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atryu

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Everything posted by atryu

  1. Street fighter (any)... if you do a hadouken while walking, you'll DP..^^ (KOF too I think...) My friend learned it like that too... for him, a dp motion IS a walking hadouken! ? ? ...what are you talking about? Cross J.HS, f.S, TK-ryuujin, ryuujin charged, wallslam, 236+S-D, jamming loop (I was able to do J.HS, f.S, 2D, 236+S-K, ryuujin charged, walslam, jamming loop once against Testa.) @excelence: ...I tested the going-down-kenrou height yesterday... you can do it from the top of the screen if you like! high jump, AD, kenrou!
  2. I don't know... I have to check next time. I play in the arcades, I haven't powered on my PS2 for ages. It works for me anyway. Just do it the way ot works best for you. mhmmmm... no. It depends on how fast you input the kenrou after the AD. (you can pull it off even over Sol's head if you want.)
  3. hmmm.. I have posted this a million times... and it seemed to help a few poeple... Instead of: 96,623+K try to do: 963+K
  4. hmmmmk... basically, on SLASH, you can't 2D, 236+SK, 236+K in the first place. it's just not gonna connect...
  5. indeed... I usually give up on puff-balls of any kind against Slayer. just concentrate on parry... ( and 632146+S overdrive as soon as you see him move is good to finish him up too! ^^ )
  6. Yeah... I use it at the end of pressure strings (opponent blocking) to bait a punishment hit... actually, after 236+S->S, jam is at a perfect distance for a 2S counter -> stagger! basically, what I do: string, 236+S, S -> stick immediately in neutral position after the first "S" (to get the few necessary neutral frames before parry) -> 46 -> 2S doing so, if the opponent tries to punish with a high hit, it will result in a parry, and if he goes for low, 2S counter hit -> stagger -> rape his sorry ass with your best combo! Works magnificiently on Sol / order Sol! ..they always take the bait at least once per match! Sols will tend to try to punish with a 5S or a 6HS and get pwned... However, I don't recommend this phase on Testa, Eddie, and the "look at me! I have a projectile overdrive!" chars when they have tension.
  7. Sure it has... I was never (or a very few times) able to pulled it out outside of training mode! It's not a normal cancel.. it's the weirdest timing, and when I got it right, it tends to confuse my timing for regular cancels the rest of the round. QFT! ...I use exactly the same method! I have nigh 100% accuracy doing it so, and I keep my consistency for other comboes involving cancels.
  8. Like I have already said in the "TK Ryuujin thread", yes, you can "kind of" JI it! I do FS(JI), 236+K... it's like S8236+K in one motion.
  9. Right.... so what do you gainst that shit when the guys does it at oki ALL THE TIME? As I understand: parry and guard are useless... and jump is not a guaranteed escape.... does Jam have a couter to that?
  10. I play with that... (But i have already posted it everywhere...) It's a DIN #15 pin plug to fit the Sigma Supergun. Which is convenient as Sigma relased DIN#15 -> Playstation2 and USB adapters, so it works great on PS2 and PC too.
  11. shit, like I thought, it's a command throw... so, waking up with a 2P counters it? ...can I wake up in a 6HS (as it is unthrowable...) if I predict that he's going to do his stuff? (I am sorry, I have never even tried Faust once as I hate everything about this character... not interested in learning him at all... so I don't know about his commands.)
  12. Thanks for the input... but I played against Testies a lot this weekend... I don't know, nothing works! ...the only way I found to defeat testa, i the RTSD ALL the fucking way not letting him a single chance of putting anything out. (I could win like that a few times). But if I get countered or knocked down once, I lose the round. (><)
  13. I have a question about Faust... he sometimes does a weird move when Jam is OTG and waking up, he dashes, and turns his scalpel arround him... I don't seem to be able to guard that... what are the best options against that?
  14. Ok, so you can parry it? ...but as it hits behind you, do you have to "reverse" your parry motion? 64 instead of 46 (suppose Jam is facing right). Sorry, I dont really get it... I always have the impression it's an unblockable.. as the beats hits behind and testy hits on the other side at the same time... I usually guard the beast but get hit by testa.
  15. I have the most difficult time playing against Testa as well... (I find him even more annoying than Eddie...). some stuff that works somehow for me: - JHS gets rid of webs too, and cross-up. (when getting rid of webs when testa is on the ground, I use JHS.. and when he is in the air, I use JS). - Random TK-ryuujin is good! ^^ (but don't abuse it though! once per match, he'll eat it for sure CH!) This is what I have a really hard time with: - when I am otg, he comes close, puts a web over me, and throws! I just don't know what to do! I eat that every single fucking time!!! - The beast that hits behind in his string... I always get ownd... like, there is no gap in his string to hit a CH? ...is this an unblockable?
  16. Nice combos there Hideki! ...cool CM, but the music doesn't fit a CM IMHO. (I liked the first one better ^^ )... something faster with a beat in the rythm of the in-game hits would be better.
  17. I have always said that Jam's priority sucks big time, and I have been flamed on pretty much every single GG-related forum for that... Most of hits (of pretty much any other chars except maybe Anji and Ky) she has priority on out-range her! Those who disagree never played in japanese arcades! Jam used to have good priority in #RELOAD... I give you that, but it's far from being as good as before in slash and AC!
  18. Slayer is a nasty piece of dirt indeed! My best friend plays Slayer so I got a little experience with that match up. Like most of difficult matchups, you have to turtle your ass of all the way and wait for him to do something stupid. After a knock down, (I mean jam is OTG), you can wake up using the parry-FD option select. This is what works best for me. So if he does his unthrowable guard-break kick, he'll get pwned by parry, and if he goes for a 2K, you fd it... there is a high chance he'll mappa after that, so you can parry the mappa. it goes like 461+SK (just tap it once), 46 When slayer is otg, I usually use IAD HS / 236+P, HS to cross him... then you mix it up with a IAD->623+K (going down) or a 236+P, back-AD, 623+K going down. (it will beat his AA kick clean and you can chain with 2S, 2HS, 236+S~D -> jamming loop) Also, like you said, Slayer does not have any options if you jump over him in the air, so High Jumps (you can add a little mix up with 236+P and AD here) trying to cross him with a HS. I usually high jump, and 236+P / AD right before he does his AA kick and cross him up with a HS or a 214+K (in the case of AD cross). Also, this can sound a little stupid, but I use 632146+S overdrive to finish him when I have a full tension gauge! ...if he is in the middle of some teleport - dandy step, he's gonna eat it all the way... if he blocks, then just RC it and throw! IMO, the keys to win this versus are: - Cross up HS - Parry (basically, if you se him dandy steping, you just do 46462S... it should parry pretty much anything that comes out from his dandy-step, even the crossed-mappa!) - 632146+S to finish him off EDIT: oh yeah... and as he has 183'839 different ways of high-low mix ups, FD is your friend when he goes into one of his pressings. (to keep him away from a counter 2HS I think... the ground kick when he stands up with the bats and which lauches at CH)
  19. Thanks Zenmetsu... I'll try harder tonite! does it work only on Chipp or can you do it on anyone? (only light chars? Millia, chipp, may and so on?)
  20. I believe it's not a basic question.... however, I guess many people should be skilled enough to answer it here... ^^ I played against Chipp last week, and I pull-out instinctively (you know when you are pressing an opponent and your mind is completely empty... you are in this "trans" sort-of-thing...) a really cool phase during one round: Dash at oki, 5K, S, S, 2D, IAD, 623+K (going down), 2S, 2HS(2hits), 236+S~D, wallslam -> Jamming loop The 623+K actually "pulled up" the knocked down Chipp and dragged him straight into my 2S, 2HS... The problem is, I don't seem to be able to pull it out anymore... I tried to do it again at home in training mode, but I could'nt... is there a special setup for it to work? needs a CH? ...bug? EDIT: oh yeah, the guy actually blocked the "5K, S, S" and ate the 2D... I am not sure if the 2D was a CH...
  21. VS. CPU: Random overdrive for the WIN!!! yaaaaay! Because Hintalove is posting from his Cellphone / PSP ? Just Change the "encoding" in the "view" scroll down menu of your web browser...
  22. not sure about that... got to test... I post here my personal experience in arcades, and for me 2HS works fine as a AA against May. (you have to hit her with the very end of Jam's foot though).
  23. hmmmm... if you put it this way... I will say ok... However... I can see that you guys are playing on the console version then... because I don't earn enough money to "learn" jam at the arcades against top players without a VERY strong knowledge of the mecanisms of GG. ^^ (I don't have friends, so I can't play the console version at home...) Agreed!
  24. Tell me about it!!! Yes! ...and Jammy doesn't have any distance moves to press when far... [Yoda]Yes! yeeeees! Hintalove listen you must![/Yoda] :grin:
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