<?xml version="1.0"?>
<rss version="2.0"><channel><title>Slayer Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/27-slayer/</link><description>Slayer Latest Topics</description><language>en</language><item><title><![CDATA[Slayer AC+R Q&A]]></title><link>https://www.forums.dustloop.com/forums/topic/6693-slayer-acr-qa/</link><description><![CDATA[
<p>Ask all random questions here please.</p>
]]></description><guid isPermaLink="false">6693</guid><pubDate>Fri, 23 Aug 2013 07:49:55 +0000</pubDate></item><item><title>GGXXACR changes.  facts.  no theory fighter plz.</title><link>https://www.forums.dustloop.com/forums/topic/5005-ggxxacr-changes-facts-no-theory-fighter-plz/</link><description><![CDATA[
<p>So cool.  Changes to AC slater.</p><p>
</p><p>
</p><p>
Looks like undertow has more untechable time, allowing a BBU combo.  Also an FRC before hit.  </p><p>
</p><p>
5H now ground-slides.</p><p>
</p><p>
FB dandy moves forward very quickly.  </p><p>
</p><p>
Command throw input changed to 632146H</p><p>
</p><p>
2 new moves, 214H (HS D Step) and 214D (FB D Step) </p><p>
</p><p>
</p><p>
Those are the only differences I saw from the trailer.  <a href="" rel="external nofollow">http://www.nicovideo.jp/watch/1337762981?via=thumb_watch</a></p><p>
</p><p>
</p><p>
Thank you to those translating and helping us all out!  More info to come when it is available!</p>
]]></description><guid isPermaLink="false">5005</guid><pubDate>Mon, 28 May 2012 07:57:09 +0000</pubDate></item><item><title>AC+R Videos!</title><link>https://www.forums.dustloop.com/forums/topic/6683-acr-videos/</link><description><![CDATA[
<p>So, I started making clips...</p><p>
</p><p>
<a href="" https: rel="external nofollow">https://www.youtube.com/channel/UCNMm-TJpyJ1M9Mh9_RuqtDw</a></p>
]]></description><guid isPermaLink="false">6683</guid><pubDate>Thu, 22 Aug 2013 20:35:26 +0000</pubDate></item><item><title>Slayer link/timing notes</title><link>https://www.forums.dustloop.com/forums/topic/6706-slayer-linktiming-notes/</link><description><![CDATA[
<p></p><ul><li> listed durations indicate the Nth frame after a given input, i.e. inputs occur on frame 0. for example, 5K has a frame count of 16f (lol); if you press 5K on frame 1, you can mash another 5K on frame 17<br></li><li> unless otherwise specified, the opponent is standing<br></li><li> calculations take hitstop into account<br></li><li> commentary in italics<br></li><li> do let me know if any of the values are wrong<br></li></ul><p></p><p>
</p><p>
</p><p>
2P duration: <strong>10f</strong></p><p>
<em>- you can mash 2P/5P/6P earlier than the 10th frame</em></p><p>
2P &gt; 5K/2K: <strong>21~22f</strong> (BBU on airborne: <strong>21f</strong>)</p><p>
<em>- BBU can be option selected with 236[9]D</em></p><p>
5K duration: <strong>16f</strong></p><p>
5K &gt; 5K/2K: <strong>28~29f</strong></p><p>
2K duration: <strong>18f</strong></p><p>
2K &gt; 5K/2K: <strong>30f</strong></p><p>
c.S &gt; 5K/2K: <strong>33~34f</strong></p><p>
f.S &gt; 5K/2K: <strong>35~36f</strong></p><p>
</p><p>
</p><p>
j.K duration: <strong>16f</strong></p><p>
j.K &gt; earliest attack: <strong>29f</strong></p><p>
j.S(2) &gt; earliest attack: <strong>36f</strong></p><p>
j.S(3) &gt; earliest attack: <strong>42f</strong></p><p>
j.H duration: <strong>25f</strong></p><p>
j.H &gt; earliest attack: <strong>38f</strong></p><p>
j.2K duration: <strong>31f</strong></p><p>
</p><p>
</p><p>
2K &gt; 2H: <strong>22f~23f</strong> (2S/2D: <strong>22~25f</strong>)</p><p>
<em>- note the difference in timing between 5K xN and 2K-...</em></p><p>
2S &gt; earliest gatling (2H on crouch): <strong>23f</strong></p><p>
<em>- 2K-2S-... timing is relatively uniform!</em></p><p>
2H duration: <strong>36f</strong></p><p>
2D &gt; earliest attack: <strong>48f</strong></p><p>
<em>- relevant for ch followups</em></p><p>
</p><p>
</p><p>
6K &gt; 5K on stand / c.S on crouch: <strong>42f</strong></p><p>
5K-6P &gt; 5K: <strong>70~71f</strong> between first and second 5K</p><p>
6P &gt; 5K: <strong>52~53f</strong></p><p>
6H &gt; 5K/2K: <strong>54f</strong></p><p>
<em>- 6H is +6 on stand; +10 on crouch</em></p><p>
</p><p>
</p><p>
forward dash duration: <strong>18f</strong></p><p>
earliest P dandy &gt; followup/normal: <strong>15f/30f</strong></p><p>
earliest K dandy &gt; followup/normal: <strong>19f/38f</strong></p><p>
earliest S dandy &gt; followup/normal: <strong>21f/30f</strong></p><p>
<em>- straight from the frame data but worth repeating!</em></p><p>
</p><p>
</p><p>
214D &gt; earliest pilebunker/throw: <strong>9f/30f</strong></p><p>
<em>- reversal timing may be different i.e. wider</em></p><p>
5K xx 214D &gt; K: <strong>27~29f</strong> between K inputs (<strong>27~32f</strong> for pilebunker)</p><p>
dandy K &gt; earliest ground/air followup: <strong>65f/69f</strong></p><p>
dandy &gt; S whiff duration: <strong>21f</strong></p><p>
<em>- relevant for whiff, 2K mixup</em></p><p>
dandy H &gt; 5K on crouch: <strong>47~50f</strong></p><p>
236H FRC: <strong>26~27f</strong></p><p>
236K &gt; 5K on airborne/BBU on stand counter hit: <strong>50f</strong></p><p>
<em>- 236K stand counter hit is +10</em></p><p>
632146P &gt; 6H: <strong>56f</strong></p><p>
<em>- except ab,ch,so,os</em></p><p>
<em>- for muscle memory purposes, it may be useful to tiger knee or delay 5H slide &gt; mappa/undertow. being able to link 6H after 5H xx undertow implies no loss of untechable time on 5H. one could treat 5H xx undertow as a pretend late gatling with a 3f window: </em><strong><em>28~30f</em></strong><em> </em></p><p>
236D &gt; earliest 6H: <strong>65f</strong></p><p>
<em>- in general, post-special timing may vary due to double tapping or negative edging</em></p><p>
</p><p>
</p><p>
5K &gt; 214P,P on crouch: <strong>33f</strong> between K and pile inputs</p><p>
c.S &gt; 214P,K on crouch: <strong>35f</strong> between S and K inputs</p><p>
6H &gt; 214S,P: <strong>57f</strong> between H and P inputs (on crouch: <strong>60~61f</strong>)</p><p>
<em>- these are only of theoretical value</em></p><p>
dandy &gt; K, RC, earliest attack: <strong>12f</strong></p><p>
<em>- hence, perfectly timed crosswise RC 2K has a startup of </em><strong><em>18f</em></strong><em>. seriously, this is a mixup. watch japanese slayers!</em></p><p>
</p><p>
</p><p>
jump startup duration: <strong>4f</strong></p><p>
forward air dash &gt; normal with momentum: <strong>10~11f</strong></p><p>
backward air dash &gt; normal with momentum: <strong>7~8f</strong></p><p>
<em>- example of momentum preservation: ground bounce &gt; iad j.k, j.k, land, ...</em></p><p>
7/8/9 &gt; air dash: <strong>6f</strong> (that is, iad has <strong>minimum 7f startup</strong>)</p><p>
<em>- would be nice to double-check these values</em></p><p>
<em>- assuming iad can be buffered during jump startup, ground normal &gt; iad timings might be handy...</em></p><p>
j.H, 6H on airborne: <strong>27~29f</strong></p><p>
j.K, landing recovery from j.D, 5H: <strong>24~25f</strong></p><p>
<em>- depending on slop/hitstun deterioration, listed windows may be tighter</em></p><p>
</p><p>
</p><p>
5P jc &gt; earliest air normal: <strong>20f</strong></p><p>
5K jc &gt; earliest air normal: <strong>22f</strong></p><p>
<em>- earliest j.P is burst safe</em></p><p>
j.K jc &gt; earliest air normal: <strong>19f</strong></p><p>
j.D jc &gt; earliest air normal: <strong>20f</strong></p><p>
<em>- i.e. fuzzy guard timing</em></p><p>
</p><p>
</p><p>
</p><div></div><pre class="ipsCode">Visual comparison of essential links/gatlings (each row lasts a second):


1---------------------------KK-----------------------------

2----------------------------KK----------------------------

3-----------------------------PP---------------------------

4--------------------KK------------------------------------

5---------------------HHSS---------------------------------

6----------------------DD----------------------------------

7-----------------------------------DD---------------------

8-----------------------------------------KK---------------


#1: 5K &gt; 5K/2K

#2: j.K &gt; j.K (delayable)

#3: 2K &gt; 5P

#4: 2P &gt; 5K/2K

#5: 2K - 2H(/2S/2D)

#6: 2S - 2D (delayable)

#7: 2H &gt; BBU/2D (delay not recommended)

#8: 6K &gt; 5K/2K on crouch

</pre><p></p>
]]></description><guid isPermaLink="false">6706</guid><pubDate>Sun, 25 Aug 2013 08:42:27 +0000</pubDate></item><item><title>AC+R Strats!</title><link>https://www.forums.dustloop.com/forums/topic/6674-acr-strats/</link><description><![CDATA[
<p>We have new tools!</p><p>
</p><p>
FB dandy</p><p>
H dandy</p><p>
6H special cancel and jump cancel</p><p>
Bite FRC (also new command.  41236H instead of 63214H.)</p><p>
Undertow FRC</p><p>
j.2K launch on grounded (! SO COOL!)</p><p>
5H-2H gatling</p><p>
</p><p>
We have also lost a lot of things from the previous version and we need to adapt to this new character!  Gone are the easy, mindless combos and on our plate now are concrete, staple combos we should use on every character.  So, lets discuss how to get into these combos with our new (or old) tools.  Slayer's combo theory has been streamlined so stepping up our basics and our ground combos are essential to get wins.  In this thread, I would like to discuss basic strategies, tricks and nuances for Slayer.  Any character specific tech can go into their respectful threads in the matchup section.</p>
]]></description><guid isPermaLink="false">6674</guid><pubDate>Tue, 20 Aug 2013 23:11:56 +0000</pubDate></item><item><title>General AC+R thread.</title><link>https://www.forums.dustloop.com/forums/topic/6689-general-acr-thread/</link><description><![CDATA[
<p>Slayer is a character who gets his main damage from his wide range of combo options.  He is also focused on links (comboing one move into the previous move's recovery with no cancel, much like street fighter combos) rather than gatling combos, making him some-what unique in this game.  He is especially good at placing certain moves in situations that net him a highly-damaging subsequent combo.  This makes him a VERY high risk/reward character.  He can also cancel his back-dash/forward-dash into a special move or a jump, adding invincibility or momentum to the each option respectively.</p><p>
</p><p>
<span style="text-decoration:underline">Pros</span></p><p>
-High Damage</p><p>
-Great Abare</p><p>
-Good reversal options</p><p>
-Amazing Normals</p><p>
-Amazing Movement options</p><p>
-BDC and FDC</p><p>
</p><p>
<span style="text-decoration:underline">Cons</span></p><p>
-Can be zoned well</p><p>
-FD is really effective vs his mixup</p><p>
-The high-damage combos are on the difficult side</p><p>
-Steep learning curve (but F that! YOU ARE A MAN!)</p><p>
</p><p>
I'm giving him a A- rank thus far...</p><p>
</p><p>
There are a few acronyms you need to know for Slayer besides the basics:</p><p>
</p><p>
-<strong>FDC</strong>: Forward Dash Cancel</p><p>
-<strong>BDC</strong>: Back Dash Cancel</p><p>
-<strong>UT</strong>: Under-tow (632146P)</p><p>
-<strong>Dandy</strong>: Dandy Step (214P/K/S/H)</p><p>
-<strong>FB Dandy</strong>: Force-Break dandy (214D)</p><p>
-<strong>IL</strong>: It's Late (Dandy H)</p><p>
-<strong>UP</strong>: Under-Pressure (Dandy S)</p><p>
-<strong>PB</strong>: Pilebunker (Dandy P)</p><p>
-<strong>CW</strong>: Cross-wise heel (Dandy K)</p><p>
-<strong>FL</strong>: Foot-loose journey (j.214K)</p><p>
-<strong>Bite</strong>: Blood-sucking universe (bite. 236H)</p><p>
-<strong>DOT</strong>: Dead on Time (632146S)</p><p>
-<strong>EW</strong>: Eternal Wings (236236H)</p><p>
-<strong>DHD</strong>: Direct hit dandy (j.214214S)</p><p>
-<strong>Mappa</strong>: Mappa Hunch (236K/P)  </p><p>
-<strong>I know I forgot something</strong>: That move I forgot (?!?!?!?!)</p><p>
</p><p>
<span style="text-decoration:underline"><strong>Back Dash/Forward Dash Canceling</strong></span></p><p>
</p><p>
Slayer's dashes are teleports.  You can cancel these teleports with a jump.  You can ALSO cancel a jump with a special move.  This adds invincible frames to a BDC'ed special/jump OR momentum to a FDC'ed special/jump.  When you are not visible on screen, you cannot be hit.  This is true for a BDC or an FDC.  FDC'ing through projectiles/long recovery pokes and subsequently punishing the recovery is a very viable way to get damage with Slayer, just as BDC'ing and punishing with a special move (Mappa, Dandy, Bite, DOT.) can net you a large amount of damage.  Consider BDC and FB dandy as your reversal options, just like a DP.  </p><p>
</p><p>
<strong>You are basically dashing, canceling the dash into a jump, then that jump into a special move to preform FDC or BDC.</strong></p><p>
</p><p>
<strong>BDC one frame jump</strong>:  This technique will save your ass more than you know.  (447+P+K)  You will do a Back-Dash Canceled one frame jump.  Totally invincible jump.  You can also do BDC one frame super jump (4417+P+K) to REALLY get out out of a situation.</p><p>
</p><p>
<strong>FDC'ing Specials</strong></p><p>
</p><p>
-<span style="text-decoration:underline">FDC Mappa</span>: (662369K/P) This adds A LOT of range to your mappa hunch.  You can use this to punish at long range when your opponent thinks he/she is safe to set up zoning.  The CH potential of the combos is amazing.</p><p>
</p><p>
-<span style="text-decoration:underline">FDC Dandy</span>: (662147[P, K, S, H]).  This does not have as good of offensive applications as FDC mappa, but it does add forward momentum to your dandy steps.  This can be useful as throw/CH bait for your P/K dandy, or added range to cross-over for your S/H dandy</p><p>
</p><p>
-<span style="text-decoration:underline">FDC Bite</span>: (662369H) Dashing Command Throw.  Depending on how you delay your jump into the bite (the delay in between the dash and jump-H) you can have a two-three character length command throw that heals you.  This is a really important piece of tech that should be in every Slayer user manual.  You can use this to throw at a SAFE distance and also punish their whiffed moves for a throw.  I personally LOVE this.</p><p>
</p><p>
-<span style="text-decoration:underline">FDC Neutral Jump</span>: (668) This is great for closing in on a recovering opponent.  The later you cancel your jump, the more momentum is "installed" on your jump post-dash (66~8).  This makes him move forward while having a neutral jump hit-box (skinnier, harder to anti-air, a few frames of invincible from the FDC) and makes his j.H hit in an ideal way for beating anti-airs for a big juicy CH combo.  This tech will move you forward safely and put you in the air with more directional options than most of the cast.  You can: falling j.H for CH, dj9.H (double jump back j.H) for airthrow bait, airdash back for anti-air bait or airdash forward if you need the space.)  This will ALSO install momentum in to your j.2K.  When you have momentum on your j.2K, the hit-box becomes larger horizontally and with the new j.2K grounded launch, this opens up a lot of potential for combos.  It will also move you quite a ways across the screen.</p><p>
</p><p>
-<span style="text-decoration:underline">FDC DOT</span>: (66321469S)  Adds range/momentum to your DOT.  Good for when you have your back to the corner as it will carry you further to the other corner.  It does not get much use, though.  </p><p>
</p><p>
-<span style="text-decoration:underline">FDC UT</span>: (66321469P) Maybe for some crazy blue-moon situational combo somewhere or for some Alladin shenanigans or alligator candy? .. </p><p>
</p><p>
<strong>Back-Dash Canceling</strong></p><p>
</p><p>
This is the Slayer Magic.  You can cancel your back-dash and add it's invincible frames on to another move.  SUPER cool.  I'll include all of the useful options in the next section!</p><p>
</p><p>
-<span style="text-decoration:underline">BDC Mappa</span>: (442369P/K)  This adds invincibility frames to your Mappa.  This is AMAZING for beating mid-range pokes.  Use this like a (safe) dragon-punch.  If you get a CH, combo into 2K/c.S/BBU/DOT for HUGE damage.  You can also use this is a throw bait if they think you are going to dash-throw (66~6/4H)</p><p>
</p><p>
-<span style="text-decoration:underline">BDC Dandy</span>: (21447[button]) You can add more invincibility on your dandy steps.  This is mainly good for S, H, and D (Force-Break) dandy as it will cover the start-up frames of S/H so you can assure your escape and make FB dandy un-throwable.  </p><p>
</p><p>
-<span style="text-decoration:underline">BDC Bite</span>: (442369H) Sigh.. How the mighty have fallen... No knockdown combo without meter now but, it still does nice damage and heals for a little life.  This used to be a great reversal option when the command was different (6321447H) because it was instant out of the cancel.  Now, if you don't input it perfectly, it will inherently move you backwards a bit and you will whiff your bite half the time.  </p><p>
</p><p>
-<span style="text-decoration:underline">BDC DOT</span>: (63214476S) Makes the start-up of DOT invincible.  Really.. Really good.</p><p>
</p><p>
-<span style="text-decoration:underline">BDC DHD</span> (21421449S) Makes your jump into air-super invincible.  Also good.  AMAZING throw-bait.  The input is difficult, though.  You know you've done it when you hear the dash sound and Slayer is moving forwards during the freeze.</p><p>
</p><p>
<strong>Foot-Loose Journey</strong></p><p>
</p><p>
<span style="text-decoration:underline"><strong>j.214K</strong></span>.  Magic Carpet Ride.  This move is amazing as it is one of Slayer's moves that he can adjust the momentum/trajectory on.  It is one of his PRIMARY uses of resetting the tempo of a match due to one simple mechanic.  FL uses the momentum of Slayer at the moment he does the move to determine the trajectory/velocity of the "Foot-Loose Journey."  The best way I have seen/played is (442766214K).  That is the command for BDC sj.IAD FL.  You can have your back to the corner and you land almost in the other corner REALLY quickly with this technique.</p><p>
</p><p>
FL can also be used to end combos in a win that wouldn't other-wise kill your opponent.  You can sacrifice your knock-down with j.D in exchange for a few hits of FL and a few more other hits for a nice little bit of damage for the win.</p><p>
</p><p>
And never forget Throw-Dash-Throw.  It will WIN YOU GAMES.</p><p>
</p><p>
<strong>Ok no more talk about dashing.  Let's get into some combos!</strong></p><p>
</p><p>
<span style="text-decoration:underline">2K. This guy starts a lot of good things for us.</span></p><p>
</p><p>
-2K-2H</p><p>
    2D</p><p>
    5H-2D</p><p>
    5H-2H-2D</p><p>
    2H-2D</p><p>
    5K-FB Dandy S-mixup</p><p>
    BBU</p><p>
    5K Mappa</p><p>
    Probably 2S</p><p>
    DOT</p><p>
    IAD j.S mixup</p><p>
    Hell, we can get a bite mixup off this thing.</p><p>
-2K-2S-2D</p><p>
-2K-2P-5K-FB Dandy S-mixup</p><p>
</p><p>
I could go on forever with these combos.  2H has a HUGE potential for resets and combos for gaining meter or placement.. </p><p>
</p><p>
<span style="text-decoration:underline">General Combo Theory</span></p><p>
</p><p>
As Slayer, you want to carry your opponent <em>close</em> to the corner so that your big-damage combos will work, but also make sure you are optimizing your damage when-ever possible.  The best way to learn how and preform is to never tie yourself to one combo route.  This game has cut a few routes out, but there are still plenty of them!</p><p>
</p><p>
CH launch-6H IAD j.K route (works on most everyone! combos vary just slightly!)</p><p>
launch-5H-Mappa route</p><p>
launch-2D-c.S route</p><p>
launch-Mappa-5P route</p><p>
launch-j.H-j.K route</p><p>
</p><p>
<span style="text-decoration:underline">6H Combos</span></p><p>
</p><p>
6H-PB</p><p>
6H-UP</p><p>
6H-IAD j.S/D (On standing.  Can combo into j.2K for launch)</p><p>
6H-2K</p><p>
6H-5K</p><p>
6H-DOT</p><p>
</p><p>
<span style="text-decoration:underline">2H Combos</span></p><p>
</p><p>
2HxN</p><p>
2H-5K</p><p>
2H-c.S</p><p>
2H-5H</p><p>
2H-BBU</p><p>
2H-DOT</p><p>
</p><p>
<span style="text-decoration:underline">Comboing into FB dandy things</span></p><p>
</p><p>
If you can combo off a normal hit 5K into FB dandy PB, CW or UP, you should be able to combo off of any higher-level normal.  This opens up a few options that we did not have in the last game.  Normals into (somewhat) reliable forward pressure are now possible for us, giving us a whole new world of mixup/combo/fear potential.  5K-FB dandy K is note-able as well as 5K-FB dandy P for ending games with low meter off almost any normal hit...  This is a huge advantage for us and we should really take advantage of this new option.</p>
]]></description><guid isPermaLink="false">6689</guid><pubDate>Fri, 23 Aug 2013 04:55:53 +0000</pubDate></item><item><title>Moves you can BBU on block.</title><link>https://www.forums.dustloop.com/forums/topic/409-moves-you-can-bbu-on-block/</link><description><![CDATA[
<p>This thread is a compilation of moves that can be punished with BBU on block. <span style="color:#FF0000;">Items in red are not BBU related</span> usually but I feel they are important in terms of punishment and will be useful in learning to get everything you can out of each match up. Hope this helps you all!</p><p>
</p><p>
<em>Punishable Moves with BBU</em></p><p>
</p><p>
<span><strong>ABA</strong></span></p><p>
DAA</p><p>
Final low hit of her 3 hit rekka.</p><p>
Keygrab (she's in CH state!)</p><p>
TKed Keygrab</p><p>
First Hit of Danzai (<span style="color:#FF0000;">second hit is DOTable on block, first is as well for CH DOT</span>)</p><p>
FB Danzai (either hit, also same applies as above with DOT)</p><p>
First hit of Normal mode 632146H super. Second hit can be DOTed, regardless of if she does the follow up or not. </p><p>
Air Super</p><p>
Air Super Follow up</p><p>
Instant Kill</p><p>
<span style="color:#FF0000;"></span></p><p>
D is Punishable with 2P</p><p>
Moroha Mode 421H is punishable with 2K. </p><p>
</p><p>
 </p><p>
<span><strong>Anji</strong></span></p><p>
IB 6K</p><p>
D</p><p>
j.D</p><p>
Fuujin (either version if done without a follow up)</p><p>
Fuujin S follow up</p><p>
P during Autoguard</p><p>
K during Autoguard</p><p>
D during Autoguard</p><p>
(air)214P</p><p>
Fan Super</p><p>
Stomp Super</p><p>
Autoguard Super</p><p>
Instant Kill</p><p>
<span style="color:#FF0000;"></span></p><p>
Whiffed 623H can be punished easily with BBU.</p><p>
Fuujin P can be BBUed on reaction.</p><p>
Fuujin H loses to 2K.</p><p>
6K can be punished with 2K or 5K. </p><p>
DOT counterhits anji after fan super.</p><p>
BBU goes through butterflies.</p><p>
</p><p>
<span> <strong>Axl</strong></span></p><p>
623S</p><p>
623H</p><p>
Charge (4)6S</p><p>
Counter Super</p><p>
</p><p>
<span style="color:#FF0000;">Blocked 2363214H Can be punished with DOT. Alternatively, you can jump after the first circular hit and get a free CH j.H.</span></p><p>
The upwards follow up to Axl's charge move can be punished with DOT</p><p>
2D can be punished with 2K</p><p>
D can be punished with IB 2K</p><p>
</p><p>
<span><strong>Baiken</strong></span></p><p>
S Counter</p><p>
P Counter</p><p>
IB H Counter</p><p>
IB D </p><p>
Youzansen (air 623S)</p><p>
63214H -&gt; S</p><p>
All Baku Follow Ups</p><p>
IK</p><p>
<span style="color:#FF0000;"></span></p><p>
IBing the last hit of Baiken's super lets you punish with DOT</p><p>
IBed tatami mat on the ground can be punished with 2k, or alternatively, DOT</p><p>
D can be punished with 2K.</p><p>
H Counter can be punished with DOT without IBing</p><p>
</p><p>
<span><strong>Bridget</strong></span></p><p>
Starship</p><p>
Air Starship</p><p>
D</p><p>
236K K</p><p>
IB 236K P</p><p>
632146S (you can sneak BBU in before the bear even falls)</p><p>
IK</p><p>
Blocked Normal into 6H yoyo set</p><p>
</p><p>
<span style="color:#FF0000;">236K P can be punished with 2K.</span></p><p>
If opponent cancels D into yoyo set, you can still punish with 2K</p><p>
</p><p>
<span><strong>Chipp</strong></span></p><p>
Betablade</p><p>
Alpha Blade (BBU goes through the followup and CHs, so it's free either way)</p><p>
Air Alpha Blade</p><p>
IB 2nd hit of his Rekka</p><p>
3rd hit of his Rekka (I would recommend IBing the 2nd hit and punishing though since the third hit can be FRCed)</p><p>
force break from leaf grab</p><p>
632146H (best if blocked standing, it's harder to punish if not all the hits are blocked, as he appears behind you further away instead of above you)</p><p>
236236K</p><p>
IK</p><p>
</p><p>
<span style="color:#FF0000;">If you block alpha blade and DOT and they try to do the follow up, you get a free CH. </span></p><p>
</p><p>
<span><strong>Dizzy</strong></span></p><p>
D</p><p>
Dead Angle Attack</p><p>
Ice Spike (if blocked as close as possible)</p><p>
</p><p>
<span style="color:#FF0000;">Ice Spike can REALISTICALLY be punished by DOT or Mappa if you don't have meter.</span></p><p>
</p><p>
<span><strong>Eddie</strong></span></p><p>
D</p><p>
6H</p><p>
DAA</p><p>
Shadow Gallery</p><p>
632146H (at close range)</p><p>
Sword Super</p><p>
IK</p><p>
</p><p>
<span style="color:#FF0000;">2D can be punished with 2K</span></p><p>
632146H can be punished with DOT</p><p>
</p><p>
</p><p>
<span><strong>Faust</strong></span></p><p>
6P</p><p>
41236K (at close range. BBU also goes through this easily)</p><p>
236S (beats all options except 66 from pogo. 236S into canceled pogo is NOT safe vs Slayer though)</p><p>
Going My Way</p><p>
214S</p><p>
214P</p><p>
214K</p><p>
6H (if not canceled into a special immediately)</p><p>
236236S</p><p>
</p><p>
<span style="color:#FF0000;">41236K can be punished from almost full screen with DOT</span></p><p>
236236H Punishes ANYTHING after a blocked 236S except getting off the pogo, none of his other options can beat it or avoid it. </p><p>
Blockstrings into item throws can be punished with BBU if you're quick. 2k is a more realistic option.</p><p>
</p><p>
<span><strong>I-No</strong></span></p><p>
Dead Angle Attack</p><p>
IB j.236P</p><p>
IB Vertical Chemical Love</p><p>
IK</p><p>
<span style="color:#FF0000;"></span></p><p>
Duck under horizontal Chemical love and punish with BBU. BBU will also go through it. </p><p>
j.236S can be punished with 2K. If they TK the move, you have to IB it to be able to punish. </p><p>
IB D can be punished with 2K</p><p>
Notes can be punished with 2K if blocked at point blank range</p><p>
</p><p>
<span><strong>Jam</strong></span></p><p>
6H follow up</p><p>
236K</p><p>
IB 214K (ground version only)</p><p>
623K</p><p>
236S K (only safe if they don't have charges)</p><p>
632146S </p><p>
236236H</p><p>
IK</p><p>
</p><p>
<span><strong>Johnny</strong></span></p><p>
2H</p><p>
level 1 Mist Finer K</p><p>
level 1 Mist Finer S</p><p>
Ensenga</p><p>
(air) 236S</p><p>
(air)214S</p><p>
Jackhound</p><p>
Return Jackhound</p><p>
</p><p>
<span style="color:#FF0000;">632146H can be punished with 2K</span></p><p>
Level 2 Mist finer P and K and level 3 Mist finer K and S can be punished with DOT. </p><p>
</p><p>
<span><strong>Ky</strong></span></p><p>
D</p><p>
Dead Angle Attack</p><p>
IB H Stun Edge(up close)</p><p>
Stun Dipper</p><p>
Greed Sever</p><p>
Vapor Thrust</p><p>
Force Break Super</p><p>
Ride the Lightning</p><p>
IK</p><p>
<span style="color:#FF0000;"></span></p><p>
236H can be punished with DOT at mid range after IBing. (LOOOOOOOL)</p><p>
2D can be punished with 2K if they don't cancel it. </p><p>
236S can be punished with 5K up close. </p><p>
236H can be punished with 2K up close</p><p>
BBU goes through Stun Edges</p><p>
</p><p>
<span><strong>May</strong></span></p><p>
3K</p><p>
Horizontal H Dolphin</p><p>
IB Horizontal S Dolphin</p><p>
S or H Vertical Dolphin</p><p>
623S</p><p>
Jackhound</p><p>
Whale Super</p><p>
</p><p>
<span style="color:#FF0000;">Punish long distance dolphin hoop setting with DOT. </span></p><p>
</p><p>
<span><strong>Millia</strong></span></p><p>
D</p><p>
DAA</p><p>
Bad Moon</p><p>
214P</p><p>
Wing Super</p><p>
IK</p><p>
</p><p>
<span><strong>Order-Sol</strong></span></p><p>
623H</p><p>
Charge Burst</p><p>
IB Fafnir</p><p>
Tyrant Rave</p><p>
Level 1 Savage Fang</p><p>
Dragon Install</p><p>
<span style="color:#FF0000;"></span></p><p>
IB 6H into DOT.</p><p>
D can be punished with 2K</p><p>
Punish Bandit Revolver with throw.</p><p>
</p><p>
<span><strong>Potemkin</strong></span></p><p>
Judge Gauntlet</p><p>
Hammerfall</p><p>
Reflector Followup</p><p>
Slidehead</p><p>
6H if not special canceled.</p><p>
<span style="color:#FF0000;"></span></p><p>
although not truly a punish since 2S is special cancelable, IBing 2S yields a free 2K or 5K if they don't follow it up.</p><p>
IB 6H into slide head can be beaten with 236236H (haha, so it has a use?!)</p><p>
</p><p>
<span><strong>Robo-Ky</strong></span></p><p>
5H</p><p>
D</p><p>
DAA</p><p>
IB 2S</p><p>
IB 2H</p><p>
623H</p><p>
236236S headbutt followup</p><p>
IK</p><p>
</p><p>
<span style="color:#FF0000;">2S can  be punished with 2K.</span></p><p>
2H can be punished with 2K.</p><p>
</p><p>
<span><strong>Slayer</strong></span></p><p>
Dandy P</p><p>
Dandy K</p><p>
IB D</p><p>
BBU</p><p>
Both Supers</p><p>
IK</p><p>
</p><p>
<span style="color:#FF0000;">2D can be punished with 2K</span></p><p>
D can be punished with 2K</p><p>
</p><p>
<span><strong>Sol</strong></span></p><p>
D</p><p>
623S/H</p><p>
Grand Viper</p><p>
Tyrant Rave</p><p>
IK</p><p>
<span style="color:#FF0000;"></span></p><p>
2D can be punished with 2K if not special canceled</p><p>
IB close range gunflame for free 2K</p><p>
Punish bandit revolver with throw</p><p>
</p><p>
<span><strong>Testament</strong></span></p><p>
6H</p><p>
Badlands (tiger kneed badlands can only be punished with 2K)</p><p>
Master of Puppets</p><p>
IK</p><p>
</p><p>
<span style="color:#FF0000;">Punish trap sets from block strings with DOT</span></p><p>
</p><p>
<span><strong>Venom</strong></span></p><p>
D</p><p>
2D if not special canceled</p><p>
6H</p><p>
623H</p><p>
623D</p><p>
IK</p><p>
</p><p>
<span style="color:#FF0000;">623 S can be punished with 2K</span></p><p>
j.236H can be punished with DOT</p><p>
</p><p>
<span><strong>Zappa</strong></span></p><p>
6H</p><p>
236P</p><p>
236S with Sword out</p><p>
623S with Sword out</p><p>
214S with Raoh</p><p>
Centipede Super</p><p>
</p><p>
<span style="color:#FF0000;">D can be punished with 2K or DOT. </span></p><p>
5H can be punished with 2K.</p><p>
BBU goes through ghost tosses</p><p>
</p>
]]></description><guid isPermaLink="false">409</guid><pubDate>Thu, 31 Jan 2008 21:45:16 +0000</pubDate></item></channel></rss>
