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ChaseRLewis

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About ChaseRLewis

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  1. ChaseRLewis

    Jam Kuradoberi General Discussion

    Her tools against FD are hitting the last hit of 5HS which is lvl 4 which on green guard creates a true frame trap with 236SS puffball and her 2HS which is + on green guard and vacuums them. Her block strings are pretty free form and require you to be more observant of your opponents blocking habits then most other characters.
  2. ChaseRLewis

    Jam Kuradoberi General Discussion

    Doren and Roza are streaming they are the only 2 showing stuff. Arcades don't have it yet I don't think so we won't get 1.03 vids for a little bit. People are still figuring stuff out, MAX Ryuujin is all the rage at the second but MAX Gekirin has found some pretty legit uses. New MAX card has changed the game and so a lot of people are doing different play styles. https://discord.gg/0vIKAGeYQhrlha1M People post in here a lot every day at the moment. Lots of tech in my Youtube Channel also. https://www.youtube.com/channel/UCFhcpGgLoZ6o8ckclksvfZA/videos?shelf_id=0&view=0&sort=dd
  3. ChaseRLewis

    Jam Kuradoberi General Discussion

    It enabled a bit more stuff but mainly made 2D -> 236S~K with the new 236S~K changes WAY easier only new thing I remember is Millia can now get hit by IAD j.P might be others.
  4. It loses to the most basic defensive mechanics in the game for free. Sure it means she look a little crazy if you don't green guard, but that is really it. The gatling has always existed but the reduced pushback is what makes it so repeatable. Jam's only move that is good on green guard is 2HS if the second hit connects since on green guard it is +2. She can throw it in a bit to rack up some RISC but it can't be abused without getting blown up.
  5. Nope, not a single change any Jam player actually wanted except maybe the reduced MAX time. 46PK is literally impossible outside a couple scenarios to do consistently because of how finicky and you can't ever do it on an odd pickup. Hell even after 6HS CH it is so spacing and character specific wallbounce pickups are too risky. Jam players have to leave so much damage on the table because their main combo tool is a liability.
  6. Lol people complaining about the jam blockstring when you can throw her out for almost no risk, blitz her easily, and it loses to green guarding. Her buffs are: less pushback on 6K. Reason was likely her 6K combo's were inconsistent on a lot of character prepatch. Card Ryuujin is now invuln till active once it goes invuln in the air and deals ~5 dmg more MAX card Ryuujin is faster to charge and builds a lvl 1 card half way through. The rest of her stuff is basically fixes like Her DP is now throw invuln Longer cancel windows on her normals so she can actually frame trap you HS puffball now doesn't crossup as much when trying to use it in a combo 236S~K works on more than like 4 characters now for getting combo's Her lvl 1 card buff is pointless since it doesn't reduce the recovery of her lvl 1 charge at all just how quick she gets the card by 3f from 44f to 41f Jam is still likely low tier, but now that she doesn't have 3 8-2's against Johnny, Sin, and Elphelt maybe she can break into bottom 5 instead of guaranteed bottom 2.
  7. ChaseRLewis

    Jam Kuradoberi General Discussion

    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.
  8. ChaseRLewis

    Jam Kuradoberi General Discussion

    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. 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
  9. ChaseRLewis

    Jam Kuradoberi Skype Group

    Most of us are on discord here if you want up to date information. Pretty active over there. https://discord.gg/0vIKAGeYQhoLj8mY
  10. ChaseRLewis

    Jam Kuradoberi General Discussion

    I agree, repped her since Slash not going to stop now. Not like I'm trying to win Evo or some shit. I'm wondering if her j.2K YRC can be used for good mixups. If you do it as low to the ground as possible it is basically impossible to confirm whether they were on the ground or in the air when they did it and you can overhead / low from that position. Corner orb combo that gets you a card and oki without the need for having a card stocked. 632146HS->5k->5S->2HS(1)->46P~K Venom, Bedman, Leo, Ky, Sol, Johnny, Sin, Chipp 632146HS->5k->2HS->46P~K jack-o, may, ramlethal
  11. ChaseRLewis

    Jam Kuradoberi Video Discussion/Posting Thread

    Jam 1-hit j.2K Overhead combo Character specific but you can hit the 2HS on Johnny, Sin, Jam, and Leo really easily. Johnny is the easiest by far, you have to jump back on Sin. Rayplay found some other setups also.
  12. Found a glitch with Johnny. He has invulnerability in his crouching to standing animation. This lets him do OS's that basically guarantee throw/block on defense against safe jumps. Blows them up for free. Super easy, just basically do QCB+HS.
  13. ChaseRLewis

    Jam Kuradoberi General Discussion

    Been grinding her a bit. She isn't like Dan tier, but definitely major issues. In the corner I'm enjoying going for orb super/throw/5k mixups when I get 50% meter. They try to mash out against orb you get 5P->5S->j.D->Ryuujin->card Gekirin->charge card->oki, throw RC is probably her strongest option period, 5k just to make them think jumping out is not smart. Think she has 4 real problems. 1. 46P~K is her only way to get BIG damage without ridiculous resources like multiple cards or 100% meter, but even that requires a card. It is hard to do on the fly, this means she has a hard time turning random hits into BIG damage consistently. Setups, throw combo's, etc. Easy. Random air-air counter-hit? eh .... go for something simple, it isn't worth fucking up if it was even possible from that situation. 2. All the top tiers in this game get damage, knock down, and mixups from every hit. She has to choose at most 2 and even then she basically only gets 1 unless she has a card. Most people need 50% meter to do what she does with 50% meter AND a card. 3. Her mixups all require resources. Without a gekirin card, uppercut card, or her throw / orb super mixup in the corner she really isn't very scary to just down / back. Her throw can be scary, but frankly going for a tic throw or gekirin overhead risks getting blown up AND you might have spent resources. Punishable mixups that require resources or nothing? That is bad. 4. Her card YRC has no business being that hard to get and sometimes even with YRC you are barely positive if not neutral on a dashup into meaty. Some matchups she has neutral struggles which with a card she can take some big risks for big payouts. Having a minimum 44f to get a card is ridiculous. Sin can eat a meat in much less and still get great oki consistently. Why does sin not have to dedicate as much for meat as Jam does cards when without cards Jam is shit? I think they were afraid of EX breath repeat from ACR, but her cards are already weaker then in ACR so getting 1 isn't anywhere near as powerful.
  14. ChaseRLewis

    Jam Kuradoberi Video Discussion/Posting Thread

    Does in training mode when I tested it with dummy set to crouch. Think Guilty Gear has 1st frame forced standing like SF4, that or it is a training mode glitch. Essentially their first frame has standing animation even if they are considered crouching. It won't work if they are just crouching normally. It takes advantage of that forced standing on 1st frame. Here is a really easy safe jump I found that with the same timing works on a lot of characters.
  15. ChaseRLewis

    Jam Kuradoberi Video Discussion/Posting Thread

    Jams got instant overhead combo's for no meter. If you have at least a card damage seems pretty good. Tried them seem kinda hard, but it is pretty darn good damage for an unsightable overhead. It isn't linking right but there is a video in that play list called instant overhead that is interesting.
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