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ZéroGén

Zappa vs Jam

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6P vs puffball will work on normal puffball or FB puffball only, and only if you have no forward momentum. Best idea is throw attempt or block. Jam is actually weak to Zappa in a lot of ways: He's able to get out of her pressure easily, her mixups aren't too effective versus him (flame kick is easy for him to block and her dust is the only real mixup threat), and defensively, she can't deal with how many low pokes he has. Naked/Unsummon: -This is pretty straightforward, she's going to either put the pressure on or try to put some distance between you two. Solution: Easy summons time. Most experienced Jams will attempt pressure, especially against Zappa since they want to stop you from getting a summon. The fall back to this, is that her moves, despite fast, are easy to counter with summon or 6P/5K. -Her most important poke that she will probably use is 2S. This move is fast and will defeat most anything she tries it against, but loses horribly to 6P or summon. -She may also attempt a 2K or 2D, which are easily 5K'd. You want to block low the majority of this match, since 5K is really fast but hits low and can lead to annoying combos, despite the fact it looks like it will hit mid. -Once you get a summon, simply be wary of wakeup DP and you should do ok. Ghosts: -Off knockdown, oki is very strong. Throw a P ghost, and if they try to parry it, you get a free 6P into combo. -If their smart or lazy and block the ghost toss, you still want to put on pressure regardless. Keep them from attacking properly, Jam's are pretty easy to catch in frame traps (very impatient and aggressive). -Ghosts are good since she can't get away from them without using predictable Puffballs or dragon kicks, so take it easy and watch how they move to punish them. Sword: -Better than you might think it'd be. Very fast pokes will stuff close range attempts, and 5HS will stuff nearly anything on the ground (Her 6HS can be trouble but a well timed DP will stop that). -2HS and DP are too awesome. Any air attempt is quickly beat with these two (including command jump, with and without FRC). DP will often beat crossover attempts because of it's huge range as well. Swordswipe generally defeats puffball dashes. -All around, awesome summon to use for this fight. Very frustrating for Jam's to fight because it's right in their usual range of effectiveness, yet they can't do anything to it's attacks. Dog: -A bit tricky to use, since she's so fast and has a few multi-hit moves. -Good to use for free counter hits during blockstun though, and once you get pressure it becomes the same as vs anyone else with DP's, bait the attack then punish with resummon. -Pretty decent, though not my preferred summon unless it's the right situations for it. Raou: -Pretty straightforward, just watch out for puffballs and DP's/dragon kicks. Don't whiff edguy, very likely that you'll get stuck in a loop for it. 6HS is even riskier than usual against Jam as well. So that's pretty much it. This match is probably 6-4 in zappa's favor, But Jam can still be a pain to deal with once she lands a hit, since it's pretty much automatic stupid loop-huge damage combo from there on out. Look out for her strong blockstrings and tick throws, since she all she needs is one hit and your in trouble.

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