ryokoalways
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You know what? I'm so stupid. Just do this. at the end of your loop, if you want a knockdown, do FB into 236s~h, and then 2h at the right height into 6h to shoot the opponent into the middle of the screen. You get your knockdown, your charge, and you get to face him at the open field, which in my opinion is better than the corner.
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well 17-18 is one of those 50% + charged kick combos that has a few hits on the ground to begin with (about 3-4, before the kick). Most combos are between 10-15, tension dependent, as you said. I think the length of the combo should be more dependent on the guard bar than if you want to get a knockdown. Because Jam's knockdown in the corner isn't really scary. Getting knockdown in the middle of the field is much more dangerous for the opponent. Land a jh crossup, and go into 2d slide kick charge kick combo, or do a variation of dropkick mixup into either tk dragon charge or FB charge, location dependent. Any of the above 3 combos will do 65% at least once you are done.
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if loop ends at 17-18 beats or above, it's basically instant tech after wallstick. Otherwise, control your height during the loop, although that is really difficult since you are already spending time deciding what version to use for 3 reps. Honestly, just choose between 3 reps and continuous pressure, or two reps and knockdown. And personally, after you are able to get in one combo on any char, they should be just another one away from dying, in which case, I'd rather just continue to get in the opponents face than let them get to even ground by charging a kick. In the end, I think it just comes with experience. The mods are posting useful information and all, but in a real fight, there is no time to recall everything. I say just keep playing till the point when things just come naturally. You shouldn't need to think about what combos to do, as the distance and height recognition should come instantly. You should spend more time thinking about your next move rather than your current combo.
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That option select beats tic throws in one type of timing, and beats some mixups in another. Issue with that option select is it doesn't beat cross ups, and, character dependent, frame traps and feints. I'm sure you know the input to it if you just think about it a bit, since it's really simple. But it's probably one of the toughest ones to execute timing wise. And just so you know, I can't execute them very well. I do it occationally, but my success rate with them are mediocre at best. Hell, at some point in Taiwan I whored several of them out consecutively, and got face-owned for it. I'll not argue that just blocking is still the best defense. However, I definitely believe that being able to use option selects is still very important. It's like DP or FB, you don't have to always use it, but make sure your opponent knows that it's a trick that you have.
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It's pretty hard to do it right. You may be able to guard against 2-3 things at once, but you are completely defenseless against everything else. Problem with most option select is that you are assuming your opponent will have optimal timing to his pressure, or that he won't delay bait. Because if either of those things happen, you will get nailed during your input due to stupid shinannigans. Even the most basic IB/backdash option select can get screwed up very often. There are a lot of other risks with option select. However, in certain situations, it's imperative.
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Option selects are extremely high level execution defense. That's how most pro players are able to successfully defend against things that can't be read or reacted to. Every option select can defend up to 2-3 type of mixup or crossups. You look at the set up by the opponent, choose one of the inputs, and then hope you guess right. It's not always a good thing to do though, because the input takes time, and leaves you pretty vulnerable at times (especially if you screw up the input. When that happens, the likely outcome is just that you aren't blocking). But being able to chain multiple defensive inputs together is paramount in high level play.
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Under enough pressure and conditioning, Jam's dust looks very much like her 6h.
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- crazy larry
- dirty mary
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KA2 loses to people that spamms 236s~ any variation. There are two things KA2 has no idea how to deal with, the other being grand viper. If you watch any mike vs KA2 matches, KA2 looks completely confused most of the time. This happened even in slash.
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Mirror matches comes down to who can control the field better, that and for the love of god don't FB randomly. The opponent can reverse FB on reaction, and there is nothing you can do to stop it at that point. There is no strategy. You know what you should watch out for, and what you can counter with. Read the opponent and retaliate accordingly. I don't know much about I-no, but I don't think she can be that hard. Then again, I haven't really faced a good I-no in AC yet. The parry-low block option select should beat her cleanly on wake up. Watch out for the occational throw mixup, that's about it. Someone else will have to help out on this one.
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We've discussed Axl somewhere in the earlier pages. He is an annoying character to play against, but should not be a hard to beat with Jam. Just stay on the ground till you find an opening, then charge in, air or ground. Basically. Once you are in, the fight should be over. He can't outpoke you, he can counter you with dp as a high risk/low reward, or he can catch as high risk/mid reward. Basically anything Axl try to do when you are up close is high risk because you will blow off 70% against anything he guesses wrong, or take a 60% combo into knockdown. As for when he is on the offensive. He has a total of 1 real mixup (bomber, I don't consider 6h a mixup, it's way too slow), and a crossup that can be beaten easily once you become use to it. He can cancel that blue unblockable thing, which is annoying, but that's all it is. Jump and FD then that thing is no longer a problem. Besides, Axl players only do it at specific distances, so once you learn to recognize it, you can just take a chance and run them into the ground. I mean it's a trade highly in Jam's favor: If you get hit, it's like 60-70 damage? and knockdown. If he gets hit, it's at least 50%, location and tension pending, and possibly knockdown too. Basically, Axl setups are too specific. He can only chip away at your life, and if you play carefully, his catch counters should not be an issue. Don't take risks in the air and feed him free combos. Just keep in mind he needs to get a lot of openings to win, you only need one. ps. Use alot of 6h baits at correct distances, which you'll have to learn yourself. 6h crushes both 2k and 2d, both are axl's safest pokes, result in a counter.
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There is no guaranteed charge after any air combo, other than a point blank charged kick near the wall. In the rare instances (I usually just continue to chase them down), at least for me, at low-mid height, I do anything into jd into 214k, then I either time a 236s-h so that they have to FD it, or I just charge. It's not guaranteed, but switching between the two of them is a good way to confuse an opponent occationally. Of course, it does not work vs all characters, as some will be right back into your face immediately. I'd still suggest continuous rushdown before the opponent has a chance to land though. That's the best approach really in my opinion. Air vs air Jam is basically unbeatable.
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In the corner, impossible dust, either the jh 214k, or just the jc jh. It's character dependent, so figure that out yourself. Both goes into 2h and loop (close enough just start 6h, if not, use FB to get close to the wall). In the middle of the screen, if you want a charge kick, do impossible dust, if you can kill, do the regular dust combo.
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I'm not sure what to say here, other than don't let the fight drag on for too long. A good millia will eventually crack any player's defense, so win fast. The single one I played against in Taiwan (who, while outrageously good at offense, wasn't that great defensively), I just went all out offensive, because the trade is significantly in Jam's favor. There isn't really much to talk about here. Against her mix/crossups, you learn it by experience. Against her pokes, you have other matchups that are far worse, so I don't really see that as a problem. Only thing to watch out for is trading against her FB. Learn to bait that thing consistently. Someone else will be able to provide better help on this one. My approach is to just charge at her and go for it, regardless of what I have to start with. You do enough damage to her such that any type of combo plus another one will kill her. Another thing to keep in mind is that while millia is a pain in the ass to hit using other characters, she is not that hard to loop with Jam. That plus she's light, so 2d into 2 kick is all kinds of funny.
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I can see why there may be a little problem against HOS, since he is now better at rushdown than you (charge cancel ftw) and he outranges you slightly, but where is this mixup, crossup issue exactly? HOS has very few things you need to look out for, at least imo. He is one of the few characters that I don't really care if I accidentally eat a 2d or not. Also, what are you whiffing exactly? That's not really character specific, that's spacing in general. HOS is just annoying because most of his attacks are pretty damn fast recovery (even more so now thanks to charge cancel), but even then, HOS's attack selection are pretty small compare to other characters. Just play safe, look for a favorable spacing, and go nuts. One thing I'd recommend is don't use 236s other than as a bait (correct distance means he stops right in front/behind you, which means you open with 5s, and then into whatever 65% combo you feel like doing). A final note, 6h, at the correct distance, beats both 2d and 2s, and gets you a counter. Also, for giggles, try to beat rocket sometime with 6h, really funny stuff.
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Directly to each other? Not much I believe. Behind each other's back? I'd bet there is at least a little.
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I'm not really good with Jam, but I have a few friends that are really good with her, so I'll just regurgitate what they said. I may forget a thing or two there, and do correct me if I completely miss something. Pro: -Arguably the best move in the game in the FB cannon. -Not a single move with forced prorate means high dmg off anything she lands. -Everything links into everything. Wasn't too big a deal in slash because you could just FD your way to safety, but now she has a much easier time getting to you and keeping you close, which means frame trap set ups are endless. -Mixup/crossup game is way up there with the best. Double cross up and feints are abundant. -Needs corner to do dmg at first sight, but since everything basically takes her across full screen, this is a non-issue. Jam can successfully defensive reversal in the corner and take a character straight across the screen and put that character into the corner. -Amazing air manuverbility and capabilities. Very few characters can beat Jam in the air. -Good tension gain. -High dmg loop for both ground and airborne targets. -Her standing stance is really good. Since her front foot is up, you have to hit her back foot to land a low. In certain situations (one i remember best is vs dizzy, so let's use that), if you successfully FD her jh on a wake up pressure, then there is no need to guess mix up, because 2k won't hit your back leg, so you can just block high and see if a fuzzy guard jp comes out. Specific Moves: +5p- 3 frames. Bad range, can spam, will miss almost all characters when crouching. Good AA. +5k- Amazing low, 90% prorate. +2h- Situational AA. Loop purposes. Untechable on counter. +2s- Perfect for frame trapping. Good amount of active frames allows speed slide baits. Pain in the ass for several characters against Jam. +2d- Fast and pretty good range. +6h- damages. Oh and phantom hit box. Think of this as slayer's jh, except it's horizontal. +js- 4 frames. Very few moves will win when the character is above her. +jd- pretty good retreat move due to range. Loop purposes. +FB cannon- I think everyone knows this one. +AD 214k- Best combo starter for Jam I believe, on top of being a mixup/crossup tool. +AD dp- Crossup tool, and occationally good for rushdown continuation. Con: -Bad range overall. Applies to all moves -Doesn't take damage too well, although not that bad honestly. -Can't really trade with normals as her hitbox is always where it seems to be (Unlike slayer, where hitting his hands won't do anything, you have to hit his actual body). -Really needs a card to open up all options (I don't really think this is a con though. I mean, how hard is it for Jam to get a knockdown anyways). -??? I can't think of anything else at the moment.
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the tk kick thing, imo, should be changed to kick > rc > AD 214k. It's universal if you rc at the correct height and turns the set up into a loop if the range is within half screen. It's one of my favorite against certain people that I really can't afford to let down my pressure with charging a card. Only problem is that if beat count is over 7-8 (don't remember) when you start 214k, it's techable, albeit a very small window.
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You are probably just being impatient. For beating testa's pokes, don't even try when he has you cornered, he is going to do things well out of your range. Burst rush is only usable if you know how to distance control it really well, ie stop right in front of the tree. First thing when cornered, just block (not like he is going to do much to your guard bar anyways) and FD. Shouldn't be too hard to find an opening to jump out after you get use to it. He can blow you out of the air with 6k, but if he guess wrong once, it's over. Testa has no way of stopping Jam up close. Warden(SP?) and Nightmare Circular are easily beatable.
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That one isn't tight at all comparatively, and must be mastered. If you want something for comparison, it's several times larger window than frc imo. And just a note, 40-43%+knockdown+charge+nearly 25% tension is the most amazing ever at the start of a fight, 5 seconds in and you are already on the home stretch, one more hit and it's over basically.
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The timing is somewhat tight. but if you are at less than half screen, it's a perfect start up for well over 3 loops, tension pending.
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Axl is easy once you are in. Be conservative with frame traps as you don't want to eat too many catches (I'd 2p a bit, and 6h is a perfect catch bait thanks to it's long start-up. No counter, but you should be in range for at least 1 loop a few hits and knockdown, after which the game is yours). Getting knocked down by him is also not scary at all. Try to stay on the ground and only go airborne if you know exactly what's coming. Like previous poster said, rush down testa from the air, the only thing he can counter you with is 6k. Read it right once and it's over, testa is completely defenseless against you in close range. Clear webs slowly, and trees and forward exe beast are nothing to worry about (although forward exebeast is a bit dangerous in the corner, but not a problem if you get in one or two good FD). I have not played any baiken so I cannot comment, I'd say it's going to be a baitfest. You can't pressure her, but it doesn't really matter imo. Baiken takes way too much damage anyways. For eddie, try to stay right above him, as he can't punish you in that situation. Not easy, but it's the safest location. As for eddie's pressure, it's going to be something that you just have to build from experience. There are only so many set ups for eddie's pressure (I think about a dozen?), so given enough exposure, you should be able to nail down what kind of mix up he is going for. For me, I currently have the command throw types down somewhat, which is basically anything that goes into the draw-in thing, in addition to a 2p, turning the entire set into a simple tick throw. That's by far the easiest to see, and should be mastered immediately (there are a few other variations off this iirc, but learn one before the next). One reversal throw and the entire fight gets turned around. Edit: Oh, missed a point, not sure if everyone know this. Regarding axl's single unblockable set up, if the beat count is above 20 or so, start meshing, it's techable.
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My optimal distance 236ss gets me a clash if he sticks out a 6p, and if he wants to sai me, usually crushed by 2h. For comparison sake, let's assuming they take the safe way out and switch between 6p, block, and dash(either). In many cases the advantage is still slayers, and the most likely outcome, a 6p clash, will result in Slayer being in his optimal range against Jam. This is just from what I saw, maybe I'm just not good enough at the distance control. I sai-ed with some regulars, and although I did get a few counters, i personally feel that the risk is a bit too high. My inability to apply adequate pressure should be taken into account though. In any case, I completely agree with patient play and that's the play style that I eventually settled on. Good FD, movement, and looked for any openings because Jam can kill slayer in two combos and a tap here and there. I've made come backs from guessing one thing right, get myself a 60-65% into KD, followed by a successful mixup/crossup which yields me the remaining damage necessary to finish the fight off. I think the best way to pressure slayer is frequent 214k at various heights to both defend air throw and AA, eventually they will just stay on the ground and block it (just a side note, you need to obtain best distance while manuvering on top of him, otherwise he can sai with his FB). In which case, if you have the distance correct, the only safe way slayer can counter after IB is just dash in and throw you, which is easy to see. If he times an AA wrong, it's a counter, and counter 214k can go anywhere from good damage to massive damage. Also, if I'm missing anything or doing something fundamentally wrong please correct me. Getting out of pressure vs slayer is very easy, but even with a disadvantage imo, I'm having way too much trouble in the half-screen set vs slayer.
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I've spent the last 2 days playing a load of slayers in Taiwan (one which was an SBO team member, got sai-ed to all hell). Learned a few things on my own and got some pointers as well. Take it with a grain of salt, I've not played AC for that long, probably not even half a dozen times. Points of interest: First of all, if you are hit, more likely than not you are going to eat 45-70%, regardless of what hit you, and end up in the corner with massive advantage to slayer. For me, these guys didn't miss any combos, so every mistake was very costly. Play it that way, being a little scared in this fight is good imo.. IAD. If you want to AD, make sure you are good at the height control. The slightest difference determines which player is going to receive the 60% dmg combo. But since you are in control here, if used sparingly you should have the advantage. But lowest approach is going to get you killed. I learned quickly, and only IAD at lowest approach maybe once every few rounds for pressure. FB. Frame trap with FB is pretty useless. 6p beats it, and more importantly, slayer's FB also cleanly crushes Jam's FB (only feet is hittable). Use it on reaction with good timing to avoid trading hits and actually make it useful. Another point about slayer's FB, too much air approach will result in slayer just taking a chance with the FB, which is a good risk to take. Other than above-feet invun, he also has phantom hitbox above his fist, so it's nearly impossible to trade. Slayer's 6h and 2h, Makes it really really hard for Jam to get in on slayer.There isn't much you can do. You are out-ranged and prioritized. Sit tight, Block things, read mix ups, and look for when the opponent would habitually use these two moves. One good FD will get you out of the corner. After the good FD, watch for slayer sai-ing with his FB, make sure if you jump to get out FD so you don't die anyways after all the hardwork. The match up is not in Jam's favor imo as it's really easy to land hits and go into 2-3 loops vs her. It's really easy for slayer to hit Jam. This fight is going to require patience and some flying around, both as conditioning as well as getting some tension (by the way keep 25% tension on you as long as possible. That changes Slayer's pressure completely, and may even result in the opponent being too fancy in trying to bait it and eating a reversal, which is easily 55-60% damage plus advantage). Once in, don't get hasty, close range is no good, keep at mid range and start frame traps, with occational mixups and crossups. Sai a bit with 6h helps too, one CH gets you 2 loops, knockdown, and a card, with just enough advantage. 2d is double edged sword. Could be amazing, or could just get you killed. slayer 2h will crush you into something like this: 2h(CH), 5h(i think?), jc, IAD, jd, j2k, land and relaunch into loop. 2p is probably your best poke here, albeit fairly situational. Sticking it out occationally, and slayer will probably try to mappa his way through. Easy to time the bait correctly, which result into an auto IB, where you can guarantee yourself a knockdown. 2s works fine when in range, but it's not a win button like in some other match ups, as many things could link into FB and loop against you, making it a trade in his favor. A gamble I like to take is tk dragon at the beginning, since slayer likes to 2d, 6h, or 2h to start (at least the once I faced), all of which you can't outright win with normals. The tk will result in a counter, and an immediate double 6h loop in the corner, giving you a large advantage in the fight.Timing is a little slower for 2d, so make your guess, although whiff against his 2d is no punish so not a big deal. Obviously still use it sparingly. I only did it every few matches, but it CH a hell lot more often than not hitting, and yields me sweet damage on top of decent tension. Eh... That's all I can really think of. Eventually you should get use to slayer's mixups, so I really can't offer any advice there. Worst case, focus entirely on high-low mixups and let him throw you if he is going for it. You can make back the throw damage easy, but the same cannot be said for if he actually lands a combo, which ends with a knockdown anyways. His auto cross up moves are slow so not an issue at all. Basically in my opinion, it's going to take a little turtling to familiarize yourself with the specific attack style of the opponent, then create openings by whatever means you are comfortable with. Or if you are confident, just straight bait a move, since most of the time it's going to be equivalent trade, so it's arguably a risk worth taking (not really in my case though. They guessed things right alot more than I did. Better timing on their part obviously also played a role though). Oh, if you are good at buffering parry, that is a life saver on wake up. I turned a lot of fights around thanks to it. Completely nullifies dandy step, or whatever you call it, regardless of if the kick actually comes out or not. Basically you can just buffer input into blocking low on reaction and confirm parry follow with 5k reversal into 6h ground loop, etc etc. If I said something useless or completely wrong, apologies in advance. Hopefully this is helpful, as this is, in my opinion, one of the few match ups where most of Jam's moves are considered high risk.