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Coke

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About Coke

  • Rank
    Hyappo Shinshou!!
  • Birthday 08/15/1986

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  • AIM
    Coke N Jam
  • Yahoo
    coke_n_cheese

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  • Location
    The Nearest Retailer
  1. I dunno if I've been playing any of you guys, but gg's to everyone I played for the last couple days. My nick's Mag.
  2. Coke

    General Audio/Video Help & Request Thread

    Here's where I got my Makoto vids. 10 matches total. norematch.com/ggxx/ggxxsvideos.shtml
  3. Coke

    Jam Questions and Critique Thread

    After CH 236S~S you can go for 236S~HS wall bounce air combo at midscreen.
  4. Coke

    Jam Questions and Critique Thread

    Why JI? TKing the 236K means that you did 236K in the air, so you can air combo and double jump if you RC it. Not to mention the extra jump given by 623K kinda takes away the necessity to ever JI anything, aside from the throw FRC JI combo. But your combo's pretty good too, I think I'll use it once in a while for variety.
  5. Coke

    Jam Questions and Critique Thread

    When an opponent is crouching, you can insert a 6K somewhere in your string to make them stand. You can also just end your string with a 2D to charge or go for oki. And try using f.S or 2D 8236K if you're having trouble with the TK combo, just do the motion as fast and fluid as you can. This way there's no danger of getting a superjump, even though there are still a lot of ways to combo after a TK SJ 236K... And iirc, don't do 2HS(1) 236K unless your 236K is charged because the 236K whiffs on a lot of chars, and even then the prorate of 2HS means you just wasted a charge.
  6. Coke

    Jam Questions and Critique Thread

    Those are three different set-ups. Maybe I should've put spaces between them? Just to be clear: 1. IAD 214K, f.S, 2HS, charged 236K, RC, land, 236S~HS, wall bounce, air combo 2. 236S~K (I know it's not a launcher, but it works), charged 236K, RC, land, 236S~HS, wall bounce, air combo 3. CH 236S~S, charged 236K, RC, land, 236S~HS, wall bounce, air combo
  7. Coke

    Jam Questions and Critique Thread

    If that's the case, then yeah, you're probably not doing the 236S~HS fast enough. What I posted were different combo starters for 236S~HS to hit after charged 236K RC. If you were to use 236S~S you won't be able to hit, much less get the wallbounce. And errr... the name's Coke. lol
  8. Coke

    Jam Questions and Critique Thread

    You must somehow launch your opponent first before hitting them with the charged 236K for you to be able to RC and connect 236S~HS afterwards. Most common starters are the following, IAD 214K, f.S, 2HS, charged 236K 236S~K (I know it's not a launcher, but it works), charged 236K CH 236S~S, charged 236K Just RC the 236K and do 236S~HS afterwards.
  9. Coke

    Jam Questions and Critique Thread

    Pasted from my post in the Using Jam! thread... 5K is a 5-frame low that gives +2 frame advantage on hit and is an important part of her ground strings and frame traps. I'm not in the position to do an in-depth overview of Jam's movelist since I'm still learning her myself, but here's some stuff that you HAVE to use. 2P - very fast move that gives awesome frames for frame traps, and is also an important part of Jam's gatlings. 2S - staggers on CH, good priority, nice hitbox, and neutral on block 2D - knockdown, jump cancellable for very good okizeme mix-ups. f.S - good far poke that hits high and is jump cancellable. Good airdash starter and combos into TK Ryuujin for awesome abare. Good anti-air against some characters with not-so-good jump-ins like Millia without pin, but will never work against Faust's j.D or Slayer's j.H. 6K- makes crouching characters stand up on hit. Insert this into a gatling if you want a crouching character to get hit by Ryuujin. Jump cancellable too. j.P - good spam tool when airdashing and anti-airthrow. Good pressure and mix-ups if you vary the number of j.P before landing. j.S - anti-air and air combo staple. JCable in air. j.HS - good priority air move and hits behind her for cross-ups. Nice CH stun against airborne opponents for re-jump combos. j.D - good whiff punisher when used in conjunction with IAD. Prone to IB punishment unless you add in a j.2K after j.D gets blocked. Leads to a free combo for Jam on hit. I think those are her best normals. It's good to learn all her most useful gatlings, especially those that give frame advantage on block. And unless you want to gatling into 3 kicks, end the gatling in a 2D for a free power-up or okizeme mix-up afterwards. Burst Cancel - parry something, use your Burst and IMMEDIATELY cancel it with faultless defense. You retain your Burst invincibility but you're free to do whatever you want. I'm at a loss as to which of Jam's combos are considered B&B, since I'm normally pretty freestyle with my combos. But generally, long-ish ground strings with a few 2Ps and 5Ks should be ended with a 2D + charge/oki mix-up... heavily prorated ground string~> 2D, charge any ground string~> c.S, f.S, TK Ryuujin, RC, j.S, JC, dj.S, dj.H, 3Kicks (works on all characters Millia height or taller, except Faust) any ground string~> 2D, TK Ryuujin, RC, j.S, JC, dj.S, dj.H, 3Kicks (works on Millia, May, and Zappa) Throw FRC~> c.S, f.S, SJI, sj.S, sj.P, sj.S, JC, dsj.S, dsj.HS 3Kicks Jam has a very open-ended combo system, but those are the basics. Big combos involving CH 236S~S and IAD 214K are very spacing dependent, so I'll leave those for the pros to explain. Now for a question of my own. What're the character specific ground string enders for Faust and Baiken? For Faust I've been settling for 2D JC j.K j.D 3Kicks. For Baiken, I do 2D RC 5K f.S air combo which I think is a bit of a waste of tension. Recommendations?
  10. Coke

    General Audio/Video Help & Request Thread

    I'd appreciate it a lot if someone could put up vids of the Dizzy player named Makoto. People are talking about him in the top JP players thread and I got curious. Thanks in advance :D
  11. Coke

    General Audio/Video Help & Request Thread

    I thought you guys said that it was Mike who beat KA2 in one of those vids from gigs... so how come the dude was listed as sutaa(JA) in Charred Chad's KA2 compilation? Sutaa and Mike = same person?
  12. Coke

    General Audio/Video Help & Request Thread

    Can anyone help me find vids of kaqn's #Reload Jam? I tried checking some sites but I'm having trouble navigating them. Thanks!
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