Ggxx : Jam

Actually, 6K is just used to stand up crouching opponents.

In any case, once your opponent is standing, it’s just whatever to 5S(f) IAD, iadPx3-4, (iadH), land, 5K > 5Sx2, IAD…
Or after the iadH, land, you can go straight to 5Sx2.

Dash 5S© > 6P(1) > 5S© > 5S(f) on a standing opponent should set it up nicely.
So does 5K > 5S© > 5S(f)

Really, the only reason I do it is to look good and have a more damaging way to combo to sweep XX charge when I catch somebody with a 5K.

Okay I know what you guys are talking about with IAD now. I guess I’ll need to practice air dashing really low to the ground to do this kinda stuff. Am I supposed to jump forward then air dash after jump cancelling one of her normals? I seem to air dash over their head when I tried that.

Edit: Seems easier to do in the corner.

IAD, tap 6 then 9, as if you were running.
Pretty much, if you’re going to high for the IAD moves to combo, then you’re doing it too slow.

I wouldn’t worry about learning the loop so much as learning how to IAD really low. Which is about all I got out of messing with the loop so much.

It was my first time playing in the arcade with Jam against people and I realized how hard it was for me to get in with her. On the other hand, I noticed that the other characters have special moves that cover them while they attack like Sol’s Gunflame or Bridget’s Yo-Yo. Since I play Jam, how am I supposed to get in without getting outpoked or running into all the stuff being thrown at me on the screen?

Also it would help if someone can give me the best normals and chains to use from:

A) ground to ground
B) air to ground
C) air to air

For ground to ground, I know I’m supposed to start off with 5K but I get outpoked all the time before I hit them with it. I’m a CvS2 player so for me it feels like dashing or running into Sagat’s standing fierce all the time.

I use K to start my attack from air to ground but it whiffs most of the time and I find it hard to hit with it. I could try P but it doesn’t have that much range. The other attacks, S and H, I use next in the sequence if I do hit with K. Also is there any real use for D in the air?

When it come to air to air, I just use whatever. Most of the time, I start with K chained into S then go from there. However I wonder it’s safer to block sometimes just in case my attack doesn’t hit them first.

2S is buff. Beats a lot of stuff, stagger on CH.

jH has a nice hitbox, beats out a bunch of stuff consistently and crosses up. Hits all around Jam’s torso, so you can cross people up from below if they’re in mid-air XD

CH with the 2nd hit of jD leads to wall bounce, free air combo.
Also, you can use it to launch grounded opponents for an air combo.

Okay more questions!

  1. Is it possible to combo into the air throw? I have a hard time doing it just by itself while someone is in the air with Jam.

  2. I can’t do Jam’s FRC from her throw. What is supposed to happen? All I get is the regular RC.

  3. What’s the timing for doing HS, HS, HS, HS after landing a dust attack? I try to mash on HS the whole time and the most I can get is two.

  4. I know the 236K move is the best one to power up but Jam stays in the air too long for me to power up another one before her opponent gets up. Is their any other good combo ender that gives Jam enough time to power up 236K?

Thanks!

I was just wondering since I’m still a n00b with Jam…what is here dust air combo? What do you guys usually do after a FRC throw for aircombos? What are her B&B air combos? Thanks your help is appreciated.

Jaime

P.S.
Also Chaotic Blue where do you usually play at?

FRC Throw, 5S, jump cancel, j.S, j.P, j.S, double jump, j.S, j.H, 214K, 623K, 236K (powered up)

Considering prorating from the throw AND from the kick chain AND from guard meter…
Is doing that combo worth it? Wouldn’t it be easier to just combo straight to the powered up 236K for the knockdown and charge opportunities… and still get more damage? I dunno.

actually unless I’m mistaken I’m pretty sure the grip of her throw doesn’t prorate, so when you FRC it the damage reduction is only from the guard gauge

btw, I normally get about 140 damage on Sol with this FRC throw combo:
FRC, (delay for just amoment) 5S, 5S, JC, j.K, j.S, JC, j.H, 236K, 623K, 214K

Wow a lot of ppl interested in Jam… I’m assuming #R Jam.
Use her burst rushes… they give frame advantage.

Usually a CH burst rush or two will dizzy the opponent and wall bounce them right next to you. As soon as you see them dizzy, go into instakill mode, they land conveniently right next to you. You know the rest.
Your friends will start to fear the burst rushes.

On blocked burst rush, dash in with 5K or 2S, they link into each other, so go nuts with them. 5K is 4ex and +2 so it’s really good for tick throws.

Get the FRC down, people will start to fear getting thrown.

Learn to use 2S just outside of the range of their move, it’s hitbox extends miles past her hand. It staggers on CH, allowing you to come in for pressure.

If you end any ground combo with 2D, you can cancel that into a chargeup. Charged kicks are good because they are untechable. If you end your combos with them, you get a free knockdown AND a lot of damage.

In #R you can IAD after a 2D and go into an air combo, this is probably the best use for it. Also it got it’s recovery time reduced a lot. It’s the best reason to poke with 2D.
Also use the burst rush, 2S, 5K, and 6P.

When people learn to fear your 2S, charged kicks, Burst rushes, and getting thrown, you pretty much have total domination of the match. The rest is getting the basics down.
Burst rush is what makes her top tier in #R.

That’s #R Jam. Good Luck.

Note #1: Her IAD rushdown isn’t that great. It looks flashy, but she has much better options like doing real damage.
Also, unless you land it in a combo, you can get airthrown at the start of the next repetition. Even #R Potemkin can do it, and his jump is 5F startup. In XX it was actually easier to use it, because #R has this inherent pushback thing, where you get pushed back more and more each hit, allowing for easier air throwing.

Note #2: She doesn’t really have BB combos, just come up with your own. Most of them will probably end in j. HS->the 3 kicks.
Also watch some a-cho vids, “Let’s” and “kaqn” are good Jam players, watch their matches to see how Jam is played.

Speaking of reload…

I just wanted to know what are some of the main differences in Jam between XX and XXReload? I hear she is much better in reload.

I just Jam it on my PS2 and eat Sol dust loops for breakfast. Most the time. But I’ve heard XX reload is coming for Xbox and I’m wondering if I should hound my friend to go buy it so that I can eat Sol Dust loops for breakfast. All the time.

I’ve also been wondering which version of guilty gear is played more often. I don’t want to enter tournaments and discover I’ve been playing the wrong version.

Some answers would be much appreciated. Thanks.

Speaking of reload…

To see the changes to Jam in #R, look for the Jam section in this post: http://www.shoryuken.com/forums/thread49457.php

Yes buy it! If you keep practicing he will be eating monumental amounts of damage all the time. Jam is just brutal in #R.

**

Umm recently tourneys have been having both #R and XX, but I think evo is going to be XX. I bet once there is a state-side release of #R that most tourneys will be in #R.
It’s just a better game.

Just wanted to give you guys mad props for this thread. I used her some in GGX but she wasn’t really strong there and I just braverly assumed that nothing much changed. So I played Jam today, mainly because you guys make her sound crazy fun to play with in #Reload (which she is). And just by using the tricks in this thread I managed to give the opposition quite a scare. Managed to do a few repeats of the IAD strings and my parrying was better then I thought it would be. So thanks for the tips in this thread and keep it up guys. :slight_smile:

 I'm usually doing the IAD combos fine, but I'm starting to wonder if there is any difference in they way I do them compared to others. You say tap 6 then 9 to perform the IAD. What I'm usually doing is tapping 9 then 6 and it works fine. For some reason it doesn't seem to work when I try 6 9. Did you just type that wrong or am I just not doing it right when I try it that way.

Eh, typo. Whatever, you know what I meant :rolleyes:

And the difference between XX Jam and #R Jam is that #R Jam doesn’t suck.

Btw, a good basic FRC throw combo is:
FRC Throw, 5S©, 5S(f), JC j. S, JC j. S, j. HS, 236K, 214K, 236K

There are certain parts of it you have to time right(like the first 236K into 214K has to be inputted immediately or it doesn’t connect), but it does 168 damage on Sol.

DO NOT ABUSE THE BURST RUSH!!! In the case of the burst rush reverse, you can easialy be grabbed while crossing behind them or even as you reaproach them from behind, I’ve had my friend’s do it to me countless times with Anji, Sol, Test, Ky, and Johnny. You can also be grabbed right before you hit them with this from the front, I suggest you fix it in carefully, as your friends will learn quick to just through you out, and it still is a good anti-air btw.

Burst rush(not reverse) however, is a bit better in that you can activate it way out of throw range, however anyone with a poke will just tap you out of it, so mix it up with her dodge and sweep as well. He is right about blocked burst rushes though they open up pressure like crazy

Actually, as long as it’s done correctly, the block stun from her f.5S will give you just enough time to IAD, j.Px3 or x4, j.H land etc. But if you want to be able to do this you need to practice alot to IAD as low as possible everytime without fail or you will get grabbed or airthrown like okita said.

Pardon my ignorance but what does f.5S mean? I would guess forward if 5 didn’t mean neutral. Just clear it up for me please since most of you guys use the f in your notations.

Yeah Gasaraki is right, you don’t wanna just spam reverse burst rush. You will get punished.
The trick is to mix it up between the 4 options of the burst rush to keep them guessing as Gasaraki said. Usually just switching between front and reverse versions is enough to stop people from trying anything. It’s great AA cos it leaves them at monumental frame disadvantage on blocking.
Look up the chart on gamecombos for guard stun from air FDing a ground based lvl 5 attack lol.

As for the IAD loop thing, you can instant block an attack or two and then she’s screwed. My friend has learned to do this every time. Instead of IADing with PxN, I just stay on the ground and mix it up with 5K, 2S, 2D, TK j. 2K, 5D, or 6P.

She has a more brutal ground lockdown, because they can’t jump out or do a move. The only thing I know that can screw it is backdash or DP(although sometimes 2S clashes with VV lol)
Also reversal backdash screws her okizeme.

Btw, for that FRC throw combo, you can omit the last hit if you are getting punished. Still does 150 damage.

Note: The f. in f.5S means far. There are close and far versions of slash.