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Posted

hey guys, i had today one long session with testament player, and i got a couple of things about my game.. 1) he kicked my ass, badly 2) i cant punish and do power combos(loops) with jam, but it seems that i can't keep a good pressure with while i am in. i know she is not the type to control the match via many pressure strings like some other characters, but still, i can see many Jams in match vids that once they got close enough for her pokes range she can stay there very well. 3) it seems that i can't keep my concentration up, i end up doing really predictable things, and vs testament who reversal you for it, or burst bait, or just start imba mix up you to death, well, the outcome is fatal. sadly i noticed i have this problem in other gaming's direction (tekken, starcraft, etc..) i think the is the main problem here... any help?

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Posted

lol, that´s not possible unless you´re point blank in the corner against pot, otherwise you can always combo off 2D 236S~K 236K(charged)...

try doing it midscreen, or if you start in the corner combo with 5K 2HS -> loop

2p does the same scaling and its 1 frame faster so I would use that instead of 5k

Someone please explain why burst cancel is so freakin' hard to do?

Because you arent suppose to be playing

Because it´s fucking overpowered.

And that

Mmm how essential is it to learn how to burst cancel with Jam?

It can save your ass from alot of stupid set ups that force you to block because something is out there that you cant do anything about(ex inos meaty note, kys meaty cse)

I know playing Jam, people mostly improvise. But what are some of your favorite openers? Like while running up to them or air dashing towards them? And what are some of Jam's reset options? Stuff to lead into when a move goes in like 5K or jHS. Or when you got them blocking or in the corner.

1.my fav opener is IAD back its the only thing I trust

2.running is better then IAD unless your crossing up and you know they wont airgrab you

3.anything could be a reset option but the only good one is to let them tech in the corner and then air grab them back into the corner and combo off it but also theres more if they dont FD but that mostly works on bad players

After a charged ryuujin, I ALWAYS do 236+S~D...

It is 100% sure to re-wallslam the guy, and it will never miss.

Then, you'll have th eperfect distance to continue the loop.

I rarely throw meter off a charged card because you already have the damage there you might as well save it so you can make sure you cna kill them next time you hit them

hey guys, i had today one long session with testament player, and i got a couple of things about my game..

1) he kicked my ass, badly

2) i cant punish and do power combos(loops) with jam, but it seems that i can't keep a good pressure with while i am in. i know she is not the type to control the match via many pressure strings like some other characters, but still, i can see many Jams in match vids that once they got close enough for her pokes range she can stay there very well.

3) it seems that i can't keep my concentration up, i end up doing really predictable things, and vs testament who reversal you for it, or burst bait, or just start imba mix up you to death, well, the outcome is fatal. sadly i noticed i have this problem in other gaming's direction (tekken, starcraft, etc..) i think the is the main problem here... any help?

practice your combos and pay attention more lol

Posted

v Testament : in my case once i'm in, almost guaranteed he's toast, but to come in is freakin hard anyway when u're in... frame trap him with your poke/iad mix thing up with anything u got and make him fear your FB puff ball spam/feint it once in a while... once he shift into blocking mentality, throw him and reset the presure ... and yeah pay more attention

Posted

I rarely throw meter off a charged card because you already have the damage there you might as well save it so you can make sure you cna kill them next time you hit them

hmmm... yeah, but when you are playing in the Japanese arcade, you might want to change your policy to mine:

When you hit, do as much damage as you can fast, because there might not be a "next time you hit" in this round! :eng101:

Posted

I am currently having troubling consistently IAD low enough to connect with an attack. Sometimes I am just on game. A lot of times, I air dash too high, any tips for that? At the moment, I am also having a hard time after 2D, doing the 236S-K, into charged dragon kick in practice mode. I would get the dragon kick, but the computer would always tech out of the slide first before getting hit with the dragon kick. I guess I am doing it wrong, but I am not sure. Is there a very strict timing after 2D for the input? (kinda wish every character was like Millia, 2D into dragon kick.) I saw on the some jam vids, after knockdown, they 236S- into 236P, air dash towards the wall and flame kick the dude. I am having trouble getting the flame kick to come down low enough, but I guess I am not exactly sure how that setup works. I know the input for the special properties flame kick is when in the air, you input 66214K, but does the 66 have to be inputted or is that part of the air dash? Not exactly sure. What combos after hitting the opponent with j2K? Is there a use for 236S-P? I just get thrown when I use that when the opponent isn't attacking. which is better when you are on the opponent assuming he blocks really well or which one is better for what type of situation in your opinion? #1 5k, S (close), S (far), IAD, jP, jP, jHS, land #2 5k, S (close), 2S, 2D, 236S-S, IAD jHS, land Or how about this one? #1 5k, 2P, dash in 5k, 2P, dash in 5k, 2P dash in throw attempt #1 5k, 2P, dash in 5k, 2P, dash in 5k, S, S, IAD, jhs What to do after you stagger the opponent with 2S? or S(far)? I was wondering what's the official max damage response to those situations? And after a 236S-HS wall bounce, the FB puffball does not always connect?

Posted

At the moment, I am also having a hard time after 2D, doing the 236S-K, into charged dragon kick in practice mode. I would get the dragon kick, but the computer would always tech out of the slide first before getting hit with the dragon kick. I guess I am doing it wrong, but I am not sure. Is there a very strict timing after 2D for the input? (kinda wish every character was like Millia, 2D into dragon kick.)

u need to do the 236s~k really fast, if the ai tech it... that means u're to slow and that's OTG poke u just did

I saw on the some jam vids, after knockdown, they 236S- into 236P, air dash towards the wall and flame kick the dude. I am having trouble getting the flame kick to come down low enough, but I guess I am not exactly sure how that setup works. I know the input for the special properties flame kick is when in the air, you input 66214K, but does the 66 have to be inputted or is that part of the air dash? Not exactly sure.

the 214k need to be inputed before Jam ad sequence end

What combos after hitting the opponent with j2K?

2p and link it with anything

Is there a use for 236S-P? I just get thrown when I use that when the opponent isn't attacking.

feint it and throw your stupid opponent

What to do after you stagger the opponent with 2S? or S(far)? I was wondering what's the official max damage response to those situations? And after a 236S-HS wall bounce, the FB puffball does not always connect?

after 236s~hs wall bounce

2hs(1hit),fb... loop

Posted

#2 5k, S (close), 2S, 2D, 236S-S, IAD jHS, land

I wouldn't AD after a blocked 236+S-S... the chances to get owned by anti-air are too high if you play against an experienced player.

I usually input a random parry option-select with a low FD for a few frames, and see what happens before attacking again.

5k, S (close), S (far), IAD, jP, jP, jHS, land

Against pot, it's ok to do it a few times... (but beware of pot's 6P!)

Against generic chars, I would rather go for ...IAD, cross HS, f.S, TK ryuujin!

Posted

1) what can i do if my opponent FD defend so i won't be able to stay close enough? 2)i said, combos are fine, pressure sux.. 3) btw, it seems that i can't always connect f.s after crossup hs..

Posted

2p does the same scaling and its 1 frame faster so I would use that instead of 5k

i always thought 2P and 5K where both 4frame, but even if 2P was 1 frame faster, they can tech when you catch them a bit too high, 5K stuns them longer, so the combo will work unless you´re 20+ hits

Posted

hmmm... yeah, but when you are playing in the Japanese arcade, you might want to change your policy to mine:

When you hit, do as much damage as you can fast, because there might not be a "next time you hit" in this round! :eng101:

ummm....I dont know if you got it but I thought it was implied that I would save my meter because I know the difference between meter and no meter is what 10-25% percent so if I cant kill them either way why use it im still gonna have to hit them agian......obviously if you can get the kill you take it but I dont believe in get all your damage now because you might not get one later......because either you can be in 2 different situations

Throwing your meter - they have 10-25% health because you spent your meter on the last combo but now you have no meter to do anything and could hit them but not be able to kill them if you dont get the right hit

Saving your meter - they have 30-45% health because I saved my meter but now I have meter to use for FD if im in the air, FB fear, DA just incase, Overdrive, or to make sure the next hit is a killing hit

But thats just the way I see things I could be wrong

i always thought 2P and 5K where both 4frame, but even if 2P was 1 frame faster, they can tech when you catch them a bit too high, 5K stuns them longer, so the combo will work unless you´re 20+ hits

I dont think ive ever seen a situation where jam is over over 5 hits when they are in that situation but to each his own i guess

Posted

Does anyone else know, that 6k can go into HS, then looped into 6K and HS or 2HS?I've been using this for a while now..>,>

Posted

Does 2D, into 236S-K, into charged dragon kick only work for specific characters?

Actually yes it does.So far it works on light characters, potemkin, Johnny,Zappa, but not ky and Robo Ky.Dunno if there are others, I should check.Any takers who already know if there are others?
Posted

I'm gonna have to say it works on all characters, but for some you have to be the right distance away after the 2D to land the charged kick. I'm pretty sure I did it on Ky the other night, since he's usually my practice dummy.

Posted

Yeah, it's a real pain. Your input has to be perfect and fast. Sometimes when I'm practicing, if I try to input the commands too fast it'll pick up the input as 22S; but if you're too patient with the commands then your 236SK won't keep them up off the high enough that your charged kick connects. This combo has been a pain for me, but I know it'll pay off in the end since it's basically hit confirmation of your charged kick.

Posted

So..anyone looped 6K into HS yet?Should work well as perfect wall set-up. I use 6K during wall combos sometimes, since it lifts them up.

Posted

So..anyone looped 6K into HS yet?Should work well as perfect wall set-up. I use 6K during wall combos sometimes, since it lifts them up.

Isn't it supposed to be 5K?

Posted

I'm gonna have to say it works on all characters, but for some you have to be the right distance away after the 2D to land the charged kick.

I'm pretty sure I did it on Ky the other night, since he's usually my practice dummy.

I am just talking about 2D into 236K or 2369K. Not the 2D, 236SK, 236K (charged). I am wondering if the 2D into 236K works on everyone like it does for Millia?

Posted

It works on May, faust, millia and chipp (not sure about bridget)... but it's weird on chipp... it's like the kick doesn't really connect fully.

Posted

Isn't it supposed to be 5K?

Normally it is, but for some characters it doesn't work effectively enough.Usually a person would use 2S to lift them up, but 6k IMO, has more range.
Posted

I just came back from a session in Redmond and I got pwned by just about everyone..... I am having trouble getting close to people in the case with Sol and ..Johnny and also once I get close enough, sticking to them. I have received feedback from people saying that I just need to practice some strings as well and the mixups from those strings. Any help or suggestions would be nice. Thanks.

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