JamsLegs Posted December 26, 2008 Posted December 26, 2008 Need Some Guidance. Seems like I got Most of Jam's Quirks. 1. Dash Parry... What am I lookin' For? 2. Parry AA? does this mean Parry 5S or 5p? 3. which is better to go for f.S to a TK Ryu.(no Charge) Or f.S 2D? 4. IS Burst Cancelin' Really the Shit?
JamsLegs Posted December 26, 2008 Posted December 26, 2008 Oh And 1 More THing. How Is this Block 2S CH? When Jam Baits an attack/counter(baiken) does 2S CH?
1muvwndr Posted December 27, 2008 Posted December 27, 2008 1. You're looking to do the parry in the middle of the dash. It's most useful against projectiles. 2. It means parry the opponent's AA and then take him out of the air. Which move you chose can be dependent on how much time you have. Usually 5P (with follow-up) is the easiest after an AA parry. But sometimes you'd want to go for something nastier, like a 2H into a back hitting FBPB into a wall loop 3. f.S TK Ryujin is a long range punisher. f.S 2D is kinda short range. f.S TK Ryujin is great against Potemkin. 4. Like I said in another thread some months ago, if burst cancelling was easy, Jam would be hands down god tier. 5. Sorry, no experience against Baiken here.
SHINIGAMI_mkl Posted December 27, 2008 Posted December 27, 2008 You really have to try it on practice mode, and i think that it depends on which counter is used. S counter(stab): even if you saw it comming it has invincible frames so i dont think you would get a CH out of it. P counter(hook): its fast but doesn't have priority so you can get a CH out of it, the problem is how will you stop baiken from using Sakura and use this counter(its use is more situational because it isn't safe on either hit or block) H counter(cross-up jump): its better to air grab it, and i dont think you would hit at all(maybe clash only?) D counter(FB): its fast enough to CH you instead. the last counter doesn't hit so you wont get a CH of it.
JamsLegs Posted January 4, 2009 Posted January 4, 2009 Questions: 1. Is Dash Parry an Arcade Stick only type move? Cause its hard as hell to Dash Parry... 2. if a high hit and a low hit is commin to you. If you parry the high hit will the low hit be parried? Question about RC and FRC when FRCing the IAD 236p(going down) How is it sometimes i can attack and sometimes i cant?
1muvwndr Posted January 4, 2009 Posted January 4, 2009 1. No, it can be done on the pad too but on the stick is a bit easier. It's still hard though. 2. Someone tested this and it's like this: if both hits come at the exact same moment (=same frame) the normal gets priority over the special move. So if the normal was high and the special was low, you parry both. If both hits are normal/special moves, the game seemingly randomly determines which move has priority. If the hits are not in the same frame you can parry the high (if it came first) and block the low. If the low came in first, you can't parry at all. 3. AFAIK after the FRC you need a couple of frames before you can input an attack. So if you do IAD 236P FRC j.S and no attack came out, you were probably too low.
JamsLegs Posted January 11, 2009 Posted January 11, 2009 Something I've Been wondering.. 2S... How much Priority does this move have when the opponent does a move at the same time? Is the Priority Good enough to exploit? ( haven't been Using it As Much As I Should ) Give me some Reasons why 2S, c.S, f.S is good. Thx in advance
atryu Posted January 11, 2009 Posted January 11, 2009 @Jamslegs: 3S could be a god tier move depending on the matchup. I use it against anji, ky, dizzy a lot. works all right against baiken and axl too. it's useless on order sol and slayer though... I am following this thread from the begining, I am not posting much as people reply to you almost immediately, but I think that you are looking for too much written info. I really want to advise you to play more and test for yourself. stuff that is working for me might not be working for you. (for example, I use dash-parry a lot... i mastered it a couple of months ago. but when you still miss it sometimes, it's really dangerous). with all that have been answered on this thread, you have enough theory to be a jam-god! just play, and see how things are turning out. Jam is a "play on feeling" char. there are no 100% accurate guidelines. just try stuff out and see what happens.
excelence Posted January 12, 2009 Posted January 12, 2009 Something I've Been wondering.. 2S... How much Priority does this move have when the opponent does a move at the same time? Is the Priority Good enough to exploit? ( haven't been Using it As Much As I Should ) Give me some Reasons why 2S, c.S, f.S is good. Thx in advance it's not exactly a priority(there's no such thing as priority on this game, just hit box collision) but 2s, and f.s has very good attack hit box and comes out very fast if spaced correctly nothing beat 2s on the ground and f.s as an anti air(clashed at best). for c.s i often use it as meaty on Slash but on /\C well... there's 6hs option
Bluewindz Posted January 15, 2009 Posted January 15, 2009 I have been told that apparently, Jam has moved up to 3rd in tier in Japan. As for the exact reason, I cannot say because I have been playing BB. Can anyone confirm as to what has changed?
1muvwndr Posted January 15, 2009 Posted January 15, 2009 I watched SBO 08' top 32 videos and there was quite Jam beasting (and in fact i was surprised by the amount of Jams). In fact in the videos I watched most of the teams were Jam-dependent. Either the Jam player wiped out all/most of the opponents or they got wiped out. I.e. KA2s team lost the first two players to the first opponent so KA2 had to make a reverse-OCV. He didn't manage. Similar fate shared all the other teams with Jam inside. Basically that's the reason why Jam got up the tiers - more wins than losses. The japs made quite a show with parry. Slayer players were just owned every time they did a j.HS on Jam. The only match a Jam player cleanly lost was against a Sol.
1muvwndr Posted January 16, 2009 Posted January 16, 2009 I already posted them once but they have been removed. I don't know why, though. Anyway, I sent you the links via PM. The vids are horribly long (5 hours in 2 videos) but at least they are complete.
JamsLegs Posted January 17, 2009 Posted January 17, 2009 I see Jams Parry AA to 5p. Whats the difference from pressing c.S.. Seems like you get same outcome. Or does c.S sometimes not work?
JamsLegs Posted January 21, 2009 Posted January 21, 2009 I've seen many videos where people block burst... I've been wondering is it on Reaction?? or on intuition?? just wondering.
1muvwndr Posted January 21, 2009 Posted January 21, 2009 Burst baiting. Essentially a mind game. When you start a combo and your opponent has full burst you can guess he'll use it. Instead of doing the usual max damage combo you go for an attack that has good recovery so if the opponent bursts you recover before the burst hits you. If you go for a burst bait you usually sacrifice damage (even the whole combo) to be able to block it. I.E. you nail the opponent to the wall with a FBPB and then go for a 236S-HS. The usual loop would be then 6HS-HS or 2HS-6HS-HS. If you do this and he bursts, you'll get hit. If you want to bait a burst you instead go for a 2S, 5K, 5P or such moves with good recovery so you can block an eventual burst. If you are 100% sure about the burst you can go for a burst grab - you airgrab the opponent in the same moment as he bursts, just like a tech catch. You need a jump-cancellable move and good timing. It's kinda hard to do but possible. A burst grab would be like this: FBPB wall splat, 236S-HS, 5P j.c. [opponent bursts], airthrow. Note that 236S-HS is almost unburstable - you can block if the opponent bursts after being hit by it.
JamsLegs Posted January 22, 2009 Posted January 22, 2009 another question... dash parry.. is this 66--> FD-> 6? or is it 66 stop then 46?
1muvwndr Posted January 22, 2009 Posted January 22, 2009 you need to input parry from a neutral state so it should be 66, n, 46. You release the stick (or pad) and let Jam dash free for a few frames and then input 46.
atryu Posted January 22, 2009 Posted January 22, 2009 you need to input parry from a neutral state so it should be 66, n, 46. You release the stick (or pad) and let Jam dash free for a few frames and then input 46. Nah... in dash-parry, you don't need the neutral state. (or not really). just use FD! 66 -> 4+k+S (just tap it quickly) -> 6 Jam will walk, if hit high during the first step, she will auto-parry. You can test to see if you get the timing right in training mode: If you hear jam's standing slash voice "YAAAAH!", but she doesn't hit, you got it right. you should see Jam dashing, dash-cancel with FD "YAAAAH!", walk.
Hintalove Posted January 24, 2009 Posted January 24, 2009 To parry you don't have to have Jam loiter in a neutral state, you just can't be blocking/attacking and your stick input has to traverse through 5. Very basic and very easy. Don't let the wording in the mook confuse you. And yes, the input for dash parry is 66 > fd > 6.
JamsLegs Posted February 1, 2009 Posted February 1, 2009 How Are some ways You can Tell If you IB a move?? Like give an example if I IB i can grab or somethin'. What frame before an attack should I block So it becomes an IB? (if that makes sense lol.) seems like i have everything down packed except Burst cancel.. And I don't understand how it works lol.. Or I do and I cant do it.. tell me if im right... 46(parry) -> Burst -> FD This is what im doing but it seems to not work.. Please help lol
Nakkiel Posted February 1, 2009 Posted February 1, 2009 You have the idea right, but you have to do it VERY fast. On your other question, IBing has a pretty generous opening. Your character will flash white everytime you instant block.
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