This matchup is somewhat disadvantageous for Jam as her pokes don't do well against Slayer's and Slayer has an easy time stuffing Jam's pokes and his damage output is high.
TL;DR and personal opinions
always get a card and be greedy with your corner knockdowns
don't try to match him in footsies and don't jump in
don't rely on your priority, Slayer is the god of priority
attacking by surprise and having a big bag of tricks is good
as long as Slayer can read you, there is a good chance that you will die
Neutral game
Our checks (f.S, 2D, 2S) do poorly so don't try to match him in footsies
Keep your distance, run around, use surprise attacks, punish his mistakes
cards are key for making the most of any opportunity you get
fortunately Slayer's mobility is limited
look for openings but stay wary of mappa, DOT, etc.
avoiding high risk situations is key
reading your opponent's habits is also important
any 236s~ can be countered w/ dandy steps on reaction if he's good
be conservative with senri and S puffball or don't use them at all
Close range
Slayer can easily mix up his gatlings with high/low/dash
when Slayer tries to 6k, you can react w/ 6p if he's close, f.S if he's far
although Jam can parry, he can also feint his 6k so just hitting him is safer
attacking pre-emptively when he wants to dash is valid
if you can do all of this, the close range battle should become easier
if you have a read, you can 6p when he starts pressure w/ 5k
but Slayer can easily just use 2k as well and you can die for this
Middle range
the distance is the tip of Slayer's 5k or 2h
this is an extremely bad range for us, not fighting here is key
the only thing Jam can really do here is j9 asap gekirin or hj rising gekirin
stay at the range where 5k won't touch you and observe passively
Long range
Slayer can react to any 236s~ option w/ pile bunker or crosswise heel
the moment FB Hyappo sparks, he can just react w/ D-step cross~
if he pile bunkers you can puffball, FB, normal, or senri
in the case that you somehow 236s on accident, you can use 236p and FD
Ground vs. ground
in any case stay patient and tread carefully, don't rush it
try to build meter at long range w/ movement, lure him into doing stuff
charge a card if you see an opening to do so
if you see an opening, dash and challenge him
not being repetitive and attacking by surprise is also key
if you somehow get in, mix him up quickly, don't give him time to think
challenging Slayer with dash 2d is a basic approach
it'll generally beat anything that isn't 2d or 2h, 5k is case-by-case?
against 2h you can use gekirin (anyway you want)
but it has to be a read, it'll lose to 5p 6p 2s etc
you could also use FB Puffball against 2h
if Slayer tries to iad j.H, parry it
if you can't, stay at a range where he can't do that
Ground vs. air
the only answer Jam has to j.H is usually parry
you should be able to parry any obvious j.H approaches
if he's right above you, j.S is valid
Air vs. air
Slayer isn't going to jump but if he does, it's probably an air throw attempt so pre-emptive jK or jP may be good
Jumping at Slayer
Jam doesn't have anything that beats 6p or 2s
jumping in is usually not smart
you could try to mess w/ his anti-air timing with gekirin or j.2k
but it's not something you should try to do regularly
FB Puffball
it's risky but the return is good, use it at your own discretion
it can lose to 6p, pile bunker, or crosswise heel
beating 2h w/ FB Pufball is usually off a read and done pre-emptively
so if you read wrong it can lose to 6p, pile, etc
you're better off just not using this at long range
when you're getting pressured
think about escaping with jump FD
you'll need to FD to create distance first though
when he's too far to 5k is when you can jump but he has options
anti-mash or anti-jump: mappa, 2h, 6h
going in for more pressure: dash, mappa feint, 6h
choosing to wait and see what you'll do is also an option
trying to mash out can lead to bad times but if you want to try...
use 2d, gekirin, or FB Puffball. parry or 6p his 6h.
Slayer's okizeme options
Dandy step high/low: "it's late" (downwards smash) or 2k
6k, 2k, throw, dash (crossup)
Slayer's wakeup options
mostly going to be dandy step, backdash, etc.
instead of going for high/low, attacking left/right is better
Monday, June 18, 2012
Sunday, June 17, 2012
Jam vs. Axl matchup notes
Neutral game
Keep in mind that Axl's pokes can lead to high damage
Know Axl's distances, use safer options, punish any big openings
Use feints to create openings and slip through his pokes
Openings
Observing Axl's actions is standard as his f.S will beat most options
Getting space first and then playing accordingly is safe
High return option is to buffer parries and dash
If you parry 5h, 5p, or rensen, you can get a combo
countering 5p w/ 6p senri is a high risk/return option if you wanna gamble
Long range
Space w/ puffballs to CH his 5p and 2s
5p and 2s are strong anti-airs and discouraging them is good
When he starts trying to shutdown 236s~ w/ 2p and 2h, we can IAD
if he tries to rensen after we block his 2p, parry it and FB Puff or dash
after blocking 2h, be wary of 6h, parry it on reaction if you can
Dash in whenever he whiffs something but observe him carefully
Gekirin is weak against his 2s, be careful
if he misreads an IAD and whiffs a 5h, punish w/ FB Puffball
getting a card from afar is relatively safe
something like IAD j.S is the most that can really happen
you can easily mix up your S puffballs w/ charging a card instead
using 236s 236p against Axl's 2p or 2h may be valid too
Middle range
Axl's 3p is really strong and beats most of our options
It knocks down on ground CH which shuts down our 2s
Get out or get closer, staying there is no good
Close range
Stick with small moves, keep him honest w/ 2k and 6p
warning: 6h is only +1 on IB and is a good time for him to dp
if Axl gets away w/ FD, start over as midrange is seriously bad
using FD to get out against Axl is safe
respect Axl's 5k, you can lose 50% for trying to mash
however if it's after something like 6h, 6p > f.S > tk ryuujin is valid
parry is useful but 3p goes into 2d which starts the pain train
memorize Axl's gatlings, stay honest and FD when he gatlings into 2D
if you parry rensen and he has no meter, punish w/ FB Puff or phoenix super
if he has meter to FRC it, you can either guess what's next or try to get out
if you want to disrespect, use 623k. juicy if you have a card.
623k will encourage Axl to use 2k, making his pressure easier to escape
Okizeme
Axl has two dps which are either upper or lower body invul
switching between lows or buffering a parry and throwing is recommended
dealing with Axl's Okizeme
his primary options are 2k or throw
be especially wary of getting thrown in the corner
if you read 2k, 236236h is valid
FRC makes it extremely low risk + high return (70% damage)
parry his 6h on reaction, his j.S can be parried as well
Other notes
instill the fear of FB Puffball to create mindgames
against his counters you can use 236s~k, 236s~p, 236p, j.H, etc
there are several ways to counter FB Puffball so don't rely on it too much
you can dash under 5p to some degree and use 6p or 6h against it
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