Zeit Kuppler Posted December 1, 2008 Posted December 1, 2008 During Wake Up, just run up to him and throw out 2Ps or something. If the Sol player likes doing VV on wake up, he will probably end up doing VV while seeing your not blocking.
EclipsingBinary Posted December 1, 2008 Posted December 1, 2008 I don't think the point is to stuff VV. It's just that 2P recovers so quickly, you can block before VV hits you.
Zeit Kuppler Posted December 1, 2008 Posted December 1, 2008 I don't think the point is to stuff VV. It's just that 2P recovers so quickly, you can block before VV hits you. Yep. That is the point. When he does the VV, you just wait for him to land and literally do any combo you wish while he recovers.
JamsLegs Posted December 3, 2008 Posted December 3, 2008 Alright so im using 236p FRC right? well thats it, I use it without knowing how its good. Someone explain to me whats good about it. ------------------------------------------------- Also I've been playing against baikens right, its understood that blocking the mat is a good thing. But it seems like baikens want you to block the mat so they can FRC it and do some big ass combo. For Jam Is it Better to Parry or Block?
JamsLegs Posted December 3, 2008 Posted December 3, 2008 also can someone give me a Block String List? And when to use a certain block string and not? Been Lookin' for it but cant find it.
1muvwndr Posted December 3, 2008 Posted December 3, 2008 236P FRC: http://www.youtube.com/watch?v=DfrpvVcW13o at 6:40, 7:00, 7:20 Basically it's used for mixups. http://www.youtube.com/watch?v=CD_mpOjiYhI - some more uses, from a combo video Jam's blockstring can't be wrote down, keep in mind that basically any of your pokes has +frames on block but you can get pushed easily out of range by FD. Just one example: dash-in 5K c.S f.S 2D - gives enough time to confirm followups if it's blocked, go for IAD mixups or special cancels. or go for a high/low oki mixup. If it connects, you can go for a charge or if you already got one, do a 236S-K 236K link for a major combo.
JamsLegs Posted December 3, 2008 Posted December 3, 2008 Thx For Vids... But another question or actually guidance. The only High to Low Mixup i know is j.cHS > 2D The only Low to High Mixup i know is 2D > 214K I normally dont stray from those. What are some others?
1muvwndr Posted December 4, 2008 Posted December 4, 2008 But another question or actually guidance. The only High to Low Mixup i know is j.cHS > 2D The only Low to High Mixup i know is 2D > 214K I normally dont stray from those. What are some others? 5K -> 5D Yeah it sucks not having a normal overhead.
Zeit Kuppler Posted December 5, 2008 Posted December 5, 2008 5K -> 5D Yeah it sucks not having a normal overhead. Mixing in a dust as a normal overhead works too(just don't spam it obviously >__>). For mixups for approaching I usually IAD into j.6p-j.6p-j.6p-j.2K Works usually depending on how your opponent blocks. But who needs overheads when you can just mind game them into a grab? When their blocking a lot, you can usually get in a grab. 236P usually works for grabs for me as well as mix ups.
JamsLegs Posted December 5, 2008 Posted December 5, 2008 #1 Jam In My Eyes... http://www.youtube.com/watch?v=DfrpvVcW13o on 6:40 what is that? can someone list what he does from 236S - P .....
SHINIGAMI_mkl Posted December 5, 2008 Posted December 5, 2008 236S~P>IAD back(to the corner) Chojin FRC>j.S...
JamsLegs Posted December 6, 2008 Posted December 6, 2008 dont know for some reason it doesnt seem to work. now does the 236S - P make it look like that or can you just..... Jam's back is facing the corner, then back air dash to a 236P FRC? Cause it just looks weird. Or im just not diong it right.
EclipsingBinary Posted December 6, 2008 Posted December 6, 2008 You have to get them slightly out of the corner before you can cross them up. That's what the last 2H is for. Edit: unless your problem is that your choujin is popping you up in the air. You have to do the choujin immediately after you air dash in order to fall down.
SHINIGAMI_mkl Posted December 6, 2008 Posted December 6, 2008 Yes, her back should be facing the corner after the 2H>236S~P part. After that IAD back, and from this point you can either do the fast Chojin or the fast Gekirin. After the first, you can either FRC>j.S/j.H/land then 5K/5D for mixup, or just land and throw. And the Gekirin would either cross them or not deppending on how high your jump was(and the hight of the opponent).
JamsLegs Posted December 12, 2008 Posted December 12, 2008 Some Questions: 1. Weird Wall Stick. Jam's back is against the wall and the opponent is in the are... Jam does her FbPb and the back of the puff ball hits the opponent and the opponent hits the wall behind Jam. Can this be timed or is it luck that some people get it? 2. when doing an Oki(think an attack or something while opponent gets up) Does the 6H need to be time so i won't get grabbed? or can i use it anytime hes about to get up. 3. Is f.S a good move to spam to get a hit/CH to 2D? and why is f.S > c.S > TK Ryu Good? 4. Someone give me the Pros and Cons Of IB. That's about it.
1muvwndr Posted December 13, 2008 Posted December 13, 2008 1. You'll get across a lot of weird stuff playing with Jam. Puffballs hitting backwards, 6HS HS throwing the opponent backwards, charged 236Ks that guess what? throws the opponent backwards... FBPB backwards can be used to stick the opoonent to the wall in some situations, needs practice to recognize those situations. 2. 6H is throw invul all the time. 3. f.S into TK ryuujin is a combo so do it as punisher. Better if you have a charged one in stock. 4. Pros: additional +4 frames to act, tension pulse gain. Cons: don't miss it and there are no cons.
SHINIGAMI_mkl Posted December 13, 2008 Posted December 13, 2008 Just wanted to add something to number 1: It depends on how high the opponent is in the air, plus how fast/slow you do the 236S>D/6H>H. Its situational and needs proper timing.
Woocash Posted December 21, 2008 Posted December 21, 2008 Can someone explain to me exactly how to do the parry? I've been trying to do it and I can't.
Nakkiel Posted December 21, 2008 Posted December 21, 2008 Back then forward. You need to be standing still before you do it, and there's an 8(?) frame opening.
JamsLegs Posted December 21, 2008 Posted December 21, 2008 Questions 1. Is there ever a wrong thing to parry when your Jam? The More Parry The Better? 2. Is Jams DP (623k) a good Move on Wakeup? because Either it has low priority or i just do it wrong. Normally Potemkins 6H when Jam wakes up seems to always hit her. 3. Is it Better to Parry on wakeup(if high/Mid move) or DP? 4. Whats so good about 236S~S? puffball? 5. Explain How FBPB can be used for defence. 6. IC Ka2 walk back and forth... Is it for tension buildup?
Bluewindz Posted December 21, 2008 Posted December 21, 2008 Questions 1. Is there ever a wrong thing to parry when your Jam? The More Parry The Better? 2. Is Jams DP (623k) a good Move on Wakeup? because Either it has low priority or i just do it wrong. Normally Potemkins 6H when Jam wakes up seems to always hit her. 3. Is it Better to Parry on wakeup(if high/Mid move) or DP? 4. Whats so good about 236S~S? puffball? 5. Explain How FBPB can be used for defence. 6. IC Ka2 walk back and forth... Is it for tension buildup? My Answers 1. Lets talk about theory fighting for one second. If Jam can parry everything and escape throws, that would be the perfect Jam. No one can safely attack you or throw you. Now normally, most people cannot parry every move on reaction. Human reflexes are not normally that fast or responsive without intensive training. A better way is to memorize block strings and parry the slowest moves. You would just look at a block string's frame data and block the one with the slowest start up taking into the account of your block stun. A successful parry can lead to a full combo, but a failed parry can be pretty bad. It is a double edged sword stacked in Jam's favor if used correctly. This allows Jam to turn a defensive situation into an offensive situation. Two immediate examples that come to mind is while you are blocking Eddie's and Dizzy's block string. Feels like you are stuck blocking waiting for a move that will eventually hit you. Or you can IB and Parry. 2. Jame's DP is a good move on wake up. It is more than likely that you are not doing it during the frame that Jam has invincibility when you wake up. If you do it correctly, you will see the words reversal displayed. Usually people call moves a DP because of it's good priority and invincibility. For Pot, you can DP only if you know you will get the timing down on that exact frame. Otherwise, you are better of back dashing or blocking. You can even wake up parry if you wanted to try it out. Also DP works better against certain moves, but for Pot, it is better to use defensive options. Also the seemingly Pot unblockable wake up, where he uses his super, the shield, and slide heads, you need to parry the shield and block. That is your only option for wake up. 3. If you can successfully parry, it can lead to a full combo, so I would prefer parry, if I had a choice. Otherwise, DP. 4. The 236S-S puffball is +1 on block, I believe. If it hits, you can go into your wall combo. It makes people play defensively because it could be a FBPB. You can sort of spam it to build tension. 5. You can use it if it seems like you are dashing into trouble. The presence of 25% tension in your bar should make people play more safely and choose safer options which gives you an advantage. If they do not, then they do not respect your play and they are not afraid of you. Then you have not made them fear the puff ball. 6. One use is tension build up. Another is mind games and analyzing the situation and seeing how your opponent will react. KA2 can also be baiting.
1muvwndr Posted December 21, 2008 Posted December 21, 2008 1. Too much parry will lead the opponent to bait it. On wakeup he'll go for a low meaty, on neutral situations he just needs to delay a bit a move. 2. 623K is fairly good. As it has a frame of invul, you can theoretically get out of all meaty setups. But even mid-range players will adapt to your DP since it has short range and doesn't hit low. Most 2Ks/2Ds will be safe against you. 3. It's better not to get killed in the process. Both techniques have their strong points and their weaknesses. It's up to you to risk. And blocking is not a bad thing to do. It's still the safest option. 4. As Bluewindz said. Tension, spacing, great combo on CH. 5. Hm, used defensively should be to put you out of corner/pressure. It gives you some room to maneuver even if it is blocked. 6. As Bluewindz said.
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