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Posted

Lets say we use the 6HS (delay) 5HS for the finish to bait counter hit. Or try to do the 623k down but its actually the regular. Or do 236k. Or even 623k. They are blocked in whichever situation. Is it wise to try Roman-cancel and escape or attack? Or does it depend on the situation? Because it seems like when i choose to roman-cancel and escape it seems like i could have killed the opponent with a grab FRC or a small combo. and sometimes when I choose to attack after a roman cancel I would get punished with a Low low dust or a grab. Also I was wondering is 236S -> P is a safe move to use when the opponent is knocked down? Because i get away with it with friends but not sure if it will workout in the outside world.

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Posted

Well, using a RC to avoid eating a combo is kinda situational. If you can afford to lose life, I'd rather save tension for oki (either a DAA or FD). If you cannot, RC is your life-saver. But still, the best option is not to get in such a situation at all. Using RC to continue pressuring the opponent is usually a good choice but only if you cannot follow up with anything else or you want to go for some mixup. Typical move to RC for a mixup is j.2K. You want to get away from your opponent when he's knocked down? :?: Forget it, you NEED to be close to him. 236S-P has above knee invul and is good for going through fireballs or attacks that do not hit low. I think it's a good move in most matchups but not to be abused.

Posted

aH Ha.... I know this a newbish question to ask but... -Sometimes when i play against people, after a while i know what moves are about to be used and for some reason i see myself getting punished by them. Most people just say i need some more experience in Fighting Games since GGAC was the first 2-d Fighting Game that i've played. So if you know the opponent would attack low, what would some good moves be used and if someone attacks with a high mixup/crossup move, what would be a good punisher? ... Sometime next week during thxgiving break, Im thinkin' about posting some videos online so i can get some real help. I'ma go head and practice these things, and i'll get back with some more questions later.

Posted

if i know the opponent will attack low and if their main poke isn't knock down, Jam can goes with 2s,gekirin(214k) or fbpb that goes for massive damage on ch if it'll be knock down, gekirin/choujin/iad_anything is your only option high mix up, most of the time Parry/2p/2s/f.s/fbpb would work realy nice and give huge pay on ch for cross up... it's quite situational, 6p/c.s/2hs/hspb ... just need to know what attack need to be done in certain cross up

Posted

This question may have been answered, but... When Parrying i know you can 2S, Burst, 6P.. and so on, but i was wondering i know we can't predict every move out there, but when are the moments when parrying is almost needed? ----- serious question* 1. When facing against SoL, I bait his VV and what would be a combo after that, that will give me maximum damage? 2. When facing against anyone actually when baiting out their DP. Whats good to use, cause i know they are punishable. 3. when using f.s, CH, is there a move that follows? that leads to a punishing combo? 4.When j.2k 'ing' do we have to cancel to follow up to a combo? and when j.2k 'ing' how does Jam connect to a combo? been practicing it but it doesn't seem to Get a 'Beat'.

Posted

parry -> never realy good with it so i wouldn't comment 1. for max damage,236236hs(frc)>fbpb>jamming ... full tension morale breaker lol it does around 370dmg iirc... err more realistically i think fpbp>jamming do the most damage in this situation 2. fd break & fd jump in ... that's the most safest option that i know vs any SRK, next like cross up iad/choujin can be done to anybody except Ky which i'd prefer 2d meaty on max range and 236s_p/hs is pretty safe too if used sparringly with other option. 3. f.s,tk236k,fbpb/hspb... if airborne f.s(ch)>fbpb>hspb>... 4. j2k can combo with 2p... but the timming is ... quite wtf for me (;^_^)a

Posted

Be aware that parrying doesn't necessarily put you at an advantage. Some strings require multiple consecutive parries (you can't punish someone mashing 5P). Also, someone doing a perfect meaty jump-in is also not punishable after a parry. Parry is most effective at stopping moves that have a high blockstun( Sol's Bandit Bringer,Axl's 6HS...). The easiest parry is wakeup parry. Very good players do perfect guard into parry (again, not all strings can be interrupted with this). @excelence 4. j.2K has good frames only after 1st hit (on hit only), 2nd and following leave you quite open, you cannot attack afterwards without risking getting thrown. You can jump away though. j.2K RC on hit can be continued by quite some stuff (i.e. j.2K RC, land, c.S, 5HS, 236S-K, charged 236K into 1-2 wall loops + charge from mid to 3-4 screen).

Posted

Ah Ic. First Hit RC into 5S... Thx I've been getting it right. I have individual match questions now. 1. against Potemkin... It seems like when i play against a friend i find my self in the PB alot and slide head is just about perfect and becomes unblockable. sometimes when i see slide head commin' i'll Low dust or IAD 214k. but the problem is after i finish a block string it seems like i get PB'ed alot. I think im not doing the right block string combo. ex. I would 5k 5H 2d, they are blocked and Potemkin. i think does 2S. *the move that slaps the opponent and brings him back and does PB after words* 2. against testament... when i leave myself open he will get me into a type of block string that would consist of hmm... a quick attack and a mouth from the back.. and it seems like if i would do anything i would get hit and be put into that shonen 214p combo*which is gay in my opinion. 3. against venom... when he summons dark angel 4. against eddy... when hes a underground and pops up into somekinda shark think and attacks high and when the shadow comes out. 5. during a match whenever i have a chance to get a card should i get a card or do a crossup/mixup, bait a dp? or does it matter? or is it situational.

Posted

Can somone tell me how to do Jam's "Catch" move? where she blocks an attack and can counter as soon as she blocks. I don't know the name of it or how it's done, and would like to know.

Posted

Her catch is her parry move... You have to wait i think 4-6 frames before the opponent lands a hit on you then u press 46 or left > right .. and you should make a green circle.... but you have to remember you can only block high to mid moves no low moves.

Posted

Parry is performed neutral-back-forward and it's window is 4 frames (I think). Take a look at some of the prevous posts, it's somewhat explained. Against Pot: your 6HS is unthrowable (no PBs), use it against Potemkin. Keep jumping, don't stay on the ground. You can risk a charge when he's at the other end of the screen. Use short strings, keep him guessing whether you'll do a 6HS or not. Against Testament: sorry very few experience but try not to let him build his fortress of nets & trees. Learn how to break them. EXE beasts (forward and back) are nasty, try being in the air. Against Venom: Dark Angel is arguably the best overdrive in the game. If the V player does it right, it's up to you not to get killed by it. If he misses the timing, superjump is your good friend. Against Eddie: Try to block this attack because if he doesn't FRC it, he's dead meat. He eats Jam's combos like no other. Charging a card is purely situational though I think it's always the best to have a charged ryujin in the sleeve. But sometimes it's the best not to charge and go for the pressure. There are very few situations that let you charge a card and still get oki.

Posted

I've wondered... When playing with Jam, is it Okay to hit FB during block strings to startle the opponent? Or whenever the opponent moves, so the opponent may think before he does something... But im Doing this Knowing hes probably gonna block it anyways? Is it wise? or Should I save the tension.. because since im pretty aggressing anyways i get a stupid amount tension quick.

Posted

Well, it's again purely situational. Sometimes you'll want to do it because it's the safest way to get close and if your opponent tries something dumb... On the other hand some chars can punish you out of FB. Well, quite a lot of them if they are expecting FBPB (various reversals, some really low 2Ds, various moves with weird properties).

Posted

@excelence

4. j.2K has good frames only after 1st hit (on hit only), 2nd and following leave you quite open, you cannot attack afterwards without risking getting thrown. You can jump away though. j.2K RC on hit can be continued by quite some stuff (i.e. j.2K RC, land, c.S, 5HS, 236S-K, charged 236K into 1-2 wall loops + charge from mid to 3-4 screen).

ugh that's why i rarely seen it on vids +_+ ... thx for the clarification.

Against Pot: your 6HS is unthrowable (no PBs), use it against Potemkin.

i think u also need to count his reversal giganter on ch>6hs i think it's instant Dizzy for Jam, 6hs only an Oki option when he has 50% tension

and parry has 8 active frame btw, so it's quite wide timming

and for FBPB during block string if u know they gonna block it, it's a waste of tension imo... u can get close and throw with 2d frc most of the time, and if u have jacking off their guard bar, corner throw frc was hurt like hell

Posted

Where would be a good place to post videos? Question and Answering Type Videos Of Myself. If its okay to post them here ima post some Wed. Fri. Sat. since we friends are recording this day.

Posted

i think u also need to count his reversal giganter on ch>6hs i think it's instant Dizzy for Jam, 6hs only an Oki option when he has 50% tension

True, but you can turn this to your advantage. If he ate 6HSs so far in the match, he'll have just 2 wakeup options: block or giganter. He's unlikely to risk a PB. So you can just run into him and wait to see what happens. If there's no super freeze, just go for 5K or similar pokes, if there's the super freeze, if you kept running, you push him aweay and get a free combo on him.

Or you can simply go for a meaty jump-in. 100% safe vs. everything if done correctly but unlikely to bait a giganter.

Oh and btw, if you have a charged ryujin you can go for a meaty 236S-K. If giganter comes out, you cancel it into charged ryujin and get a free 50% life on Pot. :yaaay:

Posted

I don't think recently Jam Has Been any tournaments... My reason is, There arn't many Jams that Go to tournaments, and IMO alot of Jams I see in the states sux.

Posted

I haven't been keeping up with GG as much as I like to. Here's my question, has Jam won a major tournament? If not, then why not in your opinion?

People learned how to play around her. As they learned how to deal with Eddie. SBO08 proves that, nearly all "I'mplayingatoptier" players got blown away by some random not-so-popular chars (May, Bridget, Anji...).

Posted

People learned how to play around her. As they learned how to deal with Eddie. SBO08 proves that, nearly all "I'mplayingatoptier" players got blown away by some random not-so-popular chars (May, Bridget, Anji...).

That's hilarious!! I don't play as much as I did back then, and kind of looking forward to BlazBlue, but I will get back into playing Jam and see what I can find. Maybe I'll find out that Jam is really low tier lol or requires something ridiculous like 0 frame timing.

@JamLegs, which state are you in?

BTW: I have some time to pivot some data this weekend so I can come up with a punish list for characters, if I can only do 2 or 3, which characters should I pull data from to analyze? I always wanted to do a block-string analysis for jam lol. Maybe this weekend...

Posted

The best way to bait is to do a fast poke that recovers quickly enough so you can block if it misses, or a backdash (because it's invul for a couple of frames). 2P and 5K come to mind as the basic ones, a good timed j.HS does the job well too. Against reversal DP-happy people even just coming close and blocking is enough to bait. IAD back isn't so good. You get out of range, You can get hit out of it. If the opponent didn't bite the bait, you're far away, you dropped a chance to put some pressure on him. Being out of range with Jam is generally a bad idea, especially after a knockdown.

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