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Zenmetsu

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  1. 3) Actually, yeah, I thought about it for a while and what I said earlier about horse was a very one dimensional way of looking at the move. Instead I should have pointed out the mistakes I see Robo Ky players make when using this move. Some of these should be obvious but I still see it too often. Probably just a habit RK players have a hard time dropping because it works better in other match ups: - After a non-CH Robo Dash connects, RK should not use Horse as Jam wakes up to get back closer to her. Should be obvious but I still see it happen. D: If you want to close distance, cancel the tension charge earlier and dash in. - During a pressure string after RK gets pushed back too far, be conservative with how often you use Horse to get back in. Jam might be specifically waiting for it. - Be careful with using Horse point blank as Jam wakes up. OS parry beats your bait throw. But yeah, Horse can still be used in other situations like to clip her if you suspect her to jump out of pressure or if you know it will beat out something she's about to throw out. I guess it just comes down to this move being high risk, high reward. Take note that Jam's 236S+K can only cancel into one of her three kicks if she has that kick charged. Without a card or RC, 236S+K is unsafe + punishable on block unless done from max distance (think of it like Ky's Stun Dipper, but his is unsafe on IB). If she does 236S+K after 2D and she doesn't have tension or a card, it will be the end of her pressure string. If Jam has card when 236S+K is blocked, then she has the option to wait a second and cancel into charged kick for a high risk/high reward mind game. If she goes for this high risk strategy, your best option is to remain blocking low or use a move that keeps him in crouching position because the charged kick will whiff completely. I don't think the video shows anything cheap about the move, though. The first time he got hit by it just lead to bad bursting. Jam has to commit when baiting after 236S+K. Had he not bursted he would have been free to tech backwards safely. In a case where Jam isn't baiting, the most reliable time to burst is after eating the charged kick. Dogura basically did the worst thing he could do in that particular round. The next time he got hit by it was as the end of that same round, when Jam has no tension or card. Had he just blocked it he would have still had a chance to survive. It's a decent move but I don't know if I'd go as far as to say it's cheap. Understand its properties and you will have an easier time dealing with it.
  2. Hey guys. I play Jam so I don't know the specifics of Robo Ky as a character but I do feel like I know the JA vs RO match-up well enough to give some advice on this. Feel free to correct me if anything seems wrong because I'm not an advocate on Robo Ky. With that said, I believe Robo Ky's best offensive opener is f.S. I notice that I get CHed out of all of Jam's usual offensive openers except for her 214K or 236S+P>Throw. His 6P is also not a bad opener but this one makes you a little more committed because if Jam high IADs over you, you will get CH into a combo that ends in card charge for Jam. I don't suggest opening with 2HS too often unless you know she's going to empty jump forward because whiffing this move is the worst thing you can do. Obviously the safest thing for both characters to do is play it safe by taking a defensive opening, which doesn't sound like a bad idea for either of the characters considering their limited options. Jam's IAD 214K is one of her slowest activating air-to-ground moves. Thus, if she does it mid-pressure off of a ground string to try and cross you up, you will have ample time to use 5P to CH her out of it. The other universal option is to air throw her. If you learn how to react to her IADs, you will have more control of this match. But on the other hand if you cannot stop her IADs then she will have the luxury to steamroll over you. Learn how to stop it and condition the Jam player to stay put on the ground. However, do not try to guess when she is going to IAD off of her ground string. Jam also has the option to end her ground strings in 236S>S or even worse 236S>D so if you jump up going for the air throw you will get clipped by this and the rest is history. It's imperative that you learn how to react to it and not just guess. Some of her common JC into IAD moves are her S and 2D so try looking for the IAD after that. For starters, if you have a hard time 5Ping her out of her IAD 214K or air throwing, try uppercutting when you have 50% meter. This will at least get you started on practicing to react to her IADs. And hey, learning how to airthrow people out of everything is a very handy skill that can be applied to any match-up. One thing I can't stress enough is don't use 2HS from mid-distance or closer unless you can FRC it. The previous post mentioned this but I'm going to reiterate this again because it I see this mistake too often with Robo Ky players. The only way you can AA her with this is if you anticipate long before she even IADs. But the thing is that a good Jam has no reason to leave the ground when Robo Ky is at the optimal range for a physic 2HS, and if your guess is wrong and you don't have an FRC Jam will kill you. I guarantee it she will kill you, even without tension. But feel free to use it if Jam is high up in the air because like all other characters there is nothing she can do about it except dodge or FD it. Airthrowing her out of her IAD is a much safer and cleaner way to dealing with IADs. When Jam is grounded, Robo Dash is risky. Not only does she have the universal option of double jump>drop>combo but she can also parry it. The FRC can lead to mind games if she goes for the parry but just don't get too greedy with Robo Dashing because anybody can see it coming from a mile away. Moreover, do not abuse the Horse. If you use it from far away then she has enough time to throw out a 6P. Even if you use it point blank she still has enough time to parry it. Both options can potentially lead to a wallstick combo. Not being able to use it randomly or even during a pressure string when you get pushed back too far kinda defeats the purpose of this move, but unfortunately you have to deal with this limitation in this match up. I suppose it's still safe to use if Jam tries to jump out of your pressure string, or if she's already in blockstun from a missile (again, defeats the point, unless you are specifically using it to close distance while in Det. Super.) Robo Ky with 50% meter will shut down a lot of Jam's options. The previous poster mentioned that uppercut super is the only reliable thing that will beat Jam's FB. Well, a lot of Jam players who do not understand that there are actually risks involved with her FB will confidently use it even from 3/4 of the screen away hoping for an easy way to close distance and potentially score a hit. You SHOULD be able to see something like this coming, especially if you sense that the Jam is playing mindlessly, so if you have meter you run towards where you expect the FB to activate and you DP that scrub Jam at point blank range. It is like playing chicken with Jam in a Hummer but Robo Ky is in a Big Rig. Fortunately for you, Big Rig > Hummer. It might sound crazy but you gotta go for it if you feel that FB coming. It is one of the few offensive answers to random puff ball FB and if you can condition Jam into stopping it, then you will have more control of that match. Let her know that you're not going to put up with cheesy FBing. Alternatively, you can just let her do it and make her waste tension but this will relinquish some control over to her since you'll be forced to play conservatively and defensively. You let your own playstyle decide which route you take with this one. I seriously suggest you learn how to counter FB with super though, so that at least you have it at your disposal. About missed uppercuts on wakeup. More often than not if you are uppercutting on wakeup with Robo Ky, it is because you have over 50% tension. This way, even if the uppercut is blocked or whiffed you can still F/RC it to remain safe. About 95% of the time I see Robo Ky add a j.S afterwards to catch the opponent off guard because the prospects of a CH j.S is enticing. Take note that Jam has the option to parry this. Now I'm not saying don't uppercut, but plan out your uppercuts so you don't put yourself into a bad situation. Oki games. Level 2 + 3 ground missiles on wake up might sound safe at first, but Jam can Burst Cancel right through it. If you know your opponent can do it, then you might want to stick with meaty 5K>5K>... instead. If she doesn't have Burst or doesn't BC then feel free to use missiles. If you don't understand the properties of BC, the crash course is that Jam cannot BC if she doesn't have a Burst, but she can do it as many times as she wants as long as she has a Burst. She needs to parry something, cancel into Burst, then cancel Burst in to FD, which will grant her all the invincibility frames of a Burst. There are enough invul. frames for her to run right past your missiles. Otherwise, once you have her in missile blockstun you can treat her like any other character. Just remember that 5K is not a bad option. Only difference is that you have to deal with her DP. Switching topics a little bit, Jam can also 6HS (throw invul.) your command throw so you best be real tricky with it. Random tidbits. Standing on the other side of the screen on a mat and waiting for Jam to rush in isn't a bad idea. A well-timed f.S will beat a lot of Jam's fast pokes if she approaches from the ground with a normal move. This will CH and lead to a knockdown. His 2K works sometimes too but in my experience it is slightly unreliable when dealing with Jam's 2S but it's still worth mentioning. If she air dashes in, then use the aforementioned 5P/airthrow/uppercut. When Jam knocks you down and charges a card, try not to retaliate with 2K. Closing the distance with a low that moves forward might seem tempting but 6HS will CH you every time. While Jam's pressuring you, IBing is just as much an important factor to winning as with any other match up. With proper spacing, instant blocking Jam's air dash j.P>j.P>*n pressure in the air will allow you to air throw her between the punches. This is true for all characters, not just Robo Ky. Jam's 6HS and 5HS is absolute IB bait. If you instant block her 6HS or the last hit of her 5HS with 50% meter, you can go directly into uppercut super. So as you can see, when Robo Ky has tension he doesn't have to deal with neither her puff ball FB, or her 5HS/6HS pressure strings. All of these things are easier said than done and I'll agree that JA vs RO is slightly in Jam's favor but it's far from impossible. It is a matter of learning how to shut down some integral parts of Jam's games. Summary: 1) Learn how to anti-air via 5P/air throw/super uppercut. 2) No empty 2HS when Jam is grounded. Move is awful. 3) No horse. Move is parry bait. 4) Robo Ky super uppercut > Jam FB. 5) If you are only going to IB two things, make it Jam's 5HS (last hit) and 6HS. Hi Stormlocke!
  3. A fourth of the footage is missing because they're on Phaethon's camcorder. Adam and I are going to meet up with him on Saturday so the plan is to grab the videos then. Sorry about the delay, the bad tracking, and the desynced sound.
  4. Can you explain to me why you think Baiken is 4.5:5.5 in your opinion?
  5. After the wallstick you get from FB ball, immediately do 236S>HS so that the opponent will bounce off the wall and come towards you after they get hit. You have to time the HS a little depending on where you are relative to the wall. If you're kinda close, then you have to tap HS very quickly. If you're relatively further away, then you delay the HS a little so that the hitbox of the ball will connect correctly. If you're too close and if the opponent is not stuck high enough on the wall then there isn't enough space or time for you to do 236S>HS so it won't work. This video illustrates the basics of this link: http://youtube.com/watch?v=UUG__ej_s70 I know it works on May because her tripping sprite is huge and also because I've done it before in the past. I haven't tried it on Millia but I wouldn't be surprised if it worked on her because like May you can connect 2D>236K on her plus she's light. I can also imagine it working on Faust just because he's so floaty and maybe others such as Ino but don't quote me on this because I haven't verified it.
  6. I don't know if there's any special setup, but it's definitely possible. All I can say is that your IAD off of the 2D has to be as low as possible and quick as possible. How quickly you do the 623K input depends on the distance between you and the opponent after the 2D connects. Obviously, the deeper you were when the 2D connected the faster you have to do 623K. If you're too far away when you tripped the opponent (like if you hit them with the tip of your foot) then there's no way to connect the 623K because the distance apart is too wide. The 2D doesn't have to be CH but if it is, then it makes it a whole lot easier.
  7. Dashbreak (cancel your dash with FD) when approaching from the ground to avoid eating the mat at the last second, or purposely jump into them and instant block them in the air. Remember that you get another jump if you IB the mat, so you'll still have mobility options afterwards if you choose to do this. Sometimes it's better to purposely block the mat because it'll put you closer to Baiken for your next approach. In most situations, Baiken isn't guaranteed a follow up pressure string after you block one of her back dash mats unless she FRCs it or if you're really deep, so you can simply rush in and block them every once in a while without worry. Baiken can't do it forever so eventually you'll find a way in (and if she does do it forever then charge a card). If you can find a way to sneak in directly under her before the mat comes out, you can j.S her, or do f.S on the ground if she's low enough. There's a small blind spot between Baiken and the mat so use that to your advantage. Otherwise you shouldn't throw out an attack if the mat is already out because you're going to get CHed every time.
  8. Yeah, IAD623K isn't going to beat any uppercut head-on. You're going to have to exploit hit-boxes in order for it to do so, and even then the timing and spacing are very strict. The majority of the cast's 6P can cleanly beat out IAD623K, so it shouldn't be used as an anti-6P either. There's barely any invincibility and the only thing going for it is that it activates immediately. A charged IAD623K can beat or at the very least clash with Sol's VV when used head-on. Back in Slash I could use Jam's IAD DP as a viable option to beating wakeup uppercuts when I had a card; however, Jam has lost this tool in AC now that cards are stored. Like ryoko pointed out, it's now merely a cross-up move (and a better version than in previous installments because of increased untechable time). At the same time, it's also a less reliable DP snuffer so I wouldn't recommend frequent use of it for this purpose.
  9. Well, I'm a Jam player, and I've played a variety of different Johnnys and I live with a Johnny player too, so let me just start off by saying that tossing numbers and frame data isn't too important for this specific situation. In the end, the only thing that matters is how deep Jam did her IAD 214K and if you IBed or not. Those two things are going to determine whether you can successfully slip a 2HS in the pressure or not. If she does it too deep and if you IBed, then that's a free throw attempt for you because she's in massive recovery. If she does it at max distance, then this would be a good time to consider 2HS'ing. Also, try not to use his 5K as a pressure stopper for this situation. You'll find that it's not as reliable when Jam starts doing more than just 5King after landing. 2HS is a better rush stopper in my opinion. Just remember that the only drawback is that Jam can parry this if she expects it. However, as a Johnny player try not to get into situations where Jam is IAD 214King you. Johnny is one of the better characters at keeping Jam out. 6P obviously stops low IAD attempts, and Johnny's 5P also happens to be good at dealing with IAD, jump-ins, and also handles Jam's obscure cross-ups automatically. If Jam mistimes her 214K on your wakeup even by a few frames, Johnny has enough time and airthrow range to throw her out of her 214K (the motion is just 7+HS). Also, if Jam tries to IAD 214K you on your wakeup in the corner, you can backdash it in most cases because that move isn't meaty, and Johnny's got a decent backdash. Some other random Johnny vs Jam tips: If Jam is running towards you and if you're expecting her to throw out a generic normal poke (like max distance 2D, 2S, 5K, 6P), Johnny's 2HS, 5HS, and even f.5S are all very good at CHing her. Throwing out Johnny's 6P when you're both on the ground will either lose or at best clash with Jam's 6P, and it will lose to 2D no question so I never see Johnny players have much luck with that (it's strictly for anti-air). If you think Jam's going to 2D, then Johnny's 6HS is extremely effective, and it leads into all kinds of follow up combos if you're willing to take that risk. If you time all your Johnny pokes right, you'll soon find out that Jam's only answer for her ground game is to either running parry all your mid moves, dash brake and backdash your moves and punish, or wait for tension. (Just keep in mind that Johnny's 2HS and 5HS, although great rushdown stoppers, are only active for a few frames so it's very easy for Jam with her fast backdash to dodge these and punish... this is where you start poking with 2D).
  10. Testament only gets difficult to deal with once you give him time to set traps and if he has crow mark on you. And this will inevitably happen after you get thrown or sometime after he just finished comboing you. I think the biggest factor in being able to consistently beat Testament is whether you can safely deal with his zoning ability or not. For example, disarm trees by super jumping towards them, and then IADing back. SJ and IAD completely over them if it's safe. If there are air webs, I either use j.D or j.S to disable them. Sometimes you'll be able to take out a few nets and trees all in one shot, and other times it's going to be a multi-step process. In any case, you're going to have to do this while staying out of Testament's 6HS, j.D, and air throw range, and try not to jump in the air unless you have tension for your drop back down. To get rid of ground webs, I use 5S and 5P. 5P recovers really fast but you have to get closer to set the webs off. 5S covers more distance and has similar range to 6P when setting webs off but it recovers faster than 6P so I prefer using that. And I guess it goes without saying but do all of this without getting clipped by one of Testament's pokes. Knowing when is a good time to throw out a move is something that you'll develop through experience. Like everyone said, patience is pretty important. Don't panic when you have the crow on you, or if you're poisoned. You might be wanting to get a hit in asap to get those status effects off of you, but you can't rush in, especially when he has traps all over the place. Dash braking is essential against the crow. Usually I'll first find a way to throw Testament before getting a hit in when he has status effects on me. When Testament doesn't have anything out, all he has is 6K, 5P, and 2HS with its random invul properties. And don't predictably IAD too low from midscreen because 6HS will clip you. Otherwise he's got a lot of blind spots that you can take advantage of (basically where his 6K range ends and 6HS range starts). On your wakeup, if he placed a net over you, then that is a really good opportunity to BC through it, or just parry without the BC into throw if Testament did it kinda late and deep.
  11. On Baiken you can do Ground Combo>2D>236S+K>236K.
  12. Exactly what I wanted. Thanks a lot Zero. :D
  13. I saw this really good May combo video a long time ago with a pretty good song. I don't have the video anymore but I remember the song's name was "POISON" (they showed the title of the song and the artist's name half way through the video). What I don't remember is the artist's name, so if anybody knows who it is (or could take a screenshot of the title/artist's name in that part of the video) it'd be awesome. Getting the kanji of the artist's name would be enough.
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