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Hintalove

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Everything posted by Hintalove

  1. As long as you deal with air nets properly, you can use sj up over the tree > air dash back to saftey to get rid of trees. You can also just sj and air dash over him too. Other than that, the best way to get at a test that is sitting on a tree(normal one) is empty jump and throw, or sj ad property choujin throw. You can also jc attacks into blocking if you want to go that route. Getting a testament to attack you is theoretically impossible I'd assume. Jam beats him out up close and he is on cruise control for victory when he is zoning you out so any smart testament really wont rush in on a Jam unless they have a knock down. Jam's usual provocation of the full screen charge just gets owned by beast so really unless you have a massive life advantage there is no reason for test to bust his balls attacking you directly. One good thing to remember is the nets actually eat active frames of attacks, giving test this psuedo invincibility, especially be careful when dealing with air confrontations with air nets out.
  2. Yeah, good times. Loved the recent post, but who is this LoveHinta character? You're inspiring me to just suck it up and throw money at the local beasts. Someday I too want to experience one of these mythical "win streaks". Oh, and just for the rest of you, Machabo's gf is a fucking fox
  3. Random chance meetings in Shakujii for the win. Am I rite? I will lend my strength to team America. edit: maybe next time :/
  4. I wouldn't say it's 100% safe to anit airs, because with certain characters (baiken/Johnny for example) blocking high can turn into 6p really easy if they read the crossup, and if they read you crossing them up with chojin you're going to get owned because it has no threat of beating their 6p/anti air of choice. Of course thats only going to happen if you are whoring the iad 236p too much, but it is something to think about. In one of the recent gc vids hamshou actually does a ground string ending in 2d and frcs a 236p out of it to get back in and not lose his pressure or do a risky iad. I think the others are right that the two biggest uses for 236p are 1: Using it as an extra air option, especially when your opponent thinks your out of options and is running to anti air you(like at the end of non-kd combos). If you watch kazu he does it almost every time he jumps. He kind of just floats around up there until he eventually comes down with a j2k or ad 214k. It's other uses are mixup related. In the corner you can do all sorts of confusing things with it, but the generic slide > 236p > ad across 214k is generally pretty strong as long as you don't over do it. Also I've taken to dorens technique of mixing between 236s s/h and 236s > 236p > air throw after I end a combo with a high 214k. Just mess around with it and find what works with your Jam.
  5. You don't mean his throw right....?
  6. If you IB the sweep you can do all sorts of shenanegins I think, but easiest would just be parry it. Don't try to jump, you will get killed. Also, never try to trade/beat forward exe beast, you will die.
  7. They lengthened the frc windows by like 20 frames or something so you can execute them with wii motes >.> That said, the hilarity of the wii will rock you cmv is still amazing. I loved the jam super frced on the second hit and the riot stomp frced on hit :O
  8. How am I underestimating testament? As long as he can get you away for long enough to get a tree under him he can start doing what ever he wants as he forces you to disarm traps before being able to attack him. His forward beast is retarded when used as a reversal. This is also another one of those matchups where Jam just happens to be like the perfect weight/size to get comboed forever, and said combo starts out of just about any hit he can possibly hit you with. Other than that, I agree it's hard for test to get out once you're on him. All he's got is warrant and what ever giant purple poison skull is called, with poison skull being the reversal of choice. He's also got forward beast if you give him a frame any where. I think I have trouble with test/may/all the characters I mentioned specifically because I play a very american style gg where I like to be pressing, and I expect counter hits instead of steadfast defense. So especially in the case of test, being overly agressive is suicide. May is a different story because really the only way you can get a hit on her is by making something of her mistakes. If she dolphins from across the screen, or misses an frc on the hoop, or does 3k at the wrong time. It should also be noted that may can use her jh as a safejump, even if parried she can land and block. Not saying they use it at that height all the time, but just throwing that out there. Really, there is no reason you should ever get ch 2h'd, but if you do... gg. Out of May/test/robo I am by far the worst at dealing with May, so again, I might be biased. May is just a mystery to me and the only times I really win is when I just sit there, look for her fuck up, and blast her into the wall. I'm going to make a point to play the local may a crapton the next chance I get. What bugs me about robo is when they turtle. All of his normals are pretty much amazing. 2s/f.s are awesome. 2k/5k is awesome. 6p is awesome. 5h is just retardedly awesome(don't ever 6h where you shouldn't. ever.) and these combined with his strength at building meter give him retarded damage potential. If you get ch dped, you die. Hell, if you randomly eat a sweep and he has like 50%+ meter, you die. Oh, and if baiken is poking on the ground, just kill her >.> Baiken match: Get a charge, attack/defend intellegently, sweep, kill her. Any thing else is just gravy.
  9. I agree with how he dispursed the characters, but I presonally feel that may/test/robo are not in Jam's favor. I wouldn't go as far as to say she is at disadvantage(at least not vs robo), but she is deffinately not clearly at advantage either. I also disagree about baiken being up there with our hardest matchups. Test gives me much more trouble than baiken as long as I'm playing smartly. The only thing she really has going for her are some decent air moves and every thing ending in knock down. Robo has a bunch of unpuffballable shit that all funnels into massive damage, and May has the hardslash button and her combos go forever on Jam(damn her light weight and yet massive hitbox >.>). May easily outdamages Jam in that match.
  10. You parry charged stunedge and go into 214k?!?!?!
  11. 6ping the dolphins is easier imo
  12. How do manga cafes stack up against the average all night karaoke? Thats what I usually do if I'm not going home and not at a club/bar. I live like 10m from ikebukuro though so I guess it's less of an issue for me :/
  13. I never said he was the new best Jam, I was just commenting that his style of play is completely original and that I honestly don't understand a lot of the decisions he made in that vid. All I know is that he was mind fucking some top players, until they realised he was 100% rush machine.
  14. Who is the Jam in the new batch of gc vids? He's like a walking ball of wtf but I guess in a good way. Never seen him before and I'm curious if he's some one in disguise or some random dude that is straight out of a cmv.
  15. Jam's j2k links to 236236h with out an rc. Any one else found out about this and played around with it? How do you think it pans out against the traditional rc combos...?
  16. Jam only has good priority when you are in and pressuring your opponent. Her strength comes form the speed of her normals rather then their ability to flat out beat stuff. The only exception to this really is 6h and 2s. If spaced properly these two moves have amazing priority, but using 2s properly is less than intuitive. You want to aim for the invisible hit box on the end of her fingers to be the part intersecting with your opponents attacks and not so much her hand it self. I think 6h is pretty self explanitory. As for anti-airing May, if shes rocking either j.h or j.2h bacially your only option is throw her before she gets the j2h out or just parry > 5p. Her j.h is a lot like slayers where even if you can actually 6p it 10% of the time, why try? The ch combo she gets off the failed attempts is not worth it. As for dolphin rape, you can 6p the ones she doesn't fb.
  17. 1 frame jumping refers to canceling your jump startup frames into faultlessing. For some reason the game prioritizes that you are blocking over jumping, but you are also in a jumping state sort of, so it just pops you up off the ground instantly and you are fding. You can tell you did it right if when you jump where is no dust/what ever effect that comes from where you jumped. This is useful for chicken guarding out of bad block strings and in many cases as a reversal option on wakeup, but it is slightly hard to do consistantly. Basically it's like kara jumping.
  18. Reversal timing just means that you are doing it in reaction to something, right before it hits. Usually you do supers/dps with this timing because of the slight chunk or invincibility at the start of the move usually makes your opponent whiff the move you are countering through you or just cover you until your move actually becomes active. That short new Jam CMV is freaking crazy. I think it`s probably my second favorite AC CMV so far. First being that hos vid called Promise. Props to the guy for using enka in a cmv, love that stuff.
  19. Basically, how it works is you parry and then cancel the catch frames after a frame or two into crouching faultless. It's only ever going to work if you're parrying with reversal timing, otherwise you'll just always end up blocking. Like, it's more of a cop out really for when you have no idea what your opponent is going to do and want to take strong defensive action, and less about parrying random bs into combos. I guess it would be really pro if you mastered reversal dash break parry option selecting, but really, I don't want to go there and neither should you. Now for other random basic questions, does any one else ever accedentally get jumpstartup when they are clutch blocking high-low?
  20. So yeah... I know we've talked about it before, but Slayer? This matchup is decieveingly in his favor I think because it's hard for Jam to fight him at a distance where he's not over powering her, and he can stuff any long range tactic you have for establishing pressure easily. The only saving grace for this matchup is as long as he's not above you, you can take him in the air, but really, slayer has no real reason to jump all that much except to throw you or in combos, so it's moot. What do you guys use as oki on slayer? There is no way to stop him from bdcing is there? I think thats the single most annoying part about him. Bdcing and mappas are really the only thing that really I have trouble with. I just really suck at breaking my run into parry these days and that seems like the only surefire mappa killer.
  21. It's just that the anchor isn't part of her hitbox really, while Jam's legs are, and a ch isn't all that good because she's dealing way more damage.
  22. I accedentaly got stuck posting in the Japanese roman alphabet from school. If you can't read it, that's too bad because there's a lot of helpful info in there directly aimed at you :/
  23. 2h beats out her j.h cleanly? I can‘t really see that,seeing as her j.h is like, omg good.
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