-reorganizing. (Posted this in case people needed a reference, but not finished reorganizing).
The Mix-Up/Cross-Up Game
For this strategy, we will be looking at the block string, 5c.S, 5f.S, jump cancel into j.HS, land.
This is a pretty basic block string. At any point that you do not instant air dash low enough to execute the j.HS, your string, your pressure, your chance at hitting them end there.
I will list the moves that will lead into big combos before going into the mix-ups/cross-ups.
If for some reason 5c.S hits, that's close Slash, you do 5HS (3 hits) into your whatever ground combo.
If you hit them with 5f.S, most of the time, you are pretty far away to go for the normal ground combo, if you were to go for it, you would have to input 2S into 5HS, but most of the time, it would not connect. So one route you can go is after 5f.S, you go 2S, 2D to keep it simple. From 2D, if you have a charged ryuujin, you can 236S-K, into 236K (charged) into wall combo. Or another option from 5f.S is just TK ryuujin, (2369K).
Mix-Ups
Again, the point of mix-ups is to mix them up. Your opponent can only guess, her stuff is way too fast for most people to react to. So again, plan ahead and anticipate because her stuff is also too fast for most of you to react upon. If you are playing against Jam, reading this will not help you. It's a guessing game unless you have super Asian like reflexes and concentration.
5HS
This is usually started from a blocked 6P.
5HS (1 blocked hit):
5HS (2 blocked hits):
5HS (3 blocked hits):
Roman Cancel Ryuujin
RC Ryuujin (blocked):
->j.S (hits) j.cancel, j.S, j.D/j.HS, 214K, dash, 2S/5K/5S/2P/2K, 2HS, 6HS, HS wall loop.
->j.S (blocked), land throw.
->j.S (blocked), j.HS, 5K (hits), 5HS (3 hits), into whatever combo.
--------------------, 5K (blocked), D (hits do dust combo, blocked end of string).
---------------------------------, 2S, 2D, IAD <insert favorite air attack>.
---------------------------------, 5S, IAD <insert favorite air attack>.
->land 5K (hits), 5HS (3 hits), into whatever combo.
------ 5K (blocked), D.
->land D.
->land throw.
->j.S, 5K, 5S, IAD <insert favorite air attack>.
->j.HS (blocked), Choujin, j.HS.
->Air Dash Choujin Special, j.S/j.HS/D/5K.
->cross up Gekirin/j.HS.
Roman Cancel Houeikyaku
RC Houeikyaku (blocked):
->Air Dash, j.S, j.HS, RC Houeikyaku, 5K
->drop down, 5K (blocked), Dust
-------------------------, 5S, 2S, 2D, IAD
-----------------------------,5D (note: 5D looks like 5f.S that comes after 5c.S)
-------------5K (hit), 5S, 5HS, 236S-D. (note: sometimes you are too far from your opponent, so just do 2S into 2D for a knockdown.
RC Houeikyaku (1 hit):
->6P, 5HS, HS, combo.
Force Roman Cancel Choujin
From Ground:
From 2HS:
From 5HS:
Force Roman Cancel 2 Dust
2D (hits):
2D (blocked):
2D into IAD mixup. Contributed from 1muvwndr
From there you can:
1. 623K for an instant overhead (into combo on some chars),
2. fly a little more for a j.HS crossup,
3. go for gekirin (crossup or not, depends on how far were you when cancelled 2D into IAD),
4. expect that the opponent will stand up to avoid crossups and do:
a) j.K, j.S, j.HS to build up guard meter and possibly break his defence
b) j.HS into choujin or j.2K
5. just bait an AA and FD in the air (like Sol's VV or HOS's SV).
Straight from 1muvwndr (until I do the final reedit):
Side Note: If you land a 2D when you still got momentum from dashing you can cancel it into 623K. Works on every char and if you have a charged ryuujin you can go for it. Thank you for confirming it 1muvwndr.
Wall combo:
After a charged ryuujin wall splat the best option is still 6HS HS since anything else can put the opponent out of the corner. I had a very hard time with this until I found this out. Plus, it has the highest dmg.
Strategy/Play Style: Noobing it Up!
Description: This really isn't anything noob, but whatever...I'm having fun with this post. This is a simplistic style, nothing fancy or flashy.
Requirements to use: Ability to instant air dash, good control of spacing and frcs.
Moves that will never be used outside of combos: 3-kicks, choujin, 236S into anything.
Move of Choice: Here, you will have to decide what to kill your opponent with, I give you either the dust combo, throw or pressure string.
The Attack Patterns
If you choose to attack from the air: You just air dash and FD in the air all the way until you land next to them.
Your Options:
1. You throw them.
2. You throw out 6HS to counter their throw.
3. You 2S.
4. You 5S.
If you picked #1, if your timing is perfect, you will either throw them or both throw and nothing happens, if nothing happens, then the game is reset. If you succeed in throwing them, you can either FRC the throw into wall combo, I believe it's FRC->5S, 2HS (1 or 2 hits), 6HS, HS follow up. If you as next to the wall, you have no time or little time, you can try 5K or 2K into 2HS or 5K or 2K into 2S into 2HS. If you have tension, RC after the HS follow up and dash in for the normal wall combo.
If you decided not to FRC the throw, then jump up, the timing is strict, and you can either do Dust into flame kick or Jumping S into whatever, or whatever air throw combo you want.
If you picked #2, three things will happen, worse case scenario, they instant blocked it or slash backed your move and punished you. In this case, depending on the move speed, if you see the instant block flash or SB flash, you can do the follow up HS and that will push them away from you, or you get punished... either way, that is your only recourse assuming they are good. The second thing that will happen is that they just normal block it, then you have +5 frames of advantage. Fastest move in GG: AC is 3 frames, so gives you +8 frames total! Jam does not have an 8 frame move but she has 7 frame moves, 6 frame moves, 5 frame moves, 4 frame moves and 3 frame moves. The discussion from this point on requires another post.
Lets move on to the third thing that will happen. Your HS hits! If you are noob, just do the HS follow up. So it's a knock down, you can either charge from there, but you are noobing it up so you reset the game and charge in. If you want to be a rock star, after HS, 6P (1 hit), 5HS (3 hits), (now if you have tension, do 236S-D into wall combo), if not, do 6HS, into 6P (1 hit), 5HS (3 hits) At this point, at your second repetition, check your tension and their guard bar, you should have built up enough tension to do a force break, but up to you to decide if it's worth it or not. Since you started the combo out with a 6HS and you landed next to them, it is possible to do 3 repetitions of the ground combo into knock down. Game resets.
If you picked #3, the startup for 2S is 6 frames, I believe a throw startup is 3 frames, so a throw will beat you out, but almost any other move, you will most likely get a counter hit. If they block, both parties will have 0 frames, which you can then follow up with a fast move that will give you frame advantage, for example 2P. 2P will give you +4 frames. You can then follow up with 5S into block string. If 2S connects, you will either see a stagger which is a counter hit or not, but if they stagger away, rush in and combo them. If no stagger and it connects, you can 5HS into your normal ground combo.
If you picked #4, again, either far slash or close slash will come out, both have 6 frames start up so risk of throw applies, close slash give you -6 frames, far slash give you -1 frame, both are jump cancel-able, then you cancel it into your normal block string.
The Mix-Up from the air: So you normally rush in and FD towards them, although it's risky, and they could potentially air throw you, you can mix it up by throwing an occasional jumping HS. If it hits them, and you hit them with the jumping HS low enough to the ground, you can combo them with 6P (1 hit), 5HS (3 hits) etc. If they block it, and you executed it low enough, they should still have a little bit of block stun giving you the initiative. If they instant blocked it and you saw the flash, then prepare to throw or get out of a throw. If they normal block it, you have the option of doing a Choujin (236P) and you are on their opposite side. Of course, there is always a risk of them being able to air throw you. But if you manage to get to their opposite side, you can go for either a jumping S or jumping HS while close to them. The jumping S, if they did not switch over to the other side, will launch them in the air and you can either combo them with jumping HS into 3 kicks or cancel out of jumping S into another jumping S into whatever air combo. If you have robot fingers, it is possible to do j.S->j.HS after you get to the other side of the character with Choujin just so you have a back up in case you do not launch. If you get them with j.HS, then land and 6P into ground combo.
If you chose to attack from the ground:
You have to rush in and instantly stop with FD. Do that a lot to confuse and bait people. Your Options:
1. Spam 236S-S and build meter while hoping for a counter hit.
2. Run back and forth while instantly stopping and when your intuition or whatever gut tells you to, you throw out a max ranged 2S.
3. You run up and throw.
If you chose #1, on block, you get +1 frames of advantage, but you will be spamming this at max range so that does not really matter. If they block, re-space and start spamming again. If you hit them, you will quickly have to judge what you have to do for the follow up. If you counter hit them, and they bounce off the wall, do a 236S-HS, if no wall bounce, then you will have you run up and try for a 2HS or try 236S-HS works too. If you hit them with the 236S-HS, they should bounce off the wall and then you should be close enough to a wall to wall combo them, so depending on distance and where you are, use your best judgment to stick them on the wall.
If you chose #2, if they block, you can follow up with 2D, 5D, 5S into block string or whatever. If it hits, ground combo.
If you chose #3, it's the same as above #1.
Strategy/Play Style: Counter Hunter!
Description: This is Jam getting straight down to business. This style is all about maximizing damage opportunities while being safe. You are basically baiting and waiting for your opponent to make a mistake or throw out something you can punish. You do not rush your opponent down. You wait patiently for them to come towards you.
Requirements to use: God like ability to instant air dash upon seeing an opening, god like control of spacing and instant FD breaking on the ground and FD usage in the air. Ability to judge where your attack needs to be when your opponent is running towards you and you see an opening.
Strategy: You are basically playing very defensive. Depending on your opponent, you need to stay outside of their reach measured by 1 second. Or depending on how good your reaction is. During the stalemate and the baiting, your goal is to build up your meter to at least 25% tension and to get a charged ryuujin. If you have more than 25% tension, say 75%, you can add mix-ups to your game. But no pressure/block strings with this play style.
Moves that kill
Long Range: 236S-S, IAD 214K at max range, so you will be aiming to hit your opponent with the outer edges of 214K.
Long Range Combos:
236S-S (counter hit wall bounce!):
You are totally on the opposite side of the wall:
236S-S (counter hit wall bounce!), 236S-HS, 236S-D, <insert max damage wall combo here>
You are around the center of the battlefield or close to the wall:
236S-S (counter hit wall bounce!), 236S-D, <insert max damage wall combo here>
You are totally on the opposite side of the wall:
IAD 214K (counter hit), 236S-D, charged ryuujin, <insert max damage wall combo here>.
IAD 214K (counter hit), 236S-HS (you can attempt this if no charge card), (236S-S) or (dash, 2HS, 6HS, HS) or (check your tension, 236S-D), <insert max damage wall combo here>.
You are around the center of the battlefield or close to the wall:
IAD 214K (counter hit), 236S-D, <insert max damage wall combo here>.
IAD 214K (counter hit), (2HS, 6HS, HS) or (6HS, HS), <insert max damage wall combo here>.
Mid Range: 2D, 5S (far).
2D (counter hit knockdown), charge.
2D (counter hit knockdown), 236S-K, 236K (card), <insert max damage wall combo here>.
5S (hit confirmed), 2369K, 236K (card), <insert max damage wall combo here>.
Close Range: 2P, 2S.
2S (counter hit stagger), dash in, <insert max damage ground combo here>.
Note: do not go for a knock down right away, do the maximum number of repetitions before knock down.
2P (hit), 5S, <insert max damage ground combo here>.
The Attack Patterns
You have 3.
Tension Builder/Spammer: You spam 236S-S safely away from your opponent by immediately pressing S after 236S. Mix this in with 2S and mix up the distance of your 236S-S. Your goal is to build tension and maybe score a lucky counter hit. If you are feeling brave, you can try to sneak in a charge. Also air dash above your opponent to the other side of the screen. Intentionally air dash over your opponent continuously will build your tension. Anything that increases your tension pulse is good for you.
Counter Hunter: Your attack pattern switches from IAD 236K, 236S-S, and 2D. Ideally you would have a charged ryuujin ready for use. When you do an IAD 236K, you are aiming at the space in front of you and at the very front edge of your opponent, not in the middle of the opponent and you are not doing a cross-up. If the opponent runs forward, there's a chance that he will get counter hit. Same with 236S-S, max range. With 2D, you run up and do a 2D at max range. Any one of those 3 moves hits should lead to a big combo.
Jail Bait: You would be baiting with FD breaking hoping for a whiff or choujin tricks up in the air. If they are in the middle, super jump over them to the opposite side. Spam 2P and 2S. They should be moving, if not, they you gain a lead in tension and should go into mix-ups. If they are moving, there is a chance you can counter hit them. Switch between Counter Hunter and Jail Bait.
Extension:
Strategy/Play Style: Jail Baiter
Strategy: You can be a baiting specialist. Specializing in baiting people to do stupid stuff.
Jail Baiter Attack Patterns:
!Under Construction!
Taking a break.
-Reserved.
Under Construction.
note: Will finish later.
-Reserved.
The Wall Combo
The success rate of your wall combo depends on your ability to judge the situation and keep in mind these factors.
1. Distance you are currently at.
2. Height of the victim that is stuck on the wall.
3. The current hit count thus impacting fall rate and recovery rate.
4. Weight of the opponent or fall speed.
5. Do you have a quarter of the tension bar.
6. The timing of the execution of each move!
7. Is the opponent at the proper height? Too high? Too low?
8. Is there any lag on the TV.
Additional things to consider
1. Are you going for easy wall combo or max damage?
2. Do you want to get a card after the wall combo?
3. Do I want to end my wall combo with a mix-up?
When you do a wall combo, your timing for each move is supremely important because if you mess up, your opponent can tech out of your wall combo or you may not reach the maximum number of repetitions thus loosing out on damage.
For example: Ky is on the corner crouching. You just hit him with a standing Gekirin and he is on fire. Can you combo him? Answer is yes. You can take away half his bar or more depending on your tension.
For no Tension.
214K, 5K, 2HS (1 hit), HS, dash, 5K, 2HS (1 hit), HS, dash, 5K, 2HS (1 hit/2 hits), HS.
At each of those moves, each 5K, each 2HS, the delay of HS follow up can mess up your wall combo and Ky would be able to tech out or you would not be able to make it to the next repetition. Now try the same combo on Dizzy and it is more apparent. On Dizzy, it is harder to use 5K for the initial repetition, I recommend using 2P. After that, the execution of the HS follow up needs to a couple of frames before the last possible moment for the first repetition, but you can get 3 repetitions in.
The 3 Way you will get a Wall Combo.
1. HS follow up to 5HS.
2. Force Break Hyappo Shinshou aka Puff Ball.
3. Ryuujin (Charged).
The Distance
Next to the Wall
HS follow up to 5HS
You have to know the weight of the character, if the character falls slow enough, you can get away with a dash 5K or 2K into 2HS or even do 5K/2K into 2S into 2HS. The timing has to be dead on. If they fall fast, you have to Roman Cancel your HS follow up after it hits and rush in to wall combo.
Note: Will finish later.
reserved
Getting In!!!
It is all pointless if you cannot get in range to attack your opponent.
Requirements
1. Know the max range of all the poking moves and being able to execute at max range.
2. Good control of Instant Air Dashing and FD Breaking on the ground.
3. Know the range of your throw and when you can execute after stopping from a dash.
Methods
1. By Air
2. By Land
By Air
Jam is vulnerable while she is in the air.
Note: will finish later.
Reserved.
Your 3 Seconds to Shine
During the match, at least once, you are going to be attacking and your opponent will be blocking. There is your chance to shine, your chance to break their guard. You will have rounds where you will not lay a finger on your opponent, but hopefully it is not like that for every round. In some matches, you are only given once chance, in this section, lets make that chance the only chance you will need. This section is on.....
Guard Breaking and Frame Traps
There are only 4 ways that you can land a hit and 3 ways to break their guard:
1. They attack and you counter hit them with a normal move obviously. They probably for one reason or another fell into your "frame trap" or they thought they saw an opening to counter attack.
2. You throw.
3. You do a low attack when they are blocking high.
4. You do a high attack when they are blocking low.
Note:finish later
Frame Trapping
Your Moves:Valid unless they instant block or Slash back. These are your openers.
P +3 Frames
K +1 Frame
H +1 Frame
6P +2 Frames
6H +5 Frames
2P +4 Frames
236S-S +1 Frame
236S-H +4 Frame
236S-H (cross-up) +1 Frame
Now lets look at 5K.
note: will finish later.
In order to effectively break your opponent's guard, you will need to know which moves Cancel into what, or basically a Gatling chart.