-
Posts
24 -
Joined
-
Last visited
About Kjam
- Birthday 10/21/2002
Contact
-
Discord
kjam_
Other Info
-
Location
Louisiana
-
Steam
Kjam
Recent Profile Visitors
110 profile views
-
suletta reacted to a post in a topic:
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
-
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
Kjam replied to kosmos badgirl's topic in BlazBlue Gameplay
That's the thing, since that port released they have messed with the source code for the PC port. They added the button check feature and re-enabled Team Battle as an example. I think it was just a huge missed opportunity - it's the only western release that actually got those tracks ever afaik. -
lofo reacted to a post in a topic:
[STRIVE] Dizzy ~ Gameplay Discussion Thread
-
[WIP] little ball emote guys for all the ball-less characters
Kjam replied to Bossobee's topic in Zepp Museum
If you could do a Unika ball I would greatly appreciate it, my signature is a GGST Vanquisher tracker and I'm missing her These look great though! -
Kjam started following Kara Throw Tech (2.0) , [CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion , [STRIVE] Dizzy ~ Gameplay Discussion Thread and 1 other
-
[CF] Blazblue CENTRAL FICTION: News and Gameplay Discussion
Kjam replied to kosmos badgirl's topic in BlazBlue Gameplay
There is one singular cool port thing ASW did for the Switch, and that is that the Switch version of +R has a Korean OST toggle. Why isn't that on the Steam version?????? -
It depends on the matchup. For a character like Bedman or Leo that can have trouble getting close to you, zoning is viable. For the majority of the roster though, either they have varied enough movement (May has a ton of options to approach at variable timings, Chipp is Chipp), strong counterpoking options (Johnny can get a guaranteed K Mist Finer upon blocking ice spike if he is in range, Happy Chaos is Happy Chaos), or simply have such high reward when they do get in that it's a gamble to try and keep them out. You would be better off taking advantage of your knockdown just because of how massive the reward is if the opponent guesses wrong. If you do feel like you want to zone, the most important use of meter for you to learn is arguably 214S 66FRRC 23[6S/H]. Any poke, including normal hit 6P, can send the opponent fullscreen into a freeze off of this. With microdash 214H after, this oftentimes even leads to a wallbreak to let you loop resources. Super super super strong, definitely worth incorporating and can also lead into the aforementioned IAD j.H lc 2K > 2D stuff. Dizzy's post-stage shift options are actually quite strong in this scenario, but even if they weren't, her mixups are fully meterless. Sucessfully performing them will generate enough meter to always super wallbreak, and in many cases will also let you close out the round with Gamma Ray.
-
lofo reacted to a post in a topic:
[STRIVE] Dizzy ~ Gameplay Discussion Thread
-
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.
-
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).
-
Lapsiluco reacted to a post in a topic:
How do you do oki vs Baiken?
-
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.
-
Kjam reacted to a post in a topic:
Kara Throw Tech (2.0)
-
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
-
Status update: WHOAAAAATCHAAAAAAA.mp4
-
Kjam reacted to a post in a topic:
Kara Throw Tech (2.0)
-
Aransu reacted to a post in a topic:
Kara Throw Tech (2.0)
-
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!
-
I got 13/30. This is messed up, man...
-
Kjam reacted to a post in a topic:
[WIP] little ball emote guys for all the ball-less characters
-
Kjam reacted to a post in a topic:
[WIP] little ball emote guys for all the ball-less characters
-
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
-
- guilty gear
- strive
-
(and 1 more)
Tagged with:
-
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.