ryokoalways
Members-
Posts
1,418 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by ryokoalways
-
string into AD 214k is bad if overused, please keep that in mind. I don't know if you do or not but when you say "generally", i am interpreting it that way, and it is asking to be air thrown. Of course, if it's used sparingly, with height adjustments, you can turn an airthrow attempt into a counter, which is always loads of fun. going into super is pointless, save tension for something more worthwhile. Personally, I always go for wake-up pressure with some form of mix-up cross-up, the IAD dp set up on wake-up is very easy. Much easier than trying to pressure with IAD dp. I have always thought Jam's wake-up game is up there with the best, especially since her damage output through her wake-up game, comparatively to other of the same type, is significantly higher (thanks to the fact most of the things you stick out has no prorate).
-
His mind game isn't too strong, and he doesn't confirm combos very well, ie too often doesn't set up the max dmg combos. The only thing he is really good at imo is reading mixups. But offensively, he is really lacking.
-
Sorry, i didn't mean to come off sounding like that, but I do mean that he really should be in training mode right now. You cannot have 5s > 6h, 5k > 5h, etc and expect to beat anyone that can play the game. It doesn't look like he knows any combos to me.
-
Stop playing people, go to training mode, and learn correct combos for each situation. Nothing else matters at this point.
-
Mikosu, comp isn't going to do anything really. You'd better just not play comp at all and spend all day in training mode. Just one thing though. Stop Back-ADing after a knockdown. Either charge a kick, or set up your mixup/crossup. I don't know why you are just getting out of the way. If it's to prevent getting DPed, that is not how you do it. Watch vids to see how to bait dp correctly. Anyone with a DP should be scared to use it on Jam at all times because one right guess you are suppose to rip out 60%+, minimum. DGC, I think others have already said it. Stop getting hit by random things, make sure you are getting max dmg off every punish (It's been said before, but it can't be stressed enough. In AC everyone dies too fast so it's essential that you do not surrender any chance at any setup or dmg). revolver, bringer, whatever, basically any sol can do is good for 60% if you react fast enough. Your DP bait is incorrect. Have more variation on both your wake up defense and offense. Combo correctly (should know by this point 5s does not go into 6h >.>). Reduce your 236s usage, especially h follow because a good sol can 2d on reaction and go into 50-60% off 2d counter gunflame blah blah blah. If nothing else, know that is it ok to block. Blocking is good. Blocking is very good. It's not like sol can jackup your guardbar without tension, and since sol's mixup is mediocre at best (a decent dust, punishable with 5s tk kick on block, and command throw), that's a non-issue imo. Finally, know when to use 2147k. Don't spam it for one, and only use it to counter if you think he is going to 2d you (a really good move vs jam in general, unless spammed of course) or a back-AD 214k to beat grand viper. If you really want to spam, 2s, 2s, and more 2s (make sure you know the distance control first though).
-
6pX3 isn't much unless you got countered at the beginning by little eddie upper cut or something. You can parry all of little eddie's moves. I'd suggest against it though. If anything, just IB the first hit of maworu, then backdash. Much easier than trying to parry, and safer as well.
-
Get use to his pressure, that's about it really. I really don't think getting too fancy is a good idea against him, although there are quite a few things you can do in that regard. For almost every one of eddie's moves, there is a clear counter. But the odds are against you because if you guess wrong, it's a knockdown. If anything, master IB 2s, and when he tries to drill after, tk dragon kick counter and make him pay. If nothing else, it helps you practice IB 2s. Other than that, it's who gets a hit in first. His moves are slower than yours but he does outrange you by a little bit. Although in that regard, OS is a far more pain in the ass than eddie will ever be because he can match your speed.
-
Just make sure you time the iad early enough so he can't recover from slide head and kancho you in the ass with his 6p.
-
Just 2147k (no AD) is good if you can read your opponent. OS best pokes vs Jam are 2s and 2d, both of which can be crushed by 2147k. OS counters it by gun flame though, but it's a trade slightly in Jam's favor. Other than that, just have to play patient and react. punish all rocket, parry 6h if he hit confirms it after 2s CH incorrectly and punish him hard. Master lv1 and lv2 storm viper bait (can't really bait lv3). This isn't a hard match in my opinion, as long you play smart. Use FB conservatively, do not poke like crazy, and just outmanuver him. He can't drive up your guard bar anyways, and like Jam, a good FD and you are in the clear.
-
Close-up (anywhere from from 30% to wall)- 5s or 2p or whatever into 2h into loop. Mid screen area (30% to around 90%)- require you to either jump on and just hit them, or waste a FB to set up the loop. Nearly full screen- 236s-h, loop.
-
If he is blocking FB, then you are not really random. Plus, you should be baiting his moves, not throwing it out randomly. 2s crushes just about anything sol can throw out on the ground. His moves either don't have enough range or are too slow against it, if you time it right of course. To overcome her range deficiency, use her speed. This is first thing you need to learn to play Jam well against basically over half the cast.
-
Never seen that happen before lol. what is that? point blank BBU?
-
The thing I didn't get in his sentence is the cross up comment. 6h and cross up aren't exactly used together. And regardless of what works, there is no reason to do anything but block if you know BBU is coming.
-
6h? what? I don't understand what you are saying.
-
BBU will win 9/10. Don't try it. Just block and rip his face off.
-
yeah, basically you are using the hitstop of parry to activate gold burst, go into FD to cancel animation, but still get the invincibility and retaining the meter.
-
Jam can cancel burst activation with parry but still gain the full duration of gold burst invincibility without losing burst meter.
-
Heh, I didn't actually find one of the famous places when I went, I just kind of played in Akihabara. I did come across Ogawa though, and his eddie at that. Good experience to say the least. Videos didn't do justice for his eddie. Too bad you weren't there this time around. It would have been nice to play you again. I only played you once when I started about a year or so ago in Champaign I believe. Maybe next time as I may be studying there for a year on an internship/study abroad program. Enjoy yourself.
-
On Jam wakeup, you can just regular 236k to beat slidehead if you see it. Easy to do on reaction too. Basically use this instead of dp as the dp move to beat slidehead. Timing is a bit weird, but the idea is to use the 4 frame start up invun to beat slidehead.
-
Not at all. Sorry if I couldn't make it clear. I doubt air dash is the only way to get in on chipp. That probably just means you may be getting a bit hasty. It's definitely hard to get in. He is another melee that has great normals that just slightly outrange yours. That said, since you only need one combo to win, play this match up very patiently, but extremely aggressively because the opponent also knows you only need one to win. Also keep in mind that you can't really 236s-k chipp unless you are super close. So instead, 2d into tk dragon kick, which means chipp is kind of like May and Millia. Make sure you master this because you need to be able to take him out if you manage to land a 2d somewhere. In the air, while not as easy as against other characters, Jam still has the advantage (gotta kind of fear jd though, but your js is still better). I don't know if there are many chipp videos on the net. I really don't have too much experience vs chipp. The only really good ones I played was when I was in Japan. I didn't meet a good player in Taiwan for chipp, and I have yet to play a chipp main in US.
-
chojin? 236p
-
Those air throws are all free, considering the ky player is basically hovering above him, a no-no in most matches. Jump in with jh and js is staple of chipp cross-ups, I actually didn't see many here, but that's because the ky was just dping like crazy (an absolute no-no, especially with a dp that shitty). He wasn't random teleporting. He was just waiting at the other end of the screen for ky to do something. That won't be an issue for you because you should be constantly moving anyways. I don't think his chipp is very good. It's not aggressive whatsoever, definitely not as scary as the ones that actually abuse chipp's amazing normals.
-
Well there is a problem there. If you are a true playing offensive Jam all the time (or try to), you are not playing Jam right in my opinion. Jam has to be extremely patient in most match-ups as she has no range. Of course, once she gets in, it's basically game, unless the other player is just significantly better than you (see me last page, on the wrong end of the stick). I will try to help, but seek other opinion if needed. I am not that good of a player after all. At 00:13, do not run then attack after 236s-h. It's only +1 if he reg block it, and negative if IB. So if anything, just 2s afterwards. 00:22, go for the 2 loops and close knockdown, or 2.5 loops and shoot them across the screen. Must always get best out of any situation. Same thing at 00:40. I'm not sure what you were trying to 00:29. Flipping is fine but I don't see what you were using it for there. Recognize distances at 00:46. If he does it that close, auto-block and if he doesn't do that lightning ball thing, knockdown and charge a kick or something. The parry into 6p is another option if you think he is going to frc the charged edge. Too many 236s-h against ky. stun edge is perfectly safe as a counter at those kind of distances. Also, no reason to do FB at that distance either. Like flash said already, don't give up 2s counter chances. At the worst, you are on top of him even if he shakes out. The last part of the match is not played correctly. If your opponent is that passive (He wasn't playing very safe. There is a difference between aggressive defensive and just being completely passive), run in and rip his head off. A few other things against Ky, height controlled drop kick owns Ky's anti-air options. Use them sparingly for the win, considering each one leads into a 65% dmg combo. Guess Stun edges. A correct guess and a good IAD means a free entry, at which point that round is basically won. Work on your dp bait. Jumping in and doing nothing is not a dp bait, it's asking to be thrown. On the same note, if a ky dps that much, he should be dead. And the other thing people have said already, tech. Don't surrender free dmg. Nobody is going to feel bad taking a free combo.
-
Well there isn't much to be said if we don't know your style, or which style you want to emulate. On top of that, what can you do right now anyways?
-
any H basically, Jam can't go air-to-ground very well and 5h is great in that situation. Then there is the jh spammage that is a great trade in May's favor. 2h Occationally can get annoying too but that's not too big of an issue comparatively. Basically any h would result in a good amount of damage on Jam, and knockdown. 3k is the least of our concerns in my opinion, unless the Jam play just brainlessly throw out 236s.