Jump to content

Amadeous

Moderators
  • Content count

    1,709
  • Joined

  • Last visited

Posts posted by Amadeous


  1. If I had to say any character is being overlooked right now, it'd be Jam. I think she's easily a contender for A+/S.

    I agree with this 100% While FBPB might not be as much of a raw threat as it was in AC, the simple fact is once she gets a 22D off, ANY random hit (or grab, something that she didn't have in AC) will lead into high damage, knockdown, meter to 22D again OR strong okizeme. I believe as of now it's a harder to set up her amazing corner oki from AC, but I have faith that setups will be found.

    And mind you, FBPB is still very much a threat once she has a Ryujin card, if not moreso. A change to FBPB is giving it one extra frame of invul, meaning now the attack cannot be stuffed after the invul starts.

    Jam'll probably end up being in the A tier among other strong characters, possibly S, though I don't believe she has anything now that puts her into the "AC Eddie/Testament" tier. She still requires a strong neutral game and fights from a spacing disadvantage against many characters. Although, with ACR, I don't think anyone is AC Eddie/Testament tier.


  2. GGs SilentKill/Dehumanizer. Learned a lot about the Eddie Matchup through our set. I still REALLY need to work on parrying Mawaru, it would make getting out of so many situations easier. I can do it in training mode but not a real match; haven't fought enough Eddies to really make use of it. You're Chicago right? I'm thinking me and Brandino will head up there in late August for Chicago Heart 5, hopefully we can meet up offline.


  3. Keep in mind there are 2 kinds of proration. Most of the time in GG you're running into "first hit" proration, which means the combo's damage is scaled only if that move is used to start the combo. Occasionally you'll see Forced proration, which means if the move is used, even during a combo, the scaling will be applied.

    Also note that some moves have "positive" proration. For instance, the first hit of Jam's Geki: Saishinhou (236236H) has 150% proration; moves in a combo after it do 1.5x as much damage.


  4. Ice Spike FRC is notorious, mostly because the timing on it changes depending if it hits, whiffs, or is blocked iirc. Luckily after #R (not sure about Slash) it wasn't as important to Dizzy's game.

    I think most of the harder FRCs are ones that need to be done with more precise timing to get specific effects out of them (Getting Jam's 2D to FRC on-hit, Millia's hair car FRC timing to get different mix-up options, etc)


  5. Wall loop is still in and imo easier now, I've practiced it on vita ACR. Bit harder to set up since you can't FBPB from anything but you can charged Ryujin so yeah.

    What I notice now is you delay the H follow up more after 6H to let the groundbounce do it's work so you don't care about character specific hitboxes anymore. It's harder to get as many reps sometimes cause 2H lost untech time but you can do stuff like 2H 6H 214D for knockdown now no matter when it is or do 2H 6H 236SD and link to continue a combo


  6. I really didn't want to come here so fast and ask about such a simple thing, but I've been trying for like 3 hours and I can't get the first combo from the guide (I get stuck on the red part) Dash 5K > cS > 5H(3) > 6H xx 6P(1) > 5H(3) > 6HH or 6H xx 5K > 2D right after 6H nothing comes out, maybe my timing is wrong, or my speed, or maybe I'm doing something wrong on the input.

    That's a link, and it's actually a fairly easy one, just a bit of trouble finding the timing. Make sure you're not mashing, cause you won't be finding the timing that way. The way I recommend to find the timing is to press 6H then immediately start holding 4P+K to Faultless Defend, and pay attention to when the green circle appears around Jam. That's when you want to be pressing 6P. Also remember you don't have to let go of 6 during the combo, and can hold 6 as you go from 6H to 6P. Later on in the combo 6H xx 5K is another link, but it's slightly easier than 6H xx 6P due to 5K having faster startup than 6P.

    I'm also having trouble with fS > 2D > j236K, from what I've read, j mean to jump right? So I'm supposed to jump and use Ryujin? I've been trying to do it without jumping against Ky but he always hits the ground before I can get him. I read j236K is faster, but I don't see how I'll manage to jump, do the skill and get him right after 2D lol.

    The j236K is j as in jump, yes. Another way of reading that could be "TK Ryujin" or Tiger Knee Ryujin, so a 2369K would work there too...however there is a problem with your training dummy. That combo is character specific and only works against May, Millia, Faust, and Potemkin IIRC. With May and Millia specifically, you don't have to TK the Ryujin input even. Something you CAN do against Ky, and all opponents that are Millia's standing hitbox or higher is fS > j236K, again another TK Ryujin input.

    I played guilty gears years ago and I never really bothered with learning anything and just had fun doing flashy skills. But with the excitement for Xrd I bough AC for ps3 yesterday and here I am after a bit of google, trying to learn how to use Jam.

    And in case it helps, I'm using a stick

    Edit: Oh wow, new blood, pfft how fitting lol

    I'm glad you've gotten enough interest into the game to give it a try! Jam's a very fun character and good for beginners IMO, so I hope you'll have fun playing her or anyone else you choose to stick with in the game. Feel free to ask questions, and be sure to read the Jam guide and Wiki Page!

×