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Posted

i'm curious about 963k input, i'v tried it in the past and yesterday, it didn't work... what command exactly displayed in input display?

I don't know... I have to check next time. I play in the arcades, I haven't powered on my PS2 for ages.

It works for me anyway. Just do it the way ot works best for you.

i don't think the speed is the real issue about this moves special property but the height when the moves is executed ... i can actually 623k that go down with only normal jump, but it must be executed realy low, i believe when Jam sprite reach is as low as the waist of standing Sol

mhmmmm... no.

It depends on how fast you input the kenrou after the AD.

(you can pull it off even over Sol's head if you want.)

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Posted

has nothing to do with height ! it´s only a matter of how fast you get the move out after the beginning of the airdash, be it forward or backward ! and i dunno what other games you have played before where you could input 623 as 6236 lol

Posted

has nothing to do with height ! it´s only a matter of how fast you get the move out after the beginning of the airdash, be it forward or backward ! and i dunno what other games you have played before where you could input 623 as 6236 lol

Like every Capcom game. That's how I learned.:eng101:

Posted

New Jam player here: Any suggestions on what to do after a crossup j.HS? Also, tolly newb Jam question- What exactly do the charges do (I don't have an AC manual).

Posted

the charges allow you to do the charged move (236k, 214k or 623k) after specials u normally can't, like 236s 236D (FB puffball), 236s 236k, and of course after any one of the special kicks.(again 236k,214k and 623k) the bonus you get(and fix me if i'm wrong), is stronger version of the move, which do more damage and is untechable for longer period. which will most of the time allow u to continue to wall loop (charge 236k has splat properties)

Posted

...and i dunno what other games you have played before where you could input 623 as 6236 lol

Street fighter (any)... if you do a hadouken while walking, you'll DP..^^ (KOF too I think...)

My friend learned it like that too... for him, a dp motion IS a walking hadouken!

any help with the forward FB combo after a throw? (backward is a joke...)

? :psyduck: ? ...what are you talking about?

New Jam player here: Any suggestions on what to do after a crossup j.HS?

Cross J.HS, f.S, TK-ryuujin, ryuujin charged, wallslam, 236+S-D, jamming loop

(I was able to do J.HS, f.S, 2D, 236+S-K, ryuujin charged, walslam, jamming loop

once against Testa.)

@excelence: ...I tested the going-down-kenrou height yesterday... you can do it from the top of the screen if you like! high jump, AD, kenrou!

Posted

Well, I'm guessing the input priority will be 236 before 623. Because Sol doesn't have a command for 236H, the 623H is used.

SIDEWINDER!!! for God sakes :vbang: i need to buffer 4 when doing sidewinder loop or else VV takes place

@atryu : ok then if it's about speed, i'll practice it ... hell when i'm full of myself :v:

ejdge : after cross up j.hs, u can do f.s -> any combos ... only if u do the j.hs low enough :toot:

Posted

Is there a trick to doing the tk ryujin after (f)s? I can only seem to do it if I do 8,236 after the (f)s and I still don't get it as much as I should.

Posted

Is there a trick to doing the tk ryujin after (f)s? I can only seem to do it if I do 8,236 after the (f)s and I still don't get it as much as I should.

it's funny, I think every single member of dustloop on the jam forums asked this question at least once...

there is no trick, but its difficult to master! (it took me 6 months to get it right).

You have to make sure to push K AFTER you hit the 9 direction.

2369 and THEN K! ..and not 2369+K (at the same time)... the probleme is that our hands are "used to" push the button after a hadouken motion.. hence, after the 6 input. In this case, at the same time as the 9 direction resulting in a "normal" ryuujin kick.

Other games (capcom games and KOF) are more forgiving this mistake. ...and I think other GG chars too.

Posted

it's funny, I think every single member of dustloop on the jam forums asked this question at least once...

there is no trick, but its difficult to master! (it took me 6 months to get it right).

You have to make sure to push K AFTER you hit the 9 direction.

2369 and THEN K! ..and not 2369+K (at the same time)... the probleme is that our hands are "used to" push the button after a hadouken motion.. hence, after the 6 input. In this case, at the same time as the 9 direction resulting in a "normal" ryuujin kick.

Other games (capcom games and KOF) are more forgiving this mistake. ...and I think other GG chars too.

Thanks.

Why do I keep posting in here? I thing I', slowly being converted. I found my self practicing with Jam for like half an hour today when I was supposed to be practicing with Millia. You guys are all bad influences.:vbang:

Posted

lol, that´s not possible unless you´re point blank in the corner against pot, otherwise you can always combo off 2D 236S~K 236K(charged)... try doing it midscreen, or if you start in the corner combo with 5K 2HS -> loop

Posted

I know playing Jam, people mostly improvise. But what are some of your favorite openers? Like while running up to them or air dashing towards them? And what are some of Jam's reset options? Stuff to lead into when a move goes in like 5K or jHS. Or when you got them blocking or in the corner.

Posted

Whenever I do the 2d, 236s~k, charged ryujin, I don't land in time to do the loop.:psyduck:

After a charged ryuujin, I ALWAYS do 236+S~D...

It is 100% sure to re-wallslam the guy, and it will never miss.

Then, you'll have th eperfect distance to continue the loop.

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