1muvwndr Posted October 9, 2008 Posted October 9, 2008 So properties for same-frame+overhead+low hit parry changes each time? The game randomly determines if you parry or not the parryable hit if both hits come in the same frame? Dunno, this randomness doesn't sound right to me. If I didn't escape puddle UB 3 out of 3 times and parry-blocked spit/FB drill UB myself, I'd take your testing for 100% correct. Thanks anyway.
Hellmonkey Posted October 9, 2008 Posted October 9, 2008 did you read my post. There is no randomness, the game happens to switch back and forth between the high or low hitting first for two projectiles is all. For puddle unblockable he is doing a normal with it, and the normal will always take priority. As for experience in matches, Eddies mistime or misplace unblockables all of the time so there will never be any easily noticable and sure way out of them, as missing the "correct" timing can be just as successful if the opponent acts against it as if it were (like trying to parry FB+[d]) Your best bet out of them will ALWAYS be hitting a reversal when you see placing/timing is off (he's too high to land and block, the puddle is too far forward from you so you can backdash it). The next best way to respond is to make sure however he hits you is prorated and making it as hard as possible for him to space it right, like always ducking against puddle unblockable incase he puts his air normal too high (blocking the puddle and escaping even if you get hit by the air normal) also keeping in mind that the puddle is forced proration so it's not a big deal to make sure you block the first high hit, blocking low against FB drill unblockable to make him have to land the prorated high hit (which can whiff as well), blocking low against iad unblockable as it is easy to mistime or misplace the air move so it won't hit early/correctly, as blocking the drill will not only mess up the following combo but he can completely whiff his air move. (iad unblockable is always DPable i believe, though)
Hellmonkey Posted October 9, 2008 Posted October 9, 2008 Yet another problem with parrying unblockables: even if you manage to parry both the high and low hit of FB unblockable (when the high would hit first), if Eddie does [k] into shadow gallery as he normally would, Jam gets hit anyways by [k] after parrying before being able to act. Honestly parry does not seem like a viable way to get out of unblockables almost ever, if they are mistiming it in a way parrying becomes an easy way out there are probably even easier ways to do so.
SouthernCross Posted October 25, 2008 Posted October 25, 2008 If I'm playing Jam against (say Ky), what should I watch out for on wakeup? I normally charge a card after knockdown and then a 236K. Its worked so far, but I'm really sure I'm doing SOMETHING wrong here..
Hi-C Posted October 25, 2008 Posted October 25, 2008 That's an ok option, as his wake-up reversal is his lightning uppercut, I think its 623S/H. BVut if your on the other side of the screen, and charge a card, be careful because he may try spamming you with lightning bolts... damn you Ky and your lightning. But then, if you dodge right or something he's pretty screwed once you start the combos.
Bluewindz Posted October 25, 2008 Posted October 25, 2008 You can puffball through his lightening bolt spam. FB would be better. Just wait for the animation and FB for a free combo.
Nakkiel Posted October 26, 2008 Posted October 26, 2008 You don't have to FB at all. The dash will go right under any of Ky's SEs (CSE included). However, I don't think any decent Ky player would throw an SE from across the screen at Jam without 25% to FRC it.
Hi-C Posted October 26, 2008 Posted October 26, 2008 Oh, I didn't think about this, but doesn't wake-up lightning uppercut beat-out Jam's dragon kick? I think it does cause Sol's dragon punch beats it. So, no good rushing in randomly with a charged card right? Another option is to 236S~P... but it's too damn predictable and easy to get thrown out.
1muvwndr Posted October 26, 2008 Posted October 26, 2008 Using 236K as oki? OMFG how could you even consider this? 236K hits only the upper body, has HORRIBLE frames on block and most of the cast can dodge it just by crouching (so you can't even RC it). You'll get raped 99% of the time. If your Ky opponent is VT-happy, use 5K or 2P to bait it. Even a dashing 2D is good if you time it right (If he hits reversal VT you go under it, if he misses it you get a meaty 2D on him). Definetly DON'T use 236K as oki.
Bluewindz Posted October 29, 2008 Posted October 29, 2008 I agree, but if used as an oki and it hits, definitely a big wtf moment!! lol
xenophobian Posted October 29, 2008 Posted October 29, 2008 lol, do you wear makeup and a big red nose while playing ? the only time you do a standalone, non TKd 236K is on your wakeup vs. pot to punish a slidehead oki from a certain distance ! if you at least had said 2369K, it flyes over duckers and if you´re funky/lucky you cross them up just right, but still there are MUCH safer options that actually LEAD to dmg. or you are just playing wtflolscrubs, in that case do whatever you want but keep it to yourself, you may confuse people that want to learn valid tactics
DuragunInstaa! Posted October 30, 2008 Posted October 30, 2008 Hey long time forum user first time post so excuse me if this is a bit scrubby to ask. My buddy has a problem against Baiken's forcebreak counter. I usually choose to disable both his jumps/dashes and his kick button and it really turns the game easy mode for me. What options does Jam have vs. Baiken in this situation?
Luigi-Bo 87 Posted October 30, 2008 Posted October 30, 2008 I'd probably seal off S or HS myself. S for puffball denial and HS for 6hs and loop denial.
DuragunInstaa! Posted October 30, 2008 Posted October 30, 2008 How about wake up options in this situation? I get parrying jump ins dusts ect, but what to do against say meaty 2d>FRCtatami?
milesokeefe Posted October 30, 2008 Posted October 30, 2008 IB 2D, backdash IBing meaties isn't that difficult. The trick I use is to wait until I see my character's wakeup animation begin to block. I suppose if you're twitchier than I am, you might have to narrow it down to a particular frame of your character's wakeup animation. EDIT: oh lol, what I suggested doesn't work except at just about the maximum range of 2D
JamsLegs Posted November 19, 2008 Posted November 19, 2008 I've seen in a lot of videos where the Jam would do 1 wall loop then go for 2HS -> 236s-d.. and waste 3 forcebreaks of tension..... Does that do good damage / or / do they waste it because they don't know what to think about at the moment?
JamsLegs Posted November 19, 2008 Posted November 19, 2008 Thx Luigi... Another question. I know what IB is, Instant Blocking/Just Defend.. And i know when it works you flash white, but i've been on training mode pressing back on just the right moments probably for hours looking at the difference and can't see a difference between regular block, and IB blocking.. Is there an easier way to tell if you are IB blocking or not?
JamsLegs Posted November 20, 2008 Posted November 20, 2008 And Just... What would be the way a jam should play to put fear into the opponent? I hear Jam should be feared for most of Jams tricks successfully excecute, but there really isn't a post/thread that goes in depth. Someone plz help.!
1muvwndr Posted November 20, 2008 Posted November 20, 2008 The difference between normal block and IB is hardly visible by the stance of your char (4 frames can't really be noticed so easy). Some strings can be interrupted by IB -> throw, some situations require IB just to get out alive (Eddie). Want to see the difference? Let Sol do Bandit Bringer (236[K]´into 2S, if you IBed you can throw him. Jam has IMO tons of viable mixups through IAD cancelling, 2D FRC, 236P, 236P FRC... That's once you get close to the opponent. Her ultra-short range (and IMO low priority of some moves) is compensated by good pokes, fast movement and great damage potential. Basically that means that you must get in somehow, get a knockdown and then you are really to be feared. In the corner the mixup possibilities are very high, it just depends of what you can or can't do. Most of the times it's the best to end a combo in such way that you "pull" the opponent out of the corner (2H into 236S-236P) so you can play for a normal/crossup hit on the opponent. Jam is IMO hard to put on the paper, there is no "do that or that, if you do anything else you're dead" with her (like with Dizzy). Her speed makes possible really lot of variations of "standard" mixups. her performance depends solely on your creativity and input skills. Just take a look at the matches of the 2 best jap Jams, KA2 and Mike. While KA2 is patient and incredibly effectife at mindgames, Mike is just freestyling all the time. Bluewindz tried to do a all-in-one guide but I think he realized that this is the work of a lifetime and desisted.
JamsLegs Posted November 20, 2008 Posted November 20, 2008 Some Nice Tips 1muv... Highly Appreciated. It does seem after a while playing with the same group of people, the mixup/crossup game gets pretty weak against them. So I'm just not sure how to tell if my Jam is Good or Not until I go to Final Round In March* Woot Woot ------ Back to the Questioning and Answering; 1 - Is the 236p (regular or FRC) really needed to give jam a great crossup/mixup game? 2 - Might be a stupid question but when someone see's birds/dizzy will Jam have enough time to Instant Death an opponent? If not what's a good move to use? assuming there's not enough tension to use a super move. 3 - Do people really play different if Jam Has a Card/25% tension? - - - Always wondered does a Box Controller really help playing with Jam? ----- Need to Bring these Jam Threads back to life. Read everything feel like people should start talking again.
excelence Posted November 20, 2008 Posted November 20, 2008 i'm not realy a Jam expert but 1. i do iad Geki/kenrou alot more than choujin frc for mix up/cross up 2. if u stop comboing and instantly activate IK mode, most of the time it's sufficient, unless your opp is hardcore masher... i would go on burst bait and jamming loop if the condition for ik is rough (which is pretty rare as most of the time i can kill my opponent without them got dizzied) 3. Yes, why? any random hit would lead to at least 50% of their life bar ... err, i'm pad fighter, but my friend suggest me to take a stick as they said it do better, and GG was originaly designed for stick play
1muvwndr Posted November 20, 2008 Posted November 20, 2008 1 - Yes, it's needed. You put the oponent in a position where he just have to guess if you will hit him from the air or the ground or you'll go for a throw. If timed right, you are quite safe to do anything without risking getting hit by a DP. 2 - Yes, some stuns have 100% safe IK (meaning it's impossible to mash out). If you land a CH 236S-HS you have great chances to stun the opponent. So if you are prepared, you just drop the combo and IK him. 3 - 25% or more tension means that you have a rather fast move with some invul that leads in 200+ damage and the opponent is forced to play differently. Same applies for charged ryujin (not so much for the others), you can use it to take away 50% life bar or just to be safe (like after a blocked 623K).
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