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ryokoalways

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Everything posted by ryokoalways

  1. The link I am talking about is off any level 1 hit after the initial hit, so there isn't any height dependency. In any case though, good point about the 2p link.
  2. Hmm, I guess that's relatively close... probably about a 40-60 min train ride to Tokyo or the location slightly above Tokyo (If there is a direct shinkansen to there). IIRC that's where the gamechariot kaqn goes to is located. In any case, I was asking because I'll be there visiting friends for a week in Tokyo in december, so I was thinking if you got the time, I thought I'd pay a visit too. I was definitely planning to hit up an arcade somewhere anyways. Take it easy.
  3. j2k also links into 5p if they are standing. I'm not sure if it links into 2p when they are crouching. In either case, really really tight timing.
  4. haha AKA, at least the switch can be reasoned with more than just "higher tier". Bozac, where are you located currently?
  5. Jam has very nice active frame (or priority) on several moves. Biggest issue will always be range though, but once within range, things are easy. I think many people think Jam has amazing priority overall because 1. She can slide into her attacks like other rushdown characters, so she can pre-empt her attacks, making it seem like it has more active frame then it actually does. 2. She has endless amount of frame traps, which, if the opponent keeps getting hit by them, feels like they keep getting out "prioritized". In my opinion, it's just whether if she is in range or not. For this instance, May actually does out-prioritize Jam though, I think. if you don't approach the fight cautiously, May will blow you into pieces. May can pre-empt jh at mid-range and will beat anything you throw out (Unless you hit her before the hit comes out, but the trade-off is horrid). She can pre-empt 5h as AA. She can pre-empt 2d, one of several moves that truly out-prioritize opponents with its ridiculous amount of active frames. All that said, this isn't as horrid as slayer match up in my opinion. May doesn't take damage well, so while I sound like a broken recorder, all you need to do is be patient.
  6. I know time is only broken on several characters, and weren't those the ones that are banned from using it? The original arcana heart banned kamui from using time iirc. As for others, I'm not sure.
  7. I thought time arcana was banned at some point for real competitive play?
  8. Of course little eddie will eat the hit if it's there. However, keep this in mind; little eddi's hitbox disappears after most of his attacks (the ones that matter at least), so if you time things right, you will hit eddie. While it's an advantage most of the time for eddie, there are definitely intances in this match up that you can use it against him.
  9. The change from the original to Full! for lilica is that flash step (the brake) can no longer be done after heel drop. Therefore, the only way to chain back into heel drop is to just "gatling" through the slide kick. This is why you can no longer just do outrageously long combos by adjusting height with 5b back into heel drop. That said, I'm not sure if it's been mentioned, but you HAVE to learn to do flash step. Heel drop loop does nice damage (and isn't that hard once you get use to height control), but for max damage and meter gain, you need to know how to flash step > 5b (which is really hard. It's basically coordinated mashing). That and you can actually end the combo with a knockdown this way (unless of course they spend a gauge to get off the ground). Of course flash step is awesome just for moving too, and plenty of situation the shinanegan mixup works wonders for pretty decent damage.
  10. I'm sure jump takes longer than one frame to activate, otherwise you wouldn't be locked down by slide head. As for exactly how many, I don't know.
  11. aegis is free parry, if he try to use that lock down. Problem is, if you do it everytime, you will get bustered upon parrying. Mix it up a little, but yes, parry nullifies aegis. Afterwards, 2s, 2d, back dash, air back dash, jump FD, etc.
  12. I don't see how you could have trouble getting in on pot. Basic Jam strategy and good height control with AD 214 k owns pot. Not even his 6p will stop you (although 2h will rip your face off in that instance, but if you don't whore it out, he won't dare because cross up jh owns 2h). There is nothing much to this match up. Have a balanced attack from ground and air and just out execute him and you should win. Defensively, it's just something that you need to get use to. Learn to reversal backdash on wake up so you don't get locked down by meaty slide head. The occasional run into tk ryujin is also very nice damage. If used right, it almost always hits. Love pot's giant hit box. Once in awhile, spam 6h at one-two character length is also very funny and effective. Edit: Actually, if the guy is buster happy, just gatling into 6h every single time. 5k 6h, 2p 6h, 5s 6h, whatever. But for the love of god 1. Do not 6h on wake up if he has tension. Aegis is dangerous, and he can do that on reaction easy. If you can use the bait timing one, go ahead, but the problem with the bait is that he can buster you before you get anything else off. Just be a little cautious. 2. Do not 5h(3) > 6h, ever. I play pot to improve my IB, and I play against another Jam sometimes. IB 6h into buster is quite possibly the easiest guaranteed reversal in the game. And I do not believe you can get out another 6h before his buster activates, so... don't ever do that. Too much time for him to buffer the inputs.
  13. Reversal only applies to wake up. Since the window for a reversal is 1 frame, you cannot do it on reaction. It's something that you decide to do, and stick with it as a counter for the specific instance. It's only a small technicality in wording, but I just want to make sure that none of the newer people confuse the terms on other parts of the forum. Just making sure there is consistency in the notations. And personally, I'm not a fan of parry backdash. It's susceptable to jump in throw and jump in lows. I'd rather parry low block, or IB backdash.
  14. The card dp is the best dp in the game. It beats VV in every aspect except horizontal hit box; more hits, more damage, longer invun, covers more vertical distance, etc.
  15. That special is just used as a cross up tool. Jam's dp only has 2 frames of invun in the air. But since they don't know which side you are going to be on, it's not like they can dp out. And if you time it right, they won't even be able to do anything. They should run face first into the dp active frames on wake up if it's done correctly. That's definitely one of my favorite setups "from" the corner, as you can dp at minimal height into 2h, 6h, etc.
  16. What do you mean odds? They should all work pretty well if you don't spam them. Only thing you need to note is that unless you are really close to chipp, slide kick into charge kick won't work. You need to 2d and tk 236k.
  17. Oh no, I don't question the usefulness, but I question the risk/reward variable. If you can pull it off at will, by all means, go nuts. I personally don't get it consistently enough in matches and I don't want to lose burst needlessly. I think there are reasons none of the Jam players in Japan even try to burst cancel anymore. 1 is of course due to the possibility of screwing up and losing burst or get nailed. The other is the fact that parry itself is sufficiently good enough now with a larger window. But in favor of burst cancel, since they increased the hit stop time on parry, it's easier to do now. Not easy, but definitely easier.
  18. My apologies if you took offense, but I was answering the question and giving a bit of advice. Considering the scope of the game has changed (or just the overall dmg output has been shot through the roof), Burst cancel went from high risk/mid reward to not worth the risk in almost all instances. I personally can't think of any situation that even remotely justify the use of burst cancel at this point other than to show off, which is hardly a justification in my opinion. The only situation that I tried to use it consistently was back in slash against Ky. And yes the above description is correct on how to do it, but it may be better to find a video to know what it actually looks like.
  19. Only jam, and I suggest that you not try that yet. Get more basic things done. As for 6h and FB, they are no more retarded than anything else that's retarded on other characters. Neither is a spammable move against anyone that knows what they are doing. I assure you FB will get reversal crushed easily by anyone that's good at the game if you use it without thinking about it. Side note, because I know people are going to misread this. I didn't say FB and 6h isn't retarded. I said there are plenty of those things around, so retarded is actually a norm in AC.
  20. There is a difference between staying on the ground, and speed zoning on the ground. Edit: just to clarify, what I listed are additional options. Don't forget that blocking everything is still the best option.
  21. I'm learning IB by playing as pot. You won't be able to do anything without IB on pot, and since you can't run away, there are more chances per match for you to practice it. Edit: Oh, and I mean you IB the first hit of little eddie's two hit draw-in move. You can also IB the drill, but it's not necessary. Point is to give yourself a larger window to work in your reversal. You can still reversal without IB, but It would make things a hell lot easier.
  22. Two parts to my suggestions, based on two different Eddie that I played for a period of time, rather than just 3-4 matches. I think I played each of these people at least an hour. 1. Taiwan SBO team eddie- Didn't drop a single combo, did at least 5 different types of gatling into unblockable (so I didn't even know when I could jump to nullify), amazing little eddie manuvering and uppercut usage. Basically every fight got turned into a goddamn combo video. I won like a total of 3 rounds. Moral victory, I consistently beat his command throw, but he didn't really use it that much (hell he didn't have to). It did help playing him first though, since there were several other eddie, and they were nowhere as accurate in their assault. 2. This is one where it actually felt like Jam vs eddie is pretty even. For offensively, I disagree with taking it to the air. I think both ground and air approach are necessary, and it needs to be balanced type of attack. But do note that the safest spot is right above him. Other than that, once you are on the offensive, it's easy, do whatever else you do, nothing is different. Eddie's defensive options are few and pathetic. As for defensive, learn to IB the first hit of the 2 hit thing. You technically don't have to IB to follow up with reversal, but it makes the window a lot bigger, making things a hell lot easier. There are a few things you can do under pressure: backdash and parry. My approach right now is to just choose one and go with it once the pressure comes, rather than try to read too much. There is really no need to read the beginning of the pressure since it always begins with the same timing. Basically, you have two options after IB the first hit; you can either backdash, or you can parry and start counter attacking. Little eddie isn't there after the second hit for a bit, so whatever you stick out will hit eddie if timed right. Another option is to mash pokes, but this is absolute last resort. The only goal with this approach is to hope you mess up his timing and hope you hit little eddie and he can't make the correct read on which combo to use. This works well every now and then, but I really don't think this should be used more than once a month or whatever because high level players will not miss combos regardless. It's a shanenigans that you can throw out once in awhile. I stated in another post earlier, make sure you know how to beat command throw, since it is just as dangerous as everything else. If you can't beat anythign else, at least learn to beat this consistently. There aren't that many setups, as I stated before. Another thing is that if eddie takes it to the air, don't hesitate to dp him out of the air. IB dp will only work in this instance though. In most other instances, the window in which you can reversal him, he won't be in range for you to hit him, so don't bother. Treat eddie like any other zoning character, he is no different. Only thing you need for this match up is really good FD usage and ability to IB reversal. Don't 236s since you can't afford to accidentally run into a drill. Whatever else you use in your game, just go nuts with it. Don't get too aggressive because active frames from eddie 2p and 2s are quite dangerous. Just a side note, the first guy aside, eddie isn't too bad to play against at all. The player was just far better in the first case. I actually found slayer to be a much more horrid match up, and I got a pretty damn good dose of it in Taiwan, considering everyone knew how to play him basically as secondary, or third, etc. I posted about slayer awhile back already, but the issue is that slayer's mid-range moves beat multiple pokes that Jam can stick out, and you can't 236s very much in this case either because dead-on-time and slayer's FB crushes it. So you have less ways of tension gain (can't use 236s, can't speed zone), and you have to spend more tension on FD to create openings to escape. First rule of thumb for anyone (or any character for that matter) playing against slayer though, is that you must be able to IB mappa punch consistently, and I mean nearly every single time.
  23. See, the problem is that they will be able to tech before they reach 2h height. Which is why there are two versions. The immediately FB is easy, while the reverse FB is more dmg. For Dizzy, you just have to learn how to setup for her. It's not bad after you learn it. One good way to fix it is 2h(2hits). Otherwise just use a FB to readjust imo. She takes a shitload of dmg regardless, so it's ok to not be stingy here.
  24. Well, I'm not saying the one I listed is the only cross up combo. I choose my different combo depending on location, because there is an optimal wallstick height for each character. Of course, gotta take into account the amt of tension available too. For some character, it's necessary to use an FB for height correction. There are alot of things to take into consideration. I can only read the combos perfect for around 2-3 chars. The others I choose the wrong one fairly often. Regardless, crossup jh 2d is amazing. At least it will get you a knockdown and a charge. The two variations are jh > 2s(optional. Within range, works as burst bait) > 2d > slide kick > charge kick. Location wise: <25-40% screen- Link into 2s > 2h > loop. For heavier char, try 2p(or 5k) > 2h if 2s doesn't work. 40-70% screen- 2 choices here. One if use FB to adjust height, then regular loop. Two is 236s~h (i think that would be 55%+), but you need to be able to do the reverse FB. You know, when the 236s~h wall bounce switch the target to the other side of you (non-wall), then you 5s > 2h(1 or 2, gotta learn to read it) > FB, and nail him back into the corner. 70-100% Screen- straight into 236s~h. Then 6h > h will yield optimal height for most chars. You can go into 2 more loops, or add another FB. I think these are about right, the distance to wall is roughly, but should be useful as reference. The other variation is jh > 5s > tk kick > charge kick. This one almost always requires FB to readjust height, because if you tk, you are already at a higher height than slide kick, which means you land later, meaning 236s~h for some options are out of question. Another problem is that since you tked the opponent, they are also at a greater height, meaning that they wallstick higher, and will probably be able to tech before they reach the optimal height for you to combo them, thus requiring FB to readjust. Basically, for tk version, I only do it if I have a lot of tension, because it does have higher dmg potential if you finish the combo. Otherwise, the slide kick version only takes a card and 25% tension.
  25. That's fine, must be difference in playing style, either that or my corner pressure isn't good enough. As for 17-18 hits, don't bother with it, that's one of them "I think I can kill him here and now so let's go for it" type combos, not practical usually. Most of the time, it's pointless to go beyond 14-15 hits, as scaling makes additional tension usage pointless. In the other case, if you have the opponents guardbar even slightly up, the dude will die before you get to 18 hits. So, yeah, that was just a threshold number regarding instant tech. Hell, at certain situations 14 hits also results in instant tech.
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