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Posted

It takes you out of CH state. Maybe jump install it so you can get away? Either way, I never use this move unless I'm EXTREMLY (I kno, rite?) drunk or stoned. LiEk Nao!! EEIIINNN NO TSUBASAAAAAAAAAAAAAA!!!!!!!!!!!!!!!!

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Posted

i dunno about you but i always do 2362369H if i even attempt to do the move so i can have a can double jump or airdash after.... but like hell i will ever use this move :/... maybe in a combo, if i am somehow fucken out of my mind... lol or you can make this a mind fucker, like they woudl think ur smart enough not to do it.. but u do it out of the blue jsut to smack them in the face and they go "OMG WTF!?" then after that is over, just hit urself for doing that super :V... But then again...i mean you got to take Watever means to win, even if it makes you look scrubby... lol...

Posted

I actually do the super at least once per gathering/meeting/casual session because then people can never think "well he's never going to do the super so I just need to watch out for his other options." I may not do it again for like a month, or I might do it like 2 times in a row just to get the point across, but the fact remains that I can and will do it eventually... so it makes people second guess themselves a little. Not so much that they don't pressure me, but enough that I'll get free outs sometimes. Just think of it like a burst (a bad one, though)- sometimes the thought that you MIGHT do it does more for you than actually doing it. On the topic of Slayer combos: Why do flip RC combos look so cool yet suck so bad?

Posted

I actually do the super at least once per gathering/meeting/casual session because then people can never think "well he's never going to do the super so I just need to watch out for his other options." I may not do it again for like a month, or I might do it like 2 times in a row just to get the point across, but the fact remains that I can and will do it eventually... so it makes people second guess themselves a little. Not so much that they don't pressure me, but enough that I'll get free outs sometimes.

Just think of it like a burst (a bad one, though)- sometimes the thought that you MIGHT do it does more for you than actually doing it.

On the topic of Slayer combos:

Why do flip RC combos look so cool yet suck so bad?

Hahah I agree with that actually. If you never do it and play really solid for extended periods of time and then just randomly do it on wake up every now and then, it'll scare people into baiting. The best thing ever is when they try to bait a wake up and you act like you're gonna do the super and as you get up with them blocking, you just throw them. Shitty super gives you wake up pressure when you get knocked down! >_<

But yeah for combos, do you guys usually do 2K 2H BBU after a CH Mappa or do you just do BBU straight up? I usually go for 2K 2H because the timing is easier but I think I wanna work straight BBU in for less proration.

Posted

After CH mappa, I just 2K 2D. I'll go for CH mappa BBU if it's FTW but otherwise I just take the 2D knockdown. Also, it depends on the situation. If I can fuck dizzy/venom with CH mappa BBU for summoning something. Plus people usually burst BBU anyway, so if you're just doing 2K 2D knockdown, they waste their burst on a 70 something dmg combo. Plus if you've only got one BBU and you just take the knockdown, you can oki them to get hit by BBU anyways for better stage posistioning/more tension. Oh yeah, this is a random note, pretty unpractical. But if you hit CH 2D on it's LATEST few frames, 5H will combo for IAD combo or FBPB Another random note, after a landing j.K, you can K mappa 5P some characters for relaunch. It pushes them further to the corner. BTW: Mac and Cheese combos are combos that push the opponent to the corner no matter where they are on the screen. They are usually filled with SJ's and triple relaunches. Example... CH (insert dumb move that launches here) 5H->SJ.H->sj.D->sj.2K->sj.K->c.S->SJ.S->sj.D->sj.2K->sj.K->c.S->j.S->j.2K->j.D I hit that lightweight combo 98% of the time. midweight just take out the c.S->SJ and do c.S->j.S->j.2K->j.K->c.S repeat. The timing of the last reluanch is strange at first since they are high in the air and it doesn't look like c.S will hit, but it will. Jeeze, wait til I post up my Johnny/ABA combos. THOSE are hard.

Posted

Another random note, after a landing j.K, you can K mappa 5P some characters for relaunch. It pushes them further to the corner.

The timing on 2P after CH 2D is hard so I can't imagine how tight the 5H one is >_<

This is also unpractical but up close 5K links into c.S on standing, normal hit. So you could do 5K c.S P dandy pile bunker if you wanted, no tension. Pretty sure it's 1-2 frame timing though.

Posted

After CH mappa, I just 2K 2D. I'll go for CH mappa BBU if it's FTW but otherwise I just take the 2D knockdown.

um doing like around 80 damage when you could be doing around 200?

i'll take the ch mappa bbu to air combo for 200 damage and it ends in knock down anyway. (half the time it carries them to the corner to boot)

Posted

um doing like around 80 damage when you could be doing around 200?

i'll take the ch mappa bbu to air combo for 200 damage and it ends in knock down anyway. (half the time it carries them to the corner to boot)

If they have burst they are going to burst your BBU. Slayer NEEDS the knockdown off CH mappa since you're so far away. No one would waste their burst on a simple 2K 2D unless they're really fearing.

Villainous, 2P after 2D is easy shit. I actually do 2D c.S->f.S vs a Testament 2H if I'm feeling zesty.

btw edited previous post with more mac and cheese.

Posted

The timing on 2P after CH 2D is hard so I can't imagine how tight the 5H one is >_<

This is also unpractical but up close 5K links into c.S on standing, normal hit. So you could do 5K c.S P dandy pile bunker if you wanted, no tension. Pretty sure it's 1-2 frame timing though.

seriously... 2p after ch 2d is hard as hell. how do get 5h to connect and not have it be otg?

oh but 5k to c.S timing is pretty easy actually (at least if you double tap). only thing that makes it unpractical is the how close you have to be.

Posted

seriously... 2p after ch 2d is hard as hell. how do get 5h to connect and not have it be otg?

oh but 5k to c.S timing is pretty easy actually (at least if you double tap). only thing that makes it unpractical is the how close you have to be.

If CH 2D hits on it's latest few frames, that's the only time it's possible. You want 2D to CH EXTREMLY late. Practice it like this... turn on CH first in training mode and knock them down, then meaty a 2D as meaty as possible and 5H. It's easy vs lightweights, harder on mids and almost impossible on heavies.

I'm not saying to hope 2D will CH on oki in an actual match. Just gives you the feel for it.

You can even go CH 2D BBU sometimes.

Posted

It's cool that you can do that but the likelihood is very low of me either doing A) CH 2D from the very maximum range and then B) noticing it CH from max range and realizing I should do super situational tight timing combo right there. And I guess the timing isn't hard on CH 2D 5P but it's more getting the spacing right and spotting it before they're too low for it to combo. I'll try some of those mac and cheese combos when I get home later though. Looks hawt.

Posted

Fun fact, necrophilia is related to slayer combos.

I guess Slayer's girlfriend is a vampire so that technically makes him a necrophile too....so....

i thougth sharon was an immortal :/....

anyways... funnything , i think people already know this but i will say it again: Undertow, on normal hit in the corner is combo able :V... by doing 2P->5P air combo :) lol...

i dunno about mid screen i forgot to test :vbang:

Posted

Has anyone tested what could be done with JI'd dead on time... my execution isn't the best on this but Im thinking st.k, st.k, ji'd DOT, 6frc6 HS, 5hs into combo of choice.... would look pretty hot. So far all I've gotten is DOT 6RC6 air dash k... ahha but i'll keep working woo just got it to work once.. does nice damage and does look very cool.

Posted

anyways... funnything , i think people already know this but i will say it again: Undertow, on normal hit in the corner is combo able :V... by doing 2P->5P air combo :) lol...

Yeah I do that every now and then. Undertow prorates like a bitch though.

Also for DOT, just FRC it and do 6H when they're stuck to the wall into an air combo. Seems to be the most reliable / highest damage.

Posted

Is it possible to do a crossover Footloose Journey, land, and connect DOT?

Posted

If they have burst they are going to burst your BBU. Slayer NEEDS the knockdown off CH mappa since you're so far away. No one would waste their burst on a simple 2K 2D unless they're really fearing.

so by this logic you would never combo into bbu while someone has burst?

i'm not sure that is or isn't a good strategy. a lot of good players i know will burst the combo before you even get to bbu. they are more concerned with keeping momentum on their side and not letting you setup. why save burst for bbu when you could avoid the situation and a knockdown all together?

also, if you're playing a person who always bursts bbu after CH mappa, are they doing it on reaction to the bbu (10 frames is doable on reaction but pretty hard)? or more likely they are ume bursting by prediction (in which case your 2k will get bursted anyway). and if you know a player is going to consistently burst bbu, why not bait the burst? wouldn't this be better than continually doing small combos in fear of their burst?

regardless, what you initially said was you only bbu if you think it's going to kill them. did you mean instead you only bbu if they don't have burst? those are two drastically different things (especially in later rounds).

not trying to nitpick, just trying to clarify the strategy in order to learn.

btw those mac and cheese combos sound pretty hot but am i reading it wrong?

"5H->SJ.H->sj.D->sj.2K->sj.K->c.S->SJ.S->sj.D->sj.2K->sj.K->c.S->j.S->j.2K->j.D"

how do you do SJ.H -> sj.d -> sj.2k ? repeated super jumps without them teching?

Posted

so by this logic you would never combo into bbu while someone has burst?

i'm not sure that is or isn't a good strategy. a lot of good players i know will burst the combo before you even get to bbu. they are more concerned with keeping momentum on their side and not letting you setup. why save burst for bbu when you could avoid the situation and a knockdown all together?

also, if you're playing a person who always bursts bbu after CH mappa, are they doing it on reaction to the bbu (10 frames is doable on reaction but pretty hard)? or more likely they are ume bursting by prediction (in which case your 2k will get bursted anyway). and if you know a player is going to consistently burst bbu, why not bait the burst? wouldn't this be better than continually doing small combos in fear of their burst?

regardless, what you initially said was you only bbu if you think it's going to kill them. did you mean instead you only bbu if they don't have burst? those are two drastically different things (especially in later rounds).

not trying to nitpick, just trying to clarify the strategy in order to learn.

btw those mac and cheese combos sound pretty hot but am i reading it wrong?

"5H->SJ.H->sj.D->sj.2K->sj.K->c.S->SJ.S->sj.D->sj.2K->sj.K->c.S->j.S->j.2K->j.D"

how do you do SJ.H -> sj.d -> sj.2k ? repeated super jumps without them teching?

Yes, to clarify, I try not to BBU in combos during serious play when they have a Burst. Good players will know how to burst vs Slayer and I like to keep cutting down their window to burst with just basic knockdown combos that aren't worth bursting.

BBU RC IB burst BBU is like, the best way to spend a full bar when they have burst. lolz.

To clarify, you SJ after 5H and all those hits will link into eachother with proper timing. I never really learned the correct notation for typing out combos so I apologize if it seems confusing. I put the sj.(xmove) to note that Slayer is still in the air with SJ properties.

See the combo video called Final Side for visual aid on the SJ combos.

Posted

I see bursts this way... done properly, they will break your combo. I don't like spending 25% for them to burst and the result is me flying across the stage without doing half life to them. BBU is one of slayers burst-unsafe moves, everyone knows it. I'd rather drop my combo, IB their burst and BBU them anyway or just knock them down and have them waste their burst on something that only does around 70-80 tensionless dmg. Slayer is extremly effective when you can punish burst.

To clarify, you SJ after 5H and all those hits will link into eachother with proper timing. I never really learned the correct notation for typing out combos so I apologize if it seems confusing. I put the sj.(xmove) to note that Slayer is still in the air with SJ properties.

See the combo video called Final Side for visual aid on the SJ combos.

so actually we are saying fairly similar things.

bbu is not burst safe, but it is also not safe for them to consistently burst since it needs to be bursted by prediction not reaction. thus you can use bbu setups to bait burst very easily.

i say do ch mappa to bbu. if they burst bbu all the time, just bait it and punish with bbu next time. if they guess wrong they lose 200 + damage. if you guess wrong, you just get knocked away and they still lose their burst.

if i were playing someone who i knew never does bbu combos while i have burst, i just won't burst and you'll never land a bbu that isn't random.

oh i understand that combo. yeah just put j.x instead if they are still in the air. like...

SJ.H -> j.d -> j.2k

Posted

If your opponent is the type of person who mashes burst as soon as they get hit by CH Mappa, then okay fine. There are plenty of players who won't reflex burst often, if at all. It just takes time to get used to not bursting immediately and seeing what hits you next, really. So I agree, it's nice to do some crappy low damage combo and watch them squirm and burst badly... but it's way better to just condition people to not be so stupid with their bursts anyhow. If they burst every time they eat certain setups, okay bait them and punish, be done with it. But in the cases where people are careful with their bursts and it becomes a mixup situation, then I say go for it more often than not. Sure, it encourages them to burst sometimes... but it also makes them realize that they can't just hold onto their burst all the time, either.

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