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Posted

Ok, show of hands. Does any one actually go for real oki outside the corner? If you have a charge already, the stuff you can set up off of a sweep seems to be pretty limitless, with crossups, double cross ups, fake over heads, ect, and you can always go into the traditional 6h/2p shit when ever you want. Admitadly, this is only really an option if you can iad dp like a mother fuck, but it's there and I would assume it would be pretty funky to block, especially if you'd never seen it.

  • 2 weeks later...
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Posted

Without a charge I mostly do the 5K, 5S, 2D (blocked) -> IAD 214K midscreen crossup (no crossup if they FD but still overhead) into dash in 5S jc. jK, jD 214K. Not much damage but if he ends near the corner and you have 1/2 tension you can link the last 214K into 236236HS overdrive into one wall loop for extra 100+ dmg + oki (if 3/4 tension you can 2HS into PB after OD then one loop for even more dmg). The timing of the overdrive is very strict though, and I think char dependent (some can tech out). Without tension this does about 110 dmg, with 3/4 tension I did like 250 dmg on most chars. 5K, 5S, 2D into IAD/charge/nothing seems to me a very good pressure string since you can do loads of things out of it.

Posted

string into AD 214k is bad if overused, please keep that in mind. I don't know if you do or not but when you say "generally", i am interpreting it that way, and it is asking to be air thrown. Of course, if it's used sparingly, with height adjustments, you can turn an airthrow attempt into a counter, which is always loads of fun. going into super is pointless, save tension for something more worthwhile. Personally, I always go for wake-up pressure with some form of mix-up cross-up, the IAD dp set up on wake-up is very easy. Much easier than trying to pressure with IAD dp. I have always thought Jam's wake-up game is up there with the best, especially since her damage output through her wake-up game, comparatively to other of the same type, is significantly higher (thanks to the fact most of the things you stick out has no prorate).

Posted

"Generally" was meant as one of the options, I know it is not to be abused. I find really fun going for the IAD 236P into tick throw from time to time. Not really a reliable mixup but can occasionally really put a WTF look on your opponent face. Besides, doubling the damage (from 110 to 220) + a corner knockdown that otherwise you wouldn't get cannot be called a tension waste, don't you agree?

Posted

Ok, show of hands. Does any one actually go for real oki outside the corner?

-raises hand- It's not easy seeing as she has no overheads from the ground other than Gekirin. But that's why u gotta get creative. While some options suggested may not be the best they're worth considering to throw ur opponent's game off. The more you know the better you're off right?

A seemingly popular Japanese thing to do is to knockdown in the corner usually from 2H (1) after Jamming, 236S, Choujin, AD back, and mixup city. Last round of the vid Mike goes nuts with it. Do any of u guys ever use that? I plan on throwin' it in there once I get the timing for Gekirin after that AD down. IAD Gekirin is no problem for me so I think this one's timing is different. I've seen it stopped but I've mostly seen it work so it must be pretty good. GG sucks for taking cross-ups to their limits. :8/:

Posted

Choujin (is that the 236p) is like the coolest move in the game. If I didn't think Jam was such a lame whore, I'd pick her just to use that move. I'd lose matches because I'd be Choujin FRCing instead of puffballing.

Posted

I love Choujin FRC, it kinda giver her a hyperhop ability ala KOF. Anyways, I was just playing te CPU Faust and discovered a new combo (new to me anyway) on accident haha. Here it is. (close) 5k, 5s, 2d, NOTE - from here you have a bunch of options. I'll list the couple I found. (close) 5k, 5s, 2d, 1. j.s, j.p, j.k, j.d (2 hit), 214k, option select j.s/airthrow to stop techs 2. j.s, j.p, j.k, j.d (2 hit), 214k, j.s, j.p, j.d (2 hit), 214k, option select j.s/air throw 3. j.s, j.p, j.k, j.d (2 hit), 214k, 5p, j.k, j.d (2 hit), 214k, option select j.s/ air throw 4. tk ryujin, charged ryujin, loop 5. iad kenryaku (dp thingy lol), 5k, 2h (1 hit), 6h, {loop if close enough to corner} or {5s, j.k, j.d (2 hit), 214k, option select j.s/air throw} A couple for Chipp (close) 5k, 5s, 2d 1. j.p, j.p, j.d (2 hit), 214k, land, 5p, j.k, j.d (2 hit), 214k, running jump into option select j.s/air throw.

Posted

Yes, I would just like to add that, I have after reviewing some videos and giving it a few tries myself, I am (finally) understanding the usage of qcb+k @ the end of air combos. At first I usually would try to add on qcf+k or dp+k, but I'm seeing lately that the qcb+k does a lot of good. I am having an issue though. In the air, I'll try, for example: j.P, j.K, j.D (2 hits), qcb+k, but it seems like after the j.D, a lot of the time the qcb+k misses completely. Any ideas~? Im thinking I may need to more conciously press up again in there somewhere, but thats not working out too well.

Posted

On faust you can do hype stuff. combo endlng ln sweep and then do, j.k,j.D(2 hits) 214k, land. j.k, j.D, 214k. lts cool.

Posted

On faust you can do hype stuff. combo endlng ln sweep and then do, j.k,j.D(2 hits) 214k, land. j.k, j.D, 214k. lts cool.

Yeah, that's not nearly as cool as mine haha.:vbang:

Posted

Oh l dldnt read your post with the combos yeah those are better. But you have to be dead close to do the ones wlth j.S. You don't have to be close to do the one l posted. But combos like that would be better at the end of the match. Since you should go for charge flrst as usual after a 2D.

  • 2 weeks later...
Posted

I've been fooling around with JIed chojin for mixups and mindgames: * 2+S, 6+K, c.S (JI), S, 236+P (frc), j.S, j.HS, 236+P, AD 214+K You can do whatever finisher you can think off instead of the gekirin (j.2+K RC/ AD j.D...).

Posted

I've been fooling around with JIed chojin for mixups and mindgames:

* 2+S, 6+K, c.S (JI), S, 236+P (frc), j.S, j.HS, 236+P, AD 214+K

You can do whatever finisher you can think off instead of the gekirin (j.2+K RC/ AD j.D...).

Shit! I've never thought of that...

Great stuff! i'll play around with that tonight!

Posted

Hey, this is a bit general. But I don't have the manual with me x.x Can anybody post a list of "names" of Jam's moves? Thanks to anybody that can help =3

Posted

2 Questions: - 2HS, 236S~D for 3 hits; Is there some sort of special way of doing this? I have seen it done a couple of places, but I can't seem to get this to land for the 3 hits consistently at all. Insight~? - I assume most people posting here are playing with a stick, so if you have one, do you feel it helps you play better with Jam execution wise~? I have been using a normal dual shock, but I think I may have to step it up.

Posted

Arcade Stick is way better than DS for any character in any fighting game. I swtiched recently, and a lot of stuf (TK Ryujins, 2+D-236+S>K, n.HS-236+S>D) is way more easy in arcade stick.

Posted

Well, actually GG is one of those games where it can be done and done well on either pad or stick IMO. I've been raped by Juicy G and Blacksnake when they were using pads, and there was no difference in their gameplay. Just do what works and make it happen.

Posted

Well, actually GG is one of those games where it can be done and done well on either pad or stick IMO.

Sure, try to play Eddie on pad.;)

Stick is the way to go. Japs play only on a stick (at least I've never seen someone on SBO with a pad). The game is designed to be played on the stick, it has been tested on stick. The pad is just a replacement for it. Like it is for the steering wheel for racing games. You can have some good results but ultimately it will start to get in your way. I found out that the pad started to impede me some movements so I HAD to switch on the stick simply to continue improving my gameplay. And I decided that I'd make my own custom stick, those Namco/Happ/Hori sticks have all the stick too close to the buttons for my liking. And I made it, and some 10 more for my friends :keke:. Click here to take a look at some of them. Currently I use the one with Dizzy's art (sorry Jam, no good arts with you on it), and I'm working on a stick with transparent Semitsu buttons modded with Sanwa switches. It should look awesome and perform even better :yaaay:

Posted

I say, it would depend on the character. In Jam's case it's vice/versa. Stick or pad doesn't make much difference. But then again,I've seen someone who plays I-no on stick do the same stuff on pad.So..yeah.Nothing on that.

Posted

Get a stick. Your fingers will love you for it. P.S. - Your game play will be faster on stick, although it will take a while getting used to.

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