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Bluewindz

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Everything posted by Bluewindz

  1. Stopping by to say hi. No one plays LOL anymore? I don't see anyone on ever.
  2. I'm LOLing at this: http://www.youtube.com/watch?v=FrsTE1vpoXM&feature=fvwrel
  3. Depends on your opponents.
  4. I use meter whenever I see an opportunity to deal an extra 3k damage or if it helps me win.
  5. Drive pressure can be good if you are not predictable.
  6. I'm visiting from WA, currently staying in LA. Only staying until Monday night. Anyone up for BB? Let me know.
  7. Spam Rachel's top tier God Hand, God Fork, and God Chair with 5D for safety. God Hand for when they are in the air, God Fork for when they are on the ground, and God Chair for when they are on top of you. Noel can spam drive, but so can you. Rachel's schwartzis bigger than Noel's schwartz.
  8. It hits. Dumb combo, but it hits, got to time it right. Any of the 3 kicks, 236k, 214k, 623k works. You have to do it really fast. Combo strategies? There are combos and there are strategies. For basic combos, go to Flash Metroid's Jam Basics thread. Go through the forums.
  9. Ragna uses 3 main weapons against Noel: Hell's Fang Jumping C 5B/5C If you block Hell's Fang, you can punish Ranga with 5A. It is -4 on block. You have a small window to execute this. 3C goes under Hell's Fang. Jumping C - You can 6A it, but Ragna will use max range. Then you cannot do anything except IB. 3C goes under 5B and can go under 5C if they don't see it coming. Ragna tends to dash towards you often, a well timed 3C will turn the tide. Also a well timed 2D against his low poke will give you a free combo. You are hoping to see Hell's Fang as there are only a few options after that, Throw attempt, Rapid, or the follow up. Ragna's gains the advantage by training players to keep blocking his seemingly safe strings. If you see an opening, 5A or IB into 5A to stop the pressure. When you get launched into the air, and Ragna is finishing his uppercut chain, get ready to throw break in the air. Also, if he picks you up from the ground a second time, get ready to tech neutral and block a high low mixup. Feel free to correct me if I am wrong on some parts. I am not 100% on this.
  10. Jin mistakes against Noel: 1. Launching a projectile when Noel is within 3C range. 3C if he does this. 2. Doing the Ice Car follow up. 3. Blocking too much You can go under Jin's 5D with Noel's 3C if you do it around the same time. Check to see if your opponent favors using Jin's uppercuts. If he does, next time you knock him down, run towards him and block/instant stop outside of throw range. Noel's 6A can beat Jin's 5D from my experience. I literally see the animation, like the blue circle that summons the dragon head. I'm not 100% on this. Be careful of 5D into ice car, if blocked, into charged uppercut, (the one that cost meter). Like normally, they Rapid Cancel the blocked ice car. I got hit with that lol. Noel's strategy should be to be above Jin when he's in the air because Jin's swirly air attack does not hit above. That's ideal, but just catching him with jumping B when he's high enough to not see you coming from below would also work. When approaching Jin from the ground, you want to be right above Jin's 5D with j.B or just outside of it. To get out of Jin's pressure, when you are being combo'ed, do not tech to either side. Tech neutral and fortress him out to jump out of any corner or fortress in the air. Cracking Jin's defense will be based on your distance and his recovery from moves. Jin's first line of defense is his projectiles, ground and the 25% meter projectile and his outer drive (2D), the ice pillar from the ground. As soon as you are within 3C range and out of Jin's 5D range on the ground, you have reached his 2nd defense, his Drive attacks and far uppercut. You just need to block and inch forward to get him within your 5B range. His final defense is his high hitting uppercut or to jump away and ice car to the other side. Jin only has enough time to either use his first line and final line of defense, or his 2nd line. If you see him use his 2nd line of defense, or 3rd line, you have a good chance of hitting him with the exception of his uppercut that hits horizontally. He has enough time, if he uses that while you are outside of it's range to use it again before you get to him.
  11. As a Noel player, I hate this matchup more than Nu players. Trust me. This thread should not exist lol.
  12. Anyone here play on XBox Live?
  13. Hi Wolf Pup TK, I'm going to piggyback on excelence and recommend that you go through the threads and read everything. When you get towards the more recent post, you will have gained a lot of insight on how Jam is played and what areas you should work on. When you have mastered the basics, I believe my thread can give you some ideas on playstyles. If you have a question on strats etc, post it there. I've been playing more of BB recently. @excelence: I noticed Noel on your signature. I also play Noel. Wonder if Jam players lean towards Noel. lol.
  14. I agree with you that it's risky. But it's just an option for the player if they can react to a situation.
  15. IAD 236K is good when your opponent judges the distance of your IAD and is just outside of your attack range, the 236K done while IAD extends the dash a little bit. You won't go flying across the screen.
  16. On http://www.youtube.com/watch?v=YQAVmBw38Z0: 0:36 - Finish your combo with FBPB or continue it with another rep and end with 6HS. 0:45 - 6HS(ch) continue with 6P into wall combo. 0:57 - after 5D, 3xj.HS, jS,jP,jS,jc,jS,JHS,236K. Aim for max damage whenever you can when you hit.
  17. Could you share the link to the vids?
  18. I have been told that apparently, Jam has moved up to 3rd in tier in Japan. As for the exact reason, I cannot say because I have been playing BB. Can anyone confirm as to what has changed?
  19. My Answers 1. Lets talk about theory fighting for one second. If Jam can parry everything and escape throws, that would be the perfect Jam. No one can safely attack you or throw you. Now normally, most people cannot parry every move on reaction. Human reflexes are not normally that fast or responsive without intensive training. A better way is to memorize block strings and parry the slowest moves. You would just look at a block string's frame data and block the one with the slowest start up taking into the account of your block stun. A successful parry can lead to a full combo, but a failed parry can be pretty bad. It is a double edged sword stacked in Jam's favor if used correctly. This allows Jam to turn a defensive situation into an offensive situation. Two immediate examples that come to mind is while you are blocking Eddie's and Dizzy's block string. Feels like you are stuck blocking waiting for a move that will eventually hit you. Or you can IB and Parry. 2. Jame's DP is a good move on wake up. It is more than likely that you are not doing it during the frame that Jam has invincibility when you wake up. If you do it correctly, you will see the words reversal displayed. Usually people call moves a DP because of it's good priority and invincibility. For Pot, you can DP only if you know you will get the timing down on that exact frame. Otherwise, you are better of back dashing or blocking. You can even wake up parry if you wanted to try it out. Also DP works better against certain moves, but for Pot, it is better to use defensive options. Also the seemingly Pot unblockable wake up, where he uses his super, the shield, and slide heads, you need to parry the shield and block. That is your only option for wake up. 3. If you can successfully parry, it can lead to a full combo, so I would prefer parry, if I had a choice. Otherwise, DP. 4. The 236S-S puffball is +1 on block, I believe. If it hits, you can go into your wall combo. It makes people play defensively because it could be a FBPB. You can sort of spam it to build tension. 5. You can use it if it seems like you are dashing into trouble. The presence of 25% tension in your bar should make people play more safely and choose safer options which gives you an advantage. If they do not, then they do not respect your play and they are not afraid of you. Then you have not made them fear the puff ball. 6. One use is tension build up. Another is mind games and analyzing the situation and seeing how your opponent will react. KA2 can also be baiting.
  20. If you went for the wall loop and your opponent falls pretty fast, hopefully you can get at least two wall splats (do not remember the limit off of FRC throw), but then you can do a corner mixup. I think there is about 4 or 5+ variations off of choujin and lots of other things you can do. To name some stuff: 1. flame kick (hits front) 2. flame kick (hits back) 3. Jumping Dust 4. land 5k 5. land throw As for the amount of repetitions of loops, a lot has to do with the timing of your inputs. I think the factor is after your 6HS, how fast can you input your dash into your next move. Also each successful or unsuccessful fast input adds or takes away from the amount of repetitions you can do. Like if you were slow on your initial input of your wall loop, you may only be able to do one more, or vice versa, you could do two more repetitions. Also the 20-30 extra damage is situational. If your opponent is close to death, then it is absolutely worth it. Burn your entire tension bar if you have to if you are within kill range.
  21. That's hilarious!! I don't play as much as I did back then, and kind of looking forward to BlazBlue, but I will get back into playing Jam and see what I can find. Maybe I'll find out that Jam is really low tier lol or requires something ridiculous like 0 frame timing. @JamLegs, which state are you in? BTW: I have some time to pivot some data this weekend so I can come up with a punish list for characters, if I can only do 2 or 3, which characters should I pull data from to analyze? I always wanted to do a block-string analysis for jam lol. Maybe this weekend...
  22. I haven't been keeping up with GG as much as I like to. Here's my question, has Jam won a major tournament? If not, then why not in your opinion?
  23. By now, GGAC is getting to be an old game. Over the months, people have found counters for characters and developed ways to take down top tier characters. The tier rankings have changed a little bit over time. One tier ranking change that surprised me was Slayer dropping in tier. Nevertheless, Jam remains near the top. Over time, you realize that Jam has many play styles, but really only has one correct play style for each opponent. This is because your opponent really only has one play style when they are facing Jam. Depending on character: 1. Play keep away/hit and run. 2. Try to get first hit and hopes Jam blocks all the way. . 3. Take advantage of Jam's short range. As long as Jam plays at her own pace/rhythm, Jam can find openings. Eddie - aka Mr. Top Tier Eddie usually backs away from the start or tries to hit you first. Try to stay on the ground as much as possible until you have 1/4 tension, for air FD. The magic distance where you want maintain at all times is just in front of his short drill distance. From there, you can TK ryujinn if you see a drill. Eddie should not be attacking you in the air because you have more options for him when you are on the ground. Jumping slash or 623K. Eddie players try to hit you before summoning his pet if all possible. If you are ever blocking, just FD block to get out of his block string. Should Eddie ever summon his pet before he hits you and you are within that magic distance, you can punish him. Killing the pet is always an option. A quick move cancel chain is just 6P, 2S, 2D. So whether you hit Eddie or the pet first does not matter. Eddie wins by getting you to block. As long as you do not get caught him one of his block strings, you have a higher chance of winning. Eddie builds up your guard bar and does his high low mix up and fuzzy block scenarios. As long as you maintain your distance, not too far but not too close, you would pose a creditable amount of threat while maintaining your safety. If this match goes well, you should catch Eddie off guard and keep him from summoning while putting him in a corner. Potemkin - aka Fat hit box Pot users usually think Jam is an easy win because Jam is a close range fighter and they can Pot Buster Jam. For this match up, Pot only really has 3 options to get Jam. 1. Attack from the air - worse option for Pot 2. Slide Head - very annoying 3. Hammerfall - hope this is what Pot chooses 1. If Pot attacks from the air, you basically try to air dash under him and spam jumping slash. What you are hoping, is Pot does is his butt attack where you will answer with two jumping slashes. The first will clash and the second will hit him and you can continue with an air combo. 2. When Pot uses Slide Head, he is pretty much committed to the move, you can back dash it or be in the air and counter. Pot will only use this move, besides you being knocked down, is when you are just short of air dash range. If you are within air dash range, you hit him with IAD 214K for a free combo. 3. Why I say this is what you hope Pot chooses is because almost every ground fast normal can be chained into something equally fast. ei: Pot Hammerfalls, you 6P, 2S, 2D. When Pot plays defensive, he wants you to attack so he can Hammerfall you. Expect it. I recommend charging cards to increase your threat. Pot will try to Slide Head you when you land from the air, keep that in mind and use additional moves to stay in the air longer. When Pot is blocking, watch if one knee is down or if two knees are down, one means he is blocking high and two means he is blocking low. If Pot knocks you down, you have 75% tension, and you see him doing Slide Head, wake up dragon punch FRC into big combo. Besides blocking on wake up, back dashing or parry. This is one match where I might run the clock out because Pot's potential to Pot Buster after instant block. Puffballs are not really safe. I suggest counter-hit hunting and abusing Pot's big hit box. His moves really expand his already big hit box. Testament Testament really has one option from the start of the round. He should not try to attack right from the start of the round, but if he does, if Jam counters his initial attack, Jam has a high change of winning. Testament attacking before laying down traps is taking a gambit. In a normal match, Testament distances himself and lays traps. You must never jump so high as to lose sight of Testament. This match, you are watching for webs, and trees. Him setting webs are obvious, remember, if he sets his 3rd web up, his first web disappears. For trees, you will see his coat lift up subtly like a wind blowing up from underneath him. If you hit Testament, his trees will disappear. So basically disarm his traps. If you are ever caught in his block string, exe beast and him attacking you on both sides, you really have to instant block the exe beast so you can hit him or just instant block his attacks. Other than that, just FBPB though if you see an opening. Careful of warrant, if he is cornered, you may want to try for a throw once he has no traps out. If you are caught by his warrant, try to parry it. If the match goes right for Jam, you will see a progression towards a corner with Jam slowly disarming Testament's traps and zoning him to keep him in a corner. Sol, Order Sol, Ky These guys have a certain pattern that, with time, you will start to see. Then they are pretty easy. Be patient, watch for the openings and punish. Some openings are 1-2 frames, your eyes may not be able to see it in time, but with time, your fingers will react. Practice parrying their big moves. Dizzy Dizzy also has pattern that you will see over time. Summon summon summon... Keep in mind that Dizzy has a summon cycle, or she can only summon so many things at a time. She will eventually run out of things to summon for a short time period. Usually when that happens, Dizzy IAD towards you. During that time is one of the openings (easiest one to describe). Another opening is when Dizzy summons her fish, usually it attacks twice, if you can get past the first attack and not have to worry about the second attack, you may mess up Dizzy's pattern.
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