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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.

I semi-agree, with you, but I don't think it matters how you play with Jam.
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Posted

IAD 214K > jK > jD > 214K > Land> cS/5P > jK > jD > 214K I've been trying to pull this off but I can't seem to get the cS/5P to connect. I've only gotten it to connect while in the corner, but I've seen it done mid screen plenty of times. Are there only certain characters this can be done on, such as Faust/Potemkin? I've seen it done mid screen on Sol, but I'm just totally in the dark right now since they always tech far before they get within reach. I've been told to super-jump instead of just regular jump, but that doesn't seem to work either. Does the IAD 214K have to CH? Can you ignore the cS/5P completely? Some insight would be great.

Posted

I tend to land 5P constantly, usually as a true combo. The point is that the opponent has just one or two frames to tech out even if you miss the perfect timing for the 5P (for the true combo). If they tech, you are in neutral on the ground, if you hit = more damage. Kind of a situation I like. I find the 2S usable only on big chars but I just tend to go for the 5P. No superjump or CH needed for 214K and no, you MUST land a 2S/5P to combo on.

Posted

I see. Thanks for the replys. I think I'm going to make buying a stick a project for the near future. Since it seems like any method of acquisition is gonna take a while, I'm not in a rush. I do okay with the pad for now, but I definitely am tryna get a good arcade stick. Mostly becasue, I feel like when I play on the mini ps2's vs the normal large size ps2's, I feel like my dual shock is a hair less responsive than when I play on the large size one. It mite just be me tho.....

  • 3 weeks later...
Posted

I just saw FlashMetroid's Final Round match and I was like WTH. Hahahah. He sure hooked me up with Jam.

Posted

I just saw FlashMetroid's Final Round match and I was like WTH. Hahahah. He sure hooked me up with Jam.

I know, that shit was unreal, it was a real close match. that's the level I want my jam to be.

I know this is a stupid question, but can anyone tell me a good way to do Jam's Impossible Dust?

  • 3 weeks later...
Posted

basic block strings would be like 5k s(s if you want) 6h or 5h (1 or 2 hits) 6h. More advanced block strings generally utilize a lot of 2p and 5k to put you on advantage so you can trick your opponent into thinking you're going to keep attacking in the same way, and ultimately bait a 2s CH when they attack at the wrong time. At any time during the more advanced string you also have the option to throw. Also, chaining into 2d > 236s s can be a good way to apply pressure as well as leading to juiiiiicy CH's if your opponent tries anything dumb. Rule of thumb though is 5h(3) > 6H will get you killed.

Ultimately Jam pressure should be more overwhelming for your opponent than tricky. She's not about fast high/low, but rather frame traps, and the occasional ballsy crossup 214k. Abusing crossup jh is also good in most matchups, but as with anything, you can't allow your self to be predictable.

One random trick you can use ever so often against people who are gung ho about sbing your 6h is set them up for an easy to slashback 6h and either throw them or let them sb nothing and use those 30 odd frames of unblockability.

If any of this is wrong feel free to ad your wisdom to the pile flash/doren.

Excuse the newb... still very new to the game, but this baiting for CH in the extremely old post quote above has me wondering. When I play, I get CHs with Jam frequently (by accident basically) but I am almost never prepared to take advantage of them. Can anybody comment on if you need to be baiting for the CH (Jam thread so specifically with Jam, but any character details would be interesting) or does it likely just come from experience and knowing when you might get a CH or something else I'm missing? And typically do you get big damage combos from a counterhit or what should I expect out of it?

Posted

For the stick vs pad discussion, I've always been a stick fan. I really like the X-Arcade sticks (I'm a fan of the American style sticks). I have one of the dual sticks and one of the tanksticks. The dualstick is too small for two people to play on IMO, but it's the perfect weight for your lap if you like to sit on a couch and maybe put something under the far side so it's flat. The tankstick works really well on a sturdy coffee table and is not bad for two people play. The only catch with their sticks is that you have to buy a "PC adapter" and a PS2 adapter if you are playing on a PS2 because of the way the thing plugs up.

http://www.xgaming.com/

My final 2 cents, the only thing I can do better on a pad than a stick is IAD or dash in general. I think my sticks are set too sensitive, which I may try fixing (they have instructions on their site). I'm not too worried since the sticks are "lifetime warranty", so use and abuse them is their motto. They are expensive enough, so I think it's a fair enough deal.

Posted

@LearningToPlay: I realized this now after I have been playing Jam for a while. If you are learning Guilty Gear, don't pick Jam as your first character to learn. Jam is for people that really know the game well and they want to change to a character that fits their play style more. Jam does not really...excel at offense or defense..and solely depends on the strength of the player to win matches in higher levels of play. People only say that because they want to put characters in categories that they can understand. I say she does not excel at offense because she does not have a clear advantage when she is attacking. If you look at Sol, when he's attacking and FRCing with gun-flame, yeah, it's clear he has the upper hand when he's attacking. Jam....has limited options to approach someone. Jam will either come at you on the ground...or from the air. Now lets say Jam goes the air approach. 3 things can happen, attacks ending in jumping hard slash, instant air dash into 214K (flame kick where it goes straight down), or air dash and FD in the air and landing.. Ground...2S? 5K? 2K? 236S-S? or FB. Jam has no overhead normals like Millia. You would have to put yourself in the air or dust.. Sure...Jam looks cool on youtube. But it's not because Jam really is...cool..but it's more like..the players making Jam look good. As for CHs, yeah...most of that stuff is random and by chance that the opponent does something and you do something right and that leads to giving you a CH, sure, but you have to be quick enough to react on it. A requirement for playing Jam is the ability to have fast reflexes and the ability to plan ahead at a very fast pace. So...you know...Jam moves pretty fast..well your planning has to be that much faster. Take for example, the burst cancel. After the Ky player uses that big slow lightening bolt thing and it's rushing towards you, (I don't know the name of that move, cuz I'm not a Ky player) you can parry it and then burst cancel through that thing. Input is as following: neutral,4,6,burst (dust + button x), (then u FD) 4+button y+button x. Thus u cancel out of your burst. Your speed has to be that fast.... As for the stick, I had more maneuverability with pad than stick, but you just can't do the advanced commands fast enough on pad where you have to use two fingers or more almost at the same time. A note on Jam's pressure, feel free to disagree or whatever, but Jam's pressure usually lasts about 3-5 seconds and you got 3-5 seconds to land a hit or the opponent gets out. Then it's back to square one. They will FD or jump out of your pressure. A note on Jam's frame traps..what frame traps? You mean the period of time where opponents just block your strings? Or do you mean the period of time where you just build tension? As long as the opponent has his full attention on your character he should be fine. If you go for a tick throw, remember, so can the opponent. Don't think the opponent isn't watching for an opportunity. You are better off going for high-lows, but that's just my opinion. Jam's throw sucks unless you FRC it into wall combo. Then you run into the decision of tension usage, better to spend it on that amazing puff ball? or FRCs? A note on Jam's jumping Hard Slash, if it's not done at the last possible moment, you will get thrown by good players. Even done at the last possible moment, if they instant block, SD, you will still get thrown. Dust mix-ups are fine, but they get blocked by good players since you can see it coming. People say her dust is fast, sure...fast compared to others, but it's still pretty slow compared to her normals. Use it sparely because it will end your pressure there. I do not consider myself a good Jam player, so the community can comment,correct, or inject their own experiences. So once again, don't learn GG with Jam. The initial easy victories with randomness might be fun, but eventually, you will hit a road block where you don't have the experience to carry you forward for a while....Jam is also one of those characters, that you learn last. Why else would the creators of the game give her a parry and give her shitty range? If you can't get in, what's the point?

Posted

I'd rather say that Jam can be as good as any char to start GG with. It only depends on how much time you want to spend in GG before you can kick someone's ass. The learning curve of Jam is longer than of let's say Slayer or Pot. I also think that Jam is too difficult for anyone to play her as a secondary char and do well with her (unlike the guys mentioned above).

Posted

Hmm. Yea. Jam's my 2nd character, I'm a Millia main. I think I do okay with both, but my constant switching is hindering me becoming really good with either. I might be okay with both for a while before I make any real progress.:sad:

Posted

Yeah, I main Jam, and I agree, the learning curve for her is longer than most. Having to judge spacing, oki, pressure strings, and other things. I also agree w/ Bluewindz, as most of the time, I do have to improvise on the fly w/Jam. She is not one of those characters that can just randomly rush down characters, she has to plan ahead.(not that I'm saying you don't plan w/anyone else, just that it's more required of Jam than most characters) But, I'm not a great Jam player yet either, still learning.

Posted

I can't believe how lucky my friend is. Or perhaps it's just insane intuition. But the first time I EVER used the 236S~D 2HS(1) 236S~236P 2144K crossup then hit in the front thing, he blocked it. So the second time I went for the 44D stay behind crossup, and he blocked that too. The only explanation I can think of is he got lucky on the 2144K, not realizing he'd be crossed up and so blocked it correctly, and then somehow assumed I'd go for something different the second time and blocked the other way. I dunno. It was pretty freakish though =)

Posted

I'm assuming this is already in the stickies but I can't find it and my own testing is telling me nothing, so here's a really basic question. What does Hochifu do? It's 22K or S or H. I've been wondering this since about two hours after I bought this game. That was like three months ago. It's making me feel monumentally stupid, especially since I'm sure the answer is already around here somewhere. HALP Edit: God damn that was quick. Firing up the PS2 right now to test this. Thanks, whether it helps or not.

Posted

I'm not a main Jam player myself, but I think I can help a little bit. Each Time You use 22K, 22S, or 22H, you Charge one of Jams moves. They power up her kick attacks. K makes 236 stonger, S makes 214S stronger, and H makes 623H stronger. When you use them, they do more damage, and, correct me if i'm wrong, untechable. Hope that helps.

Posted

Also, you have to use one of her moves that lead into the powered up kicks. These are: 214k 236k 236s~k 2362~d 623k So if you want a powered up 236k for example, you would have to do one of those moves and then enter 236k for the charged kick to come out.

Posted

/facepalm Yep, that's how it works. I even considered something like that. It wasn't as simple in my head, though, or I would have bothered to test it. Thanks again.

Posted

I know this is a stupid question, but can anyone tell me a good way to do Jam's Impossible Dust?

I use D, JS, 214+K...

There are other ways though (I think D, JHS, HS, 2K works too... can someone confirm?) but I just got used to this one.

Posted

dj ID combos are generally the best imo, and deal a little more dmg than the easier versions on average. The best dmg way to start an ID with Jam(and the combo I see the most) is 5d j.h dj.s h land what ever your heart desires. Its really only worth it to go for it in the corner, unless you have a charge kick or are going to blow meter to get your opponent to the corner.

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