First, the launcher, Dust, is an overhead always and unless you get a Counterhit with something before hand or a stagger, you can’t combo it. Second, Using a dust as a launcher for combos really isnt’ recommended for most characters, most of them have other forms of launching. Only people like Robo, Testament, Jam, and a few others will be using it alot.
#R Lesson:
learn to know Robo-Ky
learn to love Robo-Ky
because you will see alot of him
Has anyone played GGXX #Reload the Korean version?
The soundtrack is totally different from the Japanese and American versions. Ky’s Korean theme is awesome! Johnny’s is some dance stuff.
Yeah I got the Special Edition one with the soundtrack CD’s. It’s great stuff. I love Millia’s new theme “The Great Empress” incredible stuff. “Dead Silence” is great too.
This is the best thread ever. I just got Reloaded and you guys have answered most of my questions. I do have one more though. Do people use the EX versions of their characters? Is it acceptable tournament wise? Lol, I haven’t even unlocked any EX versions, so I don’t know exactly what I’m talking about.
Anyway, I’m trying to learn Jam, and have many of the basics down. I’m working on FRC’ing her throw into any various air chains and I’m also practicing her dust combos. I really like her style. Any tips or threads that will help me out would be much appreciated.
The “Robo Ky Edition” with a case made out of tin metal? When I get my Swap Magic one day, i’ma hunt that down. Unless it’s no longer in production…
unfortunately, EX characters are usually not allowed in most tournaments. It would be an unfair disadvantage to those that only play in the arcade. PLUS, most tournaments try to duplicate the arcade experiance, so its a no go for Kliff, Justice, or EX characters. Although, i bet if you ran a seperate EX character tournament, there would be a good response since i know people fool around with the EX chars for fun…well I do, atleast.
There are some setups to combo into the dust that are quite powerful for lots of characters. You just have to understand that you arent going to be able to EASILY or NORMALLY combo into your dust attack. Otherwise, its pretty much a tool for mixups since it must be blocked high…a tool that should be used rarely.
I like most of the Korean sound track too. its great for a change of pace. Some of the voices are bleh, but the music and the new stage are nice.
I didn’t shift much attention toward the Korean version’s voice acting. Did they replace the Japanese voice tracks with Korean voice tracks? If that’s so, I really shouldn’t be surprised after I heard stuff that Japan & Korea still have animosities.
Strange vision: ok I tried twice to post a bunch of Jam crap and both times I got the fucking busy message so I’ll type it up again later when I’m less pissed. Jam is one of my most used characters so yeah.
You bet, I love the case.
Edit: EX characters aren’t banned just because they aren’t in the arcade, it’s also that they have no balance at all. They weren’t tested for balance and aren’t made for it either. They really are just for fun
Edit2: yeah The Korean one has a totally new voice cast. Jam’s new voice is awesome :tup:
Not hard to love something so incredibly awesome.
I’m not positive, but I don’t think it is. A while back a friend & I tried to order 2 copies from play-asia, & they said they only had one left & that it was out of print. However they apparently got more in eventually, because it went back up. It’s the only place I’ve seen it in a while. It’s $70 + shipping, though they had sale on it recently & it was $50. Maybe they’ll do that again…
I’ll give you the combos I do although you probably know them already.
Typical combo after FRC throw with Jam is:
5S(s), 5S(f), j.S, dj.S, dj.HS, 236K, 632K, 214K
On some characters (mainly the girls) you may wanna skip the dj.S part cause the 236K will whiff occasionally.
Normal dust combo with Jam is:
j.HS, j.HS, j.HS, j.S, j.HS, 236K, 632K, 214K
You also wanna hold up on the joystick while pressing the buttons for the combo after launching them with standing dust.
Other tips are to learn how to parry with her for mid/high attacks and the use of her normals since they come out pretty fast like 5K, 2P and leave her at a frame advantage. Also mix up those normals with standing dust and tick throws.
Jam may seem very basic at first but the real challenge comes into controling her and knowing how to get in her opponents face. She requires lots of “joystick gymnastics” because of the IADing in the air and FDing while moving on the ground. If you have any other questions, just ask.
I like Karin too cause of her style and annoying voice like Jam but too bad I was always a scrub at A3. Maybe you can teach me stuff?
Jam + Karin = cool girl fighters with annoying voices :bgrin:
I’m glad you typed that all out because I was dreading typeing it again after SRK fucking up so much.
Thanks for the info Fi.p.L. . That’s great. :tup:
Another question: What do you use Jam’s Tension gauge for? I don’t see her supers mentioned a whole lot. Just FD and RCs? I’ve only seen her 236 236+K used in a few vids.
Absolutely. They rule. I could talk about Karin all day.
I appreciate your effort. I PM’d you too. =)
yes i know of what u speak…i usually just practice with random recovery on to get used to what may or may not happen in a real match…i just set it to NT when im fucking around with my sol air grab setups
oh and btw does anyone have any tips on sol’s single jump dloop in reload??? it has changed so dramatically since xx and i have a gist of how to do it but i just cant get it down…any help i madd appreciated
Amen.
RCs
- extending powered up 236K combos
ex) combo into powered up 236K, RC, run 5S, etc. - mixups mainly when you want to go high/low or need those extra hits to finish them off
ex1) You do 6HS at close range but they block it low. To catch them high, you RC the first hit into a jump attack preferably j.S since Jam is in the air during 6HS.
ex2) RC the first hit of j.2K when they are waking up and follow up with one of her P or K ground attacks to combo. When done close to the ground j.2K comes out really fast and can act as an overhead.
FRCs
- you want people to be scared of the throw cause Jam can do lots of damage after FRCing it so getting a throw in with enough tension for an FRC is always good
- the other two FRCs (2D and burst ball reverse) she has are I use are mainly for more FRC throw setups but I don’t use them often since what I want to do needs 50 percent tension
Overdrives
- puffball super is good when waking up and it’s safe if blocked
- dragon pillar super is untechable and you can IAD after hitting with it to air combo and juggle them
- rush super can blow by projectiles and usually is the one I use to combo into
ex1) Ky knocks you down and does his multi-hit Stun Edge on your wakeup. You can use the startup invincibility frames of the rush super to blow through the projectile and hit Ky.
ex2) You see your opponent whiff a laggy move on the ground and you run in just enough so that way you can hit with the tip of 5S(f). Since you are too far to combo into 2D after hitting 5S(f), comboing into rush super would work in that situation.
FD
- FD with Jam mostly to stop running while on the ground or to avoid getting hit by random attacks while in the air
- other than using it to guard at time, I use FD a lot for stop and go movement on the ground
As you can see, Jam has a wide variety of uses for tension but the important uses are FDing, FRC throwing, and RCs for mixups and to extend combos.
In general save tension for RC combos for Jam because her RC combos with at least 1 charge kick(normally the 236K charge) are ridiculously powerful.The only one I occasionally use is 632146HS(puffball)
question is it pretty much standard that ggxx guides will use the number pad system of listing moves as opposed to qcf or qcb, dp…
its hard to read your combos :sad:
Awesome thread, here. I been wanting to learn this game for a while now. Thanks!