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1muvwndr

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Everything posted by 1muvwndr

  1. Well, it's again purely situational. Sometimes you'll want to do it because it's the safest way to get close and if your opponent tries something dumb... On the other hand some chars can punish you out of FB. Well, quite a lot of them if they are expecting FBPB (various reversals, some really low 2Ds, various moves with weird properties).
  2. Parry is performed neutral-back-forward and it's window is 4 frames (I think). Take a look at some of the prevous posts, it's somewhat explained. Against Pot: your 6HS is unthrowable (no PBs), use it against Potemkin. Keep jumping, don't stay on the ground. You can risk a charge when he's at the other end of the screen. Use short strings, keep him guessing whether you'll do a 6HS or not. Against Testament: sorry very few experience but try not to let him build his fortress of nets & trees. Learn how to break them. EXE beasts (forward and back) are nasty, try being in the air. Against Venom: Dark Angel is arguably the best overdrive in the game. If the V player does it right, it's up to you not to get killed by it. If he misses the timing, superjump is your good friend. Against Eddie: Try to block this attack because if he doesn't FRC it, he's dead meat. He eats Jam's combos like no other. Charging a card is purely situational though I think it's always the best to have a charged ryujin in the sleeve. But sometimes it's the best not to charge and go for the pressure. There are very few situations that let you charge a card and still get oki.
  3. Be aware that parrying doesn't necessarily put you at an advantage. Some strings require multiple consecutive parries (you can't punish someone mashing 5P). Also, someone doing a perfect meaty jump-in is also not punishable after a parry. Parry is most effective at stopping moves that have a high blockstun( Sol's Bandit Bringer,Axl's 6HS...). The easiest parry is wakeup parry. Very good players do perfect guard into parry (again, not all strings can be interrupted with this). @excelence 4. j.2K has good frames only after 1st hit (on hit only), 2nd and following leave you quite open, you cannot attack afterwards without risking getting thrown. You can jump away though. j.2K RC on hit can be continued by quite some stuff (i.e. j.2K RC, land, c.S, 5HS, 236S-K, charged 236K into 1-2 wall loops + charge from mid to 3-4 screen).
  4. Well, using a RC to avoid eating a combo is kinda situational. If you can afford to lose life, I'd rather save tension for oki (either a DAA or FD). If you cannot, RC is your life-saver. But still, the best option is not to get in such a situation at all. Using RC to continue pressuring the opponent is usually a good choice but only if you cannot follow up with anything else or you want to go for some mixup. Typical move to RC for a mixup is j.2K. You want to get away from your opponent when he's knocked down? Forget it, you NEED to be close to him. 236S-P has above knee invul and is good for going through fireballs or attacks that do not hit low. I think it's a good move in most matchups but not to be abused.
  5. 1 - Yes, it's needed. You put the oponent in a position where he just have to guess if you will hit him from the air or the ground or you'll go for a throw. If timed right, you are quite safe to do anything without risking getting hit by a DP. 2 - Yes, some stuns have 100% safe IK (meaning it's impossible to mash out). If you land a CH 236S-HS you have great chances to stun the opponent. So if you are prepared, you just drop the combo and IK him. 3 - 25% or more tension means that you have a rather fast move with some invul that leads in 200+ damage and the opponent is forced to play differently. Same applies for charged ryujin (not so much for the others), you can use it to take away 50% life bar or just to be safe (like after a blocked 623K).
  6. The difference between normal block and IB is hardly visible by the stance of your char (4 frames can't really be noticed so easy). Some strings can be interrupted by IB -> throw, some situations require IB just to get out alive (Eddie). Want to see the difference? Let Sol do Bandit Bringer (236[K]´into 2S, if you IBed you can throw him. Jam has IMO tons of viable mixups through IAD cancelling, 2D FRC, 236P, 236P FRC... That's once you get close to the opponent. Her ultra-short range (and IMO low priority of some moves) is compensated by good pokes, fast movement and great damage potential. Basically that means that you must get in somehow, get a knockdown and then you are really to be feared. In the corner the mixup possibilities are very high, it just depends of what you can or can't do. Most of the times it's the best to end a combo in such way that you "pull" the opponent out of the corner (2H into 236S-236P) so you can play for a normal/crossup hit on the opponent. Jam is IMO hard to put on the paper, there is no "do that or that, if you do anything else you're dead" with her (like with Dizzy). Her speed makes possible really lot of variations of "standard" mixups. her performance depends solely on your creativity and input skills. Just take a look at the matches of the 2 best jap Jams, KA2 and Mike. While KA2 is patient and incredibly effectife at mindgames, Mike is just freestyling all the time. Bluewindz tried to do a all-in-one guide but I think he realized that this is the work of a lifetime and desisted.
  7. Using 236K as oki? OMFG how could you even consider this? 236K hits only the upper body, has HORRIBLE frames on block and most of the cast can dodge it just by crouching (so you can't even RC it). You'll get raped 99% of the time. If your Ky opponent is VT-happy, use 5K or 2P to bait it. Even a dashing 2D is good if you time it right (If he hits reversal VT you go under it, if he misses it you get a meaty 2D on him). Definetly DON'T use 236K as oki.
  8. Just a note: wall loops are char dependant. Somewhere there's a post that explains which loop variation works on which char. For example you can't pull off the same combo on Sol and Eddie. Sol demands a very specific loop & timing and it's kinda harder to perform. Eddie on the other side eats almost any loop variation but you just have to learn the most damaging variant.
  9. 1muvwndr

    jam vs Faust

    Haven't played much against Sol, have you? Because Faust's 2K gets treated as Sol's 2D, you simply have to play around it. There's no way that you can beat it consistently. You can sometimes try a 2S, 214K or even a j.2K to surprise him but at the end you still have to play around it.
  10. Thanks for the clarification.
  11. So properties for same-frame+overhead+low hit parry changes each time? The game randomly determines if you parry or not the parryable hit if both hits come in the same frame? Dunno, this randomness doesn't sound right to me. If I didn't escape puddle UB 3 out of 3 times and parry-blocked spit/FB drill UB myself, I'd take your testing for 100% correct. Thanks anyway.
  12. I guess I didn't explain myself clearly enough. Situation 1: Venom throws 2 balls at you as a meaty oki. If you input reversal parry, you basically parry one of the 2 hits (it doesn't really matter which one), the other is parried automatically because they both hit in the same frame. No questions here, it works that way. Situation 2: Eddie uses FB drill (low) and spit (overhead) as meaty oki. You input reversal parry. What happens now? They hit you in the exactly same frame (meaty oki), so how does the game register your parry: -as succesful (you parried the overhead) and therefore automatically parries the low hit because it hits in the same frame (as in situation 1), - unsuccesful, because you parry the high but the low hit in the same frame ignores the parry - unsuccesful because the low hit can't be parried and has some kind of "priority" over the overhead In my case (if I remember the exact sequence) I parried the spit & 1st hit of FB drill and blocked the other 2 hits of the drill. And I did the same for the pool/j.S thingy 3 times so I'm pretty sure that my theory is OK. I'm just asking if anyone can test this more carefully.
  13. Parry automatically parries all hits that happen on the same frame. Happens against Venom when he does some ball oki. I'm wondering what hapens if you do a parry on an high/low unblockable that hit in the same frame. That's the case of Eddie's j.S/pool UB and spit/FB drill UB. From what I've tried, you get to parry both hits if they happen in the same frame. The problem is that I cannot thoroughly test this because I have no Eddie player near me (the closest one able to do this is some 200km away) but from some matches I've played on a tournament it seems to work this way. Like I've said in vs.Eddie thread some time ago I escaped 3 out of 3 times the pool UB with parry and at least once the spit/FB drill UB (well, parried spit/1st drill hit and then blocked low the other 2 drill hits). Can someone test this?
  14. 236S-P has above knee invincibility, meaning you can go through a lot of stuff, but not all. A 2D will get you down, as will a low-hitting Venom's ball. Also, some moves with huge vertical hitbox (like Eddie's 6HS) will get you too. It has many uses for me, mainly based on mindgaming the opponent into expecting a FBPB. Even an opponent that knows the trick and has good reflexes will eat a teleport-throw if you manage to put some pressure on him and mix it with a S/HS/FB puffball. Standard mixup (though there are more and way better) is blockstring ending in 2HS into 236S-anything. But keep in mind that a char with a low hitting 2D (Sol, HOS, Venom to mention some) will hit you regardles of what you do after 236S. Maybe a quick 236S-236P foils his 2D but I haven't tested this.
  15. Parries are easiest used on your wakeup (though your opponent may adapt very quickly to your parry atttempts) and best used after a perfect guard, during an opponent's string. A very good way to train "match" parries is training with Venom's balls (just the timing of parry) or Axl's 6HS after a blocked 2HS (for post-block/mid-string parry). Once you can do this, you can also go for some AA parries (Slayer's j.HS comes into mind) And once you get good at it, you can try parrying Eddie's pressure strings (probably hardest since the timing can vary a lot). If you want to train "mashing" parries, do it with Ky's charged Stun Edge. If you have Really quick inputs, you may also want to learn burst cancelling. That's parry -> burst -> FD cancel. You get all the invincibility from burst but without actually spending it. Only a few times I've seen it during matches (mainly from KA2) and I never managed to pull it off.
  16. 236S-P has above knee invulnerability, can get through a load of things. You can be thrown out of it. If you have 25% tension it becomes a decent mixup with FB puffball since opponents usually wait for your FBPB to come out on the first chance ^^. They tend to play a bit safer when Jam has 25% tension (I wonder why?) so that's where you can throw them out of 236S-P. Some will argue that Jam can be thrown on reaction out of it. I agree but the opponent must expect it, few can do it really on reaction. P.S.: IAD gekirin crossup after 236S-P, worth a shot or not?
  17. maybe if eddie positioned the pool perfectly (Jam stands in the exact center) but I escaped this UB setup 3 out of 3 times. Like I said, he may have missed the perfect timing. If mawaru is not done meaty means that just anyone can escape. Plus, parry has a 6 frame window so it can still catch delayed moves. I was just whining, traded FBPB with drills way too many times. It's just my fault for trying it so many times.
  18. tried at the last tournament and it worked: parry -> 6P - gets out of pool/j.K/j.S UB and you can punish eddie. parry -> backdash - gets out of spit/drill UB, you still take the drill hit yout you can tech (only did this once, can be that he missed the perfect timing of this UB) on wakeup parry -> backdash - gets you out of mawari pressure (B&B against eddie) BTW, 236S-P can't pass through the drill. P.S.: Drills should disappear when you hit eddie, he has enough shit already. FBPB trade with drill after you hit eddie is not fun
  19. reaVer, you're just a bit too full of yourself. Besides that, you're a nice guy. Really, I don't think that anyone can copy someone's playstyle in GG. Sure, you can do some basic setups, but in the end noone can EVER emulate someone's style. If this actually happens this means that the original player sucks big time. He's so predictable that just anyone can tell what he's about to do. It's a thing that you can't be proud of. On the other side, the movelists and setups/mixups are quite limited for every char. So basically you could say that everyone is a copy of everyone (or in your case, everyone copies you, but you'd say that only everyone GOOD copies you ). We all just take from other stuf that we think is good and try to implement it in our game.
  20. Nice thought. Really the staff should bury themselves underground for not being able to host a tournament that would attract every player in europe. Sure, by your tone, this is a really easy thing to do. I'm sure you organized many GG tounaments with all the US players. Please, enlighten the world on how to choose a place that everyone can get to with little hassle and pick a date that suits everyone. More fight, less talk. Especially when your talk is bullshit.
  21. To me it looked crossup because Axl did a minimal step out of the corner. Dunno if it would land on a player which blocked in corner, though I may be wrong.
  22. 1muvwndr

    Jam Vs Axl

    I just wanted to show one way to move closer to Axl, I'm not saying it's the only way. In my case it works fairly well. I'll always think that a trade between FBPB & 2HS is good for Jam. And 14 frames for FBPB is not slow or KINDA slow, it's just fast enough to beat Axl's attemt to stop it. IAD is slower but if you read the opponent right it's again fast enough. Besides, Jam's IAD is the fastest/best in the game so why not (ab)use it? Different gamestyles I guess.
  23. 1muvwndr

    Jam Vs Axl

    5P is a good option against IAD, that's a fact. Possibly the best option Axl has to counter IAD since is sort of fast and has long reach, stops IAD as it comes out. I'm thinking of FD breaking with Jam to get in range of puffball or IAD and then it's guessing game for Axl, it's either 2H to stop FBPB or 5P to stop IAD. If he does any other long range poke (2P, 2S) he gets beasted. Well, if you are in FBPB range it works. It's just about zoning in with Jam to PBPB & IAD range. Matchup Jam vs. Axl is IMO about getting in FBPB&IAD range. Once you can land a hit from there, you are in his face. If you can't get to him, he wins. Plain and simple.
  24. Well anyway I'd rather learn the setups shown in this video. They are a lot more reliable & useful in general situations. They are sure a lot harder to learn but it is sure worth it. j.2K after 2D is sure a good option but I'll try to have some tension for an eventual RC. The problem is that you must be in their faces to connect it (=short string, better from a dash, so that they cannot push you away with FD).
  25. Sorry Bluewindz, nothing personal, but this is another of those situations (like 4x2D FRC, 100% tension + cards...) that will never happen in a tournament match. If someone would see a RC on 6HS they would simply wait and see what happens next, even if they IBed it. The worst case scenario (if they are somewhat skilled and don't get hit by a random overhead) is that they will get thrown. And by the words of my friend, no big deal, Jam's throw isn't that scary. Also, if I had 50% or more tension, I'd sure not waste it to RC a 6HS. There are many chars that can put you under heavy pressure and I'd rather save the tension for defense (whether DA or FD). Over all that, 6HS RC and it's +15 frames are IMO basically the same as 2P and it's +4 frames. You are in their face either way, you have fast moves that don't need the 15 frames of advantage to come out and any slower move (TK gekirin, 5D) can be blocked on reaction from +4 or +15. The only difference is that the opponent can't act a bit longer if he's at -15. And as I said before, most players will just wait and see what happens next if they feel they are at a big disadvantage.
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