Jump to content

ryokoalways

Members
  • Content count

    1,418
  • Joined

  • Last visited

2 Followers

About ryokoalways

  • Rank
    Deity
  • Birthday 04/22/1986

Other Info

  • Location
    Beaverton, OR

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. ryokoalways

    Jam Kuradoberi General Discussion

    Before looking at the tweet, you need to know there are two versions of parry. 1. Empty parry- 1-8f parry, 9f on follow-up or cancel into fd/dash/etc. 2. attack cancel parry- 1-8f parry, 9f on follow-up but no cancel into fd/dash/etc The idea they are looking into right now is jcc parry cancel, which was first used with makoto in BB. In this instance, you jump cancel a move (2d), then cancel the jump with parry. In that manner, you are not cancelling from an attack into parry, but from jump into parry, which should give you empty parry. If that's does work, any attack that is at least lvl1 (higher is safer of course) and can be jump cancelled should be good for jcc parry cancel pressure. Edit: To clarify, this has not been confirmed as valid. It's something they will be checking on.
  2. ryokoalways

    Jam Kuradoberi General Discussion

    Jam never really had kd as part of her game till AC. Her mix-up game wasn't that strong till 2h kd off 6h combos that allowed for 4 way mix-up in the corner. Whether she need kd is yet to be seen. However, considering j2k is +3 on hit, every time it hits you should be able to combo into 5p on standing and 5k on crouching. That might make getting kd worthwhile. It's basically a 13f overhead.
  3. ryokoalways

    Jam Kuradoberi General Discussion

    I posted a framedata link (incomplete) in generals. According to it, jk or js should be possible as iad combo parts after 6k. 6k (2) combos into a 14f. jump 3f action after iad 6f So, anything 5f or faster should work. 6k will force stand, so as long jk or js hitbox isn't horrible it should be possible.
  4. http://blog.livedoor.jp/ruubr/archives/cat_1240353.html Incomplete framedata.
  5. ryokoalways

    Jam Kuradoberi General Discussion

    Max dp might be something worth looking into. It definitely doesn't have initial prorate, but for something with so many hits it also doesn't scale as much as you would expect. Additionally, depending on point of recovery it might be a safe dp. With how situational card ryujin is as a combo extender, I think people will start looking at other options. As far as comparing to previous versions of Jam, it's really a 1/3 mix of reload, slash and new. Playing strictly a reload style won't work because throw doesn't pose as a big enough threat, air dash is better than slash but not as good as reload, jp is nerfed by 1f (5 to 6), etc. Jam has the power cards, 5k, and probably damage output equivalent (specifically not needing corner for good dmg) to reload, but only one of those 3 things really helps generating chances. Changes to 6h will have a big effect as well (it's not strictly better or worse in this case, just different), and likewise 2h. Range decrease to js, 2d and jd (1) are unfortunate but won't swing match-ups. Also, while 6p being back to 9f is unfortunate, I think the new animation makes the move a lot better. I think more than anything else, the biggest learning curve is getting use to the new parry, which probably has a greater effect on Jam's aggression than anything else.. It will definitely take a lot longer for people to settle down with Jam than other returning characters. You won't have a polished Jam to work with within 2-3 days like you did with Johnny.
  6. ryokoalways

    Jam Kuradoberi General Discussion

    Combos are actually being posted by tanabata, who is playing with Mike Jam, and retweeted by Lox. All are corner combos based on ryujin card. It's the same combo adjusted to each character, likely the highest dmg they have figured out so far. iad gekirin or 236sk card gekirin starter: 6k(1) > 2h (2) > parry pk > forward js > straight up jd (1 or 2 not specified) > gekirin > card ryujin > gekirin (whiff) > land 5s > 2h (2) > parry pp. #Sol, Ky, Zato, Axl, Slayer, Sin 6k(1) > 2h(1) > parry pk > hjd (2) > gekirin > card ryujin > gekirin (whiff) > 2h (2) > parry pp. #May 5s > 2h (2) > parry pk > hjd (2) > gekirin > card ryujin > gekirin (whiff) > 5s > 2h (2) > parry pp. #Millia, Elphelt 5s > 2s > 2h (1) > parry pk > forward js > straight up jd (1 or 2 not specified) > gekirin > card ryujin > gekirin (whiff) > 5s > 2h (2) > parry pp. #Chipp 6k (1) > 2h (2) > parry pk > hjk > jd (1 or 2 not specified) > gekirin > card ryujin > gekirin (whiff) > 5s > 2h (2) > parry pp. #Faust dash 5s > 2h (2) > parry pk > forward js > straight up jd (1 or 2 not specified) > gekirin > card ryujin > gekirin (whiff) > 5s > 2h (2) > parry pp. #Ino, Ramlethal 5s > 2h (1) > parry pk > hjd (2) > gekirin > card ryujin > gekirin (whiff) > 2h (2) > parry pp. # jam, Jack-o.
  7. ryokoalways

    Jam Kuradoberi General Discussion

    6k iad is currently the most interesting component. Considering 6k(2) combos into a 14f move, it should provide very favorable frames on hit for iad. I think someone posted about this already in the bbs, so it will likely be tested soon. Outside of that, due to the rc system changes, it's going to take awhile for Jam to look like it's being properly played, however it ends up looking like. j2k yrc should be another good way to secure a respectable mixup. Any block string delay iad yrc should be a pretty decent tool as well. Right now a lot of Jam sits on 100% tension and rc a ryujin entry or go for ball super. YRC with jam's moves, in theory, should make it much harder to keep her out. That should come with time. One thing I think people will likely move out of is the parry PP ender. It doesn't kd nearly long enough for legitimate wake-up pressure due to long recovery, and doesn't even retain advantage if you go for a card (especially bad for a ground combo, which should always end in 2d, or 6k > 6h card or 236s-xx for tracking and tension). The damage is very respectable, but since you can't do anything after it I think it's a throwaway piece as far as combo goes. It's much better to secure kd with a card gekirin as it allows you to card something else and/or apply a good wake-up game. Aerial finish also probably results in better tension gain due to 3 kicks. As far as rc goes, it doesn't really feel like it's worthwhile other than 6h > ryujin rc or throw (1) rc occasionally. Outside of combo, it might be worth looking into 2h rc for ambiguous cross-up shenanigans. I'm currently of the opinion that Jam should avoid rc as much as possible and abuse yrc. Since the most reliable way to beat Jam is to pre-empt her moves (since she is faster than you), yrc should allow you to react during flash and counter accordingly. We'll see how it turns out.
  8. ryokoalways

    Jam Kuradoberi General Discussion

    If you have 2 cards you get to use it twice. You don't use up both charges at once. Also, I remember seeing somewhere in Mikado that max gekirin doesn't work with air dash special (doesn't go straight down). Can't find it right now to confirm.
  9. ryokoalways

    Jam Kuradoberi General Discussion

    Machabo was using mainly 2d kd for 1 card, which will be the norm again unless max card has anything additional to offer (6h can safely secure a max charge against some characters). Most likely 2 gekirin will be preferred over 1 max gekirin, and max ryujin > rc for high damage combos. Edit: reported foot invun on 6h is 4-13f.
  10. ryokoalways

    Jam Kuradoberi General Discussion

    h puffball is +5 normal and +3 on switch. s puffball is still at +1. With the start-up being that high, the only use is really in zoning, which is actually not too bad in some match-ups due to hitbox change pre-hit. 2h is 0 on block, which is really good. Depending on what the recovery is, parry cancel might be a thing. I think 2h is not airtight, so that might be a concern. There are enough options where you can vary it up so it wouldn't make too big of a problem though. With over half of her ground normals at 0 or plus, she will likely be better at staying close, but worse off at mid range. 6h should help against long range (whether it's legit or just people not used to jam with that much range remains to be seen). Getting in against long range characters will be harder, and because she doesn't have moves that's just safe pressure, Jam players will have to make exact reads more frequently to get chances, but things should be gravy once it's close range. AA will be a bit tougher, but as mentioned, 5p and cs are still available, and 2k can still be used for low profile. There hasn't been much usage of 6p to get a good idea of it's properties. It's better as a pressure move now though because the gap between hit 1 and 2 is smaller so there is less pushback. It will be easier to make use of the +2 on that move. Her average damage is not bad (but it looks like 5k is 80% proration. Too bad), but she is fairly resource dependent like in slash to get the damage. Her peak damage by itself is on the low end, but with the 5h>2h gatling, it should be easy to build up guard meter. You can kind of treat her 2h like a homeless man's aba 2h.
  11. ryokoalways

    Jam Kuradoberi General Discussion

    Another set of frame data for comparison 5P 4F (ick) 5K 4F (This might explain why you can link 5k to itself on crouching characters) 近S 6F 遠S 6F 5HS 13F 5D 25F 2P 4F 2K 5F 2S 6F 2HS 11F 2D 6F Edit: Additional 22(key)- 56F, card on 44F 22(key) hold- 86F, card on 74F ryujin- 17f, air 8f dp- 7f, air 5f gekirin- air 17f parry- total 10f follow-up P- 4F follow-up pp- 15F Follow-up pk- 27F?
  12. ryokoalways

    Jam Kuradoberi General Discussion

    There are reports that 2s is 3f. Take that how you will. Edit: I should specify there are some that are saying it's still 6f. I'm sure this is something that will be tested today. P 3F ±0 K 近(close)S 6F -6F 遠(far)S HS 13 +1 2P 4F +3F 2K 4F ±0 2S 3F ±0 2HS 11F ±0 2D 6F -6F 6P 9F +2F 6HS 14F -6F JP 6F JK 5F JS 5F (sad face) JHS 6F
  13. ryokoalways

    Jam Kuradoberi General Discussion

    She is still very solid because the damage output is definitely there. Her zoning feels like it will heavily depend on 6h, as stated before. It pretty much has every property you would want on a long range poke for Jam (on paper at least). Now we just need to see whether it will translate into what we expect in matchups. Gekirin will likely be the kick to first card as it's a combo extender that allows conservation of tension for other purposes. Ryujin's raw dmg is super high (especially at max), but unless you can get something out of it after the hit (be it positioning, set-up, or follow-up dmg), it will probably take a backseat (although 6h>charge ryujin is suppose to be great dmg). Primary issue would be that it interferes with tk ryujin in some cases. Also, corner carry isn't as valuable to this version of Jam (reload/slash mix). Also the buff to 236236h as a combo piece super is also very good with how the rc system got changed. Jam definitely fits very well with the new rc system. 1 more day to go.
  14. ryokoalways

    Jam Kuradoberi General Discussion

    They will apply some fixes to parry in its current form. But since they will definitely not remove follow-ups, some of the things we will just have to accept. -Successful parry doesn't allow for another parry input, so ky's 6h will win (also because you can't throw after successful parry). I think they will change it so you can parry again if you just successfully parried. -Parry as a special, and therefor has recovery will more likely than not stay. I think we will have to accept this. Parry fd, parry throw, parry normals are all likely gone. -Parry only parries 1 hit, so multi-hit like Axl's projectile will win. I don't know if it's probable for this to be changed. My personal reasonable wishlist is for you to at least be able to parry multiple hits per parry, along with successful parry allowing for another parry. I really think they should have made parry follow-up with more alpha guard-like inputs (so it would be 632p instead of just p), That may have changed their design approach entirely.
  15. ryokoalways

    Jam Kuradoberi General Discussion

    You can bypass it by using 1 instead of 4 position, but that will be a hell of a habit to break. Regardless, losing the ability to cover your approach with a parry here and there will be a big adjustment. It really takes away some of the freedom you have with Jam's movement. They can definitely adjust command priority and other things of that nature, but in most instances I think it will be make one thing more smooth but make another less reliable.
×