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Bluewindz

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Everything posted by Bluewindz

  1. Thanks, those are some great tips. I have been watching videos and I saw many Jam players using this move when their opponent is knocked down in the corner. 236S-P, (air dash past opponent), flame kick or jD. I cannot figure out how to get the flame kick so low or make jam seem like she went off screen. To St1ckBuG: What makes him so dangerous in my opinion is that he has a lot of experience, excellent execution and response, played Jam previously before switching to another new character, plays at EVO level. So...I do not really see him playing defensively. He just pokes and when he hits me with anything...RC/FRC and there goes 50% of my life bar.
  2. How would you guys zone, lets say a Sol player that's really dangerous. I don't know how many times he's gone under me and proceeded to sidewinder loop. I do not have the luxury of baiting this guy. He blocks everything including random FB puffballs. Only thing that's worked so far damage wise is a counter hit with 214K. How would you overcome some of Jam's range issues? I use 2D and 5K. But then with someone like Sol, what are my knockdown options?
  3. With Jam and with the people that I play with. It is more advantageous to be on the offensive. Are there some moves that are not as obvious that can cancel into 2P?
  4. I just came back from a session in Redmond and I got pwned by just about everyone..... I am having trouble getting close to people in the case with Sol and ..Johnny and also once I get close enough, sticking to them. I have received feedback from people saying that I just need to practice some strings as well and the mixups from those strings. Any help or suggestions would be nice. Thanks.
  5. I am just talking about 2D into 236K or 2369K. Not the 2D, 236SK, 236K (charged). I am wondering if the 2D into 236K works on everyone like it does for Millia?
  6. Does 2D, into 236S-K, into charged dragon kick only work for specific characters?
  7. I am currently having troubling consistently IAD low enough to connect with an attack. Sometimes I am just on game. A lot of times, I air dash too high, any tips for that? At the moment, I am also having a hard time after 2D, doing the 236S-K, into charged dragon kick in practice mode. I would get the dragon kick, but the computer would always tech out of the slide first before getting hit with the dragon kick. I guess I am doing it wrong, but I am not sure. Is there a very strict timing after 2D for the input? (kinda wish every character was like Millia, 2D into dragon kick.) I saw on the some jam vids, after knockdown, they 236S- into 236P, air dash towards the wall and flame kick the dude. I am having trouble getting the flame kick to come down low enough, but I guess I am not exactly sure how that setup works. I know the input for the special properties flame kick is when in the air, you input 66214K, but does the 66 have to be inputted or is that part of the air dash? Not exactly sure. What combos after hitting the opponent with j2K? Is there a use for 236S-P? I just get thrown when I use that when the opponent isn't attacking. which is better when you are on the opponent assuming he blocks really well or which one is better for what type of situation in your opinion? #1 5k, S (close), S (far), IAD, jP, jP, jHS, land #2 5k, S (close), 2S, 2D, 236S-S, IAD jHS, land Or how about this one? #1 5k, 2P, dash in 5k, 2P, dash in 5k, 2P dash in throw attempt #1 5k, 2P, dash in 5k, 2P, dash in 5k, S, S, IAD, jhs What to do after you stagger the opponent with 2S? or S(far)? I was wondering what's the official max damage response to those situations? And after a 236S-HS wall bounce, the FB puffball does not always connect?
  8. I know playing Jam, people mostly improvise. But what are some of your favorite openers? Like while running up to them or air dashing towards them? And what are some of Jam's reset options? Stuff to lead into when a move goes in like 5K or jHS. Or when you got them blocking or in the corner.
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