Jump to content

Archived

This topic is now archived and is closed to further replies.

VR-Raiden

[+R] Sol vs. Jam

Recommended Posts

Use this thread to discuss the vs. Jam matchup in +R.

Much info from the the old matchup thread for AC is still relevant. It can be found here: Sol vs Jam

I will be editing this first post with information on the matchup soon.

Match Start:
  • -



Neutral:
  • Jam is strong at very close range, your job is to keep her out. Use 2S and 2D to stop ground approaches, and anti-air/VV airdash or Gekirin (flaming drop kick) attempts. 2S is strong in this match up. It keeps your hurtbox back, has good active frames to catch things, and recovers fast so you can sometimes punish aerial approaches after whiffing it.
  • 2D is a very strong normal at neutral. It will win against most of her pokes and stop ground approaches. It also low profiles Shinshou's (puffballs) from the command dash, and ducks under Ryuujin. It combos to CL GV on normal hit with no mashing required.
  • Jam can use 2S/dashing 2S to counter overuse of 2D. To counter her 2S, you can do your own 2S which out-ranges it. Between 2S, 2D, and properly punishing aerial approaches, Jam should have a tough time closing distance on you.
  • Jam can use 6H to counter overuse of 2S. However this is a slightly risky option, since all you have to do to punish her 6H at range is wait and whiff punish with f.S/5H (it will CH depending on how quickly you react to punish it). 
  • f.S and 5H are usable for long range pokes, but their recovery makes them risky since if she airdashes, you're likely to get punished.
  • GF is a horrible idea at neutral if Jam has a card for powered up Ryuujin. It is not difficult for her to react and fly through it to CH you.
  • If you 2D under a FB Shinshou, the most common situation is both will whiff. If this happens you seem to be at neutral, but it can probably vary slightly.
  • In general you don't want to be close air to air with Jam, she has fast high priority air attacks.
  • -
  • -
  • --
  •  



Offense:
  • -



Defense:
  • -



Punishes (on block/reaction):
  • -



Combo Notes:
  • ... > 2D > GV(no mash) will Clean Hit on her (as well as Bridget). That makes this your go-to midscreen combo on them. Example combos shown here: http://www.youtube.com/watch?v=ZOjvpKmmmJw&hd=1
  • Lightweight: combos are similar between Baiken, Bridget, Jam, Kliff, May.
  • -

Share this post


Link to post
Share on other sites

Should add some stuff in here. For offense, jump-in oki is not so great due to her parry. Low/throw oki is more reliable since she cannot parry lows. GF FRC is ok, but remember she can parry it, so jumping in after it is not good.

Also keep in mind with a card she has a 3f DP. It has very short horizontal range though so spacing oki well will discourage it. I need to double check but I think it is low profile-able too from far away.

Share this post


Link to post
Share on other sites

×