1muvwndr
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About 1muvwndr
- Birthday 07/23/1977
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http://pretep.konzole-slovenija.com/forum
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Location
Koper, Slovenia
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1. Airgrabs are always good. Burst grabs are the best. 2. Mixups? Semi-infinite on Potemkin? 3. Do you mean IAD 236K? IMO it's suicide doing it from IAD. Otherwise it's useful for escaping.
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In X2 6HS was another move alltogether. This loop was not possible. IIRC the best combo was using 2HS and 3 kicks (236K, 623K and 214K) or TK 236K (and 2 kicks more) from f.S.
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I'm doing (in no particular order): - parry&punish obvious strings like Axl 2HS -> 6HS or 2P -> Rensen, Pot's 2K -> 5S, Sol's 6HS -> Bandit Bringer - AA parry, dash-parry - 2D -> charge confirms - 2D -> 236S-K - combos on Sol (if you can do it on him you can do it on anyone ) - mixups, techtrows - random (semi)useless tension/charge burns (i.e. throw, sj.K j.D 214K RC HS 236K charged 236K into wall loop) just for lulz - a little bit of burst cancelling but I'm still too slow X_X
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Don't rely on 5HS and 6HS as a pressure tool. Do more 2P, 2K and 5Ks. Learn TK versions of 236k and 214K if doing them from the ground. They are both faster and 214K can be easily juggled after. After a j./TK 214K connects you have some options for continuing. Dash-in f.S jk j.K j.D 214K works always. Dash-in 2H FBPB 236S-HS into wall loop works if you did the 214K from a pretty low IAD. And learn the combos that work on Sol. His weird hitbox makes him hard-as-hell-to-impossible to juggle normally.
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LOX and Kazu have some matches on Youtube. Kaqn also played some matches with Jam. Check SBO'08 videos, there were quite some great Jam matches by (for me) semi-unknown players.
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It's not a glitch, it's a mechanic of the game like double jump. The 5HS 6HS 6P is called the ground loop/gatling. It's one of the basic combos of Jam. If started from dash (i.e. dash 5K 5S 5HS) it allows 3 repetitions and a knockdown + charge on most characters. I found it useful against Potemkins that are trying to anticipate your IAD and throw out a 6P from mid range. If you just dashed at them your 6P will beat out his and you'll get the ground loop for free.
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Ah, OK, sorry for misleading.
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you need to input parry from a neutral state so it should be 66, n, 46. You release the stick (or pad) and let Jam dash free for a few frames and then input 46.
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Burst baiting. Essentially a mind game. When you start a combo and your opponent has full burst you can guess he'll use it. Instead of doing the usual max damage combo you go for an attack that has good recovery so if the opponent bursts you recover before the burst hits you. If you go for a burst bait you usually sacrifice damage (even the whole combo) to be able to block it. I.E. you nail the opponent to the wall with a FBPB and then go for a 236S-HS. The usual loop would be then 6HS-HS or 2HS-6HS-HS. If you do this and he bursts, you'll get hit. If you want to bait a burst you instead go for a 2S, 5K, 5P or such moves with good recovery so you can block an eventual burst. If you are 100% sure about the burst you can go for a burst grab - you airgrab the opponent in the same moment as he bursts, just like a tech catch. You need a jump-cancellable move and good timing. It's kinda hard to do but possible. A burst grab would be like this: FBPB wall splat, 236S-HS, 5P j.c. [opponent bursts], airthrow. Note that 236S-HS is almost unburstable - you can block if the opponent bursts after being hit by it.
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I already posted them once but they have been removed. I don't know why, though. Anyway, I sent you the links via PM. The vids are horribly long (5 hours in 2 videos) but at least they are complete.
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I watched SBO 08' top 32 videos and there was quite Jam beasting (and in fact i was surprised by the amount of Jams). In fact in the videos I watched most of the teams were Jam-dependent. Either the Jam player wiped out all/most of the opponents or they got wiped out. I.e. KA2s team lost the first two players to the first opponent so KA2 had to make a reverse-OCV. He didn't manage. Similar fate shared all the other teams with Jam inside. Basically that's the reason why Jam got up the tiers - more wins than losses. The japs made quite a show with parry. Slayer players were just owned every time they did a j.HS on Jam. The only match a Jam player cleanly lost was against a Sol.
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1. No, it can be done on the pad too but on the stick is a bit easier. It's still hard though. 2. Someone tested this and it's like this: if both hits come at the exact same moment (=same frame) the normal gets priority over the special move. So if the normal was high and the special was low, you parry both. If both hits are normal/special moves, the game seemingly randomly determines which move has priority. If the hits are not in the same frame you can parry the high (if it came first) and block the low. If the low came in first, you can't parry at all. 3. AFAIK after the FRC you need a couple of frames before you can input an attack. So if you do IAD 236P FRC j.S and no attack came out, you were probably too low.
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If you wall splat the opponent from far (like after a midscreen FBPB or 623K-charged 236K) do a HS puffball. You missed some great opportunuties. Go for some tick throws if the opponent is blocking. And FFS, block on wakeup! You're eating almost all meaties.
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1. You're looking to do the parry in the middle of the dash. It's most useful against projectiles. 2. It means parry the opponent's AA and then take him out of the air. Which move you chose can be dependent on how much time you have. Usually 5P (with follow-up) is the easiest after an AA parry. But sometimes you'd want to go for something nastier, like a 2H into a back hitting FBPB into a wall loop 3. f.S TK Ryujin is a long range punisher. f.S 2D is kinda short range. f.S TK Ryujin is great against Potemkin. 4. Like I said in another thread some months ago, if burst cancelling was easy, Jam would be hands down god tier. 5. Sorry, no experience against Baiken here.
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1. Too much parry will lead the opponent to bait it. On wakeup he'll go for a low meaty, on neutral situations he just needs to delay a bit a move. 2. 623K is fairly good. As it has a frame of invul, you can theoretically get out of all meaty setups. But even mid-range players will adapt to your DP since it has short range and doesn't hit low. Most 2Ks/2Ds will be safe against you. 3. It's better not to get killed in the process. Both techniques have their strong points and their weaknesses. It's up to you to risk. And blocking is not a bad thing to do. It's still the safest option. 4. As Bluewindz said. Tension, spacing, great combo on CH. 5. Hm, used defensively should be to put you out of corner/pressure. It gives you some room to maneuver even if it is blocked. 6. As Bluewindz said.