EL_TRO Posted June 19, 2014 Posted June 19, 2014 Interesting video. It's late or 2HS in the corner seems legit. Wonder if 2HS is throw invul at some point.
OneSanitarium Posted July 9, 2014 Posted July 9, 2014 http://www.twitch.tv/joniosan/b/545787742 At like 5 hours in, a Slayer goes into a training mode. For like over 90 minutes. Gets a friend to join at times too, for crouching stuffs it seems. 2S>2H is a legit chain, and combos. Was doing some decent combos from it in the corner. Started doing c.S>j.D>j.2K attempts, but couldn't get a combo after j.2K during the end of his training run. I wanted him to try c.S>j.2K, because maybe it works, but the only character he tried it on was Faust, which made me furious since he didn't attempt it on a taller character.
HoudiniJr100 Posted July 9, 2014 Author Posted July 9, 2014 http://www.twitch.tv/joniosan/b/545787742 At like 5 hours in, a Slayer goes into a training mode. For like over 90 minutes. Gets a friend to join at times too, for crouching stuffs it seems. 2S>2H is a legit chain, and combos. Was doing some decent combos from it in the corner. Started doing c.S>j.D>j.2K attempts, but couldn't get a combo after j.2K during the end of his training run. I wanted him to try c.S>j.2K, because maybe it works, but the only character he tried it on was Faust, which made me furious since he didn't attempt it on a taller character. Hitboxes tend to seem that way huh?
RoBoBOBR Posted July 10, 2014 Posted July 10, 2014 Made a small transcript of that training session: Sol: bite RC 214pK H 236K cS jK JC jS jH jD j2K jP jDSlayer: throw RC H jH j2K jD j2K jK JC jS jH jDRam, corner: K DoT RC 214pK 6H 214pS cS jS jH jD JC jDAxl, corner: jH CH, H 2H cS jS jH jD j2K jK JC jS jH jDKy, corner: bite RC D6 (jS) jH jD land H 2H cS jS jH jD j2K jS jK JC jK jDSol: throw RC 66 cS jS jH jD j2K jS jK JC jS jH jDSol, from corner: cS CH AA, 214pS RC 66 6H 214pPSol, from corner: cS CH AA, 6H 214pS RC 66 H jS jK jD j2K jS jK JC jS jH jDSol, from corner: cS CH AA, 6H 214pS RC 214pK (side switch) 6H 214pPChipp: S S DoT RC jH 6H 214pK jS jH jDChipp: D8 jH jD j2K jD j2K jP jD JC jS jH jD (knockdown)Ky corner: 214pH jH DHD 2S 2H cS jS jH jDвсякое2P 2S 2H - comboes on standingS S jD j2K - comboes on standing, seems hard to follow-upbite RC D6 S S IK - easy Hellfire IK combo
ivanchu77 Posted July 10, 2014 Posted July 10, 2014 Great Slayer gameplay there, he still looks extremelly solid despite the nerfs ( Taka(Slayer) VS Umecha(Ramlethal), Shichimi(May), Moga(Slayer) ) https://www.youtube.com/watch?v=oLoDtcCBaiU PD: No video thread? , every other character has one.....
Mebaro Posted July 13, 2014 Posted July 13, 2014 here's some matches of my slayer, nothing fancy but it shows some stuff http://www.youtube.com/watch?v=gvO3RnYdwZ0 http://www.youtube.com/watch?v=siL8wP9qqc4 http://www.youtube.com/watch?v=zx0FmBx7phA http://www.youtube.com/watch?v=XDHOh0JnneA
SuperJ Posted August 1, 2014 Posted August 1, 2014 couple of helter skelter notes: http://www.twitch.tv/joniosan/b/553110106 -> 25:39. helter skelter can be done meaty! hits on active frame 5 in this example. i wonder if you can YRC after the stomp? if the projectile persists after YRC, you could theoretically do something like this: knockdown j.D, immediate Pstep > H over the opponent, YRC mid-air after the explosion is active. should be DP safe if meaty, and if they block, they would be stuck in blockstun long enough to guarantee an airdash/empty jump mixup. https://www.youtube.com/watch?v=uVWHtDAG4eQ#t=23 -> helter skelter can be RC'd while you're still on the ground. this is actually pretty impressive since slayer is visually mid-air right after the first active frame! on block you should be able to get a guaranteed undertow, hide 5D under the explosion, do anything really. it's a treat to witness hase murdering everyone; see: https://www.youtube.com/user/gbsadm and https://www.youtube.com/channel/UCWXECDguUj3M0s8OthIloRg one other thing. 6K YRC is not auto-JI'd but you can do c.S(JI)-6K YRC. heh
RoBoBOBR Posted August 7, 2014 Posted August 7, 2014 https://www.youtube.com/watch?v=iAD98vhkZJc https://www.youtube.com/watch?v=VgPuOUesmCM https://www.youtube.com/watch?v=_K6a6UvCiUQ En is back! Although combos are basic, defence and movement is good already. I hope he gets to his usual skill level soon.
Aze Posted August 10, 2014 Posted August 10, 2014 Great Slayer gameplay there, he still looks extremelly solid despite the nerfs ( Taka(Slayer) VS Umecha(Ramlethal), Shichimi(May), Moga(Slayer) ) https://www.youtube.com/watch?v=oLoDtcCBaiU PD: No video thread? , every other character has one..... http://youtu.be/oLoDtcCBaiU?t=1m53s That's the Slayer damage I've been wanting to see! Does anyone know Ram's defensive modifier? I wonder if he could have extended the damage a bit more with another Crosswise Heel at the end followed by an air combo instead of ending it with Under Pressure. Also... http://youtu.be/oLoDtcCBaiU?t=6m20s
D.R.F. Posted August 10, 2014 Posted August 10, 2014 Yea man these dudes learned that with slayer you gotta be bobbin' and weavin' ALL the time haha
SuperJ Posted August 14, 2014 Posted August 14, 2014 random mixup and j.2K thoughts from watching recent vids: xrd roman cancel is super buff for it's late. you have three potential uses for the meter 1. if you just want the overhead: meaty it's late, 2K xx mappa RC, crosswise, etc. much greater reward for spending meter than in XX series. 2. if you're baiting mash/throw but want to eat your cake: it's late, hit confirm RC. even if you RC on, say, frame 30 after the hit, you should be able to get SS > 2K-2D. with crack reflexes, you could go for things like 5H-2H in the corner, 6P just outside it, 214PK if you're in your mid-twenties... 3. if you want the RC mixup in case they do block high: it's late RC. either you hit the opponent and get anything you want, or they are stuck in a standing block animation for 34/26f on regular block or IB. you can force IAD j.S and make the opponent guess when you'll land (and possibly 2K) by varying your gatlings mid-air. even if they block all that shit, they still have to worry about their guard gauge. i haven't seen anyone do this yet, but there's no reason why you can't threaten unreactable fuzzy j.2K either. this hasn't been mentioned yet, but bite has crazy GB- before you actually deal damage. if you've jacked their GB, the bite ends up doing pilebunker-like damage the slayer in training mode on the top of this page was also experimenting with 5H-j.2K (!) this could make for an interesting crouch punish, since the stagger makes you immediately taller. also, undertow can be BS'd. arcsys really wants you to feint that move eh? actually this just occurred to me. i wonder if the dust 3d pursuit animation eats your RC input? if so, 5D RC, proceed as usual on hit, 2K/j.2K mixup on block...
4r5 Posted August 16, 2014 Posted August 16, 2014 ha well it was a bad place to burst anyways should of waited for him to commit to the RC+followup
4r5 Posted August 16, 2014 Posted August 16, 2014 lol, I was looking at the meter too. just not used to how much meter you get in this game
SuperJ Posted August 16, 2014 Posted August 16, 2014 isn't it suspicious when a 24f invincible super gets stuffed after the super flash?...
SuperJ Posted August 16, 2014 Posted August 16, 2014 i posted this way back when. you don't lose YRC meter on the first frame
RoBoBOBR Posted August 17, 2014 Posted August 17, 2014 What are you talking about? Sl had 100 tension, did Eternal Wings, went to 50 and got beat out of it right after flash (ouch). He then built his meter nearly to full again and lost another 50 when RC occured.
RoBoBOBR Posted September 2, 2014 Posted September 2, 2014 https://twitter.com/suzuki200/status/506667696092483584/photo/1
D.R.F. Posted September 2, 2014 Posted September 2, 2014 https://twitter.com/suzuki200/status/506667696092483584/photo/1 Godlike
RoBoBOBR Posted September 3, 2014 Posted September 3, 2014 Based Kedako provided frame-data! http://mayjunkie.web.fc2.com/slayer_flame.txt Google-translated: Frontdash: duration 18F Long frontdash: duration 24F Backdash: duration 28F. Invincible 20F. Jump Start-up: 4F. P: 5F (whole 16F): attack Lv.1. K: 7F (the entire 17F): attack Lv.3. cS: 5F (whole -F): attack Lv.3. fS: 13F (whole 20F): attack Lv.3. HS: 13F (whole 35F): attack Lv.5. Ground hit staggersDust: 24F (whole 46F): attack Lv.3. DAA: 18F (whole 40F): attack Lv.3. Blowback 6P: 18F (whole 37F): attack Lv.5. Wall bounces 6K: 20F (whole 35F): attack Lv.3. 6K feint: -F (whole 30F): attack Lv.-. 6HS: 17F (whole 37F): attack Lv.5. 2P: 5F (whole 12F): attack Lv.1. 2K: 6F (whole 15F): attack Lv.3. 2S: 10F (whole 30F): attack Lv.3. 2HS: 13F (whole 35F): attack Lv.5. float on ground hit. Untechable 28F. High float on CH2D: 9F (whole 38F): attack Lv.5. KD on hit JP: 5F (whole 16F): attack Lv.2. JK: 6F (whole 30F): attack Lv.3. JS: 4F (until the entire landing): Lv.3 attack. Special hit stop 6F. JHS: 13F (whole 35F): attack Lv.3. JD: 7F (the entire 43F): attack Lv.3. J2K: 13F (whole 33F): attack Lv.3. Mappa P: 11F (whole 30F): attack Lv.5. Active 3F. Recovery 17F. Mappa K: 14F (whole 34F): attack Lv.5. Active 6F. Recovery 15F. D-step (P version): (whole 30F) follow-up from 16F onD-step (K version): (whole 38F) follow-up from 27F on PileBunker: 4F (whole 42F): attack Lv.5. Cross Wise: 6F (whole 46F) Lv.3+2Under Pressure: 5F (whole 18F). can input It's Late command from 10F on, Lv.3.It's Late: 14F (whole 31F): attack Lv.5. Helter Skelter: 25F (whole 43F): attack Lv.4. Undertow: 39F (whole 61F): attack Lv.5. Unblockable. Bite: 7F (the entire 35F): attack Lv.-. Hit Staggers Footloose: 5F, Lv.4, Special hit stop 7F. Floats on ground hit. (recovery till land + 14F)Eternal wings: 5F+48F(movie)+4F start, 5F+48F(movie)+57F+7F(land recovery) total, lvl 5DOT: 7F+120F(movie)+1F start, 7F+120F(movie)+38F+21F(land recovery) total, lvl 5. Blowback on hit, Wallstick on CHDHD: 8F+40F(movie)+3F start, 8F+40F(movie)+till land+20F(land recovery) totalIK activation normal: 80F total, gauge changes on 28FIK activation HellFire: 5F+75F(freeze)+5F total, gauge changes on 28FIK normal: 9F+30F(movie)+9F start, 9F+30F(movie)+44F total, lvl 4IK HellFire: 5F+30F(movie)+5F start, 5F+30F(movie)+40F total, lvl 4
9:02 PM Posted September 3, 2014 Posted September 3, 2014 First two are forward dash, and the extended forward dash.
RoBoBOBR Posted September 3, 2014 Posted September 3, 2014 Comparison of Xrd and +R frame data: 5P - still 5F, but much bigger total frames (12F -> 16F) hopefully some of added frames are active. 5K - one frame slower (6F -> 7F), level increased (lvl 2 -> lvl 3) cS - faster (7F -> 5F) fS - less total frames (22F -> 20F) hopefully recovery got axed, for active frames were low enough (2F) HS - stagger on ground hit returned D - same 6P - same 6K - a bit faster (21F -> 20F), total frames increased (29F -> 35F mostly recovery, since it no longer combos into stuff) 6[K] - same 6H - much faster (21F -> 17F), total 39F -> 37F (so either active frames or recovery are increased - start-up is 4F less, while total length is only 2F less) 2P - slower (4F -> 5F), more total frames (10F -> 12F, hopefully active frames increase) 2K - same start-up, less total frames (18F -> 15F, seeing as 2K only had 2 active frames - recovery is decreased, yay!), level increased (lvl 2 -> lvl 3) 2S - way slower (8F -> 10F), more total (28F -> 30F, probably just start-up modification here) 2H - same start-up, less total frames (36F -> 35F, hopefully recovery), launches on hit (was stagger), 28F untechable is enough for corner combos. High launch on CH leads to combos even on midscreen 2D - slower (7F -> 9F), more total frames (33F -> 38F, so 3F extra for active+recovery) jP - same start-up, more total frames (14F -> 16F), level increase (lvl 1 -> lvl 2) (thus even added recovery isn't a big deal) jK - same start-up, way more total frames (16F -> 30F) (not a big deal due to air gatlings) j2K - same start-up, more total frames (31F -> 33F) jS - slower (3F -> 4F) jH - faster (14F -> 13F), way more total frames (25F -> 35F, so 11F extra for active+recovery) jD - same start-up, more total frames (35F -> 43F), no mention of land recovery, maybe it's gone seeing as jD is now used as last hit before re-launch 236P - same 236K - less recovery (16F -> 15F) 214P - same 214K - way later follow-up cancel (20F -> 27F), same total frames PileBunker - slower (3F -> 4F), more total frames (38F -> 42F, so 3F extra for active+recovery) CrossWise - same start and total Under Pressure - same start-up, less total (21F -> 18F), cancel into It's Late later (8F -> 10F) (thus U.P->I.L. on block is 5F window rather then 3F, unless they changed lvl 3 blockstun) It's Late - same start-up, less total frames (32F -> 31F) Helter Skelter - welp new attack Bite - shorter whiff animation (40F -> 35F) Undertow - basically new attack Footloose - more recovery on land (11F -> 14F) Supers (i assume movie frames are just cosmetic, since everything is frozen) Eternal Wings - slower (5+2 -> 5+4) DOT - same 7+1 DHD - slower (7+2 -> 8+3), slams down rather then float
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