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FlashMetroid

[GGAC] Jam Match-up Thread

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Ok this is the match up thread not the "OMG JAM IS AWESOME I LOVE HER" thread lol Before anything The match ups ratios (IN MY OPINION) 6.5 - 3.5 : Anji, Axl, Johnny, Bridget, Anji 6.0 - 4.0 : Ky, Chipp, Dizzy, Zappa, I-no, Venom 5.5 - 4.5 : May, Millia, Robo, Testament 5.0 - 5.0 : Jam, Eddie, Pot 4.5 - 5.5 : Slayer, Sol, Baiken 4.0 - 6.0 : Faust, HOS I personally believe Jam has no real style it all depends on the person playing her. Jam isnt like the rest of the cast who once they get started everything is the same once they get the first hit. Everything she does is situational so you basically gotta freestlye everything on teh spot IMO to get the best results. A couple of known Jam players 1) KA2 Jam - Runaway/Mixup Jam damage comes from taking advantage of mistakes, players chasing him, and really advanced mixups 2) Mike Jam - RUSH THAT MOTHERFUCKER really fast, advanced mixups, really good reactiontime 3) Hamasho Jam(you might not know him) - Patient as hell doesnt do much but throw a few attacks here and there waiting for the right spot 4) FlashMetroid Jam - A mixture of the first 3 but with a huge focus on counter hits more than anything General Notes - - Burst Cancel can save your life I use it ALL THE TIME learn it - Your a Pixie character so whatever you go for make sure you do it fast - 6HS is the ultimate grab bait free CH LOOPING - PERSONALLY TESTED (All loops were started off a corner 236S, HS) Combo A (THE WHOLE CAST EXCEPT FAUST, SOL, CHIPP, HOS) - Dash in 2HS(1 Hit), 6HS, HS, Dash in 2HS(2 Hit), 6HS, HS, Dash in 5K, 2HS(1 Hit), 6HS, HS Combo B (Anji, Slayer, Eddie, Johnny, Zappa, Millia, May, Potemkin, Testament, I-no, Baiken, Bridget) - Dash in 2HS(1 Hit), 6HS, HS x 3 Combo C (Anji, Slayer, Eddie, Johnny, Zappa, May, Potemkin, Testament, I-no, Baiken, Bridget, Axl, Chipp, Faust) - Dash in 2HS(1 Hit), 6HS, HS, [Dash in 2HS(2 Hit), 6HS, HS] x 2 Combo D (THE WHOLE CAST EXCEPT MAY, BAIKEN, BRIDGET, CHIPP, DIZZY, FAUST) - Dash in 2HS(1 Hit), 6HS, HS, [Dash in 5K, 2HS(2 Hit), 6HS, HS] x 2 Notes - - The reason I even mentioned combos BCD so you could know what works on who so you could get max damage in a high gaurd situation using FB puffballs - Combo D is the only loop that works on Sol and HOS - Combo C is the only loop that works on Faust and Chipp - In a reg gaurd bar situation combo A is the most damaging but it doesnt matter all loops do a shit load of damage not that much of a difference Jam vs Potemkin First thing im gonna say in this match is that its pretty damn good match but you can still get fucked up if you go to sleep for one second heh. First thing im gonna say is something that pots love to use for some reason J.D this move is complete trash in this match up if you see the pot use this move what you do is very simple you jump straight at him and J.Sx2 the first slash will clash with it and the 2nd one will CH hit him for free a free combo. Anyway in this match up you pretty much just wait for him to give you an opening or do something stupid like jump or the ground stomp(im not a nerd who remembers the names of moves lol sorry). Im a huge fan of meaty 5.K on their wake up for 2 reasons 1) it pins him down so you can get started 2) its absolutely unstoppable by Pot(in every game of GG not just AC) when you go for a meaty K he has 3 options wake up super/block it/take it. If he does wake up super you recover fast enough to parry it and punish him anyway so he just wasted his time and bar. He cant anti air you with 6p if you cross up him up but he can air grab you so he pretty much has to guess what your gonna do so try to play alittle fast and do alot of fake outs and eventually the potemkin will realize its just to risky to choose between air grab and 6p so he will most likely just block lol. Besides those couple of things you just play your reg jam and you shouldnt have a real problem with him. Notes - - Random TK Ryuujins hit him while standing and are unpunishable - IAD when he tries ground stomp for a free combo - Puffball are useless(Pots 6P will beat or clash everytime) - Dont do an AD block string and land into a floor string unless you did a really low JHS so he cant IB PB Jam vs Anji This match is pretty free aswell first things first your stronger, faster, and scarier than anji lol. 2S is the ultimate poke in this match it flat out bets everything that isnt autoguard lol if he hits a button and its not an autoguard move hes gonna eat a counter hit lol. Burst cancel butterflys(shitsu?) and it gets rid of all of his dangerous mixups and hes stuck doing stupid fujin guesses which you block and punish like nothing. I personally use 5S as anti air usually something like 2HS(1 hit), 6HS and then depending on how close I am to the wall I am ill decide what to do. FB puffballs are too good if the anji is HS fujin crazy becuase it beats it pretty much clean 90% of the time. Overall this match is pretty simple there isnt really anything to say about this match up just rush that nigga down becuase he cant do anything to your pokes. One last thing a meaty 2S from anji ALWAYS goes under 623K. Notes - - Anti air 5S him for FREE - Parry the butterfly(burstcancel if you can do it) - Watch out for Autogaurds Jam vs Ky This match is Jams aswell but it actually takes a bit of work your air game is basically completely shut down by 6P you can mixup it up with 2K to get the person scared to use 6P but thats something you can try out later. 2S once agian is really good poke it beats out just about every poke a good ky would use while jam is that close (2K, 5K, 6P, 2D, 2P) the only poke that really messes with jam is 5HS, 2HS but 2HS is alittle too risky and most Kys wont bother becuase if they miss they are dead heh so basically an early 5HS. His fireballs are a pain all of them and his FB dust are annoying aswell there really isnt anything you can do about them but block. Another annoying thing about this match up is your really light so usually Ky gets an extra rep for his DP loop and it makes a difference. Notes - - 5S anti air agian all day - 236S under stun edges(if you do it early enough it can lead to a free FB puff combo) - Dont get crazy with puffballs(stun dippers beat them clean) - Dont jump in until you know exactly what your doing - Parry Charged stun edges(if hes running in after it you can parry the first hit and 6P him for a free combo the fireball will go through you) Jam vs May This match is a straight up turtle fest basically if your not attacking theres nothing she can do just 5S all her jumps ins it either wins for free or trades and then you can get a free 2HS, FB Puff. 2D, Ryujiin is deadly agianst may if you have a card ready. If hes dolphin freindly basically everything you do is gonna lose clean except parry or block lol. 2D destroys everything you have for free so watch out for it becuase 2D, DB hori dolphin is painful. What mainly do is run away and use a FB card to get 2 Ryuujin cards and then 2 hits and you win the match lol theres pretty much nothing to it but be safe and look for some openings. The most annoying thing about this match is if you get hit by a random dolphin in the air your really light so you get hit by an TENSIONLESS 80% COMBO....its retarded. Notes - - Get cards quick(2D, 236K, charged 236K is too good) - Antiair 5S all day - Dont jump with out FD - Dont Puffball(Reg and FB) - Dont go for airgrabs Jam vs Testament This match is annoying the key to this match is PATIENCE with out this you arent gonna win plain and simple. You gotta basically just wait it out and keep trying to get in safely while dodging all the items. Once you get in your job is to stay in and watch out for foward axe beast becuase once your out then your back to square one and you dont wanna be here lol. Once your in the match becomes pretty much like any other match your pokes are all faster then his you only have 2 things to look out for 1)foward axe beast, 2) warrant(the counter). If you can look for these the match should be pretty easy once you get in 80% of the fight is getting in. Notes - Getting rid of traps : Trees - SJ over them AD back Air Webs - j.D, j.S Ground Webs - 5P, 5S(I dont think it works will test next time I play) High Skull - Jump towards it, IB, AD back - He has no real form of defense besides warrant and super....take advantage - FB Puff goes through everything if you predict hes gonna do something go for it...free win - 5S anti air you already know lol Jam vs Sol This is a simple match up zone the shit out of this character and stay on the ground your 2S beats everything he can do as long as his attack isnt already out there when you do yours. Watch out for VV and Wildthrows becuase those are painful. Sols jHS is the most annoying thing on earth theres pretty much nothing you can do about him spamming it all day you can try to trade a 2HS into a free combo off the trade but I wouldnt recommend it. If you predict the random jHS you can jS it really early but it takes alittle practice and really fast reaction. Sol doesnt have an answer for a spaced out 2D. Notes - - Watch out for VV at all times - 6P, 2D are dangerous be careful - 2HS anti air in this match up not 5S - Grand Viper goes under all puffballs(and so does 2D I believe) Jam vs Chipp This match is stupid annoying but pretty easy becuase of the bad defense I usually play this one in the air becuase Chipps ground game is stronger than yours but he cant handle her air to air. I usually find myself running away and landing random hits when hes chasing me. Random puffballs on the floor is my bestfriend becuase if one of them hits CH its game over. The risk reward in this match is heavily in your favor so you can take risk all day IMO but if you dont feel comfortable you can just keep running away throwing random stuff so they can run into it that works also. Notes - - Low defense hes gotta be scared - 5K beats everything - Cant anti air him only options are block or parry, grab - IB the hit before 236S for a free parry - 2S beats 2D clean Jam vs Slayer This match is CvS GG edition your cant really jump at slayer he has an answer for everything you do in the air. 6P is really dangerous it beats alot of things including puffballs and I think FB puffballs aswell. One thing thats going for you especially if you have good reflexes slayer is a slow character and is really easy to parry I personally parry all 6k mixups, random mach punches, all jump ins. other then that you just basically wait it out...oh yeah SJ AD 214K either wins or clashes with his anti airs if you spaced it right and if it clashes you can get a free 2K before you land using the clash. Notes - - 6P beats Slayers Machpunches, 6HS for free - 2S beats 2D, 6HS, 6P - If you see the P dandy step in time you can 2S it with no worries - The only anti air you have is jS...if you dont have enough time to jS then just parry or block Jam vs Faust The worst match up on earth its the most ridiculous thing on earth for starters 2K beats all puffballs including the forcebreak, he can anti air you at any angle, has long range pokes, is really short. The one thing that I truly believe saves this match up is her 6P since it beats basically all of faust ground pokes once your close enough. I usually abuse 6P, 2P frame traps since they are too good especially in this match up becuase 6P like I said beats everything he can do. A well spaced out 2K on jams wake up from faust is unstoppable the only thing that can beat it is wake up super so if you have no meter and the faust is decent you can expect him to use it everytime. Notes - - 6P faust command throw for a free 236S, HS into a combo - Dont jump at faust - Dont Puffball - BE PATIENT Jam vs ABA Heh this match up is a Joke in AC lol. At the beggining of the match I IAD back and start getting cards and she can either transform and chase me or let me gets cards and now is when the fun starts. RUN AWAY ALL DAY and go for knockdowns and grab frcs YOU ARENT TRYING TO FIGHT HER YOUR TRYING TO IK HER PLAIN AND SIMPLE. If you try to fight her you will lose most likely. Notes - - 2D, IAD back is too good (its safe agianst random DPs and FB DPs) - Parry jump ins for free - Grab frc = 1/3 bye bye - IK is the only thing your worried about Jam vs I-no Ok at evo I was lucky enough to have the chance to play yossan about 30 times in a row with no waiting at one point so I learned alot about this match up. The first thing im gonna say is this match is ATTACK OR BE ATTACKED I-no has horrible defense so you once your in her face you can have a party on her. I-nos offense is ridiculous its really hard to block the first attack is the hardest one but dont sleep after you block the first hit because the rest is still tricky just not as tricky this is the only match where I think FD is mandatory becuase you wanna space her out and jump away ASAP to take away momentum. 5S is your bestfriend when shes out range she has no choice but to eat it if she tries anything. I personally burst cancel all notes and SJ AD away or dash up 5P if shes already close enough to attack. Notes - - Horrible Defense so RUSH THAT HOE - 236S goes under horizantal CL - Inos stroke goes under all puffballs - Ino can Anti Air you for free - Jam can anti air Ino for free - Parry inos IAD vertical CL oki but watch out for the frc(you dont wanna deal with fuzzys and such)

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I personally prefer pros/cons + notes, where you can use the notes to explain anything that might be vague in the info. Just 'cause it's easier to read more than anything else :) Great info on Pot btw, thanks :) I'm trying to learn Jam but the big messy (and repeated) threads scared me :(

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yeah, finally something is changing in this forum ! the texts are great, but i´d like to have to have the "do!"s and "don´t"s listed for each matchup f.e. vs. baiken do: pressure with 2P 5K tickthrow don´t: pressure with 5HS/6HS/any puffball upclose or vs. faust don´t: approach him through the air other than okizeme and so on...just the most important notes for each character in short form (maybe in charts, with relating notes next to eacht other "don´t do X, do Y instead")

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I agree with Anji matchup its basically free. 6HS works so well in this matchup also beats some of anji's best pokes. IAD Dust is a good move in this matchup to since if Anji throws any poke the IAD j.D will punish its recovery into free loop. And anytime you see an Anji FB rin you and its not in a combo you get free FB ball that shit is free. Time you see the flash or hear the sound. FB ball that shit and kill him. Risky but it works. I agree with Pot matchup since i play that shit all the time. But everyone knowz how pot loves BD pot buster. So if I ever see pot BD one of my moves I 6HS just incase a pot buster comes. And if he tries to backdash 5K or something your 6HS will either trade or beat it in both instances its good since on CH 6HS is to retarded so much stun into free loop. I guess that 6HS adds to my high risk thingy lol. Since it is risky. But if you get it. Rape sauce to the Pot. I'll post more about matchups later on to. PS - FlashMetroid is the best Jam on earth HES GODLIKE AHHHHHHHHHH!!!!!!!!!!!!!...I wish I was like him lmao

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vs Ky. DON´T JUMP. Ky´s 6+P will fuck all your air stuff. Learn to [hachifu > S, Tk 236+K] his 214+K and 236+K (2nd hit). Throw fb pufballs against his Stunt Edges and trick him with 236+S>P into throw. vs. May. An early S works fine against May´s jumping atacks. Make sure you get Ryujin charges asap. Once you get them, the corner loop is free with the 2+D > 236+K linker. Fb pufballs are bad idea, May´s 3+K can avoid them. Try to block this atack by any means, specially when used as a counter poking. 2+K, 2+D, 236+K 236+K > jamming is guaranteed after blocked. Watch out for May´s 6+P, means automatic stunt when charged. Hachifu on wake ups is great uesd once in a while, May´s Okizemes starts almost always on K. Against D/[D] guessing game wake up 2+P / hachifu are the best options, as long as the two versions are really hard to see. I found worthy to RC a regullar Ryujin after a 2+D launcher when May has burst. They´ll normally want to avoid the Jamming damage by any means, and this point of the combo is the burst safe option. Block that shit, and get another free combo. The most essential part of this amtchup is looking after a 2+D > 236+K 236+K, as this means a low heighth wallstick setup for jamming. May´s weight could be a hard deal on jam´s combos, specially con j.D > 214+K and wallstick setups for jamming, so I hardly recommend the 2+D, 236+K setup. Hope it helps.

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Wow i just read back over this thread. AND FLASH IF YOU EDIT ONE OF MY POST AGAIN IMA HAVE TO SHOW YOU HOW TO PLAY JAM AGAIN AT EVO like i did at FR. lol. 5) Peter Susini "Flash Metroid" - FL 7) Doren2k WHO PUT YOU THERE SON!!!!!!!!!!

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I remember you saying baiken and zappa own jam like nothing. What makes her even with baiken and top zappa now?

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I remember you saying baiken and zappa own jam like nothing.

What makes her even with baiken and top zappa now?

Baiken has low defense, is slow, and her counters can be avoided easily by jcing

to beat Zappa all you have to do is block lol also everything you do beats everything zappa can do except summon thats when the blocking comes in

i need some words on abba if you mind

A quick one for now been really busy lately

"Do" -

RUN AWAY!

Abuse 2D

Puffballs

Dont go for damage just throw as much shit out as possible while being safe I use 2P and 6HS a shit load

GO FOR IK DONT GO FOR THE MATCH!!!!!!!!!!!!!!!!!

"Dont" -

IAD in

Attempt to AA ABA(this will get you killed period)

later this week ill be doing like 4 or 5 match ups

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Jam vrs Pot. Well I guess its just me cause i can't win this matchup. not because of constant ass slashed but because pot will simply random buster me for the win. It wasn't as bad in previous games but in accent core its retarded. Also most pots i play backdash on wake up if they see you too close to them. Also even if i do land s.k meaty and randomness off that, he blocks it then what? iad in? jump in? pressure ends there. man, hella gay.

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Jam vrs Pot. Well I guess its just me cause i can't win this matchup. not because of constant ass slashed but because pot will simply random buster me for the win. It wasn't as bad in previous games but in accent core its retarded. Also most pots i play backdash on wake up if they see you too close to them. Also even if i do land s.k meaty and randomness off that, he blocks it then what? iad in? jump in? pressure ends there. man, hella gay.

You probably have your spacing very wrong when pressuring

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Jam vrs Pot. Well I guess its just me cause i can't win this matchup. not because of constant ass slashed but because pot will simply random buster me for the win. It wasn't as bad in previous games but in accent core its retarded. Also most pots i play backdash on wake up if they see you too close to them. Also even if i do land s.k meaty and randomness off that, he blocks it then what? iad in? jump in? pressure ends there. man, hella gay.

Yo use 6HS in this matchup. Randon backdash busters lose to 6HS into omg wtf damage. ANd if pot backdashes your 5K and you think there gonna buster you 6HS that shit and get that omg wtf damage again. Once you get in on pot It should be GGPO. You don't have to jump in on pot once your in you can just mixup ground strings and shit and if you leave a big enough hole and you think there gonna try to Pot buster you, 6HS that shit. This matchup is easier now imo 6HS gets you outta icky Pot buster situations that woulda got you in Slash. Like if they would have Ibed j.HS in Slash it was like nooooooo free pot buster. Now in AC if you see them Instant block j.HS you can land and do 6HS just incase they try to buster. And crossup j.HS is to good in this match. IAD over Pots head and air HS, land Far slash, Tk kick will land alot in this matchup and if you have a charge with that cancel TK kick into Charge kick and get omg damage again.

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vs aba use 2d jc iad backwards alot. that way you can poke her and run away and be safe thus trying a knockdown for "free" and you will also be safe from the dragon punch FB

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Man the faust match up is so damn annoying in AC in slash it was whatever but now its too damn stupid 5s, 2k link is retarded The faust I was fighting agianst in the tourney yesterday spammed 2k and it traded with EVERYTHING i did it even beat out the puff balls including the forcebreak one CLEAN I still beat the faust lol but it was just annoying what do you guys do agianst faust?

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I'm having trouble with finding a concentrated game plan against Zappa. The Sword isn't too much of a problem, but Ghosts are a pain in the ass if I find my self stuck blocking with out meter. The thing thats been annoying me the most about this match recently is I can't seem to find a safe way to attack him when he's hiding behind the dog. Summons aside, it seems like attacking him in general is hard. Crossup 214k seems to miss him like 95% of the time, and if you don't cross him up he can just summon and collect some free orbs. All I've ever seen about Zappa matchups is always "Rush him dowwwwwn" but I tend to do way better if I take a more turtley approach with a more mild offense and wait till he does something I know I can beat. If I get too aggressive I usually end up eating a summon or just getting hit too much and ending up fighting Raoh too early in the match. How do you fight Zappa?

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what do you guys do agianst faust?

Annoying matchup indeed... It's one of these chars that make me realise how range is important in GG, and how Jammy's range is crap! ...She might have high priority blows, but there is no point of that if you can't reach the guy!

Against Faust, I use Dash->Parry a lot because they always throw their stupid "All-screen-long-yakitori-scalpel-attack-shit" randomly... if you dash-parry that, you got a free counter 6P to rape his paper-bag-face sooo horribly that he will hesitate twice before he throws that scalpel at you again!

Once this attack is sealed, you can get in safely using 236+S~P and throw, or, if you actually dodge an attack, his attacks are pretty slow, so you will have time to 6P(1hit), HS, 6HS loop his sorry ass!

When he gets on his scalpel-pogo-stick, just jump straight up (immediately! take advantage of Jam's 3 frames jump!) and Counter-WATCHAAAAA his face (wallslam if charged) if he is far, or 214+K if closer into mini-dash -> far S -> air combo!

Otherwise, dont jump unless you are absolutely sure you are safe! his straight scalpel blow will AA all jam's moves! (and pretty much all others chars moves too ^^ )

This is a VERY personal trick, feel free to use it or not, but whenever he disapears (will fall down from the sky or open his stupid door somwhere behind you...) I throw a random FB puffball! (or a HS one if I am out of tension, but this is more risky)...

cases where the puffball counter-hits him into a free wallslam are slim though, but it's kind of cool when it happens! ^^

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hintalove who ever says to rush zappa down doesnt know what hes talking about you need to wait that bastard out and and punish the summon attempts AND THEN once if he gets the summon out THEN you rush the shit out of that bitch lol

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Yeah when I first played Rudy i tried to RTSD and i got raped hardcore lol. Against Zappa you have to slow it down because the summon beats every damn thing lmao. So just wait it out and then rush it down when summon comes out so that, you don't get CHed and other shit. I played against a decent faust awhile ago and I agree he's annoying as fuck. He can keep you out and i noticed that 2K raped my balls also. But it never happened to me during FB ball. Against Faust 6P pull in thingy its CH if you can see it coming into 236S+HS, into zomg damage. When Faust start throwing bombs at you don't let him come down j.S under his ass etc. I don't think good Faust use the door for real do they? Thats like free parry into death. The hardest part about Faust is gettin in IMO. But once you get in and should be over faust can't really do nothin to get you off when you get in except for the chop since that shit is omg good and standing dust. Learn those faust only combos to since his hitbox is huge.

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The faust i play agianst KNOW that 6p rapes the pull in thing becuase i did it to them in slash so I never get the free "zomg damage" as you say lol I figured out a couple of things though j2k beats most of the anti airs so you can get them trained to not anti air you and then you can go back to normal once they are scared 2k beat all of my puffballs except a super spaced out s puffball and even then it wiffed becuase the 2k made hiim really low oh yeah dp on wake up doesnt work agianst a meaty 2k it completely wiffs

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I've spent the last 2 days playing a load of slayers in Taiwan (one which was an SBO team member, got sai-ed to all hell). Learned a few things on my own and got some pointers as well. Take it with a grain of salt, I've not played AC for that long, probably not even half a dozen times. Points of interest: First of all, if you are hit, more likely than not you are going to eat 45-70%, regardless of what hit you, and end up in the corner with massive advantage to slayer. For me, these guys didn't miss any combos, so every mistake was very costly. Play it that way, being a little scared in this fight is good imo.. IAD. If you want to AD, make sure you are good at the height control. The slightest difference determines which player is going to receive the 60% dmg combo. But since you are in control here, if used sparingly you should have the advantage. But lowest approach is going to get you killed. I learned quickly, and only IAD at lowest approach maybe once every few rounds for pressure. FB. Frame trap with FB is pretty useless. 6p beats it, and more importantly, slayer's FB also cleanly crushes Jam's FB (only feet is hittable). Use it on reaction with good timing to avoid trading hits and actually make it useful. Another point about slayer's FB, too much air approach will result in slayer just taking a chance with the FB, which is a good risk to take. Other than above-feet invun, he also has phantom hitbox above his fist, so it's nearly impossible to trade. Slayer's 6h and 2h, Makes it really really hard for Jam to get in on slayer.There isn't much you can do. You are out-ranged and prioritized. Sit tight, Block things, read mix ups, and look for when the opponent would habitually use these two moves. One good FD will get you out of the corner. After the good FD, watch for slayer sai-ing with his FB, make sure if you jump to get out FD so you don't die anyways after all the hardwork. The match up is not in Jam's favor imo as it's really easy to land hits and go into 2-3 loops vs her. It's really easy for slayer to hit Jam. This fight is going to require patience and some flying around, both as conditioning as well as getting some tension (by the way keep 25% tension on you as long as possible. That changes Slayer's pressure completely, and may even result in the opponent being too fancy in trying to bait it and eating a reversal, which is easily 55-60% damage plus advantage). Once in, don't get hasty, close range is no good, keep at mid range and start frame traps, with occational mixups and crossups. Sai a bit with 6h helps too, one CH gets you 2 loops, knockdown, and a card, with just enough advantage. 2d is double edged sword. Could be amazing, or could just get you killed. slayer 2h will crush you into something like this: 2h(CH), 5h(i think?), jc, IAD, jd, j2k, land and relaunch into loop. 2p is probably your best poke here, albeit fairly situational. Sticking it out occationally, and slayer will probably try to mappa his way through. Easy to time the bait correctly, which result into an auto IB, where you can guarantee yourself a knockdown. 2s works fine when in range, but it's not a win button like in some other match ups, as many things could link into FB and loop against you, making it a trade in his favor. A gamble I like to take is tk dragon at the beginning, since slayer likes to 2d, 6h, or 2h to start (at least the once I faced), all of which you can't outright win with normals. The tk will result in a counter, and an immediate double 6h loop in the corner, giving you a large advantage in the fight.Timing is a little slower for 2d, so make your guess, although whiff against his 2d is no punish so not a big deal. Obviously still use it sparingly. I only did it every few matches, but it CH a hell lot more often than not hitting, and yields me sweet damage on top of decent tension. Eh... That's all I can really think of. Eventually you should get use to slayer's mixups, so I really can't offer any advice there. Worst case, focus entirely on high-low mixups and let him throw you if he is going for it. You can make back the throw damage easy, but the same cannot be said for if he actually lands a combo, which ends with a knockdown anyways. His auto cross up moves are slow so not an issue at all. Basically in my opinion, it's going to take a little turtling to familiarize yourself with the specific attack style of the opponent, then create openings by whatever means you are comfortable with. Or if you are confident, just straight bait a move, since most of the time it's going to be equivalent trade, so it's arguably a risk worth taking (not really in my case though. They guessed things right alot more than I did. Better timing on their part obviously also played a role though). Oh, if you are good at buffering parry, that is a life saver on wake up. I turned a lot of fights around thanks to it. Completely nullifies dandy step, or whatever you call it, regardless of if the kick actually comes out or not. Basically you can just buffer input into blocking low on reaction and confirm parry follow with 5k reversal into 6h ground loop, etc etc. If I said something useless or completely wrong, apologies in advance. Hopefully this is helpful, as this is, in my opinion, one of the few match ups where most of Jam's moves are considered high risk.

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My optimal distance 236ss gets me a clash if he sticks out a 6p, and if he wants to sai me, usually crushed by 2h. For comparison sake, let's assuming they take the safe way out and switch between 6p, block, and dash(either). In many cases the advantage is still slayers, and the most likely outcome, a 6p clash, will result in Slayer being in his optimal range against Jam. This is just from what I saw, maybe I'm just not good enough at the distance control. I sai-ed with some regulars, and although I did get a few counters, i personally feel that the risk is a bit too high. My inability to apply adequate pressure should be taken into account though. In any case, I completely agree with patient play and that's the play style that I eventually settled on. Good FD, movement, and looked for any openings because Jam can kill slayer in two combos and a tap here and there. I've made come backs from guessing one thing right, get myself a 60-65% into KD, followed by a successful mixup/crossup which yields me the remaining damage necessary to finish the fight off. I think the best way to pressure slayer is frequent 214k at various heights to both defend air throw and AA, eventually they will just stay on the ground and block it (just a side note, you need to obtain best distance while manuvering on top of him, otherwise he can sai with his FB). In which case, if you have the distance correct, the only safe way slayer can counter after IB is just dash in and throw you, which is easy to see. If he times an AA wrong, it's a counter, and counter 214k can go anywhere from good damage to massive damage. Also, if I'm missing anything or doing something fundamentally wrong please correct me. Getting out of pressure vs slayer is very easy, but even with a disadvantage imo, I'm having way too much trouble in the half-screen set vs slayer.

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Hahcifus are still working fine vs Slayer. Punishing j.HS / j.S / Pile Bunker / any other DS finisher / all his overdrives (pretty risky tough) / 6+HS / 6+K after it is almost always guaranteed. I just try to be careful with his 2+D / 6+K pokes and mix ups and wait him to make some mistake (punishing 50% of his lfe) = 2 mistakes and he dies.

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ok...big turney this weekend, maybe someone can give me some hints on eddie (overall i know the matchup, but he still is troublesome), axl, baiken and most important testament ! thank you !

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