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Amadeous

Jam v. Sol Badguy (GGACR)

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5-5, Even:

Overall:

Sol v Jam is even in my personal opinion, but I've seen people argue it being either slightly in Jam's favor or slightly in Sol's. Sol can strongly control the neutral game and easily space Jam out, and a patient Sol is very hard to approach as Jam. However, Jam's good movement and speed can check Sol and his lack of "chasing ability"; Jam can put Sol into a situation where he has to pull dumb risks to try and catch her, where she can then take off 50% of his life bar in one combo. In ACR Sol didn't change much, but Jam's few changes alter the matchup slightly.

Opener:

Sol's openers are going to be 2S if he wants to be safe, 5H if he wants to be risky, dash up 5K or 2D if he wants to be rushdown, or sit back and wait to see what you do. IAD 214K can punish 5H and possibly 2S if you do it fast enough, but if the Sol waits or does 5K he can get an easy punish. Dash 2S will be beaten out by his 2S and may beat his 2D or dash 5K if you're fast enough. IADing away is dangerous if the Sol sees it too much, as he can chase with dash 5K...so doing a superjump before IADing back and covering with IABD 214K or jD as a way to mix it up may help.

Neutral:

Sol controls this part of the match. His 2S and 2D are, much like HOS's, very strong and shut down Jam's ground game. Unlike HOS however, Sol's 5K can also control the airspace around him. A patient Sol can be very frustrating to fight. Sol will like to use fS and 2S to try to poke his way in if he's playing rushdown, or stand back and use 2S and 5K if he wants to sit back and let you kill yourself. Your 5K is about the only poke you'll have in this matchup, though even it will be beaten by 2S and 2D if the Sol is spaced right. 6H is stronger against Sol than HOS, since Sol's 2S doesn't hit as high and his 2D does not move him forward, but it still lacks the speed to beat anything when used any time outside of doing it early.

Generally Jam will be wanting to dash around the screen and keep moving, trying to get Sol into a position where he can't be patient and punish her trying to approach, but also staying out of his 5K range. Baiting the Sol into whiffing a normal (or better yet, a VV if they're really impatient) is your best chance to get in and hurt him. Sol lacks a good chaser game, but remember that his jH is very good air-to-air against Jam.

Using Bakushuu recklessly in this match is also bad, as Sol has MANY options to beat Hyappo/Senri Shinshou. His 5K, 2D, VV, GV, and WT will all beat close puffballs, though with the change to FBPB's invul it's more likely for Sol to whiff his 2D or his VV clash, though this still isn't a good situation for Jam. However, Jam's Ashibarai (236S~K) is VERY aggravating for Sol, as when spaced right it will hit Sol out of his 2S, 2D, GV, WT, and 5K. Use it as a way to keep Sol guessing and force him to respect Puffball.

Offense:

Sol's main defensive options against Jam are 2S, 5K, and VV. Like HOS, Sol can mash 2S during bad pressure of Jam's to stop her, and can also use his 5K to catch any IAD attempts to continue pressure. If your pressure isn't unpredictable and tight, Sol will like to VV out of it as well; something you have to keep in mind. Baiting VV is a good way to keep Sol scared during your pressure, because blocking a VV spells death for Sol. Similar to the neutral game, Sol can react and punish to the Bakushuu dash, so using puffballs as blockstring enders/frame traps is ill-advised.

Also be wary when you have a Sol cornered. While Sol is in the corner, he has access to Riot Stamp as an instant overhead, beating out any lows and at least going for a trade. In addition, it puts him into the air IMMEDIATELY, possibly making your hitconfirming much harder.

One advantage Jam has in ACR now is that even Sol's Reversal VV will not beat a charged IAD 623D; he has to block it like anyone else.

Defense:

Sol can be very scary while rushing down, even if his pressure is limited. While it did become much stronger with Fafnir (41236H), Jam can easily parry it and punish Sol out of his pressure. Otherwise, Sol will be going for basic tick throws/frame traps with plenty of lows sprinkled in. A good Sol will also be spacing his rushdown and pokes so Jam can't counterpoke out of his pressure, making it much scarier. However, Sol's mixup is limited; watch his meter as his options open up once he gets 50 meter and can use FB Fafnir and VV/GV RC to put you into guessing situations. In these situations, 1F jumping and holding FD is your safest option as it will beat WT/VV mixups, though it is costly.

Your best tool for poking out or getting out of Sol's mixup may actually be 6H, as it will beat 2S, 2D, WT, GV, and Fafnir when spaced and timed right. However, if used incorrectly (or the Sol player plays around it), you'll be risking a CH, which can lead into a lot of damage taken. Also respect Sol's 6P as it's an excellent frame trap and hitbox, beating out many of Jam's counterpokes and attempts to get out.

A final character specific note is that at certain ranges, Sol can 2D GV (with no mashing) and ALWAYS Clean Hit on Jam. It's VERY good to save your burst for a 2D at these ranges as Sol can't jump cancel to bait the burst. In addition, if you burst over a Grand Viper at mid screen and the Sol mashes, he'll fly to the other side of the screen and be stuck in recovery as you recover from your burst and can Senri Shinshou to punish.

Other Notes:

Sol's hurtbox while being comboed is...odd. While this doesn't matter as much in ACR, note that while falling his legs aren't all there so adjust accordingly.

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