<?xml version="1.0"?>
<rss version="2.0"><channel><title>Slayer Matchups Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/46-slayer-matchups/</link><description>Slayer Matchups Latest Topics</description><language>en</language><item><title>Slayer vs. I-No</title><link>https://www.forums.dustloop.com/forums/topic/6033-slayer-vs-i-no/</link><description><![CDATA[
<p>I was very surprised not to see any vs. I-No thread, so I went ahead and made one. :D</p><p>
</p><p>
Ok, so the local player is very strong with I-No. She seems to be heavily mixup-oriented and hard to deal with when she has you pinned down. My matchup knowledge is very limited so far, so I won't offer much as a first post here.</p><p>
</p><p>
My very basic advice would be to avoid her mixup, backdash everything, front dash notes, and don't let her get in your face.</p><p>
</p><p>
Opinions?</p>
]]></description><guid isPermaLink="false">6033</guid><pubDate>Fri, 11 Jan 2013 18:02:54 +0000</pubDate></item><item><title>Slayer vs. Potemkin</title><link>https://www.forums.dustloop.com/forums/topic/447-slayer-vs-potemkin/</link><description><![CDATA[
<p>I hate this match, and rarely win it.  I know that I'm not the only one that hates fighting Pot, and I'd like to know how to pull this fight out of my ass.  So somebody with some experience please inform me and others. *looks at Boss*</p><p>
</p><p>
</p><p>
<strong>first-post hijack with combos</strong></p><p>
</p><p>
<strong>2S (CH)</strong> -&gt; IAD H-&gt;5H-&gt;j.H-&gt;j.K-&gt;dj.H-&gt;dj.K-&gt;5H-&gt;j.H-&gt;j.K-&gt;dj.H-&gt;j.2K-&gt;j.D</p><p>
</p><p>
<strong>2S (non CH), 5P</strong>-&gt; j.K-&gt;j.2K-&gt;j.K-&gt;5H-&gt;j.H-&gt;j.K-&gt;dj.H-&gt;j.K-&gt;5H-&gt;j.H-&gt;j.K-&gt;dj.D</p><p>
</p><p>
<strong>6P (CH)</strong> -&gt; IAD j.H-&gt;5H-&gt;IAD j.K-j.K-&gt;5H-&gt;j.H-&gt;j.K-&gt;dj.H-&gt;dj.2K-&gt;j.D (maybe one more relaunch... I can't remember off the top of my head)</p><p>
</p><p>
<strong>2H (CH)</strong> -&gt; 5H-&gt;IAD j.K-j.K-&gt;5H-&gt;j.H-&gt;j.K-&gt;dj.H-&gt;dj.K-&gt;5H-&gt;j.H-&gt;j.K-&gt;dj.H-&gt;dj.2K-&gt;dj.D</p><p>
</p><p>
<strong>j.H (CH), CH DOT, CH It's Late (corner), CH It's Late (from under pressure, corner. If not, IAD H), CH Undertow, CH 6H (air hit)</strong> -&gt; 5H-&gt;j.H-&gt;j.K-&gt;dj.H-&gt;dj.K-&gt;5H-&gt;j.H-&gt;j.K-&gt;dj.H-&gt;j.K-&gt;5H-&gt;IAD j.D</p><p>
</p><p>
That covers like, all the tensionless, CH Launches...</p><p>
</p><p>
<strong>2D RC (Close range)</strong> -&gt; 5H-&gt;j.H-&gt;j.K-&gt;dj.H-&gt;dj.K-&gt;5H-&gt;j.H-&gt;j.K-&gt;dj.H-&gt;j.K-&gt;5H-&gt;IAD j.D (I've got this to work anywhere on the screen.)</p><p>
</p><p>
<strong>2D RC (Long range)</strong> -&gt; 5H-&gt;IAD j.K-j.K-&gt;5H-&gt;j.H-&gt;j.K-&gt;dj.H-&gt;dj.K-&gt;5H-&gt;j.H-&gt;j.K-&gt;dj.H-&gt;dj.2K-&gt;dj.D</p><p>
</p><p>
<strong>2K-&gt;2H</strong> -&gt; (5K-&gt;K Mappa)x2-3-&gt;5K-&gt;j.S (2)-&gt;j.K-&gt;j.S (3) -&gt;j.2K-&gt;j.D</p><p>
</p><p>
<strong>5D</strong> -&gt; j.Dx3-&gt;Delay j.H-&gt;j.K-&gt;j.D-&gt;j.2K-&gt;j.K-&gt;dj.H-&gt;dj.2K-&gt;j.D-&gt;j.2K-&gt;j.D</p><p>
</p><p>
<strong>2K-&gt;2H-&gt;BBU</strong> -&gt; 5H-&gt;sj.AD D-&gt;j.2K-&gt;j.K-&gt;5H-&gt;j.H-&gt;j.K-&gt;dj.H-&gt;dj.2K-&gt;dj.D</p>
]]></description><guid isPermaLink="false">447</guid><pubDate>Sat, 01 Mar 2008 21:31:15 +0000</pubDate></item><item><title>Slayer vs May</title><link>https://www.forums.dustloop.com/forums/topic/442-slayer-vs-may/</link><description><![CDATA[
<p>Post your anti-may strats and discussion here. 

May's general startegy in this fight is to turtle and build meter so she can get a safe approach via dolphin force breaks. Both characters are basically playing the same game. Get in safely without getting CH, get some mix ups in, and kill them when you get that opening. The only problem is that May can do this safer behind hoops and dolhpins, so Slayer must stay on her and constantly be wary of spacing in the air, and watch out for throw setups at the same time. A lot of Mays will use a short vertical dolphin after a block string and whiff it right at your feet. It has no landing recovery and she can throw you before the dolphin has even left the screen. You have to be constantly aware of this. Your safest option is to jump away when she does this and FD, but 5P will counterhit a whiffed dolphin in front of you for a combo. Try to block them as well if you can, since BBU will punish them on block. Overall the fight is not in slayers favor, but you can win. 

So far I know that 5P will beat vertical dolphins and 6P will beat horizontal ones if she doesn't force break and jump off of them. 

Keep away from her in the air, don't try to jump up and CH her, she'll win out since her j.H has a huge hit box. It has slow startup though so if you can get there before her, you can beat it. Also careful about anti-airing with 2S in this matchup unless the spacing is perfect, she can CH your anti air attempts if she spaces her j.H right. Sometimes BBU has to be used to anti air her if she is spamming j.H. 

I need to figure out how to beat her turtling with a dolphin hoop and avoiding throw mix ups though. Her loops off overhead kiss hurt too much.</p>
]]></description><guid isPermaLink="false">442</guid><pubDate>Thu, 28 Feb 2008 20:00:29 +0000</pubDate></item><item><title>Slayer vs. Anji</title><link>https://www.forums.dustloop.com/forums/topic/450-slayer-vs-anji/</link><description><![CDATA[
<p>I've played this match alot! here's the most useful things you could do:
- Be careful when trying to approach him when he's zoning with the Butterfly.
- watch out for reversal HS fujin on wakeup, and try to bait and punish it.
- use BBU wisely, it beats most of his moves and goes through the start of Butterfly.
- 6K, 5K and 2H are your best weapons, I suggest u use them alot (2H jumps over his lows).
- on oki 6K and 2D are good, especially if your opponent likes to wakeup grab , but watch out for 6K autogard!
- try to predict his stomps and air grab him.
- 6P can pass through his Butterfly.
- you can CH DOT just when he's using Butterfly, but I don't recommend is unless he's got just a little bit of life left.

and that's all I know for now</p>
]]></description><guid isPermaLink="false">450</guid><pubDate>Tue, 04 Mar 2008 12:29:53 +0000</pubDate></item><item><title>Slayer vs. Millia</title><link>https://www.forums.dustloop.com/forums/topic/570-slayer-vs-millia/</link><description><![CDATA[
<p>So this "new" Millia player showed up from nowhere and is repeatedly kicking my ass.  As far as I know, I know what <strong>not</strong> to do:</p><p>
</p><p>
1) Do <strong>not</strong> jump in with j.HS.  Millia's 6P is fast and meaty and invul.</p><p>
2) Do <strong>not</strong> wind up in the corner.  Avoid this situations as all costs.</p><p>
</p><p>
Aside from that, I'm at a total loss.  Any tips?</p>
]]></description><guid isPermaLink="false">570</guid><pubDate>Wed, 09 Apr 2008 19:16:00 +0000</pubDate></item><item><title>Slayer vs. Faust</title><link>https://www.forums.dustloop.com/forums/topic/768-slayer-vs-faust/</link><description><![CDATA[
<p>Didn't see much about this matchup anywhere and I have almost no experience with Faust.

Any tips/tricks/:kitty:SHENANIGANS:kitty:?</p>
]]></description><guid isPermaLink="false">768</guid><pubDate>Sun, 03 Aug 2008 17:11:36 +0000</pubDate></item><item><title>Slayer vs. Johnny</title><link>https://www.forums.dustloop.com/forums/topic/1402-slayer-vs-johnny/</link><description><![CDATA[
<p>I couldn't believe it, but there's no thread regarding this match up. I seem to remember a bit of information a while ago which had silly things like punishing his coins with BBU on reaction, but I'm sure there are better strategies nowadays. Seeing as how the only Johnny players that I've played against are the ones that eliminate me from tournaments and then never surface again, does anyone with extensive Johnny experience care to share their tips/tricks?</p>
]]></description><guid isPermaLink="false">1402</guid><pubDate>Wed, 02 Dec 2009 19:39:28 +0000</pubDate></item><item><title>slayer vs. dizzy</title><link>https://www.forums.dustloop.com/forums/topic/446-slayer-vs-dizzy/</link><description><![CDATA[
<p>what is slayer's match up with dizzy?

i was wondering this for a long time...</p>
]]></description><guid isPermaLink="false">446</guid><pubDate>Sat, 01 Mar 2008 19:12:51 +0000</pubDate></item><item><title>Slayer vs. Sol</title><link>https://www.forums.dustloop.com/forums/topic/454-slayer-vs-sol/</link><description><![CDATA[
<p>This thread hasn't been made yet, and I'm super bored at work. So I though I might as well do it.  Here goes on my first match up psuedo guide.  Critisicm is welcome, just don't flame...  this isn't SRK or Smashboards.  Anything you see that is wrong, just bring it to my attention, and I'll change it.  </p><p>
</p><p>
Let's begin.</p><p>
</p><p>
First things first, FUCK VV!  That said, I can die in peace.</p><p>
</p><p>
</p><p>
-Openers-</p><p>
IAD Back or BD</p><p>
2P</p><p>
6P</p><p>
5K</p><p>
j.H (?)</p><p>
</p><p>
</p><p>
-Neutral-</p><p>
A big thing to take advantage of in this match is Sol's inability to safely approach an opponent without Gunflame FRC.  Obviously he can't always do this, so I feel that it puts you at the advantage in almost any neutral situation.  If you see Sol do Gunflame and he can't FRC that shit, IAD j.H for the hawtness.  So remember, when Sol has bar be on the look out for him to make his move... but when he doesn't, he's just a "big ol puddy tat", so don't be afraid to get in there.  Poke for poke, you've pretty much got him outmatched.  While your aproaching him though... watch for random VV's... every Sol player does it, so just remember that it's there.  5K, 2S, 2H, and j.H are great right now, so abuse that shit and score a knockdown.</p><p>
</p><p>
</p><p>
-Oki-</p><p>
The only thing you need to watch out for here is that goddamn VV.  It can be baited pretty easily, but that's doesn't mean you shouldn't hate it as much as me.  A meaty 6K can wreck alot of his wake up options, especially timed well.  A well timed 6K means that if he does VV, you wiff, land, and block. However, if he didn't and was gonna block then the moves will act like the meaty it was meant to be.  If you're feeling ballsy you can always stand outside of throw range and just dash in and throw a second after he wakes up.  You can get away with that many more times that you should, especially after you train him not to VV.  2S is also pretty good since it can be canceled into either 6K or 2H, but make it meaty. Just straight up 2H from outside VV range is easily usable and he can't really say anything about it.  Finally, any time you bait a VV, 2S him after you block it.  It doesn't matter whether or not he does the K follow-up, you'll score a CH into 50%+ life.</p><p>
</p><p>
</p><p>
-Sol has you cornered-</p><p>
Remember what I said about Gunflame FRC, well it pretty much applies here as well.  Be patient and look for your chance to GTFO.  Don't try anything fancy when you are trying to get out, most of the time just FD him off of you then jump and air dashing out of there is the best option.  However, there are couple things that you can punish him for doing.  If you see him try to use Bandit Bringer to regain ground while he has you pressured, air throw that shit.  It's an easy way to turn the table and make him deal with your corner game.  If you've observed your opponents patterns and you know a Bandit Revolver is coming, 6P his ass.  As with any character, BBU can completely turn the tide, but it he blocks it.. get ready for that Sidewinder loop, so use it with discretion.  Also a well timed 2P will completely break his momentum. It comes out in just 4 frames so it can beat alot of his moves in some pretty hilarious ways.  As always with Sol, watch for the tick throws.  If he just runs in a 2P, get ready to jump because wild throw is probably coming... just watch for it.</p><p>
</p><p>
</p><p>
-You have Sol cornered-</p><p>
Although Slayer's pressure is easier to escape for him than it was vice versa, the fact that you got him in the corner probably means that if he make 1-2 wrong guesses it's game over.  Just remember to bait that VV and you should be fine.  A move not to abuse, although it is amazing, is 6H.  If you get predictable, especially with that move, get ready for VV.  With the exception of VV j.H will beat all of his anti-air options, so use it.  5K, 6K, 2K, 2H, 6P, 2P, and 2S is all you really need here.  The only thing that's different about putting sol under pressure is just watching for VV.  So keep an eye out, don't get predictable, and bait that shit.  There are some great tech traps you can use here, but I am ignorrant of these and you would need to consult a better player for that shit. lol</p><p>
</p><p>
-Overall-</p><p>
The match is obviously in your favor, you just need to watch out for that VV and punish his unsafe gunflames during neutral situations.  He can match you normal dmg output, but he needs tension and a cranked gaurd bar to do this, so don't let him do it.  Your oki is solid enough to wreck him after a knockdown, so try to score one early on to really put things in your favor. As always use your ungodly dmg to your advantage.  End this in 2 combos if possible.</p><p>
</p><p>
Edit: I'm going to remake this later in the week.  This first attempt was just a terrible one. <img src="https://www.forums.dustloop.com/uploads/emoticons/default_vbang.gif" alt=":vbang:"></p><p>
</p><p>
<strong>here are some combos</strong></p><p>
</p><p>
I was thinking and sol sucks for combos.  You can't IAD KK H him.  You can't j.S-&gt;j.K him.  So combos are usually super boring on him.  My main combo off a CH that launches or BBU ...</p><p>
</p><p>
CH 2S-&gt;IAD.H-&gt;5H-&gt;sj.H-&gt;j.D-&gt;j.2K-&gt;j.K-&gt;5H-&gt;sj.H-&gt;j.D-&gt;j.2K-&gt;j.D</p><p>
</p><p>
CH j.H-&gt;5H-&gt;sj.H-&gt;j.D-&gt;j.2K-&gt;j.K-&gt;5H-&gt;sj.H-&gt;j.D-&gt;j.2K-&gt;j.D</p><p>
</p><p>
CH 2H-&gt;5H-&gt;sj.H-&gt;j.D-&gt;j.2K-&gt;j.K-&gt;5H-&gt;sj.H-&gt;j.D-&gt;j.2K-&gt;j.D</p><p>
</p><p>
Off BBU I'll do 5H-&gt;SJAD.D-&gt;j.2K-&gt;j.K-&gt;5H-&gt;sj.H-&gt;j.D-&gt;j.2K-&gt;j.D</p><p>
</p><p>
</p><p>
I need to test a few combos vs. him today... I'll put more in here later tonight.</p>
]]></description><guid isPermaLink="false">454</guid><pubDate>Sun, 09 Mar 2008 00:33:13 +0000</pubDate></item><item><title>Slayer vs. Testament</title><link>https://www.forums.dustloop.com/forums/topic/448-slayer-vs-testament/</link><description><![CDATA[
<p>Just wanted community input about this nightmarish matchup. I'll write a few bullet points and then add more as I receive more responses.</p><p>
</p><p>
Slayer vs. Testament is one of those matches that makes you sigh, mainly because Testament's entire game is focused on keeping you out of reach and beating you out in several situations...into pretty painful amounts of damage. I play against a pretty beastly Testament, and I can tell you, I don't win very often (that also has to do with my inexperience and lack of skill).</p><p>
</p><p>
I'm just going to bullet off things that I notice:</p><p>
</p><p>
-Random Dandies and Mappas will be punished by traps, so don't go around carelessly with those. </p><p>
-You can, however, punish Tree set with a Mappa if you're quick enough and 2D if you're close enough. </p><p>
-Your Ks and Ps will be crucial for disarming traps. Always keep your eyes peeled for the blown skirt and arm rip animations.</p><p>
-Beating Testament is a test of patience. It's important to get a knockdown because Testament has poor ways to deal with pressure. Once you have him under your mixup, keep on pressuring and don't let up. However, if the gap is large enough, discontinue your pressure, as <strong>Exe Beast will trade or straight up beat out almost everything you have.</strong></p><p>
-As far as mixup goes, I like to stay grounded and aim for cheap, easy knockdowns. If you're feeling gutsy, you can dash through stuff like Exe Beast and throw him. </p><p>
-Saving tension for DoT is a common practice. DoT flies through and disarms all traps, so watching for trap-set animations becomes important. If you land the CH DoT, your chances of winning greatly increase.</p><p>
-Testament's mixup is vicious. Between 2K, 6P, 5D, and being bounced back and forth by FRC'd Exe Beasts, blocking will become quite the challenge. This isn't to say that it isn't impossible though, it just takes experience and focus. All of it can be blocked on reaction, just get used to the deceptive animations.</p><p>
-Testament's reach is generally better than yours and right out of your 5K and 2HS range, meaning you won't be winning the poke wars. Advancing slowly by disarming traps and catching him while in trap animation is your best bet at getting in. </p><p>
</p><p>
EDIT -- Added from the matchups forum (original post by POscrub):</p><p>
</p><p>
<em>==============================</em></p><p>
Page 03: Slayer vs. Testament</p><p>
==============================</p><p>
</p><p>
--------------</p><p>
Slayer Basics:</p><p>
--------------</p><p>
</p><p>
Learning how to deal with and get around Testament's Zeinest (Webs) and Hitomi (Trees) is the basics of this matchup. Jumping in with a j. K on the way up, and a j. HS on the way down, the j. K will trigger Zeinests before Slayer is in range to get hit, and if j. H is blocked, the Hitomi will pass harmlessly underneath, this is the best way to approach them from the air.</p><p>
</p><p>
Against this tactic, Testament has the option of K Phantom Soul and 6K, early on, you can IB the Phantom Soul for additional tension, and double jump to avoid the 6K. Once you have the tension, you can try to look for an opening to turn things around with a Big Bang Upper, or a K Dandy Step -&gt; Pile Bunker.</p><p>
</p><p>
Kenchan's comments:</p><p>
Slight disadvantage. Testament has the upper hand in general, but Dead on Time and Big Bang Upper are just too good. Slayer hits like a truck, so it's definitely still a fight.</p><p>
</p><p>
</p><p>
Picture: Against Okizeme that uses Zeinest, you can use K Dandy Step FRC to evade.</p><p>
</p><p>
</p><p>
----------------------------</p><p>
Exploiting Gaps</p><p>
----------------------------</p><p>
</p><p>
If Testament gatlings f. S or 2S into 2D, if you Instant Block (IB) the attack before the 2D, you can counterattack with P Dandy Step (214P) -&gt; Pile Bunker. If he does 5S or 2S into 2H, doing the above to get a Pile Bunker is effective, however, countering with Big Bang Upper also works. If Testament gatlings any normal into H EXE Beast, you can reaction back K Dandy Step -&gt; Pile Bunker to punish. However, if he did 2H -&gt; H EXE Beast, you need to IB the 2HS.</p><p>
</p><p>
Picture: Opening up gaps in Testament's gatlings using Instant Block to make him wary is important.</p><p>
</p><p>
-------------------------</p><p>
Aim for the Dead on Time:</p><p>
-------------------------</p><p>
</p><p>
If Slayer manages to land a CH Dead on time, that single hit might very well end up deciding the outcome of the match, so aim to punish an opponent for making careless autopilot decisions. Some common situations that result in a CH, if Testamnet does any gatling canceled into Set Zeinest or Set Hitomi, if he just tries to set a Zeinest in a neutral situation, there's many attacks that cancel into 2HS and 2D, so if you see any of those attacks, get used to entering the motion for Dead on Time after blocking them, so that if he cancels into a Set, you just need to tap the button to punish. Note, if Testament decides to Set a Hitomi (Tree)in a neutral state, the animation is quite hard to see, so it's not something you aim for often.</p><p>
</p><p>
Picture: Look to attack when he tries to Set something. When you have more than 50% tension, you should be priming the super motion, all the time. (ED note: ALL THE TIME )</p><p>
</p><p>
</p><p>
Note at the bottom: Slayer's Big Bang Upper can trigger a Zeinest and still be capable of hitting, so use it with good timing to bust through attacks that hit high, like Testament's f.S, 6K, and 2H.</p><p>
</p><p>
</p><p>
That's all I can think of for now. Please add more!</p>
]]></description><guid isPermaLink="false">448</guid><pubDate>Sun, 02 Mar 2008 10:34:58 +0000</pubDate></item><item><title>Slayer vs. Eddie</title><link>https://www.forums.dustloop.com/forums/topic/439-slayer-vs-eddie/</link><description><![CDATA[
<p>- Basic Info -</p><p>
</p><p>
(A) Overview</p><p>
Best abare in the game vs. best offense in the game.  You typically outpoke Eddie's normals, but his moves will beat yours in specific circumstances and his special "pokes" are really dangerous.  More importantly, he has a pet and he can fly.  This changes a lot of poke/anti-air timings and lets him get away with being a bit dumber than anybody else.  That said, your normals still cream his- he has to be tricky, you just need to have half a brain.</p><p>
All other things being equal, you have the normals to keep yourself out of trouble so long as you don't get mixed up... until he gets tension or safely gets the summon out.  When one of these happens (you screw up, he gets tension/summon), the whole matchup changes.  He dominates the match while the shadow is out- in non-pressure situations, killing it safely becomes your first priority, not getting hit by it/forcing him to use it up if you can't kill it.</p><p>
Should you find yourself in pressure- good luck.  Good blocking only goes so far, with his command throw and unblockables.  Look for escape points or create your own, but mix it up since he'll be mixing it up, and it's better to block a 6K than be looking really hard for a backdash point and getting hit anyhow.</p><p>
Eddie doesn't have a real answer to your pressure, though.  He can mash 2P, wakeup super, or wakeup FD jump.  None of those are safe or good at all.  Some Eddie players will refuse to stop mashing for whatever reason, and it works more than it should because his 2P is so good... but just adjust your timing, sigh and CH him into all of his life.</p><p>
</p><p>
(B) Matchup ratio:</p><p>
Ogawa says it's 5:5 - 4:5.  Your results may vary but that's about right.</p><p>
</p><p>
© Top 5 moves in matchup (IMHO)</p><p>
Eddie:</p><p>
1) summon -S-</p><p>
2) (FB) drill</p><p>
3) flying</p><p>
4) 2H</p><p>
5) 623S</p><p>
(honorable mention - 2P)</p><p>
</p><p>
Slayer:</p><p>
1) 5K</p><p>
2) jH</p><p>
3) 2S</p><p>
4) jK</p><p>
5) 2P</p><p>
(honorable mention - BBU)</p><p>
</p><p>
(D) Turning points...</p><p>
in Eddie's favor:</p><p>
- knockdown</p><p>
- safe fullscreen summon</p><p>
- start blockstring</p><p>
</p><p>
in Slayer's favor:</p><p>
- major CH</p><p>
- corner knockdown</p><p>
- force Eddie to jump without summon</p><p>
</p><p>
<strong>Some combos that really hurt</strong></p><p>
</p><p>
CH 2S or 6P-&gt;IAD H-&gt;5H-&gt;(j.S-j.K-&gt;5H)x3 or 4 -&gt;IAD j.D</p><p>
</p><p>
CH 2H, 2D RC, CH j.H, CH it's late, whatever-&gt;lol (5H-&gt;j.S-j.K)x3 or 4-&gt;IAD j.D</p><p>
</p><p>
Really guys just j.S loop this guy. For real it's like 60% like no matter what. and doing IAD K-K is good for when you're kinda far away and still needing to combo.  </p><p>
</p><p>
5K-&gt;K mappa is amazing on eddie as well for aircombo.</p>
]]></description><guid isPermaLink="false">439</guid><pubDate>Thu, 28 Feb 2008 02:18:36 +0000</pubDate></item><item><title>Slayer vs A.B.A</title><link>https://www.forums.dustloop.com/forums/topic/751-slayer-vs-aba/</link><description><![CDATA[
<p>I have sooooooo much trouble with this fight.

sometimes i can poke through the moroha rushdown of doom but i find its way safer to block, and about 50% of the time i block it correctly and the other 50% results in death

also i cant seem to hit her out of the air with either 6P or 2S that heavy slash is just way too strong. Sometimes if i anticipate it i can BBU it if he air dashes in with it.

i seem to have her normal mode down pretty well but once she gets into moroha its beast time &gt;.&lt;

any help would be greatly appreciated.</p>
]]></description><guid isPermaLink="false">751</guid><pubDate>Thu, 10 Jul 2008 15:23:34 +0000</pubDate></item><item><title>Slayer vs. Bridget</title><link>https://www.forums.dustloop.com/forums/topic/926-slayer-vs-bridget/</link><description><![CDATA[
<p>This is a fun match.  Very fun indeed.

Here is Bridget's game plan:

- 2S/3P your Mappa

Here is what to do about it:  You are going to WAIT until bridget throws a move first and THEN throw the mappa.  Any bridget knows that 2S and 3P will beat mappa if they do it fast enough but if you're throwing the mappa when bridget is in recovery from a previous 2S, yo-yo set or some other laggy move you will get a CH, link to BBU/DOT and then make bridget feel like crap.

- Jump around and roll around to annoy you while using razor bear

You're going to watch how he set the yo-yo before he starts his air movement.  If it is 4set, the yo yo will be behind you or be on top of you by the time bridget is at the top of the screen.  If you dash forward, you'll be out of any danger really at all.  Razor bear will not be a threat and buri will be on the other side of the screen.  If he jumps and sets it 3 or 5, you can j.K him while he sets it.  If you don't, he'll usually follow up with roll roll airdash over you to force you in between him and the yo yo.  Or he will summon razor or the other air bear and go try to make you run into it.  Forward dash will take care of both of these options he has and put him into a situation he does not want to be in.  What your main goal should be when bridget is in the air is to j.P or j.K him to death.  After one combo you hit after j.P or j.K, the bridget player will get frustrated and start getting anxious.

- Starship/Delay wakeup and how to oki it.

Delay wakeup: He will want to THROW you after he does this.  You can dash through it twice and 6K for throw bait.  6K will usually trade with starship but not in your favor.  The key to beating starship is to simply backdash it and if he doesn't FRC, just BBU, 2D RC or DOT FRC him and the subsequent combo will most likely do a lot of fucking damage.  If he does FRC it, he's pretty much safe but you're at a good range to poke him will stuff.  Backdashing also takes care of his explosion super and the other super (BDC, see it, jump, Block, punish before the bear falls with BBU).

- Unblockables, bear summons and the reason to laugh at them

You can BDC 1fj out of the unblockables for free.  If he is going for the j.D unblockable, you can BDC airthrow him.  If he is doing the 2D 9set unblockable, you can forward dash and escape.  On to bear summons... Everyone knows that if bridget is summoning a bear, you can DOT or BBU or Mappa him for free if you're at mid range and the yo-yo is behind you.  The only way bridget can avoid the big damage awesome move you do is to FRC the bear and starship/backdash or something else.  That is him spending tension to make his rushdown kind of safe, so you shouldn't really mind it.  You can also get tricky and FDC bite him when he tries to summon a bear and the yo-yo is behind you and really frustrate bridget.

- Bridget's Oki

Oki #1 - 2K 2P xn - BDC bite works against this if he is in your face.  otherwise, just backdash it and get away.  

Oki #2 - Starship throw bait - Backdash, be ready for the frc.  If FRC doesn't happen, BBU.  If it does, jump away and be ready to FD the 6S or break his airthrow.

Oki #3 - Corner FB bear pressure.  This is hard to avoid so it's better to just block it while FDing to push bridget back.  He will knock you down, 5 set and FB bear.  From here, he has some good mixup options.  He has the typical jump in k into jc.K for fuzzy or landing low, airdash for late overhead.  What you should be doing is FDing the normals that bridget is doing to force him back so he has less time for mixup.  He can also do 6K/2K stuff so be weary of that.


All in all, you're going to get damage on bridget by punishing his whiffed normals, backdashing starship appropriately, and j.King the hell out of him for running around in the air.  If anyone has anything else to add, please post.</p>
]]></description><guid isPermaLink="false">926</guid><pubDate>Sat, 03 Jan 2009 23:50:49 +0000</pubDate></item><item><title>Slayer vs. Jam</title><link>https://www.forums.dustloop.com/forums/topic/522-slayer-vs-jam/</link><description><![CDATA[
<p>I haven't had the chance to play against a practiced Jam player, so my experience with this matchup only goes as far as fighting the more often than not retarded CPU. She seems to be quite powerful when used correctly (Flash Metroid being first and foremost on my mind), so if any more experienced players have certain strategies and exploits they could share, it would be greatly appreciated.</p>
]]></description><guid isPermaLink="false">522</guid><pubDate>Sun, 23 Mar 2008 18:37:06 +0000</pubDate></item><item><title>Slayer vs. Baiken</title><link>https://www.forums.dustloop.com/forums/topic/477-slayer-vs-baiken/</link><description><![CDATA[
<p>Does anybody have tips on this match-up?  I'm clueless as what to do properly, and I find myself eating certain moves that I shouldn't =(

As far as I'm concerned, the only thing I know about fighting BA is hitting her since she like dies if Slayer touches her <img src="https://www.forums.dustloop.com/uploads/emoticons/default_yaaay.gif" alt=":yaaay:"> 

But that's another concern: I have problems doing combos on her due to her odd hitbox/weight class (although I seem to be able to combo other light weights just fine).</p>
]]></description><guid isPermaLink="false">477</guid><pubDate>Thu, 13 Mar 2008 19:41:08 +0000</pubDate></item><item><title>Slayer vs. Chipp</title><link>https://www.forums.dustloop.com/forums/topic/445-slayer-vs-chipp/</link><description><![CDATA[
<p>This is an interesting fight. High damage Slayer vs. low health Chipp. Evasion and trickery vs. Slayer's defensive, pick your moment to strike style, atleast in this fight. This is supposedly Chipp's worst match up, I believe, but it's by no means EASY for Slayer, in fact this fight is almost about as much work as fighting Potemkin, if it's against a good Chipp. 

Since Chipp has to play extra cautious in this fight, don't expect to be handed easy mistakes to punish. Chipp can zone you somewhat well, and he has the ability to stay way above your threat range when he needs room to breath. Usually Chipp will be picking the fights here, so you have to simply defend and look for that opening. Chipp's c.S gives him a lot of frame advantage and sets up some good pressure, so be cautious of it. He also can be extremely hard to anti air, since he can avoid approaching you from where you are a threat. If you want to try stopping his air approach, your best bet is to use j.K or air throw. 2S will actually lose out to chipp's j.D at certain ranges, and it comes out extremely fast so it's difficult to anti air him on reaction once he gets into your desired anti air space. 

Your best bet in this fight is not to let Chipp get above you to set up cross ups and trickery. Air throw helps a lot with this, as does j.K. Also, his teleports can be beaten with various things. His air teleports lose to air throw, and his teleport behind you, if spotted quickly, can be punished with 2H. 

For punishing, 2S works wonders vs. his uppercut, it can punish him before he can FRC it. Alpha Blade can be punished with DOT for free, and if you instant block the second hit of his rekka, you can punish that with BBU. His third hit of his rekka can be BBUed on reaction as well. 

One more thing to keep in mind in this fight is 2P. Generally Chipp's rush leaves occasional small gaps to continue pressure, and 2P will usually be quick enough to slip in and continue to 2K 2H combo. 2P will also beat his 6K and leaf grab, so that limits his mix ups if you react fast. Remember to FD to push him out as well and punish a whiffed attack with 2H. 

Also, be wary of his back dash since it gives him a lot of ground. Look for when you opponent likes to use it and K mappa him, then carry them to the corner and combo for free. Chipp dies in 2-3 mistakes so make those hits count!

To copy Crimson Disaster, the top moves in this fight are: 

Chipp: 
1) Running away like a girl
2) j.D
3) 2D
4) c.S
5) 6P

Slayer:
1) 2P
2) j.K
3) Mappa
4) 2H
5) j.H</p>
]]></description><guid isPermaLink="false">445</guid><pubDate>Fri, 29 Feb 2008 20:28:45 +0000</pubDate></item><item><title>Slayer vs. Order-Sol</title><link>https://www.forums.dustloop.com/forums/topic/780-slayer-vs-order-sol/</link><description><![CDATA[
<p>OMG what a cheap bastard.

All the general anti-airs work against any IAD attempts, and 5k can only keep him at bay for so long.

When he gets in, how do you stop him from poking and jumping everywhere like a crackhead on fire?

Discuss.</p>
]]></description><guid isPermaLink="false">780</guid><pubDate>Tue, 19 Aug 2008 04:48:17 +0000</pubDate></item><item><title>Slayer vs. Ky</title><link>https://www.forums.dustloop.com/forums/topic/440-slayer-vs-ky/</link><description><![CDATA[
<p>- Basic Info -

(A) Overview
The shockingly gay Frenchman is typically at an advantage for a lot of the game.  In neutral situations, Ky has a lot of safe ways to take the momentum, and his normals are problematic for Slayer.  His corner pressure is particularly difficult for Slayer, since Slayer's options in that situation are really risky.  However you typically get a few chances to escape since he isn't going to do a ton of damage unless you let him jack up your guardbar, and a lot of his combos are going to leave you out of the corner.
However, that's not to say Slayer loses the fight.  Good defense opens up opportunities to escape and put the hurt on Ky.  While your pokes are about evenly matched, with Ky's coming out a bit ahead in terms of winning minor poking battles, several of your pokes are potential game winners.  Your corner pressure is a bit easier for Ky to escape, but still risky, and 1-2 wrong guesses = ggpo.

To win, it takes patience to weather the constant barrage of pokes, COCONUTS, and huge frame trap normals.  You win off a 2-3 correct guesses (assuming you land your combos) so you don't need to open yourself up until you're ready to go for it.

(B) Matchup Ratio
## : ##

© Top 5 Moves (IMHO)...
for Ky:
1) 6P
2) 2H
3) 5H
4) 2S
5) (air) 236H FRC
(honorable mention - jK)

for Slayer:
1) jH
2) 6P
3) 2H
4) 6H
5) BBU (236D)

(D) Turning points...
for Ky:
- start of the round
- neutral situations (w/ tension advantage)
- knockdown

for Slayer:
- major CH
- corner knockdown
- BBU under poke/fireball</p>
]]></description><guid isPermaLink="false">440</guid><pubDate>Thu, 28 Feb 2008 02:31:39 +0000</pubDate></item><item><title>Slayer vs. Venom</title><link>https://www.forums.dustloop.com/forums/topic/438-slayer-vs-venom/</link><description><![CDATA[
<p>i've been wondering about the match up between slayer vs. venom.

does anyone know anything about it?</p>
]]></description><guid isPermaLink="false">438</guid><pubDate>Wed, 27 Feb 2008 23:01:56 +0000</pubDate></item><item><title>Slayer vs. Robo Ky</title><link>https://www.forums.dustloop.com/forums/topic/598-slayer-vs-robo-ky/</link><description><![CDATA[
<p>I was wondering about the match up between Slayer and Robo Ky. Could anyone provide me with information?<img src="https://www.forums.dustloop.com/uploads/emoticons/default_psyduck.gif" alt=":psyduck:"></p>
]]></description><guid isPermaLink="false">598</guid><pubDate>Fri, 11 Apr 2008 19:24:10 +0000</pubDate></item><item><title>Slayer vs. Slayer</title><link>https://www.forums.dustloop.com/forums/topic/516-slayer-vs-slayer/</link><description><![CDATA[
<p>The mirror.

We all know what SL is going to try to do. He's gonna BDC all your mixup.  Not much you can do about it.

I'mma do it like this...

Move-&gt;move to beat it

Mappa-&gt;2D/6P/2S/BBU (I use 2D for this because it feeds into 5K K mappa 5P)

Dandy step-&gt;2D/6H (I use 2D for this because it feeds into 5K K mappa 5P)

BBU-&gt;2K/2P/2D

j.H-&gt;5P will clash/airthrow/j.K/j.P the startup

6K-&gt;5P


That takes care of anything he wants to do to get inside.  

Learn to hit confirm 2P and 5K into knockdown as best you can.

I completly avoid doing dandy and mappa in this matchup because they are easily counterhit into huge, non-prorated damage.

I play this matchup with 2P, 5K, 2K, 2S and IAD back j.H.  Doing this keeps you on the ground most of the time and forces the other SL to take risks to get inside.  There is no need to take a risk in this matchup, you can BDC everything SL throws.  You should know all of the tick throw setups and be BDCing to get away.  This matchup will be won by the SL that can react to mappa and dandy step the best and if you're straight up not using those in nuetral situations, you should do fine.  5K delays are really good if he wants to throw something out while in 5K pressure.  Hit comfirm that into 2K 2D at close range or mappa RC 5HS 2D.  REALLY meaty 2S will discourage reversal BDC as most SL's cannot do it perfectly.  2K also has weird low invul. frames so you can use that in nuetral situations to deal with his 2K/2H/BBU/2D. j.K will beat out j.H but I avoid trying to do that so I can stay grounded.

2P is the god move in this matchup.  It has a little less range than 5K and activates in 4F.  2P is what I base my offense on completly in this matchup.  

If SL is pressuring 6K outside of oki for the overhead, for the love of god 5P him out of it into aircombo.  5P CH leads into really high dmg tensionless combos.</p>
]]></description><guid isPermaLink="false">516</guid><pubDate>Thu, 20 Mar 2008 17:49:31 +0000</pubDate></item><item><title>Slayer vs. Zappa</title><link>https://www.forums.dustloop.com/forums/topic/443-slayer-vs-zappa/</link><description><![CDATA[
<p>This matchup is in Slayer's favor.</p><p>
However, Zappa is a unique character and you'll have to know your way around to avoid getting zoned by certain summons. Zappa has 5 possible states: naked, dog, sword, ghosts, and Raou. </p><p>
<strong></strong></p><p>
Vs. Naked Zappa</p><p>
-This is the form that you must take advantage of, similar to A.B.A. in non-mohora mode.</p><p>
-Watch closely for his summon and play very conservatively - note that Dandy moves if executed to slowly or too closely will be punished by the summon. In short: stay out of point-blank range.</p><p>
-Zappa has few ways to punish Slayer's lows, so keep at simple pokes (5K, 2H, 2K, 2S, 6P) and keep landing knockdowns so he can't summon.</p><p>
-6K okizeme, if executed too slowly, can be punished by reversal summon.</p><p>
-OVERALL: Play it safe and force Zappa to summon without hitting you. Letting him have orbs is a no-no. It's often smart to burst if he hits you with a 2D to deny him the orbs from the summon. </p><p>
</p><p>
<strong>Vs. dog</strong></p><p>
-This is a problem if you aren't patient. The dog is an excellent zoning tool and if not played against correctly will have you eating way too much damage.</p><p>
-Do not recklessly dash/jump/iad at Zappa, he dog's anti-air hits an extremely large area.</p><p>
-Whenever the dog is within 2P range, spam it. This is the most effective way to kill the dog.</p><p>
-Don't use any moves with lots of recovery (such as BBU), because the dog will eat the hit and Zappa will have free reign to punish you. </p><p>
-OVERALL: Play it safe and poke the dog when the opportunity rises. </p><p>
</p><p>
<strong>Vs. ghosts</strong></p><p>
-In my opinion, this matchup is just as hard as the dog. </p><p>
-Watch for the backdashing mixup, the exploding ghosts WILL beat out your AA moves.</p><p>
-Most Zappa players will zone you to death with these - the key is to learn to block well and slowly advance forward.</p><p>
-If the Zappa player tries to go more offensive, watch his air motion and 2S accordingly. Otherwise, watch for his landing and throw him afterwards.</p><p>
-OVERALL: Play defensively! You WILL get zoned, but rushing in will get you punished!</p><p>
</p><p>
<strong>Vs. sword</strong></p><p>
-Not as hard as the other summons because he can't zone you as well with a sword.</p><p>
-Zappa's 5HS with sword eats a lot of Slayer's pokes, so be careful. </p><p>
-You can BBU after the sword rush attack. </p><p>
-OVERALL: Not as hard, watch for long-ranged pokes, try to punish the slower attacks.</p><p>
</p><p>
<strong>Vs. Raou</strong></p><p>
-This is my own particular experience against Raou; most others prefer to play extremely defensively, but I differ.</p><p>
-Raou makes most Zappa players feel like they're in control. In reality, Raou can be punished quite easily. </p><p>
-Blocking against Raou eats a lot of chip damage and opens up room for mistakes (such as getting hit by the deceptive looking dust).</p><p>
-Your priority is still superior in many cases, try to go for knockdowns and throws - run the Raou timer out!</p><p>
-Watch for Dark Anthem (super) and DoT it on reaction for the win. </p><p>
-OVERALL: This is a tossup. You can play defensively if you want to, but be very good at blocking. In my opinion, Raou can be punished because Slayer's priority is still higher...so take advantage of that.</p><p>
<strong></strong></p><p>
OVERALL</p><p>
This matchup is definitely in Slayer's favor. The main thing that you will lose to would be careless mistakes and doing unsafe moves that lead to getting hit by summon or getting zoned. Lows are amazing in this matchup, especially 2H and 2D. Keep him at a desired distance and don't let him hit you with summon.</p><p>
</p><p>
I'm sure you guys have a lot to add, I sorta just threw this together rather quickly. Post below and I'll add to the list.</p>
]]></description><guid isPermaLink="false">443</guid><pubDate>Thu, 28 Feb 2008 22:01:27 +0000</pubDate></item></channel></rss>
