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Posted
Even if on it's a 1f link on standing (I think..) and a 2f link on crouching

It is. So that's two 1f links in the combo you listed on standing (f.5s c.5s and f.5s 2d).

Interesting combo ideas. Going to give this a try.

  • 1 month later...
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Posted

Hey guys! I'd like to learn Slayer more since he seems to be my type of character. We also have a big tourney in Montreal coming up and GG is going to have a small set up all its own next to BB.

So, if someone doesn't mind listing them, I'm looking for a couple easy combos that deal big damage and work on most of the cast. The level of play shouldn't be too high outside of a couple players, so these should be plenty good.

Aside from these, what should I know about Slayer combo-wise? I'll get into the more serious stuff and 1f links later on when I have time for them, so I might as well get a head start here along with the easier stuff.

Thanks for the help! :]

Posted

Hi! Refer to "Slayer's Character Specific Combo List." thread! Learn how to get a simple knockdown on every character from most of the combo starters he has. The biggest error Slayer players make is not knowing what combo they should do. His effectiveness lowers dramatically when you can't finish his combos.

Focus on combos from 2K, 2S, 2H, j.H, 5K, 2P, 5P and 6K. Those are some of his most important moves to learn combos from.

Posted

The key is to get used to what each move does. How much hitstun or untechable frames each move has is very important to learn. Also the physical effects on the opponent (j.S sucks in, j.D knocks down, j.H moves them above you, j.K moves them very little downwars, j.P also very little)

when you understand this, you'll be able to get your knockdown and damage. you can pretty much do anything you want combo-wise with slayer. No matter what, unless you're throwing like ten 5P's into a combo, it's going to do good damage. Try to minimize j.2K usage in combos though. They'll do so much more damage.

Posted (edited)

Slayer links, links everywhere!

Any post around here that displays all his links and/or how to get them down consistently? I got down 2k -> 2H fairly consistently, but not much success in doing j.H -> c.S for ex.

EDIT: Never mind, it's the first post of Slayer 101. I'll still leave this post up if anyone wants to add anything useful. It's appreciated. :]

Edited by Sophisticat
  • 6 months later...
Posted

can anyone help me with the SJc relaunch.

CH j.h>5h>SJC>j.H>j.D>j.2K>j.k>land>c.S>SJC>j.S>j.D>j.2K>j.K.land>c.s>jc.>j.s>j.D

Sjc>j.S doesn't connect for me. PLs thread don't die on me now!

Posted

i actually made it randomly connect with with faust, I-no, and bridget but im not sure what i did right to make it connect? Mastering slayers combos are hard so many character specifics to learn so many character with varying bounces and hit boxes argh.

Posted
i actually made it randomly connect with with faust, I-no, and bridget but im not sure what i did right to make it connect? Mastering slayers combos are hard so many character specifics to learn so many character with varying bounces and hit boxes argh.

It's all about how high the character is after you land. SJC j.S is mainly for lightweight characters so it won't work on some other ones. Try delaying the j.D after the j.H to leave them higher in the air when you land.

Slayer is all about delays during combos to make things connect. Push those frames to their limit, son.

  • 2 weeks later...
Posted

thank you sir i actually can do it on command now it just surprises me that the delay would come from j.D i was actually expecting it to be on the j.2k that proves i don't know what I'm doing. Might as well ask on other combo links, in this combo

6k>k>6P>FRC>mappa K>K>mappa ?>combo.....

the 6k>k has a weird link timing i never get it done. k>6P this is a gatling right i cant link it without CH k>6P. K>mappa ? I put ? because im a little unsure if its the p or k version i can't try it because after the k>mappa wont come out.

with regards to some relaunch combos after the j.k i seen some do a 5h after i know that character specific combo i always lose the beat when i hit the 5h.

thanks for the replies

Posted

k, 6p also combos on crouching opponents. 6k-k is 1F link on standing opponent, 2F on sitting. this whole combo is a little position-specific IMO, you can't do it across screen for example.

also i don't think H relaunches are chara-specific, it's just about timing.

Posted

bungcalero: don't forget you have landing recovery if you use j.D in a combo, so if you use for example iad.j.D,2K,K,\/,HS, the timing is harder than usual.

after the k>mappa wont come out.

jump cancel cancel the 5K:

5K,2369, K. weird timing, but you'll get used to it. also works with other moves, suhc as DOT: 5K,6321476S

  • 3 months later...
Posted

Hey Mac (or anyone who knows I guess), I got a question.

So, 6K->(c.S->f.S)x2->2D RC->5H->IAD j.H->5H->IAD j.K->j.K->5H->j.H->j.K->dj.H->j.2K->j.D is 258.

You posted this combo a while back. The one part I don't know how to get to land is the IAD j.K>j.K after the second 5H. Can you help me out with this, it just doesn't seem like I can ever get enough time or height to link a second j.K.

  • 2 weeks later...
Posted

you need to do the first j.K as soon as the game allows you to do a move after an IAD.

A good way to practice is to just do 2D->5H->IAD j.K->j.K->5H repeat.

But now I see you posted this on the 16th.. I'm sure you've got it by now.

  • 1 month later...
Posted

When doing this combo on Johnny:

2k, 2HS, BBU, 5HS, j.2k, j.k, cS, j.k, j.2k, j.k, j.S(1 or 2 or so hits), j.2k, j.D

He techs at the end, isnt j.D supposed to be hard knockdown???

  • 3 weeks later...
Posted
When doing this combo on Johnny:

2k, 2HS, BBU, 5HS, j.2k, j.k, cS, j.k, j.2k, j.k, j.S(1 or 2 or so hits), j.2k, j.D

He techs at the end, isnt j.D supposed to be hard knockdown???

Do you mean he techs AFTER j.D before he hits the ground, or he techs before j.D can even connect?

If it's before j.D even connects, it's probably hitstun decay due to too many hits in the combo.

If it's after j.D hits before he hits the ground, you might be too high in the air. Though that combo wouldn't put you that high up I think. OR it's hitstun decay again.

  • 6 months later...
Posted

I've been trying to learn some slayer combos but it looks like this is more of a combo discussion than just a list of combos in order. Can anyone give me some basic-intermediate, practical combos?

Posted (edited)

AC 101 thread is where you need to go. That and character-specific combo thread.

combos (no meter): 6K or 5K > 2K > 2D

Bite > 2K > 2D

2K > 2S > 2D

5K x 2 - 4 > 2369K

anti-air anything > j.K>j.2K, j.K dj.K or S[1-2]>j.2K j.D

can modify above combo depending on weight, and can re-launch with c.S or 2S if you delay the second j.K enough

CH j.H or CH 2H or Crosswise Heel > 5H > go ham.

Edited by MetalMaelstrom
  • 1 month later...
Posted

Couple combo Qs out of this newbie.

Ok, so basic idea for a general combo relaunch is something like [stuff] (-> j.K ) -> j.2k -> j.K -> land -> relaunch move (I'm using 5H currently) -> continue air combo. My problem is that this doesn't seem to work midscreen as they are pushed out too far by the first j.2k -> j.K string. Any help?

Another thing is combos on Johnny. For some reason it seems really easy to drop combos on this guy. Any tips?

Thanks!

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