Manta Posted July 1, 2006 Posted July 1, 2006 Yeah, We're not talking one frame FRC windows here, otherwise teching would be VERY hard to do correctly. Come to think of it, that'd be a good idea, it'd keep comboes less fixed. But more broken too, so something would need to be done about that.
zer0kage Posted July 2, 2006 Posted July 2, 2006 So when practicing comboes I should always do comboes assuming that the guy can tech out quickly?
Manta Posted July 2, 2006 Posted July 2, 2006 Yes, there will of course be times when your opponent doesn't tech when they could of, usually in those instances you can fudge up a combo on the fly as it were. But beware of the selective techers, because they'll make you suffer for trying comboes which are techable.
祭典さん Posted July 9, 2006 Posted July 9, 2006 does jam's prarry really give her an advanage. I was playing around the other day and it seems like her prarry give you just as much of a chance of attacking as when attacks collide and the lighting comes out.... depending on the move of course. how much time do you can you take before you follow up.
xenophobian Posted July 9, 2006 Posted July 9, 2006 err..common sense anyone ? how much frames you gain depends on how long you would have been in blockstun if you wouldn´t have parried. with parry you can punish moves/strings that are normally completely save for the opponent. you can cancle parry into every move except running or jumping.
祭典さん Posted July 9, 2006 Posted July 9, 2006 how much frames you gain depends on how long you would have been in blockstun if you wouldn´t have parried. What? blockstun depends on the move right. i know your not talking about the whole combo. that still dont tell me how fast i have to follow up. Like when I was just tring some stuff out I'd prarry a punch and before I could do anything they just punch me again. edit let me say this question in another way. would it be a waste of time to prarry something like 5p? Should some moves be blocked instead
Koozebanian Fazoob Posted July 9, 2006 Posted July 9, 2006 Jam's 5K is like a 4F move. As long as the other person's attack isn't faster than that, you can parry and punish. Also consider following up with invincible attacks or whatever. Do note things change a bit with projectiles due to hitpause.
Veteru Posted July 10, 2006 Posted July 10, 2006 · Hidden Hidden Jam's 5K is like a 4F move. As long as the other person's attack isn't faster than that, you can parry and punish. Also consider following up with invincible attacks or whatever. Jam's 5k WAS a 4F move(XX, #R). Now it's 5F (GGSlash). It creates an interesting dilemma, what to follow up a reversal parry with. Her 5P is 3f, but if they chain into crouching attacks, or if they're at a distance other than 'immediately in front of you', it's possible for it to miss. Her 2p, which is 4f, has similar range issues -- at least it won't be crouched (however, sol sweep goes under it if executed simultaneously). Of course, if you're fighting against someone with particularly slow normals (lol Testament), it might be better to take a risk and do something like 5s5s directly into a strong combo (depending if you hit him crouching or standing). One thing to watch out for, vs. Sol. he has the neat attack chain [2p, 5k] which will punish most parry >> counter attempts (unless you burst cancel, hehe). Using 5k is still possible vs. other chars, but watch out for guys like order + regular sol, chipp, and other jam users. They are all cheater charachters with normals faster than 5f. There are some chars I didn't mention who have 3 or 4f "5p" attacks, but they're all crouchable, so 2p will win, also, it's rare for them to be used in block strings on the opponent's wakeup (I-no, Aba, Anji). A lot of times, it's possible to throw after the parry, even if your opponent was out of range for a reversal throw. You don't get pushed back at all during parry animation, so if the opponent was running, they may 'slide' into your attack range. It's very situational, but something to consider. EDIT: Parry >> Super, or Parry >> DP are noteworthy options to consider. Why not just super or DP as a reversal? Well... for all but the fastest normals, your opponent won't recover in time to block Jam's DP/Super (both are 7F), and if they chain into anything, they're probably screwed (some chars have moves that crouch her dragon punch, or go through it (upper body inv.)). In that sense, you could train yourself to only super if you see the parry come out... which prevents you from getting your super baited / blocked / otherwise avoided (technically they could do a meaty attack and then jump + FD) Veteru
Veteru Posted July 10, 2006 Posted July 10, 2006 Jam's 5K is like a 4F move. As long as the other person's attack isn't faster than that, you can parry and punish. Also consider following up with invincible attacks or whatever. Jam's 5k WAS a 4F move(XX, #R). Now it's 5F (GGSlash). It creates an interesting dilemma, what to follow up a reversal parry with. Her 5P is 3f, but if they chain into crouching attacks, or if they're at a distance other than 'immediately in front of you', it's possible for it to miss. Her 2p, which is 4f, has similar range issues -- at least it won't be crouched (however, sol sweep goes under it if executed simultaneously). Of course, if you're fighting against someone with particularly slow normals (lol Testament), it might be better to take a risk and do something like 5s5s directly into a strong combo (depending if you hit him crouching or standing). One thing to watch out for, vs. Sol. he has the neat attack chain [2p, 5k] which will punish most parry >> counter attempts (unless you burst cancel, hehe). Using 5k is still possible vs. other chars, but watch out for guys like order + regular sol, chipp, and other jam users. They are all cheater charachters with normals faster than 5f. There are some chars I didn't mention who have 3 or 4f "5p" attacks, but they're all crouchable, so 2p will win, also, it's rare for them to be used in block strings on the opponent's wakeup (I-no, Aba, Anji). A lot of times, it's possible to throw after the parry, even if your opponent was out of range for a reversal throw. You don't get pushed back at all during parry animation, so if the opponent was running, they may 'slide' into your attack range. It's very situational, but something to consider. EDIT: Parry >> Super, or Parry >> DP are noteworthy options to consider. Why not just super or DP as a reversal? Well... for all but the fastest normals, your opponent won't recover in time to block Jam's DP/Super (both are 7F), and if they chain into anything, they're probably screwed (some chars have moves that crouch her dragon punch, or go through it (upper body inv.)). In that sense, you could train yourself to only super if you see the parry come out... which prevents you from getting your super baited / blocked / otherwise avoided (technically they could do a meaty attack and then jump + FD) does jam's prarry really give her an advanage. I was playing around the other day and it seems like her prarry give you just as much of a chance of attacking as when attacks collide and the lighting comes out.... depending on the move of course. how much time do you can you take before you follow up. This is a pretty accurate example of your options after a parry. Your opponent is free to chain out of their move into anything they want, as are you. Basically, you have to rely on your chaining options being faster and/or invincible (Look up "burst cancel"). Veteru
JOFan Posted July 10, 2006 Posted July 10, 2006 yay stupid question thread. so i was reading a couple pages back about how ppl are scared to tech because of JO's throw.. now here comes the stupid part... how do u guys go about training air throws?
Koozebanian Fazoob Posted July 10, 2006 Posted July 10, 2006 Have the AI jump and throw him a lot. Then, just set the AI to tech and work on baiting out the throw in certain situations. It's not that hard thanks to a decent training mode in the game.
低姿勢 Posted July 10, 2006 Posted July 10, 2006 when i use to practice I did it in the corner off a neutral teched OTG. For air throws that is.
RabiteCake Posted July 11, 2006 Posted July 11, 2006 Is it possible to get a COUNTER HIT throw? yes, example: if the stun meter of the opponent is flashing to count towards a counter hit. then you will get a counter hit throw if you throw them at that time<333
ROBOちゃん Posted July 11, 2006 Posted July 11, 2006 zomg badboy jamie is leik totaly crushing on you <33 !!!!!!
Venom Scrub Posted July 11, 2006 Posted July 11, 2006 There are some characters who don't get CH throws since they don't actually make contact with the opponent, Anji and Venom being the ones I can think of at the moment.
zer0kage Posted July 11, 2006 Posted July 11, 2006 You know if I do something that grants me frame advantage (like Rock it). How long does this advantage last? Does it work like this? FA 3 frame advantage Before FA:- player 0 opponent 0 after FA:- player -3 opponent 0 or player 0 opponent +3 Does it then reset after the move connects?
Koozebanian Fazoob Posted July 11, 2006 Posted July 11, 2006 Uh, it lasts the number of frames of advantage you get. If you get +3 advantage, you act 3 frames before the other person does.
FoxstepCEO Posted July 12, 2006 Posted July 12, 2006 This is not a gameplay question, but I think still needs to be answered. Why is like 9824079% of Potemkins in match vids pick the all-red one all the time? It's really REALLY starting to piss me off for some reason. I'd understand if all his other colors were Richard Simmons level of gayness........but yea, why red all the damn time?
Koozebanian Fazoob Posted July 12, 2006 Posted July 12, 2006 I don't use Red, if that's worth anything to you. :/
rtl42 Posted July 12, 2006 Posted July 12, 2006 Because a big, red giant just looks so mean. guys i think he knows what he's talking about
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