- Видео 25
- Просмотров 40 178
ShinsoBEAM
Добавлен 4 авг 2006
Farsia Games
I've been grinding this suit lately, here is a few games against some of the more odd matchups I've run into...X1 still feels like her worst matchup, but I'm getting stronger at it in general and I no longer feels it's as bad
Просмотров: 18
Видео
Gaia slide and you...with some other Gaia tricks MBON
Просмотров 643 года назад
Explaining a couple things with Gaia...basically when you slide...do step then flip.
Quick and Lazy Farsia guide and some gameplay
Просмотров 73 года назад
Quick shilling for Farsia cause it's a cool suit.
Rant about backs/damage trading/decision making in maxiboost on.
Просмотров 233 года назад
I'm ranting about common errors I see being made still in the game that are a bit more on the subjective error side, mostly revolving around improper risk taking, and overcommitting mostly from backs. examples are backs punishing with melee and backs overheating for no reason.
Age 1 Visual/audio guide
Просмотров 153 года назад
Low effort video in which I ramble about how age-1 works and my thoughts on how stuff should be used. edit: correction at around like 2minutes I said that normal mode side melee cuts tracking, it doesn't I meant to say it can still moves left/right to avoid projectiles.
Brave Commander MBON Beta Gameplay
Просмотров 324 года назад
I'm still working on this suit, I was trying out using the aimable gero a bit more this version, and playing more risky, instead of fundamentals, which I think makes it look cooler anyways XD.
Go Gettem King
Просмотров 194 года назад
King Exia, first king of the apes, leads the charge to protect his people.
Advance Wagner Combos
Просмотров 9 тыс.6 лет назад
This video should help you to optimize and squeeze the most out of your Wagner combos. I recommend becoming very familiar with the character before learning these combos. www.evernote.com/shard/s389/sh/1d514165-6279-439f-802e-0432cf3eb216/70f3a55264f5c04b
Wagner Basic BnBs
Просмотров 8 тыс.6 лет назад
Edit video slightly outdated: Good confirm midscreen combo ending has been improved, instead of 66C - 22X we are now using 2C - j.2C - 22X instead. This of course requires a jump to still be available. www.evernote.com/l/AYUdUUFlYnlDn4AuBDLPPrIWcPOlUmT1wEs/
Sinanju 8AC mixup???
Просмотров 456 лет назад
So what might not be clear is I'm using 8AC here which is throwing the rock backwards and flipping over their head. I was trying to cross over him and goof up a dash input before meleeing but I guess it works as anti-unga melee too? which is good because that p-strike melee priority is really strong. I can only assume this works because the rock first spawns in front of you then you hop off it ...
Shin Koihime Musou Reliable Fatal Combos
Просмотров 23910 лет назад
Shin Koihime Musou Reliable Fatal Combos
Shin Koihime Musou Unmashable Throw Setup
Просмотров 9610 лет назад
Shin Koihime Musou Unmashable Throw Setup
ZSS brawl bit of stuff on jungle japes
Просмотров 4015 лет назад
ZSS brawl bit of stuff on jungle japes
Thank you very much for making this! When playing fighting games I've always gravitated towards characters with god neutral so this is nice to finally learn haha
thanks so much for this :) rollback les go
Those 236S>K cancels into that over at 5:40 are a little difficult to do, so, yikes... at least on block. That specific scenario definitely wasn't made with console players in mind.
This video was recorded on console XD.
No shit? The transform flips cancel tracking? I knew it was kinda odd how I would Dodge a lot of heinous stuff with it but that explains it perfectly. That means it's reborns copycat manuever of flip-shoot-flip rinse repeat is actually an extremely powerful firefight manuever. I've said it before, I'll say it again. Gaia is awesome. Limited range pressure it may have, with the tracking cut in mind, it actually has bountiful ammunition and can firefight with the best of them. Outside of that, Gaia is definitely a lot stronger then what its cost would suggest. It would not be unreasonable if Gaia was a 2.5k cost. Because Gaia is the only suit where I literally fear no other suit. Arche, epyon, unicorn fa? Not a problem. it's like playing a fair fight at that point. Normally those units are gods in close combat, but against Gaia, it's just fair. I've beaten almost all of the most Lethal close range suits in a melee brawl with Gaia. Either they can't get around it's ac move or it's 2b will either beat anything they do or cancel it out, and we all know that once Gaia actually gets its hit in, it's almost impossible to cut it from 90% of it's combos. Free damage.
Thanks for the guide i just picked up this game was there a balance patch or do these still work ?
This was made on the latest version of Xrd Revelator 2 (it's a free patch on revelator should be automatic). Many of the concepts and ideas here work in Rev 1 Jam as well...tho rewards will be different.
This video Is insane
I still have problems performing 214A/B then 22A after. Guess I need more practice.
Any advice for the IAD DP?I can't seem to get it down consistently (on pad btw)
9565236K...and be fast you can stop at 3 but alot of people find that easier.
That was some fine, RECKLESS gameplay
Very jazzy, very cool for a high school player. 😎
Hi! Learning Jam for Guilty gear and I understood pretty much everything except one thing! at 8:46 you bring up the fact Jam has 3 Throw Ranges? I wasn't aware this was even a thing in GG and was wondering what the benefits of each one are if you wouldn't mind explaining it, if you're still on this account doing stuff? Otherwise, great video! I've notated all the major points myself to help the information stick better in my memory!
Longest Throw is always "best" as they are all 1F startup. But 6H will force you to commit to 6H if for some reason your throw would whiff, aka the jumped or something. 6SH sacrifices some range but gives the generally much better close slash in the case of a whiff. 4H lets you keep blocking until the exact moment you press it, also well it lets you backthrow, them towards the corner which could be helpful for comboing.
Also yeah, still here just busy with a zillion other things I'm working on. I had a UNIST project maybe 6-7 hours from completion then CLR got announced shattering my plans :(. I'm working on an ultra fight da kyanta 2 video with a friend, and I have another very long(25min ish video mostly drafted out...but it needs some more edit runs as it's going to be a high effort video(like a year out)...unlike this which was probably like 9 hours? of work total. I'm mostly just swamped from other things I'm working on not FGC related that are higher priority and the current state of the world has me not playing fighting games much. Tho the most likely stuff I'll put out next if anything is going to be more Gundam stuff once MBON drops.
@@noradseven ooooh okay! I thought it might be something like that but I wanted to clarify. I was gonna find the Jam Discord too if I couldn't get a response here by tomorrow too so yeah. ^^;; I've not gave a lot of learning attention to games with 1 Button Throws so I wasn't aware 100% what it entailed to note for, but thanks for the quick reply!
@zeokenX I just do oki tk ryujin on Slayers till they learn to hold down back.
@zeokenX BDC mappa punch runs out of invuln before it becomes active so it gets bopped.
what on earth is the point in writing 123456 instead of u,uf,f,df,d etc. there's literally no benefit
I see you're from Tekken. Writing numbers is shorter and more easily distinguishable at a glace. It's why people will SAY quarter circle forward or fireball motion but will write 236. Since you used u,uf,f,df,d that kinda means Tekken community. This is generally used in Tekken outside of japan because a lot of combos and strings will look like df+1,2,1 or something while in Japanese notion they look like. 3LP>RP>LP Compare a short string in gear to that. 2H > 632146S dH , f,df,d,db,b,fS Which one looks easier to read. The other reason though is really just tradition. There have been many attempts over the years/decades to unify the systems of inputs but for the most part, the majority of games use Japanese notation even in the west. Tekken and Street Fighter being 2 larger exceptions to the rule.
God thank you! Im more of a visual learner and this supplements the neo doc so much more👍
already saw every video for Jam, i swear, and this is the best! If i could give u 2 thumbs, i would do it. Also many times.
Jam doesn't deserve the reward she gets for counter hits
i started playing a couple of days ago and i dont have any problems on execution but i still cant do decent combos, my head is total mess with all the starters and routes and all that shit, i always find myself in a sutation when i hit my oponnent with 2A 2A 2A and i dont know what combo i should do after that, same when i start combo in diferent ways i dont know what combo should i use D:
Thanks a lot for making this. Can you put the video links in the Evernote guide?
Under Night of Fire
6B (2nd hit) > 2C doesn't work on Merkava, Yuzu and Chaos, right? It's super easy on everyone else, but could never pull it off on these three.
I'm pretty sure you are right at least I know it doesn't work on merk/yuzu at least, I rarely go for that route due to 1 hit > 214B being basically punish only tier, and if I do it i'm normally going for a burn route instead.
During cvo, infinite worth is abc not 41236d, or am I missing something?
A+B+C and 41236D are both IW in CVO, but not in VO.
OMG her damage is crazy
Some of these are Vorpal only, right?
None of these need vorpal except Situational #10-12, but some like Advance#3 are very difficult without vorpal. In fact with vorpal you can do the #4 combo but with 2C > 5C instead, but it's extremely tight and not really worth.
what part of these are basic?
They are what you will be using like 80-90% of the time and are fairly universal and work in a variety of situations.
Basic as in they're not the advanced combos. These are your BnBs that you should be doing without having to think and just through muscle memory.
yo great vid ! :) at 04:06 did you mean with 2s, f.s ? idk if f.s, 2s frames trap
Woops, I see how that's a bit vague. I was trying to say scare with 2S and f.S in general not f.S , 2S. You are right though that f.S , 2S isn't a frame trap but 2S , f.S is (well sorta) 2S is 0 on block and f.S is just faster than what almost everyone else has there. f.S is -2 btw.
okok thanks mate :)
how do i execute the other part of 236B, when i take them to the air i i cant do the second part to bring them down. like 1:37
You need sword buff which you get earlier in the combo with the [FF]>22A, then after both parts of 236B > B you do j.236[X]
do you have a discord, because I'd like to pick your brain about Jam stuff. You seem to know what you're talking about and I'm pretty new to Jam myself.
discord.gg/t9UzqW7 Just the general Jam discord it's a pretty cool place and people are often discussing tech, ask away.
@@noradseven and there is art, reaaaally good art jaja.
watch the video in 0.5 speed.
tankyou man, jam is my main but Iately I lose to much vs johnny, elpelth and ram, I will dedicate a season to training
The stuff in this vid isn't really core stuff to the character(outside of the safejump that's actually quite important). But a lot of the other stuff is more edge case setups/mixups that will come up but not that often partially because of the huge meter burn required such as the RC setups or the corner setups. How often do you really land dust in the corner? off j.2K > RC or maybe stun is about it.
Amazing explination to usage of Jam's tools, as at a first glance, she seems extremely scattered in terms of abilities. Keep up the good work!
Hey there, I'm pretty new to this game, how are you able to connect the instant airdash punch after the counter hit far slash? I've tried it in training mode and it doesn't seem to work. Does it only work on certain characters? Or am I just dropping the combo?
They have to be standing, and it has to be counter hit. It's not character specific at all and as long as the j.p is hitting it will work. Optimal follow-ups after the j.P do vary, this isn't really a combo video or guide as much as a hey this option is strong because it has high damage potential. Actually if you do it just right you can go from CH f.S>IAD j.D and have that combo so practice your f.S>IAD until you can get that to work consistently then go back to CH f.S>IAD j.P and it should come easy. Personally when I go for air dashes off of a jump cancel I don't do the IAD input of 956, I just install the jump during my moves startup then press 66 after I leave the ground, plus it gives me a bit more control of if I want to jump forward or back or neutral if I do it that way.
Nice work
Awesome video, thanks
Very nice!
so there is also a zero in this game as well.
The combo is gone in the PS3 version.
THE DREAM IS DEEEAAAAD
looks like Christmas came early this year :) Thanks for uploading this! I've been watching match vids and players can't seem to finish this combo! lol
I didn't even know people knew about this I was just trying to find some damage on this character. I got a corner starter variation too now...it doesn't work on the smalls though.
damn i thought this game wasn't anime
Fatals are rare, thankfully.
oh......my.....goodness.......
I did this before playing my bro but I didn't think it was any different..
I was going for a bit more of a jazzier mellower tone so that was kinda the point, if you ever heard the orginal it was even more pronounced.
... 7 Klaptraps...
OMG, I played this song when I was in high school! It was awesome, I can't ever find anyone that's ever heard of it. I was very excited to hear you play it on youtube. Thanks! (The composer was from my hometown too, in Iowa). Awesome job!