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Everything posted by Amadeus46Art
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Try doing the 5K as late as you can, literally the instant just before they hit the ground. Sometimes I prefer to use 2K or 2P when that happens.
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Speaking of which St1ckbug, I'm still having trouble looping Dizzy. Every other lightweight character I can do fine, but she messes me up. If she starts out really high and I can catch her with a 2H as she's falling, I can normally run it fine, but if she starts out low then I usually drop it at the second 6H or so. I'm just doing 2H(1) 6H H dash x N, since she's light enough anything in between will cause her to fall out. I'm just wondering if she has a funny hitbox or is even lighter than the rest of the lightweights and that's why I'm having trouble. I'm planning on going into training mode all night tonight to grind for ECT, so I'll have a better explanation then, but if you have any advice I'd love to hear it.
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Right, you'd be surprised how far her 5K reaches. There are times where you really have to reach for the next rep of the loop with her attacks, to the point where it looks like Jam is hardly even touching them with her attacks, but the hitboxes are still valid. A tip in case you ever come across it: just to be sure you don't get 6K instead of 5K when you're dashing, do 66 4K.
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Alright, I'll keep my eyes peeled for updates then. Good to hear it! Once you start to get it down you'll start to realize more how to do it off of different heights and weights, so keep experimenting.
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If you're just going for IK, do CH 236SH or CH 236SS (CH 236S H crossup version is best) 236S D x4, 2H (1) 6H H Stuns most of the cast, just requires 100 meter and a situational setup. If you're have problems with wall loop execution, I really cant help you. It's not exactly frame specific. What part are you having trouble with?
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Not a bad idea. The wall loop is really easy to learn and perform, but you still have to be aware of all the small things that affect it.
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Who are you practicing on? The loop timing varies from character to character. In addition, if you dash too close, they can end up behind you after the 2H...so you want to avoid that. If they're just too high, just omit the 5K all together.
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If they're farther away, or you're against Ky or Robo-Ky: 5S JC j.K j.D j.214K Use that if you want them to tech low to the ground, too. Otherwise, you can use this without a card: 5S JC j.S j.P j.S JC j.D j.214K More damage, forces them to still tech low. If you have a Ryujin card (22K) stocked, 5S JC j.S JC j.S j.H 236K 236K usually works, and leads to big damage.
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um, what combo are you trying to do? The only times you should be doing 5S JC jS is when your opponent is in the air.
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As long as the background hasn't gone to stars, you can jump cancel after a dust. Once the background goes starry, you're under your normal jump cancel rules. If you're having trouble, just do two j.Hs before going to the j.S. It doesn't knock off too much damage and is easier to rely on.
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That means all three hits of her 5H. She does three chops but you can cancel it early, but then the combo won't work.
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First off, nice to see a new Jam player! Try reading the wiki page here for getting started: http://www.dustloop.com/wiki/index.php?title=Jam_Kuradoberi_%28GGAC%29 Secondly, Ryujin is basically going to end your combo unless you have meter to RC it, or you have one of her cards stocked. A CH Ryujin causes wall bounce and you can combo off of that, but it's very risky to use Ryujin to fish for Counter Hits. Instead your base ground combo should be something like... 5K cS 5H(3) 6H xx 6P 5H(3) 6H xx 2D (22x optional) Or, end it with 6H H (22x optional) if you're near the corner, so you'll still be close enough to take advantage of the knockdown, but it gives you a bit more damage and meter. The wiki page has a lot of basic combos to help you get the idea of her combo theory, once you start to understand all of them you should be able to just make up combos mid-match on the fly. Generally you're trying to get into a wall loop as soon as possible, and if not that you're trying to get knockdown to go for oki or charge a card, so keep that in mind when you look for your enders. Also, since you asked about the wall loop, there's a section in the wiki about it, but you can start practicing it by doing this: 236SD 2H(2) 6H H dash 5K 2H(1) 6H H dash 5K 2H(1) 6H H On an opponent like Ky. Different characters have different hitboxes and weights, but that's probably the easiest to do. Versus lightweight characters you can omit the first 5K, but it'll vary depending on your starter and how high they are. Note Sol has a specific loop against him, check the matchup threads for it. Okay, I think that's enough words for now, and I'm sure you can get plenty of information from the wiki page, so hopefully that will help. Good luck, and I hope you have fun playing Guilty Gear! Edit: goddammit st1ckbug you said what I did in like 300 less words
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Okay, got a chance to sit down and absorb the Jam changes, and think about them for a bit. There's not much that changed though, unless the loketest has hidden changes we don't know about yet. I'll assume not for now but we'll see. The change to Jam's 22D forcebreak really doesn't make much of a difference to me. It looks like you just gain all three cards, one of each type as soon as you charge, which is nice but honestly I still don't know if Jam's gonna be using 25% meter for that. Maybe with the change to let you use a charge whenever you want it'll be more useful, but honestly I would've rather preferred they let us just pick 3 cards to charge or made the charge faster. We'll see, and at least now it might get some use. Her charged kicks being on-demand is great though. She didn't get as big changes as other characters but she was already pretty strong and this is kinda a nice buff anyway. Being able to do charged 236K or charged 214K whenever means you could do a basic aircombo into them and go to a wall loop for easy damage, charged 236K has frame 1 invul, while it doesn't last into the active frames could still be useful. Having a charged 214K ready basically makes her gatlings have a huge threat of a really fast overhead coming out at any time. Also I'm pretty sure you could go straight from f.S into charged 236K without any TK motion, making that easier, though I'm not sure if she'd get more damage for it. Charged 623K is actually useful now for more than tacking on a bit of damage and knockdown at the end of a combo since you can actually use the invul on it (17 frames, volcanic viper tier), so the card could be very useful in some matchups (looking at you, May). So all in all it looks like Jam got even easier to play as. Rely on getting your cards a little more and your opponent will be terrified to even get touched. I do think though that she'll still reward playing at a high level and doing harder combos though, unless they changed up her damage a lot. We'll see at the loketests though.
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Not many Jam changes eh? Well it makes 22D much more useful at least, and interesting that you can use the charged cards immediately. I could see her getting more damage now from being able to used charged 236K earlier in combos, and now that you can use them on demand the invul on charged 236K and 623K are actually meaningful! IAD Charged 214K is also probably going to be a really really nasty crossup. So overall, I guess she didn't need many changes. The only reason her matchups are going to change is because they other characters did. Only the first loketest though, I'd rather analyze her final changes.
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Yeah, shame you don't go offline.
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1) Do it till they learn to tech it. Coddling new players does nothing for them. If your opponent can't beat a tactic, why not use it? They could do the same to you if they wanted. 2) Fair enough. I normally just attack until I have the life lead unless it's a large discrepancy, though normally if you have to go AFK mid match it's probably best to just leave the room. 3) Yes. 4) Again, see point one. If your opponent can't punish your tactic of "show no respect", why change tactics? They can learn how to properly block and punish. If you lose to dumb tactics like that it's your own fault, not the guy you're fighting.
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Awesome.
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Mind going into this at all? I don't know Jin period but that just seems like asking a lot for one move, Primer Breaking property and a large + on block, in addition to faster startup. I'm just confused is all.
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Just pointing out that this wouldn't be as big of a deal as you might think it is. I hate to bring up Guilty Gear just after we explained how we're trying to avoid that, but it's where I have my experience. Jam v. Ky is simple enough, where Ky has a long weapon and Jam is obviously a fist-to-fist fighter. Ky's f.S attack doesn't actually extend his hurtbox that much, since the sword has not hurtbox, but it is a very long poke that would be good for keeping Jam out...if Jam didn't have tools that completely shut down this move. Her 236S command dash can rush in under it, and her 6P will actually be invincible through the attack, letting Jam run right in with no fear. Attacks such as Sol's 2S can still shut down her ground game because they use the weapon in such a way that she doesn't have many tools to get past it and into her range, but that's just it. Characters with short ranged normals against characters with long pokes that don't extend their hurtbox can still do well, provided they have the proper tools to get in, and once they're there, stay in.
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[CSE] PSN Match Finder/GG Thread
Amadeus46Art replied to Amadeus46Art's topic in BlazBlue Online Play
Seriously....huh yeah. Feelin' buddy if you think that was a rude post you need to lurk these forums more. You're a new guy I'm just letting you know right now, expect insults.