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Jam Kuradoberi Skype Group
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The purpose of this thread is to explain and find new information regarding Jam's parry in Xrd. It's very different from the older games, being a true special move and having a followup, along with quite a few other notable mechanics that are very important to her gameplay, but are not inherently obvious. As Xrd Revelator is still in Japan only, this information is untested and relies on information from players in Japan. Please post any new information regarding Jam's parry that is found here. PARRYING Parrying is done by a 46 input. However, players have found that holding 4 and pressing 6 during blockstrings does not give her a parry. In which case, they have said it's better to think of it as a 546 input. So it should feel similar to AC/ACR parry. Because it is not a 546 input however, it does lead to Parries coming out even when doing dash brake, if you don't dash brake with [1] rather than [4], along with other small maneuvers. So that's something to keep in mind. FOLLOW-UP After inputting 46, Jam can press the P button to unleash a 4-Frame punch that leads to a lot of hitstun on counter hit. She can do this regardless if the parry catches an attack or not; it is also the only attack she can directly do out of a parry. Afterwards, she can either press the P or K button for different attacks. 46PP is similar to her AC 6HH, without wallstick, but giving her hard knockdown in most situations. It also will work regardless if 46P counter hits or not. 46PK is a slow upwards axe kick that launches the opponent straight upwards for combos. However, 46PK will ONLY combo if 46P was a counterhit. It's also important to note that 46P does NOT autocorrect if you parry a move that crosses up; Jam will attack the wrong way as the opponent lands behind her. In addition, 46P is heavily unsafe on block, being very easy to punish. To make up for this, she can still do 46PP or 46PK even on block, with 46PK being only -4, but the startup on the K followup is so great that she can be hit out of it between the blocked 46P and the K followup. Jam can fish for a CH with 46PP or try to be safe with 46PK, but it's rather obvious that you'd not want to be in this situation to start. THE ANIMATION After inputting 46, Jam will catch all mid and high attacks for 8 frames. During this time, she cannot tech throws and cannot block low at all. On frame 9, she is able to cancel into the P followup, but if the player chooses to not press the P button afterwards, she is in the animation for another 24 frames. TWO DIFFERENT VERSIONS This is where Jam's parry gets a bit confusing. Because she can attack with the followup even when Parry does not catch anything, and she can special cancel into it, she actually has two different versions of the 46 Parry. The cases are: -46 from neutral -46 as a special cancel from an attack The latter case is easier to understand: After pressing 46, Jam will catch mids and highs for frames 1-8, and on frame 9-24 she can follow-up into the P attack. Jam has no other options in this scenario. When parrying from neutral, such as IBing an attack and parrying their next strike, gets a bit more interesting. Again, Jam will catch mids and highs for frames 1-8, but she has several options on frame 9: -P followup -Move right/left -Crouch -FD It is important to note however, that while she can FD on frame 9, simply doing 46 FD P will still result in a P followup from the parry. However, this means that while parrying may seem to have a large whiff animation, it is only during the frames where she can catch an attack that she is truly defenseless to lows and throws. On frame 9 she becomes able to move, jump, or block low if needed. IN SUMMARY -Parry is done as a 46 input, but you can't hold 4 and press 6 out of a blockstring. -After inputting 46, Jam catches mids and highs for the next 8 frames. On frame 9, she can followup. -The only attack she can do out of it is a special move, that she can then cancel into one of two other special moves. She can do this regardless if she catches an attack or not. -46PP is hard knockdown, 46PK sets up combos. 46PK ONLY works on Counter Hit or Air Hit -46P is unsafe against crossups and safejumps. 46PK is safer on block, but can be hit in between the attacks. -If she special cancels into a Parry, she can ONLY do 46P. -If she does Parry in any other situation, she is able to move, crouch, jump, FD, or go into 46P starting on frame 9. More information is being dug up on this move and I'll add to this post as it is found. Please use this thread for any official news of parry uses, or situations in which it is useful. It's very different from the GGXX series, so please assume nothing will work in a similar way.
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GunFrame - available for Android and iOS (Updated: 1/22)
Amadeus46Art replied to AnBi2199's topic in Guilty Gear General
AnBi, thank you for making the +R version, just a minor frame data fix I want to note for Jam's 22D: Charge completes on frame 20, not 5. In AC+R 1.0 it was frame 5, but they nerfed it going to 1.1 during arcades. I recorded at 60 FPS to check for myself. There's likely other small changes like this, as the mook for AC+R is from 1.0, not 1.1, but this is the one I'm aware of. Thanks. EDIT: actually looking through it, I can go through and double check more numbers. Jam has a Guts rating of 3, not 1. I imagine if you want to push an update you'll want to do a lot more than just one character, so I can get something compiled if you want?- 90 replies
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As much as I would love this and think that players should go to other character forums to discuss matchups, how would you logistically do this in a way that's easy to read and navigate? The most I could think of is making the Matchup threads as they are now into links to one thread for both forums. However that's a lot of information to sort through as well. Doesn't help much when you main X character and only see discussion of why character y punishes them.
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I feel like if there's one type of "discussion" thread that we need, it's a matchup discussion thread. I'll admit, I haven't checked most of the Matchup forums, but the complaint I've always heard is they're barren and out of date. This isn't really too surprising; if you're expecting one or two moderators to run a matchup thread, chances are they won't have information on the 20-30 matchups whatever game has. It's unreasonable to expect otherwise. Then, when a thread has no info in it, people are hesitant to post (for reasons already discussed, I don't want to get into that), and a large amount of the Matchup subforum goes to waste. I feel each character board needs a matchup discussion general. Players can post small bits of information and pose questions relating to any matchup. The moderators can then, ideally, find and test the relevant tech, and add it to the main matchup threads for archival. I'd test this on the Jam forums, but I think it'd be better to try it on a more active game :p
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[3/28/15] Buckeye Airdasher Circuit - Cincinnati, OH
Amadeus46Art replied to Circuitous's topic in Archive
Do you have a Twitter? Hit me up @amadeous4446 and we'll try to figure something out- 13 replies
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- Guilty Gear
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Talk to @silmerion on twitter, it's his place and I don't wanna throw the address out lol.
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Leo's not gonna be in the same tier as Ram, Millia, or Sin for sure. His damage isn't as high as Sol or Sin's and his main way to keep people from mashing during resets is very high risk for middling reward. He can't dominate neutral like other characters so once you get in you HAVE to go ham and reset them to death, calling out every option they try to do. Maybe we'll figure out some strong hitconfirms into big combos but for now his damage output is average at best, made up for in standing resets. Like I said, if his fS and 2S were one attack level higher he'd be WAY better. His parry I've seen compared to Jam's a lot but it's just completely inaccurate. They're actually complete opposites when it comes to the parry mechanic.
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Dont think you're gonna be able to zone too effectively with his projectiles. S version has no distance and H is really long startup. In fact I'm mostly wondering how Leo gets in to start his buttons. His dash isn't the best but dash 5K is really good for covering distance. His jump arc is basically o-sol's but without the fast dash speed (and threat of o-sol's jH) it doesn't really do much for him? He's much faster in BT stance but of course he can't block during it so it's risky.
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I can try to test that tonight, but tmk May's 5K lost it's throw invul so I wouldn't be surprised. 2D might be throw invul as well? Oh, that reminds me. I tested 2D RC to see if you can get dumb overheads, but he's still grounded during it. So no, you can't get dumb overheads.
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Yeah, tested it last night against Potemkin Buster. It's VERY throw invul.
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Some stuff I found in training mode last night, dunno if it's been posted: Dash FD forward throw is REALLY good. Leo slides forward and has a big throw range, plus puts you into BT with knockdown. Use it! Combo into rekka into stance change then a reset seems to be his gameplan. Dash 5K cS 5H 236S 236H (this is the part where you reset them) sK sS sH sS 236S 236H 214S does a total of about 240 on Sin. You can finish your rekka to make them not expect the reset or do sD if you think they'll mash. 6K is fully throw invul and special cancellable. Trying to RC after doing fS>P or 5H>P gives you a PRC so it's really no good lol. 6H can link to 5P. I did 6H 5P 5K fS 2D, but I'm sure there's more practical applications. You can YRC jD at two different points. YRCing it early drops Leo straight down. You can YRC it later and get a turbo fall like Millia has though for a dirty high/low. cS jc jK combos on taller characters but really doesn't have much use. Might be able to set up fuzzy blockstrings with this though. jD seems surprisingly safe? Waiting for frame data though. sH sS combos seem spacing specific. Link worked fine in Sin at all ranges but I had to be close to Slayer to get it to link. Biggest wish right now is that fS and 2S were an attack level higher. Being able to combo to 5H or rekka from them would be AMAZING. Gonna play offline with scene tonight, should get some decent notes from that. EDIT: something I forgot. His s214H literally just ABA's old move. Don't block or block low and you get launched, block high and you get staggered. Can still probably blitz it or super armor through it. Unlike ABA though, Leo can't get his projectile to force them to block and make them get hit.
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Northeast Championship XV Anniversary in Philly. Home of Anime
Amadeus46Art replied to eric's topic in Archive
Will bring PS3+Monitor with AC+R. Maaaaaaaaaaaaaaybe Xrd if I remember and have time to download it. -
She's about the same as what she was in AC only does more damage now is the reason I got when I asked Ruu the same question.
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People freaking out that "oh my GOD guys not every detail in a fighting game story mode is canon!" Well no duh, GG plots were made in a time before "true endings" and story modes were fleshed out in fighting games. With Xrd they'll have to expand on the story the old fashioned way: pick a few events from previous games that they like the most, make those "canon", and carry on. Reminder that EVERYONE's ending happened in GG1, but canon events only include Sol killing Justice, and Kliff's death, with everyone else going through their character development on their own, and in GGX Jam was able to claim the bounty on Dizzy despite in Johnny's story mode the two never meet, and Johnny immediately agrees to adopt Dizzy into the Jellyfish Crew. Xrd will be no different, a few things here and there will be ignored as a canon string of events is woven.
