Jump to content
Dustloop Forums

FlashMetroid

Moderators
  • Posts

    121
  • Joined

  • Last visited

Everything posted by FlashMetroid

  1. Heres a very simple question....why not?
  2. The faust i play agianst KNOW that 6p rapes the pull in thing becuase i did it to them in slash so I never get the free "zomg damage" as you say lol I figured out a couple of things though j2k beats most of the anti airs so you can get them trained to not anti air you and then you can go back to normal once they are scared 2k beat all of my puffballs except a super spaced out s puffball and even then it wiffed becuase the 2k made hiim really low oh yeah dp on wake up doesnt work agianst a meaty 2k it completely wiffs
  3. hintalove who ever says to rush zappa down doesnt know what hes talking about you need to wait that bastard out and and punish the summon attempts AND THEN once if he gets the summon out THEN you rush the shit out of that bitch lol
  4. Man the faust match up is so damn annoying in AC in slash it was whatever but now its too damn stupid 5s, 2k link is retarded The faust I was fighting agianst in the tourney yesterday spammed 2k and it traded with EVERYTHING i did it even beat out the puff balls including the forcebreak one CLEAN I still beat the faust lol but it was just annoying what do you guys do agianst faust?
  5. the match up is super free in AC you just gotta learn it there hasnt really been any WC potemkins in the past so its no suprise you dont know hwo to fight it heh
  6. Baiken has low defense, is slow, and her counters can be avoided easily by jcing to beat Zappa all you have to do is block lol also everything you do beats everything zappa can do except summon thats when the blocking comes in A quick one for now been really busy lately "Do" - RUN AWAY! Abuse 2D Puffballs Dont go for damage just throw as much shit out as possible while being safe I use 2P and 6HS a shit load GO FOR IK DONT GO FOR THE MATCH!!!!!!!!!!!!!!!!! "Dont" - IAD in Attempt to AA ABA(this will get you killed period) later this week ill be doing like 4 or 5 match ups
  7. This thread is to make it easy for people to learn the basics and to stop people from making threads for 1 little thing(im tired of seeing threads on how to TK ryuujin) Ask your basic questions here Basic Pokes 5K - Low hitting move really fast and cancels into just about every poke 5P - Fast poke wiff alot of crouching characters for a nice grab set up 5S(far) - Nice range JCable and Is usually the last hit before you TK ryuujin for more damage 5S(close) - This is a wierd poke this is what I use as anti air I guess you just have to make your own opinion about this poke 5HS - Nice poke if blocked raises gaurd bar ALOT 5D - Pretty fast dust and its kind of hidden 6K - IMO its pretty useless now havent found much use for it 6P - Upper body invin. cancels in and out of 2p 6HS - The ultimate poke does everything except anti air heh 6HS follow up - Nice damage always sticks 2P - Really fast cancels into alot of things nice tick throw set up 2K - Completely useless imo but you make your own opinion 2S - Another great poke on the ground alot of priority staggers on counter hit 2HS - Mainly used for combos I use it as anti air in some match ups 2D - Super fast, nice range this poke is awesome JP - The only use I have for this is off of an IAD JK - Used for combos when S or HS is out of range mostly JS - Nice poke hits right above her and has alot of priority if they are on top of you they are gonna lose JHS - Nice hit box hits on both sides JD - hits 2 times 2nd hit wall bounces on CH Special property on special moves TigerKnee Ryuujin(faster than floor Ryuujin) 2369k or 9236k AD Kenroukaku (This one goes down) 6623k AD 214K Gekirin (This has less arch and goes straight down) 66214K AD 236P Choujin (This one goes straight down instead of doing a flip foward) 66236P Basic Combos [Dust] No meter: D, Homing Jump, j.Hx3, j.S, JC, dj.S-H, 236K D, Homing Jump, FD, j.H (ID), land, hold 4, S-2H(1)-6H, 5S, j.D, 214K 1/4 tension: D, Homing Jump, FD, j.H (ID), land, hold 4, 5S-2H(1), 236SD, dash 2H(1)-6H-H Asanagi-K: D, Homing Jump, FD, j.H (ID), land, hold 4, 5S-2H(1), 236K, 236K, 2H(1)-6H-H [AA] No meter: AA Parry, P-S©, JC, j.D, 214K AA j.S, JC, dj.D, 214K AA 2H-6H, S-2H-6H-H [Throw] No meter: Throw, hj.D, 214K 1/4 tension, corner: Throw, FRC, S-2H(1)-6H-H, dash 2S-2H(1)-6H-H (doesn't work on Sol) [CH j.D (2nd hit), CH 236SS, 236SH] No meter: dash 5S-5S, j.S-P-S, dj.D, 214K No meter, corner: dash 2H(1)6H-H, dash 2S-2H(1)-6H-H Asanagi-K: 236K, 236K, loop 1/4 tension (Asanagi-K) [1/2 tenstion]: 236SD, 236SH (236K) [236SD], loop [General] No meter, No charge: Ground Gatling Chain, 5H(3), 6H, 6P, 5H(3), 6H, 2D IAD 214K, dash 2H(1), 6H, 5S, j.D ?214K Gatling Chain, 2D, 22K or 22D(Pick cards) j.H, land, 6P, 5H(3), 6H, 2D j.S, JC, dj.D, 214K 1/4 tension: Anything, 5H(3), 236SD, 236SH, loop Asanagi-K: Chain, 5H(3) or 2D, 236SK, 236K, land, loop CH 2S, dash 2D, 236SK, 236K, land, loop AA CH j.S, JC, dj.H, 236K, 236K, land, loop 1/2 tension: j.2K(1), RC, land, 5S, 5H(3), 6H, 6P, H(3), 6H, H Take any wall 1/4 or charged combo and do dash S-2H > 236SD after first wall stick. Continue rest of combo. Full tension dizzy (It dizzed Sol instantly every time, so the random modifier didn't come into play to muck things up): CH 236SS, 236SD x4, dash 2H(1)-6H-H IK! (hopefully)
  8. Anything that has to do with the old games post here dont make a new thread asking about an old XX combo video or something just do that here Jam XX basic combos, frame data, and more random stuff http://web.archive.org/web/20050309015912/www.gamecombos.com/games/ggxx/char/jam/jam-com.html
  9. Ok this is the match up thread not the "OMG JAM IS AWESOME I LOVE HER" thread lol Before anything The match ups ratios (IN MY OPINION) 6.5 - 3.5 : Anji, Axl, Johnny, Bridget, Anji 6.0 - 4.0 : Ky, Chipp, Dizzy, Zappa, I-no, Venom 5.5 - 4.5 : May, Millia, Robo, Testament 5.0 - 5.0 : Jam, Eddie, Pot 4.5 - 5.5 : Slayer, Sol, Baiken 4.0 - 6.0 : Faust, HOS I personally believe Jam has no real style it all depends on the person playing her. Jam isnt like the rest of the cast who once they get started everything is the same once they get the first hit. Everything she does is situational so you basically gotta freestlye everything on teh spot IMO to get the best results. A couple of known Jam players 1) KA2 Jam - Runaway/Mixup Jam damage comes from taking advantage of mistakes, players chasing him, and really advanced mixups 2) Mike Jam - RUSH THAT MOTHERFUCKER really fast, advanced mixups, really good reactiontime 3) Hamasho Jam(you might not know him) - Patient as hell doesnt do much but throw a few attacks here and there waiting for the right spot 4) FlashMetroid Jam - A mixture of the first 3 but with a huge focus on counter hits more than anything General Notes - - Burst Cancel can save your life I use it ALL THE TIME learn it - Your a Pixie character so whatever you go for make sure you do it fast - 6HS is the ultimate grab bait free CH LOOPING - PERSONALLY TESTED (All loops were started off a corner 236S, HS) Combo A (THE WHOLE CAST EXCEPT FAUST, SOL, CHIPP, HOS) - Dash in 2HS(1 Hit), 6HS, HS, Dash in 2HS(2 Hit), 6HS, HS, Dash in 5K, 2HS(1 Hit), 6HS, HS Combo B (Anji, Slayer, Eddie, Johnny, Zappa, Millia, May, Potemkin, Testament, I-no, Baiken, Bridget) - Dash in 2HS(1 Hit), 6HS, HS x 3 Combo C (Anji, Slayer, Eddie, Johnny, Zappa, May, Potemkin, Testament, I-no, Baiken, Bridget, Axl, Chipp, Faust) - Dash in 2HS(1 Hit), 6HS, HS, [Dash in 2HS(2 Hit), 6HS, HS] x 2 Combo D (THE WHOLE CAST EXCEPT MAY, BAIKEN, BRIDGET, CHIPP, DIZZY, FAUST) - Dash in 2HS(1 Hit), 6HS, HS, [Dash in 5K, 2HS(2 Hit), 6HS, HS] x 2 Notes - - The reason I even mentioned combos BCD so you could know what works on who so you could get max damage in a high gaurd situation using FB puffballs - Combo D is the only loop that works on Sol and HOS - Combo C is the only loop that works on Faust and Chipp - In a reg gaurd bar situation combo A is the most damaging but it doesnt matter all loops do a shit load of damage not that much of a difference Jam vs Potemkin First thing im gonna say in this match is that its pretty damn good match but you can still get fucked up if you go to sleep for one second heh. First thing im gonna say is something that pots love to use for some reason J.D this move is complete trash in this match up if you see the pot use this move what you do is very simple you jump straight at him and J.Sx2 the first slash will clash with it and the 2nd one will CH hit him for free a free combo. Anyway in this match up you pretty much just wait for him to give you an opening or do something stupid like jump or the ground stomp(im not a nerd who remembers the names of moves lol sorry). Im a huge fan of meaty 5.K on their wake up for 2 reasons 1) it pins him down so you can get started 2) its absolutely unstoppable by Pot(in every game of GG not just AC) when you go for a meaty K he has 3 options wake up super/block it/take it. If he does wake up super you recover fast enough to parry it and punish him anyway so he just wasted his time and bar. He cant anti air you with 6p if you cross up him up but he can air grab you so he pretty much has to guess what your gonna do so try to play alittle fast and do alot of fake outs and eventually the potemkin will realize its just to risky to choose between air grab and 6p so he will most likely just block lol. Besides those couple of things you just play your reg jam and you shouldnt have a real problem with him. Notes - - Random TK Ryuujins hit him while standing and are unpunishable - IAD when he tries ground stomp for a free combo - Puffball are useless(Pots 6P will beat or clash everytime) - Dont do an AD block string and land into a floor string unless you did a really low JHS so he cant IB PB Jam vs Anji This match is pretty free aswell first things first your stronger, faster, and scarier than anji lol. 2S is the ultimate poke in this match it flat out bets everything that isnt autoguard lol if he hits a button and its not an autoguard move hes gonna eat a counter hit lol. Burst cancel butterflys(shitsu?) and it gets rid of all of his dangerous mixups and hes stuck doing stupid fujin guesses which you block and punish like nothing. I personally use 5S as anti air usually something like 2HS(1 hit), 6HS and then depending on how close I am to the wall I am ill decide what to do. FB puffballs are too good if the anji is HS fujin crazy becuase it beats it pretty much clean 90% of the time. Overall this match is pretty simple there isnt really anything to say about this match up just rush that nigga down becuase he cant do anything to your pokes. One last thing a meaty 2S from anji ALWAYS goes under 623K. Notes - - Anti air 5S him for FREE - Parry the butterfly(burstcancel if you can do it) - Watch out for Autogaurds Jam vs Ky This match is Jams aswell but it actually takes a bit of work your air game is basically completely shut down by 6P you can mixup it up with 2K to get the person scared to use 6P but thats something you can try out later. 2S once agian is really good poke it beats out just about every poke a good ky would use while jam is that close (2K, 5K, 6P, 2D, 2P) the only poke that really messes with jam is 5HS, 2HS but 2HS is alittle too risky and most Kys wont bother becuase if they miss they are dead heh so basically an early 5HS. His fireballs are a pain all of them and his FB dust are annoying aswell there really isnt anything you can do about them but block. Another annoying thing about this match up is your really light so usually Ky gets an extra rep for his DP loop and it makes a difference. Notes - - 5S anti air agian all day - 236S under stun edges(if you do it early enough it can lead to a free FB puff combo) - Dont get crazy with puffballs(stun dippers beat them clean) - Dont jump in until you know exactly what your doing - Parry Charged stun edges(if hes running in after it you can parry the first hit and 6P him for a free combo the fireball will go through you) Jam vs May This match is a straight up turtle fest basically if your not attacking theres nothing she can do just 5S all her jumps ins it either wins for free or trades and then you can get a free 2HS, FB Puff. 2D, Ryujiin is deadly agianst may if you have a card ready. If hes dolphin freindly basically everything you do is gonna lose clean except parry or block lol. 2D destroys everything you have for free so watch out for it becuase 2D, DB hori dolphin is painful. What mainly do is run away and use a FB card to get 2 Ryuujin cards and then 2 hits and you win the match lol theres pretty much nothing to it but be safe and look for some openings. The most annoying thing about this match is if you get hit by a random dolphin in the air your really light so you get hit by an TENSIONLESS 80% COMBO....its retarded. Notes - - Get cards quick(2D, 236K, charged 236K is too good) - Antiair 5S all day - Dont jump with out FD - Dont Puffball(Reg and FB) - Dont go for airgrabs Jam vs Testament This match is annoying the key to this match is PATIENCE with out this you arent gonna win plain and simple. You gotta basically just wait it out and keep trying to get in safely while dodging all the items. Once you get in your job is to stay in and watch out for foward axe beast becuase once your out then your back to square one and you dont wanna be here lol. Once your in the match becomes pretty much like any other match your pokes are all faster then his you only have 2 things to look out for 1)foward axe beast, 2) warrant(the counter). If you can look for these the match should be pretty easy once you get in 80% of the fight is getting in. Notes - Getting rid of traps : Trees - SJ over them AD back Air Webs - j.D, j.S Ground Webs - 5P, 5S(I dont think it works will test next time I play) High Skull - Jump towards it, IB, AD back - He has no real form of defense besides warrant and super....take advantage - FB Puff goes through everything if you predict hes gonna do something go for it...free win - 5S anti air you already know lol Jam vs Sol This is a simple match up zone the shit out of this character and stay on the ground your 2S beats everything he can do as long as his attack isnt already out there when you do yours. Watch out for VV and Wildthrows becuase those are painful. Sols jHS is the most annoying thing on earth theres pretty much nothing you can do about him spamming it all day you can try to trade a 2HS into a free combo off the trade but I wouldnt recommend it. If you predict the random jHS you can jS it really early but it takes alittle practice and really fast reaction. Sol doesnt have an answer for a spaced out 2D. Notes - - Watch out for VV at all times - 6P, 2D are dangerous be careful - 2HS anti air in this match up not 5S - Grand Viper goes under all puffballs(and so does 2D I believe) Jam vs Chipp This match is stupid annoying but pretty easy becuase of the bad defense I usually play this one in the air becuase Chipps ground game is stronger than yours but he cant handle her air to air. I usually find myself running away and landing random hits when hes chasing me. Random puffballs on the floor is my bestfriend becuase if one of them hits CH its game over. The risk reward in this match is heavily in your favor so you can take risk all day IMO but if you dont feel comfortable you can just keep running away throwing random stuff so they can run into it that works also. Notes - - Low defense hes gotta be scared - 5K beats everything - Cant anti air him only options are block or parry, grab - IB the hit before 236S for a free parry - 2S beats 2D clean Jam vs Slayer This match is CvS GG edition your cant really jump at slayer he has an answer for everything you do in the air. 6P is really dangerous it beats alot of things including puffballs and I think FB puffballs aswell. One thing thats going for you especially if you have good reflexes slayer is a slow character and is really easy to parry I personally parry all 6k mixups, random mach punches, all jump ins. other then that you just basically wait it out...oh yeah SJ AD 214K either wins or clashes with his anti airs if you spaced it right and if it clashes you can get a free 2K before you land using the clash. Notes - - 6P beats Slayers Machpunches, 6HS for free - 2S beats 2D, 6HS, 6P - If you see the P dandy step in time you can 2S it with no worries - The only anti air you have is jS...if you dont have enough time to jS then just parry or block Jam vs Faust The worst match up on earth its the most ridiculous thing on earth for starters 2K beats all puffballs including the forcebreak, he can anti air you at any angle, has long range pokes, is really short. The one thing that I truly believe saves this match up is her 6P since it beats basically all of faust ground pokes once your close enough. I usually abuse 6P, 2P frame traps since they are too good especially in this match up becuase 6P like I said beats everything he can do. A well spaced out 2K on jams wake up from faust is unstoppable the only thing that can beat it is wake up super so if you have no meter and the faust is decent you can expect him to use it everytime. Notes - - 6P faust command throw for a free 236S, HS into a combo - Dont jump at faust - Dont Puffball - BE PATIENT Jam vs ABA Heh this match up is a Joke in AC lol. At the beggining of the match I IAD back and start getting cards and she can either transform and chase me or let me gets cards and now is when the fun starts. RUN AWAY ALL DAY and go for knockdowns and grab frcs YOU ARENT TRYING TO FIGHT HER YOUR TRYING TO IK HER PLAIN AND SIMPLE. If you try to fight her you will lose most likely. Notes - - 2D, IAD back is too good (its safe agianst random DPs and FB DPs) - Parry jump ins for free - Grab frc = 1/3 bye bye - IK is the only thing your worried about Jam vs I-no Ok at evo I was lucky enough to have the chance to play yossan about 30 times in a row with no waiting at one point so I learned alot about this match up. The first thing im gonna say is this match is ATTACK OR BE ATTACKED I-no has horrible defense so you once your in her face you can have a party on her. I-nos offense is ridiculous its really hard to block the first attack is the hardest one but dont sleep after you block the first hit because the rest is still tricky just not as tricky this is the only match where I think FD is mandatory becuase you wanna space her out and jump away ASAP to take away momentum. 5S is your bestfriend when shes out range she has no choice but to eat it if she tries anything. I personally burst cancel all notes and SJ AD away or dash up 5P if shes already close enough to attack. Notes - - Horrible Defense so RUSH THAT HOE - 236S goes under horizantal CL - Inos stroke goes under all puffballs - Ino can Anti Air you for free - Jam can anti air Ino for free - Parry inos IAD vertical CL oki but watch out for the frc(you dont wanna deal with fuzzys and such)
  10. Jumping slash wont save you from an airthrow attempt.... Also Kensou Rudy is G.O.D heh I like him over anyone in the country except any faust player, me and alex heh(me and alex beat him at fr which was gay)
  11. Why are you posting on dustloop heidern you dont play gg anymore
×
×
  • Create New...