title><link>https://www.forums.dustloop.com/forums/topic/11994-jam-kuradoberi-parry-guide-and-discussion/</link><description><![CDATA[
<p>The purpose of this thread is to explain and find new information regarding Jam's parry in Xrd. It's very different from the older games, being a true special move and having a followup, along with quite a few other notable mechanics that are very important to her gameplay, but are not inherently obvious. <em>As Xrd Revelator is still in Japan only, this information is untested and relies on information from players in Japan. Please post any new information regarding Jam's parry that is found here.</em></p><p><strong>PARRYING</strong></p><p>Parrying is done by a 46 input. However, players have found that holding 4 and pressing 6 during blockstrings does not give her a parry. In which case, they have said it's better to think of it as a 546 input. So it should feel similar to AC/ACR parry. Because it is not a 546 input however, it does lead to Parries coming out even when doing dash brake, if you don't dash brake with [1] rather than [4], along with other small maneuvers. So that's something to keep in mind.</p><p><strong>FOLLOW-UP</strong></p><p>After inputting 46, Jam can press the P button to unleash a 4-Frame punch that leads to a lot of hitstun on counter hit. She can do this regardless if the parry catches an attack or not; it is also the only attack she can directly do out of a parry. Afterwards, she can either press the P or K button for different attacks. 46PP is similar to her AC 6HH, without wallstick, but giving her hard knockdown in most situations. It also will work regardless if 46P counter hits or not. 46PK is a slow upwards axe kick that launches the opponent straight upwards for combos. However, 46PK will ONLY combo if 46P was a counterhit.</p><p>It's also important to note that 46P does NOT autocorrect if you parry a move that crosses up; Jam will attack the wrong way as the opponent lands behind her. In addition, 46P is heavily unsafe on block, being very easy to punish. To make up for this, she can still do 46PP or 46PK even on block, with 46PK being only -4, but the startup on the K followup is so great that she can be hit out of it between the blocked 46P and the K followup. Jam can fish for a CH with 46PP or try to be safe with 46PK, but it's rather obvious that you'd not want to be in this situation to start.</p><p><strong>THE ANIMATION</strong></p><p>After inputting 46, Jam will catch all mid and high attacks for 8 frames. During this time, she cannot tech throws and cannot block low at all. On frame 9, she is able to cancel into the P followup, but if the player chooses to not press the P button afterwards, she is in the animation for another 24 frames.</p><p><strong>TWO DIFFERENT VERSIONS</strong></p><p>This is where Jam's parry gets a bit confusing. Because she can attack with the followup even when Parry does not catch anything, and she can special cancel into it, she actually has two different versions of the 46 Parry. The cases are:</p><p>   -46 from neutral</p><p>   -46 as a special cancel from an attack</p><p>The latter case is easier to understand: After pressing 46, Jam will catch mids and highs for frames 1-8, and on frame 9-24 she can follow-up into the P attack. Jam has no other options in this scenario.</p><p>When parrying from neutral, such as IBing an attack and parrying their next strike, gets a bit more interesting. Again, Jam will catch mids and highs for frames 1-8, but she has several options on frame 9:</p><p>   -P followup</p><p>   -Move right/left</p><p>   -Crouch</p><p>   -FD</p><p>It is important to note however, that while she can FD on frame 9, simply doing 46 FD P will <em>still </em>result in a P followup from the parry. However, this means that while parrying may seem to have a large whiff animation, it is only during the frames where she can catch an attack that she is truly defenseless to lows and throws. On frame 9 she becomes able to move, jump, or block low if needed.</p><p><strong>IN SUMMARY</strong></p><p><strong>   </strong>-Parry is done as a 46 input, but you can't hold 4 and press 6 out of a blockstring.</p><p>   -After inputting 46, Jam catches mids and highs for the next 8 frames. On frame 9, she can followup.</p><p>   -The only attack she can do out of it is a special move, that she can then cancel into one of two other special moves. She can do this regardless if she catches an attack or not.</p><p>   -46PP is hard knockdown, 46PK sets up combos. 46PK ONLY works on Counter Hit or Air Hit</p><p>   -46P is unsafe against crossups and safejumps. 46PK is safer on block, but can be hit in between the attacks.</p><p>   -If she special cancels into a Parry, she can ONLY do 46P.</p><p>   -If she does Parry in any other situation, she is able to move, crouch, jump, FD, or go into 46P starting on frame 9.</p><p> </p><p>More information is being dug up on this move and I'll add to this post as it is found. Please use this thread for any official news of parry uses, or situations in which it is useful. It's very different from the GGXX series, so please assume nothing will work in a similar way.</p>
]]></description><guid isPermaLink="false">11994</guid><pubDate>Sat, 10 Oct 2015 23:32:56 +0000</pubDate></item><item><title>Miscellaneous Jam Frame Data Things</title><link>https://www.forums.dustloop.com/forums/topic/12814-miscellaneous-jam-frame-data-things/</link><description><![CDATA[
<p>
	I've amassed quite a collection of frame data and I figure I should put it in a single, nonvolatile place, rather than in Tweets and Discord chat.
</p>

<p>
	Frame advantage on ... &gt; 2D &gt; Card:
</p>

<p>
	<a href="https://drive.google.com/open?id=1WoiLLuDBMvbslKJCqjf_2XC_xrleG0aKMYf8pUdKi3M" rel="external nofollow">https://drive.google.com/open?id=1WoiLLuDBMvbslKJCqjf_2XC_xrleG0aKMYf8pUdKi3M</a><br /><span style="line-height:1.6;">This </span><a href="http://sp.ch.nicovideo.jp/sirna/blomaga/ar1038963" rel="external nofollow" style="line-height:1.6;background-color:rgb(255,255,255);">JP wiki</a><span style="line-height:1.6;"> says to use うつ伏せ起き上がり (facedown wakeup) timing from </span><a href="http://mayjunkie.web.fc2.com/system_REVELATOR_0401.pdf" rel="external nofollow" style="line-height:1.6;background-color:rgb(255,255,255);">http://mayjunkie.web.fc2.com/system_REVELATOR_0401.pdf</a><span style="line-height:1.6;"> and subtract 40 from it, but it doesn't take into account the different amount of airborne frames after 2D varying on weight, so my data is correct here. Doing ... &gt; 2D &gt; Card &gt; YRC adds 13f more advantage.</span>
</p>

<p>
	 
</p>

<p>
	Parry Input Window:
</p>

<p>
	<a href="https://drive.google.com/open?id=1eduMfu_uvGwkeodSMjyoGCwHLawRisH3t_KKUPGrwTo" rel="external nofollow">https://drive.google.com/open?id=1eduMfu_uvGwkeodSMjyoGCwHLawRisH3t_KKUPGrwTo</a><br />
	TL;DR: You have an 11 frame window after inputting 4 to input a 6 and get a parry. As in, if frame 1 is when the 4 is input, inputting 6 on frame 12 or earlier will result in a parry, and any later will not. During this window, any 1/2/3 input will not allow you to parry with that 4 input anymore.
</p>

<p>
	 
</p>

<p>
	Gekirin Numbers:
</p>

<p>
	Gekirin's listed startup does not tell the whole story, as it does not generally connect with the opponent on the first active frame. Particularly, when the opponent is crouching, the effective startup will increase by a few frames.<br />
	Gekirin numbers: <a href="https://drive.google.com/open?id=10e-AxVDgdfo9Dpq3fUZ3IF0oDhidB5iE_i0_r7j8wsY" rel="external nofollow">https://drive.google.com/open?id=10e-AxVDgdfo9Dpq3fUZ3IF0oDhidB5iE_i0_r7j8wsY</a><br />
	Bakushuu~Ashibarai &gt; Gekirin numbers: <a href="https://drive.google.com/open?id=1EhUBU_BZW4TXt_0r84aM5aC_IhNrExERQzj5vDv9tU0" rel="external nofollow">https://drive.google.com/open?id=1EhUBU_BZW4TXt_0r84aM5aC_IhNrExERQzj5vDv9tU0</a><br />
	Bakushuu~Ashibarai (kara) &gt; Gekirin numbers: <a href="https://drive.google.com/open?id=1cqrIofyALF7PRHBUraukSrhEeAtLERPoOH-Rbe_KIbw" rel="external nofollow">https://drive.google.com/open?id=1cqrIofyALF7PRHBUraukSrhEeAtLERPoOH-Rbe_KIbw</a>
</p>

<p>
	 
</p>

<p>
	Window for Ashibarai (kara) &gt; Gekirin:
</p>

<p>
	By inputting any special kick quick enough, you can cancel Ashibarai before it becomes active. While this is applicable with any kick (236K, 623K, 214K), Gekirin is cool because it feints low and goes high:<br /><a href="https://drive.google.com/open?id=1hmctkDZ6dgLhwfJ4ezLnPUjKRmgwpdKrkqQ94AJSLSY" rel="external nofollow">https://drive.google.com/open?id=1hmctkDZ6dgLhwfJ4ezLnPUjKRmgwpdKrkqQ94AJSLSY</a><br />
	TL;DR: Ashibarai has 8f startup and inputting 214K on frames 6-8 (3f window) will Gekirin before Ashibarai can come out. I don't think any inputs before then will actually count.
</p>

<p>
	 
</p>

<p>
	IAD Kick Windows:
</p>

<p>
	Jam's 3 kick specials have special properties when done during an airdash. Essentially every kick goes more down than up. There are more subtleties, but I don't feel them worth particularly explaining here because I assume most people reading this already have a decent understanding of IAD kicks. Note that the airdash does not need to be an instant airdash; we just use IAD because it's less letters, as far as I can tell.<br />
	Jam has 3 frames of jump startup, and can't act on the first airborne frame. She can't airdash until the 3rd airborne frame and can't act out of airdash until the 6th airdash frame.
</p>

<p>
	On forward airdash, if the first airdash frame is frame 1, Kenroukaku must be input by frame 12 to get the IAD version. Gekirin and Ryuujin must be input by frame 17.<br />
	On air backdash, if the first air backdahs frame is frame 1, Kenroukaku must be input by frame 9. Gekirin and Ryuujin must be input by frame 13.
</p>

<p>
	IAD DP is like -12 on block btw
</p>

<p>
	 
</p>

<p>
	Gekirin Frame (Dis)Advantage:
</p>

<p>
	Numbers here are done on Sol.
</p>

<p>
	214K: -9<br />
	c.214K: -6<br />
	2147K: -10<br />
	c.2147K: -11<br />
	IAD 214K: -1<br />
	IAD c.214K: -3<br />
	236SK &gt; 214K: -10<br />
	236SK &gt; c.214K: -6
</p>

<p>
	 
</p>

<p>
	46P Followup Frame Gap:
</p>

<p>
	I don't remember when I tested this because the numbers don't add up for me but...<br />
	46PP leaves a 1f gap (5f when 46P is IBed)<br />
	46PK leaves a 14f gap
</p>

<p>
	 
</p>

<p>
	And with that, I think I have posted every piece of mildly valuable information I know on Dustloop.
</p>
]]></description><guid isPermaLink="false">12814</guid><pubDate>Sun, 26 Jun 2016 05:22:15 +0000</pubDate></item><item><title>Jam Kuradoberi Skype Group</title><link>https://www.forums.dustloop.com/forums/topic/11540-jam-kuradoberi-skype-group/</link><description><![CDATA[
<p>It's still a ways out, but I wanted to go ahead and start putting together a Skype group for players that are interested in playing Jam in Xrd:Revelator. Expect this first post to get updated as soon as Jam becomes playable.</p><p>For now, please post in this thread with your Skype name if you'd like to join the Dustloop Jam Kuradoberi Skype Group. Or, send me a friend request (Amadeous4446 on Skype), saying you're interested in joining, and I'll add you to it.</p><p>Thanks!</p>
]]></description><guid isPermaLink="false">11540</guid><pubDate>Mon, 17 Aug 2015 20:54:48 +0000</pubDate></item></channel></rss>
