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1muvwndr

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Everything posted by 1muvwndr

  1. 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.
  2. 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.
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. Ah, OK, sorry for misleading.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. Some of my creations: [
  17. 1. You'll get across a lot of weird stuff playing with Jam. Puffballs hitting backwards, 6HS HS throwing the opponent backwards, charged 236Ks that guess what? throws the opponent backwards... FBPB backwards can be used to stick the opoonent to the wall in some situations, needs practice to recognize those situations. 2. 6H is throw invul all the time. 3. f.S into TK ryuujin is a combo so do it as punisher. Better if you have a charged one in stock. 4. Pros: additional +4 frames to act, tension pulse gain. Cons: don't miss it and there are no cons.
  18. 5K -> 5D Yeah it sucks not having a normal overhead.
  19. 236P FRC: http://www.youtube.com/watch?v=DfrpvVcW13o at 6:40, 7:00, 7:20 Basically it's used for mixups. http://www.youtube.com/watch?v=CD_mpOjiYhI - some more uses, from a combo video Jam's blockstring can't be wrote down, keep in mind that basically any of your pokes has +frames on block but you can get pushed easily out of range by FD. Just one example: dash-in 5K c.S f.S 2D - gives enough time to confirm followups if it's blocked, go for IAD mixups or special cancels. or go for a high/low oki mixup. If it connects, you can go for a charge or if you already got one, do a 236S-K 236K link for a major combo.
  20. 1. Jam can be grabbed from any 236S move (though the FB is kinda hard to grab) 2. HOS - better priority on ground moves & longer range, better antiairs, awesome air-to-air game Slayer - as excellence said but I find him easier than HOS because he's a lot slower 3. when it hits in the corner 4. You can get punished if it's blocked, plus 2D into IAD has more options, some of which are faster and safer than the plain 214K. The downside is that you can get airgrabbed if the opponent expects the IAD.
  21. Sadly, Jam's throw is really not somthing your opponent should fear. The most you can get out of it without guardbar filled is about 110dmg (throw, j.D, 236K, charged 236K into 2 wall loops, on Pot only). I think that's because her 6HS is throw invul and thus she has the upper edge when both players try to throw. I sometimes throw FRC just to get a charge. If you throw FRC -> 2HS 2 hits -> charge, you can still get a decent oki. Or you can just throw FRC -> 2S/c.S 2HS 6HS HS into charge. Oh, btw, on Sol only: throw FRC 2S/c.S 2HS 2hits 6HS f.S j.c j.S j.P J.S j.c j.S j.HS 236K EDIT: on some chars you can wall loop from the airthrow.
  22. They are cautious as long as they are at mid range. At close/far they are pretty much safe against FBPB. A good player will keep this in mind and zone you accordingly. About 2S CH hunting, a good player can mash out of 2S CH stun 2 out of 3 times even at close range. So don't treat 2S CH as a guaranteed combo starter but rather as a tool to put on some pressure. About 623K during opponent's string, it can be done but if you miss, you are pretty much dead. Usually not worth it.
  23. The best way to bait is to do a fast poke that recovers quickly enough so you can block if it misses, or a backdash (because it's invul for a couple of frames). 2P and 5K come to mind as the basic ones, a good timed j.HS does the job well too. Against reversal DP-happy people even just coming close and blocking is enough to bait. IAD back isn't so good. You get out of range, You can get hit out of it. If the opponent didn't bite the bait, you're far away, you dropped a chance to put some pressure on him. Being out of range with Jam is generally a bad idea, especially after a knockdown.
  24. People learned how to play around her. As they learned how to deal with Eddie. SBO08 proves that, nearly all "I'mplayingatoptier" players got blown away by some random not-so-popular chars (May, Bridget, Anji...).
  25. True, but you can turn this to your advantage. If he ate 6HSs so far in the match, he'll have just 2 wakeup options: block or giganter. He's unlikely to risk a PB. So you can just run into him and wait to see what happens. If there's no super freeze, just go for 5K or similar pokes, if there's the super freeze, if you kept running, you push him aweay and get a free combo on him. Or you can simply go for a meaty jump-in. 100% safe vs. everything if done correctly but unlikely to bait a giganter. Oh and btw, if you have a charged ryujin you can go for a meaty 236S-K. If giganter comes out, you cancel it into charged ryujin and get a free 50% life on Pot.
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