Da'Jam
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Everything posted by Da'Jam
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Ya don't do it in the Slayer matchup unless you want to eat a nice 50%+ combo as well.
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Jap players tag it on at the end of strings after 2D pretty often because most of the time you can max range it at the end of the string making it difficult to punish. If you get the counter-hit you can be pretty far from the corner and still follow it up with a wall combo if you have 25% Tension. As long as you don't do it every time it's a really solid move at the end of strings but you gotta make sure you don't dash to close to them so it's easy to get punished. Kinda like sweep into 236S-K try to do the S the moment the dash begins so you don't really move. Or at least that's what i see when i watch vids. Low-Risk High reward is where it is at. Does it have to much use not outside of trying to max range it when people are fairy'ing around but in my experience that doesn't happen that often in GG.
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Er...than the timing is natural to you cuz I assure you that if you do TK motion after hitconfirming the hit it will not come out consistantly. It has some sort of timing. On stick I find my TK's are a lot slower normally and I've been playing this on pad cuz IAD'ing is sooooo much easier on pad to me. Hell I find stick to be slower for everything except half/full circles. Jam doesn't require a large number of FRC/RC's so really pad doesn't have much of a disadvantage for her imo. Hinta: So you just have to time the 2369K so that you complete the input during the JC'able portion of f. Slash? Do I need to delay the input between 9 and K at all? Basically I'm asking i guess if a jump occurs instantly out of a JC'able move or does it take frames like a normal jump? Makes sense as it took me awhile to get used to JC'ing far slash into an IAD crossup because if you do the input to fast after the f. Slash you won't get the air dash and just get a normal jump because the second dash input was inputted before you were actually in the air.
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Local guy has a strong Ky, but this matchup is really pretty free as long as you don't jump into his incredibly strong anti-air game. Just stick to the ground and abuse 2S and 6P and it won't be hard to reck his dreams of victory. Also if you attack in the air only use a fairly "high" IAD-214K as it beats his faster anti-air options and if you do it well he most likely won't have time to time a 2HS to catch you. Ky's dmg is terrible in this game and his mixup is so poor it makes god cry. Only poke you gotta watch out for is an early HS of his cuz it can wreck your dreams if you get CH by it after he jacked up your guard bar and turn this into an actual match. Really only strong mixup options he has are his fireball crossup setups which can be hard to time the block switch sometimes, but all in all not to bad. Just realize that with his air-FB trap he has really strong oki so just let him do what he wants till you have room to move again. Stun Edges are HIGHLY punishable (non-FRC'd) in this game so he shouldn't just be throwing them out. Hell you can 236S~D through them for a free wallloop if you expect one, and if they are in the air just end him as hitting him with a 236S~D on reaction is easy. Ky is one bag of simple tricks you just have to get used to. His Oki is pretty much inescabable so just block . Than wreck his dreams with your superior priority. Er..if he turtles throw him? Er...turtle in GG ? There's "defensive play" but nothing i'd classify in GG as turtling that is actually good. Your rush down is very strong and you only need 3 combo's to end his existance so it shouldn't be that hard considering you outpoke him as long as your in range.
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OK, I lied. I thought I'd got it down through jump install but i find the technique far more troublesome than tiger kneeing it with jam. However, I can't seem to just go 2369K if I want it to connect there seems to be a timing issue. Could someone explain exactly how the f. Slash to TK Ryuujin ? JI'ing it can result in it being funkily high if you mess up the timing at all so i'd rather just learn to do it the "right" way. I was thinking it was a link cuz i was able to do it sometimes but now i'm thinking i was just accidently doing it right . Is there a delay from 9 to K or what?
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Q: About TK Ryuujin I'm looking at my inputs in the Training mode and they are 2369K but it won't combo after f. Slash. I managed to do it a couple times by jump installing it which is how i do Slayer's 5K > Mappa [K] (which seems a hella lot easier than this for some reason) but does it actually work with that input? Edit: Found out it's just a link and not a cancel, and I have to delay the K cuz the jump takes frames to occur . Didn't take that into account.
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To bait anti-airs or what? A little more info would be appreciated. The idea has put some idea's into my head, but since it's so unsafe I don't imagine i'd use it very often.
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236P? Does it have much real use? Only time I ever use it is when I smell someone trying to sweep me out of a 236S dash (namely May has her sweep/anchor sweep beats 236S~anything clean 100% of the time). A local guy showed me a cool trick with it by airdashing into the downward version into a low, but it's kinda've gimmicky so it's one of those once in a blue moon type setups. I saw Flash and Doren using it in there SER-v.2 matches but it didn't really seem to be accomplishing much imo. Like to fake a cross-up into a non-crossups and stuff but it was really slow and obvious so it didn't seem amazingly useful. Also thanks for the corner crossup trick after a wall combo guys I have most definately incorporated it into my game.
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Er...the backwards Beast still hits "in the front" just looks like it hits behind or else Testie would make Eddie look fair.
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Ah, I lol'd.
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lol yes I intend on getting better at parrying, but with my current parrying abilities anything more than a wakeup CSE from Ky I typically whiff and eat a nice chunk of dmg. Though the local slayer was surprised the first time I parried his j. HS into an air combo .
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lol, cuz i'm not to good with the parry. I typically fuck up the timing. Still pretty new to the game, I'll get better at it with practice. Er... also I rarely see anyone parry anything in vids. Like 1 a match normally if that.
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Out of curiousity what is the best way to get out of throws? I started playing a slayer recently that I hadn't played before and he loves to dash after a kick and throw. It's not hard to see or anything and I think it's only caught me by surprise once or twice, but I notice even though I try to escape it I typically fail and get thrown. Is jumping and FD'ing the best or are there other ways? Reversal throwing is what I try most often but as the throw break window is 2 frames I don't always hit it.
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lol, most of the time i just 2k or 2d it to death but when it eats something I intended for Eddie which would've killed it anyway if it hit for some actual dmg I get annoyed. I mean the thing crawls along the ground wtf is up with it eating mids. Still working on the May matchup . People bitching about Jams priority never have played may as far as i'm concerned. It seems to come down to who hits the other first which is incredibly annoying. Really only thing that prevents her from mauling me is a LOT of FD'ing. I FD absolutely every one of her strings so keep her off my ass. Like she can just gatling into an input throw > than 60%+ combo easy otherwise which is incredibly annoying. If you see the Dolphin where she jumps off (I think it's her FB dolphin) I high reccomend FD'ing the dolphin or else your eating an input throw. Her sweep anchor uh... 3D maybe? is annoying but if you block it it's a free counterhit combo which basically garuntees you the round if you have a card. Oh ya...whoever said you can anti-air her falling anchor...video or it isn't true cuz if May's falling just get the hell out of the way cuz you aren't beating that with anything Jam has.
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Er... If I remember right if during his block string he doesn't FRC a beast (the one that attacks behind you) you can power through to him with a 236S~D, but I only have casual Testies here unfortunately so don't know how reliable my Testy matchup is. Against mine I typically just try and play patiently and wade through the sea of BS he throws out by dismantling traps with slashes until I can dash in on him and get inside. Also keep in mind anytime you run in on Testy he's going to have a tree below him and a net nearby so be mindful of where those are and plan your rush in accordingly. I tend to not go into the air to do much except to dismantle traps and hit him out of the air if he jumps (Why testy would jump in I don't know). Once I'm in I go into the air for crossups, but attacking in the air tends to make me eat nets if i just fly around all the time. Parrying a beast and dashing in or waiting for him to not FRC one tends to be the easiest way in. Er...TK Ryuujin gets you caught by traps?? I coulda swore you could blow through them with Ryuujin. However Eddie ... we got a few competitive Eddies here in OKC . Wtf is up with little eddie sometimes taking a hit for Eddie? I did a FB Puffball the otherday and little eddie ate it when him and eddie were standing on the same spot leaving me standing there like a fool to eat a combo into knockdown.
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Does Parry have delay? If not wouldn't jumping/FD get you out of Potbuster? (My notation may be bad I mean Jump/FD to mean jump faultless in air.) I can't try this all out till this weekend but i'm happy to know i can get out of that BS .
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Pot buster isn't scary ... random knockdown into 50% of my bar gone to unblockable BS is. Is it possible with jam's parry to parry the aegis than jump/FD away from the Slidehead/other attacks?
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Reversal's meaning is game dependent. It normally means during a couple select frames when you are waking up you do an attack so that you hit your opponent during their wakeup pressure (unless they just block on wakeup and pwn you). In some games, however, it also means doing an attack at the first possible moment you can after being 'incapacitated'. Examples are in 3rd Strike that if you do an attack immediately after leaving block stun you'll get a reversal message. Thx for clarifying the option select though.
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Ok this is about the Parry-Low FD Block option select. I am unsure what people mean by the input. 461+2 buttons to FD. do you input this quickly and you'll get the parry or the low block depending on how they attack or for the parry to succeed do you need to do 46...pause 1+2 buttons to FD if you notice them going for a low?
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236S~H is a puffball that can cross-up your opponent and will wall bounce your opponent if it hits. Much slower than the other puffballs, and is only comboable off non-counterhit if you don't cross your opponent up.Costs 0% Tension 236S~D is a Force Break puffball that is faster than your other puffballs, has a sizeable amount of upper body invulnerability and seems like a very small amount of lower body invulnerability, and will Wall Stick your opponent when hit. Costs 25% Tension. 236S~D is what you use in loops to reset your opponent if he is to high or low as it tends to set them to the right height. Also, 236S~D Reset allows you to run in for a 6HS, HS without added 5K's and 2HS's which means your loop deals more damage. normally using 1 236S~D and taking out 2 HS (1) or so adds i'd guess about 10% more life to the loop.
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1. Her "diagonal flaming uppercut" is 236236HS. 2. Loop can be thrown off by height, character weight, and distance from the wall. Sometimes the character isn't high enough after a really far charged ryuujin, or a really close 236S~D. Way to fix this is to raise them up by doing 5S, 2HS (1), 236S~D. After that they should be at the perfect height to do whatever you want to them. Character Weight can screw you up getting into it from Charged Ryuujin, or a 236S~H. Ryuujin can result in the character to high for certain character weights depending how far on the screen you ryuujin'd this is just something you'll have to try to practice to get an idea for how high is "to high" for each character. You can save it sometimes with a 236S~D as it hits pretty high and after they start falling you can catch them with a 6H before they hit they can tech again 236S~H, 5S, 2HS (1), 6HS, HS when they bounce back they occassionaly pop out after the 6H which is annoying, and it seems to only happen to me on really light characters like Jam. To fix this i generally try to not go for the 236S~H if i can hit something else, but if i have to i just scrap the loop and after 6HS do 5S, j. D, 214K it isn't a loop but it's a good amount of damage. I do believe that their is a way of doing a 236S~D to kinda've throw them behind you back on the wall that i've seen some japanese players do but i am unsure how it works. Anyone who knows feel free to post up. If your to close to the wall they tend to pop out behind you if your just doing 6H against the wall, just space yourself a few pixels back and you'll be ok. _____________________________________________________________________________ IK's are generally worthless, however, they do have 2 actual uses. 1. If you stun someone it IS possible to kill them with an instant kill with jam and a few other characters as they have a quick mode change compared to characters like Slayer. However, if they start mashing you'll have just enough time to do it so if your going to attempt it it's best to RC whatever your doing and do a mode change immediately and do it to them. If continue your combo even a second or so it's possible for them to mash out before you can finish the IK so normally people opt just for a 2nd combo as 2 combo's from jam is nearly death anyways. 2. A.B.A. after she changes mode gets a stun after her gauge empties when she's in her mode (Moroha mode?). If she gets knockdown she loses 1/3 of her gauge with each knockdown. If you knock her down and her gauge empties you can charge and kill her in expectation of this stun when she stands up. _____________________________________________________________________________ For moves that chain into each other and are JC'able best to look at frame data. However, if you don't like looking through that mess and looking just for practical and good damage combo's i recommend looking through these threads as Flashmetroid posted some useful combo's that after reading i use heavily in my game. Check the matchmaking threads and see if you have anyone nearby that you could play with. Best way to get good is to get schooled by better players and steal from their game until you can be competitive against them.
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This is the opinion of playing against people that play at evo and other GG events after only playing the game since it was released in America. I don't know if i could be considered the standard though as i have a lot of experience in other fighting games including MB, 3S, and CvS2. They are still better than me but roughly one month's experience is hard to compare to a couple years with different GG games, but it's not like i don't get a few matches and win games consistantly. Playing with better players is the best way to improve your game radically in a short amount of time. Maybe it's just the couple hours i've spent in training mode to make sure i got my combo's down, but really combo'ing different characters i don't find that bad. Bridget, Baiken, Faust, Slayer, HOS, Pot, Johnny, Anji, Jam, May, Eddie, I-no, Robo-Ky, Ky, and Sol all are played in my area and really once you figure the characters that your going to have problems catching with a 6HS after a 2d > 236S~K > 236K (card) your golden as most of them aren't really that different after you catch the 6HS. If you don't think you'll catch the 6HS cuz they are to high just catch them with an air combo as if they are that high your not going to get a knockdown so get some dmg off it. If i catch the 6HS as they drop (which i do every time i go for it). Just do 6HS, HS, (run in) 2HS (1), 236S~D, (run in) 6HS, HS,(run in) 5K, 2HS (1), 6HS, HS. If they are close to the wall i just do a 5K, 2HS (1), before the first 6HS. Works on all of them in training mode and never had anyone tech out in game. Sol is the only one your really need to do the first run in on cuz he has a wierd hit box when falling or so it seems to me. Really only issue comboing from different characters comes from non-FRC throw followups are hard on Lights especially baiken imo, but thats what FRC's are for , and hell Jam gets so much Tension using 25% for a good 20%+ is a good idea. _____________________________________________________________________________ Really picking another character cuz they deal with zoning better doesn't really prepare you for jam or whatever when dealing with the same problems. Those characters deal with it easier cuz their tools are easier to stop it with or work better at that range. Playing Jam is the only way your going to learn to use her tools to stop their shenanigans with her tools. Playing Jam teaches you one thing for sure. To block, lol. Your DP isn't as spammable as the rest of the casts when you get in a sticky situation, and I'd say that is a good thing as most bad/new players with a strong reversal option tend to become dependent on it for switching the momentum of a match, or at least this is true in Capcom games. However, good players aren't going to get caught by it more than once or so than they are going to bait it for punishment for free dmg. Parrying is definately one of her more advanced options Jam has and one i don't have mastered yet. I really only try to parry attacks that are painfully obvious on wakeup, for example Pot's 6HS or Ky's 6HS. This allows me to get out of sticky situations and depending on distance change the momentum of the match. Painfully obvious jump ins i do it on occassionally but I normally opt for a f.S or j.S. Most of the attempts i try i end up just canceling into a c. guard as i'm more safe blocking and searching for a 2S, Backdash, 6P, try to block till the pressure eases up enough to escape it carefully, or if i feel ballsy a 236S~D. Japanese "style" i would argue is simply better players caused by a stronger gaming scene than most of the scenes in America. Larger Arcade scene, America players being more spread out and such but that's not what i'm here to argue. Japanese tend to be much more safe when they are being aggressive, opt for less high risk/high reward options than American players, and be very strong defensively. Against strong players you'll have to be strong with whatever character you use. Any player who acts "brainlessly" v. good players is just going to get punish'd for mistakes and pick'd apart by pokes and a strong offense. So really any character you play that you don't know how to keep safe when your attacking and don't know how to get out from under pressure is going to get beaten terribly. _____________________________________________________________________________ A new player really should just pick a character they want to learn than read as much as they can about them, and watch videos and see how different players deal with different scenarios. Than play as much as you can to learn to implement their strategies. If your sick of having to fight to get in versus zoning characters pick a character that deals with zoning easier so you don't have to deal with it. No matter who you pick though your going to have to learn to properly play them, and work with their weaknesses and strengths which will require some time.
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Thank you So you don't need the 236S~K between the 2d > 236K (charged) that is some sweet shit. I'll keep 6P more in mind next matchup and try to beat some stuff out rather than just blocking it.
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Sorry for double posting, but i couldn't see my last post to edit it. Not sure why. I read the May matchup, but i played a may for the first time today and ended up just sitting there and blocking all day till i got input thrown cuz dolphin spam was rocking my balls. Is there really any way of out prioritizing any of the dolphins or any of her moves? I ended up losing most trades except a couple FB puffballs when she was riding a dolphin, stupid sweep beat everything of mine. Only played the may in like 3 matches and I got a few games but in the end it was painfully obvious I had no idea how to fight May. Really only saving grace i found in this matchup is that if i hit her 2 times I killed her, but that isn't really that saving when she can hit me 3 times and kill me and she's on the offensive 5x more than me cuz she spams dolphins.
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Thanks a lot i'll work on it.