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Posted

Just watched some Hase play...

Am I just dumb or was it always possible to link c.S from 2K when done close enough?

Yes

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Posted

Yeah Under Pressure whiff 2K, c.S, 2D is about the best thing to happen to me. It's a bit wonky at the start but it's a link that that hit-confirmable to 2D and though not as good as 2K, 2S, 2D it's at least something.

Fyi you can do 2K, c.S, f.S, j.D, DHD on Sol, Zato, Ramlethal and Bedman.
For the Zato matchup I REALLY welcome this as an easy mean to break out some much needed damage from any hit possible.
 

Posted

Do we have anti-air 2S combos? Yes it's hard to pull off in a match because no invulnerability but I don't wanna give up on the move yet.

 

Or what about 6P? Anything? I wanna instill fear in my enemies to keep them from jumping and I already did that in the corner with 6HS confirms.

Posted

2S AA can lead to a basic j.2K combo but no head invul. makes it unreliable when 5P can AA better.

6P in the corner can lead to respectable damage since you can link c.S > f.S > jc for a good 30% or so.

honestly 6H is a better AA than 2S if for just the better horizontal range from the forward movement.

Posted

2S, j.SHD... also works fine if you know how to delay your attacks to gain favorable height in combos.

But as others have said 2S is kinda only useful if people are coming straight from above and have used their doublejump and got nowhere to go.

Don't forget 5P AA as you can link 5P CH into 6HS.

Posted

2S is still good, you have to throw it out early to CH IADs and double jump falling attacks. It's not a reactive antiair any more, you have to use it as a neutral read. But CH leads to 214K-K 6HS 214K-K (5S) j.KD midscreen and 214K-K 6HS 214P/K-S 5S j.SHD in the corner (probably doesn't work on Potemkin or Bedman though). It's 180-200 damage meterless if I recall. Even though it doesn't have invuln, it's really important in some matchups because of its tall hitbox (may for example).

5P is a reactive antiair, so it's safer then throwing out 2S, but can be blown up if it's the only one you use.

6P is incredible in this game, but only useful as an anti air at certain spacings. On CH confirm into Kmappa. You can then FDC jump and throw them if they tech. Or, if you have meter, you can RC K Mappa into 214K-K for the same combos you get off of 2S CH.

In defensive situations, there are very few situations where your AA will connect and not CH, so you should always pre-buffer counter hit confirms in these situations.

6HS is a little slow to use defensively, but is quite good in neutral or wakeup/pressure to catch people holding up. It's a preemptive anti air, but it usually won't beat jumping moves clean, so it's best to use before they even leave the ground. It's really good for keeping opponents from jumping out of the corner for example. If you do happen to land a counter hit, you can link 5S and air combo if you haven't already buffered a dandy step

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Posted

After spending few hours on a laggy TV on pad, this iteration of Slayer seems super mad shit compared to the previous versions.

 

6k followups suck

2s -> 2d doesn't combo at max distance???

wtf pile bunker?

2h is useless?

mappa feint??

 

Meter gaining seems to be a lot faster in this game than before, and Slayer doesn't seem to benefit from YRCs as much as other characters... :(

 

I'm getting my stick returned this weekend so I'll spend more time in the lab but overall everything seems to be shittier. poking, distance-closing, damage, linking, combos, mixups, etc.

 

Seems like nobody is doing any relaunch combos so assuming it's taken out of the game also. :(

Posted

Yo. First of all this is the combo thread. Second of all, everything you listed is probably talked about in the last 20 pages of general discussion. Read through some of that, and if you can't find the answers to the "issues" you've discovered ask a specific question and someone can probably tell you what's up with XRD slayer.

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Posted

1. right, talking about 2s->2d not comboing or relaunch combos in a combo thread means i don't realize this is a combo thread :psyduck: . since when does 100% of the post have to be about combos?

 

2. if i have a question, i will ask a question. are comments not allowed? i thought forums are a place of discussion, not yahoo answers.

 

i don't understand why your tone is so negative.

Posted

We have a general discussion thread. The combo thread is for discussing what works in this game, not what you miss.

Posted

To answer your question, yes there are still re launches. They are very specific in this game though.

Posted

I like that you are asking things btw, I just like organization.

Posted

I like that you are asking things btw, I just like organization.

 

...says the guy who just triple posted instead of editing...

Posted

Hmm after watching some Hase matches, I think we can draw out his flowchart based on hit/block, meter and character.

 

Mostly it looks like:

 

c.S -> hit on crouching = sx4, 2k, 2d

     -> hit on standing = sx3, 2d

     -> hit on standing with 100% tention = sx2, j.d, 214214s 

 

helter skelter -> blocked = airdash into another crossup

                    -> hit on crouching no meter = j.hk, 2k, 2d

                    -> hit on crouch with 50%+ = j.hk, 2k, mappa rc -> 214kk ->

 

and mixes up dust in corner into:

 

214ks, s, 6h ->

 

etc, etc.

 

Might be worth expanding the above based on situation and writing out the damages and character specific variations on it. I'll try to do more testing this weekend but looks like it won't be too bad to start a wireframe

 

I really like his YRC into airthrows on reaction also.

 

random tip - most players burst after c.s x 2. if you are bored try going for airthrows

Posted

This all have already been dealt with in the general gameplay thread as where this should go as it barely constitues as combos anyway. But yeah that's the baseline for playing Slayer in Xrd.

Also on hit with Helter Skelter you can do j.H, c.S, f.S, 2D on some characters like Ky. I don't have a list of it.

Posted

I'm having a hard time with cwh loops I'm trying the 2HS RC combo. Do I go for 6HS after then cwh?

Posted

I'm having trouble finding any of the loops. I'm still getting back into GG after a long time away and I was an Anji player before so I am lost with Slayer. Could someone point me in the right direction?  :sweatdrop:

 

So far my best discovery has been CWH, 5Px3, 214K..P RC 214P..P after seeing the challenge that had 6HS, Pilebunker RC Pilebunker. Seems to be decent damage.

 

Barring that, a more relevant question: followups/RC combos from command throw?

Posted

So far my best discovery has been CWH, 5Px3, 214K..P RC 214P..P after seeing the challenge that had 6HS, Pilebunker RC Pilebunker. Seems to be decent damage.

 

Barring that, a more relevant question: followups/RC combos from command throw?

Personally I don't use CWH loops and me and a friend have went over it and can't see a reason to use it over standard combos really. But you yourself do what you feel like. Everything should be in the first post so I'm not sure what you're not finding.

For Bite RC if it's midscreen you barely get anything. I'd assume 6HS PB might work? I just never RC midscreen. 5HS, Mappa should work otherwise.

In corner you can do Bite RC 6D. Don't know the damage but it's 150-160. It's possible against quickest recovery possible.

Posted

It doesn't really matter that bite no longer prorates; its followup combos deal crap damage. :( (wait, scratch that, 160 sounds pretty okay... It's like half-tension potemkin buster with a little bit more damage, lol)

Anyway, CWH loop is hella swag and damaging, but unless you use K dandy step it's very hard to do.

Posted

It doesn't really matter that bite no longer prorates; its followup combos deal crap damage. :( (wait, scratch that, 160 sounds pretty okay... It's like half-tension potemkin buster with a little bit more damage, lol)

Anyway, CWH loop is hella swag and damaging, but unless you use K dandy step it's very hard to do.

Yeah without any prorate for the grab it's actually useful with 6D. I'd bet the damage would be even better if you did;

Bite RC, 6D, 5HS, 5HS, 2HS, c.S (JI), sj.SHD, j.PK, dj.KD. In my head it should be possible at least. (Except on Millia, Elphelt and who else c.S doesn't work on). Also at this point even 2-hit DHD might be quite good.

Don't forget any bite combo you could say has 80% forced prorate since you have to RRC it anyway.

 

I just don't see the use for CWH loops when they are specific in contrast to just doing normal air combos. If you like swag perhaps and I haven't checked if there's any difference in meter gain. But the damage is still less for any normal combo that me and my friends have compared with.

 

Posted

Well let's put it this way. A CWH loop is, at the very least, like any normal CWH launch combo except you get to do (at least) two CWHs instead of just one. So the damage is definitely good.

Though the sad thing is K dandy CWH is too slow to be used in many combos.... You definitely can't do it right after a 6H.

Posted

My biggest issue is that's it's difficult AND not optimal dmg wise hence I render it obsolete and for that reason totally excluded from my game.
Still, it's up to anyone if they wanna use CWH loops but I don't see any actual good reason to use it besides looks. Even though I think CWH loops looks like crap and air combos look good :)

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