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atryu

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Everything posted by atryu

  1. It would work in RELOAD/SLASH... (I usually did 46 quickly and I didn't care about the blockstun position) not anymore in AC... as you have to keep some neutral frames position and actually do 4 before 6 in order to parry... (like if you guard, so you are on 4, you can't just 6 to parry anymore.)
  2. Not exactly... (actually, not at all!) of course, if you try to pull it out this way, its too hard! (you need cyborg fingers to it like that! especially if you try to IAD with 69...) Just do: IAD, into a DP motion+K... it makes it: 9623+K (you got to do it at "light speed" VERY low to have the Shoryu actually go DOWN...) If you are a Jam beginner, you should learn her play-style first... Understand how and when are the good times to hit an opponent... if you do it right, you just need to know how to combo the 3 kicks to deal great damage! for example, learn to parry into 2S for a sure CH, and a stagger! Learn the 6HS RC trick to break the guard! (very useful! as it is a sure air combo when the guy blocks and have no more burst!) opponenet guarding low: 5K, S, 6HS (all guarded low) RC->S (free guard break launcher!) Get rid of the Streeet fighter habit to DP all air-ennemies! Learn how to counter aerial attacks with her JS: oppopnent jumps in: JS(CH or not), Re-Jump (no land!), S, HS -> 3 kicks (basic, simple, but deadly punisher!) Learn how to cross-over with IAD HS and IAD 214+K at Oki. (very useful!) My advice: Don't concentrate too much on combos! just learn parry, anti-air JS, and use her 632146+HS for high damage in the begining. Also, learn to charge right-after a 2D. Then, when you are confortable with the character, you can try those combos listed above in this topic. oh, and master IAD! a very important move when using Jam! p.s. I am not sure of your level... but these are the Jam basics to master before going to in-depth combos and stuff.
  3. exactly! and it depends also who who playing against!... this is why I find that this Q&A topic makes more sense than a combo list. I think that Jam has 2 kinds of very distinct combos: 1: The "Show time" combos, for CMs 2: The "Kick his ass" combos, for versus matchs In my opinion, it is always better to perform a simple combo, but a SURE damage, than trying to get a wonderful avalanche of hits, but screwing up on the first RC... I play GG notably in the arcades angainst japanese players most of the time, I can't afford to waste an occasion to deal damage, so I go with the simple-but-sure combo techniques.^^
  4. there is no "correct" follow up... just act with feeling. ^^ I do: Dash, S, S, JC, S, P, S, re jump, D, 3 kicks I do: S, 2HS, 3 Kicks Better is possible, but the possibility to screw up is to high... not worth in a versus match IMO. no worries
  5. Ok, I got it! basically to do K, S, S, TK236+K you have to push 8 at the same time (a little after) the second S... It's almost a JI. It makes it like: K, S, S8, 236+K (but still... if the guy is crouching, he's laughing waiting for you to come down...) but it deals great damage! I give you that! K, S, S, TK236+K, RC, JP, K, S, re-jump, D -> 3 kicks for a 195 dmg combo using only a RC (no charge) is pretty decent! I am gonna keep that for sol's screwed dragons!^^
  6. Right.. I see... that's the whole point of doing this bloody TK thing... (I thought it's only to make it connect after a 5S...) mhmmm... I guess I am gonna have to practice that!
  7. hmmmm.... I'll try like that... but I think that it will get tough to JI between the 2 S, and push UP AGAIN after the 2nd one... it would be like: K,S, 8, S, 8236+K, RC, AIR combo. I still believe that K, S, S, 236+S->K, 236+K, RC, HS, land -> air is a better/more useful option after hitting with a 5K.
  8. K, S, S, 2HS(1hit), 236+K etc... is all right, but deals small damage. (the good thing is that the timing is so easy, that it's almost impossible to screw it up..^^) I would recomend that over mine above when you are SURE that it will finish the opponent off. EDIT: OH! but what you can do, if you manage to JI in between the S, S, you can RC the 236+K into a JS and air combo directly without touching the ground. makes it like: K, S, JI, S, 2HS, 236+K, RC, JS, P, S, HS -> 3 kicks (off course, that a little bit more tricky to pull out) another thing you can do is to RC on the 623+K into an air combo. K, S, S, 2HS, 236+K, 623+K, RC, JP, S, P, HS -> 3 kicks well, this is what I use, as I find the TK236+K almost impossible to perform and completely useless as 95% of the time, your opponent will be crouching and the TK236+K will NOT hit!
  9. >Coke: Thanks! I got it! (works! great! ...the right timing is actually that you have to do the "236" when still in the air after the RC, and manage to press the S button as soon a you touch the ground...) >Esayah: I gave up on that! ...I dont know, maybe it's my stick, or it's just me! ..I just CAN'T do that right. I managed to pull this off in a versus match ONCE, and the opponent was crouching... I got angry and decided to never use that move again. I just replaced it with K, S, S, 236+S~K, 236+K, RC, HS, land, JP, JS, JP,JS re-Jump, DUST -> 3 kicks I just use that one whenever I have the chance to start a combo with a 5K. the main advantage of this one here, is that no matter if the opponent is crouching or standing, all hits will connect!
  10. right... then with the setup you posted above, you're saying that you need to 236+S~K, 236+K(charged), RC, 236+S~S, 236+K(charged) AGAIN, and then RC into 236+S~HS wallbounce and air? sorry... I misunderstood... :china: (I am at work, and I have to type these posts quickly before my boss passes behind me and checks what is on my screen...)
  11. Thanks hyappo. (I still can't do it right though... I am pretty sure I dont do the 236+S~HS early enough... I always hit the oponent on the ground, so it not lauching him for an aire-combo..) hold on! in that case, you have to do 236+S~S and not 236+S~HS right?
  12. no... back then, I asked about the 236+K, RC, HS, land, air combo thing.
  13. ok, I have a question: I see on many vids (and every single GG board!) that people manage to combo 236+K, RC, 236+S->HS, wallbouce into air combo! I am trying to pull that out for months now and it NEVER even seemed to work. (It seems like the 236+S->HS does not come out fast enough to hit the opponent in the air...) Is there a secret? a special condition or a timing for this to work? Thanks
  14. What's her cellphone number? ... (sorry about that...)
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