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Posted

So... Any chance of an xrd video sub thread being made before release for Slayer?

Posted

So meaty 2D is safe then? Seen it happen quite a few times, you can even combo off it if it hits.

No way is it really? I thought it was still safe at only certain distances (if you do it too close it's punishable).

Posted

Distance or meaty - key is to hit with late actives. Then 2D is safe, and can even get to have plus frames on block.

Posted

So now that we have Slayer frame data, I couldn't help but wonder about his Dead on Time start-up, 7+0. Does this mean if the opponent is next to you and he wasn't blocking before the superflash, he can't after it either (even if he was in neutral). I know it sounds silly, but that's how I'm reading it.

Oh yeah, use Google translate and you'll actually get an understandable version of it.

Posted

If it's in fact 7+0, yes. As long as it's within range to hit after the super freeze, and they aren't already blocking, they can't block unless there were changes to how the engine handles that, and I don't think there was.

Posted

quickie diff against #R frame data:

5P: same

5K: initial prorate 100% -> 85%

c.S: same

f.S: recovery 7 -> 6; block adv +5 -> +6

5H: same

5D: startup 22 -> 24; initial prorate 80%

6P: above knee inv 7f -> 1f onwards; initial prorate 90% -> 100%

6K: startup 16 -> 20; recovery 3+4 -> 4+7; block adv +2 -> -2; initial prorate 100% -> 80%; airborne 4f -> 6f onwards

6K feint: total 25f -> 30f

6H: same

2P: damage 14 -> 10; initial prorate 100% -> 80%

2K: recovery 12 -> 8; block adv +0 -> +4. no mention of foot inv?

2S: same. no mention of upper body inv?

2H: damage 52 -> 48; forced prorate -> initial prorate 80%; recovery 27 -> 21; frame adv -10 -> -4. foot inv 5-14f; i think the 6-11f in the #R data is a typo

2D: recovery 10 -> 9

j.P: level 1 -> 2

j.K: same

j.S: same. can't read comment

j.H: same

j.D: same (probably)

j.2K: new move. compared to +R: same GB- (-15); recovery 16 -> 18; NOT AN OVERHEAD SMDH

throw: forced prorate 50% -> 65%

air throw: forced prorate 50% -> 65%

236P: recovery 18 -> 17 (like AC); frame adv -2 -> -1

236K: recovery 17 -> 15; frame adv -4 -> -2

63214H: startup 8 -> 7; whiff duration 27f -> 35f; GB- 26; damage 30 -> 72; no proration (effectively 80% because of RC proration)

214P: same

214K: followup possible 20f -> 28f onwards

pilebunker: recovery 33 -> 36; frame adv -17 -> -20

crosswise heel: throw inv 1-18f. lol ok

under pressure: startup 6 -> 5 (like AC); recovery 13 -> 12; frame adv -1 -> +0.

it's late: same

helter skelter: new move. damage 32; frame count 25/6/13; frame adv +12; 1-2f lower body inv; 3f~ airborne. can't read comment

footloose journey: damage 36xN -> 40xN; landing recovery 11 -> 14

undertow: startup 31 -> 39; active 3 -> 1; recovery 30 -> 22.

DoT: same. #R active frames probably a typo

eternal wings: startup 5+2 -> 5+4; strike inv -> full inv

DHD: startup 10+3 -> 8+3; strike inv 1-12f -> 1-10f; GB- 3

IK: who cares

not including changes not mentioned in the xrd frame data atm (6P never wall bounces mid screen; it's late forces crouch; etc)

Posted

Does anyone have info on counter hit property changes? Like does it's late still ground bounce?

Posted

Hello i was looking for some pointers with this character.. I'm new to the GG series and would like to make xrd my primar fg focus when it drops and will be maining slayer.. I currently have plus R and was wonder what i should be practicing to prepare for xrd slayer.. I have much to learn and would like to get started with what i can.. Sorry if this is the wrong area for this kind of question..

Posted

Get used to his links, as they are mostly the same. I'd also say don't get too comfortable with stuff that he doesn't have in Xrd; Force breaks, S and HS Dandy Steps, Undertow combos, Dandy Step -> It's Late, Mappa feints etc. Wouldn't want muscle memory slowing your learning down in Xrd. 

Posted

f.S>c.S is in, and it's more than likely than it is in AC. 2K>c.S is also a link. I honestly don't know what other relevant links he'd have would be. 6K>anything meterless probably isn't going to happen.

 

Xrd is still a different game, so any GG practice is still GG practice.

Posted

Only thing is i don't own a xbox or gaming computer.. Strictly ps3 and ps4 right now but thanks for trying to help.. I will just grind hard on plus R for now. Thanks again to everyone for the positive and helpful advice! I played azrael in BB so while i know the games and characters are very different the core style of gameplay i like is there, plus he looks so damn cool! Lol

Posted

Only thing is i don't own a xbox or gaming computer.. Strictly ps3 and ps4 right now but thanks for trying to help.. I will just grind hard on plus R for now. Thanks again to everyone for the positive and helpful advice! I played azrael in BB so while i know the games and characters are very different the core style of gameplay i like is there, plus he looks so damn cool! Lol

 

Honestly,practicing backdash cancels is probably the most important. Especially backdashing as a reversal option. I am not sure if 1FJ are still in Xrd but BD to 1FJ can get out of a bunch of shit.

Posted

Yeah but that knowledge is only obvious if you have been playing the game.. As i stated in an earlier post im new to the series and character which is why I'm asking more experienced players so im not ignorant to my defensive options and how i should deal with setups outside the obvious wake up and block..

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