Jump to content
Dustloop Forums

Recommended Posts

Posted

Since we are on the subject of tight combos, how tight is the 6P after the 5hs in that loop of Jams? IMO, there is nothing more annoying than landing 6P 5HS 6HS and then the rest of it being blocked.

  • Replies 700
  • Created
  • Last Reply

Top Posters In This Topic

Posted

That one isn't tight at all comparatively, and must be mastered. If you want something for comparison, it's several times larger window than frc imo. And just a note, 40-43%+knockdown+charge+nearly 25% tension is the most amazing ever at the start of a fight, 5 seconds in and you are already on the home stretch, one more hit and it's over basically.

Posted

Is Doren2k the best Jam alive??

You know it smoov. YOU KNOW IT! lol.

Guilty Gear (70 Participants)

Bracket by Jeff Tessar (Heidern98)/Rick F'n Stalvey

**Note - these names will be filled in as we go - this is the "deciphered" version :)**

1) George Fed "Juicy G" - IL

2) Mike Boczar "Elvenshadow" - IL

3) John Prucha "BlackSnake" - IL

4) Joey McFarland "Ultimate Faust" - OK

5) Peter Susini "Flash Metroid" - FL

5) Andrew

7) Alex Garvin

7) Doren2k

:yaaay: :yaaay: :yaaay: :yaaay: :yaaay: :yaaay: :yaaay: :yaaay:

Posted

Guilty Gear (70 Participants)

Bracket by Jeff Tessar (Heidern98)/Rick F'n Stalvey

**Note - these names will be filled in as we go - this is the "deciphered" version :)**

1) George Fed "Juicy G" - IL

2) Mike Boczar "Elvenshadow" - IL

3) John Prucha "BlackSnake" - IL

4) Joey McFarland "Ultimate Faust" - OK

5) Peter Susini "Flash Metroid" - FL

5) Andrew

7) Alex Garvin

7) Doren2k

:yaaay: :yaaay: :yaaay: :yaaay: :yaaay: :yaaay: :yaaay: :yaaay:

I hate you! :v: LUCK ONLY HAPPENS ONE TIME. NEXT time it will be rape. DONT PICK MAY AGAINST ME AGAIN!

Posted

is there any point to a 22d charge up? because i was thinking maybe having the slash charge up useful for maybe a midscreen damage thing or if the kick charge wall sticks too high for them 2 recover?

Posted

is there any point to a 22d charge up? because i was thinking maybe having the slash charge up useful for maybe a midscreen damage thing or if the kick charge wall sticks too high for them 2 recover?

We already discuss this some time ago:

It´s pointless, unless you want to try some insane-epic-legendary come back whan all´s already lost.

In normal situations (where you can store a charge), it´s good enough to get one Ryujin.

Think about it:

-Jam only needs one Ryujin charge per combo for HUGE damage (50-80%)

-Gekirin and SRK charge are unnecesary on AC (they´re useful on some situations if you already have a Ryujin one, but that´s about it).

-You kill the whole cast with 2-3 combos.

-FB Pufballs are often more safe and easy way to jammin.

My personal opinion is still that the 22+D is a waste of tension, no matter how you look at it.

Posted

My personal opinion is still that the 22+D is a waste of tension, no matter how you look at it.

I disagree! ...if you 22+D charge 2x Ryuujin, you can 5K, S, S, TK-WATCHAAAA into WATCHAAAAA into WATCHAAAA!!! (best combo ever!) :JA::toot:

Posted

I was thinking about it the other day, about the 22d charge. I wonder if there are combos where you can 22d for 2 ryuujin charges mid combo. It recovers faster than a normal charge, so it might be possible, but you would need something with madddddd untech time. Maybe ch iad214k > 22dkk > tk ryuujin ryuujin ryuujin? Could that net more damage than a puffball? Maybe I'll get unlazy and try to find something. edit: hmm I thought it recovered faster than a normal charge, but nope, it doesn't :P

  • 3 weeks later...
Posted

hmn ty well another noob q i use a combo in #R : ground dash k,s,s,623k,236k,623k,rc,s,fast ground j,s,p,hs,214k,236k,623k,rc(here i want to air dash but i cant...) so for the air dash what must i do? ji? how will the input change to be able to dash? thx in advance

Posted

Yeah you only have to be neutral one time and the rest you can parry with regular 64 on multiple hits i believe.

  • 3 weeks later...
Posted

I`m having troubles doing the FRC in Jam's throw, what's the specific frame in which you have to cancel the throw? Also How effective is in real matches the combo 6P(1hit), 5HS, 6HS - 6P(1hit), 5HS, 6HS - 6P(1hit), 5HS, 6HS... (RC in some point when Jam is getting too far from the enemy) I've seen it in many Combo movies , looks like a loop (assuming the opponent has no burst)

Posted

Well, considering that the 5h loop is like her biggest combo that doesn't require tension or a charge, and ends in a knockdown(close or far, depending on the matchup/your preferance) or a throw trap, and can be started from a 5k, then yes. I believe it is useful. However, rcing the 6h is like, almost never worth it because by the time you get to the end of the second/third 5h the combo is already prorated to crap. Also note that combing into 5h on the ground gives you the options to link into a fb puffball if you're close to the wall and convert the combo to a wall combo, or link into splits kick and use your charge if you have one for the same effect. All in all, 6h 6p is pretty dang easy to time, so you might as well learn the combo. It's especially nice on people like baike[finput][/finput]nji who have a tendancy to not be blocking low. As for frcing the throw, the timing is like a few frames before she kicks them. Before I got it into muscle memory, the way I remember is like, when she throws them up, frc at the point where it looks like if you cancel the throw jam will be there to catch them in her arms. I dunno, its just like the 6p link, kind of hard when you start but practice makes perfect right? The one thing I can't doo with much consistancy is iad dp, not that it is a important skill, but the combos are pretty dope you know?

Posted

How do you do Jam's 99 hit super? I was kinda mashin and the thing came out but it's not in the command list.

I think its 64641236 P+ K

I`m having troubles doing the FRC in Jam's throw, what's the specific frame in which you have to cancel the throw?

Also How effective is in real matches the combo 6P(1hit), 5HS, 6HS - 6P(1hit), 5HS, 6HS - 6P(1hit), 5HS, 6HS... (RC in some point when Jam is getting too far from the enemy)

I've seen it in many Combo movies , looks like a loop (assuming the opponent has no burst)

It doesnt matter what the specific frame is unless you can count frames while playing lol just go to training and practice using the input option it flashes blue its late as hell like right before her feet hit the opponent

Its useful if you have no card or tension if you have either of the 2 you shuold probably be doing something else

It's especially nice on people like baike[finput][/finput]nji who have a tendancy to not be blocking low.

I dont know where you got this from....but this is false

Posted

I don't know if I asked these questions (Sorry, if I already did) but I need to know a few thing about Jam: For starters I am having trouble doing her 6P>5HS>6HS loop successfully. after the first repetition its a 50% shot with me that I will get the next 6P down or it will just be blocked. any pointers on the timing? Also is the combo of 6P>5HS>236S~D a link or a late cancel because everyone I play seems to block the FB at the end. And finally for Jams throw FRC, what is the best combo to do when you are in the middle of the screen? It just seems pointless to do unless your close to the wall.

Posted

For starters I am having trouble doing her 6P>5HS>6HS loop successfully. after the first repetition its a 50% shot with me that I will get the next 6P down or it will just be blocked. any pointers on the timing?

Practice thats all there is to it

Also is the combo of 6P>5HS>236S~D a link or a late cancel because everyone I play seems to block the FB at the end.

Its a cancel you cancel it as fast as possible after the 3rd hit

And finally for Jams throw FRC, what is the best combo to do when you are in the middle of the screen? It just seems pointless to do unless your close to the wall.

close enough to fb puff them to the wall -

throw frc, 5S, 5HS, FB Puff, 236S-HS, into whatever you want

not close enough to the wall -

throw frc, 5S, 5HS, 6HS, 5S, jD, 214K

those are the ones I do

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...