<?xml version="1.0"?>
<rss version="2.0"><channel><title>Jam Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/47-jam-matchups/</link><description>Jam Matchups Latest Topics</description><language>en</language><item><title>Jam v. Justice (GGACR)</title><link>https://www.forums.dustloop.com/forums/topic/6929-jam-v-justice-ggacr/</link><description><![CDATA[
<p><em>5.5 - 4.5, slightly in Jam's favor...</em><sub><em>Perhaps more in Jam's favor than this number shows. Will edit later.</em></sub><em>:</em></p><p>
</p><p>
<em>Overall:</em></p><p>
</p><p><div style="margin-left:{option}px">Jam versus Justice is much like any other matchup against Justice, in that if you're not familiar with fighting the Gear, you'll probably get shut down completely by missiles. However, Jam can give Justice a very hard time through her great movement and pokes that destroy Justice when she gets in. In addition, parrying gives Jam another option against Justice's missile, letting her get through the barrage easier. However there is a certain zone where Jam does have to take risks to get in, and another range where Jam can't do much other than just deal with approaching slowly. If Justice can keep this butter zone, Jam may not get a chance to play.</div></p><p></p><p>
</p><p>
<em>Opener:</em></p><p>
</p><p><div style="margin-left:{option}px">Justice's main openers are 2D, Michael Sword (Sword is the Special, Blade is the Super), backdash, and f.S. Jam's best thing to get in the opener situation is to parry, though Justice's 2D will tag her at starting range. However, parry will give Jam the opportunity to punish Michael Sword, and Parry -&gt; 6P through Justice's f.S. If Justice backdashes, Jam can chase and start pressure. Jam generally has the advantage in the opener for this reason. Just be aware that Justice does have many other options to open with than listed here, and any hit will result in her pushing you to the other side of the screen.</div></p><p></p><p>
</p><p>
<em>Neutral:</em></p><p>
</p><p><div style="margin-left:{option}px">There are generally 4 zones in this matchup that Jam has to deal with and work through: Very Far (Fullscreen essentially, where you end up if Justice tags you with a Michael Sword), Justice's "Butter Zone" (The area slightly inward, the zone where Jam has to slowly walk, dash-break, and jump to get in), The "Guessing Game" zone (A closer range where Justice has to go into a guessing game if Jam has a charged Ryujin), and Jam's effective range.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
Starting from the furthest away is the Very Far zone. Generally you wind up here after a Justice combo or a Michael Sword. At this range your first action to should be to charge a card before any missiles reach you. From here you can start to edge in, use your AMAZING run speed and dash braking, along with jumping in and using bomb explosions to push yourself closer, and reach the next zone. The big weakness here is that you WILL take chip damage, so if you wind up here it's much better to not charge with 22D and save your meter to block chip damage if you need to.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
The next zone in is Justice's favorite place to keep Jam during missile spam. Here, Jam's ONLY options are to try to move in. Luckily, Jam has a great run speed which means she can dash in quickly and get through this zone. Occasionally, you may be able to super jump and Ryujin to get in, though this is generally...very very risky, as Justice will recover from almost anything to punish this.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
Once Jam gets closer than this, generally just outside of Justice's f.S range, Jam can force a guessing game when she has a charged Ryujin. At this range, Justice CANNOT react to Jam doing a charged Ryujin and stuff it with a bomb detonation. Her f.S will stuff it, though Jam's 6P will punish this poke clean. Justice's best option is to launch a P or a K missile, then immediately detonate it in case Jam does a charged Ryujin to stuff it. However, if she does this and Jam does not use a card, Jam can rush in and possibly start pressure.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
Finally, the next range is Jam's effective range. At this range, Jam should be using her 6P and 2D a lot as pokes, as Jam's normals are fast enough to stuff most of Justice's pokes. Jam's 6P will beat Justice's f.S at any range, and her 2D will also stuff Justice's 2D at max range. Justice's main poke should be 2K, though it is slow and Justice is risking getting CH by 2S. Essentially, Justice is looking for a large enough gap to enter her counter stance, or use her S.B.T. lower body reversal.</div></p><p></p><p>
</p><p>
<em>Offense:</em></p><p>
</p><p><div style="margin-left:{option}px">Justice has a fat hitbox and not many defensive options. Jam's 6P will beat Justice's amazing f.S, and all of Justice's other pokes are too slow to stop anything Jam does once Jam is close enough to be on offense.</div></p><p></p><p>
</p><p>
<em>Defense:</em></p><p>
</p><p><div style="margin-left:{option}px">Saving a charged Ryujin for wakeup is not a bad idea, as it has enough invul to be used as a reversal and get out and away from a missile detonation. In addition, parrying meaty explosions is possible, though not always doable. It does depend on how early the Justice player detonates the missile.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
Once Justice has a meaty missile on you and is close, her general mixup is going to be 2K, 6P, or grab, all of which is hard to see through the explosion, so be aware. Also watch for Justice using her crossup, if the missile detonates behind you Justice has a very dirty left/right mixup with j.D.</div></p><p></p><p>
</p><p>
<em>Other Notes:</em></p><p>
</p><p><div style="margin-left:{option}px">Empty.</div></p><p></p>
]]></description><guid isPermaLink="false">6929</guid><pubDate>Sat, 28 Sep 2013 17:02:01 +0000</pubDate></item><item><title>Jam v. Sol Badguy (GGACR)</title><link>https://www.forums.dustloop.com/forums/topic/6914-jam-v-sol-badguy-ggacr/</link><description><![CDATA[
<p><em>5-5, Even:</em></p><p>
</p><p>
<em>Overall:</em></p><p>
</p><p><div style="margin-left:{option}px">Sol v Jam is even in my personal opinion, but I've seen people argue it being either slightly in Jam's favor or slightly in Sol's. Sol can strongly control the neutral game and easily space Jam out, and a patient Sol is very hard to approach as Jam. However, Jam's good movement and speed can check Sol and his lack of "chasing ability"; Jam can put Sol into a situation where he has to pull dumb risks to try and catch her, where she can then take off 50% of his life bar in one combo. In ACR Sol didn't change much, but Jam's few changes alter the matchup slightly.</div></p><p></p><p>
</p><p>
<em>Opener:</em></p><p>
</p><p><div style="margin-left:{option}px">Sol's openers are going to be 2S if he wants to be safe, 5H if he wants to be risky, dash up 5K or 2D if he wants to be rushdown, or sit back and wait to see what you do. IAD 214K can punish 5H and possibly 2S if you do it fast enough, but if the Sol waits or does 5K he can get an easy punish. Dash 2S will be beaten out by his 2S and may beat his 2D or dash 5K if you're fast enough. IADing away is dangerous if the Sol sees it too much, as he can chase with dash 5K...so doing a superjump before IADing back and covering with IABD 214K or jD as a way to mix it up may help.</div></p><p></p><p>
</p><p>
<em>Neutral:</em></p><p>
</p><p><div style="margin-left:{option}px">Sol controls this part of the match. His 2S and 2D are, much like HOS's, very strong and shut down Jam's ground game. Unlike HOS however, Sol's 5K can also control the airspace around him. A patient Sol can be very frustrating to fight. Sol will like to use fS and 2S to try to poke his way in if he's playing rushdown, or stand back and use 2S and 5K if he wants to sit back and let you kill yourself. Your 5K is about the only poke you'll have in this matchup, though even it will be beaten by 2S and 2D if the Sol is spaced right. 6H is stronger against Sol than HOS, since Sol's 2S doesn't hit as high and his 2D does not move him forward, but it still lacks the speed to beat anything when used any time outside of doing it early.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
Generally Jam will be wanting to dash around the screen and keep moving, trying to get Sol into a position where he can't be patient and punish her trying to approach, but also staying out of his 5K range. Baiting the Sol into whiffing a normal (or better yet, a VV if they're really impatient) is your best chance to get in and hurt him. Sol lacks a good chaser game, but remember that his jH is very good air-to-air against Jam. </div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
Using Bakushuu recklessly in this match is also bad, as Sol has MANY options to beat Hyappo/Senri Shinshou. His 5K, 2D, VV, GV, and WT will all beat close puffballs, though with the change to FBPB's invul it's more likely for Sol to whiff his 2D or his VV clash, though this still isn't a good situation for Jam. However, Jam's Ashibarai (236S~K) is VERY aggravating for Sol, as when spaced right it will hit Sol out of his 2S, 2D, GV, WT, and 5K. Use it as a way to keep Sol guessing and force him to respect Puffball.</div></p><p></p><p>
</p><p>
<em>Offense:</em></p><p>
</p><p><div style="margin-left:{option}px">Sol's main defensive options against Jam are 2S, 5K, and VV. Like HOS, Sol can mash 2S during bad pressure of Jam's to stop her, and can also use his 5K to catch any IAD attempts to continue pressure. If your pressure isn't unpredictable and tight, Sol will like to VV out of it as well; something you have to keep in mind. Baiting VV is a good way to keep Sol scared during your pressure, because blocking a VV spells death for Sol. Similar to the neutral game, Sol can react and punish to the Bakushuu dash, so using puffballs as blockstring enders/frame traps is ill-advised.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
Also be wary when you have a Sol cornered. While Sol is in the corner, he has access to Riot Stamp as an instant overhead, beating out any lows and at least going for a trade. In addition, it puts him into the air IMMEDIATELY, possibly making your hitconfirming much harder.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
One advantage Jam has in ACR now is that even Sol's Reversal VV will not beat a charged IAD 623D; he has to block it like anyone else.</div></p><p></p><p>
</p><p>
<em>Defense:</em></p><p>
</p><p><div style="margin-left:{option}px">Sol can be very scary while rushing down, even if his pressure is limited. While it did become much stronger with Fafnir (41236H), Jam can easily parry it and punish Sol out of his pressure. Otherwise, Sol will be going for basic tick throws/frame traps with plenty of lows sprinkled in. A good Sol will also be spacing his rushdown and pokes so Jam can't counterpoke out of his pressure, making it much scarier. However, Sol's mixup is limited; watch his meter as his options open up once he gets 50 meter and can use FB Fafnir and VV/GV RC to put you into guessing situations. In these situations, 1F jumping and holding FD is your safest option as it will beat WT/VV mixups, though it is costly. </div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
Your best tool for poking out or getting out of Sol's mixup may actually be 6H, as it will beat 2S, 2D, WT, GV, and Fafnir when spaced and timed right. However, if used incorrectly (or the Sol player plays around it), you'll be risking a CH, which can lead into a lot of damage taken. Also respect Sol's 6P as it's an excellent frame trap and hitbox, beating out many of Jam's counterpokes and attempts to get out. </div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
A final character specific note is that at certain ranges, Sol can 2D GV (with no mashing) and ALWAYS Clean Hit on Jam. It's VERY good to save your burst for a 2D at these ranges as Sol can't jump cancel to bait the burst. In addition, if you burst over a Grand Viper at mid screen and the Sol mashes, he'll fly to the other side of the screen and be stuck in recovery as you recover from your burst and can Senri Shinshou to punish.</div></p><p></p><p>
</p><p>
<em>Other Notes:</em></p><p>
</p><p><div style="margin-left:{option}px">Sol's hurtbox while being comboed is...odd. While this doesn't matter as much in ACR, note that while falling his legs aren't all there so adjust accordingly.</div></p><p></p>
]]></description><guid isPermaLink="false">6914</guid><pubDate>Thu, 26 Sep 2013 00:26:21 +0000</pubDate></item><item><title>Jam v. Order-Sol (GGACR)</title><link>https://www.forums.dustloop.com/forums/topic/6767-jam-v-order-sol-ggacr/</link><description><![CDATA[
<p><em>5-5, Even:</em></p><p>
</p><p>
<em>Overall:</em></p><p>
</p><p><div style="margin-left:{option}px">A fairly even matchup, Jam and HOS are both similarly designed characters, relying on gaining momentum and bowling over their opponent. While HOS lacks Jam's maneuverability, he makes up for with strong normals and a great ability to condition his opponent. While Jam does have some tools to keep HOS in check, playing this matchup involves a lot of runaway and butting heads. HOS got stronger from GGAC, able to retain his momentum through pressure and combos due to the changes to his charge gauge, and can get knockdown off of many more hits now. If Jam can reverse that momentum though, HOS has to make hard call-outs and reads to Jam's pressure, putting himself at risk.</div></p><p></p><p>
</p><p>
<em>Opener:</em></p><p>
</p><p><div style="margin-left:{option}px">HOS's openers include 2S, 5H, and Superjump jP mashing. His 2S will stuff almost anything you do here and recover fast enough if you go in from the air, so if a HOS wants to play it safe he'll use 2S 6H as his starter. Starting the round with IAD jS is ill-advised, due to it putting you perfectly in the spot to get CH by his 5H, and it usually loses to him jumping and mashing jP. Sitting and waiting to see what he does or IADing away are both your safest options, but if the HOS likes to use 5H dash up 2S will net you a juicy CH at the start of the round.</div></p><p></p><p>
</p><p>
<em>Neutral:</em></p><p>
</p><p><div style="margin-left:{option}px">Your neutral will both consist of you searching for random hits into knockdown to begin pressure. HOS's 2S and 2D are his most common pokes here, and give him the chance to charge a bit, and confirm into combo or start okizeme. Dashing 2S will beat his 2D done early enough, giving you a perfect chance to start your momentum game. Dealing with his 2S is a bit harder, as you have to do 6H very early to beat it; 6H also loses to his 2D so it's risky. Doing a low to the ground j2K will beat both of his options here, though it doesn't get you much without meter. If you're rushing in your best choices are fS and 2S. Your fS will beat just about anything he does other than his 2S and 2D, and your own 2S can stuff both of those options if you're doing it first.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
HOS loves to use his low jump angle as his other angle of attack. Him mashing jP is very hard to deal with, outside using your DP. His jH is a very strong jump-in, and is almost impossible to anti-air. At low enough heights you can beat it with your 6P, but it's best to parry it. HOS can also use his jS as a cross-up tool now in ACR, but it's somewhat slow and thus easy to parry. Jumping in against HOS is also a tricky situation for yourself, as Jam's low IAD means he can use an early 5H to stuff you, and doing IAD 214K is very risky when HOS can Gun Blaze on reaction to the move. Apart from these however HOS doesn't have much in the way of AA, so being unpredictable with your jump-in can keep him from punishing you.</div></p><p></p><p>
</p><p>
<em>Offense:</em></p><p>
</p><p><div style="margin-left:{option}px">Your offense against HOS is stronger than against the regular Sol, but his 2S is still just as much of a threat. He can mash 2S against puffballs, or just if you leave a big enough gap. Using 6H to beat it is possible but you have to be FAR back from the move. Some HOS's may try to Gun Blaze out of your pressure, but simply using lots of 5K and 2S will stuff that move (shame he's not in CH state during it). A smart HOS will only Gun Blaze when he sees you go into the air, so throwing TK j2K in your blockstrings will stuff that and keep him from mashing Gun Blaze. Overusing 5K, 2D, and 2S will give him the opportunity to Fafnir as well. HOS may even try to reversal Fafnir to beat meaty 5K, so watch his tension.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
HOS's DP doesn't become very useful until he has at least level 2 charge. His level 1 DP is very slow, slow enough you can do a meaty 5K and whiff, then recover in time to block it and punish him. His level 2 and 3 DPs have more invul and start up faster, though most HOS will not bother doing a level 2 DP as it's not worth the charge meter; it's still a bit slow and doesn't get him much reward. After blocking his DP, you can airgrab him out of his action charge and charge your own card, or mash 5P to catch him falling and confirm into a combo.</div></p><p></p><p>
</p><p>
<em>Defense:</em></p><p>
</p><p><div style="margin-left:{option}px">If HOS starts his pressure game on you it's a scary scenario. Without resources, his options are limited to going for basic high/low/throw mixup, and crossing up with Gun Blaze. His goal here is really less to try and hit you, and more to put himself into a safe position to action charge and get some meter. When he reaches level 2 or 3 charge and has meter, he becomes much more intimidating. Bandit Revolver Prototype is a very fast overhead, that, at levels 2 and 3, is safe on block. His 2H is now throw and low invul, and on CH is a very damaging starter; though he needs at least 50 meter to confirm off of it without a CH. In addition, his 6K is throw invul, much like your 6H, and he will use it to bait your attempts to grab him out of his pressure. </div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
HOS will often use a lot of 2K in his pressure to keep Jam from trying to Parry, but he can't always do this. Many HOS will use 2S 6H as their pressure string; IB the 2S and Parry 6H if you see it. Parrying Rock It is also useful, though it's hard to punish afterwards. HOS also likes to use jH during his pressure, this is another opportunity to Parry and reverse the situation. If you see him 2H or 6K to try to bait a grab, parry him! However, getting too confident with Parry is opening yourself up to Fafnir. He can't cancel into Fafnir, meaning it will often look like a frame trap. When he has 25 meter, be very careful trying to parry!</div></p><p></p><p>
</p><p>
<em>Other Notes:</em></p><p>
</p><p><div style="margin-left:{option}px">Empty.</div></p><p></p>
]]></description><guid isPermaLink="false">6767</guid><pubDate>Tue, 03 Sep 2013 14:59:36 +0000</pubDate></item><item><title>Jam v. Bridget (GGACR)</title><link>https://www.forums.dustloop.com/forums/topic/6766-jam-v-bridget-ggacr/</link><description><![CDATA[
<p><em>6-4, Heavily in Jam's Favor:</em></p><p>
</p><p>
<em>Overall:</em></p><p>
</p><p><div style="margin-left:{option}px">One of Jam's best matchups, Bridget struggles to play keep-away against Jam's rushdown, and can't do nearly enough damage to keep up with Jam's huge abare potential. Once Jam finds her way in, Bridget's options are severely limited, and even in neutral Bridget has to pull off large risks or look for big mistakes in the Jam's play to really punish her.</div></p><p></p><p>
</p><p>
<em>Opener:</em></p><p>
</p><p><div style="margin-left:{option}px">Bridget's great range gives him the advantage on the opener. His 6P, 6S, 2S, and 2D all cover various angles that Jam likes to use to get in. Jam has an option to try to start the round with a Parry, and rush in at Bridget, or to IAD away and re-space. Rushing in at Bridget with a 2S or 2D will be beaten out by his 6P, 2S, and 2D, and IADing at him gives him a nice CH with his 6P or 6S. If you're confident and lucky you can get in and get your nice CH at the start of the round, along with starting your momentum, but at the start of the round Bridget has advantage.</div></p><p></p><p>
</p><p>
<em>Neutral:</em></p><p>
</p><p><div style="margin-left:{option}px">Bridget should be trying his hardest to get a life lead and run away in this matchup. His general gameplan will be to move through the air and stuff any of Jam's attempts at approach, playing very safe and not over-committing. He'll go for setting a yo-yo and using a mix of 214K to move around the screen, Yo-Yo recall to reposition, and using 214H to summon Roger the Buzzsaw to control space. While he's grounded he's got several good pokes to stop Jam rushing in, with 6P, fS, and 6S, though Jam's 6P will go straight through his fS. While he flies around the screen looking for a knockdown, your job is to find a gap he puts himself in and hit him hard for it.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
Jam's great groundspeed needs to be used in this matchup. Stay on the ground, chasing after him and avoiding/parrying any Yo-Yos that fly your way. When he does Yo-Yo set/recall/Roger Summon, he has to pause in the air a bit. He also can't alter his trajectory once he starts flying towards a set Yo-Yo with 214K. Using jS to knock him out of the skies is one way to stop his momentum, and force him to tech into an unfavorable situation. Puffballs can also be used, but be careful not to get hit out of them by a Yo-Yo or 421H Roger Tackle. The advantage of Puffballs is that you can catch Bridget in a CH state when he's using Yo-Yo recall/Roger Summon, which can be fatal for Bridget.</div></p><p></p><p>
</p><p>
<em>Offense:</em></p><p>
</p><p><div style="margin-left:{option}px">Once you have your teeth in Bridget, he has troubles getting away. His main defensive tool is Starship, a DP that lacks much invul and has a lot of startup, but it does have an FRC point to make it safe. Otherwise, Bridget will be trying to jump away from your pressure, rather than trying to press buttons to get out. A bad guess for Bridget while he's being pressured by Jam can mean CH into death for him, so you can freely run your pressure and go for grabs. Using puffball during pressure however is a free Starship for him, or if he's feeling confident he can 3P and reverse the situation.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
An important note for okizeme is to take notice of Bridget's set Yo-Yo. If one is set out on the field, he cannot delay his wake-up. If he doesn't have one however, he can chose to throw one out on his wakeup, delaying his get up and giving him the chance to wakeup grab to punish a mistimed meaty. Using meaties like 5K can avoid this situation, as you can recognize he threw a Yo-Yo and readjust. 5K is also fast enough to recover in time and block Starship if he decides to go straight for wakeup DP.</div></p><p></p><p>
</p><p>
<em>Defense:</em></p><p>
</p><p><div style="margin-left:{option}px">Bridget's offensive mostly consists of having a Yo-Yo set behind the opponent and using 214K to set up high/low situations. Using Jam's 6P or Parry is possible to get out of these situations, albeit a risk. Simply blocking until Bridget retreats or does something stupid is also an option, as Bridget doesn't want to be in on Jam and take a risk getting CH. </div></p><p></p><p>
</p><p>
<em>Other Notes:</em></p><p>
</p><p><div style="margin-left:{option}px">Bridget is a lightweight character, and combos will need to be adjusted as such.</div></p><p></p>
]]></description><guid isPermaLink="false">6766</guid><pubDate>Tue, 03 Sep 2013 13:03:46 +0000</pubDate></item><item><title>Jam v. Potemkin (GGACR)</title><link>https://www.forums.dustloop.com/forums/topic/6765-jam-v-potemkin-ggacr/</link><description><![CDATA[
<p><em>5.5-4.5?, Slightly in Jam's Favor:</em></p><p>
</p><p>
<em>Overall:</em></p><p>
</p><p><div style="margin-left:{option}px">A scary matchup but less so from AC, Potemkin's nerfs to Slide Head means Jam can afford to mess up more and get away with it, along with her damage potential being untouched. While being predictable against Potemkin will mean death for her, Jam has the tools to keep Potemkin guessing and played well Jam can control the entire match without Potemkin getting a chance to fight back. In addition, the changes to Potemkin's combos means he has trouble comboing her.</div></p><p></p><p>
</p><p>
<em>Opener:</em></p><p>
</p><p><div style="margin-left:{option}px">Potemkin's only able to reliably do 4 things at the start of the round: Guess you're going to run in over the ground and try to Potemkin Buster you, guess you're going to IAD at him and try to Heat Knuckle, or play it safe and just block whatever you try to do. He can also jump forward, wait to see what you do, and jS, but if you see this your own IAD jS will stop this. Because of this you have to be sure your match opener is unpredictable and vary it up. Jam's got lots of options to get her own momentum started as well. Dash 2D will beat out anything Potemkin does other than Potemkin Buster, and will recover fast enough if he jumps to chase him with a jS. IAD jP will also stuff anything he does, along with giving you the option to use jS if he jumps. Take note that being predictable with this will result in being Heat Knuckled/6P'd though!</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
Another option is to IAD away at the start of the round if you're not comfortable playing the guessing game. Be sure to super jump and watch Potemkin however, so you don't IAD and land right on a Slide Head. If he whiffs a Slide Head like this, you may be able to sneak in a charge?</div></p><p></p><p>
</p><p>
<em>Neutral:</em></p><p>
</p><p><div style="margin-left:{option}px">The neutral game in this match should mostly consist of you staying well away from Potemkin until he presses a button or messes up. His 2S will stop most of Jam's attempts to run in on the ground, and Slide Head will at least stop you from trying to charge a card. Potemkin can approach if you give him the chance to, but he has trouble catching TK Ryujin if you just want to run away. Playing the baiting game to get him to overcommit is what you can do here, and vary up your approaches so he can't easily punish them. Rushing in blindly will get you beaten out by Potemkin's big normals such as 6P, 2D, etc. When you do rush in, cover yourself with gatlings so he cannot use Hammerfall to eat through the hit and punish you.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
As always, your jS will keep Potemkin from going in the air. Be careful of his own jS though, it's got a good enough hitbox that if the Potemkin uses it well it's harder to jS and you'll eat a CH. Otherwise, Potemkin should be staying grounded. Many Potemkins like to use jD after a tech, or just when they're high in the air, to return to the ground quickly. You can punish this by jumping at using your jS for the clash, then continue to mash jS to hit him for free. If you're not confident with the timing, stay grounded and parry his jD, or learn the angle of attack he's coming in at and do a meaty 6H. The 6H will prevent him from landing into a Potemkin Buster, and gives you the chance to start pressure.</div></p><p></p><p>
</p><p>
<em>Offense:</em></p><p>
</p><p><div style="margin-left:{option}px">Even when you have Potemkin on the defensive, he's still very happy with his situation. While he has a large hitbox making some crossups easier on him, he can easily IB Buster many of Jam's moves. IAD 214K is a free buster, along with a Puffball that goes in too deep or ANY crossup 236SH. Ideally, you'll go for a few blockstrings and maybe a mixup, but if it doesn't hit you can jump away and re-space. Using 6H during your pressure strings is very good, as it's throw invul will keep Potemkin from trying to Buster you during every frame trap. In general, vary up your blockstrings, don't try to overcommit unless you know he's not expecting it, and know when to jump away and go back to neutral. With 25 Meter, Jam can even do a 22D from full screen safely. Potemkin </div><em><div style="margin-left:{option}px">can</div></em><div style="margin-left:{option}px"> Slide Head, but Jam will gain her 3 cards anyway, and Potemkin will be too far away to get any real momentum from it.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
Potemkin's large hitbox makes comboing him and getting knockdown VERY easy, fortunately, meaning you can make the most of your combos despite his high damage modifier. Potemkin's defensive options are limited outside of IB Buster/SB Buster, but he does have an amazing backdash. Sporting 20 frames of invul and only 1 frame of recovery, it can get him out of a lot of situations. He'll mostly be trying to backdash your 6H, along with any IADs you do during pressure or Puffballs. Doing 6H H on reaction is possible to seeing his backdash, and can punish it if you start 6H H fast enough. IAD jP mash is also relatively safe, recovering before he does or just putting an active frame late enough.</div></p><p></p><p>
</p><p>
<em>Defense:</em></p><p>
</p><p><div style="margin-left:{option}px">Being on the defensive against Potemkin is a terrifying prospect. The first thing to do is recognize his Potemkin Buster setups. His jD, 5K, Mega Fist FRC, and Hammerfall Brake are all possible Potemkin Buster setups. To deal with them, 6H if you're feeling confident, or 1F jump if you're less so. Note that doing the latter too much will result in you getting Heat Knuckled if he predicts enough. Potemkin's pressure is not too scary against Jam. It is sometimes possible to parry his 2S during his blockstrings, getting you out, and if he ever decides to jump at Jam she can easily parry or jS him. Being knocked down against Potemkin is where it's much more scary. The biggest hole in his pressure is after a 2D, where he will either end his pressure or do Hammerfall Brake to continue it. Vary up how you're trying to get out of this situation, since again, Potemkin can read what you try to do and punish you for it.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
Potemkin's 5K will eat parry-happy Jams alive. It hits low and is active for a long time, making it a perfect meaty attack against her. You should always expect this unless you see him jump or go into the startup of 6K/Slidehead. Doing wakeup parry OS (546H on wakeup) is an option, one that will be beaten by meaty 5K, but will stop him from doing meaty 6K/Slide Heads or just grabbing you with Potemkin Buster. If he tries to do a meaty Slide Head from midscreen to give himself more time to get in, use a 236D against him. Invul and in the air on frame 1, you'll punish him every time.</div></p><p></p><p>
</p><p>
<em>Other Notes:</em></p><p>
</p><p><div style="margin-left:{option}px">Potemkin's hitbox is fat enough that 2D jC air combo is an option. 2D TK 236K also works.</div></p><p></p>
]]></description><guid isPermaLink="false">6765</guid><pubDate>Tue, 03 Sep 2013 00:06:13 +0000</pubDate></item><item><title>Jam v. Chipp (GGACR)</title><link>https://www.forums.dustloop.com/forums/topic/6764-jam-v-chipp-ggacr/</link><description><![CDATA[
<p><em>5-5?, Even </em><sub><em>Personal opinion is slightly in Jam's favor, it's arguable.</em></sub><em>:</em></p><p>
</p><p>
<em>Overall:</em></p><p>
</p><p><div style="margin-left:{option}px">Chipp's movement is incomparable to anyone else in Guilty Gear. His normals are all very strong as well, being able to go toe-to-toe even with Jam's great buttons. However, Jam's still fast enough to keep up with Chipp and can control the space she needs to very well. Chipp still suffers from having a glass jaw, and Jam's high damage output makes him even more fragile. A smart Chipp can make this matchup hell for Jam, and even Jam's parry can't be used much against Chipp's amazing mixup.</div></p><p></p><p>
</p><p>
<em>Opener:</em></p><p>
</p><p><div style="margin-left:{option}px">Chipp is one of those characters that dash 2S is unreliable on. His buttons are very strong and his movement means he can get away; his backdash is also a great option against Jam rushing in and striking. As always, IABD jD is a safe option to make some space. This is a tough opener, and whoever gets the momentum gets a huge advantage in the match, so do your best to make it count. IADing at him and using jS will stop most of his options, apart from him starting with jK as the match starts.</div></p><p></p><p>
</p><p>
<em>Neutral:</em></p><p>
</p><p><div style="margin-left:{option}px">Chipp's movement outstrip's Jam's, but not by much. Her ground speed is comparable to his, and her air movement can match his, excluding his option of the triple jump. Using jS liberally in this matchup can also stop Chipp's air movement, as it is one of the few moves that can put Chipp's jD in check. Playing the ground game is more involved, naturally. His 6P can stop Jam's fS in its tracks, and his 2D is an amazing tool to punish anything Jam whiffs. Both characters play just outside of the other's range and wait for the other to mess up, but Chipp's speed gives him a slight advantage. Jam's 2S can give Chipp troubles, but generally that means she has to get a bit closer than he does.</div></p><p></p><p>
</p><p>
<em>Offense:</em></p><p>
</p><p><div style="margin-left:{option}px">Chipp's main defensive option is Beta Blade, his great DP that is nearly unpunishable when done in the air. Otherwise, a Chipp player will need a great defense in general because Chipp himself doesn't. One good hit will easily tear Chipp apart, so be sure with your hitconfirming and make every hit count! A good Chipp is very hard to lock down as well, so be ready to play tag a lot and run very tight pressure to not give him a chance to retreat. Staggering with fS and such will not give him a chance to jump out, but it will give him a chance to DP, so be careful!</div></p><p></p><p>
</p><p>
<em>Defense:</em></p><p>
</p><p><div style="margin-left:{option}px">In ACR, Chipp's offense is simply terrifying. His amazing mixup and okizeme puts you in a very scary guessing situation. While his basic mixup of high/throw/low is strong, once he has knockdown he is able to use jH and make it very hard for Jam to parry on wakeup against him. His pressure strings use a lot of cS and the first hit of his rekka: while it is parryable, Chipp's pressure is also full of lows and varied timing on followups, so it is risky to do so. Watching for attempts at overheads and punishing them is key. In this matchup, a good defense is your good offense. Not letting Chipp get momentum will give you a much better chance.</div></p><p></p><p>
</p><p>
<em>Other Notes:</em></p><p>
</p><p><div style="margin-left:{option}px">Empty.</div></p><p></p>
]]></description><guid isPermaLink="false">6764</guid><pubDate>Mon, 02 Sep 2013 17:47:36 +0000</pubDate></item><item><title>Jam v. A.B.A. (GGACR)</title><link>https://www.forums.dustloop.com/forums/topic/6763-jam-v-aba-ggacr/</link><description><![CDATA[
<p><em>5.5-4.5, Jam's Favor:</em></p><p>
</p><p>
<em>Overall:</em></p><p>
</p><p><div style="margin-left:{option}px">Jam's definitely got an advantage in this matchup. In normal mode, Jam can run circles around A.B.A. and freely charge, while A.B.A. is forced to go for a grab or a lucky 6H if she doesn't want to burn a blood pack. Once A.B.A. gets Moroha mode, it's not even that much of an advantage to her. A.B.A.'s Moroha pressure still lacks many lows in it and is full of frame traps, giving Jam opportunities to parry out of A.B.A.'s pressure. In addition, Jam still controls the pacing through her higher movement. While she can't go toe-to-toe with A.B.A.'s large normals, she can easily whiff punish anything that A.B.A. throws out. Finally, ALL of Jam's confirms easily get her knockdown, and she has a strong enough oki game to put A.B.A. in a vortex leading to more knockdowns (which means A.B.A. gets IK'd a lot in this MU).</div></p><p></p><p>
</p><p>
<em>Opener:</em></p><p>
</p><p><div style="margin-left:{option}px">Jam can rush in with a 2S and beat just about anything A.B.A. tries to do, but if Jam tries much more than that, through say IADing in at start of the round A.B.A. will be able to counter with a nice meaty 6H into Moroha into combo. Don't IAD against A.B.A. at the start of the round. Jam also has an option to IAD back and charge a card. Doing so might provoke the A.B.A. to burn a bloodpack and enter Moroha Mode, so do so at your own risk.</div></p><p></p><p>
</p><p>
<em>Neutral:</em></p><p>
</p><p><div style="margin-left:{option}px">Assuming A.B.A. is Normal Mode, Jam can freely run circles around her. A.B.A. still has huge normals but they are very slow, and no real pressure to speak of. The big thing to watch out for is that her f.S is a low in Normal Mode, so you can't parry it. Just because she's slow doesn't mean you don't have to be careful though. A.B.A. has very impressive anti-air, regardless of Mode, so don't IAD at her stupidly.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
If A.B.A. DOES get the Moroha Mode started, it does make Jam's life harder, but it's not a free win for A.B.A. Jam has the movement to keep up with and run away from Moroha A.B.A., and A.B.A.'s normals still have enough recovery that Jam can rush in and punish. Jam has to play a very solid ground and air game here, getting away from A.B.A. to make her impatient and feel the timer of Moroha Mode counting down. Don't rush in blindly, because A.B.A.'s big normals will destroy Jam rushing in. Puffball can be stuffed by her Moroha 6H and Danzai as well, so don't rely on it as an in.</div></p><p></p><p>
</p><p>
<em>Offense:</em></p><p>
</p><p><div style="margin-left:{option}px">In Normal Mode, A.B.A.'s rather pathetic when placed on the defense. She'll look for spots to slide out and try to grab, or mash 5P/2P in an effort to get you off her. Her 5P is 3 frames, the same as Jam's, but it has a slightly better hitbox that makes it harder to crouch. In general, watch for spots where she'll try to slide, and 6H to punish her attempt at a grab. Note though that if she goes for raw keystab after a slide, it WILL beat 6H despite it being a grab; keystab has a strike hitbox as well.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
In Moroha Mode, A.B.A. gains the defensive move Danzai. Normal Danzai can be dealt with the same way one deals with Potemkin's Hammerfall; break the super armor by mashing fast gatlings. FB Danzai however has infinite super armor during the first strike of the move, so using JCable moves is the best bet. Doing a fast recovering move like 5P or 5K, it might be possible to hit the super armor, then parry the first hit of Danzai. Note that despite Jam's ways to deal with Danzai, it's still a very high reward move for A.B.A., so always be on the watch for it.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
Finally, be sure to end ALL combos in knockdown against A.B.A. in Moroha Mode. She has a funny weight/hitbox, so you may need to learn some character specific combos, but after 3 knockdowns Jam can VERY EASILY Instant Kill A.B.A.</div></p><p></p><p>
</p><p>
<em>Defense:</em></p><p>
</p><p><div style="margin-left:{option}px">Again, in Normal Mode A.B.A.'s offense is rather anemic. She'll likely be looking for a grab or some AA, maybe a lucky CH 6H, but A.B.A. lacks any sort of real pressure in Normal Mode. Using her jH as a pressure string is useful, but Jam can easily parry it.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
In Moroha Mode, A.B.A.'s offense does a complete 180. She can be VERY scary on offense when she has Moroha Mode. Generally her gameplan now is "Crank Guard Bar -&gt; Frame Trap or Mixup -&gt; Combo into huge damage". However, because of the nature of Moroha Mode, she is on a timer. As she runs low on Moroha Mode, she'll likely go for easier hits or forgo cranking the guard bar up to try to keystab out of Moroha Mode (or break pressure entirely and try to blood pack out). In addition, A.B.A.'s pressure and mixup, while scary, is generally consisting of crossups and frame traps. A.B.A. does not have many lows in her repertoire during pressure, so it's very possible for Jam to parry her way out, hitting with a fast 5P 2D, knocking A.B.A. down and killing her momentum. The best time to look for these openings are when the A.B.A. uses her rekkas, or other frame traps she does.</div></p><p><div style="margin-left:{option}px">
</div></p><p><div style="margin-left:{option}px">
A final note for being on defense against A.B.A.: ALWAYS try to FD 2H. Her 2H is +2 and has an FRC point to make it even more +. FDing the first hit to make the second whiff gives you a prime opportunity to try to parry or punish her whiffed 2H. Pushing A.B.A. out also means she wastes her precious time rushing back in!</div></p><p></p><p>
</p><p>
<em>Other Notes:</em></p><p>
</p><p><div style="margin-left:{option}px">A.B.A. is a heavyweight, and has a very strange hitbox, so adjust your combos accordingly. She also has a very slow wakeup speed, slowest in the game, so be ready for that.</div></p><p></p>
]]></description><guid isPermaLink="false">6763</guid><pubDate>Mon, 02 Sep 2013 16:51:40 +0000</pubDate></item></channel></rss>
