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Thursday, April 7, 2016

[XrdR] vs Jam Parry (Hochifu) part 1

*Didn't proofread~~ don't care*
*Will update any findings in another post. Not fixing this. Watch half of it be wrong.*



     So, Revelator demo is out everywhere, people get to try new chars, blah blah. First thing that crosses half of America's mind was "is Jam really as bad as Japan says she is?" Come to find out, she can actually do stuff. How much merit there is to that stuff may be another question, but she's not the worthless wet rag JP arcade players had her pegged out to be.
     
     The first thing that crossed my mind was everybody screaming "oh my god Jam counters Elphelt because she can parry unblockables." Well, I decided to stop being lazy and look into that today.
     The big thing to note is that anybody who says "Jam can parry unblockables", which in Elphelt's case means lvl 2 rifle, is somebody who loves miswording stuff and making life harder than it has to be. Jam can't parry unblockables. She can't parry lvl 2 rifle, she can't parry Mist Finer while she's Misted, she can't parry Hack'n'Slash. She can't parry unblockables.
    Now what ACTUALLY happens (and is the important thing to know in this), is that she can parry grenades and run out of setups and all sorts of goofy lookin' stuff. In short, if you try to do any unblockable setup on her, she can effectively turn that into a weird game of rock-paper-scissors-lizard-Spock.

     If you just try to do metered setups (1 shot YRC or 3 shot/Shot-Jab-Jab-Shot, I dunno anymore), she can parry the grenade. At that point in turns into the game of RPSLS that's in her favor based off the nature of "all your guessing involves you not doing the setup." She can run and you can predict it and shoot her, you can fake the setup and do other stuff (move, pull shotgun instead (not entirely as deceptive as it may seem), try to throw off timing with YRC), but the big picture from what I see is that she can make you second guess this if she can time reversal parries. 

     About those 2 setups specifically, the 1shot YRC Parry may be tricky to time. They also need to know you have to double parry the 3 shot setup (assuming you time it to where they actually have to block the grenade).

     If you do a meterless setup (the rainbow, from 2H or the high j.D) the same rules apply. The one thing to note is where the grenade winds up. If it's a good distance in front of her (instead of just on top of her, she can't just run through it. She can run and do stuff (parry again is one of them), but if she just tries to run at you through a grenade, she'll probably get blown up. These are also kinda hard to time because you don't see the grenade coming down.

    So the setup that looks really interesting to me is the 2 Shot and the Shot-Jab-Shot setup. AFAIK, you don't use these for unblockables but for 50/50s. You can still use these for 50/50s, but there's some checkers involved. If you think Jam wants to parry, you want to try to time a low (5K, 2K, 2D) to hit just as the grenade makes contact with her. If she tries to parry, she gets hit low~~ if you're late with the low, you get punched in the chest. I don't think she can do anything vs that --with parry--. She can't instant Zekkei (the punch), she can't dash, she can't YRC~~ I dunno if she could backdash ( I literally need a hitbox to test it ;n; ). That means she just she should want to just block the low, meaning you go for the overhead. If you go for the overhead in either setup, that's her reason to just instant Zekkei you (yes, even the IAD j.S, it reaches high enough for it). Note; in the IAD setup, you can IAD j.P or j.D and avoid Zekkei~~~ the end result is still "guessing in response to Jam's wakeup."

     ~~I got tired of testing at this point, I'll mess around with more ideas later. Two last things though; you can grab her out of her parry. That's not the most useful thing (I think it's only useful in the 3Shot/Shot-JabJab-Shot, but requires human error), but it's a thing. Hochifu is also air unblockable, you can't even FD it.





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