Kyle Report post Posted January 10, 2008 Jam Stats 6/4 May down. Great Video examples http://www.youtube.com/watch?v=HP31Tyr7odE http://www.truveo.com/GGXXAC-Efute-MA-vs-Kazu-JA/id/4280593979 -3rd Round =P Openers His initiative- your counter Jam Backdash- Running OHK lol Jam 214K – Jump, flash guard, land OHK Jam 236S – 3K always Jam Running 5K- 5K Punishes- Generally no tension- OHK General 25%- 66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, SVD, 5S, HS, SVD, P, SVD. Balls – CAN NOT PUNISH BALLS, they leave her in + Frame advantage. 6HS - CAN NOT PUNISH 6HS, it leaves her in + Frame advantage. 214K – Jump, flash guard, land OHK If you have the timing, Slashback 6HS. Counters Jam 236S – CH 3K always, I can not stress how important this is, she loses every option from her slide. Jam FB Ball – CH 3K always Jam IAD pressure- CH SVD, this is VERY important too. Don’t FUCK with FB PUFF BALL unless you 3K, period. Jam FB Ball - From full screen, you CAN CH 2D, but really what Jam is going to throw it from that far out. Card Charge- In range do running 3K or FBHSHD. Anti Airing- PROPER anti-airing- 6P is not a catch all. 6P for Air Dash SVD is very effective 5HS works GREAT at mid range for some reason. Zoning All mid range pokes will get rocked by her FB puff ball. EXCEPT HS, use it! Zone with J.S, if you get the CH follow up with your Airdash, J.K, J.HS, re-launch combo. “You can use Mays hs the same way jam would use her 2s on you.” Pulsr any H basically, Jam can't go air-to-ground very well and 5h is great in that situation. Then there is the jh spammage that is a great trade in May's favor. 2h Occationally can get annoying too but that's not too big of an issue comparatively. Basically any h would result in a good amount of damage on Jam, and knockdown. 3k is the least of our concerns in my opinion, unless the Jam play just brainlessly throw out 236s. Their game plan In general, Jam is very effective at building Guard bar, she has a pretty good counter hit game, now she is able to do throw damage with tension… yeah she’s a beast. Her fast ground speed makes her throws that much more effective. She does however; have to charge a card or two in order to do OVER 9000 damage. She will combo into a KD and charge a card, 6HS is low, and throw invulnerable, it also leaves her in a gazillion + frames….whore. Her aerial flips give her some dirty tricks/mix-ups. She can break you guard with 5D, 5K, 2D, 236S~K, 214K, &Throw. She will counter hit you with 2S and Balls. May's Strategy Because she can parry Normal’s hits, and will be looking for opportunities to do this, lows are Throws are even more effective in this fight. I seriously Knock her down, then launch her with 5[D] OFTEN, as well as Knock her down than OHK her on HER wake-up. Fight her at mid range where she wants to throw out FB Puff-Ball and spam 5HS, its a great counter poke/Anti-air, + it recovers in time to 3K her Ball. Stuff her IAD’s with SVD’s during pressure. Do zone with J.S often. Don’t throw her on wake-up, Just like May’s 5K, Jam’s 6HS is throw invulnerable. IF you know the timing, SlashBack it on pressure, NOT on wake-up, You CAN’T Slashback on wake-up lol. When she has a Kick Card built-up, there’s a good chance she will do her DP on wake-up; with a card it’s very usable. Bait this from time to time. Her supers have good Invulnerability, some scrubbier jam, you know the ones that aren’t OVER 900 will use them on wake-up. “It's not as much as that you can't oki Jam as it is that you can't use most of them. You could still use your low/grab oki, but your crossover okis most likely won't work. And then that's when they begin to back-dash on wake-up and you just get pissed off.” Shinquickman “DONT bother with most cross-ups on jam, and also ALWAYS go low unless you're mixing up with dust, it's not worth getting parried/raped for.” Zand “Space out 2k and she can't DP you either with her shitty DP.” Zand “When u see any FRC flashing from jam, prepare to counter her throw by throwing her back^^” K2 “After a knockdown, hoop FRC dash 2K . From there it's safe to do a low/throw mixup. Hoop setups w/o FRC is possible, but your 2K has to come out before the dolphin, or the hoop will just get parried. Do NOT go for crossover j.2H, ever.” Shinquickman General comments- Your stun meter is the highest for girls, as you will never get Dizzy in this fight. YAYAYAYAY that saves you from getting 1HItKilled`Yay Jam will FRC whiffed HS Puff Ball for a throw. If you see her FRC, always Jump and FD. Don't Air recover, then descend with a J.HS, you will find a Ball surprise to CH the shit outta you. Don't Air recover, then descend with a J.2HS, you will find a Ball surprise to CH the shit outta you. Guard low and watch for an FRC or a 5D, than jump or backdash. Her aerial flips crosses you up in the corner + She can go high or low from there.. ewwww. She will throw bait you with J.2K. Both character have great counters to defeat the other one, Jam just limits May a little more, that’s why the match-up is in Jam’s favor. is limited by : As you can’t 5K her on her wake-up, you can’t throw her on your wake-up, Can’t zone with 5K or Slashes, She has lots of natural moves that flat out BEAT dolphins. She can parry and ROCK your J.2HS tricks. ONCE you get past all of this, than you are playing the match-up correctly. I would like to give a special thanks to Shinquickman, Zand and Doren2K as these contributions are scattered all over this match-up. Thanks, _____________________________________________________________________ Combo Specific Details. Jam is a lightweight floaty biotch with a very tall aerial hit box. OHK combo 5S, HS, Delay, SVD, 5S, SVD, 5S, HSVD, 2P, SVD. 5S, 5HS, Delay, SVD, 5S, SVD, 5S, HS, HSVD, FRC, AirDash, J.HS, Land, J.HS, J.D, J.HS, J.D 5D combo Pro dust 3, Impossible Dust with a Just frame J.HS, her Slash Back cancel Impossible Dust combo works best on Bridget. Application - 5D, [9], J.H, J.HS[/9], J.1HS+S, Delay, J.HS, Land, SVD, 5S, SVD, 5S, 5HS, HSVD 6P combo Works fine. IAD combo You can IAD at her on standing and on hit. Your J.S, J.HS should combo. Jackhound reliability Lightweights are hard to KD, Jackhound will usually wiff unless it’s incorporated EARLY into a combo, but than you give up huge damage by forcing proration. Double Dolphin Upper 2D, RR, FRC, SVD, 5P, 5S, SVD, 5P, 5S, 5HS, HSVD 5K, JI, 5S, 2D, FBHSVD, Air-dash, J.S, J.HS, Land, SVD, 5P, HSVD 2HS, 2D 2D wiffs 2D, FBSHD, 6P ... in corner Application - J.2HS, Land, 2D, FBSHD, 66, 6P, 5S,JI, 5HS, Delay, HSVD, FRC, Jump, J.HS, Land, 6HS Share this post Link to post Share on other sites
Doren2k Report post Posted February 27, 2008 good shit on the advice against jam I think its right on. Share this post Link to post Share on other sites
Kyle Report post Posted February 27, 2008 Thanks Doren. I've been waiting on your seal of approval. Share this post Link to post Share on other sites
pulsr Report post Posted March 5, 2009 This took a lot of practice, and I probably can't do it anymore... Learn to slash back jam's 6hs. Share this post Link to post Share on other sites
Free Report post Posted June 8, 2009 im glad that the combo in corner........ 6p, 2hs, vertical dolphin connects against jam. The 6p, 2hs combo only works on a few characters, glad jam is one of them. 6p, 2hs works on jam, potemkin, both ky's, and some others i forget. Share this post Link to post Share on other sites