1muvwndr
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Everything posted by 1muvwndr
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I'm 100% sure that FRC doesn't need a hit while RC needs it. I'm not sure about the window since it can be different from move to move but I guess Jam's FRCs are never longer then 3 frames. HS pb - if you FRC it on the 1st frame the hit doesn't come out, basically becomes a throw setup. But to hit 1st frame FRC when you want it it's another story... P.S.: forgot to mention the overdrive & throw FRC
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FRC = blue flash, you have only a 2 frames window to do it, no need for the move to hit RC = red flash, can be done anytime during recovery after the move hits Jam's FRCs are 236P FRC, 2D FRC, 236S~HS FRC. Go to practice, turn on "display input" and when the input bar flashes blue, that's the FRC point. If you land a 214K on the opponent while he's on the ground, you can always follow up with dash in 5S j.c j.K, j.D, j.214K. From there you can go for an extended loop (follow the previous with 5P, j.c, j.K, j.D j.214K but doesn't work on all chars), techthrow or you just wait for them to get down and AA them (though you can't AA some chars).
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FB has some invincibility, it CAN beat 2HS and can lose too. Mostly you will trade, though. Just mash out of stun (not hard) and go for the combo. Axl has to be conditioned not to spam 5P and 2P against Jam. Those 2 can be easily FBed through. Once he stops using them (or uses them sparingly), you can do a low IAD to land in his face since 2S is too high and 2HS is too low. You can then guess he'll wait your IAD to poke you with 5P so FB through it. Once you get close you have the upper hand, his options are limited (mainly 2K, 2D, DA and reversal), basically you can bait/beat just everything with your pokes. 2S is your friend here since this alone is faster than most his attacks.
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Finished reorganizing?
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4x2D FRC - i really don't see any use of it, sorry. Any char with DP can do it the first time he sees the FRC. Any char without DP can backdash out of harm or FD you away. I don't argue about being in + frames but you HAVE to dash in to do ANYTHING so basically you lose all your + frames if 2S FRC gets blocked. I remember seeing this once in a Koji vs. Xeno match and more than anything else it looked like showing off rather than a mixup. Am I right Xeno?
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OK, my tension/card waste moment. Works on all chars exept the lightweight (May, Dizzy, Millia, Bridget, Baiken) 50% tension, K charge: throw -> sj - j.D (2 hits) j.214K rc j.HS 236K 236K - around 100 dmg - midscreen is wallstick with 1 corner loop + oki/card. in corner opponent thrown to the other side of screen (free card) or wallsticked, depends on how early you do j.HS after rc; you can do 2 wall loops on Pot without him teching 100% tension, HS charge: throw -> sj - j.D (2 hits) j.214K rc j.D (2 hits) j.214K rc j.D (1 hit) 623K 623K - around 100 dmg + oki mixup. Surprisingly, it does not work on Sol:vbang: More hits (i.e. from another charge) are useless, you will deal just 1 more point of dmg per hit (thanks to the 50% forced throw proration). 1st combo scales to 200+ dmg with wall loop if opponent has his guard bar somewhat filled (tried at +50 in practice for about 200 dmg on Sol). May find its use when you go for a tick throw after you fill his guard bar. 2nd combo is just for combo movies .
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Man you sure have a lot of tension & cards to burn Sorry, but IMHO all those setups aren't useful in any match other than "last casual after a night fighting casuals while drinking beer". Full tension + 2 cards? When I get them I'll ask myself what did I do wrong in this match since something MUST have gone bananas. Edit: When you RC/FRC your tension fills much slower for some time. Like Robo's running slash after 5H FRC, if it hits it gives you 20% tension instead of 60%.
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oki laser/anything fish - parry the 1st laser, you can 2P or 5P the fish (if it is in range). If the fish is backed up by spike, you can sj out before spike hits (Dizzy is too far away to lock you down). Parry nullifies fish oki. Keep that in mind. Parry into sj will get you out of 80% mixups.
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Just a thing, I was reading the Axl vs. Jam thread and I don't agree with the FBPB being useless. My advice is to land it deep, to kill their 5P, 2P or even 2HS, since they want to keep you away with them. FBPB is invincible for a bit and Axl has an even larger hitbox when extending his chain. And yes, reversal 623K is suicide against Axl.
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You 2 playing on pad? Else I don't get how to do burst or activate IK on a stick. Seriously, FRCing 2D is as FRCing 5HS of Robo, you have to do it fast,almost cancelling HS into K-S-HS (on a stick). Still, this FRC is quite easy, really not something you have to be scared about. If you are too late, you RC it, and if you miss the timing completely, you j.c the 2D and can go into some improvised mixup (j.2K to land behind them, air backdash into gekirin, double jump for j.HS...). P.S.:about freestyling with Jam - she's fast and always moving around, each char has different weight, has a different hitbox... so there are times where you simply can't pull out the B&B combo and you have to judge in an instant what would connect. And this is where you must improvise, or if you like it, go freestyle. If you do it right, you look awesome & flashy and a hell of a player. But IMO this is just a part of Jam's game. You understand it - you can be good, you don't - go play with Sol or Slayer (no offense I just treat them as easy to learn chars). Some chars simply don't have to improvise/freestyle because they don't give a damn on how they hit the opponent, they just combo anyway (because of sheer move range or because some moves bring them close anyway).
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1. FBPB 2. random butt-saving RCs & DAA 3. choujin stuff 3. when I have plenty or I need a desperate comeback, FB charge KK. 4. If I need to kill, 236236HS to extend corner loop or Orange (632146HS)
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hey, you could tell what's bothering you.
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There are times when you have to RC ryujin to combo on but it is so infrequently that it's really not an issue whether charging it or not. On the other side, I just can't see why should I charge anything other except because I want to look flashy. It's OK for casuals but for tournament play I'd avoid it like the plague. Every time charged ryujin hits you get a combo + KD, can you say so for the other 2 kicks?
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Charging other kicks besides ryujin is good only for combo movies. Charged gekirin would have some uses if it would come out from IAD (straight down) but that's impossible. In any case you are at a huge frame disadvantage if opponent blocks it (by my guess at least -8). I remember a match lost by Mike just because he used charged gekirin after a blocked 236S-K. And charging kenrou was good in #R and Slash (because it gave a KD) but now it's just not worth it. 22K rocks.
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i guess you watched some Flash's matches. I agree with you, some matches are just thrown away. CH 6HS must be 40% dmg + KD. And it's not hard to confirm from it, even non-CH 6HS is easy to see. On the other side his ability to f.S into TK Ryuujin is amazing. I think he surpasses some japs with that, I've never seen Mike or KA2 connect them so many times in one match (maybe because they ended the match earler? ) .
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IAD 214K combo (midscreen): IAD 214K dash in f.5S j.c j.K j.D j.214K -> -> a) end combo here and go for tech throw/AA mixup -> b) 5P j.c j.K j.D 214K (on some chars) -> c) 5P j.c j.K and air combo of choice (continuing with j.S) -> d) 236236HS into any single wall splat combo (i.e. 2HS 6HS HS) - works if you end the first part in the corner, timing is strict). I sometimes just leave them fall to the ground after 236236K for oki or charge (or both ).
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Well, 2hits 2HS 6HS HS is the ONLY loop that works on Sol. And even so, he's very difficult to combo. After IAD gekirin the timing for actually comboing him is so strict that I miss him like 3 out of 5 during matches. If I have 25% tension or if I land a CH IAD gekirin, it's not a problem but a regular hit...
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I'd rather say that Jam can be as good as any char to start GG with. It only depends on how much time you want to spend in GG before you can kick someone's ass. The learning curve of Jam is longer than of let's say Slayer or Pot. I also think that Jam is too difficult for anyone to play her as a secondary char and do well with her (unlike the guys mentioned above).
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If burst cancel was easy to do, Jam would be hands down god tier.
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After 6HS HS wall stick you need to dash in with 2S (or 5K or 2K, depends on your distance) to continue wall loop. If you're too far for anything, then go for ryuujin charge or oki mixup. If you send them to the other side of the screen, you are dashing in too deep. Stop earlier or throw in a 2S before 2HS to put the opponent in proper rape position.
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Heh, if you expect a shield and he's not in the corner you can just push him away from it by running into him. Did it a couple of times, looks great
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Anyway, any ideas for tensionless corner loop after gekirin? (my original question)
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He techs out before 2P or 2S hits him if you try this right after Gekirin. In fact he can tech out a lot of Jam's combos. Only the FBPB seems reliable but you really need the tension to get out of his pressure (FD & DAA). He has better pokes, better range, better AA, better AG, weird hitbox and similar damage as Jam. So why is this matchup rated as 5-5?
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One question, I have problems against Sol and his weird hitbox. When I hit him in the corner with IAD gekirin I just can't follow up consistently. 2HS -> 6HS -> HS seems to have a REALLY small window to connect. The only viable option seems gekirin into FBPB but if I have no tension I miss him 3 out of 4 times if I try the corner loop. Any advice?
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Practice. Go read a faq or two. Practice more. Watch some vids. Practice more. And when you're done, start practicing again. Go to a friend and kick the hell out of him. If you lose, go practice more. If you win, go practice anyway because you still suck.