Jump to content

Archived

This topic is now archived and is closed to further replies.

Amadeous

Jam v. Justice (GGACR)

Recommended Posts

5.5 - 4.5, slightly in Jam's favor...Perhaps more in Jam's favor than this number shows. Will edit later.:

Overall:

Jam versus Justice is much like any other matchup against Justice, in that if you're not familiar with fighting the Gear, you'll probably get shut down completely by missiles. However, Jam can give Justice a very hard time through her great movement and pokes that destroy Justice when she gets in. In addition, parrying gives Jam another option against Justice's missile, letting her get through the barrage easier. However there is a certain zone where Jam does have to take risks to get in, and another range where Jam can't do much other than just deal with approaching slowly. If Justice can keep this butter zone, Jam may not get a chance to play.

Opener:

Justice's main openers are 2D, Michael Sword (Sword is the Special, Blade is the Super), backdash, and f.S. Jam's best thing to get in the opener situation is to parry, though Justice's 2D will tag her at starting range. However, parry will give Jam the opportunity to punish Michael Sword, and Parry -> 6P through Justice's f.S. If Justice backdashes, Jam can chase and start pressure. Jam generally has the advantage in the opener for this reason. Just be aware that Justice does have many other options to open with than listed here, and any hit will result in her pushing you to the other side of the screen.

Neutral:

There are generally 4 zones in this matchup that Jam has to deal with and work through: Very Far (Fullscreen essentially, where you end up if Justice tags you with a Michael Sword), Justice's "Butter Zone" (The area slightly inward, the zone where Jam has to slowly walk, dash-break, and jump to get in), The "Guessing Game" zone (A closer range where Justice has to go into a guessing game if Jam has a charged Ryujin), and Jam's effective range.

Starting from the furthest away is the Very Far zone. Generally you wind up here after a Justice combo or a Michael Sword. At this range your first action to should be to charge a card before any missiles reach you. From here you can start to edge in, use your AMAZING run speed and dash braking, along with jumping in and using bomb explosions to push yourself closer, and reach the next zone. The big weakness here is that you WILL take chip damage, so if you wind up here it's much better to not charge with 22D and save your meter to block chip damage if you need to.

The next zone in is Justice's favorite place to keep Jam during missile spam. Here, Jam's ONLY options are to try to move in. Luckily, Jam has a great run speed which means she can dash in quickly and get through this zone. Occasionally, you may be able to super jump and Ryujin to get in, though this is generally...very very risky, as Justice will recover from almost anything to punish this.

Once Jam gets closer than this, generally just outside of Justice's f.S range, Jam can force a guessing game when she has a charged Ryujin. At this range, Justice CANNOT react to Jam doing a charged Ryujin and stuff it with a bomb detonation. Her f.S will stuff it, though Jam's 6P will punish this poke clean. Justice's best option is to launch a P or a K missile, then immediately detonate it in case Jam does a charged Ryujin to stuff it. However, if she does this and Jam does not use a card, Jam can rush in and possibly start pressure.

Finally, the next range is Jam's effective range. At this range, Jam should be using her 6P and 2D a lot as pokes, as Jam's normals are fast enough to stuff most of Justice's pokes. Jam's 6P will beat Justice's f.S at any range, and her 2D will also stuff Justice's 2D at max range. Justice's main poke should be 2K, though it is slow and Justice is risking getting CH by 2S. Essentially, Justice is looking for a large enough gap to enter her counter stance, or use her S.B.T. lower body reversal.

Offense:

Justice has a fat hitbox and not many defensive options. Jam's 6P will beat Justice's amazing f.S, and all of Justice's other pokes are too slow to stop anything Jam does once Jam is close enough to be on offense.

Defense:

Saving a charged Ryujin for wakeup is not a bad idea, as it has enough invul to be used as a reversal and get out and away from a missile detonation. In addition, parrying meaty explosions is possible, though not always doable. It does depend on how early the Justice player detonates the missile.

Once Justice has a meaty missile on you and is close, her general mixup is going to be 2K, 6P, or grab, all of which is hard to see through the explosion, so be aware. Also watch for Justice using her crossup, if the missile detonates behind you Justice has a very dirty left/right mixup with j.D.

Other Notes:

Empty.

Share this post


Link to post
Share on other sites

×