Jump to content
Dustloop Forums

Recommended Posts

Posted (edited)

I can think of, u can go straight into Jamming session, but the damage output probably lower and not as effective as her regular setup.

You're right 2d is rather safe move, as JCable on block and FRC'ed 2d give you +14f of advantage iirc... frame trap with 6H? :lol:

Edited by excelence
  • Replies 700
  • Created
  • Last Reply

Top Posters In This Topic

  • 1 month later...
Posted

Hey guys im new to the game and am wondering how combos work in this game for example i do ryujin with Jam they can tech out so i cant follow up or J-S which launches however i can only follow up with one hit before they can tech, i watch matches on Youtube and see players do really long combos with her.

Posted
Hey guys im new to the game and am wondering how combos work in this game for example i do ryujin with Jam they can tech out so i cant follow up or J-S which launches however i can only follow up with one hit before they can tech, i watch matches on Youtube and see players do really long combos with her.

Counter hit usually extend the untechable time of hits. I can't really say you should think of ryuujin as an ender, but off a CH and the correct position you probably could do something like 66 > 2H > and 6HH, which then wallstick and then do more damage.

Off or a regular hit, well, Here's what I think you should do:

Look at the frame data, and go down to the Gatling (revolver action) table. Play with Jam's gatlings. Those are combos if they hit!

Now you have combos. Now, just throw in special moves, and now you get different things happening.

Ryuujin has a fair amount of risk involved, but it's very useful for punishing people that hang out in the air too much trying to control space on you. Don't use it too much (as well, don't use 6HH too much, even though it's godlike), as it's very punishable, even if you TK it.

The good news is it's incredibly useful on hit. But I think you should start with her gatlings first.

Posted

Thanks! the ground combo i use is:

5K > 5S > 5HS > 6HS > 5S > 2HS xx Ryujin

Also been trying to find out where i can find the annotations to do her 6HS loop.

Trying to learn the game now to get a head start on the new players when online edition comes out.

Posted
Thanks! the ground combo i use is:

5K > 5S > 5HS > 6HS > 5S > 2HS xx Ryujin

Also been trying to find out where i can find the annotations to do her 6HS loop.

Trying to learn the game now to get a head start on the new players when online edition comes out.

It's definitely someplace, Amadeous is pretty helpful and post a lot. I just kinda figured out combos through playing and training mode, then copycatted Stickbug, Xie. I should probably spend more harder time with Jam.

Posted

First off, nice to see a new Jam player! Try reading the wiki page here for getting started: http://www.dustloop.com/wiki/index.php?title=Jam_Kuradoberi_%28GGAC%29

Secondly, Ryujin is basically going to end your combo unless you have meter to RC it, or you have one of her cards stocked. A CH Ryujin causes wall bounce and you can combo off of that, but it's very risky to use Ryujin to fish for Counter Hits. Instead your base ground combo should be something like...

5K cS 5H(3) 6H xx 6P 5H(3) 6H xx 2D (22x optional)

Or, end it with

6H H (22x optional)

if you're near the corner, so you'll still be close enough to take advantage of the knockdown, but it gives you a bit more damage and meter. The wiki page has a lot of basic combos to help you get the idea of her combo theory, once you start to understand all of them you should be able to just make up combos mid-match on the fly. Generally you're trying to get into a wall loop as soon as possible, and if not that you're trying to get knockdown to go for oki or charge a card, so keep that in mind when you look for your enders.

Also, since you asked about the wall loop, there's a section in the wiki about it, but you can start practicing it by doing this:

236SD 2H(2) 6H H dash 5K 2H(1) 6H H dash 5K 2H(1) 6H H

On an opponent like Ky. Different characters have different hitboxes and weights, but that's probably the easiest to do. Versus lightweight characters you can omit the first 5K, but it'll vary depending on your starter and how high they are. Note Sol has a specific loop against him, check the matchup threads for it.

Okay, I think that's enough words for now, and I'm sure you can get plenty of information from the wiki page, so hopefully that will help. Good luck, and I hope you have fun playing Guilty Gear!

Edit: goddammit st1ckbug you said what I did in like 300 less words :arg:

Posted
Snip

Thanks last question in the combo you mentioned "5K cS 5H(3) 6H xx 6P 5H(3) 6H xx 2D (22x optional)" do the "5H(3)" mean i do 5H 3 times?

Posted (edited)

I am having trouble doing the following dust combo i dont know how Jam can do 4 jump cancels in one combo.

5D, SJC, j.H, JC, j.H, JC, j.H, JC, j.S, JC, j.H, 236K

Also im having trouble connecting 5S jc into JS thanks for the help!

Edited by Jam_Chan
Posted

As long as the background hasn't gone to stars, you can jump cancel after a dust. Once the background goes starry, you're under your normal jump cancel rules.

If you're having trouble, just do two j.Hs before going to the j.S. It doesn't knock off too much damage and is easier to rely on.

Posted

If they're farther away, or you're against Ky or Robo-Ky:

5S JC j.K j.D j.214K

Use that if you want them to tech low to the ground, too. Otherwise, you can use this without a card:

5S JC j.S j.P j.S JC j.D j.214K

More damage, forces them to still tech low. If you have a Ryujin card (22K) stocked,

5S JC j.S JC j.S j.H 236K 236K

usually works, and leads to big damage.

Posted

My last question! its about the loop and ill stop annoying you guys with questions for a while <.<

when i do 236SD 2H(3) 6H 5H after this when i do the dash 5K 2H the 6H after always whiff, anything to help with that?

Posted

Who are you practicing on? The loop timing varies from character to character. In addition, if you dash too close, they can end up behind you after the 2H...so you want to avoid that. If they're just too high, just omit the 5K all together.

Posted

Step 1: Gatlings.

Step 2: Confirm hit? HAYEE HAYEE KOHKOH! HYAPPU SHIN- HYAPPU SHIN- HYAPPU SHIN- HYAPPU SHINSHOU!

Step 3: ???

Step 4: TEN JOU TEN GA YUI GA DOKU SOOOOON!

I have trouble with 3, as it could be some kind of 2H 6HH loop and I miss the 236S-H or 66k link to keep it going. I honestly don't understand it and never got to frame-by-frame watch it.

Posted

If you're just going for IK, do CH 236SH or CH 236SS (CH 236S H crossup version is best) 236S D x4, 2H (1) 6H H

Stuns most of the cast, just requires 100 meter and a situational setup.

If you're have problems with wall loop execution, I really cant help you. It's not exactly frame specific. What part are you having trouble with?

Posted
If you're just going for IK, do CH 236SH or CH 236SS (CH 236S H crossup version is best) 236S D x4, 2H (1) 6H H

Stuns most of the cast, just requires 100 meter and a situational setup.

If you're have problems with wall loop execution, I really cant help you. It's not exactly frame specific. What part are you having trouble with?

Probably best if I show. Gimme a little bit and I'll post a Jam progress vid so you can look. I know I wanted to how you one anyways.

Posted

After couple of hours practice i can now do the loop on Ky and loop specific on Sol, just focused on them right now because i know i will fight a tonne of them when game comes out lol. Thanks guys!

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...