Shigekazu Report post Posted June 2, 2016 I just putting a ccombo video for Jam that really nice. http://www.nicovideo.jp/watch/sm28947977 Share this post Link to post Share on other sites
RoK the Reaper Report post Posted June 4, 2016 I have a Revelator tournament today and I will be using Jam. I want to try to do my best to win it. I need to know as much as humanly possible within this short amount of time. Share this post Link to post Share on other sites
JDE Report post Posted June 9, 2016 I have the game. Now I need some combos to practice. Anyone got any? Share this post Link to post Share on other sites
Shigekazu Report post Posted June 9, 2016 2 hours ago, JDE said: I have the game. Now I need some combos to practice. Anyone got any? http://www.nicovideo.jp/watch/sm28947977 Sorry, it had to be nico, but its worth it. Share this post Link to post Share on other sites
rayplay Report post Posted June 9, 2016 5 hours ago, JDE said: I have the game. Now I need some combos to practice. Anyone got any? Here's something you can start yourself off with. More optimized stuff exists but better to start simple and work your way up. Share this post Link to post Share on other sites
JDE Report post Posted June 9, 2016 Thanks.... I'm actually a bit discouraged to keep playing her now as a new person. Share this post Link to post Share on other sites
DocCeaser Report post Posted June 9, 2016 17 hours ago, rayplay said: Here's something you can start yourself off with. More optimized stuff exists but better to start simple and work your way up. Are the optimal bnbs compiled anywhere? Share this post Link to post Share on other sites
jellyrajah Report post Posted June 10, 2016 2 hours ago, DocCeaser said: Are the optimal bnbs compiled anywhere? optimal combos for Jam vary from character to character Share this post Link to post Share on other sites
DocCeaser Report post Posted June 10, 2016 30 minutes ago, jellyrajah said: optimal combos for Jam vary from character to character Is there a youtube video or a list somewhere that has some? Share this post Link to post Share on other sites
ChaseRLewis Report post Posted June 10, 2016 1 hour ago, DocCeaser said: Is there a youtube video or a list somewhere that has some? http://www.dustloop.com/wiki/index.php?title=GGXRD-R/Jam_Kuradoberi/Combos Basics. Optimized stuff is still being found. Her 46PK combo's are what you should focus on. It is highly character specific and a giant pain in the ass. 9 hours ago, JDE said: Thanks.... I'm actually a bit discouraged to keep playing her now as a new person. She is fun. Give her a shot. She is pretty new. People stateside are still figuring her out. Join the discord server https://discord.gg/0vIKAGeYQhrlha1M ask questions and there is a lot of tech at my channel. We have learned a lot about the character since she dropped on console they never found in the arcades so she has more cool stuff then most people have seen. https://www.youtube.com/channel/UCFhcpGgLoZ6o8ckclksvfZA Share this post Link to post Share on other sites
Dark Ranger88 Report post Posted June 24, 2016 So...what is everybody doing for blockstrings? She seems to get pushed out very quickly, so I've been having some trouble coming up with frametrap pressure strings since most people are pushed out of your reward range after like 2 hits. Plus the fact that you have to respect reversal throw means that you can't just run up in people's faces. My pressure is god-awful, but I've been using Stuff > (Gap) > 5H > 2H if they blocked. You can also leave a gap between 5H and 2H if you input 2H as her palm slaps the ground. FD destroys this though and I'm finding it hard to hitconfirm if they don't block on wakeup since the hitstop on 5K is so little.. Share this post Link to post Share on other sites
rayplay Report post Posted June 24, 2016 You can use j.2K if they keep waking up mashing throw, as well as her puffball super if you have the meter, all to scare them from pressing on wakeup. Use 5K/2K from out of their throw range on wakeup. Her 5K, 2P, and 5HS are all advantage on block, and her 2S and 2HS are neutral, so you can use these to pressure with. Also keep in mind that she can reverse gatling (for example, 2S xx 2K), so her strings won't be as linear as other characters, so use this to your advantage to create longer strings as well has reducing recovery and going for frame traps. Share this post Link to post Share on other sites
currentlemon Report post Posted July 4, 2016 I'm also trying to do her 46PK combos and they are a pain. If they are character specific, they what characters will 46PK combos work with? Edit: I found that doing 5S instead of 2S can make 46PK work, although I only tried this on Axl. Need to test this on other characters. Share this post Link to post Share on other sites
Bellevar Report post Posted July 5, 2016 So far 46PK worked on: Kum, Johnny, Axl, Sin, Potemkin(after you hit that K you can just run up and c.S on this characters because they are in the heavy category) Elphelt, I-No, Ramlethal(after K you need to run up and do j.S) I didn't test on the other characters yet. On Sol though, it works really weird. It won't connect on midscreen for me. Only in the corner. It's not working on: Faust, Ky, Raven(didn't test in the corner though) I'm doing 5S 2HS(1 hit only) 46PK most of the time. Hope this helps a little and sorry for my english. Not my first language. Share this post Link to post Share on other sites
Nyaa Report post Posted July 8, 2016 There's a FAQ section on the Jam discord with a very handy pastebin for this: http://pastebin.com/CpnUCNf7 I copied everything to a google keep note that I have available when I'm playing, helps a lot. Share this post Link to post Share on other sites
furix Report post Posted July 9, 2016 ^Thanks a lot for that post! That's really useful! Other things I've noticed is that it helps delaing your parry a bit after the 2H(2) overall, sometimes the 2(H) in a lot of characters, instead of canceling into parry as soon as 2H(1 or 2 hits) hits. Eitherway, what's the reason behind P-K parry missing a lot? Is it something to do with the hitbox? Share this post Link to post Share on other sites
Nerk Report post Posted July 10, 2016 Does anyone have any consistent answers to backdashing on wakeup without leaving yourself open to wakeup throws? Sins in particular, it seems very difficult for Jam's tiny limbs to punish it without a hard read. Share this post Link to post Share on other sites
9:02 PM Report post Posted July 15, 2016 On 7/10/2016 at 0:07 PM, Nerk said: Does anyone have any consistent answers to backdashing on wakeup without leaving yourself open to wakeup throws? Sins in particular, it seems very difficult for Jam's tiny limbs to punish it without a hard read. There are a bunch of ways to option select against back dashes. Sin is easier to catch since his backdash duration is long; you can use a jump normal and OS something like 6H if he backdashes and it whiffs, or a grounded normal like 5K that has less than 10 recovery frames so you don't get DP'ed. Share this post Link to post Share on other sites
ChaseRLewis Report post Posted July 16, 2016 On 7/10/2016 at 0:07 PM, Nerk said: Does anyone have any consistent answers to backdashing on wakeup without leaving yourself open to wakeup throws? Sins in particular, it seems very difficult for Jam's tiny limbs to punish it without a hard read. If you do a dashing 6K with the right timing it can work also, Getting thrown on wakeup more of the time is about spacing than anything else. Share this post Link to post Share on other sites
mizuiro-kitsune Report post Posted July 18, 2016 I was gonna post a 1h15m Jam video, but not that the balance patch has been announced, it feels like a pointless thing to do... Share this post Link to post Share on other sites
mizuiro-kitsune Report post Posted July 18, 2016 That being Said, Jam's patch notes have been fully translated. What do you guys think? - Crouching Hurtbox Hurtbox while being hit increased upwards - 6K Knocks away less when hit CH state ends when the active frames do Special Cancel window increased by 8F - 2S Special Cancel window increased by 7F - 2HS Special Cancel window increased by 2F - 6HS Special Cancel window increased by 4F - 2D Knock up the opponent further - Throw Number of hits during combo does not change the height the opponent is knocked up - Charge Charge time for 1 stock reduced from 44F to 41F Charge time for MAX stock reduced from 86F to 77F Stock does not go away if Jam gets hit during Charge after 41F - Ryuujin (Power-up) Ground Version: Damage increased from 75 to 80 Invul increased from the moment she leaves the ground until 1F after the attack activates - Kenroukyaku Normal version is Invul until activation Power-up version in the air is Throw Invul Normal version has prorate 90% - Hamonkyaku Knocks up the opponent further Hitbox increased upwards - Hyapposhinshou Hurtbox during dash decreased downwards - Senrishinshou Hurtbox during dash decreased downwards - Pao-Saishinshou Bug during Overdrive animation fixed Share this post Link to post Share on other sites
Nyaa Report post Posted July 18, 2016 Big ones are faster max charge and ryujin real invu. If you tk carded ryujin it's invu from f1-f8 and goes active at f8 meaning it will beat a lot of stuff just because now. It's great. Also all the stronger characters got sent to the hospital. All in all a great day for her. Share this post Link to post Share on other sites
IrishKing Report post Posted July 20, 2016 On 7/17/2016 at 6:59 PM, mizuiro-kitsune said: I was gonna post a 1h15m Jam video, but not that the balance patch has been announced, it feels like a pointless thing to do... If you don't mind, I'd still like to see it. New to Jam until Anji gets here and could use help anywhere it may be found. Share this post Link to post Share on other sites
mizuiro-kitsune Report post Posted July 20, 2016 Sure. Share this post Link to post Share on other sites
mizuiro-kitsune Report post Posted July 20, 2016 On 7/18/2016 at 10:25 AM, Nyaa said: Big ones are faster max charge and ryujin real invu. If you tk carded ryujin it's invu from f1-f8 and goes active at f8 meaning it will beat a lot of stuff just because now. It's great. Also all the stronger characters got sent to the hospital. All in all a great day for her. I want to know more about 2D: If it knocks the opponent further up, does that mean 2D>236K's will be easier? Share this post Link to post Share on other sites