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Amadeous

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Everything posted by Amadeous

  1. I honestly have no idea. I have the same issue too though, the 6H H will OTG a ton. I figure it has something to do with her hitbox, the way she falls to the ground means she hits the ground sooner than Potemkin or Robo-Ky despite being around the same weight. I've found a way around this though, in two different situations: 1) If she's stuck high on the wall and you're doing 6H to catch her as she falls, link 6H into cS, then just go to 2H to continue the combo. You're gonna lose damage obviously but you'll be able to set up the rest of the combo to get knockdown. 2) If she's stuck at a more average height after the 6H, DELAY THE FOLLOWUP AS MUCH AS POSSIBLE. Just wait as long as you can to do the followup, longer than on any other character. If you do this, you can stick her high enough to get in a dash 5K to do another rep, but I find it very hard to get 3 reps of the old wall loop on her.
  2. I should be available for a while if anyone in MW/EC/SE wants to play. Send me a PM here or ask me on Twitter.
  3. ABA's and HOS's old stages crash the game. The other old stages are fine.
  4. I'm pretty sure you can't pick the old stages online for some reason.
  5. I can bring a video together. Generally Jam's gatlings are freeform enough and safe enough that blockstrings are an extension of her gatling chart. Some important things to keep in mind though: 5K gatlings to 2S, which gatlings back to 5K. 6P and 2P do the same. 6H is +3 on block and is throw invul. Be careful being predictable with it because it can be slashbacked by aware players. Nearly any non-heavy slash normal she has can be gatling'd to 5D. Makes people keep paying attention. 5K 6H and 5K tick throw is a legitimate mixup against characters with slower Heavy Slashes. Puffball is your safest blockstring ender, just be aware that overusing it can be punished due to its long startup if not spaced well. Try not to use IAD jH in blockstrings. People can IB and throw you as you land. If you do, try to use jH j2K to make it safer. I'll try to bring together a video this weekend. Here's a link to Jam's frame data page on the wiki, hopefully it helps you understand what you can and can't do: http://www.dustloop.com/wiki/index.php?title=Frame_Data_%28Jam_GGACR%29
  6. Yeah, it's worth it. It's somewhat hard to apply but it's good for midscreen and corner knockdowns as it's a strong left/right mixup that's hard to punish. Using Charged IAD Kenroukaku is also great as okizeme, since it FORCES them to block - it's so invul that if they try to DP through it they'll be CH. Just be wary of doing it on characters that are very short crouchers. It tends to whiff on a lot of crouching hitboxes. A tip? For doing normal Kenroukaku, IAD DP input needs to be done correctly. As in, it needs to be a true DP input ending with 3. Otherwise, you'll get IAD Ryujin which is bad. If you're doing Charged Kenroukaku though, you can get away with doing IAD QCF. Even if you have a Charged Ryujin card, as long as you do it fast enough the game gives priority to IAD D DP over IAD D Ryujin.
  7. Just add me: Amadeous4446
  8. GGs Auctaway. Your Eddie pressure is legit, first time I've had to deal with that FB used well in pressure, makes the corner a lot more scary. Hate to say it, but my buttons were messed up, couldn't find my normal RC button hahahaha. Good connection though, let me know if you wanna keep playing some!
  9. I would love to come to this and see you all, but I'm focusing on saving money to move out this year so I won't be able to come. Last year was great though, so if you're thinking of going to this and reading this message you should go!
  10. Quick tutorial video for players who didn't necessarily play #R/Slash enough and can't find a use for her new 3H. It's amazing when you RC it.
  11. I-No j.K has a pixel one might say is NSFW, but otherwise, no, there's nothing new in the game that's outright "Nudity". Just something the ESRB might have rated this time that they didn't see last time.
  12. Added some more combos with video links to second post. Mostly things I've already posted in this thread, but now with video tutorial!
  13. GGs everyone and thanks to everyone that showed up. Hope you all enjoyed it. Next one will probably be sometime in April, hope to see you all again soon.
  14. While it's a little early, Happy Birthday Jam Kuradoberi! (2/8) For full res please see my: Pixiv|DeviantART|Tumblr
  15. Some things I wanted to ask but I don't think ever got answered: Is it possible to BS on wakeup? I assume not cause you can't SB on wakeup in AC/ACR and that would just be silly if you could. Are standing dusts back to how they were before ACR? Pretty much every 5D got around 2-4 frames of startup added to them and I'm wondering if they're back to being faster like every game before ACR
  16. Well, one thing to keep in mind is that you could never Slashback on wakeup in AC/ACR as a reversal. I don't remember the number of frames off hand but there was a period of time before you were able to SB upon getting up. So hopefully with Blitz Shield they carry this over.
  17. Teresa in latest Mikado 3v3 http://www.youtube.com/watch?feature=player_detailpage&v=Ejwd0n8kBGw#t=490 [v Kazuki ] http://www.youtube.com/watch?feature=player_detailpage&v=1Ji_2MG6Qr0#t=19 [v Nasu ] http://www.youtube.com/watch?feature=player_detailpage&v=1Ji_2MG6Qr0#t=155 [v En ] http://www.youtube.com/watch?feature=player_detailpage&v=1Ji_2MG6Qr0#t=289 [v Nage ]
  18. Thanks SuperJ, I'm glad we can clear that up. Errol was right about 2/3 7-3 matches technically being closer to 80%, but wrong about it being based on rounds (seriously tell me where you heard that one from). Proceed with your silly Kokonoe arguments k thx
  19. First I've heard of that hah. Who made that a standard? It's always been based on a match. Actually I thought of it. That standard is stupid. Bursts carry over between rounds so if you use your burst in round one you'd have different resources and therefore a different matchup in the second round. Fuck that matchups are based on matches. This ain't DnD we ain't doing no roundups.
  20. Hold on back up. Errol go take your math class again. SMH.
  21. Gonna post some more combos I figured out based on that above video, no video links for these though. (Midscreen, 3 cards) CH Puffball, 236SH, (236SD) 236D, land 2H 6H 236SH sj jS jH 236K 214D, land 623D: 230 on Slayer with FBPB, 210 without. Note: FBPBless version is more difficult due to higher bounce on 6H. Adding a 2H 6H in place of FBPB seems to help though. AA jS jc jS jH 236K 236D, delay 623D, 236SH, cS jc jS jP jS jc jH 236K 214D: 240 on Slayer Note: The delay 623D should be as such so you're only hitting with the last one, maybe 2 hits of charged Kenroukaku. Adding the FBPB on the first combo should probably only be done on characters who are close to dizzy/have low stun defense ratings like Chipp. In my testing Chipp and Dizzy were ALWAYS stunned by this combo which is terrifying for them.
  22. Get well soon dude. Don't want to miss you here! Also Kenji I still got your Xcom shirt, I'll bring it up with me and give it to you at the hotel or venue.
  23. So I dunno if anyone has much Faust experience, but he's a bitch to wall loop. If you try to do the default loop, you can't get more than 2 reps on him due to his hitbox. You can't delay the 6H H followup very much or it whiffs, which means he's always too low on the ground for a pickup. The thing I realized though is that since his air hitbox is HUGE, this makes it easier to grab him with H Puffball mid-combo. So this is what I figured out for a replacement to the basic wall loop, gets about the same if not more damage for 3 Cards: From midscreen: cS fS 236D land 6H H 2H (2 hits) 6H 236S~H superjump jS jH 236K 214D land 623D There's no dash in between the 6H H and 2H, and 2 hits makes it a lot easier to connect the 6H after the 2H. Superjump might not be needed but it seems to help make it more consistent. Gives you corner knockdown and about 260 damage. This combo works on Potemkin very easily too, and nets you a bit more damage than just 3 reps of a wall loop when he's at full health.
  24. Bozac how about instead of a MM I just pay you to teach me how to fight Faust for 5 matches. Cause I'm pretty sure that's what a FT5 would be between us anyway.
  25. I don't think it was ever an issue. I know I brought it up for all my matches and people were understanding, asked who I played, and said I could since I stuck to Jam. Dunno how it worked out in other matches or if people even remembered but I never heard about any drama. Hell I know in casual matches some people were using macro Justice and still were losing lol. Basically macros aren't an issue.
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