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Amadeus46Art

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Everything posted by Amadeus46Art

  1. oh gosh all of robo-ky's move names are ky puns not sure if thsi is the best or worst thing
  2. I played against a few people I had trouble with netplay-wise and it feels pretty good. Maybe it's just placebo but the netcode seems better.
  3. Went ahead and recorded a BnB for new players or people trying to figure out Jam combos: http://www.youtube.com/watch?v=hZ3szfbhdm8 3 cards to start with, builds about 50 meter and gives knockdown so 3 cards + 25 meter at the end. 250~ damage on Ky.
  4. Where'd you see IBs are removed? That would be very strange if they weren't in it. Though GG did always have a different IB system from BB and Persona, one where the level of the attack determined the amount of blockstun removed, so I can see them simplifying it.
  5. I'll hop on, would love to try our connection. EDIT: welp, so much for that lol
  6. Yeah she still has problems of lacking any good defensive options but... Fish. Fish makes her turn so much more threatening. She gets many more mixup opportunities with it along with it being more of a threat on neutral. And because of FB spears and autopop bubbles it makes getting in on her much harder anyway. Basically the parts she's lacking in is pretty much covered up by her buffs. Granted, I still don't think she's quite as dumb as AC Eddie or Testament, so there's that...
  7. lol sorry, asked circ and he said it was fine!
  8. Kitsoru, see me later, we need to talk.
  9. iirc he also fought Woki with Robo, if you want to see that too.
  10. I agree with this 100% While FBPB might not be as much of a raw threat as it was in AC, the simple fact is once she gets a 22D off, ANY random hit (or grab, something that she didn't have in AC) will lead into high damage, knockdown, meter to 22D again OR strong okizeme. I believe as of now it's a harder to set up her amazing corner oki from AC, but I have faith that setups will be found. And mind you, FBPB is still very much a threat once she has a Ryujin card, if not moreso. A change to FBPB is giving it one extra frame of invul, meaning now the attack cannot be stuffed after the invul starts. Jam'll probably end up being in the A tier among other strong characters, possibly S, though I don't believe she has anything now that puts her into the "AC Eddie/Testament" tier. She still requires a strong neutral game and fights from a spacing disadvantage against many characters. Although, with ACR, I don't think anyone is AC Eddie/Testament tier.
  11. I'm going to this. Expect me to bring Brandino and Circuitous.
  12. Just in time for ACR right? I realized that not many people seem to have experience with a good A.B.A. player so I'm gonna list some of the basic stuff I stick to when I fight ANY A.B.A. Overall I'd list this matchup as slightly in A.B.A.'s favor, Jam can't make too many risks dashing in period, but if A.B.A.'s in Moroha then any mistake will cost her a knockdown. A.B.A. is a tank and is hard to combo too, but can murder you if she gets her momentum started. Match opening is nothing but risk/rewards, unless you sit there and wait for her to make a move. Doing an IAD Backdash and 22K is a guaranteed card, but MOST A.B.A. players will bloodpack and enter Moroha. It's giving her free tools but it sets you up nice because you've got good distance between you and a card so big damage + knockdown. Still though, giving her free Moroha is scary. Whatever you do at match start, DO NOT IAD dash in at her. All of her match openers that aren't just bloodpack or backdash will stop Jam and give her either free keygrab or bloodpack and give her Moroha anyway. In neutral game, again it's very important to have strong ground footsies. IADing in blindly will get you blown up by one of A.B.A.'s many AMAZING AAs and give her keygrab into Moroha mode or just plain huge damage. Mashing puffball will get you killed by f.S in normal mode or Danzai in Moroha mode. Make her whiff normals and punish her hard for it, being sure to go for knockdown off of any hit if she's in Moroha mode. Defensively you're usually only going to be dealing with her in Moroha mode, but it's important to note that in her normal mode her f.S is a low so you can't parry it. When she is in Moroha though most of her pressure comes in the form of scaring you into thinking you can press a button and frame trapping you, very little is high/low. Because of this, you can parry out of predictable strings and get knockdown in the middle of her pressure, ending it completely and giving you momentum. ALWAYS be sure to FD her 2H too, it gives her amazing frame advantage and you need to be able to push her out so the second hit won't land; she has to FRC if she wants to continue pressure then. Offensively though you have to be sure to confirm every hit into knockdown. Jam has nice long wall loops that you can burn 25 meter at the end of for free knockdown too! A.B.A. should be every bit as scared of you as you are of her when you're playing correctly. Learn to bait Danzai or react to the blockstun and jC into FDing it. If you block it on the ground you can hit her in between the first and second hit, so take your free knockdown. Many A.B.A.s will burst on the third knockdown too so try to bait those. If you've got any further specific information please share it, this is just general guidelines I find when fighting her.
  13. GGs SilentKill/Dehumanizer. Learned a lot about the Eddie Matchup through our set. I still REALLY need to work on parrying Mawaru, it would make getting out of so many situations easier. I can do it in training mode but not a real match; haven't fought enough Eddies to really make use of it. You're Chicago right? I'm thinking me and Brandino will head up there in late August for Chicago Heart 5, hopefully we can meet up offline.
  14. Oh yeah I just remembered something I forget every tournament: I have an unlimited wireless 4G hotspot through my work that I can bring with me so hopefully that'll come in handy for streaming? We'll see.
  15. hey guys bibi said he can fit kirbster into his carry-on for evo kirbster I'll see you at evo
  16. I'm pretty sure that was Dizor's drawing, not mine. He was the one RPing Sin after all. I was Sol.
  17. Someone play me (EC/MW/SE)
  18. I was referring more towards "teching as early as possible is a BAD IDEA in many situations", but if you meant the first part of my post, then teching right/left makes you tech 1f sooner than teching neutral in GG. If there was teching by holding in GG, I'd imaging holding a button but no direction would make you tech ASAP but with a neutral tech, making black beats still possible.
  19. The only problem I see with hold to tech in GG mechanically is that teching back/forward results in teching earlier in GG than teching neutral. In that sense, you could still have black beat combos if they're holding to tech but not teching left or right. I dunno, less a problem and more of something to think about. I agree with Watches though, I'd much rather do manual teching than the "semi-automatic" Persona has. If for no other reason than I've fought his Axl (protip: don't mash tech on Axl).
  20. Keep in mind there are 2 kinds of proration. Most of the time in GG you're running into "first hit" proration, which means the combo's damage is scaled only if that move is used to start the combo. Occasionally you'll see Forced proration, which means if the move is used, even during a combo, the scaling will be applied. Also note that some moves have "positive" proration. For instance, the first hit of Jam's Geki: Saishinhou (236236H) has 150% proration; moves in a combo after it do 1.5x as much damage.
  21. Kaeru is very knowledgeable about Baiken, I would try to contact him.
  22. ...RIP Bibiquadium. Also schedule looks great to me. Can't wait!
  23. Haha, I've tried WC connections before. It's...not pretty.
  24. Is there anyone who's up for GG at 8:30 AM?
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