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Posted

Discuss the Slayer match-up here.

 

Slayer Board's Thread

http://www.dustloop.com/forums/index.php?/topic/10163-xrd-slayer-vs-sin-kiske/

 

Pros 

- Beak Driver & Bull Bash completely shut down Slayer in neutral

 

Cons 

- Guesses with back dash cancel & Dandy Step can let him punish your footsies

 

General strategy

- Focus on playing a patient game of footsies because your attacks completely shut down Slayer's ground approach.

- Slayer wants to airdash over your attacks and whiff punish them since he can't win on the ground. By having some restraint in neutral, you can simply reaction 6P this approach and blow him up. 

  • 3 weeks later...
Posted

I think 2S is a huge tool in this situation, you don't over commit as much as you do with elk hunt but 2S has enough reach that it can stop most of his dash attacks and allow you to hit confirm into elk hunt. Bull Bash is great here too in shutting down his air dashes as he doesn't typically get all that high like May or Zato. 

  • 2 months later...
Posted

Since the update this matchup has been more difficult. It used to be an easy win for the most part but now it seems he can move a little better and he can combo more. Its still not the most difficult match up but It seems Slayer received some good buffs in 1.1. Same strategy in playing him I think but somethings that I am not sure are new but I just realized (and im probably late). You cannot burst the second hit of his special moves, there is one in particular Slayer uses to go into air combo, its a punch followed by a kick that raises you in the air, don't burst mid move, he ignored it and still hits you. Similar to Fausts big karate chop. 

  • 2 weeks later...
Posted

What do you do about his backdash cancel on his wakeup and during pressure? What do you do to bait and punish his various options. Backdash > Jump is very difficult for me to deal with in every situation.

Posted

Pros  - Beak Driver & Bull Bash completely shut down Slayer in neutral

 

Can't agree more ^ even in back dashes. His dashes aren't long enough to contend with this even with a cancel but he cant go under then (like Ky or El) so its easier to control space. On his hard knock down mix ups you just have to read your opponent, I have been having good luck with DP because it has a hit box which covers your back as well. I just think sin has weak wakeup options :/ As for his pressure there are certain moves I wait for in their strings that have enough recovery for you to get a poke in. Always after that bison slide kick for example.

 

I also wonder if Sin's DP would beat out pile bunker... timing would be strict but it has 10 frames of invincibility I'm pretty sure. 

Posted

Slayer can super jump and j.2K over everything and punish you in the recovery of both 236H and 214S. If he sees 214S in neutral, he can force clash with his 5P or 2S and get out or free without having to commit to a Blitz Shield and spend 25 meter.

His neutral is bad but that doesn't mean he isn't maneuverable. It is hard for him to approach from the ground, but when he is in the air, he can use his normals to position himself above you and blow you up for whiffing anything even if you are also in the air because you can't physically get higher than him with your mobility tools.

Posted

214S should be used when he does IAD stuff (from quite some range, otherwise AA does the trick) or when he tries to get out from the corner. On the ground I prefer to use beak driver  or beak driver>I'll hit something anyway (and even vs airbourne I often use TK Beak Driver to catch him if he press buttons to get nearer, if you're far enough you get a CH wallbounce combo). If you want to use 214S on the ground vs ground I suggest you keep 25 tension bar, just to YRC it if something doesn't go well.

 

For the air vs air I either use 236HS, JP if he is too close, or air Voltic Deign if I feel he's going to press something no matter what when he gets near.

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