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:eng101: :eng101: KOOGY TEACHES YOU TO BE BROKEN 101 :eng101: :eng101:

So, here we go. I decided that instead of hogging my little "secret" match winners, I will try to help the community with these basic tricks that I use on more than one occasion to win me the match. They're generally safe, and when applied correctly, lead to your victory / giving you a huge advantage in terms of damage dealt. Slayer only needs one gimmick a round generally, but I've done entire matches with some of the 0% Tension tricks.

0% Tension:

Extra meaty 2S - This move has a very deceptive amount of active frames, and will actually gatling combo into 2HS if you time it correctly. If you score a counterhit (the most common effect when placed outside of throw range), you will be able to combo into 2HS -> BBU, or the combo of your choice. This one can be used repeatedly, which is another okizeme secret of mine.

The repeated 2S - The premise of this is that, instead of using 6K as your okizeme move of choice, you are forcing block on a neutral guarding move. So, they are choosing their own demise here! With enough practice, watching the opponent instead of yourself during the recovery of the attack allows you to choose between 6K, or 2D. I'm not 100% sure if 2K will combo normally, and I'm also not sure if there are any 2HS knockdown options at that range for every character. If the opponent blocks, 2S is a special cancelable attack, leading to easy mappa fakes.

Double throw - Really, this is the silliest shit on earth. Why does it work? The opponent is simply too scared to retaliate. I managed to get this set-up against Kami-Chan and MINT numerous times throughout EVO, and their face was one of "god, this is TERRIBLE. Why am I eating 25% damage for this?" Simply throw the opponent, and when they stand up, wait a split second before dashing in and throwing once more. Infact, you can get as many throws as you have balls for, I guess. Most of the time you will throw-break any attack they have at you aswell.

The Kami-Chan Special - Not really his trick, nor is it even beyond a basic mix-up, but he got this against a lot of people, and it's nice and safe. Good at linking your K's? Great, because you'll score 15% damage if they manage to block your first mix-up. A generic set-up is okizeme, 6K -> K -> K. If the opponent blocks it, throw in another 6K after the last blocked K. Combo into K -> Mappa, and if you have 50% tension, go for the S -> Pilebunker knockdown for extra cheese.

25% Tension:

Corner Airthrow, or "how to make your next hit unblockable" - Imagine the opponent's back is to the corner. You cannot cross them up, but if you air throw them, Slayer will pull them out of the corner by about 50px. Walk up and push the opponent almost 100% into the corner, leaving a pixel or two gap. Now, you can a few options depending on your meter. For nothing, you can IAD j.HS over and potentially score a CH, IAD j.K into basic combo, or IAD j.S for the same effect. If the opponent has low life, near 10%, do D-Step Slash -> EX Pilebunker for the round. You have no idea how often this will win you the round!

Why Slayer is S Tier trick I won 2 or 3 of my tournament matches at EVO with this, and it's really beyond me why they made Mappa have untechable time on air hit in Accent Core. Whatever, my gain! If the opponent has you locked down in the corner, and you score a knockdown, wait until they are getting up before you 214S, and EX Pile the opponent to the wall. When you practice this, you want to literally appear on their opposite side at the LAST SECOND. If your range is right, you will have enough time to combo a K Mappa afterwards, and get a free air combo that leads to 50%+ damage.

50% Tension:

D-Step 2HS - One of the most common block patterns that I see versus my opponents with Slayer is during my D-Step, they will block high atleast 95% of the time. Using 214P FRC 2HS is a rather nasty set-up where you score tons of retarded damage due to the fact that you can lead into this from a blocked attack of your choice. 6HS, close slash, 2S, j.HS, undertow are all great guard meter builders, and help win you the round.

Double EX Pilebunker - I'll admit; this is one of the scrubbiest tricks I have. It requires zero skill, and doesn't really work against the highest level players who are more defensive than offensive. It's also a meter hog, so you're almost always better off with another option. But this is about me posting what I know. EX Pilebunker is -5 on block. The opponent CAN punish you if you are breathing on them after you throw one, but if you are outside of throw range, try immediately doing another 214P -> EX Pile. The chances of you scoring damage is generally on your side. If not, you're still safe and their guard meter is built up for your next mix-up.

Slash Slayer Special - This one was the 2006 champion of tricks, when Slayer's nonsense really didn't exist in large amounts. You had to really earn your shit back then, and now you have so MUCH to work with, this trick gets forgotten. However, for 75% tension, it becomes the most clutch shit ever. The basic idea? Knock opponent down, and stand outside of throw range. Jump UP and perform a IAD (not the traditional jump forward dash). If you did it correctly, Slayer will turn around at the very top of their head. Press D once you see that, and cancel into his air super. If you land close enough, mash S -> Pilebunker. If you have 25% tension / they are low on life and too far away, cancel into BBU. This IS mashable, but honestly, the whole point of this trick is that they aren't expecting you to cross them up and explode their brains in the first place.

Total Waste Of Tension Show Off Trick - Similar to it's younger brother, "This Is Why Slayer Is S Tier Trick", this one involves the Slash D-Step into EX Pilebunker. However, this one's land rate is about 100% so far, but it's also one of those risky "if you fuck this up you could lose the round / WTF ARE YOU DOING" tricks. Get generic knockdown, from say... 2K -> 2S -> 2D combo. Immediately do 6HS, and cancel into the FRC while buffering the 214S motion. If you time it right, you will do the fastest possible cancel into that sexy S D-Step, leading to a free EX Pile hit. A really nasty mind-fuck if you are good at hitting your FRCs.

So, there you go. Not the biggest list ever, but all of my tournament tricks that I can remember at this point, condensed for you in this post. Use them as you want, rape your friends, win some tournaments or something. Because you know next game half of this shit won't work.

The only thing I ask in return, is that this forum become the shining pinnacle of Dustloop. I want you to post your own tricks, discuss with each other things, and expand each other's knowledge. :eng101:

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Posted

Good thread. These mainly work for me in super tight situations~ - IAD footloose just over them crosses-up. - 6k (blocked) ~ 6k (hit; into 2k~2h~death) has worked more then it should have for me.

Posted

I noticed that most ppl (at least around here) tend to block Cross Wise standing. So f 50-75 setup is CW (1), RC, 2H to either BBU or just air combo.

Posted

hahah Kugler, you do so much scrubby stuff that I do too. EX pilebunker twice fucking always works.

Here's some of Villainous's villainous tricks.

The old S dandy anti air: If someone is in the air way above you a lot like bridget or chipp or just plain likes to jump a lot, when they're toward the upper portion of the screen and coming down, S dandy under them and you can usually get a free EX Pile. People rarely expect YOU to cross them up when they're over you, and the wonderful thing about this is that the EX pile lands so high that you get really easy follow ups off the wall like K Mappa into air combo.

Undertow Bite: Undertow's block stun is deceptively short. It also leaves a big flaming explosion long after the move is over, so people generally block after you do it. If you train them to do so by stuffing their shit with 5K after it, you can really easy do undertow and bite right away for free. Only works once in a while but this is a dirty trick. They can barely see the bite around the explosion.

6[K] on wake up: People are scared to death of meaty 6K. So if you whore the fuck out of it, you get easy easy easy bites on people using the feint. Also in the corner, 6K blocked into bite seems to land all the damn time. It's strange but effective

The old WTF THAT WAS RANDOM: Towards the end of the match when DOT can kill them, randomly buffer in DOT motions and wait for them to run, jump, or basically just flench. Not many people instantly FD as soon as they jump half a screen away, but thanks to DOT being 0 frames, you can land really easy hits when people aren't expecting it. Just hit S when you finally find your opening. It's risky but if you have the meter you can always cancel it into j.K and start pressuring them, which is usually really unexpected.

Techtrap all day long: Do combos that are really obviously techable. End air combos in j.K BBU and wait for them to tech. Generally people will, and the height at which people tech BBU is perfect for 6H or 2S. This also works well with a burst in the corner that puts them right next to you. Just burst, wait for them to tech and hit 2S. It lands more often than not.

Unending pressure: 5H IAD j.D Footloose is really nice to close the distance and start pressuring people that are turtling. The gap between 5H and j.D is very small, so a lot of the time you'll get j.D counter hit into footloose -> 5P air combo. Also, during pressure, doing 5k 6K multiple times in a row catches people a lot for some reason.

Easy 6K: After a successfully blocked jump in attack vs your opponent, people ALWAYS go low. Try something like meaty j.H land 6K. It almost always hits.

Fake j.H: If you do j.H really low to the ground vs. someone you've scared, you can land and throw them immediately. It looks like he's gonna do the move but it never comes out. It's sneaky and deceptive.

Posted

this thread is win... koogy, you win :3! today i was playing my friends Johnny, and i was using really stupid shit like i read from the, other forum about Slayer 50/50 with dandyP go from either 2k or its late directly, after combo to knockdown and doing this, is actually pretty hard to block, if you score a 2K, then 2H combo if you score a Its Late, you do 2K 2H combo or watever... pretty good against people who have less wake up options.. then i there is this gimmicky meaty 5D or 5D Feint i do sometimes against people with bad wake up options. if 5D hit -> ID combo 5D Feint -> go for low or go for throw.. then i have my mix up thign with meaty 6P FRC to dash throw or mix it up to high low or the 6H FRC to bite which is really hard to avoid, cause they think the 6H is gona hit, or i do 6H, when i do this i try to see what their stance are and: FRC 6K or 2K for more mix up... i am pretty sure most people use this, but yea.. i dunno how wel it will work against the people you play with god liek reflexes, but some of this work so far ... XD..

Posted

Something ive picked up from here at dustloop that I feel needed to be in this thread: 6K (blocked) bite. It is an awesome mixup against those people who have really tight defense and gives you knockdown or for 25% tension 150dmg then knockdown. some stuff i use: against characters with a slow HS a late 6K is a awesome throw-bait if you do it late. knockdown, whiff 2k into bite. if you do it with good timing people will fear the meaty 2k and act like sitting ducks. :psyduck: dandy okizeme is awesome, mix it up with under pressure against people with guts, crosswise against chickens who jump and throw against those who has the fear. Nice thread. :thumbu:

Posted

Hmm, this looks like a good thread.

This is my infamous trick. Well at least it's infamous in my area ^^

K Mappa of Death : When your opponent's health is already very low (one attack will kill him/her), space yourself then throw out a surprise K Mappa. Many people won't expect to eat a K Mappa like that.

Posted

OOOOOO STRATZORZ!!!!!!! My scrub tactics: Oki: Blatantly walk in throw range, bdc bite Meaty 5[D], 2D RC, aircombo or 2k, 2HS, BBU, aircombo Pile RC, dash in, throw *CPU STRAT THAT WORKS* 214p, underpressure, 2k, 2HS, BBU 5k, 5[D], bite 6K (whiff), 2k, 2HS, BBU, aircombo I can cosign on that random DoT. Just hits people for NO reason.

Posted

6K (blocked) bite. It is an awesome mixup against those people who have really tight defense and gives you knockdown or for 25% tension 150dmg then knockdown.

I just posted that on my section =P

Posted

Oh, right. Didn't notice that you mentioned it after you talked about the feint, my bad. But in my experience it works really well even outside the corner, just make sure you're standing close to them when doing the 6K and you'll have no problem reaching them with bite.

Posted

Hrmmm lotttssaaa good tricks I'd like to try out in the future. One trick that works alot for me is iad j.hs then fdc bite. Or 5k DOT frc j.k. Gotta love that one XD

Posted

The "Beginning of the round special" trick at the very beginning of a round, S-dandy crosswise > aircombo. You'll have tension for BBU once your aircombo is over. The "Sexy vampire circle" trick Meaty a 2S or a c.S then S-dandy, recover, c.S or 2S then S-dandy. Obiviously, combo them if one hits. This won't work on people who throw S-dandy on reaction. This also coincides with Kugler's P-dandy FRC 2H because if you drill it into their head that after a meaty 2S or c.S you're going to S dandy, they're going to get hit by the Kugler awesome dandy FRC batty death foot eater spectacular. Don't count on this working too often, but it sure is fun. the "Jump and get hit or get your gaurd bar cranked corner pressure awesome dealy" trick Simple. In the corner, do like, 2P-K-K-6HS-2P-K-6HS repeat. I've cranked hella gaurd bars in the corner using this and when they jump to get away from K, look at that! you just hit them with a 6HS! WIN! You can also replace 6HS with 2S if you want to.

Posted

Yo I bring y'all another trick. This one is similar to Storm Viper trick posted by j1n long time ago.

Free DHD : When your opponent is in the air, jump and approach him/her and use any air normal (j.K is a good choice here) to force him/her to block. Then immediately cancel the normal to DHD. If your opponent isn't using FD, he'll eat DHD for free (not the purple tail, of course).

Posted
6P/6HS FRC Bite: Pretty self explanatory. Just do either (6P being safer with the invuln against shoryus) on Oki, time it just as they're are getting up and able to block. Then FRC and bite and do whatever. 6p would have to be slightly earlier since the frc is in the active frames and shit.
Posted

lets stay on topic here people :/.. this topic is win, but posts that doesn't contribute is not win :/... lets try to make this thread so kick ass that the other character threads can envy us :o...

  • 2 weeks later...
Posted

My old trick when the opponent has little health was DOT (block) rc Footloose Journey. One time that was blocked and didn't win, so I landed, and dashed forward through a friends poke and grabbed ftw.

Posted

Free DHD : When your opponent is in the air, jump and approach him/her and use any air normal (j.K is a good choice here) to force him/her to block. Then immediately cancel the normal to DHD. If your opponent isn't using FD, he'll eat DHD for free (not the purple tail, of course).

why would they eat DHD? They just blocked your jK and they will block your DHD.

Posted

mods why are you erasing my question about aforementioned "Free DHD" instead of answering to it? You could've just said that DHD is only blockable by FD in air. And then i'd say that it never was noticed by me because due to the fact that DHD has start-up after flash it's ALWAYS blocked by FD. If your opponent is any good, that is.

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