GGXRD-R2/Slayer/Matchups/Jam Kuradoberi: Difference between revisions

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<big>'''Counterplay'''</big><br>
<big>'''Counterplay'''</big><br>
Countering 6H alone is not particularly difficult, you can outrange it with BDC and P dandy, and you can also consistently stop it with any mid attack like 5K or Mappa, or even Pilebunker. The challenge to stopping this move comes when it is paired with other approaches like dash 2D, IAD, 236S follow-ups, and the various kick-specials.
Countering 6H alone is not particularly difficult, you can outrange it with BDC and P dandy, and you can also consistently stop it with any mid attack like 5K or mappa, or even Pilebunker. When dealing with 6H, you mostly have to be careful about using pokes like 6P, 2K, 2H and 2D, as these moves consistently lose. A very spaced 6P is possible, you just have to be early enough when you do it.


==2D==
==2D==

Revision as of 14:23, 11 October 2022

GGXRD-R2 Slayer Portrait.pngGGXRD-R Jam Portrait.png

Matchup Overview

Jam is a very mobile character with strong neutral and defensive options.

6H

Overview

Slayer 6P Jam 6H.jpg

Jam 6H is a poke that's inconvenient to play around as Slayer. This move has long reach, low crush, low-reaching hitbox, and high return on counter-hit all while being fairly safe on block.

Details

  • 14f startup, low crush from frame 4-13, but will not low crush during active frames
  • Only -6 on block, and special cancelable.
  • Hits low enough to catch Slayer 6P.
  • Increases Jam's 6H throw range, to make it one of the longest normal throws in the game, which also leads to a combo.

Counterplay
Countering 6H alone is not particularly difficult, you can outrange it with BDC and P dandy, and you can also consistently stop it with any mid attack like 5K or mappa, or even Pilebunker. When dealing with 6H, you mostly have to be careful about using pokes like 6P, 2K, 2H and 2D, as these moves consistently lose. A very spaced 6P is possible, you just have to be early enough when you do it.

2D

Overview
General info about how move is used in matchup and any notable properties such as damage, hitbox, frame data, etc.

Details
Bullet points on move. Most important info first, more specific/niche info last

Counterplay
How to counter move: punishes, counterpoke options, spacing, strategy, etc. May want to explore the RPS in certain interactions.

Parry (46)

Overview
Parry that can punish a lot of your attacks if you are not careful with your offense.

Details
Bullet points on move. Most important info first, more specific/niche info last

Counterplay



Various Jam specific combos
Combo Notes
c.S f.S > c.S f.S > 5PK > K mappa Damage route, leaves you at a nice K mappa spacing.
c.S f.S > walk > c.S f.S > c.S f.S > 5K > 2D crouching only route.
c.S f.S > c.S f.S > 2KKD easier crouch route
2K > c.S > 2D 2K c.S f.S 2KD will not work
2K > 5PK > P mappa combo for when you are spaced outside 2K c.S range.
2KPSH > 5K > j.K~D combo text
It's late > c.S f.S > 5K > 2D crouching confirm
It's late > 2K > mappa meaty It's late hit, cannot confirm into 2D
It's late > 2KKD crouching meaty It's late confirm
6K > c.S f.S > c.S f.S > 5K > 2D combo text
CH 5H > IAD j.D2K > j.PD > c.S > j.SHD2K > j.PK > dj.HD the combo you do when you want to punish Jam hard for dashing in
Bite > CH K mappa > 2SH > 5K > j.K~D grey beat combo
6H > P pile combo text

Navigation

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