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atryu

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Everything posted by atryu

  1. Just something I was able to confirm right now. For people who have a hard time TK-ryuujining (I have seen this question popping up here way too many times!), do you play on a HD TV? I figured that it's almost impossible to do it on certain HDTVs due to input lag! I have 2 HDTVs, one a nice Hitachi that I have tested in the shop before buying it. The other one is a cheap IO-data 32 LCD TV. I just can't TK-ryuujin on the cheap one! it's just not working... I need to Jump-install on the 2nd Standing S to connect the ryuujin to the far Slash. but 2369+K is just not connecting! I was always surprised as I could tk ryuujin constantly when playing in the arcades.. and I just couldn't do it at home. I thought it was a problem with my stick or the PS2 version. but it's lag on HDTVs! It works 100% of the time when I play on the Hitachi (which has a very fast scaler and thus, very low input lag).
  2. Ok, I've spent a couple of hours in training mode with her trying to get a couple of these combos mastered before I login online. Here are the things I can't seem to pull off. It would be cool if someone could help. 1. I have no problem doing 5C(2hit); 41236+D-C; SuperJump+B But I just can't do: 41236+D-C; J 236+C (the oponnent can always tech before my 236+C hits) 2. I can't combo ANYTHING after 5C(2hits); 3C; D I can't do a dash up 6C I can't do a IAD+C ...opponent can tech each time! 3. Can't connect anything after 623+D, 2C.. opponent can tech! Am I missing something? ...does it need to start with a counter hit? Any tips / Help would be appreciated. Cheers!
  3. - When charging a ryuujin kick after the 2d, don't do: 2D, 22+K You'll waste precious frames and get punished! Do 2D2K instead. (press "k" on hit confirm, and punch or nothing on guard). - learn parry - learn when to burst, depending on your matchup (you screwed it up a couple of times) - Don't jump on Sol on wake up, unless you are sure he'll vv, in that case use FD! There are good ideas in your game, but you lack execution (you've screwed up sooo many opportunities to rape his ass!) - learn the right timing for blocked 6HS links pressure and don't hesitate to throw! - Use 5K more, especially against Sol! it beats a lot of his moves clean. Just practice more, and you'll get the hang of it.
  4. 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.
  5. @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.
  6. This is what I am currently playing on... http://img360.imageshack.us/img360/5518/nec0135tk1.jpg http://img360.imageshack.us/img360/3480/nec0132tj9.jpg (already posted on SRK, but anyway...)
  7. I use D, JS, 214+K... There are other ways though (I think D, JHS, HS, 2K works too... can someone confirm?) but I just got used to this one.
  8. hmmm... no, actually I was talking about that one: You can't get this colour anymore right?
  9. Since the match against Minstrel's Pochom', Mike's jam is by far my favourite in the AC scene! High risk Mix ups that look like Random shit FTW! (well, sometime, it even IS random shit! ^^ but I am a huge fan of random TK-ryuujin! by far the funniest thing in the game when it hits counter!) Even of you "play to win" in tourneys, I think you get more fun out of the game by playing this way, and you get more self-satisfaction when you actually win! @Hideki: it's irrelevant indeed, but I kind of agree with that... ^^ Jam is suposed to be completely retarded in the game (at least in the Japanese version, if you understand japanese, she is just plain stupid!), she sould be played that way!
  10. I used to play that in Slash and Reload (my fav. colour!!!)... how to you get that color in AC?!?
  11. Shit! I've never thought of that... Great stuff! i'll play around with that tonight!
  12. HAHA! Stop dreaming! ...he's a dude, and nothing to excited about physically! ^^ I think his Jam rocks though! ...
  13. I'll tell you if you tell me how to make the grand viper hit 10 times... -_-' (aka. it has been answered 7 million times in this very thread... and at least twice by me on this borad.) 5H?! Oo' ... I don't know what do you mean by "forward 5H"... is it 6H? This depends a lot on the matchup. personally I use: - nothing on Sol/OS/Slayer/Zappa - 2S on Anji, I-No and Millia - 6HS on Pot, Venom I use 5K pretty often too, but careful with the distance and the timing. p.s. Except the 6HS on Pot and the "nothingon Sol/OS/Zappa/Slayer", DO NOT spam ANY of the above, you're gonna get raped big time.
  14. hmmm... not really. you just need to be fast and to time it right. Did you try two-in-oneing the thing? 23D6+S~K, 236+K (you can even negative-edge the ryuujin if you like, but that's not necessary) I haven't try it, but I usually solve my execution speed issues with this kind of stuff.
  15. qcf H -> ?? Oo ??
  16. As for Ky, it's a very easy matchup IMO. (my easiest indeed... along with Anji). wait for stricking edges, and FB puffball as you will just go right under it, and smack him on the wall for a loop-rape session. if he rushes you down, 2S is your best friend... stagger -> rape! A long dash into 2D at Oki will pass right through (under) his dragon puch, if you feel he will DP you at oki. I don't even use burst-cancelling, but if you can do that once or twice on the first rounds, he will be scared of using CSE at your oki. Learn to parry his overhead-thing (214+K I think).
  17. IAD -> P, P, throw IAD -> HS, 2+K, RC etc... IAD -> 214+K, RC, 236+P etc... IAD -> HS -> 236+P FRC -> etc... IAD -> D -> land -> 6HS (works fine against pot) / 2P etc... / This is what I use usually...
  18. "Something" is right! EDIT: How is that? Oo
  19. I don't want to act like the old fart, but you got PMs for this kind of stuff...
  20. 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.
  21. This may sound like a stupid advice, but it worked for me in many vs. chipp matches. I dont really know why, but many chipp players have the tendency to dash forward on you when you jump backwards.... (I figured that out after a few rounds). so I do jump backwards, back-air-dash -> ryuujin (I don't know why, but they eat a counter hit 80% of the time!) ...then you just 6HS, HS and you have your wallslam to finish the annoying junkie ninja off!
  22. 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. 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!
  23. 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!
  24. 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.
  25. it's funny, I think every single member of dustloop on the jam forums asked this question at least once... there is no trick, but its difficult to master! (it took me 6 months to get it right). You have to make sure to push K AFTER you hit the 9 direction. 2369 and THEN K! ..and not 2369+K (at the same time)... the probleme is that our hands are "used to" push the button after a hadouken motion.. hence, after the 6 input. In this case, at the same time as the 9 direction resulting in a "normal" ryuujin kick. Other games (capcom games and KOF) are more forgiving this mistake. ...and I think other GG chars too.
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