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
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!
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.
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.
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.
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.
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.
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!
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
watch the video in 0.5 speed.
Awesome video, thanks
thanks so much for this :) rollback les go
This video Is insane
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.
Very nice!
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.
Nice work
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.
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 :)
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.
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.
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.
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.
Jam doesn't deserve the reward she gets for counter hits