Bluewindz
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@LearningToPlay: I realized this now after I have been playing Jam for a while. If you are learning Guilty Gear, don't pick Jam as your first character to learn. Jam is for people that really know the game well and they want to change to a character that fits their play style more. Jam does not really...excel at offense or defense..and solely depends on the strength of the player to win matches in higher levels of play. People only say that because they want to put characters in categories that they can understand. I say she does not excel at offense because she does not have a clear advantage when she is attacking. If you look at Sol, when he's attacking and FRCing with gun-flame, yeah, it's clear he has the upper hand when he's attacking. Jam....has limited options to approach someone. Jam will either come at you on the ground...or from the air. Now lets say Jam goes the air approach. 3 things can happen, attacks ending in jumping hard slash, instant air dash into 214K (flame kick where it goes straight down), or air dash and FD in the air and landing.. Ground...2S? 5K? 2K? 236S-S? or FB. Jam has no overhead normals like Millia. You would have to put yourself in the air or dust.. Sure...Jam looks cool on youtube. But it's not because Jam really is...cool..but it's more like..the players making Jam look good. As for CHs, yeah...most of that stuff is random and by chance that the opponent does something and you do something right and that leads to giving you a CH, sure, but you have to be quick enough to react on it. A requirement for playing Jam is the ability to have fast reflexes and the ability to plan ahead at a very fast pace. So...you know...Jam moves pretty fast..well your planning has to be that much faster. Take for example, the burst cancel. After the Ky player uses that big slow lightening bolt thing and it's rushing towards you, (I don't know the name of that move, cuz I'm not a Ky player) you can parry it and then burst cancel through that thing. Input is as following: neutral,4,6,burst (dust + button x), (then u FD) 4+button y+button x. Thus u cancel out of your burst. Your speed has to be that fast.... As for the stick, I had more maneuverability with pad than stick, but you just can't do the advanced commands fast enough on pad where you have to use two fingers or more almost at the same time. A note on Jam's pressure, feel free to disagree or whatever, but Jam's pressure usually lasts about 3-5 seconds and you got 3-5 seconds to land a hit or the opponent gets out. Then it's back to square one. They will FD or jump out of your pressure. A note on Jam's frame traps..what frame traps? You mean the period of time where opponents just block your strings? Or do you mean the period of time where you just build tension? As long as the opponent has his full attention on your character he should be fine. If you go for a tick throw, remember, so can the opponent. Don't think the opponent isn't watching for an opportunity. You are better off going for high-lows, but that's just my opinion. Jam's throw sucks unless you FRC it into wall combo. Then you run into the decision of tension usage, better to spend it on that amazing puff ball? or FRCs? A note on Jam's jumping Hard Slash, if it's not done at the last possible moment, you will get thrown by good players. Even done at the last possible moment, if they instant block, SD, you will still get thrown. Dust mix-ups are fine, but they get blocked by good players since you can see it coming. People say her dust is fast, sure...fast compared to others, but it's still pretty slow compared to her normals. Use it sparely because it will end your pressure there. I do not consider myself a good Jam player, so the community can comment,correct, or inject their own experiences. So once again, don't learn GG with Jam. The initial easy victories with randomness might be fun, but eventually, you will hit a road block where you don't have the experience to carry you forward for a while....Jam is also one of those characters, that you learn last. Why else would the creators of the game give her a parry and give her shitty range? If you can't get in, what's the point?
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You can use 2P or 2S to connect into 6HS->HS. Try it out, it has a higher success rate. This is a hard match for me at the moment. I guess I will go dig in the Sol forums.
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You can sometimes 2D under her fish. One strategy is to do 2S, then immediately cancel it into 2D. So the 2S hits the fish and you trip Dizzy. Or you can sometimes cancel it into 5HS. Jam has air superiority.
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I am just going to throw this out there, but any advice for the match up versus Dizzy?
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One more, what about this http://youtube.com/watch?v=DfrpvVcW13o at 6:39, and basically all of last round of the vid.. I just want to ask if those are the same, or if they have a different input. This is asking for the corner setups ending in 2HS. Greatly appreciated, thanks.
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Anyone know the exact command inputs for the corner setups where after one or two loops, during the 2HS, you do a 236S-P into a 236-P and do the flame kick that kind of goes off screen in the corner. There are several variations to that like with the choujin FRC or air Dust, and if people know it, I would appreciate that as well. I have been trying to replicate that, but it does not come out like what I see on the videos. Sorry if this is a repeat question.
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FB can be thrown if Dizzy is within range. Throwing is risky because you can get hit by the edge of the puffball. Just don't puffball too deep where it is within their throw range. Hit them on the outer edges of the puffball.
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In case people were wondering....and in case there's a good Dizzy player in your area. So...Dizzy is supposed to be at a disadvantage... because all your normals beat all her normals. First of all, if you ever block her Ice Spike and she did not FRC it, you should be able to hit her with a FB puff ball or whatever since it's really bad on block. Like -23 frames. Air Spike disappears if you hit Dizzy. The Axe will stay no matter what. The Fish will disappear if you throw Dizzy. A good Dizzy will throw you out of your 236S motion or just sweep you, so do only 236S-S and FB, unless she is in the air, it's a little more safe to do 236S-H. If you get thrown or knocked down and is facing some sort of scary Dizzy mix-up, you will know it if you see fish being summoned when you are knocked down, you can...see if Dizzy air dashes towards you or is on the ground. If she air dashes towards you, reversal 623K or block.... Blocking is mostly in Dizzy's favor since you will most likely mess it up. Use FD when Dizzy gets too close. You can 1 frame jump into air throw...(maybe not...) but it's way too risky since fish will be out. Most of Dizzy's setups are throw safe, burst safe, and slash back safe. You'll most likely hit the fish, or if you hit Dizzy, you get hit by the fish afterwards and Dizzy recovers. Dizzy has a bigger throw range than you most likely unless you are Potemkin.
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This is for that annoying May. Reason for posting...I got beat by some guy named Mr. Dolphin...Dam that dolphin loop. May's sliding low move 3k, punish it with 2S or whatever if you block it, since it's really bad. Most blocked dolphin attacks are bad for May except the FB one. May is super light so don't use 5k in your jam loop in the beginning. Remember to 2D -> 236K. You don't need the 236S-K when fighting May. Beware of May's throw/dust mix ups. Don't get hit by a dolphin. Well if I am wrong, please feel free to correct me.
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If you can anticipate the drill, you can FB Eddie for a huge combo. Learn the Eddie specific combo, I know there's one that does like..80% or more on the life bar. Make sure to FD in the air. The pet has a few frames of recovery, so keep that in mind when going in for the kill. If you are in the air, keep in mind that you can hit Eddie's stuff as it goes in the air. Like Axl, those things that come up are an extension of his body. So if Eddie blocks or gets hit, his summon goes away. Never stay still in on the ground, always be in the air, while FDing. This keeps Eddie from using his main pressure string that leads to 70% life or more. Have to one frame jump, even if you get hit, being hit in the air with his ground pressure string is better than being on the ground because you can tech out of it. When you are close to Eddie, he can only drill or use moves that push you away, but if you use fast high priority moves, you should create an opening. When approaching and baiting, remember to FD low for the drill. Eddie's FB drill, the first hit...or two..I think one, not sure, but it needs to be blocked low, but afterwards, you can block the rest of the hits standing up, this is useful for preventing Eddie's air follow up. I'll test this when and edit later down the road as to which hits. Make sure to use Burst whenever possible. If you blocked most of Eddie's ground pressure string and you feel like he's ready to throw you, you can actually throw him first because there's small gap. You can try using 236S-P to get to him when he has his pet out or maybe to pass a drill or when he is doing a move, but it's risky if the timing is off since you'll then be thrown or countered.
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Punish slide head with IAD 214K. Using back dash on wake up reversal is an option as well as parry and 623K. You can Counter Hunt with 236S-S if used wisely.
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Learn to parry/IAD whatever his gun-flame since Sol spams it. This is the one match-up where you don't have to air dash low. Also I have found that 236S-S works and IAD-214K works when initiating the attack. You can Air throw VV.
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Well here's my question for the day. How does Jam win against good people? Jam's range is an issue. What are my options against an opponent that knows how to block very well? Up until now, I win with random hits and random puffballs or 2S. So what if I do not get any more random hits? IAD jHS? IAD 214K? IAD jHS runs the risk of getting thrown if it's not timed right.
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Problem is that both Jam and Eddie only needs two combos. One around 65% and a follow up.
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I would also like to add that at a certain point, when both players know what's up. It becomes a spacing game. At that time, just build tension and either dash in and do a max range 2S.
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Starting a thread. Blocking the board is bad for Baiken and good for Jam, question is how to punish... You can 236S under the claw...that pulls you in. Baiken plays defensively so you can get a free charge or two. If they are blocking do not do the 6HS follow up to 5HS, do instead 6K (2 hits) into 2D. It may work better and you will not get countered hopefully.. Please correct me if I am wrong... 214K is good. 2S is good. When you are knocked down, and Baiken does the board move in the air, you can block low I believe... again please correct me if I am wrong. Once you have a few charges due to Baiken playing defensively, keep within dashing distance of 236S and watch for the claw. You can do that without charges. Basically you need to hit Baiken two times without burst to win. Baiken is really...light so be careful not to stick her to the wall too high. I would recommend shorter block strings or moves that causes minimum block stun and going for Counter Hits.
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Jam can FB puffball through the drills. It may or may not trade, but the trade will be heavily in Jam's favor because jam will get hit.. Eddie will get a wall stick and Jam will indeed come in for a combo, mix up if she does not make it in time for the combo. Just use your range to your advantage.
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Please post your tips against Eddie. My tip is FD will push you far enough away from Eddie's setup to break free by back air dashing out of the situation. Teyah's tip is the second hit of the saw (the starter for the annoying mix up) ...can be back dashed... or parried. Also the pet will have some down time so wait for it's attack if it's chasing you before running in to kill it. I use 2D. When the pet is out, run to the corner. Wait for the pet to attack, bait the pet to attack and come towards you. You can either super jump and dash + dragon kick across the other side of the screen making the pet be behind Eddie or dash in and kill the pet with 2D or 2K.
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Any tips for fighting Slayer?
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Starting a new thread where info can be gathered since there was not a thread solely devoted to this topic. About Holy Order Sol: Aka HOS, HOS gets his damage from 4 ways. He will either land a gun blaze, throw you into a wall and do a wall combo, use his charged moves to chip or seriously hurt you, or pressure you into blocking wrong and counter hit you for damage. Good HOS players will charge their meter whenever they can via charge cancel, because it is fast and they can continue to pressure you while still getting some meter. The reason they will take a smaller amount via charge canceling instead of doing a full charge is that they are at risk of being punished and they let off pressure or lose tactical position. They also have a follow up that is like burst during their charge that can repel people except it is red instead of yellow. They are invincible during their burst they get from charging. So HOS players charge cancel because it is safer. There is a difference in charge times, it is much faster to go from level 2 to 3 than it is to level 1 to 2, so that charge cancel also helps mediate the risk from level 1 to 2 until they hit level 2. When playing against HOS, keep in mind which level he is at. [Coming in the future] Refer to the HOS 101 guide in HOS forum, extremely good... Level 1 Moves Level 2 Moves Level 3 Moves Strategy This strategy is solely my opinion based on playing against HOS players. Jam moves faster than HOS which gives Jam the opportunity to run away and re-space. This is important. Pay attention to HOS's tension bar as he can use fafnir which is a low hitting FB move. Before HOS gets 1/4 tension, you can move around and do some 214K or whatever. After 1/4 tension, maintain a space ...where it's far enough away to be safe from fafnir, but close enough to rush in. edit: taken out 214K 2S will be your best friend. 2S beats everything, and if you run in and use it before the HOS player uses his move, it will win, including FB fafnir, and gun blaze! Beware of his flaming uppercut and do air back dash to bait that. Also you do not want to be thrown. A good majority of HOS's damage comes from throw into wall stick into 35-45% combo... Get used to blocking his gun flame on wake up or during one of his pokes. He will go under you towards your other side, that's his cross up, sort of like Jam's 236S-HS when she's up close to the enemy. Master this and you sealed up a big portion of HOS's game. FB puffball is very situation, more likely to hit while HOS is in the air.
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Starting a new thread where info can be gathered since there was not a thread solely devoted to this topic.
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Any advice with frame trapping? I just do 5K into 2P over and over again.... and eventually I try to go for a throw. Is there any other options out there? Although I am not very good at keeping the 5K into 2P going forever, for example, sometimes 6K comes out or I am pushed too far away and the opponent can escape. Any advice? BTW, against Pot, I resorted to using only one tactic.. I run away to the opposite side of the screen by backwards air dash or whatever. I constantly jump or double jump mixing it up so to avoid the pot full screen knockdown, slide head I think the name was... Then I charge up ryuijin whenever I get the chance before Pot gets close or pins me to the wall. Then I randomly wait for Pot to either do a move and dragon kick in while I'm in the air or dragon kick across the screen to escape.. Being in the air and hitting him with the dragon kick was key, every now and then when I feel gutsy, I throw out a 214K but that was it for the entire match... I did not care for tension.. I only cared about the cards or even if I did not have one, I can jump high enough, dragon kick to escape. So.. I did not even try to follow up with a combo after the wall bounce off of dragon kick because if he techs in time, he would be close enough to do his thing. Well the match was funny, it was painful and dam.. I just wanted to share it with everyone LOL! I found an answer to Order Sol and now am having so much more problems with Sol. Order Sol, I just spam 2S, well... I spam a spaced out 2S, it beats everything... and random air backdash into 214K to avoid the flaming uppercut. 2S tracks his gun blaze which is amazing, it hit him out of it, even when he is on the opposite side of me. Sol gives me a hard time because of his constant pressure and his air game. His GV gives me a lot of trouble. How would you gain the initiative when Sol seems to be always on the attack?
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Why is Jam a bad match up for Ky?
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Any tips for Johnny?
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Holy Order Sol, any tips?