<?xml version="1.0"?>
<rss version="2.0"><channel><title>Slayer Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/290-slayer/</link><description>Slayer Latest Topics</description><language>en</language><item><title>Slayer j2k shenanigans?</title><link>https://www.forums.dustloop.com/forums/topic/11082-slayer-j2k-shenanigans/</link><description><![CDATA[
<p>Apologies for the lazy "can someone test this for me?" post. I keep forgetting about this when I sit down with the game.<br><br>
Several characters in the game have approaches based on FD cancelling the first few frames of their j.2k, (Faust, Chipp... anyone else?) and I'm wondering if Slayer has the same superpower. Has anyone messed around with this? Is there a mechanics reason that this doesn't work? Does it work, but seem useless? Inquiring minds want to know!</p>
<p> </p>
<p>Edit: Remembered to test it out last night. He doesn't get any momentum change before the FD, so there's no tech there.</p>
]]></description><guid isPermaLink="false">11082</guid><pubDate>Wed, 29 Jul 2015 22:07:27 +0000</pubDate></item><item><title>[Xrd] Slayer Gameplay Discussion</title><link>https://www.forums.dustloop.com/forums/topic/8258-xrd-slayer-gameplay-discussion/</link><description><![CDATA[
<p></p><p></p><div style="text-align:center;"><img src="http://kurushii.tv/Dustloop/GGXrd/Graphics/Slayer/GGXrd_Header_Gameplay_Discussion.png.png" alt="GGXrd_Header_Gameplay_Discussion.png.png"></div><p></p><p>
</p><p>
</p><p>
Gonna list off what I know of things so far for Xrd</p><p>
</p><ul><li>j.2K: New animation, can be used up to 8-times in the air, instant j.2K can hit standing opponent<br></li><li>Undertow: New animation (Slayer does a claw swipe or slap-like motion with his hands)<br></li><li>It's Late is exclusively a follow-up to Under pressure, just like X2#Reload<br></li><li><strong>NEW MOVE:</strong>Helter Skelter; Input, 214P/K(1)-HS(after (1)) Slayer hops then stomps, doing a backflip while sending his foe into the air, rumored to be jump cancelable after it hits or is blocked, same with airdash cancel. Forced crouch on clean hit. launches on counter hit, if done near crouched opponent it will go over them and cross them (not sure if it will cross with standing opponent) you can do it early if you don’t want to cross it, after the hit you will be on airborne state, it seems that it cant combo anything after clean hit but somehow just once it could combo into j.HS on bedman.<br></li><li>Special Animation Super; Dead on Time.<br></li><li>6[6] or 4[4] sends Slayer further forward or backward than just 66 or 44. [6]6 jump cancels can carry momentum<br></li><li> jH doesn't bounce on CH<br></li><li> 5H doesn't stagger on CH or regular hit, just hitstun<br></li><li> 2H launches instead of stagger<br></li><li> bite is back to 63214H (236H in +R), loop is gone, but can be RC'd<br></li><li> DoT is #r-like in terms of distance traveled and follow-ups, Hellfire DoT is 140 damage, and can wallstick on counter hit<br></li><li> 5S (unclear whether close or far) staggers on CH<br></li><li> PileBunker has some stun value<br></li><li> CrossWise Heel can't be YRCed<br></li><li> Undertow - can be charged, unblockable, still has armor <br></li><li> j.D knocks down on hit like +R<br></li><li> Instant Kill; Same but with standing dust animation. (POETRY. IS. POWER. BIAAAATCH!)<br></li><li> 6P unable to combo unless in a specific situation<br></li><li> Dandy Step and Mappa Hunch have YRC points<br></li><li> Mappa Hunch cannot be feinted. 3:<br></li></ul><p></p><p>
</p><p>
The list will be updated as time goes forward. Feel free to discuss any ideas if possible. Try not to derail the topic as best as you can.</p>
]]></description><guid isPermaLink="false">8258</guid><pubDate>Fri, 31 Jan 2014 01:39:07 +0000</pubDate></item><item><title>Xrd Slayer video thread.</title><link>https://www.forums.dustloop.com/forums/topic/9665-xrd-slayer-video-thread/</link><description><![CDATA[
<p>Gameplay thread is getting tough to find specific things in. Plus, we kinda need one of these.</p><p></p><p>
<a href="" rel="external nofollow">http://m.youtube.com/watch?v=wYEQOaxc_H4</a></p><p></p><p>
Sanma(SL) vs. Kazuki(MA)</p>
]]></description><guid isPermaLink="false">9665</guid><pubDate>Thu, 30 Oct 2014 02:11:11 +0000</pubDate></item><item><title>[XRD] Slayer Combo Compendium (WIP)</title><link>https://www.forums.dustloop.com/forums/topic/10071-xrd-slayer-combo-compendium-wip/</link><description><![CDATA[
<p>This is a work in progress. Will add more combos, damage values, and a glossary of terms and notation, as well as clean up the text, standardize notation, and test combos on the cast to make sure combos with out char specific notes are universal.</p>
]]></description><guid isPermaLink="false">10071</guid><pubDate>Thu, 18 Dec 2014 09:27:36 +0000</pubDate></item><item><title>Slayer Discord</title><link>https://www.forums.dustloop.com/forums/topic/12694-slayer-discord/</link><description><![CDATA[
<p>
	Hey guys, I recently found out that there was no Slayer discord, which is quite odd, since he is a pretty popular character. So I decided to make one. I am a new player and I wanted to find some more resources for Slayer. 
</p>

<p>
	It would be greatly appreciated that experienced Slayer mains could join, and help us noobs out.
</p>

<p>
	Here is the link:
</p>

<p>
	<a href="https://discord.gg/0108GJa0BJOztZY54" rel="external nofollow">https://discord.gg/0108GJa0BJOztZY54</a>
</p>

<p>
	Thanks!
</p>
]]></description><guid isPermaLink="false">12694</guid><pubDate>Tue, 10 May 2016 02:24:38 +0000</pubDate></item><item><title>Double hit dandy</title><link>https://www.forums.dustloop.com/forums/topic/11923-double-hit-dandy/</link><description><![CDATA[
<p>
	so ... about double hit dandy or <strong>DHD</strong><br />
	i will try to gather as much information about it as possible posting the most pratical ones i know<br />
	but first my thoughts about it since it's not used by slayer jp monsters in matches <br />
	i came up with the fact that DHD becomes useful after fullfilling certains conditions :
</p>

<ul><li>
		hitting with a counter hit 6P (corner) or IL or 6H K crosswise or helter skelter
	</li>
	<li>
		you are midscreen where k pile is not possible to splat
	</li>
	<li>
		being in hellfire state (does more damage than any combo with tension especially midscreen)
	</li>
	<li>
		you need fast damaging combos before they can get burst
	</li>
</ul><p>
	<br />
	changes in jH hitbox ( ithink?) made setups for double hit easier than it was in 1.0 
</p>

<p>
	enough chitchat , here it comes 
</p>

<p>
	<strong>midscreen</strong>
</p>

<p>
	CH IL &gt; jH DHD  works on mil  fau pot  sin
</p>

<p>
	           &gt; step jSH DHD works on axl bed
</p>

<p>
	           &gt; dash jH elph sol 
</p>

<p>
	from p2 start
</p>

<p>
	K crosswise heel &gt; jSH DHD  works on elp fau sin
</p>

<p>
	                               &gt;jS(2)H  DHD works on pot bed axl leo
</p>

<p>
	                               &gt; jPK DHD works on mil
</p>

<p>
	air to air 
</p>

<p>
	dash jump &gt; jPK &gt; SH DHD on sol fa sin leo elph axl   difficult on milia ram
</p>

<div class="ipsEmbeddedVideo ipsEmbeddedVideo_limited">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/vtSVe_SsNv4?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	                                                                                  
</p>

<p>
	<strong>corner</strong> 
</p>

<p>
	the use of <strong>DHD </strong>is surely questionnable<strong> </strong>but still has it's uses against certain characters .
</p>

<p>
	normal 6P<br />
	6p cs fs hj sh dhd on milia(very near to wall)    faust<br />
	6p cs(start tension bar) s(2) H DHD   sol slayer axl<br />
	6p cs s(3) DHD elp
</p>

<p>
	set up a CH 6P when they are stick to corner
</p>

<p>
	witth 2P 2P (block or hit) <br />
	CH 6P &gt; 5H &gt; jH DHD sol <br />
	CH 6P &gt; 6P &gt; 5H &gt; jH DHD axl ( way easier than 5H TK SDD air combo and not far damage wise you can't miss it)<br /><br />
	with 2P (block or hit)
</p>

<p>
	CH 6P &gt; 5H &gt; jH &gt; DHD  slay pot bed sin mil(delay the 5H)  bed (very close)
</p>

<p>
	CH 6P &gt;6P &gt;5H &gt; jH DHD fa 
</p>

<p>
	CH 6p &gt; 6P &gt; jSH late cancel DHD sin(tension bar range) 
</p>

<p>
	ch 6p dash jump SH dhd chipp may ino ram sin elph leo  bed (from tension bar range,delay sdd as late as possible)  
</p>

<p>
	                                            pot(tension bar range)  <br />
	                                            mil(max range ch 6p do everything fast)<br />
	                                            PK ky (as fast as possible)
</p>

<p>
	CH IL &gt; 6H &gt; pCWH &gt;6H &gt;p CWH &gt; jD &gt; DHD on FA
</p>

<p>
	          &gt; dash jH DHD on axl elph ino , ram , chipp and may in corner if distance between to opponent is equal to timer corner distance ,zato-1 (tail hits last so he can tech) 
</p>

<p>
	<strong>from p2 starting position to corner</strong>
</p>

<p>
	 CH K pile &gt; long dash &gt; jH DHD works on faust ino ram may chipp sin leo axl pot zato bed elph slay    but timming is different (easier on some , tricky on others)
</p>

<div class="ipsEmbeddedVideo ipsEmbeddedVideo_limited">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/1mB4pF3N0R4?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	 CH 6p &gt; dash jump &gt; jS(1) 2K K &gt;jc SH DHD   easy on    chipp   ky        hard on may
</p>

<p>
	CH IL &gt; dash jSHD 2K k jc SH  DHD on axl
</p>

<p>
	meaty 6p(very last active frames)  &gt; dash jPSH(dhd 199d or D 2k K jc SH DHD 202d) faust
</p>

<p>
	hope you like it , i'm trying to put the easiest and most guaranteed ones <img alt=":)" height="15" src="https://www.forums.dustloop.com/uploads/emoticons/default_smile.gif" srcset="https://www.forums.dustloop.com/uploads/emoticons/smile@2x.png 2x" title=":)" width="15" /> 
</p>
]]></description><guid isPermaLink="false">11923</guid><pubDate>Tue, 29 Sep 2015 20:43:40 +0000</pubDate></item><item><title>Slayer critique thread.</title><link>https://www.forums.dustloop.com/forums/topic/9829-slayer-critique-thread/</link><description><![CDATA[
<p>Japanese release is a week away. Figured this was needed.</p>
]]></description><guid isPermaLink="false">9829</guid><pubDate>Fri, 28 Nov 2014 09:00:46 +0000</pubDate></item><item><title>[Xrd] Villa Vampir. The Slayer social thread.</title><link>https://www.forums.dustloop.com/forums/topic/9830-xrd-villa-vampir-the-slayer-social-thread/</link><description><![CDATA[
<p>A place to hang out and not discuss frame data or combos. I will start. Slayer's English voice is crap.</p>
]]></description><guid isPermaLink="false">9830</guid><pubDate>Fri, 28 Nov 2014 09:09:54 +0000</pubDate></item><item><title><![CDATA[Xrd Slayer Wiki and Q&A]]></title><link>https://www.forums.dustloop.com/forums/topic/11291-xrd-slayer-wiki-and-qa/</link><description><![CDATA[
<p>Thread for discussing updates for the Slayer wiki page and random Q&amp;A/FAQ</p><p>I'll try to gather some basic information in this post</p><p><a rel="external nofollow" href="http://www.dustloop.com/wiki/index.php?title=GGXRD/Slayer">Dustloop Wiki</a>: www.dustloop.com/wiki/index.php?title=GGXRD/Slayer</p><p> </p><p><strong>Players to watch</strong></p><p>Mikado - Tokyo - twitch.tv/joniosan</p><p><u>Japanese</u></p><p>Hase - Mikado - The King of Xrd Slayer. Best confirms, best combos, best grabs, best mixup, best BDC use, best choice of normals. Frequently uses YRC and Blitz Charge. Can play either patient or rushdown styles.</p><p>Tanabata - Mikado - Lab monster. Has a slight preference for meaty 2D/6K oki. Sometimes too eager to go for optimal combos. Actively posts combos on Twitter @tanabataheidern</p><p>En - Mikado - +R master. Tends not to use BDC specials. Generally the most patient Slayer.</p><p>Taka - Mikado/Acho? - "Taka Rush" "Pile Man". Always in Dandy Step.</p><p><strong>BDC Invulnerability</strong></p><ul><li>1st frame of backdash cannot be canceled</li><li>Up to 6F of full invulnerability transfer to BDC move</li><li>Only the first 7F of full invulnerability qualify for BDC; late cancels transfer less invulnerability to the BDC move</li><li>BDC Jump also gains invulnerability. Since jump startup is 4F, up to 2F of invulnerability is available afterwards.</li></ul>]]></description><guid isPermaLink="false">11291</guid><pubDate>Fri, 14 Aug 2015 04:28:32 +0000</pubDate></item><item><title>Xrd Slayer Hitboxes</title><link>https://www.forums.dustloop.com/forums/topic/12524-xrd-slayer-hitboxes/</link><description><![CDATA[
<p>
	About halfway done with the movelist
</p>

<p>
	List of albums: <a href="https://imgur.com/a/kKPcR" rel="external nofollow">https://imgur.com/a/kKPcR</a>
</p>

<p>
	I have decided to put each move in its own album, which should make loading a lot faster.
</p>

<ul><li>
		5P Large: <a href="http://imgur.com/a/lH4DC" rel="external nofollow">http://imgur.com/a/lH4DC</a>
	</li>
	<li>
		5K Large: <a href="http://imgur.com/a/7RGtT" rel="external nofollow">http://imgur.com/a/7RGtT</a>
	</li>
	<li>
		c.S Large: <a href="http://imgur.com/a/bcyFN" rel="external nofollow">http://imgur.com/a/bcyFN</a>
	</li>
	<li>
		f.S Large: <a href="http://imgur.com/a/q9Bks" rel="external nofollow">http://imgur.com/a/q9Bks</a>
	</li>
	<li>
		5H Large: <a href="http://imgur.com/a/cmnen" rel="external nofollow">http://imgur.com/a/cmnen</a>
	</li>
	<li>
		2P Large: <a href="http://imgur.com/a/WFdeK" rel="external nofollow">http://imgur.com/a/WFdeK</a>
	</li>
	<li>
		2K Large: <a href="http://imgur.com/a/Qd4Wm" rel="external nofollow">http://imgur.com/a/Qd4Wm</a>
	</li>
	<li>
		2S Large: <a href="http://imgur.com/a/S4eO2" rel="external nofollow">http://imgur.com/a/S4eO2</a>
	</li>
	<li>
		2H Large: <a href="http://imgur.com/a/f30y1" rel="external nofollow">http://imgur.com/a/f30y1</a>
	</li>
	<li>
		j.P Large: <a href="http://imgur.com/a/5rkua" rel="external nofollow">http://imgur.com/a/5rkua</a>
	</li>
	<li>
		j.K Large: <a href="http://imgur.com/a/xeCxc" rel="external nofollow">http://imgur.com/a/xeCxc</a>
	</li>
	<li>
		j.S Large: <a href="http://imgur.com/a/FRmzq" rel="external nofollow">http://imgur.com/a/FRmzq</a>
	</li>
	<li>
		j.H Large: <a href="http://imgur.com/a/GQq1W" rel="external nofollow">http://imgur.com/a/GQq1W</a>
	</li>
	<li>
		j.D Large: <a href="http://imgur.com/a/tlnao" rel="external nofollow">http://imgur.com/a/tlnao</a>
	</li>
	<li>
		6P Large: <a href="http://imgur.com/a/kJrdF" rel="external nofollow">http://imgur.com/a/kJrdF</a>
	</li>
	<li>
		6K Large: <a href="http://imgur.com/a/IfpeW" rel="external nofollow">http://imgur.com/a/IfpeW</a>
	</li>
	<li>
		6[K] Large: <a href="http://imgur.com/a/BxkNy" rel="external nofollow">http://imgur.com/a/BxkNy</a>
	</li>
	<li>
		6H Large: <a href="http://imgur.com/a/IZC2D" rel="external nofollow">http://imgur.com/a/IZC2D</a>
	</li>
</ul><p>
	I am also including mobile versions of each album for when internet is slow (at events, etc.). Currently, the mobile images are rescaled to 75% of original and are about 90% smaller in file size.
</p>

<ul><li>
		5P Mobile: <a href="http://imgur.com/a/dj23A" rel="external nofollow">http://imgur.com/a/dj23A</a>
	</li>
	<li>
		5K Mobile: <a href="http://imgur.com/a/qGprh" rel="external nofollow">http://imgur.com/a/qGprh</a>
	</li>
	<li>
		c.S Mobile: <a href="http://imgur.com/a/QATPF" rel="external nofollow">http://imgur.com/a/QATPF</a>
	</li>
	<li>
		f.S Mobile: <a href="http://imgur.com/a/ZsqNO" rel="external nofollow">http://imgur.com/a/ZsqNO</a>
	</li>
</ul><p>
	If there's a better way to organize this, let me know. Any other comments and suggestions are appreciated.
</p>
]]></description><guid isPermaLink="false">12524</guid><pubDate>Fri, 05 Feb 2016 21:26:03 +0000</pubDate></item><item><title>Xrd Slayer - Moves that lose to 6P (WIP)</title><link>https://www.forums.dustloop.com/forums/topic/11910-xrd-slayer-moves-that-lose-to-6p-wip/</link><description><![CDATA[
<p>6P is one of Slayer's biggest and easiest Counter Hit starters in Xrd. This list will attempt to include all the moves that Slayer's 6P will avoid or beat.</p><p>If there is some timing or spacing necessary for 6P to win cleanly, it will be noted. Some moves will tend to clash if spacing is too far.</p><p>If a Counter Hit is guaranteed, it will be noted by [CH]</p><p>Please contribute or make corrections if you can!</p><p><u><strong><span style="font-size:18px;">Axl</span></strong></u></p><ul><li><strong>[CH] Mid Sparrowhawk Stance</strong> - If you block the Low hit then immediately 6P, you will beat the incoming Mid hit. Good knockdown but no followup.</li></ul><p><span style="font-size:18px;"><u><strong>Bedman</strong></u></span></p><ul><li><strong>Task A</strong> (fireball) - Avoids hit, but beware of 1/2/3H or Deja Vu specials if Bedman is on the ground.</li><li><strong>[CH] Task C</strong> (flip and slam) - Start 6P as Bedman is coming down.</li></ul><p><span style="font-size:18px;"><u><strong>Chipp</strong></u></span></p><ul><li> </li></ul><p><span style="font-size:18px;"><u><strong>Elphelt</strong></u></span></p><ul><li><strong><span style="font-size:14px;">f.S</span></strong></li><li><strong>[CH] 5H</strong> - Can't be too far away or it will clash. Usually preferable to do 2H or 2D if Elphelt doesn't have meter for YRC.</li><li><strong>[CH] Aerial Bridal Express</strong> - Difficult because Elphelt will often pull Pineberry or double jump to alter timing.</li><li><strong>Genoise</strong> (bazooka Super) - Easy to avoid on reaction by itself from about 3/4 screen but it's often paired with Pineberry.</li></ul><p><span style="font-size:18px;"><u><strong>Faust</strong></u></span></p><ul><li><strong><span style="font-size:14px;">5K</span></strong></li><li><strong>f.S</strong> - Faust's main ground zoning tool along with his Items. You will need to react to the different Items and guess whether Fauust will use 2H instead.</li><li><strong>5H</strong></li><li><strong>[CH] j.2K</strong> (drill) - A key component of Faust's high/low mixup and pressure. 6P tends to be too slow to punish and Faust can choose to make it whiff and land faster depending on height.</li><li><strong>[CH] Re-re-re Thrust</strong> (fishing pole) - Easy to react to but the longer startup compared to f.S can throw you off if you try to 6P early. You may not be able to get any damage from fullscreen.</li></ul><p><span style="font-size:18px;"><u><strong>I-No</strong></u></span></p><ul><li><span style="font-size:14px;"><strong>Antidepressant Scale</strong> (note) - You will have to make a guess whether 6P is a good option. I-No can control the note's height, so you will get hit if it goes to the ground. If she dashes in afterwards, 6P will probably beat whatever attack she attempts and give you knockdown, which is fine since note does not knockdown</span></li><li><strong>[CH] Chemical Love</strong> (horizontal) - Easy to avoid and if I-No chooses to YRC she can't get too aggressive.</li><li><strong>Longing Desperation</strong> (ground super) - I-No's reversal super. Must start 6P before the cinematic.</li></ul><p><u><strong><span style="font-size:18px;">Ky</span></strong></u></p><ul><li><span style="font-size:14px;"><strong>f.S</strong> - Ky will tend not to use this move unless he's in range for 2D to hit or for Stun Dipper to hit twice, both of which will beat 6P.</span></li><li><strong><span style="font-size:14px;">5H</span></strong></li><li><span style="font-size:14px;"><strong>Stun Edge</strong> (regular and DC versions)</span></li><li><strong>[CH] Greed Sever</strong> - Clashes at farther ranges.</li></ul><p><span style="font-size:18px;"><strong><u>Leo</u></strong></span></p><ul><li><span style="font-size:14px;"><strong>f.S</strong> - Leo can choose to transition to his Guard Point, f.S~P, which can allow him to punish with 5H.</span></li><li><span style="font-size:14px;"><strong>5H</strong> - Just like f.S, Leo can transition to his Guard Point, 5H~P, although this is slower than the f.S version.</span></li><li><b>2D </b>- Leo's 2D hits slightly above the ground, right above 6P's hurtbox. 6P likely has to be timed close to or slightly before Leo's 2D.</li><li><strong>S Graviert Wurde</strong> (fireball) - Can be avoided, but 6P must be started long before the fireball reaches.</li></ul><p><span style="font-size:18px;"><u><strong>May</strong></u></span></p><ul><li><strong><span style="font-size:14px;">6P</span></strong></li><li><strong><span style="font-size:14px;">[CH] j.2H </span></strong><span style="font-size:14px;">- Almost guaranteed to whiff even if you start 6P extremely late. Try to react to the startup since she can only cancel it with PRC.</span></li><li><strong>[CH] Mr. Dolphin</strong> (all versions) - 6P will win if it is close to finishing startup by the time May reaches you. Dolphin's startup is quite fast so you should consider 5P at closer ranges or from blockstun.</li><li><strong>P/S Applause for the Victim</strong> (dolphin hoop) - Start 6P once the dolphin starts moving. Beware that May can run up 3K to beat 6P.</li><li><strong>[CH] Ensenga?</strong> - Not used very often, but 6P will win as May is falling.</li><li><strong>Great Yamada Attack</strong> (whale super) - Easiest in corner. Since the whale is so long, you need to be close to 6P active frames but far enough that you still have invulnerability.</li><li><strong>Ultimate Whiner</strong> (hands super) - May's reversal super. Since it has long strike invulnerability, 6P will probably clash.</li></ul><p><span style="font-size:18px;"><u><strong>Millia</strong></u></span></p><ul><li> </li></ul><p><span style="font-size:18px;"><u><strong>Potemkin</strong></u></span></p><ul><li><span style="font-size:14px;"><strong>Hammerfall</strong> - 6P needs to start relatively early. Hammerfall will whiff and Potemkin can only PRC if this occurs.</span></li></ul><p><span style="font-size:18px;"><u><strong>Ramlethal</strong></u></span></p><ul><li><strong>f.S</strong></li><li><strong>[CH] Sword j.H</strong> - Has a big hurtbox but Ramlethal can alter her timing by setting or reequipping swords. May be easier to use 2S. </li></ul><p><span style="font-size:18px;"><u><strong>Sin</strong></u></span></p><ul><li><strong>f.S</strong></li><li><strong>Beak Driver</strong> (red stab) - Will almost always clash unless you are within your 5K range or so. Beware that Sin will probably already have inputted Elk Hunt and might cancel into it immediately after clash.</li></ul><p><span style="font-size:18px;"><u><strong>Slayer</strong></u></span></p><ul><li><strong>5K</strong></li><li><strong>[CH] 6H</strong> - If 6H hits from far away or 6P starts earlier, 6P will win.</li><li><strong>[CH] Mappa Hunch</strong></li><li><strong>Footloose Journey</strong></li><li><strong>Dead on Time</strong> - Can clash sometimes. Other times, 6P startup will avoid Dead on Time completely.</li></ul><p><span style="font-size:18px;"><u><strong>Sol</strong></u></span></p><ul><li><strong>f.S</strong></li><li><strong>[CH] Bandit Revolver</strong></li><li><strong>[CH] Bandit Bringer</strong> - Cannot be too far or 6P will clash.</li><li><strong>[CH] Riot Stamp</strong> - Really easy, you can start 6P extremely late and win. In corner, if Sol tries to do Grand Viper instead, 6P will trade.</li></ul><p><span style="font-size:18px;"><u><strong>Venom</strong></u></span></p><ul><li><strong>f.S</strong></li><li><strong>Stinger Aim (horizontal shot)</strong></li><li><strong>[CH] Mad Struggle</strong> - Venom can stop alter his timing by setting balls. May be easier to use 2S</li></ul><p><span style="font-size:18px;"><u><strong>Zato</strong></u></span></p><ul><li><strong>[CH] f.S</strong></li></ul><p> </p><p>Revelator characters</p><p>Jack-O</p><p>Jam</p><p>Johnny</p>
]]></description><guid isPermaLink="false">11910</guid><pubDate>Thu, 24 Sep 2015 21:23:55 +0000</pubDate></item><item><title>Xrd Slayer Frame Data Analysis, Number Crunching, and Theory Fightin</title><link>https://www.forums.dustloop.com/forums/topic/9701-xrd-slayer-frame-data-analysis-number-crunching-and-theory-fightin/</link><description><![CDATA[
<div>
<div>4gamer JP Wiki Slayer page: <a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://wiki.4gamer.net/ggxrd/%E3%82%AD%E3%83%A3%E3%83%A9%E3%82%AF%E3%82%BF%E3%83%BC%E6%94%BB%E7%95%A5/%E3%82%B9%E3%83%AC%E3%82%A4%E3%83%A4%E3%83%BC</a></div>
<div>4gamer JP Wiki Framedata: <a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://wiki.4gamer.net/ggxrd/%E3%83%95%E3%83%AC%E3%83%BC%E3%83%A0%E3%83%87%E3%83%BC%E3%82%BF#content_6_11</a></div>
<div> </div>
<div>Notes:</div>
<div>-Attack levels</div>
<div>Attack Levels are now 0 thru 4, which seem to line up with the old 1 thru 5 attack levels of prior games. I took a couple of moves at each attack level and calculated the blockstun and they seem to line up with the old values.</div>
<div> </div>
<div> </div>
<div>So I was originally making this thread for help figuring out what the fuck is going on with the frame data for Helter Skelter. +12f on block for a move with 6f active and 13f recovery?? "That doesn't make sense!" This must be a typo, but if it was a typo then the sample combo video they have wouldn't work. And then I figured it out as I was typing up this post. In summary, Helter Skelter is a projectile. Math ahead...</div>
<div> </div>
<div>-Helter Skelter</div>
<div>Active = 6f</div>
<div>Recovery = 13f</div>
<div>Level 3 Blockstun = 16f</div>
<div>Listed Block Advantage = +12</div>
<div>Calculated Block Advantage = 13 - (6-1) - 13 = -2f</div>
<div>Level 3 Crouching Hitstun = 18f</div>
<div>Calculated Hit Advantage = 18f - (6-1) - 13 = 0</div>
<div> </div>
<div>-2f on block and +/-0 on it. But sample combo video shows Helter Skelter comboing to j.H. Not a typo, something else is happening.</div>
<div> </div>
<div>If Helter Skelter is a projectile...</div>
<div>Level 3 Hitstop = 14f</div>
<div>New BlockAdv = -2 + 14 = 12f</div>
<div>New HitAdv = 0 + 14 = 14f</div>
<div> </div>
<div>As a projectile, +12f on block matches the frame data. +14f on hit matches the video. Mystery solved</div>
<div> </div>
<div> </div>
<div> </div>
<div> </div>
<div>Now the fun stuff..</div>
<div>LIINKS and COMBOOS</div>
<div> </div>
<div>Most of the stuff is pretty plain. They've refocused alot of Slayer's nauces back to how you make your approaches and bait out counter hits.</div>
<div> </div>
<div>f.S links to 5K</div>
<div>2K links to c.S, if it doesn't already gatling.</div>
<div>The only really interesting meaty is It's Late. You get a 5K, and then some funny stuff if CH.</div>
<div> </div>
<div>CH 5K links to 5K</div>
<div>Either Mappa punch on CH nets you a P Mappa Punch</div>
<div><strike>CH Under Pressure links to c.S</strike></div>
<div> </div>
<div><strike>Back to It's Late. On CH you get a Mappa Punch. On a perfect meaty CH you're at +20. That's enough to just straight up Pile Bunker. I suppose the optimal followup would be to 6H&gt;PDandy&gt;PileBunker. But you could be too close to do 6H without getting a throw. So a Slayer doing meaty It's Late setups on you, you better not screw up your DP.</strike></div>
<div> </div>
<div>I'm having trouble reading 4gamer's gatling chart, so I'm not sure if there's any interesting situational gatlin combos. Does 6H still gatling to 5D? If so, that should combo on CH 6HS.</div>
<div><strike>Like, am I reading this right? 6K gatlings to Dust and Sweep?</strike></div>
<div> </div>
<div> </div>
<div>Helter Skelter being a projectile has some hilarious implications. Sadly, follow ups are gated by recovering in the air.</div>
<div>+18 on a perfect meaty. Anyone have RC frame data? I feel there's an Undertow setup in here.</div>
</div>
<p> </p>
]]></description><guid isPermaLink="false">9701</guid><pubDate>Mon, 03 Nov 2014 20:32:14 +0000</pubDate></item><item><title>Dandy Step properties and Oki</title><link>https://www.forums.dustloop.com/forums/topic/10470-dandy-step-properties-and-oki/</link><description><![CDATA[
<p>Just curious because I've watched a decent amount of slayer vids and I've recently decided to play him (5 days ago) and I've gone online a few times. But I have no idea what the properties of either dandy step is. Like in neutral I'm sure it has I-frames against strikes but in oki situations I can't tell if it's throw immune or not.<br><br>
Seriously I can't tell if people just overly respect slayer or if they are just disrespectful af. I get a mixed bad, either they mash on throw and it works or they get counterhit. With Dandy step how should I be using it to oki? Are any of the follow ups throw invuln or am I just going for wildly unsafe throwable oki every time? Checked the wiki and it's just unedited for much of slayer's dandy step and followups and really only has info on his frame advantage. Please halp  <img src="https://www.forums.dustloop.com/uploads/emoticons/default_ballsl.gif" alt=":SL:"></p>
]]></description><guid isPermaLink="false">10470</guid><pubDate>Sun, 15 Feb 2015 18:21:04 +0000</pubDate></item><item><title>BDC Tutorials</title><link>https://www.forums.dustloop.com/forums/topic/10774-bdc-tutorials/</link><description><![CDATA[
<p>Hello All,</p>
<p> </p>
<p>Ever since GGXRD took out Johnny, Testament, Zappa and Anji, really all of my old mains. I brought back the old reliable Slayer and have really enjoyed him in GGXRD. However I find that the final hole in my game is the mastery of his BDC. I can't seem to find any videos or tutorials on how to truly perform this technique. I can cancel with the jump but can't seem to get any move off. According to all sources I find you have to cancel it with the jump and then perform the desired move. I have no idea if it's because I'm just not quick enough or if i'm not inputting the commands the way it would be needed to. Does anyone have any tips, tutorials, or proper terminology to help me get this difficult last part of slayer down pat. Thanks to you all</p>
]]></description><guid isPermaLink="false">10774</guid><pubDate>Mon, 04 May 2015 03:46:19 +0000</pubDate></item><item><title>Memoirs of a beginner</title><link>https://www.forums.dustloop.com/forums/topic/10473-memoirs-of-a-beginner/</link><description><![CDATA[
<p>So I am a new gg player and I decided to try to pick up Slayer and I'm having a lot of fun just labbing it up and watching match videos. I've taken a fare amount of notes from what I've seen in match videos (and read on this forum) and I thought it might be a good idea to share these notes. Nothing I've written is ground breaking but hopefully it might help other beginners like myself who are trying to get into the character. The notes are nowhere near finished and the formatting is a bit rough, but I was hoping more experience players could chip in and add new info/correct any mistakes. </p>
<p> </p>
<p><a href="" rel="external nofollow">https://www.evernote.com/shard/s538/sh/b96ea117-4088-4ab3-a7bc-5c6e67f36ce3/b577c8d0e03bf36f6abdc30607300c2b</a></p>
<p> </p>
<p>Looking forward to any feedback you guys might have and I hope this helps some people</p>
]]></description><guid isPermaLink="false">10473</guid><pubDate>Mon, 16 Feb 2015 02:21:56 +0000</pubDate></item><item><title>Slayer Neutral game help??</title><link>https://www.forums.dustloop.com/forums/topic/10146-slayer-neutral-game-help/</link><description><![CDATA[
<p>What are some good neutral tools for slayer?</p>
]]></description><guid isPermaLink="false">10146</guid><pubDate>Sun, 28 Dec 2014 23:07:31 +0000</pubDate></item></channel></rss>
