5k> 6k> s©> IAD?
I don’t play jam, so i don’t know…
5k> 6k> s©> IAD?
I don’t play jam, so i don’t know…
can anyone give me some useful combos with jam i need more all i do is the same thing over and ove d.hs 236k and so forth
thanx in advance for your combos
Need help!!
ok I’ve been playing jam for a while now. I can do her combos and stuff FRC throws IAD combos the works. Now i need to know what is Jams best anti air?? And whats a good move to throw out when people are rushing in I was reading in this thread and saw that c.Slash was good when it hits for counter hit. Because I play against a friend who uses Anji and rushes in and does combos into super he FRC’s the super and on’s me when it finishes. So then after i hit the ground BOOM! butterfly trap i can still beat him but I just need a move thats good against rush down. oh and whats Jams burst cancel i keep hearing about it or its something like that BDC or soemthing. help would be nice.
Anti-air depends on the situation…
6P does pretty decently, though.
Burst Cancel is:
Parry, Burst FDC.
So something like 46PD~K
Or whatever. FDC the Burst after a parry.
cmon on guys could you give me a website to download some jam fighting vids i want to see how its done. its my second post asking
hello anyone i need some combos with her please
Try reading the thread before asking questions…
note i’m mostly playing ggx
Ok, I’ve got some combos…
But my reall problem is cracking the shell. When I finally get it, and they’re blocking, what are some good strings to crack the shell and land my combo?
Say i chain into blocked s.S… IAD crossup HS? IAD dive kick (fron or back)? IAD overhead flame kick?
I know about instant overhead divekick, RC, ground chain… but I’m a noob and it’s hard for me.
Another problem I have is with juggling sometimes… Let’s say I landed an overhead flame kick, or charged up kick special. A lot of the times, I can only land a far S afterwards… So I JC and try to combo into 3 kicks. This is the problem…
Because I’m so far out when I s.S, my jump attacks won’t reach them… j.K will usually reach, but my lui kang kick will usually flying underneath them. Sometimes j.HS works but somtimes it whiffs or lui kang kick goes underneath. I can IAD instead, but it’s mad tight for me… should I be doing that instead?
Random question: which is best powerup and why?
I use 236K powerup cause it does the most damage and it’s the most simple out of the three to combo into from attack chains on the ground. However I’ve seen vids where people use 632K powered up from IAD or from finishing an air combo. The reason for this is because Jam lands first on the ground after doing a 632K powered up and she can continue the combo from 5S while the opponent is falling. Plus, you don’t need to waste tension for a RC since they can’t tech after the 632K.
I don’t know what the timing or if it’s character specific for comboing a 632K powered up in the air and having Jam land on the ground first with enough time to juggle again with 5S. I even have trouble doing 632K by itself in the air (since 236K always comes out) or doing it from IAD where she falls down to the ground faster while doing that move.
As for 214K, I wouldn’t power it up because it’s important to Jam’s offense. I throw it out a lot from IAD’s for possible air combos after it hits. You wouldn’t want to spend an opportunity in picking 214K for a powerup since you mostly likely will use it from time to time during matches.
Hrm… (please bear with my capcom-brainwashing and mostly GGX experience).
I get what you’re saying. I like powering up the 214+K flame kick, because it’s soooooo easy to use in 3kick combos and allows juggle afterwards, but it IS a great move to be using in a match (IAD one anyhow)
The powered up 236+K liu kang kick is MAD damage… so it probably is a good idea to stick with that one mainly.
The powered up DP+K special does allows combo afterwards… but not always. In GGX anyhow for sure. You have to connect with it in a certain way, and in certain situations to allow juggle afterwards… I know that throw, RC, sj.S, sj.HS, DP+K can setup a s.S juggle. But it’s the type of juggles I have problems with (see earlier post :)) thanks for the input!
Ok, here’s another question… let’s say I have my 236+k liu kang kick powered up, and manage to land and chain into the liu kang kick. If I have meter, should I RC the liu kang kick? They can’t flip, and I get free combo… instead of going into 3 kicks, I can land a bunch of S’s and HS’s first. But is it worth the meter?
That’s another problem I have. When do I use my meter? Being a SF player at heart, I instinctively try to land my supers. But her supers seem pretty shitty to be honest. WTF do you use them for? I only use the beatdown super for wakeup/i-need-a-reversal moments… or when I feel especially scrubby (lol). The scaling is just too much. Maybe I’m wrong? The kikosho super is … i dunno. I try it for chip and they FD it. yay. Even when I do bust it out and connect with it, it’s not really wiping out their life bar or anything…
Can’t wait to play with Newest Jam. Sounds like EVERYTHING got major upgrade.
If you have enough tension for an RC, definately use it to extend the combo. Do whatever ground chain into 236K, RC, run up, 5S, air combo. You’ll do more damage than just comboing into the 2 other special kicks after hitting with powered up 236K.
I use my meter for RCs and FRCs mainly. If I’m not RCing a move to extend combos, I’m using tension for high/low mixups like RCed low 1-hit j.2K or RCed run 6HS. Wakeup overdrive is good once in a while. The only other time I would possibly use her rush overdrive is when I can combo into it after hitting with a 5S from max distance since Jam is too far out to hit with a 2D or 2HS afterwards.
RC the 6HS move?
How do you use that move anyway? I honestly have no idea. When I do use it (which is always by accident) it does seem to have great priority… but I usually get hit or thrown after.
Is that it? You use it for the hitting power, then RC it to be safe? Can you continue to combo? Like, RC it, then jump attack and continue combo?
Hrm… i gotta find me some more kaqn vids… who’s the other jam guy? Ogma or something?
If you have the Tension always RC it into, j.S, land, air combo.
Here’s what I normally do:
dash in 5K, ©s.S, 6H(RC 2nd hit), j.S, land, j.K, j.S, dj.H, 236K, 623K, 214K
Does great damage, about 180 or so
Without tension don’t do it unless you can judge the distance and time it so that only the second hit hits them as a counterhit, otherwise, you will get punished
Dashing 6H RC is nice sometimes. It beats out a lot of stuff and it’s a free air combo on a hit. Or at least some ghetto pressure string on block…
“The other Jam guy” is Taka.
Holy crap I really need to start playing this game again. Haven’t really played for two months and now when I played the other night I got beaten up by people who have no business even winning rounds against me. But yeah, time to get this thread rolling again people. Someone has to have some good shit to share.
::Forum Necromancy::