Ryzol
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Everything posted by Ryzol
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Thanks a lot. I thought you couldn't parry during a blockstring, because you had to start from neutral? Also, is parrying better than instablock? I play against Ky, Testament, Slayer, and Potemkin the most.
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How do you do 2P > 6P without getting 236P?
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Who has style that is easy to understand, effective and has very few bad habits? They may not be the best Jam, but they have a very good understanding of the basics.
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22 K/S/H gives you a card. Then in certain situations you can cancel a special into 236K with the K, 214K with the S card, or 623K with the H card.
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Thanks a lot. Who else has weapons that don't extend their hitboxes? What are bad habits to avoid doing with Jam? Both execution and strategy mistakes. I only play with scrubs so I don't have anyone to tell me I'm doing it wrong. What types of moves should I try and parry, and when should I block instead (assuming the move can be blocked high)? Can you parry crossups?
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Thanks for the info. How do I get in on people? It seems that every character has more range than Jam. I kinda get in by timing a FB puffball through their attacks, but it's not reliable. Other times I try to IAD, but I get punished for it a lot. I have the most trouble getting in against rushdown characters like Slayer and Sol, because they have good options up close. So, when I'm halfway to Jam's optimal range I'm already in their killzone. At least zoners lose options as Jam gets closer, but Slayer gains options! I really don't know what to do. I end up blocking a lot until they do something stupid, but I know that won't work against better people, and it doesn't really work against the crappy people I play with (not that I'm any good). Also, what's the first wall loop I should learn?
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If I have the Ryuujin card, what is the easiest or safest way to try and land it?
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I might be wrong on this, but I think that cards allow Jam to cancel any special into a charge card special. I know for certain that if you have the the Ryuujin card you can do 236K -> 236K. Ryuujin card is the card you get from 22K. If you 1 of each card then you can cancel into any of her charge card specials. Also charge card specials cancel into themselves if you have enough cards. That is her parry. Basically you start from neutral or forward, move back then hold forward. If they attack you right as you do that you will parry any move that can be blocked high. This creates an opportunity to counter attack. If you did it correctly there will be a green circle. Looking at the frame data might help explain it. If you don't understand the frame data notation look here: http://dustloop.com/guides/ggac/data/conv.html
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Got a variety of misc. questions. Thanks in advance. What are some simple tech traps with Jam? Is there a good tech trap setup from her throw? If I get a wallbounce from either 236S~S or 236K what are some good follow ups? If I have a charge card K can I negative edge from 236K~236K? If I knock someone far away is it faster to run or to use her command dash? Which of her ground normals has the most range?
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Wouldn't this make I-No A tier? She has good mixups and oki right?
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What are Baiken's bad matchups?
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Thanks for the explanation. Let's say I set my opponent up with a frame trap and connect with a move like P, 6P, K, or 2S. What are some simple hitconfirmable comboes that begin with any of those moves?
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Is this a real combo Throw, hj.D, 214K, or a tech trap? If it's a combo, who is it easy and hard to connect on? Do any of the comboes listed in the OP not register as comboes as far as the in game "combo counter" is concerned?
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Can someone explain conceptually frametraps to me? I understand frame advantage/disadvantage, but not what the goal of frametraps are. Also, I saw a SF video that said you cannot throw people when they are in blockstun. Is this true for GGAC? How do I know if I am doing an IAD as fast as possible, or if I am a few frames slow? Is there anyway to see the hitboxes of certain moves?
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I was actually going to ask about this myself. So the 6P is a link, what about the 2D? Also, when a move cancels or gatlings into another move when in the move can you cancel into another move? For example if you look at P in the frame data 3 frames startup, 3 frames active, 4 frames recovery. Which of those frames can you gatling cancel? Also, is this a correct interpretation of throwing out P without canceling it? frames 1-3 startup 4-6 hitbox 7-10 recovery?
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I was trying to look up jam's corner loop, so I did a search for "loop" (without the quotes) and it returned 0 results. Search settings were as follows: search entire posts find threads with at least 0 replies find posts from any date and newer sort results by relevancy in descending order show results as posts search in forums - Jam do not search in child forums This post is in the Jam forum and contains the word loop, so if nothing else the search should have returned this post instead of no results, but it returned no results.
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That's what I have and it's pretty decent. I don't know what the parts are though, but it feels sturdy enough. I've been using it casually for a few months and no problems with it. It felt like a pos at first, but that was b/c I wasn't used to a stick at all.
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Thanks for the tips everyone. I've settled on A.B.A because she has BIG DAMAGE, and seems more complicated than Slayer with her extra resource management. Plus I like hitting people with a key :p
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Why did you make a Slash cab, instead of an Accent Core one? Just curious.
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So, I've been playing around with various characters and watching videos and I still don't know who I want to main. It's gotten worse, I've added characters! It's hard choosing a main with so many fun characters. There are so many characters that fit similar play styles, yet have subtle differences between them. In practice, what are the differences b/t Order-Sol's charge system and Jam's Cards? What about Anji's Guard points, vs. Jam's parries, vs. Baiken's crap? Then there's the bazillion different projectiles, but I think I have an okay idea how those work b/c it's very visible how much space a projectile controls. I've decided that I don't want an all or nothing type character who either wins brutally or dies having basically never touched the opponent. I think some of the characters I'm considering maining fit this description, but this is just a list of who I currently enjoy playing: A.B.AAnji MitoBridgetDizzyI-NoMayMillia RageOrder-SolPotemkinRobo-KyVenomZappa I think if I was going to be more realistic about a main I'd limit it to (in no order): Millia RageVenomRobo-KyI-NoAnji MitoBridget I might do that, but May's voice is a tad annoying. Idk, I might pick a character at random, or choose based off of graphics.
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That's it! Thank you.
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I came across this Bridget combo video where at the end of the video Ky dusts Bridget, and Ky places all these orbs, which Bridget dodges. It was really cool, and I've looked for the video, but I can't find it. Does anyone know what I'm talking about?
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how do you choose a main? Normally this isn't a problem for me, but in GG I like almost every character. I'm not entirely sure how to go about tiebreaking. I've played the game some and watched a lot of online videos. However, that still leaves me with many characters to choose from. So, I might be able to eliminate a few characters off of matchups. What I'd like to know is how many bad matchups these characters have, how many are 3-7 or worse, and who the 3-7 matchups are against (I really dislike matchups 3-7 or worse). I've read most of the matchup forums, but they rarely give ratings. A.B.AAnji MitoAxl LowBridgetChippDizzyI-NoMayMillia RageRobo-KyVenomZappa I'm leaning towards Venom, but the other characters are fun too!
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When you pause the game and look at the move list, what do the different colors mean? Also, what is the different between a slashback and an instant block? They both have precise timing, and the inputs are very similar. I read the guide description, but don't get the difference.
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What are the differences between all of her discs? I don't get why she has so many. Also I've seen videos where people summon her orb and then make it move around. How do you do that? I think that move is called Sacred Garden.