ajinkris Posted March 12, 2008 Posted March 12, 2008 @MacArther Blunts I don't know if you're looking for tips or whatnot, but I'm just going to do my crit like I always do to help you point out things you can work on: First Match -Good riddance that HoS player needs to learn how to block your 2D's. I wouldn't spam it nearly as much because it's punishable. Definitely good for sniping, but not in that quantity. -Your Slayer is a tad disjointed. I saw several missed links (ie. 2S and 6K). -I can understand that you don't want to get hit by reversal Storm Viper, but definitely don't teleport so late nor so close, you ate a wake up throw several times. Second Match -Ok much better. You're using a lot more varied oki strategies and not spamming the same moves as much. I don't have many bad things to say about the second one (it's kinda hard to when Slayer just buttrapes HoS with two combos), just tighten up your game a bit and you'll do fine (I saw you drop two combos and perform a few unsafe moves).
MacArthur Blunts Posted March 12, 2008 Posted March 12, 2008 Yeah, those matches are a little old though, about the end of december. here is another one... http://www.youtube.com/watch?v=0yd4AcFSzvY The last oki where I get wakeup thrown is a messed up BDC bite.
Esayah Posted March 12, 2008 Posted March 12, 2008 Haha nice vid. Round 1: -Ok you pretty much just buttrape HoS, not much to say. Good job on the combos, my only suggestion would be to learn the sj.HS combos to maximize damage in the corner. Round 2: -Your Slayer is at the point where we can start being really picky because there isn't much else to point out. -Two chances in the middle of the match you missed a link after the 5K -> 2K, those could've been turned into knockdowns or big damage combos. -I saw you try to mix up the oki sometimes - that's good! Try just using the Dandy HS overhead instead of the Dandy S (whiff or not) once in a while...it's pretty good for conditioning into silly Dandy mixups (empty Dandy -> low, empty K Dandy -> throw, etc.) But otherwise, good job 2King after the Dandy S. -Also, beware of over-dandying. If you're too close you'll be thrown on wake up. -Otherwise, I can't really point out much more. Keep up the good work. Match ended rather quickly, HoS player should probably learn to block low :P Try to show us matches where you're struggling instead of just owning. I know everyone wants to show how ownage they are, but HoS is one of Slayer's better matchups and you destroying him in two combos each time is something we're used to seeing. But if that was your intention (I dunno if you were even asking for critics in the beginning lol) then by all means, let us laugh at how ridiculous Slayer is some more. Also, if you have any more match vids against people without an SRK that'd be awesome. I'd like to see how good your mixup and oki is without the fear of Storm Viper.
Zaido Posted March 12, 2008 Posted March 12, 2008 the Order Sol used too much Storm Vipers :V... but anyways, I actually wouldn't dandy so much on OS when he has meter since OS i play would just Chop off my Foot everytime i would dandy ex: FB Fafner :V but since ur working it on this OS, i guess he is afraid to do anything else but block :X.
MacArthur Blunts Posted March 12, 2008 Posted March 12, 2008 Esayah, my mixup without fear of DP is pretty good. I admitidly have the most trouble oki'ing people with DP's. that's for the crits. I always need peoplet to tell me things about my game that I'm not noticing. n.n I should have some more vids after FR this weekend. (Just a secret: The oki usually goes like this... Dandy S (whiff) H - To stop them from throwing Dandy S (whiff) 2K - Cause they have not seen the low yet Dandy S (whiff) 5H - To cover backdash and if blocked, sets up mixup/lets them think they can throw me next time Dandy S (Whiff) BDC Bite - cause they are scared and blocking/did 6H and it got bit. Dandy (Empty) Meaty 2S Dandy (Empty) 2K Dandy (empty) bite Dandy H That is just the dandy oki I use... I use whiff 5P's and 2Ps with 6K and 2K alot, too. I'll post up a vid of ryanbill completly raping me soon, just gotta find the good ones
rtl42 Posted March 13, 2008 Posted March 13, 2008 Yeah, those matches are a little old though, about the end of december. here is another one... http://www.youtube.com/watch?v=0yd4AcFSzvY The last oki where I get wakeup thrown is a messed up BDC bite. for the killing combo in round 1, could you have tried to j.K x2 or something, instead of trying for j.K-2K? (i'm referring to where he techs, but then you hit him anyways) also, how come you consistently went for a really short air combo after BBU -> 2D? at first, i thought maybe you were burst baiting, but you did it even when there was no burst to be afraid of
Zaido Posted March 13, 2008 Posted March 13, 2008 i want to get this part straight Dandy S -> HS is Unthrowable also, other then only Dandy H unthrowable? what i mean is i know Dandy H directly is unthrowable but i didn't know Dandy S -> HS was also unthrowable
Mariodood Posted March 13, 2008 Posted March 13, 2008 Some vids Slayer VS May / Zappa http://youtube.com/watch?v=2UJb7PNauU8 Slayer Vs Faust http://youtube.com/watch?v=Hg2NA4vqI64 Slayer vs Testy http://youtube.com/watch?v=ok2VLvXPGf0 Slayer vs Chipp and Millia http://youtube.com/watch?v=_vxU4oVgaak Slayer vs HOS and Testy http://youtube.com/watch?v=HVljT2sMc74
rtl42 Posted March 13, 2008 Posted March 13, 2008 i want to get this part straight Dandy S -> HS is Unthrowable also, other then only Dandy H unthrowable? what i mean is i know Dandy H directly is unthrowable but i didn't know Dandy S -> HS was also unthrowable check the frame data. they're both throw invincible, but with different throw invul windows.
RoBoBOBR Posted March 13, 2008 Posted March 13, 2008 rtl42, i had the same question about short combos after BBU-2D, then i tried it myself in training mode and deleted the question. Extending that combo from 9 to 12 hits nets only 5-6 additional damage, extending it further makes knockdown very hard to achieve.
Zaido Posted March 13, 2008 Posted March 13, 2008 the thign with Slayer is once you achieved the hits -> BBU (Usually) ur dmg is already achieved ur base dmg... and ur goal is for knockdown or what not... so you can continue ur rape fest :V
RageBot Posted March 13, 2008 Posted March 13, 2008 A question! Why did he use the BBU -> 2D combo and not BBU -> 5H JC AD j.D-2K -> j.K land etc...?
RoBoBOBR Posted March 13, 2008 Posted March 13, 2008 Zaido, i can't fully agree with you on that one. It all depends on hit used after BBU. In this situation with HOS maxing combo after 2D is pretty pointless, yes. But if you go for HS after BBU you can get quite good additional damage. Like for example 2k, 2h, bbu, hs, sj, jh, jd, j2k, jk, p, jd - 180 instead of 155.
Zaido Posted March 13, 2008 Posted March 13, 2008 Zaido, i can't fully agree with you on that one. It all depends on hit used after BBU. In this situation with HOS maxing combo after 2D is pretty pointless, yes. But if you go for HS after BBU you can get quite good additional damage. Like for example 2k, 2h, bbu, hs, sj, jh, jd, j2k, jk, p, jd - 180 instead of 155. *I am srry if what i am about to type now makes no sense, i am only going through some observations and discussions when me and my friends were playign and discussing about this thing with slayer* uh.. well i am not really saying its pointless i am saying u achieve base dmg, in which i mean this is ur guarantee dmg right here, then you have the combo after which will be added on later, but you achieve this dmg is fact and what comes after is ur chance game. so the thign after ward is getting that knockdown compareing to: bigger dmg combo harder to knockdown vs easier to knockdown lesser dmg. now i am not gona go like saying comparing 2D starter comparing to 5H starter that already you can tell there is gona be differences in both combos but lets say after BBU you do same combo starter 5H now and now ending it with a slight difference like lets say both combos you do the super jump basic combo SJH->JD->j2k->jK now lets say one combo you do 5H ->PileBunker and the other you do 5p->jk->j2k->jD i personally would go for 5p -> one cause i can ensure a knockdown now one example character i woudl liek to use is like lets say Ky-> and youdo the 5H Jump airdash D j2k jK-> land now Ky is hard to combo personally of his awkward hit box in some situation 5H ->Pile Bunker woudl do more dmg then saying land 5SS->jP->jk->j2K->jK->djD but 5H require a bit more timing then 5SS -> that(though somemight think 5H is easier but i ono i am only thinking 5SS is easier cause it requires less of a timing XD) now This discussion aroused after a tourney and we went to have dinner, what my friends and i were discussing was about my play and was like i woudl want to go for a safer combo to finish, instead of always tyring to go for max dmg and have higher risk chance of messing up. After I score that knockdown, its still my turn compare to trying going for that extra dmg then messing up they escape. They brought the opint that i did the BBU dmg now factor in an easier combo finisher instead of always going for those extra hits. i ono but after actually just sitting down and thinkign about it, how many times i ever use a BBU in a round? from after i hit them with it and do simple combo woudlnt that mean i can kill average characters with only 3 bbu into 3 easy knockdowns??? compare to doing 2 combos with maybe some extra added hits and chances of me failing. i am srry if i went off tangent and all over the place ><... but i didn't mean ur combo is Done after BBU by all means... i am only saying if you use same starter but finishing it off in an easier combo dmg difference might not be as different by TOO much, yet you can score easy knockdown. i think i am contradicting myself on some points, and blah... i am sleepy ><... i will correct myself tommarrow :V..
ajinkris Posted March 13, 2008 Posted March 13, 2008 LOL WTF ZAIDO. Ok besides the lol grammar, I totally understand what you're saying. To sum it up: -Slayer's initial combo + BBU is guaranteed damage - all options branch off from this point. -The DIFFERENCE, however, comes from what you decide to launch with AFTER the BBU and which aircombo you use to finish the entire sequence. -Regular launch options are 5H and 2D, but comparing the two is pointless because they will definitely result in different combos (and the 2D one you can't help because it's a distance issue, not a choice issue.) -The 5H launch gives options - mainly j.2K or sj.HS. -Zaido's example questions how to end the sj.HS -> j.D -> j.2K -> j.K (land) combo; the two primary options are to 5HS -> Pilebunker or 5P -> j.K -> j.2K -> j.D . -Zaido would prefer to use the 5P option because the timing is not as strict and the chances of messing up with a 5P relaunch combo are very slim, meaning the ensuing knockdown off the combo is near guaranteed. -In his example matchup, Ky, he says that while the 5HS -> Pilebunker finisher would do more damage, the timing is strict and difficult, putting pressure on execution - a flopped combo would mean letting your opponent escape a knockdown as well as future okizeme. -Zaido eats dinner with friends and has an epiphany. -Because of the difficult and somewhat strict timing of Slayer's combos on character specifics, Zaido believes that going for the simpler combo and ensuring a knockdown outweighs aiming for the higher damage combo and having a greater chance of messing up. -So all in all - Zaido is saying that going for a shorter combo and a guaranteed knockdown versus aiming for a harder combo and risking a flop aren't that far off from each other. Guaranteed knockdown means guaranteed pressure afterwards, but more damage from the higher damage combo is just that - more damage. However, you risk the chance of dropping that high damage combo because of the strict timing, which will probably cost you more in the long run because you did not get the knockdown. I hope I translated him correctly? Let me know if I'm wrong. His argument basically weighs the advantage of using simple combos to net a guaranteed knockdown versus taking the risk of failing at a more difficult combo to squeeze in an extra few points of damage. And I'm sure everyone in here understands why knockdowns are so important for Slayer that we'd have to have this discussion. In a perfect world we'd have perfect execution and always go for the high damage combo and always end it with a knockdown, but you can't always count on that, especially in a high-stress environment such as a tournament.
Zaido Posted March 13, 2008 Posted March 13, 2008 you did a good job M C R especially going through a post like that XD.. rofl..
RoBoBOBR Posted March 13, 2008 Posted March 13, 2008 http://www.youtube.com/watch?v=jdGZTOtWPbg somebody asked for losing vids =)
Zaido Posted March 14, 2008 Posted March 14, 2008 lol i have like 2 matches of me just losing like a noob somewhere on youtube... i am too embarrassed to share :3 j/k.. XD... it shoudl be posted on the video thread in the West Toast X results XD..
ajinkris Posted March 14, 2008 Posted March 14, 2008 RoB I couldn't bring myself to watch your videos because your Slayer is wearing the worst possible outfit. Actually, ex HS is just as bad.
RoBoBOBR Posted March 14, 2008 Posted March 14, 2008 =))) Ok, next time i'll be recorded i'll use different color.
Ross Posted March 14, 2008 Posted March 14, 2008 RoB I couldn't bring myself to watch your videos because your Slayer is wearing the worst possible outfit. Actually, ex HS is just as bad. Whattttt that outfit is the best. My favorite color by far.
ajinkris Posted March 14, 2008 Posted March 14, 2008 Whattttt that outfit is the best. My favorite color by far. I'm not really into the blue outfits (like ex HS and ex P). I really like the K, S, ex D, and ex K (I think that's the grandpa one). I permanently switched to the K outfit though, because deci plays S and Zaido plays ex P.
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