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Posted: Fri Sep 29, 2006 8:59 pm
Jam (Guilty Gear X2)
To Kyuubi-renden: Thanks so much for your patience with me, and I apologize for having taken so long with this. sweatdrop
Normals to keep in mind
6P - This has upper body invincibility on startup, like the other 6Ps in the game, but this one executes so quickly that the invincibility is sometimes unnoticeable. Still, this can be useful for getting through the quicker attacks in close that your opponent might throw out. Also, keep in mind that this is comboable with her other normals, specials and overdrives.
6H - This move is a good move for those times you can anticipate a sweep from your opponent, since it can hop over most characters' sweep attacks. Just be sure to use it at a bit of a distance, whether you're running or not, since your opponent will more often than not recover before you if it doesn't connect as a counter hit.
j.S - This one caught my attention because, despite the angle that the attack seems to have, it actually has a good bit of horizontal range as well as vertical. Also of note is that this will knock an enemy skyward if they're grounded, whether it's a counter hit or not, so you can follow up with a combo afterward. 3nodding
s.H - This has a bit of a slow startup compared to her other normals, but each hit can be cancelled into any of her specials or overdrives. The thing to note about this move is that this presses an opponent into a crouching hitstun, so it makes it harder to combo in some cases. Step in and use this after connecting with...
c.S -...c.S, which causes stagger when it hits as a Counter Hit, meaning that, provided you're quick enough, you can follow up with a ground combo of your choosing. Another thing about this is that, should you land it as a counter hit, you can knock your opponent up into the air with a Dust right after, where Jam is at her damned deadliest, in my opinion.
j.H - One strange move, in my opinion, but effective nonetheless. It has a pretty long attacking frame to it that covers Jam both front and back, so yes, it can be used as a cross-up of sorts. It also has some crazy priority for a normal, beating out a lot of other characters' attacks and some special moves. Even some overdrives. It also seems to have a bit of invincibility as well (or it at least looks that way), as it will even clash with moves like the Volcanic Viper and the Vapor Thrust.
s.D - Okay, so keeping your Dust attacks in mind should be a given, at least, for some characters. Still, Jam's is noteworthy because it's faster than some other characters' Dust attacks, and it is important, since keeping an opponent airborne where Jam can have more control over situations is what you want to do.
c.D - Jam's crouching D is hella fast, so it goes without saying that you can combo it off of just about any of her normals right off. All, the same, if you happen to have a powered up Ryujin available to you, you can combo into that from this on most characters to kickstart a bit of a combo.
j.D - Her jumping D is important in her air game. It's one of the few j.D attacks that hit more than once, though the things to keep in mind about it are that both of the attacks this particular D gives come at two different angles, so comboing with it can be tricky getting used to at first. The other thing is that the hitstun that usually accompanies j.D attacks doesn't occur until the second hit comes around, so if you cancel into the wrong attack too soon, your opponent may recover. One last thing about this move in particular is that the second hit will wall bounce your enemy on counter hit, so you can make use of that.
Jam's Special Moves
Hochifu: 4, 6 just as an opponent's attack is about to connect - Jam's parry, and yes, it works similarly to the parry system in SFIII: Third Strike. In GGX, the input used to be 6, just like the SFIII games. Go figure. Anyway, the timing is more tight than parrying in the aforementioned series is, but even so, getting the hang of it can spell disaster for your enemy. You aren't limited in what you can parry as far as high or mid attacks go, but you can't parry low attacks, so be careful, because an opponent can and will use that to their advantage should they see that you're aiming to parry most everything you can.
Breath of Asanagi: 22K, 22S, or 22H - This move will power up either her Ryujin, Gekirin, or Kenroukaku, depending which button you press when you use it. Now, as hard as these actually are to pull around an experienced player, these can actually make or break a good Jam player, because if she manages to power up any of her kicking attacks through this, her combo possibilities increase drastically. Unfortunate to say, as slow as these are to come out, there aren't many good setups to pulling them out without being in too much danger outside of hitting your opponent with an overdrive and doing it as they recover.
Ryujin: 236K - Without being powered up by Breath of Asanagi, the startup on this move can best be described as being decent, but other than that, you have to be careful using this move, since if it's blocked, and you have no tension to save yourself with a Roman Cancel, then you're screwed. You'd actually be better off missing this move altogether if you don't hit it if your opponent isn't cornered, since you end up flying across nearly the entire screen's length where, against most characters, you're safe. Even with the drawbacks, though, your opponent will be watching out for this move, whether or not you've empowered it with Breath of Asanagi, since it is one of the strongest special moves in her arsenal and it can combo into Gekirin and Kenroukaku after you hit with it, as well as being able to wall bounce on counter hit.
When strengthened with the Breath of Asanagi, this puts opponents on edge most of the time. While it doesn't travel as far as the normal version does, it's more powerful than the normal version, and has faster startup. It also travels lower than the normal version, so merely crouching isn't an option anymore for some characters. It also keeps other properties, like being able to be comboed into her other kicking attacks, and wall bouncing on counter hit. Finally, unlike the original, whether or not this connects as a counter hit, your opponent can't air recover afterward.
Gekirin: 214K - This move can be quite handy when you find yourself facing someone that likes to send off projectiles often, as it will arc up and over said projectile, provided it isn't an aerial one. Also, like Ryujin, it can be comboed into her other kicking attacks. You can travel farther with it if you do it during a run.
When strengthened by the B.o.A, the move will get two more hits, and your opponent can't recover from it afterward. Also, the attack will travel a farther distance while standing still, though distance can still be increased by executing this while running. This move is important in some of her more damaging combos, but more on that will come later.
Kenroukaku: 623K - A decent enough anti-air that's able to beat out most other fighters' air attacks, but it can't contend with the more well-known anti-air attacks in the game. Still, it has great use in the fact that it gets multiple hits and is one of her three cancellable kick attacks.
When powered up by the B.o.A, it travels higher and gets in more hits, as well as withholding the opponent's inability to recover after it connects. Whether or not it's powered up, try your best to only use this one during combos, since if you miss it, that's a big chance for your opponent to capitalize.
Bakushu: 236S - This dash allows Jam to close the gap between her adversary and herself with alarming speed, and is important to her mixup game, due to what she can do during the move. It also can get underneath projectiles when timed well enough. Be warned, though, as you cannot block at all during the dash, which makes it all the more important to cancel into one of the following...
Mawarikomi: P during Bakushu - This move makes Jam slide to a stop without attacking, and if she's in close, she'll slide past them to the other side of her opponent. What makes this a great move to keep in mind, aside from the fact that it's a part of her mixup game, is the fact that if it's timed well enough, it can get through some physical special moves without Jam being so much as scratched, like Sol's Riot Stomp and Bandit moves. A good time to use this, other than dodging moves, though, is when your opponent has gotten used to guarding your mixup attempts from other moves. Switch it up and throw them after slipping behind them. Just don't become too predictable with it.
Ashibarai: K during Bakushu - Jam slides to an abrupt stop with a sliding kick. This move staggers on impact and can be cancelled into her three main kicking special moves, but leaves you vulnerable if it's blocked, so try to use it when you think your opponent won't be expecting it, if they toss a projectile, or at the least, when you have enough tension to RC it and save youself.
Hyappo Shinsho: S during Bakushu - This move pretty much only comes in handy when you've dashed underneath an opponent's projectile and right into their face, and it doesn't have much lag if you pull it out, but otherwise, try to avoid using it, as it has a bit of startup time on it, and the priority isn't all that great on top of things.
Senri Shinsho: H during Bakushu - Yet another good move for confusion tactics, if used properly. When used any closer than full screen distance from your opponent, then like the Mawarikomi, she zips behind her opponent, though *quickly* this time, before coming right back to blast them with a Hyappo Shinsho. Try to use this as your opponent is descending from the air, or, if your timing is alright, as they're about to attack, so that their chances of guarding against it are as low as possible. If they guard it, expect shitloads of pain to hit you afterward, unless you RC it, that is. If you do the move at a far enough distance so that Jam won't shoot behind her opponent, you'll have the option to FRC it, brining up more opportunities for mindgames.
Houeikyaku: 2K in air - A diagonally downwards bicycle kick. Not too much to say about this one. Use it to descend quickly if need be. You can also air dash over an opponent and use it. It's one of the only moves in her aresenal that she can have blocked without too much worry of retaliation, though you shouldn't get too happy with it, since it doesn't fare well against anti-air attacks. At all.
Jam's Overdrives
Chokyaku Hououshou: 632146S - This overdrive has a decent startup at best, but it can easily be chained into her ground combos, which is strongly recommended, since if it's blocked, you're wide open. The overdrive DOES have some invincibility on startup, so if your timing is good enough, you can catch your opponent slipping. After the kick that knocks your adversary skyward, you can RC the move to keep a combo going since your opponent can't recover from said kick, but it goes without saying that wasting your entire tension gauge unless you absolutely have to do so is hella risky. Also, The Feist was kind enough to remind me that the 46 part of the motion counts as a parry, so used skillfully, you can stop an opponent's attack cold and counter with this or...
Renhoukyaku: 632146H - ...this. A huge orb of energy. While Jam is invincible during the beginning animation of this one, allowing you to push through some other special moves and overdrives, and it works well enough as an anti-air if timed correctly, this move doesn't cover Jam as well as one might think, as she is TOTALLY open from behind. It has slow startup to make matters worse, meaning it has little to no combo potential outside of itself, so your best out would be to use it to save yourself from an opponent's overdrive or special move when you can anticipate it.
Geki Saishinshou: 236236H - A two-hitter that knocks your opponent into the air. This is Jam's best all-around anti-air option and it comes out hella fast, quickest of her overdrives, in fact. The first hit staggers, and the second hit is untechable, so if your opponent is cornered, it definitely means trouble for your enemy, since you've just opened up huge combo possibilities for yourself. Only real problems with the move are the bad recovery upon being blocked, and the fact that if your opponent isn't cornered, it's very difficult to follow up with anything outside a Ryujin, so the lower damage compared to her other overdrives may not seem worth it. You can land this from a c.D, though, so if you connect with that and have your opponent cornered to boot, there's your shot.
Instant Kill: Gasenkotsu: 236236H - Instant kills aren't generally used, and this is a prime example of why they aren't. This one has very little invincibility to it, is blockable, doresn't travel far, and if it's blocked, you're ********, plain and simple. Avoid it like the plague.
That's about it for now. I'll be back with combos and the like soonish. smile
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Posted: Sat Sep 30, 2006 10:16 pm
Update on Jam's write-up. smile
Okay, so as you've no doubt surmised by now, Jam is at a bit of a disadavantage against most everyone range-wise, because she's one of the few characters in the game that doesn't have some sort of weapon. This means that it's recommended to play to your strengths as Jam, utilizing her speed as best as possible, dancing in and out of your opponent's range from time to time to make them miss attacks and leave themselves open (or around, in the case of the Mawarikomi and Senri Shinshou), mixing the ranges of your attacks to keep your opponent guessing, and, once you've gotten the hang of it, parrying your opponent's more laggy high and mid attacks, so you can capitalize on them as quickly as possible.
Also, keep your opponent airborne as best as you can manage. If you can knock your opponent airborne with either a s.D or j.S, you have a great opportunity for damage.
Combos (Grounded)
P-K-2S-2H: This is a good one to use even though it doesn't knock your opponent down, because it pushes them away a decent distance, and there are very few that can retailiate directly after being hit at that range.
P-K-S-2D: A quick enough four hitter you can use on anyone. If you land the first couple of hits during a run, you can add another S before you toss in the sweep on some characters. If you happen to have a charged Ryujin, you can tack that on at the end of this combo and go on from there.
P-K-H-2D: When you use this one outside of a run, you should do the 2D before the third hit of the H (second hit, in some characters' cases) comes out, otherwise the sweep will miss altogether.
P-K-S-Chokyaku Hououshou: A good way to hit that particular overdrive, nearly without fail. Just don't get too happy with it, or else your opponent will Burst and you'll have wasted 50% tension for nothing.
S-H-Renhoukyaku: Probably the only way to combo this overdrive while grounded. The H puts opponents into a crouched hitstun, which means that it takes a tad longer for them to recover, so if you're quick enough inputting the Renhoukyaku, you can combo it. Again, careful that your opponent doesn't Burst and cause you to waste your tension.
Air combo setups
Outside of landing 2S as a counter hit and following up with a Dust, there are a couple of other ways to launch your opponent for some havoc.
j.S - A decent way to land this one is to jump over your opponent and use it, or dash in low, so that if they should happen to guard, you have time enough to defend yourself. It goes without saying that you should be wary of characters with anti-air attacks.
2D-Geki Saishinshou - This MUST be hit while your opponent is cornered, otherwise, they'll be sent too far away from you to be hit with anything besides a Ryujin.
After knocking an opponent up with either of these, you can follow up with...
P-K-S-D: Your basic air gatling with nearly anyone, outside of jump canceling to tack on more hits.
P-K-S, jump cancel into P-K-S-D: A good way to do damage and push your opponent back a fair distance, though be on your guard, because if they recover, they may choose to air dash right back into your face upon your landing.
P-K-S, jump cancel into P-K-D-214K-236K-623K: Just a bit of extra damage to the above, though be wary that if your kick attacks aren't charged, you'll have to be quick about doing them, otherwise, your opponent will recover.
If your 214K is charged, you can stop it there and land before your opponent falls, then, since they can't recover, catch them on the descent before they land with a s.S or j.S and jump cancel it to go up for another gatling.
An example of this is the following combo. After hitting them with a j.S to knock them up, follow up with: P-K-D-214K(charged), land, then jump and hit them with S-P-S, jump cancel into D. From there, you can go ahead and chain her three kick attacks together again, or, if you happen to have another 214K charged, you can use it after the D to rack up more hits. In fact, she has one that deals about 60% damage.
After hitting a j.S, P-K-D-214K(charged), land, then jump and hit them with S-P-S, jump cancel into D-214K(charged), land, Chokyaku Hououshou: This MUST be done while the opponent is cornered. The charged 214K attacks prevent your opponent from being able to recover. The Chokyaku Hououshou must be timed when they are relatively level to you, but of course, before they touch the ground.
A note about Jam's Dust combos
For those that aren't aware, there is a way to extend your Dust combos. I've heard some call it the "impossible dust", though I'm not certain what exactly it's called. Anyway, to do this, after you hit an opponent with a Dust attack, IMMEDIATELY follow up with an attack, then jump cancel it and follow up with the same attack. If you're quick enough, you can repeat that up to five times before being forced to double jump and do a normal gatling.
From what I hear, this was a glitch in GGX and GGX2, but was made into a game mechanic in later revisions. In any case, this really hikes up Jam's already great damage potential during Dust combos.
Once you have this down with Jam, you can hit your opponent with at least 5 jump cancelled S attacks before having to go into her regular Dust gatlings. You can even implement the above mentioned combo after all those hits, bringing the damage from 60% to 70-80%.
After sending your opponent up with Jam's s.D, even though you can go into any of her other air combos when you follow, keep in mind that her airborne S can be comboed into her P, so you can basically go S-P-S-P...until you reach a certain height, at which point you'll have to toss in a special move or two.
That about wraps it up for Jam. If there's anything I've forgotten to mention, lemme know and I'll add it, or change anything if need be. 3nodding
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Posted: Sat Sep 30, 2006 11:11 pm
Little bit of Jam randomness:
When you do the 632146 motion for supers, the game will count the 46 part as a parry. If you're skillful, you can do the motion, get a parry, then go for H or S to pull an instant super.
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Posted: Sun Oct 01, 2006 1:18 am
The Feist Little bit of Jam randomness: When you do the 632146 motion for supers, the game will count the 46 part as a parry. If you're skillful, you can do the motion, get a parry, then go for H or S to pull an instant super. Added. Thanks again for the reminder. smile
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Posted: Sun Oct 01, 2006 6:41 pm
I Kei I The Feist Little bit of Jam randomness: When you do the 632146 motion for supers, the game will count the 46 part as a parry. If you're skillful, you can do the motion, get a parry, then go for H or S to pull an instant super. Added. Thanks again for the reminder. smile Holy... That's so AWESOME.
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Posted: Sun Oct 01, 2006 9:35 pm
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Posted: Fri Oct 06, 2006 9:09 pm
The Potemkin video was pretty cool, though I hate that some of those broke the 100% tension limit. There was one combo where he RC'ed at least 3 times.
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Posted: Sat Oct 07, 2006 10:30 pm
The Feist The Potemkin video was pretty cool, though I hate that some of those broke the 100% tension limit. There was one combo where he RC'ed at least 3 times. Combo vids tend to be unrealistic at times, but they're still fun to watch.
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Posted: Thu Oct 12, 2006 12:21 pm
The thing about combo vids to me...I see them as things that are mostly for show, though there's no denying that things can be learned from them. The reason I see them as such is because the combos and whatnot in combo vids are quite often extremely situational, meaning you can only do them if you can catch your opponent a certain way with conditions just right, like near a corner with them having no or low Burst, and you with a full Tension meter.
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Posted: Mon Nov 27, 2006 11:12 am
Gather round children, or adults...I have a story to tell of my tournament times at anime reactor 2006, There were some pretty tough people there too, especially this bridget cosplayer that I know from other cons... Well I used Johnny about 90% of the time. About the bridget guy - He was a mid skill player about half a year ago, and in october he was a crushing force to be reckoned with, we played about 6 games and I won about 2 of them, he roman canceled a lot and also...used the killing machine super thrown in with the confusion dust attack and what not, this guy completely was not afraid of my Johnny and paid for a few times for being so close, I sliced and slashed and used some Kei advice and beat him a few times, then he got wise to my strategy and started potemkin, thats when sh!t got bad, I wasnt very accustomed to fighting potemkins that that cancel their dashes...whatever thats called...long story short I kept falling for that new counter ground punch thing, every time I lost it was because I lost my cool and attempted the jump ensenga him, I messed up and kinda screwed up a little...oh crap the girlfriends back and she's nuts...later guys got many more stories to tell.
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Posted: Mon Nov 27, 2006 9:39 pm
That's one thing to keep in mind; OTG Ensenga is dangerous to do against a good Potemkin player, because you're asking to catch a Potemkin Buster or worse.
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Posted: Thu Dec 21, 2006 6:20 pm
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Posted: Wed Apr 18, 2007 5:31 pm
Recently I was at my friend's pawn shop and I was playing Guilty Gear XX: Midnight Carnival. I was gonna wrap the game, but the only problem was that damn I-no. She annoys me with her speed, combos and that damn "angel wings that shoots balls" attack with total invinciblity that no attack will knock her out of it. Of course that attack can easliy be avoided if you know what you're doing. I wanted to defeat her, but my friend wanted to have his revenge agains her, so I let him have his revenge and he beat her with So's Instant Kill move. So nexts time when I go there I want my revenge when I play Guilty Gear XX again.
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