Wednesday, June 13, 2012

Jam vs. Eddie matchup notes

This matchup is 4.0 ~ 5.0 for Jam
It's basically a bad matchup but if you are able to counter Eddie's options e.g. parry mawaru(1), the matchup should become close to even

Neutral game
  • Cannot be too assertive about attacking
Carefully observing and attacking their openings should be the basic gameplan
  • Single-hit attacks will normally get stuffed
Make them block a series of attacks or else you'll be in for pain
Use 6P or 2S to force an opening if desired
  • Keep as close as you can
Letting Eddie have space can mean constantly getting harrassed by drills
Stay away if little Eddie is summoned
  • Immediately charge a card if a drill fails to hit you

Mid-distance
This is the distance where you should be wary of drills or FB drill
Be extra cautious of FB drill

Long distance
Charge a card, etc.

FB Hyappo
Can only be used off of reads, get a card first for insurance

Aerial attacks
Linear approaches can all be countered on reaction by 2h (shark)
If you don't take them by surprise you'll die
safer approaches e.g. airdash FD etc are valid


Countermeasures vs. Eddie's okizeme

Parry if they try to okizeme w/ mawaru(1) - this is juicy!
Most Eddies will choose to pressure w/ nobiru or Eddie's gatlings
... Try not to do anything crazy or stupid right here

Spit unblockable
Is a high→low unblockable, is blockable if they mess up obviously
The spit has proration so just eating it crouching is an option
mitigating damage via reversal backdash is an option...
... but if you're in the corner they can still follow up
Phoenix super might be good? needs testing, could hit if Eddie comes close

Nobiru
can be parried but they can mess w/ the timing so it's risky
it's less risky to just block and then try to parry what's coming next

Normals
it's mostly going to be 5k or 2p
623k will beat 5k and 2p can be parried


Countermeasures vs. mawaru

Parrying the first hit
Eddie can be punished regardless of his position
mastering this will make the matchup much easier

Block mawaru(1), backdash asap vs. mawaru(2)
dependent on Eddie's position
can't backdash if mawaru(1) was blocked at the end of its active frames

IB mawaru(1), 5P~
dependent on Eddie's position again
again, won't work if it's around the end of mawaru(1)'s active frames

IB mawaru(2), backdash
can dodge 6k and if he uses normals you'll end up blocking instead

parry or slashback mawaru(2)
it's still a guessing game if you succeed

block mawaru, parry 6k
should only be used if you have the read and want damage
you can also use 623k or phoenix super instead of parry



Countermeasures vs. nobiru

can be blocked in the air w/o FD

the hitbox is pretty long and has a diagonal orientation (like Raou's 214s)

the startup is fast which makes this move impossible to react to

can be baited w/ dash fd, punish w/ 2k afterwards

trying to randomly kill little Eddie w/ 2k is reckless
you may just randomly find yourself eating a counterhit instead

can lure them into using nobiru w/ dash inertia jump etc and then block it

... can backdash after blocking to make their followups whiff

... wasting time by forcing nobirus with dash inertia jump is valid

if blocked from high up in the air, getting out moves before landing is possible e.g. gekirin, j.h, j.2k

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