So Jam Session users…I think we should talk about incoming mixups more. What are you guys using right now to deal with pushblock?
Doing Zombie/Jam Session/Roll is great, but we’re really talking about 1 50/50 there. If you have a character without air mobility maybe you have 2 between the Zombie and Jam Session, but at the end of the day, having Zombie hit one side and Jam Session on the other right after isn’t going to force the opponent to switch blocking sides (unless they land between the two, which you probably don’t want). What can we do about it?
One thing I’ve been messing with is using the throw/momentum caused by Jam Session to set up a second 50/50 when the opponent lands. If you Roll (when Jam Session comes out) so that Frank’s back is to the corner, the opponent is going to be on the corner side (your side) of Jam Session. This means that on the last hit, Jam Session is going to propel them toward the corner. If Frank takes a small step forward before that point, this means that you cross them up again (they pass above you). No step forward means they get thrown into Frank and keep the same side (Frank cornered opponent not). You can use Frank’s multihitting normals to hit meaty when they land by just hitting s.M when Jam Session ends. They land in the middle of the normal’s active frames and blockstun resets for the last hit or two of the Medium.
If the opponent pushblocks the last hit of Jam Session, Frank hasn’t actually done anything to touch them at this point (s.M should just whiff), and you have a free FFC opportunity that’s entirely reactable. (It’s possible you could Air Throw as well, but I didn’t test the untechable post-pushblock frames vs. the recovery of s.M.) Since Frank’s cornered this means that FFC puts the opponent against the corner and you don’t have to even do the slightly more HSD-intensive side switch after the pickup.
Writing this, I’m realizing that using cr.M might actually be better than s.M…cr.M has a slightly lower startup, 2 more active frames, and gives Frank a lower profile to let the opponent pass over him after the throw from Jam Session (if it didn’t hit at incoming height). Cr.M also means that you have no chance of hitting even the largest characters if they pushblock the last hit of Jam Session (even delayed), so you can reliably hit your FFC. I should also add that when Jam Session throws the opponent, the time from last hit to being grounded is really short. Theoretically, the mixup could get blown up if the opponent pushblocks right before they land and cr.M is active. Just going by my memory of the timing (and I could be wrong), I think it would take some serious practice in the lab to be able to do that consistently.
Since I’m sure that anyone playing Frank/Jam Session has a very good sense for exactly how long JS is active (simply because of how it’s used with s.S in combos), timing that small step forward correctly might result in a true 50/50. If it’s reactable, then you could always take the step forward and choose whether or not to backdash/cr.M right when Jam Session ends. This shit can be really confusing when you force them to cross up.
Anyway, I just labbed this for a few minutes, but I wanted to throw it out there in case anyone has suggestions or reasons why it might not work well. I’m hoping to look at it more later today, but I want to hear how other people are going about setting up their incomings as well.
I also only tested it on one character (IIRC Nova), so I’m not sure that all characters’ bodies will act the same way in the conditions. Gonna look into that one.
Yeah this definitely throws me off lol. Man, I wish f.H could be just hyper canceled btw…backing it up with Frank’s counter hypers would make that move so much better.