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Everything posted by St1ckBuG
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After the 2H(2), delay the 6H > 5H.
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Pretty sure the first one (0:34) is IAD Back > 236P FRC > jS
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IAD 214K > jK > jD > 214K > Land> cS/5P > jK > jD > 214K I've been trying to pull this off but I can't seem to get the cS/5P to connect. I've only gotten it to connect while in the corner, but I've seen it done mid screen plenty of times. Are there only certain characters this can be done on, such as Faust/Potemkin? I've seen it done mid screen on Sol, but I'm just totally in the dark right now since they always tech far before they get within reach. I've been told to super-jump instead of just regular jump, but that doesn't seem to work either. Does the IAD 214K have to CH? Can you ignore the cS/5P completely? Some insight would be great.
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Get a stick. Your fingers will love you for it. P.S. - Your game play will be faster on stick, although it will take a while getting used to.
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EX Dust. Black just looks badass.
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Did it work for you?
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Do this input instead: 2D > (Stay at 2) > 36SK > 236K. I feel it has more to do with speed rather then spacing, so basically what atryu said.
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Anyone know who the Jam is in this Video? http://www.youtube.com/watch?v=wXUKwC-JJNM&feature=related Makes Potemkin look like a joke. I would always be very cautious about charging in since I eat heat extends like it's my job. This guy just rushes in and goes to town.
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Let me get this straight so I stop being stupid while playing Potemkin... First off, this Potemkin I play DOESN'T JD, ever. Does this mean I should just stay away until he misses a slidehead? And when he misses a slidehead, how do I punish? 6H?
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Sorry about the wrong inputs, I don't play Sol (and I guess I wasn't paying attention when I did them in practice mode). The Sol I play loves to FRC gunflame. If I land too far away he can out poke me, even when the jH cross-up hits. And you should always parry things you KNOW you can parry. 6P is a much safer alternative.
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The character I've played against most is a Sol, but I don't know if the Sol you play has the same play style as my friend... with that being said: I've learned to run away and wait for a chance to punish, which might not suit your play style, but I've had to force myself to stop being so unsafe and just wait. Sol has 2 overheads: Bandit Bringer (236 > Hold P) and Riot Stomp (214K). 6P beats them both. With Bandit Bringer, the first hit will clash, and the 2nd hit will CH stagger him. Because these are his only 2 overheads, you should be blocking low unless you see one of these coming (and of course Dust). Doing this, GV shouldn't give you any problem. Also, if you end up blocking a GV, 6H > H right afterwards. Practice parrying Bandit Bringer. You can also get a free throw after blocking a Bandit Revolver (236P). His pokes will outreach yours, and he can usually shutdown your ground game with Gunflame (try not to Puffball from far away). You just have to be patient and wait for him to give you an opportunity to attack. Bait his VV's (flaming uppercut). Sol's love to do this on wakeup so just stand/jump over them and FD if you know it's coming. With frame tapping I TRY to do the same thing you do but most of the time it doesn't work out: I'll end up wiffing a 6K or something (bad news). If they're going to block, just go into the ground gatling: 5H > 6H > 6P > 5H > 6H > 5H. After any of the 5H (3 hits) you can throw, given that they're not too far away from you, or get an FD off during the string. Also, sometimes they'll think the string is over after 6H > 5H and try to counter, but your 6P will already be coming out and you get a nice free CH Stagger into a jacked guard bar. Hope some of this helps :D
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WTF effect? Baiting a DP? Matrix fight scene?
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Is it really good for anything?
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What do you guys do after a 2D > 236SK > Charge Ryujin? The wall stick is great, but I can't seem to time anything to keep them the right height on the wall, they're either too high or too low.
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Wow, fast advice. TY all!
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Lately I've been practicing the ground chain, and about 80% of the time I drop the combo halfway through. So, my question is: do you have to start the chain off with a certain move, such as 6H, 6P, or 5H? Does this affect how much hit stun they have before they're able to block again? Mine usually ends up like this: 5H(3) > 6H > dropped combo. Sometimes I can mash 6P and it keeps the combo going, but I doubt this is all luck (or any combos for that matter). There's probably a small frame window when I can input the 6P, but I've been unable to find it so far. Any insight would be great. Edit: Also, does it matter if you start this chain after a 2H CH? Would that affect the hit stun during the combo at all?
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The 214K that makes you go straight down is 2149K, or something like that. There are a couple posts in the Jam forums discussing how to do this. I personally haven't tried it yet, even though I should (since it's really good for corner oki/mixup). I think what you mean is 236P > IAD.214K. The 214K during the IAD will make it go straight down, but I'm pretty sure there is another option to making it go straight down. If you play against him enough you'll get used to his play style, and that in turn will make you a lot better, especially if he's EVO level. You might also want to play safer and start using some hit confirms into FB. In regards to your post in the match-up thread, there's a really good video of a Jam vs HOS on the gamechariot site. http://gamechariot.com/06movie_GGXXAC.html If you look at the bottom section there's a match reading: みお(OR) VS ハマショー(JA) It might be able to show you some stuff, but for most videos I've watched it's almost all the same thing: a mix-up between run>bait>combo or poke>rushdown/combo. I'm no pro at this game, and I've barely been playing it for 3 months. So I'm just telling you what I've learned from playing people in my area, reading the forums, and watching videos. And don't get discouraged if you can't beat someone, because 3/4ths of the game is experience: If you know what they can potentially dish out, that puts you a couple steps ahead. Hope some of this helps.
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Well, when he's knocked down, either block and bait his VV, or back away. Getting there isn't really that hard, and I doubt he blocks absolutely everything you throw out at him. 214K CH's are pretty damn good off an IAD, so work in practice mode with that to see how you can combo off of it. Your movement is key. 6P beats Riot-stomp. And practice your corner loops on Sol, it'll pay off huge in the long run, since his fking hitbox is weird as hell... Does this guy play defensively? What makes him so dangerous?
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To be overly aggressive you either need to already know how the person plays, or have amazing reflexes. You don't have the reach to make up for lost distance fast enough, but you have the speed to switch things up quickly. The only times I feel I can be aggressive is when I have a card of any type since that allows for a better mix-up. Also if the person is in super-block mode I'll either (in no particular order): A). Go in for the throw (I hate her throwing range) B). Throw in a fast j2K for the mix-up C). Dust by accident or D). IAD > jHS over them for the cross-up I used to be overly aggressive and I'd get punished... a lot (and I still do, sadly). I switched to more of a defensive play style, where I'll either bait them or wait for a CH (2S staggers = win). Learn what moves you can punish, but that only really comes form playing lots of different people. A nifty trick is baiting people into IAD > 214K. After landing this they're basically at your mercy and there are a couple things you can do depending how far over them you where when the hit landed: -2H usually hits no matter how far away you were (although if you just clipped them you might have to run up a bit). This can also lead into a corner loop... -Also Dashing under them into a cS can set you up for an air combo Another thing I've been practicing is parrying after getting something HUGE blocked, like 214K. Most of the time you'll get punished right afterwards if whoever you're playing knows that they're doing. There are also some characters you HAVE to play safe against, which brings Slayer and Potemkin to mind... The most important thing with Jam is to be patient. Practice resetting your distance and baiting, it's amazing how fast some people run after you.
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If I were you I would watch videos, you can learn a lot from them. Also, learn what moves cancel into 2P since you get 4 frames on them if it's blocked (but you can also learn this from videos). Also, what are you trying to do to close the distance? Sometimes you have to let them come to you ;O
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Baiting people into a 214K is amazing, but if you use it too much they can punish you for it. After a 214K I usually: Dash > c.S > j.S > j.P. > j.S > JC > j.H > 236K. Also note that you can only do that after a 214K while you're in the air, or in an air-dash, because you won't have enough time to run up near/under them for the c.S if you do it while standing.
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Did you try reading the Zappa match-up thread? Maybe they have questions on how to get around some of Jam's stuff? But yeah, more match-up threads would be cool.
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Isn't it supposed to be 5K?
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Yeah, it's a real pain. Your input has to be perfect and fast. Sometimes when I'm practicing, if I try to input the commands too fast it'll pick up the input as 22S; but if you're too patient with the commands then your 236SK won't keep them up off the high enough that your charged kick connects. This combo has been a pain for me, but I know it'll pay off in the end since it's basically hit confirmation of your charged kick.
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I'm gonna have to say it works on all characters, but for some you have to be the right distance away after the 2D to land the charged kick. I'm pretty sure I did it on Ky the other night, since he's usually my practice dummy.