<?xml version="1.0"?>
<rss version="2.0"><channel><title>Archive Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/131-archive/</link><description>Archive Latest Topics</description><language>en</language><item><title>Slayer AC strats</title><link>https://www.forums.dustloop.com/forums/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/forums/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>Slayer's Character Specific Combos List</title><link>https://www.forums.dustloop.com/forums/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/forums/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>Slayer AC 101: [ general AC info thread ]</title><link>https://www.forums.dustloop.com/forums/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/forums/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>Slayer combo/ fight vids</title><link>https://www.forums.dustloop.com/forums/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>
