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atryu

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Everything posted by atryu

  1. timing son, timing! ^^ I had a VERY hard time doing that right too! ...lots of practice and try to "get" the "frame-moment" when you can "cancel" the 6HS~HS into a dash. The tricky part is, the timing is different whether you wall-slammed with a 6HS~HS or with a 236+S~D. then the second thing, is the Dash has to be short! do not "run", just hit 66~2S/5K/2HS PS: try to post in the right topic (the Jam basics one) next time...^^, as this is a matchups topic. I wanted to add one thing to the May matchup: I usually AA May with 2HS which leaves me with a air combo/jamming loop option. AA 2HS Works great against May!
  2. I am sorry but I have to completely disagree on that... I play Ryu in SF2 and 3S, and Jam plays NOTHING like it! (beside the fact that I don't know how you can compare GG with SF gameplay...) I don't think Jam is easy to play... it depends on your opponent's skill, but timing and distance, pokes, launchers and guard breaks are hard with Jam as she is a very short range char. no distance move -> pressing at oki depends a lot on the matchup and combos are not easy as you can't do "the same thing" all the time. You have to deal with a lot of factors to get your combos in. (char's weight, distance from the wall and height of the wall-slam) I don't know against who you play, I can tell you that in Japanese arcades, against guys who know the game like we know alphabet, Jam is waaaay harder to play than Sol/Ky/OS/Slayer or Pot and if you play her as a SF shoto, you gonna get your pants pulled down each round in a few seconds. If the guys you are playing against are beginners too, then yes, Jam is ok to start with... but if you are trying to join a group that is already quite familiar with the game, then I believe that starting with another char is wiser.
  3. I play a poke-and-guard game against Baiken to bait her counters. like rush-in, FD-guard, 2S/2P, guard again... once she does one of her counter in my guard -> 2S for a CH-stagger. As for her IAD tatami, there is not much but parry or guard you can do about it ... I sometimes try a dash-parry FS, JC, Air combo when I see her IAD back. I manage to get some FB puffballs in as well, but you need to push "D" soon enough to hit her before the tatami actually comes out. Against May, I just try to be patient... get a card for Ryuujin, and wait for the occasion to 2D, double-ryuujin into wall-slam. You can 6P the dolphin, but it got harder now as she can FB it and the timing is harder than in Slash IMO. If you can 6P a dolphin, chain with FS, 2HS, FB puffball. if you manage to get a knock down, there is nothing May can do against a 6HS at oki, so press with it, if she blocks -> 2S, 2D, Ryuujin!
  4. Well, like I said, I have never seen anyone else doing it in a match... but I use it pretty often. They tend to AA when they see me IAD, and they get screwed by the 623+K into [Doren2k]ZOMFG damage[/Doren2k] ^^ .
  5. I agree with that... however, I believe that there a lot of more important things to be trained with Jammy BEFORE learning Burst cancelling. I don't know how good of a player is the person who asked the question, but it seems to me that the most important things to learn with Jam are: 1. 6HS loop (especially the dash-cancel timing after a wall-slam.. it took me forever to get that thing right!) 2. 2D into 236+S~K, 236+K (charged) 3. Parry into 2S (CH) 4. Dash-parry into 2S(CH) 5. 623+K going down (not to be underestimated... as in a match, a lot of guys eat it on OKI and you go into the loop after it pretty easly! (no charged kick needed!) 6. 6P, 5HS(3HITS), 6HS, 6P ... loop 7. 5HS into 236+S~D 623+ K (going down), 2S, 2HS(2hits), 236+S~D, Jamming loop Then, when you have mastered these, you can try burst cancelling... This is just my opinion though.. feel free to disagree, it might turn into an interesting discussion. P.s. @ Mitsurugi: Mitsu, I know you are not a native english speaker (so am I!), but: Oo' ?!?
  6. HAHA! ...not at all! EVERYTHING is retarded in AC!... Hopefully, Jam has her 6HS and Jamming loops! otherwise, I don't know how we could keep up with the other chars! just as an example, Slayer's no tension 4 hit combo -> 50% of life bare gone winth the wind! May's no tension loop -> 80 fucking % kindly removed from your life bare! Pot's "I pick you up from the ground and beat the shit outta you a bit more" phases... etc... etc... I wonder what could our Jammy do without her 6HS and FB puffball! Reminder: we play a little girl with no weapon against genetically enhanced immortal muscles freaks with fire-swords!!! ^^
  7. www.read-the-basics-threads-on-dustloop.com ^^ well... yeah.. that's what she does. You can can use it for pressings and/or cross over setups. there is also a FRC on it to play a cross-over/throw mindgame. Force Break puffball... 236+S~D see above... 22+D, then you can charge 2 kicks of your choice during the animation. for example, if I want 2x charged ryuujin I would input: 22+D, K, K no... recapitulation: FB puffball: 236+S~D charge FB: 22+D~K, S, HS (two ov'em... which ever you want.) oOHWWwwwright... mhmmmm... Perhaps, it would be wiser to choose another character to start with... Jam is cute, but tricky to play. It is easier to learn the game basics using a broken and noobish easier to play char.. say Sol for example... Personally, I started with Ky and Chipp before learning Jammy.
  8. Thank for your reply! hmmm... I really couldn't get away on the ground... (Didn't really rely on back dash though), the guy was constently drilling me on OKI and rushing down with his pressure setups... So you rekon I should block the drill, and back dash/parry the next hit into a counter? And I am not a big fan of the DP when eddie is in the air... as it will not Knock him down (unless you charged the DP.. but I dont.) if you go for a JS, JS, JHS, ryujin, you got (much) more damage in and a wall-bounce for a IAD HS / air throw mindgame or you can stick him up with a second charged ryuujin, and Go for JS, JS, JHS combo again. I might train my Jammy for vs. Eddie matches after work again! ^^
  9. I have just played an Eddie 20 min ago... lost 7 times before I beat the shit out of the dude! (most difficult match up for me in the whole fighting games history...) this is what I found out: Attack from the air! high air! ..as in super-jump. (and do not stay on the ground as you'll get your ass raped horribly!!!) The only hits I could land in were: - super-Jump, AD / 236+P, Cross-HS, 2D charge(if no card); 236+S~K => charged-WATCHAAAA in his dead-ugly demon face -> Jamming loop. (this is what worked best for me!) Besides, if he blocks the cross-JHS, you can mind-game him into a 214+K... as there is high chance he will block low to prevent from the 2D... especially if you "removed" a good 80% of his life bare in the previous round with it! ^^ If the 214+K connects, I did dash-in, 5S, JC, JK, JD(2hits), 214+K, 236236+HS, JS, JS, JHS, WATCHAAAAA! (kind of improvised combo, I found that out trying to deal as much damage as possible every time I hit! ...I might use it again..^^) - Wake-up parry on little eddie, 2S CH on eddie -> whatever combo you want, but try to do as much damage as possible as other opportunities will be rare! (watch out for the drill that stays too long on screen for parry!) - random FB puffballs (in the worst case, it hits both but eddie will fly away for you to back-IAD-charge a card on wake up!) - JS, JS, JHS, WATCHAAAA when he flies over you. I would really appreciate some hints on what to do when stuck in a ground pressure, as for me it just means "losing the round" if I have no Burst. And if some player with more experience with Eddie can post it here, that would be cool as it was the second time only I play against this char, and 7-1 is pretty lame!
  10. true... but you're gonna lose loads of quarters before you do! ^^
  11. yeah... but can't seem to parry the shit... anyway, THX for the input Mitsu... FD huh? (I don't really use it that much, I give you that!) So when she dashes, you counter the dashed hit with a 5P into (f)5S -> Jamming loop? Like 5P counter -> (f)5S -> 2HS -> 236+S~D kindda thing?
  12. Holy shit... I got raped pretty hard by a I-No player this weekend... Again the same problem I have... I win the round like "perfect"-or-almost, or I have the feeling that there is nothing I can do... When she starts to rush, I have no idea where to block... (can't throw her as well!!! ARGH! stupid flying dash!) The best thing I have found so far, is random 632146+HS! Q1: What do you guys use as AA? Q2: How do you oki? ...as I thought of parrying the green-note-thing, but it's multihit sometimes and hits low too! Thanks!
  13. It's like Bulletball Extreme? ..a "High Caliber" execution defense table game? ^^ (I mean, no exageration... it's not that hard to pull out... you just have to know the stuff and train to be able to think of it in a match.. that's all.)
  14. Thanks Hintalove! (sounds cool! ...never thought of that actually....)
  15. ? Oo ? how do you pull that out? 464 at wake up?
  16. Still nothing about Axl huh?... Nobody plays Axl in US? ...I find him to be a real pain in the ass! My matchs against Axl are always random. I can't really predict the guy and he counters (you know, his special parry-counter kind of moves) whenever I get in... So he screwd up and my first phase connects and I win with a "perfect" (or almost).. or I just lose without being able to do anything... the latter happens more frequently though... -_-' some advice would be appreciated.
  17. Anyone has this video in "better-than-youtube" quality? link to DL? Thanks!
  18. Thanks ChunkTug!.. That's better than nothing, but I was thinking of a better quality one...
  19. I disagree! ...if you 22+D charge 2x Ryuujin, you can 5K, S, S, TK-WATCHAAAA into WATCHAAAAA into WATCHAAAA!!! (best combo ever!)
  20. Annoying matchup indeed... It's one of these chars that make me realise how range is important in GG, and how Jammy's range is crap! ...She might have high priority blows, but there is no point of that if you can't reach the guy! Against Faust, I use Dash->Parry a lot because they always throw their stupid "All-screen-long-yakitori-scalpel-attack-shit" randomly... if you dash-parry that, you got a free counter 6P to rape his paper-bag-face sooo horribly that he will hesitate twice before he throws that scalpel at you again! Once this attack is sealed, you can get in safely using 236+S~P and throw, or, if you actually dodge an attack, his attacks are pretty slow, so you will have time to 6P(1hit), HS, 6HS loop his sorry ass! When he gets on his scalpel-pogo-stick, just jump straight up (immediately! take advantage of Jam's 3 frames jump!) and Counter-WATCHAAAAA his face (wallslam if charged) if he is far, or 214+K if closer into mini-dash -> far S -> air combo! Otherwise, dont jump unless you are absolutely sure you are safe! his straight scalpel blow will AA all jam's moves! (and pretty much all others chars moves too ^^ ) This is a VERY personal trick, feel free to use it or not, but whenever he disapears (will fall down from the sky or open his stupid door somwhere behind you...) I throw a random FB puffball! (or a HS one if I am out of tension, but this is more risky)... cases where the puffball counter-hits him into a free wallslam are slim though, but it's kind of cool when it happens! ^^
  21. For Eddie, I am affraid I can't help... I just kindda gave up on this match up (not only with Jam, but with all the chars I play... (Maybe I should learn Eddie to understand how he works... because I have absolutely no idea what is he doing, and what I should do...) Axl is a pain in the ass for Jam! It is IMO the hardest matchup for Jammy in AC. Basically, I just spam puffballs (praying for a CH) and 236+S~P/HJ/jump->236+P to try to approach the guy, but it's really hard against one of those turtling Axls! I remember getting dash-parry (his straight chain atack) into 236+S~HS once or twice in a match too... if this connects, you are in and he is in the corner! then you do what Jam does best! Anji: I think the matchup strat has been posted in the "matchups" thread already. Personally, I use 2S a lot (guess it has a good prio avec Anji's moves as I can get a CH one pretty often), and late recovery at knockdown so I can IAD over the butterfly. Just watch out for his armor-mode moves, if you knock him down once, and he has no "burst", just press with 5K/6HS... if he block the 6HS, try a late 2S for a CH! not really hard matchup IMO...
  22. as I already posted in the Jam general thread: depends on which height the opponent is slammed and Jam's distance from the Wall at this moment. let's say best conditions: opponent slammed in mid-wall, jam is 1 char away from wall. (like after a 236+S~D) The best I could do: 2HS (2HITS) -> 6HS, HS (re-wallslam) 1-step-dash, 6K, 2HS (2hits), 236+S~D (re-wallslam) 2HS, 6HS, HS (re-wallslam) 1-step-dash, 2S, 2HS(1 hit), 6HS, HS (re-wallslam), RC Dash, S, S, JC, K, D, 214+K
  23. @Kicks: against turtling opponents, you shouldn't play Jam! (Sol, Slayer or Potchom to rape their asses sooooo horribly that they will go back to 3rd strike/shoryuken faster than a bunny can fart! ^^ )
  24. @sifutofu: Oo' ...erm... just try to charge all of the kicks, and chain them as you used to do in XX.
  25. true... but it's risky... if you mess up, you'll eat a combo with dmg increased! (because of your guard bar)
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