<?xml version="1.0"?>
<rss version="2.0"><channel><title>Archive Latest Topics</title><link>https://www.forums.dustloop.com/forum/131-archive/</link><description>Archive Latest Topics</description><language>en</language><item><title>Slayer AC strats</title><link>https://www.forums.dustloop.com/topic/198-slayer-ac-strats/</link><description><![CDATA[
<p>this threads for anything for slayer AC in general, just keep the combos in the combo thread.</p>
]]></description><guid isPermaLink="false">198</guid><pubDate>Fri, 22 Jun 2007 03:21:34 +0000</pubDate></item><item><title>Slayer AC Combos</title><link>https://www.forums.dustloop.com/topic/136-slayer-ac-combos/</link><description><![CDATA[
<p>For all slayer AC combo discussion. I don't have my copy of AC yet...so someone else is gonna have to be proof reading theses combos.</p>
]]></description><guid isPermaLink="false">136</guid><pubDate>Fri, 22 Jun 2007 03:22:43 +0000</pubDate></item><item><title>Timing to air-throw Slayer's forward kick?</title><link>https://www.forums.dustloop.com/topic/6552-timing-to-air-throw-slayers-forward-kick/</link><description><![CDATA[
<p>Specifically, what's the timing to jump -&gt; air throw him out of forward kick/feint? Do I jump immediately after his feet leave the ground? Or is it like throwing an opponent out of a yellow burst where I jump and throw at (almost) the exact same time? <img src="https://www.forums.dustloop.com/uploads/emoticons/default_confused.gif" alt=":?:"></p>
]]></description><guid isPermaLink="false">6552</guid><pubDate>Thu, 18 Jul 2013 04:39:27 +0000</pubDate></item><item><title>Slayer's Character Specific Combos List</title><link>https://www.forums.dustloop.com/topic/147-slayers-character-specific-combos-list/</link><description><![CDATA[
<p>Basically, i took some time and tried some combos and then started to find out which combos work on which characters, and also trying variation combos to help with character height, weight specifics... overall the list is incomplete.. and i got lazy..and also i have no idea where to put these... so i thought of making a new thread.. dunno if this is gona help ANYONE at all.. but o wells..</p><p>
</p><p>
<strong><span>KeyNotes:</span></strong></p><p>
</p><p>
- is for gatlings</p><p>
-&gt; is for links and jump cancels</p><p>
c.S = close Slash</p><p>
f.S = far Slash</p><p>
j.S(#) = jump Slash that makes # of hits</p><p>
CH = Counter Hit</p><p>
[8] = press and hold up until you see...</p><p>
]8[ = release up</p><p>
</p><p>
</p><p>
<strong><span>COMBO 1</span></strong></p><p>
<em>2K -&gt; 2H -&gt; BBU</em>...</p><p>
<strong>(A)</strong> <em>5H -&gt; j~ad.j.D-2K -&gt; j.K -&gt; Land -&gt; c.S -&gt; j.K-2K -&gt; j.K -&gt; dj.S(1)-2K -&gt; dj.D-2K -&gt; dj.D</em></p><p>
</p><p>
This works on (damage done):</p><p>
AN (202), AX (206), BA (227), BR: (208), CH (249), DI (222), ED* (202), FA (198), IN (206), JA (206), KY** (199), MA (206), MI (233), OR*** (182), PO**** (166), RO** (168), SL (184), SO (198), TE** (196), VE (206), ZA***** (200)</p><p>
</p><p>
* ... <em>c.S -&gt; j.K-2K -&gt; <span>j.S(1) -&gt; Land -&gt; 5P -&gt; j.K-2K -&gt; j.D</span></em></p><p>
** ... <em>c.S-<span>f.S</span> -&gt; j.K-2K -&gt; <span>j.D</span></em></p><p>
*** ... <em>c.S -&gt; <span>j.S(2)</span>-2K -&gt; j.K -&gt; dj.S(1)-2K -&gt; <span>dj.D</span></em></p><p>
**** ... <em>c.S -&gt; <span>j.S(2)</span>-2K -&gt; j.K -&gt; <span>Land -&gt; c.S -&gt; j.S(2)-2K -&gt; j.D</span></em></p><p>
***** <em>c.S-<span>f.S</span></em>...
</p><p>
<strong>(B)</strong> <em>5H -&gt; iad.j.K -&gt; Land -&gt; 5P -&gt; j.K-2K -&gt; j.K -&gt; dj.S(1)-2K -&gt; dj.D-2K -&gt; dj.D</em></p><p>
</p><p>
This works on (damage done):</p><p>
AB (158), ED (193), JO (186)
</p><p>
<strong>©</strong> <em>5H -&gt; j~ad.j.D-2K -&gt; j.K -&gt; Land -&gt; 5H xx PB</em></p><p>
</p><p>
This works on (damage done):</p><p>
ED (211), KY (204), RO (174)
</p><p>
<strong>(D)</strong> <em>(6) 6H -&gt; c.S-f.S -&gt; j.K-2K -&gt; j.K -&gt; dj.S(1)-2K -&gt; dj.D-2K -&gt; dj.D</em></p><p>
</p><p>
This works on (damage done):</p><p>
AB (167), AN (200), AX (202), BA* (221), BR* (201), CH (249), DI (219), ED** (200), FA (194), IN (202), JA* (198), JO*** (187), KY (197), MA**** (198), MI (232), OR (181), PO***** (161), SL (181), SO (194), TE (194), VE (202), ZA (194)</p><p>
</p><p>
* ... <em>c.S -&gt; <span>j.K</span></em>... On Baiken, can re-launch with <em>5K</em> instead of <em>c.S</em></p><p>
**... <em>c.S-f.S -&gt; <span>j.S(1)</span>-2K</em>...</p><p>
***... <em>c.S-f.S -&gt; <span>j.P</span>-K-2K -&gt; j.K -&gt; <span>Land -&gt; 5P -&gt; j.K-2K -&gt; j.D</span></em></p><p>
****... <em>_ 6H -&gt; <span>5K</span></em>... (note that there is no (6) before the 6H)</p><p>
*****... <em>c.S-f.S -&gt; <span>j.S(2)</span>-2K</em>...
</p><p>
<strong>(E)</strong> <em>(6) 2D -&gt; c.S-f.S -&gt; j.K-2K -&gt; j.K -&gt; dj.S(1)-2K -&gt; dj.D-2K -&gt; dj.D</em></p><p>
</p><p>
This works on (damage done):</p><p>
AB (160), AN (193), AX (194), BA* (203), BR** (192), CH (239), ED (194), FA (186), IN** (190), JA** (190), JO*** (179), KY (189), MI (223), OR (173), PO**** (154), RO***** (154), SL (173), SO (186), TE (186), VE (194), ZA (186)</p><p>
</p><p>
*... <em>(6) 2D -&gt; <span>5P</span></em>...  Also works on Axl for 183 dmg</p><p>
** ... <em>c.S -&gt; <span>j.K</span></em>...</p><p>
*** ... <em><span>j.P</span>-K-2K -&gt; j.K -&gt; <span>Land -&gt; 5P -&gt; j.K-2K -&gt; j.D</span></em></p><p>
**** ... <em>c.S-f.S -&gt; <span>j.S(2)</span>-2K</em>...</p><p>
***** ... <em>c.S-f.S -&gt; <span>j.P</span>-K-2K</em>...
</p><p>
<strong>(F)</strong> <em>(6) 2D -&gt; 5P -&gt; j.K-2K -&gt; j.S(1) -&gt; Land -&gt; 5P -&gt; j.K-2K -&gt; j.K -&gt; dj.S(1)-2K -&gt; dj.D-2K -&gt; dj.D</em></p><p>
</p><p>
This works on (damage done):</p><p>
AX (180), CH* (222)</p><p>
</p><p>
* ... <em>(6) 2D -&gt; <span>5K -&gt; j.S(1)</span>-2K</em>...
</p><p>
<strong>(G)</strong> <em>j.D-2K -&gt; j.K -&gt; Land -&gt; c.S -&gt; j.S(1)-2K -&gt; j.K -&gt; dj.S(1)-2K -&gt; dj.D-2K -&gt; dj.D</em></p><p>
</p><p>
Dizzy only (201)
</p><p>
<strong><span>COMBO 2</span></strong></p><p>
<em>2P -&gt; 2K -&gt; 2D RC 5H -&gt; iad.j.K -&gt; Land -&gt; 5P -&gt; j.K-2K -&gt; j.K -&gt; dj.S(1)-2K -&gt; dj.D-2K -&gt; dj.D</em></p><p>
</p><p>
This works on (damage done):</p><p>
AB* (148), AN (187), AX (187), BA** (207), BR** (188), CH (230), DI (203), ED (185), FA (182), IN (187), JA** (185), JO* (173), KY (183), MA** (185), MI (215), OR (167), PO (153), RO* (146), SL (167), SO (182), TE (182), VE (187), ZA (182)</p><p>
</p><p>
* ...<em>iad.<span>j.P</span>-K</em> ...</p><p>
** ... <em>j.K -&gt; <span>dj.K-2K -&gt; dj.D-2K -&gt; dj.D</span> </em></p><p>
</p><p>
<strong><span>COMBO 3</span></strong></p><p>
<strong>(A)</strong> <em>(CH) 2H -&gt; c.S -&gt; j.K-2K -&gt; j.K -&gt; dj.S(1)-2K -&gt; dj.D-2K -&gt; dj.K -&gt; Land -&gt; 5P -&gt; j.K-2K -&gt; j.D</em></p><p>
</p><p>
This works on (damage done):</p><p>
AB (146), AX (175), CH (218)
</p><p>
<strong>(B)</strong> <em>(CH) 2H -&gt; c.S -&gt; j.K-2K -&gt; j.K -&gt; dj.K -&gt; dj.D-2K -&gt; dj.K -&gt; Land -&gt; 5P -&gt; j.K-2K -&gt; j.D</em></p><p>
</p><p>
This works on (damage done):</p><p>
AX* (185), BA (200),  JA (181)</p><p>
</p><p>
*... <em>Land -&gt; <span>c.S</span></em> ...
</p><p>
<strong>©</strong> <em>(CH) 2H -&gt; 5H -&gt; j~ad.j.D-2K -&gt; j.K -&gt; Land -&gt; c.S -&gt; j.K-2K -&gt; j.K -&gt; dj.S(1)-2K -&gt; dj.D-2K -&gt; dj.D</em></p><p>
</p><p>
This works on (damage done):</p><p>
SO (198), TE* (197), ZA** (202)</p><p>
</p><p>
*... <em>c.S-<span>f.S</span> -&gt; j.K-2K -&gt; j.K -&gt; dj.S(1)-2K -&gt; <span>dj.D</span></em></p><p>
</p><p>
**... <em>c.S-<span>f.S</span></em>...
</p><p>
<strong>(D)</strong> <em>(CH) 2H -&gt; c.S -&gt; j.S(1)-2K -&gt; j.K -&gt; dj.K -&gt; dj.D-2K -&gt; dj.K -&gt; Land -&gt; c.S -&gt; j.S(1)-2K -&gt; j.K -&gt; dj.S(1)-2K -&gt; dj.D-2K -&gt; dj.D</em></p><p>
</p><p>
Dizzy only (199)
</p><p>
<strong><span>COMBO 4</span></strong></p><p>
<strong>(A)</strong> <em>5D -&gt; [8] j.D-D-D ]8[ ad.j.D-2K -&gt; j.K -&gt; Land &gt; c.S -&gt; j.K-2K -&gt; j.K -&gt; dj.S(1)-2K -&gt; dj.D-2K -&gt; dj.D</em></p><p>
</p><p>
This works on (damage done):</p><p>
AB (152), AN (185), AX (185), BA (206), CH (228), ED (185), FA (180), KY (180)
</p><p>
<strong>(B)</strong> <em>5D -&gt; [8] j.D-D-D ]8[ j.H-2K -&gt; j.K -&gt; dj.K -&gt; &lt;dj.D-2K&gt;<span style="color:#0000FF;">x3</span> -&gt; dj.D</em></p><p>
</p><p>
This works on (damage done):</p><p>
BR (191), DI* (202), IN (189), JA (189), JO** (172), MA (189), MI* (213), OR* (168)</p><p>
</p><p>
* <span style="color:#0000FF;"><span>x2</span></span></p><p>
** ... <em>j.K -&gt; <span>dj.P</span>-K-2K -&gt; &lt;dj.D-2K&gt;<span style="color:#0000FF;"><span>x2</span></span> -&gt; dj.D</em>
</p><p>
<strong>©</strong> <em>5D -&gt; [8] j.D-D-D ]8[ ad.j.H -&gt; Land -&gt; 5H -&gt; j.H-2K -&gt; j.K -&gt; dj.K-2K -&gt; dj.D-2K -&gt; dj.D</em></p><p>
</p><p>
This works on (damage done):</p><p>
PO* (167), RO** (168), SL (184), TE (198), VE (204), ZA (198)</p><p>
</p><p>
*... <em>j.K -&gt; <span>dj.H</span>-2K -&gt; <span>dj.D</span></em></p><p>
** ... <em>j.K -&gt; <span>dj.S(1)</span>-2K</em>...
</p><p>
<strong>(D)</strong> <em>5D -&gt; [8] j.D-D-D ]8[ ad.j.H -&gt; Land -&gt; 5H -&gt; j~ad.j.D-2K -&gt; j.K -&gt; Land -&gt; c.S -&gt; j.K-2K -&gt; j.D</em></p><p>
</p><p>
Sol only (198)
Feedbacks, additions and what not is appreciated as well.</p>
]]></description><guid isPermaLink="false">147</guid><pubDate>Thu, 05 Jul 2007 04:11:38 +0000</pubDate></item><item><title>Slayer AC match vids</title><link>https://www.forums.dustloop.com/topic/145-slayer-ac-match-vids/</link><description><![CDATA[
<p>Since i don't see a Slayer match video thread i'm starting 1. below is my match video from the SouthEast Regional.</p><p>
</p><p>
<a href="" rel="external nofollow">http://www.youtube.com/watch?v=zVctkL2OpQs</a></p>
]]></description><guid isPermaLink="false">145</guid><pubDate>Tue, 03 Jul 2007 00:23:12 +0000</pubDate></item><item><title>Regarding Bite Loops (Pre-AC)</title><link>https://www.forums.dustloop.com/topic/6063-regarding-bite-loops-pre-ac/</link><description><![CDATA[
<p>I sometimes play Slayer just for the Bite Loop.  However, I read somewhere in the other Guilty Gear forums that Slayer no longer has his Bite Loop, starting with AC.  I played Isuka and it was the first GG game to get rid of the Bite Loop.  What happened was that the enemy does not get staggered when Slayer's command throw is done.</p><p>
</p><p>
Please help me with this.</p>
]]></description><guid isPermaLink="false">6063</guid><pubDate>Thu, 24 Jan 2013 05:27:05 +0000</pubDate></item><item><title>Slayer AC 101: [ general AC info thread ]</title><link>https://www.forums.dustloop.com/topic/91-slayer-ac-101-general-ac-info-thread/</link><description><![CDATA[
<p><strong class="bbc">ABBREVIATIONS WE USE</strong></p><p>
See the first post, a few paragraphs down, of this thread:</p><p>
<a class="bbc_url" href="" http: rel="external nofollow">http://www.dustloop.com/forums/showthread.php?t=372</a></p><p>
</p><p>
We also use:</p><p>
</p><p>
CH = Counter Hit; sometimes Chipp, use your judgment</p><p>
DS P/K/S, D-step P/K/S, Dandy P/K/S = Dandy Step P or K (214P/K)</p><p>
PB = Pilebunker (Dandy &gt; P)</p><p>
CWH = Crosswise Heel (Dandy &gt; K)</p><p>
UP = Under Pressure (Dandy &gt; S)</p><p>
IL = It's Late from Under Pressure (UP &gt; H)</p><p>
Direct IL = It's Late from Dandy Step (Dandy &gt; H); don't confuse IL and Direct IL, they are not identical</p><p>
bite = Chi o Suu Uchuu, Bloodsucking Universe/Cosmos (63214H)</p><p>
UT = Undertow (632146P)</p><p>
FLJ, MCR = Footloose Journey, aka Magic Carpet Ride (j.214K)</p><p>
BBU = Big Bang Upper (236D)</p><p>
DoT, DOT = Dead On Time (632146S, requires 50% tension)</p><p>
EW = Eien no Tsubasa, Eternal Wings (236236H, requires 50% tension)</p><p>
DHD = Chokkagata Dandy, Direct Hit Dandy (air 214214S). 2 hit refers to the property of hitting them at a precise location on the hitbox, causing two hits that do MASSIVE DAMAGE.</p><p>
</p><p>
<strong class="bbc"><span class="bbc_underline">COMBOS</span></strong></p><p>
</p><p>
<span class="bbc_underline">Links</span></p><p>
</p><pre class="ipsCode prettyprint lang-auto linenums:0">
                  ┌ P               ┌ P               ┌ P
   ┌ P            ├ K               ├ K               ├ K
P ─┤           K ─┼ 2K         c.S ─┼ 2K         f.S ─┼ 2K
   └ K            └ c.S             ├ c.S             ├ c.S
                                    └ 2D              └ 2D

    ┌ P                
    ├ K                             ┌ 2H
2P ─┼ 2K       2K ─┼ 2K         2S ─┼ 6H
    ├ c.S                           └ 2D
    └ 2D

    ┌ K                             ┌ P
6K ─┼ 2K                            ├ K
    └ c.S (on crouching)            ├ c.S
                                6H ─┼ 2P
                                    ├ 2K
                                    └ 2D
     ┌ j.P
j.K ─┼ j.K
     └ j.D</pre>
<p>
<span class="bbc_underline"><strong class="bbc">Comments from CrimsonDisaster</strong></span></p><ul class="bbc"><li>K → K [Easy, feeds into 2369K (RC into big combos). Good poke string as well, lots of options out of this.]</li><li>K → 2K [sets up easy knockdowns or big damage. Also gives Slayer some mixups off K (K → 6K or K, 2K...) not a great mixup but it's there!]</li><li>2K → 2K [Just for fun? It's there, at least.]</li><li>2K → 2D [important for knockdowns. Feels like a late gatling, fairly easy all things considered.]</li><li>2K → 2H [Low to launcher. Key to big combos.]</li><li>f.S → c.S [Feeds into combos really well, also sets up PILEBANGA.]</li></ul><span class="bbc_underline">No-tension combos</span><p>
</p><ul class="bbc"><li>K [x1-5] → 2369K [basic combo, easy damage; if you can BDC Mappa you can do this combo. Alternatively, you can input a quick 8236K.]</li><li>K [x1-2] → 2K, 2D [basic knockdown combo.]</li><li>2K [x1-3] → 2D [basic knockdown off a low.]</li><li>really close 2H → K [JC] j.K-2K → j.K [JC] dj.K-2K → dj.D [simple air combo starter.]</li><li>c.S-f.S → c.S xx 214P → P [sSS into Pilebanger. Pretty easy.]</li><li>Crosswise Heel → j.K → j.D-2K → j.K → land → c.S/P [JC] j.K-2K → j.K [JC] dj.K-2K → dj.D</li><li>CH 6P → iad.j.H → land → c.S → air combo</li><li>CH 2D → 2P → P [JC] air combo</li></ul><p>
</p><pre class="ipsCode prettyprint lang-auto linenums:0">
                     ┌→ 2K → 2S → 2D
              ┌--f.S─┤
              │      └ xx Mappa
c.S-f.S → c.S─┤
              ├ xx Pilebunker
              │
              └ xx Crosswise Heel (on crouching)

                    ┌→ Mappa Feint → c.S-f.S → air combo
(on air hit) CH 2S ─┤
                    └→ iad.j.H → land → c.S → air combo
</pre>
 <p>
<span class="bbc_underline">25% tension</span></p><p>
</p><ul class="bbc"><li>2K → 2H → BBU → walk forward a bit → H iad.j.D [basic, stable knockdown that works from most ranges.]</li><li>2K → 2H → BBU → early H [JC] ad.j.D-2K → j.K → land → c.S [JC] j.K-2K → j.D</li><li>2K → 2H → BBU → walk forward a bit → H [JC] j.2K → j.K [JC] dj.K-2K → dj.D → dj.2K → dj.D [basic multi-flip ender to the air combo; pretty simple to adjust into a relaunch.]</li><li>2K → 2H → BBU → 2D → c.S-f.S → air combo [better for covering ranges, but I feel like the air combo followup is a bit more unstable than H floorbounce followups.]</li><li>2K → 2H → BBU → 6H → air combo [Damage is comparable to the other BBU follow-ups.  One tricky thing with the 6H follow-up is that heavies will fall too quickly, so even if you hit them in-air with 6H, a re-launch is nigh impossible.  The other tricky thing is that your ability to relaunch after 6H depends on how quickly you do the 2H -&gt; BBU link -- if you hit them with BBU at the peak of the 2H float, relaunches after 6H are fairly easy/guaranteed; otherwise, you may only be able to relaunch with something really fast like 2P.]</li><li>CH Mappa → BBU</li><li>BBU → 2D → c.S-f.S [JC] air combo<ul class="bbc"><li>Note: don't do this combo on air hit, as the opponent may recover before the sweep connects.</li></ul></li><li>BBU → H [JC] rising j.2K → j.K [JC] dj.S (1)-2K → dj.D-2K → dj.K → land → P [JC] j.K-2K → j.D</li><li>*launch (e.g. BBU)* → <span style="color: blue">&lt;</span>H [JC] j.2K → delay j.K → land<span style="color: blue">&gt; x3</span> → H xx PB</li><li>Air Hit 6HS  → 2P → BBU</li></ul><p>
</p><pre class="ipsCode prettyprint lang-auto linenums:0">


                         ┌→ H [JC] iad.D
c.S-f.S → 2K → 2H → BBU ─┤
                         └→ 6H → c.S-f.S [JC] j.K-2K → j.D (lightweight class)</pre>
<p>
<span class="bbc_underline">50% tension</span></p><p>
</p><ul class="bbc"><li>It's Late → K xx K Mappa RC → c.S xx Pilebanger</li><li>(corner) PB RC → c.S-f.S → air combo</li><li>CH Mappa → K xx DOT</li><li>c.S-f.S [JC] j.D xx DHD → land → bite → 2D<ul class="bbc"><li>Note: only vs standing MA, FA, BA, BR, ZA, AB and vs crouching PO.</li></ul></li><li>2D RC H [JC] j.2K → delay j.K → land → P/c.S/2S/H [JC] j.K-2K → j.K [JC] dj.S (1)-2K → dj.D</li></ul><p>
</p><pre class="ipsCode prettyprint lang-auto linenums:0">┌→ H → 2D
                         │
                         ├→ c.S-f.S xx K Mappa → RC → c.S-f.S → Mappa
                         │ 
c.S-f.S xx K Mappa → RC ─┼→ c.S xx Pilebunker
                         │
                         ├→ H xx Dead On Time
                         │
                         └→ H xx Mappa Feint → throw or bite*
*Since H staggers, only use this sequence against someone who you know won't be
 able to wiggle out in time.</pre>
<p>
<span class="bbc_underline">75% tension</span></p><p>
</p><pre class="ipsCode prettyprint lang-auto linenums:0">
                   ┌→ j.K → land → c.S → air combo
c.S-f.S → DOT FRC ─┤
                   └→ j.H → land → 6H → c.S → air combo

Note: Getting DOT FRC is tough, and comboing to j.K or j.H afterwards is 
tough, too.</pre>
<p>
<span class="bbc_underline">100% tension</span></p><p>
</p><ul class="bbc"><li>(deep in the corner) <span style="color: blue">&lt;</span>H xx PB RC<span style="color: blue">&gt; x2</span> → H xx PB</li><li>BBU → FB PB → DOT</li><li>BBU x4</li><li>CH DOT → DOT</li><li>CH DOT → BBU → FB PB → c.S → air combo<ul class="bbc"><li>Note: 70% damage; it's possible for lightweights to tech out before the FB PB.</li></ul></li><li>c.S (JI)-f.S xx DOT RC → j.K [NJC*] dj.P-K xx FLJ</li><li>c.S-f.S → c.S xx FB PB → DOT FRC → j.K-2K → j.K xx FLJ</li><li>CH DOT → 2-hit DHD → follow-up<p>
Note: the 2-hit DHD will only connect if the wallstuck opponent is diagonally above you.  As of last report, this will kill CH, MI, FA, BA, DI, MA and BR.  Definitely aim for this combo, as CH DOT is very easy to hit-confirm.</p></li></ul><p>
*NJC = "Normal Jump Cancel" (borrowing Gwyrgyn Blood's terminology); you will see this denoted as "inertia jump" at history21's website.  Read <a class="bbc_url" href="" http: rel="external nofollow">this post</a> (7th question down) for an explanation.  (The example given is for #R Sol, but it also applies to certain 1-hit Ensenga set-ups for Johnny, for example.)</p><p>
</p><p>
<span class="bbc_underline">Basic air combo theory</span></p><p>
After a high hitstun launch (H floorbounce), the general format is...</p><p>
</p><ul class="bbc"><li>opponent is high up - j.2K</li><li>opponent is mid-ish height - j.K(easy) or j.2K (more damage?)</li><li>opponent is mid/low-ish height - j.H</li></ul>[After low hitstun launches, generally you have to use j.K or j.P... j.2K SOMETIMES combos off things like 5K but don't count on it.]<p>
 </p><p>
After your initial attack, you want to flip (j.2K) into the rest of the combo...</p><p>
</p><ul class="bbc"><li>j.2K → j.K...<ul class="bbc"><li>opponent above or about level with you after JC - [JC] dj.K-2K → dj.D → dj.2K → dj.D</li><li>opponent below you after JC - [JC] dj.S(1/2 hits)-2K → dj.D → dj.2K → dj.D</li></ul></li><li>j.K-2K... [same flowchart from here]</li><li>j.H...<p>
</p><ul class="bbc"><li>link j.K-2K...</li><li>j.2K...</li></ul></li></ul>In the corner, however, you want to aim for:<ul class="bbc"><li>j.2K → LATE j.K → land → relaunch/big ender.</li></ul>
Big enders include H xx Pilebanger.<p>
</p><p>
Crosswise Heel followups work more or less the same as they always have, ie. you start with j.K into The Rest or 2S into The Rest as always.</p><p>
</p><ul class="bbc"><li>The Rest = basic flip combo! j.K-2K → j.K [JC] dj.K/S(1-2)-2K → dj.D (→ dj.2K → dj.D)</li><li>On Johnny, do Crosswise, 2S [JC] j.P-K-2K → j.K [JC] dj.S(1-2)-2K → dj.D, etc.</li></ul><span class="bbc_underline">Air combos</span><p>
</p><ul class="bbc"><li>j.K-2K → j.K → land → 2S [JC] j.K-2K → j.K [JC] dj.S (1)-2K → dj.D-2K → dj.D</li><li><span style="color: blue">&lt;</span>j.K-2K → j.K → land → P [JC]<span style="color: blue">&gt; x3</span> → j.K-2K → j.D</li></ul><span class="bbc_underline">Dust Combo</span><p>
</p><ul class="bbc"><li>D → [8] j.DDH → FLIP OUT into extended flip combos. You can keep j.D → j.2K going for a few reps 'cuz of height, IIRC.</li><li>D → [8] j.DDD ]8[ → j.H-2K → j.K [JC] dj.K-2K → dj.D → &lt;dj.2K → dj.D&gt; x2</li><li>D → [8] j.DDD ]8[ → ad. → delay j.D → j.2K → j.K → landing → P [JC] j.K-2K → j.K [JC] j.K-2K → j.D</li><li>D → [8] j.D-D-D ]8[ ad. delay j.D-2K → j.K → land → P [JC] jK-2K → j.K [JC] dj.K-2K → dj.D<ul class="bbc"><li>Note: against KY, JO, AB, ED, VE, PO and RO, you must add a j.P before the second j.K.</li></ul></li><li>(corner) D → TK DHD → land → Homing Jump → DHD<p>
Note: For some reason, it's hard to do on Testament.</p></li></ul><p>
</p><pre class="ipsCode prettyprint lang-auto linenums:0">
                                               ┌→ 6H → c.S → aerial combo
                                               │
D → [8] j.DDK ]8[ → ad. → delay j.H → landing ─┼→ H → aerial combo
                                               │
                                               └→ BBU → follow up

                        ┌→ c.S → air combo　(mids/heavies)
D → [ID] TK FLJ → land ─┤
                        └→ sj.K → air combo　(lights)
Note: Hard to do on Jam and Faust.</pre>
<p>
<span class="bbc_underline">2-hit Direct-Hit Dandy theory and character-specific combos</span></p><p>
The basic recipe for a 2-hit DHD is:</p><p>
</p><p>
*launch/air combo* [JC] j.S (2/3) xx DHD</p><p>
</p><p>
To land a 2-hit DHD, you need to be diagonally below your opponent in such a way that the orb and the head of the air super will simultaneously connect.  Of course, given the positioning of the orb's and opponent's hitboxes with respect to each other, there will always be a need to adjust the basic recipe, by character and by how they were put into the air (from the launch/air combo preceding the j.S).</p><p>
</p><p>
The following <strong class="bbc"><span style="color: darkred">beastly</span></strong> combo is known to kill CH, MI, FA, BA, DI, MA and BR:</p><p>
</p><p>
CH DOT → DHD (2) → follow-up</p><p>
</p><p>
For those characters which won't die instantly from this combo, it's still a STRONGLY recommended combo to land with 100% tension, as it will do a LOT of damage and strongly push the match in your favour.</p><p>
If the CH DOT causes wallstick, the DHD is then changed to a TK DHD.  (Note that inputting 2142147+S as fast as possible won't give a 2-hit; you need to very slightly delay the S input.)  In fact, if the wallstick is high up, then you can do 9+214214+S, instead [or even a low airdash?].</p><p>
</p><p>
<span class="bbc_underline">Notes</span></p><p>
</p><ul class="bbc"><li>The timing/height to get the dj.D → dj.2K takes a bit of practice but it's not terribly difficult and it adds a bunch to your basic combos; just don't always expect to hit it in every situation.</li><li>H iad.j.H is really hard for some reason. CH H iad.j.H is pretty easy though.</li><li>For people who were asking... H xx FB Pilebanger loop is kinda hard, unless you launched them beforehand... even then the timing is awkward, you have to hit them on the rise pretty much.</li></ul><p>
<span class="bbc_underline">Backdash Cancel</span></p><p>
</p><p>
Backdash Cancel is self explanatory.</p><p>
</p><p>
You cancel a backdash with a jump.  You cancel the crouching frames with a special move.  You get 7 frames of invincibility on the special move.</p><p>
</p><p>
Example - Mappa is performed with 236K.  To BDC the mappa, the notation is 442367K.</p>
]]></description><guid isPermaLink="false">91</guid><pubDate>Tue, 17 Apr 2007 14:27:40 +0000</pubDate></item><item><title>The AC Slayer Q-n-A Thread</title><link>https://www.forums.dustloop.com/topic/432-the-ac-slayer-q-n-a-thread/</link><description><![CDATA[
<p>****PLEASE STICKY****


Just noticed how we don't have 1 of these so i started to make 1. Our match-up thread has been flooded with questions about how to do this and that that match-ups aren't even being discussed so here u go fellas. This will b the thread where any question u have about AC SL can b asked and answered.</p>
]]></description><guid isPermaLink="false">432</guid><pubDate>Sun, 17 Feb 2008 23:59:13 +0000</pubDate></item><item><title>Koogy tells all: Parlor tricks to win you matches.</title><link>https://www.forums.dustloop.com/topic/172-koogy-tells-all-parlor-tricks-to-win-you-matches/</link><description><![CDATA[
<p><img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"> :eng101: KOOGY TEACHES YOU TO BE BROKEN 101 <img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"> :eng101: </p><p>
</p><p>
So, here we go. I decided that instead of hogging my little "secret" match winners, I will try to help the community with these basic tricks that I use on more than one occasion to win me the match. They're generally safe, and when applied correctly, lead to your victory / giving you a huge advantage in terms of damage dealt. Slayer only needs one gimmick a round generally, but I've done entire matches with some of the 0% Tension tricks.</p><p>
</p><p>
0% Tension: </p><p>
</p><p>
<strong class="bbc">Extra meaty 2S</strong> - This move has a very deceptive amount of active frames, and will actually gatling combo into 2HS if you time it correctly. If you score a counterhit (the most common effect when placed outside of throw range), you will be able to combo into 2HS -&gt; BBU, or the combo of your choice. This one can be used repeatedly, which is another okizeme secret of mine. </p><p>
</p><p>
<strong class="bbc">The repeated 2S</strong> - The premise of this is that, instead of using 6K as your okizeme move of choice, you are forcing block on a neutral guarding move. So, they are choosing their own demise here! With enough practice, watching the opponent instead of yourself during the recovery of the attack allows you to choose between 6K, or 2D. I'm not 100% sure if 2K will combo normally, and I'm also not sure if there are any 2HS knockdown options at that range for every character. If the opponent blocks, 2S is a special cancelable attack, leading to easy mappa fakes. </p><p>
</p><p>
<strong class="bbc">Double throw</strong> - Really, this is the silliest shit on earth. Why does it work? The opponent is simply too scared to retaliate. I managed to get this set-up against Kami-Chan and MINT numerous times throughout EVO, and their face was one of "god, this is TERRIBLE. Why am I eating 25% damage for this?" Simply throw the opponent, and when they stand up, wait a split second before dashing in and throwing once more. Infact, you can get as many throws as you have balls for, I guess. Most of the time you will throw-break any attack they have at you aswell. </p><p>
</p><p>
<strong class="bbc">The Kami-Chan Special</strong> - Not really his trick, nor is it even beyond a basic mix-up, but he got this against a lot of people, and it's nice and safe. Good at linking your K's? Great, because you'll score 15% damage if they manage to block your first mix-up. A generic set-up is okizeme, 6K -&gt; K -&gt; K. If the opponent blocks it, throw in another 6K after the last blocked K. Combo into K -&gt; Mappa, and if you have 50% tension, go for the S -&gt; Pilebunker knockdown for extra cheese.</p><p>
</p><p>
</p><p>
25% Tension:</p><p>
</p><p>
<strong class="bbc">Corner Airthrow, or "how to make your next hit unblockable"</strong> - Imagine the opponent's back is to the corner. You cannot cross them up, but if you air throw them, Slayer will pull them out of the corner by about 50px. Walk up and push the opponent almost 100% into the corner, leaving a pixel or two gap. Now, you can a few options depending on your meter. For nothing, you can IAD j.HS over and potentially score a CH, IAD j.K into basic combo, or IAD j.S for the same effect. If the opponent has low life, near 10%, do D-Step Slash -&gt; EX Pilebunker for the round. You have no idea how often this will win you the round!</p><p>
</p><p>
<strong class="bbc">Why Slayer is S Tier trick</strong> I won 2 or 3 of my tournament matches at EVO with this, and it's really beyond me why they made Mappa have untechable time on air hit in Accent Core. Whatever, my gain! If the opponent has you locked down in the corner, and you score a knockdown, wait until they are getting up before you 214S, and EX Pile the opponent to the wall. When you practice this, you want to literally appear on their opposite side at the LAST SECOND. If your range is right, you will have enough time to combo a K Mappa afterwards, and get a free air combo that leads to 50%+ damage. </p><p>
</p><p>
50% Tension:</p><p>
</p><p>
<strong class="bbc">D-Step 2HS</strong> - One of the most common block patterns that I see versus my opponents with Slayer is during my D-Step, they will block high atleast 95% of the time. Using 214P FRC 2HS is a rather nasty set-up where you score tons of retarded damage due to the fact that you can lead into this from a blocked attack of your choice. 6HS, close slash, 2S, j.HS, undertow are all great guard meter builders, and help win you the round.</p><p>
</p><p>
<strong class="bbc">Double EX Pilebunker</strong> - I'll admit; this is one of the scrubbiest tricks I have. It requires zero skill, and doesn't really work against the highest level players who are more defensive than offensive. It's also a meter hog, so you're almost always better off with another option. But this is about me posting what I know. EX Pilebunker is -5 on block. The opponent CAN punish you if you are breathing on them after you throw one, but if you are outside of throw range, try immediately doing another 214P -&gt; EX Pile. The chances of you scoring damage is generally on your side. If not, you're still safe and their guard meter is built up for your next mix-up.</p><p>
</p><p>
<strong class="bbc">Slash Slayer Special</strong> - This one was the 2006 champion of tricks, when Slayer's nonsense really didn't exist in large amounts. You had to really earn your shit back then, and now you have so MUCH to work with, this trick gets forgotten. However, for 75% tension, it becomes the most clutch shit ever. The basic idea? Knock opponent down, and stand outside of throw range. Jump UP and perform a IAD (not the traditional jump forward dash). If you did it correctly, Slayer will turn around at the very top of their head. Press D once you see that, and cancel into his air super. If you land close enough, mash S -&gt; Pilebunker. If you have 25% tension / they are low on life and too far away, cancel into BBU. This IS mashable, but honestly, the whole point of this trick is that they aren't expecting you to cross them up and explode their brains in the first place.</p><p>
</p><p>
<strong class="bbc">Total Waste Of Tension Show Off Trick</strong> - Similar to it's younger brother, "This Is Why Slayer Is S Tier Trick", this one involves the Slash D-Step into EX Pilebunker. However, this one's land rate is about 100% so far, but it's also one of those risky "if you fuck this up you could lose the round / WTF ARE YOU DOING" tricks. Get generic knockdown, from say... 2K -&gt; 2S -&gt; 2D combo. Immediately do 6HS, and cancel into the FRC while buffering the 214S motion. If you time it right, you will do the fastest possible cancel into that sexy S D-Step, leading to a free EX Pile hit. A really nasty mind-fuck if you are good at hitting your FRCs. </p><p>
</p><p>
So, there you go. Not the biggest list ever, but all of my tournament tricks that I can remember at this point, condensed for you in this post. Use them as you want, rape your friends, win some tournaments or something. Because you know next game half of this shit won't work.</p><p>
</p><p>
The only thing I ask in return, is that this forum become the shining pinnacle of Dustloop. I want you to post your own tricks, discuss with each other things, and expand each other's knowledge. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_eng101.gif" alt=":eng101:"></p>
]]></description><guid isPermaLink="false">172</guid><pubDate>Thu, 30 Aug 2007 02:52:17 +0000</pubDate></item><item><title>Slayer combo/ fight vids</title><link>https://www.forums.dustloop.com/topic/1314-slayer-combo-fight-vids/</link><description/><guid isPermaLink="false">1314</guid><pubDate>Thu, 01 Jan 1970 00:00:00 +0000</pubDate></item></channel></rss>
