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ryokoalways

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Everything posted by ryokoalways

  1. Heh I don't know. I have experience playing AKA and cue (albeit only for a few days), also the team leader of Taiwan's SBO team (eddie obviously). Ogawa was something else entirely. Use those as benchmarks I suppose, of course they are probably still not very accurate.
  2. That about sums up this discussion correctly. One last thing, if Ogawa has a weakness, it's that he is easily throw baitable (comparitively to other things you try to do to him), probably because he is really confident in his timing, that and Eddie has no other reliable defensive options. Not saying you should whore 6h out, but when in doubt, good way to go.
  3. I know how to an extent. I just couldn't against ogawa. Usually frame trapping still works if I play the FD correctly, but I couldn't lock him down whatsoever. I guess that's not really a character match up question though. As for why I couldn't I really don't know. Without a video of some sort I can't really show it.
  4. I used most of those approach already. Problem is 1. He doesn't bite on baits. 2. His pressure is different. I tried a few type of poke outs against the two hit thing, but I get hit every time and he immediately launches me and start uppercut me to death. His pressure string is strange. IIRC the variation consists of a lot of the deflector and 2h. I'd think that would make it easier to escape but for some reason he times it so I am basically completely locked down. I'm sure there is a window, I just don't have any idea where it is. He may be in control of it. 3. 214k was 100% useless. the lower ones, he air threw me. The high ones, he jumped and IB then ground threw me. No 6p, just throws. 4. I didn't go for the free card thing very much. I started out by trying to go at him as hard as I can. Worked decently, all depends if I can out-execute him. If not, then I'm boned. 5. yeah eddie is easy to combo. The chance I got were just ridiculously few. As for without little eddie, ogawa is still really scary even without it. He saves his tension for only two things (I don't know if this is the norm. I never really paid attention till this time); FB drill for dmg, or regular drill FRC for lockdown when he doesn't have little eddie. His defense is really good, very hard to attack when little eddie is out, but his defense isn't overly dependent on little eddie unlike most eddie players. He also won't shy away from attacking just because little eddie isn't out. Of course, it a hell lot easier when it's not out to match him, but still pretty difficult. For the FD thing, care to explain? Anything outside of p and k and i'm way out of range after it lands. Eddie's best pokes, while a bit slower, outranges Jam's.
  5. Ok, I need help re-evaluating my Eddie strategy. I am willing to take in any information at this point as I have more or less abandoned my original approach. I spent a week in Japan from 19-26th. On the 25th, I happened across Ogawa in an arcade, and had a few matches against him. Basically in two hours of eddie play, he lost one round total. Other characters not-withstanding, his play was just too safe for Jam to approach. I can't wait little eddie out because he always withdraws it before it runs out. I can't take out little eddie because Ogawa never leaves little eddie defenseless. Instant block works fine at times, but it's high risk just because the timing of his lockdown is optimal every single time. There is no way to counter him either. Ogawa uses a different eddie pressure than all the other eddie I have seen. It's basically susceptible to nothing from Jam that I can tell except parry, and good luck with that one (fuck one up and prepare to die). Just gonna add in the fact that every time he hits me he breaks into huge dmg combos (not those gimpy poke ground ones, he always launched my ass and went into uppercut galore). Basically here is the problem. You can't play patiently because he will come at you. Going for little eddie won't work because he knows how to counter that perfectly (against all chars. Even dizzy couldn't take little eddie out). Can't safe reversal him on wake up because his distance is just outside of your throw range and he has poke/throw and jump baits all over the fucking place (btw, he rarely use eddie's 6k (?) overhead). Waiting out the pressure doesn't work because he is very patient with his offense (patient but still extremely aggresive). For my offense, next to impossible to approach him when he has little eddie out (it has always been hard, but ogawa took this bull shit to the next level). Can't go from the air because 9 out of 10 he will throw you. Even when I manage to get in, his FD play is too good. I was almost always immediately out of my effective range. FB is not all that useful because ogawa is willing to sacrifice little eddie for protection here and he gets a free knockdown (probably the best case scenario really lol). Most of my rounds I got him around 50-80%, a few 30% but no lower. That's only because the few times I manage to crack his defense I made sure I made it count (thank god for Jam's dmg output). But other than that, everything I thought I knew about eddie basically is moot. I don't expect to beat him, but I was nothing more than target practice.
  6. Hinta and Bozac, I will be arriving on the 19th at around 2:30. If you guys are still there and don't mind going to a small event of some type, give me a call after 4:00 as it would be great to schedule something whenever you guys are free. I assumed i'd get to my hotel by that time and pick up my phone. 090-9123-3724 Happy holidays.
  7. I can probably move around Tokyo vacinity. I'm only planning to hit up parts of tokyo and yokohama for now, so I theoretically still have a day or two that are empty, which is when I planned to hit up an arcade.
  8. I'll be there from 19 to 25, flight on 26, to visit some friends that I met during study abroad. I was hoping I may find a chance to stop by somewhere to play some people since I had some experience playing US opponents as well as Taiwan opponents. Thought it would be a nice pit stop. I will take your advice and pick up an arcadia when I get there. And yes I can read japanese and kanji is no problem since i'm chinese. But I highly doubt I will have time to dig through everything to try to find what i'm looking for. It's currently end of semester so I'm really busy and I am basically heading straight for Japan/Taiwan after the semester is over. Again, thanks for your help.
  9. Is there a certain blog or site that I could check out for that information? If you do not have time it's fine. Thanks for your help.
  10. Is there any event going on between the 19th and 25th? Appreciated.
  11. I'd say location dependent. 2h and parry 5p does hurt a lot at the right locations, or if you just have a charged kick. I agree it's not "great" by itself, since there are things that beat air attacks easier, but the amt of dmg jam gets off an AA is pretty outrageous.
  12. There isn't any point to 236ss other than to gain tension and conditioning for FB really. It's not really possible to frame trap something that slow.
  13. Another thing to keep in mind is you can parry the first hit of CSE and 6p through the rest. Don't do it everytime, but make sure he knows you have it. Ky will have to surrender wake up pressure because the trade off is severely in your favor.
  14. I use different combos for different distance from wall/height of Jam during fly launcher. It can go anything from having to use FB to continue, use 236s-h, whiff 6h into followup, basic 5s 2h, etc. Sometimes it's not for max damage, rather than for set up of knockdown and corner space cross ups. Reason I said the extra hits isn't too big of an issue is because I try to hold off using FB in a combo till at least half way so I can have more control over set ups with available tension. It's definitely less damage though, just a simple choice that has to be made.
  15. The hits actually doesn't matter much in this case, because depending on if you tk or slide kick, the combo that follows is different, of which the damage is completely tension dependent. In any case, learn both, and use them for whichever situation.
  16. You still need tk for cross up situations where the slide kick won't land because the opponent is too far. For those cross up, it usually goes as jh > fs > tk kick.
  17. I was under the impression he can stick it out even when you are in block stun, since it's not a throw. You can backdash it sometimes, but what about other times when he may lock you down with some projectile?
  18. You can still beat it dp, it's just you have to know it's coming because Faust's basic pressure is perfectly safe vs Jam's dp. I heard 6p also beats it, but I haven't bother confirming it.
  19. Faust's command "throw" is not a throw. It's a command unblockable. Once it comes out, you cant block it, that's why sometimes it comes out even though you are no longer there, and that's also why that thing is really really annoying. Basically, you can see it coming, and jump, but it may still come out and you will get nailed.
  20. By not 100% safe I mean there is a window where you can get counter hit. Otherwise, I'm not sure how to explain, I just use it as an extra jump, as stated. I can't really think of specific instances off the top of my head. The only one I can think of is using it in the corner to gain additional height so I can get out into the open, since you can super jump > flip > AD out. For shenanigans purposes however, you can use the IAD special to go downwards. This can be used as air-throw bait. The basic anything into 5s or 2d into IAD, but instead of 214k, jh, or just jp setups, you do the flip immediately. If conditioned correctly, the opponent will likely go for an air throw or try to poke you out of the air. In any case, you have the advantage at that point, just run under them and 2h. They either get hit, and you can start combo accordingly, or they FD, and lose a load of tension because 2h is 2 lv4 hits. The 236p frc crossup is also one of my favorite shenanigans once in awhile, but since the setup is quite specific, it won't fool anyone if you use it too often, so it's one of those once-a-month or longer type of setups. And as a final note, I think everyone knows the ground throw bait version already. It's just doing jh at a bad height (for you), so the opponent thinks he can IB and get a free throw on your landing, but you flip after jh, and then you can hit them on their recovery. This one is good because it makes them second guess themselves in the future, a very good conditioning move imo. Edit: additional note about the airthrow, poke bait, just to clear a few things up, because I'm sure it will be mentioned. The opponent won't 6p you if you condition them correctly with variable height IAD 214k, so don't worry about that. Besides, IAD 236p is totally safe to all AA as you should not be in range if done correctly.
  21. I personally use the flip very very often for manuvering purposes. I don't think I can live without that move currently. It's an extra jump (albeit not 100% safe).
  22. anytime you FD break it's an auto buffered parry. Also just to note (I'm pretty sure I've mentioned this before), at the right distance, Jam can pick up enough speed and run straight through exe beast. Jam is the fastest character in the game after all (Not the one with the best acceleration, but she has the highest max speed). If you manage to clear all the webs, trees and exe beast alone can't stop Jam. Just run through everything, and buffer a parry somewhere. Mix that in with your cross ups and traps, very easy to get in on testament.
  23. I think you are not thinking the correct way towards a match up. You are really only thinking about the moves that opponent has. What about your own? What is the opponent thinking once you have 25% tension? Use that to your advantage because once Jam has 25% tension, anyone playing Jam will become more passive. The trade off is simply too far in Jam's favor. There is nothing new to traps, it's been the same since slash. Disarm them slowly and eventually find a way in. Also, note that Testament's AA sucks ass. 6p isn't used because it is more of a low type AA, and 6k(I think?) recovery is horrid. Bait one correctly and it's gg, And your reason for May is unfounded I believe, because all matches is who makes the first bad move. There is no such thing as you can't hit any character. If that's the instance, then the other player is just outplaying you. For robo, 5s is nice, so is 2k (only because Jam's front foot is up, so it's easy to get in deep against Jam in that instance, ie, low recovery time for robo), but other than that, not much. 6p isn't that good. 5h only works with tension. 2s isn't much either. 5k is only great on wake up, and even then it's better to let a bazooka fly first, so I'd be more worried about that. And if you think getting hit by robo means death, how do you think all the players that play against Jam feel? >.>
  24. Jam vs May is just all about patience. May doesn't out damage Jam because May takes a lot of damage and is just as easy for Jam to combo. 2d anywhere is scary for may because it links into kicks with no timing required.
  25. i think dp after parry is bad idea overall. Personally, I always parry first hit of charge stun edge, and then I just either block the rest (and occationally SB the last hit), or I 6p, which goes right through the rest of the hits. In any case though, parry is very important. The risk/reward is well worth it considering Jam's damage output in AC, so it's best if you learn it, no matter how difficult it may seem to you. IB parry into parry backdash, parry 2s (or 2p, 5k, whatever), etc gets me out of most situations, and I personally find it impossible to safely get out of those situations without it. Also, you can go one level higher and just burst cancel everything. I don't suggest it though. Edit: Just noticed Flash's new match up evaluation. The only one I disagree with is HOS. There are some others too, but those are marginal.
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