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Amadeus46Art

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Everything posted by Amadeus46Art

  1. Out there, in the back of Ky's stage... is that...FREDDIE!? (also when's jam etc etc)
  2. I do want to note that "mashing around" the input is still not the same as a reversal timed input. Yes, inputting the button every frame helps obviously, but you still have to complete the input on reversal timing. Easier for wakeups and reversals out of blockstrings maybe, but for Baiken's Guard Cancels, you would still need to buffer the Guard Cancel. For these types of situations, it's making things good players already do consistently, easier. If they're abusing the glitch to mash out reversal Volcanic Viper? Treat it like you would treat any VV happy Sol...block and punish. A Baiken that loves to do GCs? As you said, you only do it during specific blockstrings, and you still need to buffer Sakura to make it a guaranteed hit. Otherwise the opponent can RC, jump cancel, etc, bait it out and punish her. Now for things such as "inputs on frame 1 of match" or "making 1f links to special moves easier in combos" or maybe Burst Cancelling with Jam, that can be arguable. At the very least, it mostly only affects Baiken, everyone else is training wheels. Macro ban for Baiken players? Maybe.
  3. Not gonna lie, my first reaction to seeing this was, "I wonder if I can use this to make Burst Cancelling with Jam easier?" I'm a pad player, so the prospect of Burst Cancelling (Parry -> Burst -> FD cancel) is intimidating to me, but with this glitch it sounds like it'd be pretty easy to pull off. But granted, that feels more like making a high level technique DOABLE on pad, much less making it easy. Maybe I'm exaggerating the difficulty of a Burst Cancel on pad, but it is definitely easier on stick. 'Course, if it came down to "don't be a shithead and abuse this glitch" or "don't use button macros", I'd much rather just do the former. Especially since I can't practice using the glitch in training mode, I don't think I could trust it. Wonder why Riot Stamp (and thusly the K button) takes priority over Gun Flame Feint (thusly the P button) though. That's...backwards.
  4. Eshi, I've got a bit of Justice EXP, so I'll try to get Jam's perspective on the matchup (we should play sometime though, I really do need to learn that one a bit more). Jam v Justice: 5.5 - 4.5 Jam's Favor Dunno too much about Justice's footsies or pressure but it feels like Jam can parry any Michael Sword blockstring ender. Gives Jam time to get in and start her pressure, possibly can get a punish especially if Justice does H Michael for whatever reason. At long ranges Jam can just 22D and get free cards before any missiles get close to her. She's got good run speed which means she can dash and superjump to get a bit farther in and can just maneuver through the "Forest of Explosives" to get into a good position. Seems to be a space where Justice still wants to be firing missiles, because she's just outside of her fS poking range that Jam with cards can abuse. Justice can 22P/22K and hold to make the missile pressure Jam, BUT Jam can do 236D and kick Justice in the face and hit her before the missile detonates. Justice CAN though just tap the button and it'll detonate at point blank range, stuffing Jam if she tries to do 236D. Either way it seems to be a fairly risky guessing game for both characters cause if Jam hits Justice is getting looped but if Jam gets hit Justice can confirm into a full combo and send Jam back to the other side of the screen (where she'll charge cards and do the whole thing over again). On the defensive Justice can't really do much other than try to use S.B.T.'s foot invul to try to beat 5K but I don't even know if that works. Once Jam gets in she's gonna make Justice cry I think. If the Jam can Burst Cancel*, I think this matchup is a LOOOOOOOT easier for her too. Burst Cancel against a random missile -> okay now I'm gonna run up and punch you in the face. *An advanced technique Jam players can use. It's essentially FD cancelling a burst using Jam's parry. So parry -> burst -> FD during burst startup (before Jam leaves the ground). Doing so returns Jam to neutral, but she retains all the invulnerability of the gold burst. You might've seen it in combo videos or such for Jam to get out of Millia oki, Robo Totem Missiles, Dark Angel, etc etc.
  5. Let's just ban all of arizona I guess, nothin' but spambots.
  6. 5-5, Even: Overall: A fairly even matchup, Jam and HOS are both similarly designed characters, relying on gaining momentum and bowling over their opponent. While HOS lacks Jam's maneuverability, he makes up for with strong normals and a great ability to condition his opponent. While Jam does have some tools to keep HOS in check, playing this matchup involves a lot of runaway and butting heads. HOS got stronger from GGAC, able to retain his momentum through pressure and combos due to the changes to his charge gauge, and can get knockdown off of many more hits now. If Jam can reverse that momentum though, HOS has to make hard call-outs and reads to Jam's pressure, putting himself at risk. Opener: HOS's openers include 2S, 5H, and Superjump jP mashing. His 2S will stuff almost anything you do here and recover fast enough if you go in from the air, so if a HOS wants to play it safe he'll use 2S 6H as his starter. Starting the round with IAD jS is ill-advised, due to it putting you perfectly in the spot to get CH by his 5H, and it usually loses to him jumping and mashing jP. Sitting and waiting to see what he does or IADing away are both your safest options, but if the HOS likes to use 5H dash up 2S will net you a juicy CH at the start of the round. Neutral: Your neutral will both consist of you searching for random hits into knockdown to begin pressure. HOS's 2S and 2D are his most common pokes here, and give him the chance to charge a bit, and confirm into combo or start okizeme. Dashing 2S will beat his 2D done early enough, giving you a perfect chance to start your momentum game. Dealing with his 2S is a bit harder, as you have to do 6H very early to beat it; 6H also loses to his 2D so it's risky. Doing a low to the ground j2K will beat both of his options here, though it doesn't get you much without meter. If you're rushing in your best choices are fS and 2S. Your fS will beat just about anything he does other than his 2S and 2D, and your own 2S can stuff both of those options if you're doing it first. HOS loves to use his low jump angle as his other angle of attack. Him mashing jP is very hard to deal with, outside using your DP. His jH is a very strong jump-in, and is almost impossible to anti-air. At low enough heights you can beat it with your 6P, but it's best to parry it. HOS can also use his jS as a cross-up tool now in ACR, but it's somewhat slow and thus easy to parry. Jumping in against HOS is also a tricky situation for yourself, as Jam's low IAD means he can use an early 5H to stuff you, and doing IAD 214K is very risky when HOS can Gun Blaze on reaction to the move. Apart from these however HOS doesn't have much in the way of AA, so being unpredictable with your jump-in can keep him from punishing you. Offense: Your offense against HOS is stronger than against the regular Sol, but his 2S is still just as much of a threat. He can mash 2S against puffballs, or just if you leave a big enough gap. Using 6H to beat it is possible but you have to be FAR back from the move. Some HOS's may try to Gun Blaze out of your pressure, but simply using lots of 5K and 2S will stuff that move (shame he's not in CH state during it). A smart HOS will only Gun Blaze when he sees you go into the air, so throwing TK j2K in your blockstrings will stuff that and keep him from mashing Gun Blaze. Overusing 5K, 2D, and 2S will give him the opportunity to Fafnir as well. HOS may even try to reversal Fafnir to beat meaty 5K, so watch his tension. HOS's DP doesn't become very useful until he has at least level 2 charge. His level 1 DP is very slow, slow enough you can do a meaty 5K and whiff, then recover in time to block it and punish him. His level 2 and 3 DPs have more invul and start up faster, though most HOS will not bother doing a level 2 DP as it's not worth the charge meter; it's still a bit slow and doesn't get him much reward. After blocking his DP, you can airgrab him out of his action charge and charge your own card, or mash 5P to catch him falling and confirm into a combo. Defense: If HOS starts his pressure game on you it's a scary scenario. Without resources, his options are limited to going for basic high/low/throw mixup, and crossing up with Gun Blaze. His goal here is really less to try and hit you, and more to put himself into a safe position to action charge and get some meter. When he reaches level 2 or 3 charge and has meter, he becomes much more intimidating. Bandit Revolver Prototype is a very fast overhead, that, at levels 2 and 3, is safe on block. His 2H is now throw and low invul, and on CH is a very damaging starter; though he needs at least 50 meter to confirm off of it without a CH. In addition, his 6K is throw invul, much like your 6H, and he will use it to bait your attempts to grab him out of his pressure. HOS will often use a lot of 2K in his pressure to keep Jam from trying to Parry, but he can't always do this. Many HOS will use 2S 6H as their pressure string; IB the 2S and Parry 6H if you see it. Parrying Rock It is also useful, though it's hard to punish afterwards. HOS also likes to use jH during his pressure, this is another opportunity to Parry and reverse the situation. If you see him 2H or 6K to try to bait a grab, parry him! However, getting too confident with Parry is opening yourself up to Fafnir. He can't cancel into Fafnir, meaning it will often look like a frame trap. When he has 25 meter, be very careful trying to parry! Other Notes: Empty.
  7. 6-4, Heavily in Jam's Favor: Overall: One of Jam's best matchups, Bridget struggles to play keep-away against Jam's rushdown, and can't do nearly enough damage to keep up with Jam's huge abare potential. Once Jam finds her way in, Bridget's options are severely limited, and even in neutral Bridget has to pull off large risks or look for big mistakes in the Jam's play to really punish her. Opener: Bridget's great range gives him the advantage on the opener. His 6P, 6S, 2S, and 2D all cover various angles that Jam likes to use to get in. Jam has an option to try to start the round with a Parry, and rush in at Bridget, or to IAD away and re-space. Rushing in at Bridget with a 2S or 2D will be beaten out by his 6P, 2S, and 2D, and IADing at him gives him a nice CH with his 6P or 6S. If you're confident and lucky you can get in and get your nice CH at the start of the round, along with starting your momentum, but at the start of the round Bridget has advantage. Neutral: Bridget should be trying his hardest to get a life lead and run away in this matchup. His general gameplan will be to move through the air and stuff any of Jam's attempts at approach, playing very safe and not over-committing. He'll go for setting a yo-yo and using a mix of 214K to move around the screen, Yo-Yo recall to reposition, and using 214H to summon Roger the Buzzsaw to control space. While he's grounded he's got several good pokes to stop Jam rushing in, with 6P, fS, and 6S, though Jam's 6P will go straight through his fS. While he flies around the screen looking for a knockdown, your job is to find a gap he puts himself in and hit him hard for it. Jam's great groundspeed needs to be used in this matchup. Stay on the ground, chasing after him and avoiding/parrying any Yo-Yos that fly your way. When he does Yo-Yo set/recall/Roger Summon, he has to pause in the air a bit. He also can't alter his trajectory once he starts flying towards a set Yo-Yo with 214K. Using jS to knock him out of the skies is one way to stop his momentum, and force him to tech into an unfavorable situation. Puffballs can also be used, but be careful not to get hit out of them by a Yo-Yo or 421H Roger Tackle. The advantage of Puffballs is that you can catch Bridget in a CH state when he's using Yo-Yo recall/Roger Summon, which can be fatal for Bridget. Offense: Once you have your teeth in Bridget, he has troubles getting away. His main defensive tool is Starship, a DP that lacks much invul and has a lot of startup, but it does have an FRC point to make it safe. Otherwise, Bridget will be trying to jump away from your pressure, rather than trying to press buttons to get out. A bad guess for Bridget while he's being pressured by Jam can mean CH into death for him, so you can freely run your pressure and go for grabs. Using puffball during pressure however is a free Starship for him, or if he's feeling confident he can 3P and reverse the situation. An important note for okizeme is to take notice of Bridget's set Yo-Yo. If one is set out on the field, he cannot delay his wake-up. If he doesn't have one however, he can chose to throw one out on his wakeup, delaying his get up and giving him the chance to wakeup grab to punish a mistimed meaty. Using meaties like 5K can avoid this situation, as you can recognize he threw a Yo-Yo and readjust. 5K is also fast enough to recover in time and block Starship if he decides to go straight for wakeup DP. Defense: Bridget's offensive mostly consists of having a Yo-Yo set behind the opponent and using 214K to set up high/low situations. Using Jam's 6P or Parry is possible to get out of these situations, albeit a risk. Simply blocking until Bridget retreats or does something stupid is also an option, as Bridget doesn't want to be in on Jam and take a risk getting CH. Other Notes: Bridget is a lightweight character, and combos will need to be adjusted as such.
  8. Shoot, knew I was forgetting something. I'll add it in. 6H H can be used sometimes to catch his backdash recovery, I know that much. And like you said, meaty 6H recovery is short enough to punish backdashes. IAD jP x N mash seems to be okay against backdash as far as I can tell, even if he does backdash you'll land well before he recovers. 236S followups recover quick enough as well but I would still watch doing 236SH, still easily punishable. I want to say 214D actually does well against his backdash, but I haven't tested it enough in matches. Potemkin's jD is easy to deal with. jS will always clash, it only loses if you time it wrong. At that point hammering on jS will beat anything Potemkin does after the clash. If you're not comfortable with that, staying on the ground and parrying or doing a 6H just outside his angle of landing are the best options. 6H moves your hitbox back making it harder to hit, along with punishing him if he tries to jD -> Pot Buster. I agree on the last point though; Potemkin can't do shit about 623K -> 236D. At best he can get a Slidehead? Just don't put yourself into the corner with 236D...
  9. 5.5-4.5?, Slightly in Jam's Favor: Overall: A scary matchup but less so from AC, Potemkin's nerfs to Slide Head means Jam can afford to mess up more and get away with it, along with her damage potential being untouched. While being predictable against Potemkin will mean death for her, Jam has the tools to keep Potemkin guessing and played well Jam can control the entire match without Potemkin getting a chance to fight back. In addition, the changes to Potemkin's combos means he has trouble comboing her. Opener: Potemkin's only able to reliably do 4 things at the start of the round: Guess you're going to run in over the ground and try to Potemkin Buster you, guess you're going to IAD at him and try to Heat Knuckle, or play it safe and just block whatever you try to do. He can also jump forward, wait to see what you do, and jS, but if you see this your own IAD jS will stop this. Because of this you have to be sure your match opener is unpredictable and vary it up. Jam's got lots of options to get her own momentum started as well. Dash 2D will beat out anything Potemkin does other than Potemkin Buster, and will recover fast enough if he jumps to chase him with a jS. IAD jP will also stuff anything he does, along with giving you the option to use jS if he jumps. Take note that being predictable with this will result in being Heat Knuckled/6P'd though! Another option is to IAD away at the start of the round if you're not comfortable playing the guessing game. Be sure to super jump and watch Potemkin however, so you don't IAD and land right on a Slide Head. If he whiffs a Slide Head like this, you may be able to sneak in a charge? Neutral: The neutral game in this match should mostly consist of you staying well away from Potemkin until he presses a button or messes up. His 2S will stop most of Jam's attempts to run in on the ground, and Slide Head will at least stop you from trying to charge a card. Potemkin can approach if you give him the chance to, but he has trouble catching TK Ryujin if you just want to run away. Playing the baiting game to get him to overcommit is what you can do here, and vary up your approaches so he can't easily punish them. Rushing in blindly will get you beaten out by Potemkin's big normals such as 6P, 2D, etc. When you do rush in, cover yourself with gatlings so he cannot use Hammerfall to eat through the hit and punish you. As always, your jS will keep Potemkin from going in the air. Be careful of his own jS though, it's got a good enough hitbox that if the Potemkin uses it well it's harder to jS and you'll eat a CH. Otherwise, Potemkin should be staying grounded. Many Potemkins like to use jD after a tech, or just when they're high in the air, to return to the ground quickly. You can punish this by jumping at using your jS for the clash, then continue to mash jS to hit him for free. If you're not confident with the timing, stay grounded and parry his jD, or learn the angle of attack he's coming in at and do a meaty 6H. The 6H will prevent him from landing into a Potemkin Buster, and gives you the chance to start pressure. Offense: Even when you have Potemkin on the defensive, he's still very happy with his situation. While he has a large hitbox making some crossups easier on him, he can easily IB Buster many of Jam's moves. IAD 214K is a free buster, along with a Puffball that goes in too deep or ANY crossup 236SH. Ideally, you'll go for a few blockstrings and maybe a mixup, but if it doesn't hit you can jump away and re-space. Using 6H during your pressure strings is very good, as it's throw invul will keep Potemkin from trying to Buster you during every frame trap. In general, vary up your blockstrings, don't try to overcommit unless you know he's not expecting it, and know when to jump away and go back to neutral. With 25 Meter, Jam can even do a 22D from full screen safely. Potemkin can Slide Head, but Jam will gain her 3 cards anyway, and Potemkin will be too far away to get any real momentum from it. Potemkin's large hitbox makes comboing him and getting knockdown VERY easy, fortunately, meaning you can make the most of your combos despite his high damage modifier. Potemkin's defensive options are limited outside of IB Buster/SB Buster, but he does have an amazing backdash. Sporting 20 frames of invul and only 1 frame of recovery, it can get him out of a lot of situations. He'll mostly be trying to backdash your 6H, along with any IADs you do during pressure or Puffballs. Doing 6H H on reaction is possible to seeing his backdash, and can punish it if you start 6H H fast enough. IAD jP mash is also relatively safe, recovering before he does or just putting an active frame late enough. Defense: Being on the defensive against Potemkin is a terrifying prospect. The first thing to do is recognize his Potemkin Buster setups. His jD, 5K, Mega Fist FRC, and Hammerfall Brake are all possible Potemkin Buster setups. To deal with them, 6H if you're feeling confident, or 1F jump if you're less so. Note that doing the latter too much will result in you getting Heat Knuckled if he predicts enough. Potemkin's pressure is not too scary against Jam. It is sometimes possible to parry his 2S during his blockstrings, getting you out, and if he ever decides to jump at Jam she can easily parry or jS him. Being knocked down against Potemkin is where it's much more scary. The biggest hole in his pressure is after a 2D, where he will either end his pressure or do Hammerfall Brake to continue it. Vary up how you're trying to get out of this situation, since again, Potemkin can read what you try to do and punish you for it. Potemkin's 5K will eat parry-happy Jams alive. It hits low and is active for a long time, making it a perfect meaty attack against her. You should always expect this unless you see him jump or go into the startup of 6K/Slidehead. Doing wakeup parry OS (546H on wakeup) is an option, one that will be beaten by meaty 5K, but will stop him from doing meaty 6K/Slide Heads or just grabbing you with Potemkin Buster. If he tries to do a meaty Slide Head from midscreen to give himself more time to get in, use a 236D against him. Invul and in the air on frame 1, you'll punish him every time. Other Notes: Potemkin's hitbox is fat enough that 2D jC air combo is an option. 2D TK 236K also works.
  10. 5-5?, Even Personal opinion is slightly in Jam's favor, it's arguable.: Overall: Chipp's movement is incomparable to anyone else in Guilty Gear. His normals are all very strong as well, being able to go toe-to-toe even with Jam's great buttons. However, Jam's still fast enough to keep up with Chipp and can control the space she needs to very well. Chipp still suffers from having a glass jaw, and Jam's high damage output makes him even more fragile. A smart Chipp can make this matchup hell for Jam, and even Jam's parry can't be used much against Chipp's amazing mixup. Opener: Chipp is one of those characters that dash 2S is unreliable on. His buttons are very strong and his movement means he can get away; his backdash is also a great option against Jam rushing in and striking. As always, IABD jD is a safe option to make some space. This is a tough opener, and whoever gets the momentum gets a huge advantage in the match, so do your best to make it count. IADing at him and using jS will stop most of his options, apart from him starting with jK as the match starts. Neutral: Chipp's movement outstrip's Jam's, but not by much. Her ground speed is comparable to his, and her air movement can match his, excluding his option of the triple jump. Using jS liberally in this matchup can also stop Chipp's air movement, as it is one of the few moves that can put Chipp's jD in check. Playing the ground game is more involved, naturally. His 6P can stop Jam's fS in its tracks, and his 2D is an amazing tool to punish anything Jam whiffs. Both characters play just outside of the other's range and wait for the other to mess up, but Chipp's speed gives him a slight advantage. Jam's 2S can give Chipp troubles, but generally that means she has to get a bit closer than he does. Offense: Chipp's main defensive option is Beta Blade, his great DP that is nearly unpunishable when done in the air. Otherwise, a Chipp player will need a great defense in general because Chipp himself doesn't. One good hit will easily tear Chipp apart, so be sure with your hitconfirming and make every hit count! A good Chipp is very hard to lock down as well, so be ready to play tag a lot and run very tight pressure to not give him a chance to retreat. Staggering with fS and such will not give him a chance to jump out, but it will give him a chance to DP, so be careful! Defense: In ACR, Chipp's offense is simply terrifying. His amazing mixup and okizeme puts you in a very scary guessing situation. While his basic mixup of high/throw/low is strong, once he has knockdown he is able to use jH and make it very hard for Jam to parry on wakeup against him. His pressure strings use a lot of cS and the first hit of his rekka: while it is parryable, Chipp's pressure is also full of lows and varied timing on followups, so it is risky to do so. Watching for attempts at overheads and punishing them is key. In this matchup, a good defense is your good offense. Not letting Chipp get momentum will give you a much better chance. Other Notes: Empty.
  11. 5.5-4.5, Jam's Favor: Overall: Jam's definitely got an advantage in this matchup. In normal mode, Jam can run circles around A.B.A. and freely charge, while A.B.A. is forced to go for a grab or a lucky 6H if she doesn't want to burn a blood pack. Once A.B.A. gets Moroha mode, it's not even that much of an advantage to her. A.B.A.'s Moroha pressure still lacks many lows in it and is full of frame traps, giving Jam opportunities to parry out of A.B.A.'s pressure. In addition, Jam still controls the pacing through her higher movement. While she can't go toe-to-toe with A.B.A.'s large normals, she can easily whiff punish anything that A.B.A. throws out. Finally, ALL of Jam's confirms easily get her knockdown, and she has a strong enough oki game to put A.B.A. in a vortex leading to more knockdowns (which means A.B.A. gets IK'd a lot in this MU). Opener: Jam can rush in with a 2S and beat just about anything A.B.A. tries to do, but if Jam tries much more than that, through say IADing in at start of the round A.B.A. will be able to counter with a nice meaty 6H into Moroha into combo. Don't IAD against A.B.A. at the start of the round. Jam also has an option to IAD back and charge a card. Doing so might provoke the A.B.A. to burn a bloodpack and enter Moroha Mode, so do so at your own risk. Neutral: Assuming A.B.A. is Normal Mode, Jam can freely run circles around her. A.B.A. still has huge normals but they are very slow, and no real pressure to speak of. The big thing to watch out for is that her f.S is a low in Normal Mode, so you can't parry it. Just because she's slow doesn't mean you don't have to be careful though. A.B.A. has very impressive anti-air, regardless of Mode, so don't IAD at her stupidly. If A.B.A. DOES get the Moroha Mode started, it does make Jam's life harder, but it's not a free win for A.B.A. Jam has the movement to keep up with and run away from Moroha A.B.A., and A.B.A.'s normals still have enough recovery that Jam can rush in and punish. Jam has to play a very solid ground and air game here, getting away from A.B.A. to make her impatient and feel the timer of Moroha Mode counting down. Don't rush in blindly, because A.B.A.'s big normals will destroy Jam rushing in. Puffball can be stuffed by her Moroha 6H and Danzai as well, so don't rely on it as an in. Offense: In Normal Mode, A.B.A.'s rather pathetic when placed on the defense. She'll look for spots to slide out and try to grab, or mash 5P/2P in an effort to get you off her. Her 5P is 3 frames, the same as Jam's, but it has a slightly better hitbox that makes it harder to crouch. In general, watch for spots where she'll try to slide, and 6H to punish her attempt at a grab. Note though that if she goes for raw keystab after a slide, it WILL beat 6H despite it being a grab; keystab has a strike hitbox as well. In Moroha Mode, A.B.A. gains the defensive move Danzai. Normal Danzai can be dealt with the same way one deals with Potemkin's Hammerfall; break the super armor by mashing fast gatlings. FB Danzai however has infinite super armor during the first strike of the move, so using JCable moves is the best bet. Doing a fast recovering move like 5P or 5K, it might be possible to hit the super armor, then parry the first hit of Danzai. Note that despite Jam's ways to deal with Danzai, it's still a very high reward move for A.B.A., so always be on the watch for it. Finally, be sure to end ALL combos in knockdown against A.B.A. in Moroha Mode. She has a funny weight/hitbox, so you may need to learn some character specific combos, but after 3 knockdowns Jam can VERY EASILY Instant Kill A.B.A. Defense: Again, in Normal Mode A.B.A.'s offense is rather anemic. She'll likely be looking for a grab or some AA, maybe a lucky CH 6H, but A.B.A. lacks any sort of real pressure in Normal Mode. Using her jH as a pressure string is useful, but Jam can easily parry it. In Moroha Mode, A.B.A.'s offense does a complete 180. She can be VERY scary on offense when she has Moroha Mode. Generally her gameplan now is "Crank Guard Bar -> Frame Trap or Mixup -> Combo into huge damage". However, because of the nature of Moroha Mode, she is on a timer. As she runs low on Moroha Mode, she'll likely go for easier hits or forgo cranking the guard bar up to try to keystab out of Moroha Mode (or break pressure entirely and try to blood pack out). In addition, A.B.A.'s pressure and mixup, while scary, is generally consisting of crossups and frame traps. A.B.A. does not have many lows in her repertoire during pressure, so it's very possible for Jam to parry her way out, hitting with a fast 5P 2D, knocking A.B.A. down and killing her momentum. The best time to look for these openings are when the A.B.A. uses her rekkas, or other frame traps she does. A final note for being on defense against A.B.A.: ALWAYS try to FD 2H. Her 2H is +2 and has an FRC point to make it even more +. FDing the first hit to make the second whiff gives you a prime opportunity to try to parry or punish her whiffed 2H. Pushing A.B.A. out also means she wastes her precious time rushing back in! Other Notes: A.B.A. is a heavyweight, and has a very strange hitbox, so adjust your combos accordingly. She also has a very slow wakeup speed, slowest in the game, so be ready for that.
  12. Aaaaaaaaaand somebody went and vandalized it. Well that didn't take long.
  13. Looking at the changes for the Jam matchups, I'll try to defend my choices here: v A.B.A. 6-4, Jam's Favor: Jam's definitely got an advantage in this matchup. In normal mode, Jam can run circles around A.B.A. and freely charge, while A.B.A. is forced to go for a grab or a lucky 6H if she doesn't want to burn a blood pack. Once A.B.A. gets Moroha mode, it's not even that much of an advantage to her. A.B.A.'s Moroha pressure still lacks many lows in it and is full of frame traps, giving Jam opportunities to parry out of A.B.A.'s pressure. In addition, Jam still controls the pacing through her higher movement. While she can't go toe-to-toe with A.B.A.'s large normals, she can easily whiff punish anything that A.B.A. throws out. Finally, ALL of Jam's confirms easily get her knockdown, and she has a strong enough oki game to put A.B.A. in a vortex leading to more knockdowns (which means A.B.A. gets IK'd a lot in this MU). v Bridget 6-4, Jam's Favor: This matchup hasn't really changed much from GGAC as far as I can tell. Bridget's damage is still rather low, and while Jam can't use FBPB as the threat it was, she still controls the space very well with jS and normal puffballs. One good counter-hit and Bridget's lifebar is kissed goodbye. Bridget has to play a defensive poking game and let Jam hang herself, but if she gets in Bridget's life got a whole lot harder (and shorter). v Eddie 5.5-4.5, Jam's Favor: The most basic way I can explain this is that the general gameplan of the matchup didn't change much from AC; Jam runs away when little Eddie is out, looks for an opening, gets in and tears big Eddie a new one...the difference is now is that Jam's allowed to make more than one mistake. Eddie's pressure is still terrifying (if not moreso with Exhaustion), but his damage nerf and harder time to do unblockables means Jam's got more of a chance when she's on defense. And like always, Jam wins when she's on the offense against him, and Eddie can't get out once she is in. v Kliff 6.5-3.5, Jam's Favor: Honestly, this MU could be even worse for Kliff than what I listed it as, but I'm keeping moderate for now. Kliff has no option against Jam keeping distance and charging, and in neutral Kliff's gameplan of "float around a lot and use jH" gets parried easily. Fighting Kliff is best thought as fighting a very slow Moroha mode A.B.A.: he has very large normals that you will lose to if you rush in at him, but they have long recovery and can easily be beaten. His low stun rating and his general "weightlessness" while being comboed also means Jam can really unload damage on him during a wall loop. One MU I don't agree with, and I'd like to see explained: v Order-Sol 5.5-4.5, Jam's Favor: After playing this matchup a lot I feel like it's closer to even than it ever was in GGAC. HOS is much more solid now, being able to keep momentum during pressure and carry it through combos, along with his damage output being much scarier. In the neutral game, his 2D and 2S give Jam's ground game a hard time, while Gun Blaze keeps her in check coming in from the air. While his pressure is generally open to parries, the HOS can adapt to use more lows in his pressure, and at 25 meter the threat of Fafnir is very much a deterrent to parrying. I'd say this MU is closer to 5-5 than it was in AC.
  14. This is literally everyone else in every other topic. Please don't clutter up the forums with topics like this.
  15. Is that "order" reading right to left? Cause Japan and all. Also regarding Kliff being really low: maybe it's a matchup thing? Does Kliff have many very bad or uphill matchups?
  16. Has anyone seen JP players use 6H > 236S~H in combos more often? I've seen it done a few times by Karun and KA2 but I can't remember what videos they're in. I've attempted to do it myself a number of times but it's finicky and I don't know how to continue the combo.
  17. Generally using 623D is best for the end of a combo or just used for mix-up. As a point of reference, doing a wall loop with 623D starter is about 120 damage with knockdown at the end of it, so it really kills damage output. 214D doesn't kill it as hard but it does notably reduce damage, and it also means you can't use the D Gekirin later in the combo to extend it. Generally I think it'd be better just to perform 2D 236SK 236D. We've been doing it for years in AC anyway, so it's not a big deal. Speaking of, I'm going to look into doing fS TK 236K 236D combos. Last time I tried it seemed to be the same combos would do about 30 extra damage iirc, which would mean IF you can hitconfirm and do that it's more dangerous...but fS 236D is free and doesn't whiff on shorties so that's fun.
  18. Circ posting via Amadeous. Hi. Yeah c.S > Heat and c.S > f.S > Heat doesn't work now there. It doesn't seem to work in general anymore, just doing it off simple AA confirms, so maybe something was wrong in the frame data? It claims 1 active frame in AC but I've seen the hitboxes and that doesn't add up... Anyway, 6P is a better option, but of course difficult to time. j.S > j.D gives knockdown and is consistent across the board, so when in doubt just do that. To test stagger reduction, generally Slip Recovery Level 2 is considered comparable to good human reactions, Level 3 is perfectly optimal, Level Max is boss AI. Combos off 6K... well, if you really want an interesting combo, there's 6K > 2D > HFB FRC 5K > stuff. FAB does it! You probably won't. Dust combos, you can do 5D homing jump FD j.S, land 2S > Heat for a basic impossible dust option, maybe get c.S > f.S in there depending on how good your timing is. 5D homing jump j.H > j.H > j.H > APB also works. Okay Amadeous here, and I'm going back to playing Jam now.
  19. BnBs/Character Specific Hitconfirms NO CARDS/NO METER Close hit with a normal (6P, 5K, cS, etc) > 5H (3 hits) > 6H, 6P > 5H (3 hits) > 6H, 5K > 2D > 22x Your basic ground string. Builds good damage and meter. Needs to be close to start. Some characters like Ky and I-No you can do another rep. Others like May are hard to rep. Launcher (low jS, 236S~H, CH 236S~S, TK 214K, etc), fS > JC > jS > jP > jS > JC > jD (2 hits) > 214K Basic air ender. Has issues on Ky and Robo-Ky because of how thin they can be. Launcher (low jS, 236S~H, CH 236S~S, TK 214K, etc), fS > JC > jK > jD (2 hits) > 214K, 5P > JC > jS > jP > jS > JC > jD (2 hits) > 214K Works on anyone when you carry them to the corner with the first 214K. On Potemkin it's doable midscreen. Throw, SJC > jD (2 hits) > 214K Basic jump combo from a grab. Doesn't work on lightweights. Throw, SJC > jS > jH > j2K Basic jump combo from a grab, for lightweights. Replace j2K with 236P for throw reset gimmicks. 3 CARDS cS > fS > 236D, 6H > H, dash > 5K > 2H (1 hit) > 6H > H, dash > 5K > 2H (1 hit) > 6H > 236K > 214D, cS > 2H (1 hit) > 623D, 22x Works on everyone but ABA. 6H after 236D can only be done if they're low to the ground. Some characters are harder to get the full loop. cS > fS > 236D, 6H > H, 2H (1 hit) > 6H > 236S~H, SJ j.S > j.H > 236K > 214D, land 623D Better corner combo than the above BnB, but you need height off the wallstick. Doesn't work on Ky/Robo-Ky/Axl, hard to do on Sol/HOS. On heavyweights and Faust you need to use 2 hits of 2H. cS > fS > 236D, 6H, cS > 2H (1 Hit) > 6H > H, dash > 5K > 2H (1 hit) > 6H > 236K > 214D, cS > 2H (1 hit) > 623D, 22x ABA specific combo of the above. Does roughly 200 damage and builds almost as much meter as the non-specific version. cS > fS > 236D, SJ > jS > jH > 236K > 214D, 623D, 22x Universal combo for when they're too high on the stick to catch with 6H. Doing 623D immediately after 214D in the corner makes it possible to put you in the corner behind them, setting up for a Gacho-like mixup. AA j.S JC j. H > 236K > 236D delay 623D, 236S~H, c.S JC j.S > j.P > j.S JC j.H > 236K > 214D Combo for when you get a hitconfirm very high up. Can also land and do the 623D if you're too close to the ground, just make sure you hit with just the last kick if possible Throw, SJ > jS > 623D, dash > 2H (1 hit) > 6H > H > 236D, SJ > jH > 214D > 22x Excellent corner carry from a throw, universal on all cast. Possible to drop the initial jS on medium and heavyweights for easier knockdown. Example video on lightweights. Be sure to space 214D to be one hit for knockdown. Throw, 214D, dash 2H (1 hit) > 6H > H > 236D, 5K > 2H (1 hit) > 6H > 236K > 623D Throw combo that's doable midscreen or corner, but character specific. Works on all cast except Sol, Faust, Justice, and all Lightweight characters. 5D > SJ > FD > jH, 2H (1 hit) > 6H > H > 236D, 5K > 2H (1 hit) > 6H > H, dash > 5K > 2H (1 hit) > 6H > 236K > 214D, (land) 623D, 22x Basic Impossible Dust combo. Rep of the wall loop may be dropped depending on character. 5D > TK 214K, land 2H (1 hit) > 6H > 236K > 236D > 2H (1 hit) > 6H > 236S~H, SJ j.S > j.H > 236K > 214D, land 623D Better Impossible Dust combo. Doesn't work if you're too far from the corner, then you have to do 6H H 236D instead. Gets better damage but sacrifices some meter. IAD 214K, dash 2H (1 hit) > 6H > 236K (delay) 236D, land 623D, 236S~H, c.S JC j.S > j.P > j.S JC j.H > 236K > 214D Corner to corner combo from a corner mixup. Amount of time you have to delay the 236K to 236D varies by character. CH 236S~S OR CH 236S~H, 236S~H, 236S~D > 236D, 2H (1 hit) > 6H > 236S~H, SJ j.S > j.H > 236K > 214D, land 623D High stun damage combo. Pretty much automatically stuns Dizzy or Chipp, will stun anyone else if they have gotten CH once or twice recently. --- To Come: More combos overall, ID, throw combos. Eventually I will try to record all combos in this list for a visual demonstration.
  20. This is the thread for discussing Jam combo theory and finding new combos for the new release of GGACR. Post how to deal with character specific weights and hitboxes, new combo routes you may find, and anything else you can think of that can go in this thread. See next post for list of BnBs and Hitconfirms. --- Her old routes to get to wall loop really don't work since FBPB isn't wallstick anymore. Anything that was ryujin -> charged ryujin still works, but D Ryujin doesn't have nearly as much untechable time so if they're really high up it doesn't work. Wall loops are harder to do it feels. You have to be a lot more consistent and tight with your inputs. How you do your loop also depends on what cards you have. Basic 3 card loop from starting position I've found is like: cS fS 236D land 6H H dash 5K 2H(1) 6H H dash 5K 2H(1) 6H 236K 214D cS 2H(1) 623D Works on everyone but Chipp and A.B.A. I've found so far. Faust also needs to be lower on the wall after ryujin to pick him up with 6H. Chipp you drop a rep of the Wall Loop and just go to 236K 214D etc (It still does more damage than on anyone else, RIP Chipp). ABA specific: cS fS 236D land 6H cS 2H(1) 6H H dash 5K 2H(1) 6H 236K 214D cS 2H(1) 623D (Does about 200 damage on ABA and still gets knockdown so it's still good). You can only do the 236D 6H if they land somewhat low on the wall. It's a LOT higher than you'd think it would be, you basically land then IMMEDIATELY do 6H and your hitbox basically hits the bottom of their hurtbox and you get your bounce and do shit. If they're higher than that you can do sjc jS jH 236K 214D land cS 623D for not nearly as much damage but workable. Without cards you should just be doing her old shit into knockdown/charge card. Sending them high in the air and doing 22D is workable. There's some new stuff out there for sure using 6H ground bounce/special cancel but I don't know if it's optimal... Crossup 236SH is now comboable if you use a D Ryujin. Video of "General BnB with low wall stick": Getting the dashes are very important since if you don't get close enough on the first one you won't be able to get the third rep. Some characters like the Sols or Justice a third rep is needed otherwise they're not falling fast enough and they magically make the 236K whiff (magic). --- Some hitconfirming character specific notes... 2D 236K 236D still works on May and Millia 2D 236D DOES NOT work on Ky, Robo-Ky, Dizzy, Venom and ABA. Maybe more, I'll test. You'll still need to do 2D 236SK 236D like the old days. 6H H 236D DOES NOT work some characters, like Eddie. I'll have to test more. 6H 236D is still available though.
  21. Hi jam Kiske stole Ama's phone great time at casuals this weekend aru
  22. "236S - Don't Get Coc-KY!" "2D - Gimmic-KY" "236236P - Ris-KY Lovers" etc etc Also so I don't double post, I made a short and quick video explaining Impossible Dust for beginners:
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