St1ckBuG Posted March 26, 2008 Posted March 26, 2008 Do this input instead: 2D > (Stay at 2) > 36SK > 236K. I feel it has more to do with speed rather then spacing, so basically what atryu said.
Luigi-Bo 87 Posted March 26, 2008 Posted March 26, 2008 yea, i gotta perfect it thouhg. for her throw frc, how do you guys frc it? like do you go throw, frc with pkh, then quickly press s. or do you just frc with ksh and double tap s?
Dark Vision Posted March 26, 2008 Posted March 26, 2008 double tap s (or even triple if i go for air combo) works for me fine. just double tap aftetr the frc. don't wait to confirm the frc cause anyway if you fail she won't do a thing and you will have time to sj for the regular combo.
radish Posted March 31, 2008 Posted March 31, 2008 hey so im new around here i have a quick question if anyone can help me. im trying to do the 2D(sweep), 236S~K(slide) and into 236K(flying kick - the charged card version) my question: is there a certain distance or timing in between the "2D into the 236S~K to 236K(charged card)" to make it all connect? I'm having trouble being consistent at getting them to pop up high enough after the 236S~K to connect the 236K(charged card)......or is it that its different with each character? i can only get it once in a while. thanks ahead of time. Also one more quick question, whats a nice meaty hit that cant be thrown out of when you attack them on a wake up for a chip/pressure combo. I've been trying 5H but i get thrown out quite alot so i'm trying to change to Forward 5H. is that right?
atryu Posted March 31, 2008 Posted March 31, 2008 hey so im new around here i have a quick question if anyone can help me. im trying to do the 2D(sweep), 236S~K(slide) and into 236K(flying kick - the charged card version) my question: is there a certain distance or timing in between the "2D into the 236S~K to 236K(charged card)" to make it all connect? I'm having trouble being consistent at getting them to pop up high enough after the 236S~K to connect the 236K(charged card)......or is it that its different with each character? i can only get it once in a while. I'll tell you if you tell me how to make the grand viper hit 10 times... -_-' (aka. it has been answered 7 million times in this very thread... and at least twice by me on this borad.) Also one more quick question, whats a nice meaty hit that cant be thrown out of when you attack them on a wake up for a chip/pressure combo. I've been trying 5H but i get thrown out quite alot so i'm trying to change to Forward 5H. is that right? 5H?! Oo' ... I don't know what do you mean by "forward 5H"... is it 6H? This depends a lot on the matchup. personally I use: - nothing on Sol/OS/Slayer/Zappa - 2S on Anji, I-No and Millia - 6HS on Pot, Venom I use 5K pretty often too, but careful with the distance and the timing. p.s. Except the 6HS on Pot and the "nothingon Sol/OS/Zappa/Slayer", DO NOT spam ANY of the above, you're gonna get raped big time.
radish Posted April 1, 2008 Posted April 1, 2008 yea sorry if it sounded like one of "those questions" but my real intent of the question was the difference in timing not execution, unless that question was already answered and i didnt read it anywhere. From what i see the only explanation is that people arn't doing it fast enough or correctly,. my real intent of this question was if the timing and distance of where the hit contacts between the the 2d into the 236S~K would make a character bounce higher or lower to connect the charged 236k. also if the bounce will be affected if the 2d was done really deep or at the tip of the foot.
excelence Posted April 1, 2008 Posted April 1, 2008 distance? ... nah whenever u get the hit(for me the further, the better), timming ... probably (i just do it as fast as i can)... and what the heck with bouncing stuff? the ideas of the gattling is to air juggle 2d into Ryuujin combo
Bluewindz Posted April 1, 2008 Posted April 1, 2008 Well here's my question for the day. How does Jam win against good people? Jam's range is an issue. What are my options against an opponent that knows how to block very well? Up until now, I win with random hits and random puffballs or 2S. So what if I do not get any more random hits? IAD jHS? IAD 214K? IAD jHS runs the risk of getting thrown if it's not timed right.
radish Posted April 3, 2008 Posted April 3, 2008 another quick question, when doing jam's wall stick loop, ideal position is about 1 inch away from the wall or right up on the wall?
yukichi Posted April 3, 2008 Posted April 3, 2008 Both options are about the same, though close up you can get some extra damage in, though maybe not too significant. Though that is from my personal experience. I usually tend to get in both situations in my matches and if I perform my combos properly the results are about the same in both. Up close you will have to do things differently than if you were far away.
Noisy Jam Posted April 11, 2008 Posted April 11, 2008 I don't know about the rest of folks but I am really having a tough time with Jam's parry. I can parry in games like SF3S and CvS2 but the 46 motion really messes with me. I usually get caught moving forward (doing it to early) or blocking (doing it too late). Are there any tips or suggestions on the timing of this new fangled parry? *Note* Have read the Jam basics and other sites but haven't seen too much.
excelence Posted April 11, 2008 Posted April 11, 2008 parry has 8 active frames that's like nearly 1/6 second. to do it accuratelly, unlike SF3rd where it's easier to do when it's about to hit, tap 46 prior to any attack and let that 8 active frames do the job, if u keep messing up with moving forward, try to practice against Johnny "That's My Name"/Tes "Nightmare Circular"... i found it as the easiest move to parry in the game
Hideki Posted April 11, 2008 Posted April 11, 2008 Maybe you are not in neutral position when you attempt the hachifu. Unlike on XX/#R/Slash, you can´t "red parry" anymore (go from blocking to hachifu). In order to parry any hit succesfully, you have first to stop any motio[finput][/finput]ttack, go to neutral position, and then do the 46 motion.
Luigi-Bo 87 Posted April 11, 2008 Posted April 11, 2008 Yea, if you're walking/running in, quick fd then 6 does the trick for me. The window for the actual parry seems kinda long compared to other games imo. Actually, this can be used as part of your mix up come to think of it. If they try to beat out an attack of your when you are renning in, the fd parry could catch them making them think twice about attacking giving you a couple free rush down attempts.
Noisy Jam Posted April 17, 2008 Posted April 17, 2008 Thanks for the advice guys. I am still working on Jam's B&B but this is one of those things that was giving me a migraine. I found that the neutral thing helps out alot and doing the motion early and letting those 6 frames you talked about helped bunches for getting the move parried. Well since you guys seem very well read on our lovable Chinese diner owner, What can Jam do against Badlands Testament and looping Eddie?
excelence Posted April 18, 2008 Posted April 18, 2008 Badlands -> don't get hit by it Eddie Pressure -> Short Drill : don't get caught by it -> long drill : ib the 1st hit of mawaru and u got back dash, know the timing she might still get caught by little Eddie tail of the 2nd hit btw if u try matchup thread, u might even find more info about those thing
Noisy Jam Posted April 24, 2008 Posted April 24, 2008 *facepalm* (puffballs over to Matchup thread) One more question from me and I think i'll be done. Jam's corner B&B is some sort of stick whether its puff ball or palm thrust. 5k - 2HS - Palm thrust/puff ball - DASH BACK IN The note here is that the dash back in is giving me issues. I see the dash command in the command line but She either ends up walking or not moving. If I wait until she returns to a neutral standpoint then the dash comes to late and my opponent techs or falls back to the ground. I can usually get a 2D - RC - stuff to pop them back up or bait them into it again but I am trying to get the 10-15 hit loop for 50-80% (lol at Chipps damage). Any thoughts? Do I need to Dash Install? I looked at the B&B thread but there doesn't make mention of a Dash Install. Thanks God's of Chinese Waitressing, Noisy Jam
excelence Posted April 25, 2008 Posted April 25, 2008 dash buffering : hold 6 while you're doing palm thrust/puff ball then tap and hold 6 while the move is finished take more attention to your 2p/5k/2s and your oponent hit box while falling from wall stick, u only need to dash a very few step, not to deep and not to far since the hit box on this combo realy cover a big gap on it anyway, i think i don't need to dash buffer on this loop except if i go against RK
Mr_Gatotsu Posted May 27, 2008 Posted May 27, 2008 Ok. I'm not TERRIBLY new at playing Jam. But I don't know her like the back of my hand either. Is 6H her only throw invulnerable normal? If not, what other throw invulnerable moves does she have?
excelence Posted June 2, 2008 Posted June 2, 2008 i'm not a real expert on Jam, but i got in this matchup everyday... personaly i like this match up as her main pokes(2p,2k,2s) are killing him and Ky has no reliable way to lock her down and any Bakushu attempt v Ky is a suicide
yukichi Posted June 2, 2008 Posted June 2, 2008 My friend uses Ky as his main, and I tend to have the most trouble fighting him, (he's played against me so much, he knows all my combos like the back of his hand, and does a great job blocking me). Main things I go for, 1. Watch for stun edges and punish with puffball. Tends to lead to a half health combo. 2. Stun dippers are ridicously easy to parry. If the Ky sends one out and hasn't comboed you into it, you can block or even get hit by the first hit (part where Ky slides forward), and parry the sword slash followup. The parry leads to a nice s -> hs (3 hits) -> qcf s + k -> ryujin (carded) -> qcf s + d a few times -> qcf s + hs -> one corner loop iteration. I usually net a dizzy into instant kill in this situation. Also greed saber is pretty easy to parry as well, and it leads to into air to corner loop situation. 3. Most Ky players I know enjoy the air, which gets high damage anti air combos. 4. Becareful using puffballs, stun dippers beat them like crazy.
1muvwndr Posted June 2, 2008 Posted June 2, 2008 http://www.youtube.com/watch?v=ykxD2-XJ_nc 0:45 - KA2 does a burst cancel. Can someone enlighten me how it's done? I think it's parry into burst into FD but I'm not sure.
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