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About Kjam
- Birthday 10/21/2002
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Louisiana
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Kjam
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lofo reacted to a post in a topic:
[STRIVE] Dizzy ~ Gameplay Discussion Thread
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Kjam started following Kara Throw Tech (2.0) , [STRIVE] Dizzy ~ Gameplay Discussion Thread and How're we feeling about Jam?
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The truth is that Dizzy gets super high reward off of mixups and strike/throw point-blank, she's just not as good at actively doing that stuff as most of the roster. The way you play her is that you make space, zone, convert hits while zoning into workable knockdowns. 23[6S/H] IAD j.H lc 2K > 2D > 214K (Ice Floor pop) is your BnB for getting that kind of oki - if ice spike or anything that confirms into ice spike hits from any range, you can do this route to turn that freeze into a proper 2K > 2D knockdown. From there you set a fish, do c.S OTG, and then do a 9 IAD from c.S jump cancel to cross up the opponent. To not cross up the opponent, do 8 IAD j.H (spacing dependent though). If the fish hits, you can land into a guaranteed c.S, meaning this actually loops (c.S > 2H > 23[6S] > ... ). This playstyle requires more interactions, but it and variations of it (like using 6[H] GC for strike/throw) are actually where her highest reward comes from. K~H fish set in 2.0 especially buffed her oki a ton. TLDR; zone until you can freeze the opponent, then turn that freeze into okizeme. That's how you get your offense going.
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Well, she's not my kind of character but she is definitely quite good I would say. TK BRC is super strong, I just didn't really use card stocking at all (her base strike/throw is insanely good for what it is).
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Lapsiluco reacted to a post in a topic:
How do you do oki vs Baiken?
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As Gio your options are a bit more limited, but like Whatgoat says you would just shimmy her. Your 214S crossup simultaneously acts as a shimmy and a delay to catch parry, which is as close to a Gio-specific option as you will get. You actually can safejump against Baiken, but it's a situation you have to condition for. Doing a safejump but ending in FDC (use faultless defense to cancel the airdash) to condition Baiken to respect safejumps can actually turn this into an RPS. It's risky, but you can do it and Baiken has to respect it. Since her parry doesn't give proper oki anymore, it's not quite as risky as you might think.
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Kjam reacted to a post in a topic:
Kara Throw Tech (2.0)
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H.265 codec. It's how I keep the file size down, but I may need to swap it out. If you are on an up to date browser on a Windows 11 install or MacOS, it should have the codec built-in. Old OSes or mobile might be missing it, or older Windows installs in general
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Status update: WHOAAAAATCHAAAAAAA.mp4
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Kjam reacted to a post in a topic:
Kara Throw Tech (2.0)
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Aransu reacted to a post in a topic:
Kara Throw Tech (2.0)
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As of GGST 2.0, it is possible to perform a kara throw tech OS that theoretically lets you attempt a throw tech and then PRC on whiff (something that is not usually possible as of GGST 2.0). In the below clip, you can see that performing 4/6D + Taunt on the same frame causes Sol to taunt, as Taunt has higher priority than throw in-engine. kara_tech_2.mp4 This is where things get weird: performing this kara cancel bestows one singular frame of throw tech window to the character, allowing them to tech a throw that they ordinarily wouldn't be able to within Taunt. By performing this at the right timing, theoretically it is possible to OS normal throw entirely for a single frame by performing a throw tech kara into taunt and then PRCing the taunt on whiff. kara_tech_1.mp4 Let me reiterate; this applies for one singular frame. To make matters worse, the cancel does not use the usual 2F kara window you would expect from things like kara cancelling Sol's 6S or Potemkin's 6K. You have to press both inputs on the exact same frame or it will fail (either giving the full normal throw and being vulnerable to shimmies, or doing a regular taunt and losing to throws). Whether or not you think this is remotely worthwhile is up to you, but I'd commend you for trying it on defense at the least!
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I got 13/30. This is messed up, man...
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Kjam reacted to a post in a topic:
[WIP] little ball emote guys for all the ball-less characters
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Kjam reacted to a post in a topic:
[WIP] little ball emote guys for all the ball-less characters
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Kjam started following Modest Proposals Regarding the Corner (In GG and Other Fighting Games)
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Are Guilty Gear and Blazblue set in the Same Universe?
Kjam replied to pelletboy's topic in BlazBlue Gameplay
I think from Lucy/Cyberpunk's perspective, it was played off as a dream. From the GG perspective, it was just another Backyard anomaly that Asuka intervened with. Both are plausible for their respective universes, which is how I think it was intended to be perceived. It's one-way canon. -
Queue times are much longer than pre-2.0 and more matches are just silently failing and restarting the queue than before. It's definitely noticeable.
- 4 replies
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- guilty gear
- strive
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Are Guilty Gear and Blazblue set in the Same Universe?
Kjam replied to pelletboy's topic in BlazBlue Gameplay
Pretty much, by whatever means the writers want, they can have characters hop between the game universes and have a "canon" explanation (just look at Lucy in Strive). I wouldn't be surprised if the next mainline ASW fighting game after Strive and Tokon is a BlazBlue/Guilty Gear crossover game based on that premise. -
Are Guilty Gear and Blazblue set in the Same Universe?
Kjam replied to pelletboy's topic in BlazBlue Gameplay
Just stumbled upon this thread 8 years later. Shockingly, as of 2026, technically they are. Of all games that could have clarified it, it was Damon and Baby. So to answer your question, yes and no. They exist alongside one another but are independent universes within a shared reality. Really wack but that's how it is. -
Bossobee reacted to a post in a topic:
Modest Proposals Regarding the Corner (In GG and Other Fighting Games)
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MysticMysticMystic reacted to a post in a topic:
Modest Proposals Regarding the Corner (In GG and Other Fighting Games)
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TarkusLee reacted to a post in a topic:
Modest Proposals Regarding the Corner (In GG and Other Fighting Games)
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Irony aside on this one, I have been working on an indie fighting game in my free time, and one genuine concern I think a lot of developers have now is visual fatigue. A lot of legacy fighting game stages only portray one scene and don't change between rounds or dynamically interact with the actual players much. One mechanic in the draft to help eliminate this is a stage flip attack property. Since this game has a dynamic camera like Tekken or Strive, some sideswap moves (supers, command grabs, etc) will actually rotate the camera 180 degrees around the action. The prior stage background is now behind the camera, and what was behind the camera is the new background. This gives every stage 2 different and visually distinct backgrounds. This solves the visual fatigue that I think ASW is worried about with their stages without actually needing a corner, and functionally does not interfere with gameplay other than the animation for stage-flipping moves needing to be slightly longer to accommodate for the camera spinning around. (Plus it just looks cool lol)
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sanquerosa started following Kjam
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I'm going to say it, I think she is broken. Specifically, TK BRC on her is absolutely busted due to how carded Ryuujin works. You can do c.S jc 66BRC j.K lc 9 j.SHD lc 2K > en236K WB for ludicrous damage on a gapless 50/50. For the low option, you get 2K > 5[D] into full combo (not hitconfirmable but still insanely good) I think since she doesn't need meter as much as most of the cast in neutral and she can spend it on genuinely messed up options when she does get in, she'll do really well in the current meta. Corner Gekirin safejumps like OTG 2H > 214K~6S and meaty safejabs with en236K are also super strong with reversal PRC being dead in the water. I'm going to try and get her to Vanquisher tomorrow by crutching TK BRC, I'll report back here if I make it lol tkbrc.mp4