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Everything posted by JamsLegs
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When people find out Litchi has 2 obvious high moves and you can block her low for days.... people will drop her like buppa dropped Jin for Haku-men...
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Well I'll Tell You How I Started Off Since I main Jam. 1. I did start Learning Her bnb. Main one is k / s / hs / 6hs / link it with 6p/ then repeat 1 more time the bnb. Low dust then charge card is my favorite - doesn't always work lol. 2. In the beginning that whats my means of Damage so I'd learn to mix it up with High and Low. I they were blocking I would either break the combo then walk up grab (being JaM, No one wants to Get hit by you) or i'd do 5d and do a simple dust combo. 3.after that i worked on Cross up. I like using 236p. but that's preference. Ic many people using IAD HS to get behind them then flame kick or something. 4. Wake-up games. Beginning i used 5d and 5k. 5. The Godly Wall Loop. (look it up) weird on Girls/brid, and ky/sol 6. All mighty Parry. 7. Experience 8. Don't really need to supermove with her or use her false cancels. best cancel is her grab into the wall loop. P.S. This is what I started off with
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Been Trying this on Normal Weights... Wondering what I'm Doing wrong after i OHK.. My start-up I try to 6H -> Dolphin.. I don't Understand Anything Lol. Walk Me Through It lol. When I should Buffer and Everything.
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Not Gonna Lie KyLe.. its the first time looking at your combo video on Youtube... But that sHit was Sick(Period) RofL
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All You Need To Do IS Hit That Man... In Da Face! Pretend Your JaM and Hit that Man lol
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Shoto.. My AXL Friend Said U Lyin'
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Tell Me Good Or Bad... 1. Practicing air grabs when opponent recovers... Is it useless? or worth while? 2. 236p FRC... when exactly will it be a good use for this? 3. going down 236K, don't know a good use for this
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As fellow Jam Players, how important is f.s into TK236k? Can One live without it? or must it be mastered next to Dash Parrying?
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I set the Dummy On Random block .. SO i can work with Hit Confirm.. as in f.S-> tkRyug.. Or 236S->k Charged ryu... Work On anti-air because lots of characters will jump at you... or u might find them in the air when u hit them... c.S, f.S JI, j.S, JC, j.H or j.D(1hit) to a Ryu. Kick with charge if u have one.
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How Are some ways You can Tell If you IB a move?? Like give an example if I IB i can grab or somethin'. What frame before an attack should I block So it becomes an IB? (if that makes sense lol.) seems like i have everything down packed except Burst cancel.. And I don't understand how it works lol.. Or I do and I cant do it.. tell me if im right... 46(parry) -> Burst -> FD This is what im doing but it seems to not work.. Please help lol
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another question... dash parry.. is this 66--> FD-> 6? or is it 66 stop then 46?
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I've seen many videos where people block burst... I've been wondering is it on Reaction?? or on intuition?? just wondering.
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I see Jams Parry AA to 5p. Whats the difference from pressing c.S.. Seems like you get same outcome. Or does c.S sometimes not work?
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What do you guys do when you guys play against a GOOD Testament?? U know they use Warrant a lot... How do u stop that shit! Subbin' axL if u want to know
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Something I've Been wondering.. 2S... How much Priority does this move have when the opponent does a move at the same time? Is the Priority Good enough to exploit? ( haven't been Using it As Much As I Should ) Give me some Reasons why 2S, c.S, f.S is good. Thx in advance
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Questions: 1. Is Dash Parry an Arcade Stick only type move? Cause its hard as hell to Dash Parry... 2. if a high hit and a low hit is commin to you. If you parry the high hit will the low hit be parried? Question about RC and FRC when FRCing the IAD 236p(going down) How is it sometimes i can attack and sometimes i cant?
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I can't Point out too many things against Baiken. But I know A few things. 1. No reason to Do So Many Puffballs Against Baiken. (Ez To Counter) 2. Need to Practice that wall loop. Should be able to do it up to 3x. 3. Should try to bait counter and look for a parry or CH. 4. i'll Normally Mix up 6k(2hit/1hit( depends )) into a 2d or 5d(only if you got that man afraid of low dust lol.) RC that low dust into a big combo and they will be scared of it. 5. Need to work on your AA, watching the video ic sure damage you could be doing. ( AA c.S/f.S > JI > j.d > 214k or AA c.S/f.S > JI > j.S > jc > j.H > 236k (charged if you have it for nice damage) then continue for a wall loop into a mixup/crossup oki. May.. I don't fight a good may enough to know what to do. I'll just give you bad habits. Heard when May do random dolphins, you can 6P them.
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Oh And 1 More THing. How Is this Block 2S CH? When Jam Baits an attack/counter(baiken) does 2S CH?
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Need Some Guidance. Seems like I got Most of Jam's Quirks. 1. Dash Parry... What am I lookin' For? 2. Parry AA? does this mean Parry 5S or 5p? 3. which is better to go for f.S to a TK Ryu.(no Charge) Or f.S 2D? 4. IS Burst Cancelin' Really the Shit?
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Questions 1. Is there ever a wrong thing to parry when your Jam? The More Parry The Better? 2. Is Jams DP (623k) a good Move on Wakeup? because Either it has low priority or i just do it wrong. Normally Potemkins 6H when Jam wakes up seems to always hit her. 3. Is it Better to Parry on wakeup(if high/Mid move) or DP? 4. Whats so good about 236S~S? puffball? 5. Explain How FBPB can be used for defence. 6. IC Ka2 walk back and forth... Is it for tension buildup?
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Some Questions: 1. Weird Wall Stick. Jam's back is against the wall and the opponent is in the are... Jam does her FbPb and the back of the puff ball hits the opponent and the opponent hits the wall behind Jam. Can this be timed or is it luck that some people get it? 2. when doing an Oki(think an attack or something while opponent gets up) Does the 6H need to be time so i won't get grabbed? or can i use it anytime hes about to get up. 3. Is f.S a good move to spam to get a hit/CH to 2D? and why is f.S > c.S > TK Ryu Good? 4. Someone give me the Pros and Cons Of IB. That's about it.
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This is where i have trouble... Now i understand millia's air combo depends on the player but... i start with 2H j.c j.k j.d ADC... I am able to j.k but can't connect j.D or j.H... Seems like the opponent falls to quick... 1. Is there like a special buff between j.k and j.d that makes j.k cancel faster? 2. or does it depend on how high/low they are where we add a j.p in there before the j.d? 3. or is there a special pause? If this was asked in a recent post please guide me to it.
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dont know for some reason it doesnt seem to work. now does the 236S - P make it look like that or can you just..... Jam's back is facing the corner, then back air dash to a 236P FRC? Cause it just looks weird. Or im just not diong it right.
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thx was wondering the longest