Loli-Zero Posted December 12, 2014 Posted December 12, 2014 It's a round closing gimmick. If you watch Taka slayer he'll finish rounds with pilebunker RC undertow pretty often. This is just a guaranteed version of that gimmick that is harder to set up. Mess around with it and see if you can add it to your arsenal. Any good slayer has a deep bag of gimmicks to pull from. It is one or two frames I believe, but its easy to time because of the visual. It doesn't feel any harder then any of his FRC's from older games. Also, I forgot to test instant block DP. I'm pretty sure they can't even leave the ground so DP's shouldn't have time to start up, but I will double check tomorrow.
KH Cat Posted December 12, 2014 Posted December 12, 2014 If you Guys Want ill post a combo video of bnbs and stuff that i use myself on the characters. also maybe some of my match videos from offline play. get some pointers from you guys.
Loli-Zero Posted December 12, 2014 Posted December 12, 2014 I keep seeing Slayer's confirm off Helter Skelter with a j.HS that's slightly delayed. It's low enough that you don't need to cancel into j.D to link 2K and it's early enough that it still links off the Helter Skelter hit. I've even seen it on characters that I thought you couldn't get any confirm on. I think I need to relab this. I imagine if this confirm works on everyone it also probably leaves you low enough that j.HS will whiff on counter hit allowing a proper confirm. If that's the case HS would be a lot more practical.
fogelstrom Posted December 12, 2014 Posted December 12, 2014 What makes command grab better than normal grab for Slayer? How plus (if at all) is K mappa on hit? Is there any sort of near universal air pickup for Slayer or is it all height dependent? Every time I think I can do a j.S in an air string it whiffs This is my first serious GG so please be gentle. Will probably have lots of questions this weekend when I really start the grind. As previously stated the cmd grab has alot more range and you can TK cancel your dashes to command grab. Especially good is to backdash cancel TK command grab. Well... universal and universal. I don't know what combo you are attempting or starting of. But if I take the combo probably everyone will hit at the start is 5K, 236K, RC, 214K-K. For this variation I use c.S/5HS (depending on character weight), j.SHD j.2K, j.PK, dj.KD But as 4r5 also said you kinda have to eyeball and with experience it will get alot easier. I've only played ~200 matches and after about a 100 it got easier. Still, if it's guaranteed and the damage is good.... Meh. The damage is alright and it's basically only worth to spend 100% meter if the person doesn't have DA and Burst available so you didn't spend 100% meter for nothing. Undertow, RC, 6HS, 214P-S, c.S, j.SHD, dj.PSHD, j.2K, j.PD - 164dmg on Sol. Was the most I found yesterday messing around. If you Guys Want ill post a combo video of bnbs and stuff that i use myself on the characters. also maybe some of my match videos from offline play. get some pointers from you guys. I was thinking about the same, combo video of bnb's and some gimmicks that is at least. I think people could need this who are new and want to pick up Slayer since he has a bit of high lurning curve but is quite an interesting character. Also some Slayer footage is always welcome since the output from Japan is quite low Helter Skelter stuff Go ahead and try that out and post your findings. Sounds interesting. I need to abuse Helter Skelter alot more midscreen until it's usefullness runs it's course I tried out a new combo route yesterday but sadly enough it didn't quite work out how I would have liked. For example; 5K, 236K, 214K-K, c.S, j.SHD, dj.PSHD - Doesn't give knockdown because they are too high up and you can't add j.2K, j.PD because of the hitstun scaling. Even if I used 2D, RC, c.s, f.S as starter. But meaty 2D on oki worked with added j.2KD at the end. If you get a starter good enough to be able to pull of this route I feel it's better to use something close to what we've seen so far such as; Meaty 2D, c.S, f.S, j.SHD j.2K, j.K, dj.SHD, j.2K, j.PD But oh well. Since Slayer has such potential for variation everyone will probably just go with what they like and works for them but nice to discuss basic combo ideas and concepts for optimization.
Uncivilized Elk Posted December 12, 2014 Posted December 12, 2014 But oh well. Since Slayer has such potential for variation everyone will probably just go with what they like and works for them but nice to discuss basic combo ideas and concepts for optimization. Yes it is - thanks! We need a combo thread (so I can look at my options and pick the one I can execute the easiest >_> ).
o Nereus o Posted December 12, 2014 Posted December 12, 2014 New GG player here messing around with Slayer for a bit. Fogel... a tip: When you list a combo please try not to leave out valuable information. Because i was practicing the j.SHD > j.2K > j.PK > dj.KD for like 30 minutes and i didn't realize you had to jump install.
Loli-Zero Posted December 12, 2014 Posted December 12, 2014 You don't have have to jump install for that combo unless you're super jumping? Sent from my iPhone using Tapatalk
MasterXDrake Posted December 12, 2014 Posted December 12, 2014 Slayer looks so clunky. Does he actually feel like that to?
The_undercover_beret Posted December 12, 2014 Posted December 12, 2014 I messed around with K.Mappa RC combo and Throw RC against everyone, here are the results. When there are several routes which work on a character, I only listed the "optimal" one. Feel free to report any mistake or better combos. Mappa RC: 5K K.Mappa RC CWH 5HS J.S(1) J.HS J.D J.2K J.P J.K jc J.S(1) J.K J.D: Sin, Faust, Millia, May, Elphelt, I-No, Ramlethal - 161 Damage (on Sol) Edit: It works on Sol, Chipp, Slayer, Axl, Venom, Zato-1 too by doing 5HS J.S(1) J.HS and J.2K J.P as fast as possible and delaying the first J.D. 5K K.Mappa RC CWH c.s f.s J.S(1) J.HS J.D J.2K J.P J.K jc J.S(1) J.K J.D: Sol, Ky*, Chipp, Slayer, Potemkin, Axl, Venom, Zato-1, Bedman. - 151 Damage (on Sol) *Skip f.S on Ky. Instead of using J.S(1) J.K J.D, it's possible to do J.K J.P J.D or simply J.K J.D. Deals similar damage (± 1) Edit n°2: For the 2 combos above, doing J.2K J.P J.D grants a better olizeme against some characters. 5K K.Mappa RC CWH 5HS J.K J.S(1) J.K jc J.S(1) J.HS J.D - 153 Damage (on Sol) Much easier than the combos above, worse oki, works on most of the cast. (Corner) 5K K.Mappa RC 5D(6) 5HS 2HS ~ ~ c.S f.S 2K 2D - 162 Damage (on Sol) ~ (c.S f.S)*2 2K K.Mappa - 176 Damage (on Sol) Doesn't work on May and Ramlethal. 2HS needs to be slightly delayed on Faust, Elphelt, Slayer, Eddie. Much more difficult. Edit: There is a better combo, check Loli-Zero post below. Throw RC: Throw RC 5HS J.S(1) J.HS J.D J.2K ~ Combo ender ~ J.P J.K jc J.S(1) J.HS J.D: Bedman - (144 Damage on Sol, 127 on Bedman) ~ J.K jc J.S(1) J.HS J.D: Faust, Elphelt, May, Ky* - 145 Damage (on Sol) ~ J.P J.K jc J.S(1) J.HS J.D J.2K J.P J.D: Sin, Millia, Sol*, Slayer, Chipp, Axl, Venom, Zato-1 - 147 Damage (on Sol) This one can be quite difficult on some characters, if you are having issues do one of the combo above instead. ~ J.K jc J.S(1) J.HS J.D J.2K J.P J.D: I-no, Ramlethal * Against Sol, delay the 5HS * Against Ky, delay 5HS and the first J.D Throw RC c.s f.s J.S(1) J.HS J.D J.2K J.P J.K jc J.S(1) J.H J.D J.2K J.P J.D: Potemkin - 127 Damage (on Potemkin) Not related, what is the optimal combo from 5D midscreen? I do 5D(9) J.D*3 J.K J.S(1) J.K jc J.S(1) J.HS J.D - 133 Damage (on Sol) But I have no idea whether it's optimal or not.
Loli-Zero Posted December 12, 2014 Posted December 12, 2014 Nice stuff! Thanks for doing all that testing. I feel like the first combo works on more cast members with small variations. I know you can do that combo on Sol if you delay the first j.D a hair for 161. Also, if I'm ever worried about my execution or can't remember character specific stuff I just do 5HS sj.K j.S(1) j.HS j.D. This should be pretty universal and does 147 on Sol. You get oki too. For corner combos you can also do the dust route into c.S 6HS P-Step CWH c.S sj.S(1) j.HS j.D for 165 on sol. That dust route works on everyone I think. Only a few more then the first one you listed but you get slightly better oki off of j.D because you can still do meaty it's late setups. The throw combos look really solid. That's the route I've been using, so I'm excited to try out your enders so I don't have to find them all myself. I do the same 5D(9) combo. I haven't found anything better yet. Sent from my iPhone using Tapatalk
o Nereus o Posted December 12, 2014 Posted December 12, 2014 You don't have have to jump install for that combo unless you're super jumping? Sent from my iPhone using Tapatalk When i tried the combo without jump install.. it would not let me jump-cancel after j.PK
fogelstrom Posted December 12, 2014 Posted December 12, 2014 New GG player here messing around with Slayer for a bit. Fogel... a tip: When you list a combo please try not to leave out valuable information. Because i was practicing the j.SHD > j.2K > j.PK > dj.KD for like 30 minutes and i didn't realize you had to jump install. What Loli said. I never jump install because I'm a scrub xD There is no reason you'd need jump install for that combo since you do a regular jump. Perhaps you do you dj.2K? I shorten my combo writing quite a bit but since j.2K is a command normal I write out the full command. So my sloppy writing might have been easier to understand if I wrote j.SHD2K, j.PK, dj.KD? But it looks weird ^^
o Nereus o Posted December 12, 2014 Posted December 12, 2014 What Loli said. I never jump install because I'm a scrub xD There is no reason you'd need jump install for that combo since you do a regular jump. Perhaps you do you dj.2K? I shorten my combo writing quite a bit but since j.2K is a command normal I write out the full command. So my sloppy writing might have been easier to understand if I wrote j.SHD2K, j.PK, dj.KD? But it looks weird ^^ No... i did j.SHD > j.2K. I didn't jump after the j.SHD, The only time i jumped was after the j.PK and it won't let me do that unless i jump install after 5HS
Uncivilized Elk Posted December 13, 2014 Posted December 13, 2014 Can you be grabbed out of Dandy Step on oki? I see it's common to whiff the S after DS and then go for a mix-up, but at the point aren't you in grab range?
MajinFuu Posted December 13, 2014 Posted December 13, 2014 Hey new slayer player, as well as new GG player, here. I was wondering if anyone has compiled a list yet of all of Slayers bnb combos? If not, does anyone have some i should be practicing?
bluzenblazen Posted December 13, 2014 Posted December 13, 2014 Can you be grabbed out of Dandy Step on oki? I see it's common to whiff the S after DS and then go for a mix-up, but at the point aren't you in grab range? Yes, but its late has a ton of throw invulnerablity. This let's you mix between it, throw, or low after the under pressure whiff.
PHBlake Posted December 13, 2014 Posted December 13, 2014 Can you be grabbed out of Dandy Step on oki? I see it's common to whiff the S after DS and then go for a mix-up, but at the point aren't you in grab range?I think you are supposed to do the dandy step s early enough that the h follow up or 2k are hitting meaty. The h follow up has 6 active frames so it shouldn't be too hard to time; 2k only has 2 so that might be a bit harder. Edit: Or can you be grabbed out of active frames of a properly times meaty in this game? That seems really brutal if so. Edit again: actually I guess that's how it is in st too, got to get used to zero frame throws again woo
Loli-Zero Posted December 13, 2014 Posted December 13, 2014 Throws are 1 frame startup so you can get thrown, yeah it's like ST. A lot of times that oki is used at a range where throws will not connect. When it's not, you have to use its late to bait throws. But it's late has one frame where it is throwable, so depending on how air tight your setup is you can still get thrown with just frame timing. Nereus, your just not getting the jump cancel. You do not have to install that combo. However, if you're too low to the ground for j.P j.K you will land before a jump cancel can come out and it will feel like you had no jump. That's my best guess without seeing what you're doing. Jump installs are only necessary for slayer when he is doing a super jump combo after c.S f.S or 2P 2S and you want a second jump. Sent from my iPhone using Tapatalk
Uncivilized Elk Posted December 13, 2014 Posted December 13, 2014 Anybody mind helping me out again? I'm having trouble on a simple combo. 214K-K cSfS jS jH jD j2K jK djS jH jD For one, most of the time the jS does not link into jH and just hits multiple times. I can't figure out why still. Is it timing? Positioning? Tips, please? Second, I cannot get j2K to connect into jK for the life of me - the opponent keeps teching or I hit the ground. Is this just an issue of speed? Do I have to JI-SJ off the cSfS or something?
o Nereus o Posted December 13, 2014 Posted December 13, 2014 Throws are 1 frame startup so you can get thrown, yeah it's like ST. A lot of times that oki is used at a range where throws will not connect. When it's not, you have to use its late to bait throws. But it's late has one frame where it is throwable, so depending on how air tight your setup is you can still get thrown with just frame timing. Nereus, your just not getting the jump cancel. You do not have to install that combo. However, if you're too low to the ground for j.P j.K you will land before a jump cancel can come out and it will feel like you had no jump. That's my best guess without seeing what you're doing. Jump installs are only necessary for slayer when he is doing a super jump combo after c.S f.S or 2P 2S and you want a second jump. Sent from my iPhone using Tapatalk I'm getting the jump now. it could have been due to who i was doing the combo on (Ramlethal) as well as the followup (5HS instead of c.S). Thanks for the tips
Loli-Zero Posted December 13, 2014 Posted December 13, 2014 214K-K cSfS jS jH jD j2K jK djS jH jD For one, most of the time the jS does not link into jH and just hits multiple times. I can't figure out why still. Is it timing? Positioning? Tips, please? Second, I cannot get j2K to connect into jK for the life of me - the opponent keeps teching or I hit the ground. Is this just an issue of speed? You should be canceling the first hit of j.S. If you're hitting j.HS but it's not coming out that means you hit it too early. For the other problem I would try delaying the initial j.D a little. This is what you want to do on most combos to ensure they float higher for additional hits (unless the character is light already). Also, I would practice the combo with 5HS in stead of c.S f.S. I'm pretty sure it's better damage and it should work on everyone but Potemkin IIRC. You might need to do j.P j.K after the j.2K though I can't remember. If no one beats me to it I will try and compile a list of bnbs Saturday or Sunday. We've covered most of it in the last 3 or 4 pages but it'd be nice to have it located in one thread for reference. Sent from my iPhone using Tapatalk
Uncivilized Elk Posted December 13, 2014 Posted December 13, 2014 Thanks for the help. I notice it really changes the difficulty based on character weight. For example with I-no 5H is super duper easy to do that combo with, but on Axl I'm find it rather difficult. And if you write a combo guide that would be amazing for all us newbie Slayers. I'm just trying to find the relatively easy universal combos I want to practice integrating into my gameplay, and then much later I'll care about optimizing on a character to character basis. (Though it looks like there are not that many high-damage universals for Slayer...)
Uncivilized Elk Posted December 13, 2014 Posted December 13, 2014 BTW I love how Slayer can IK off CH 236K/P-P in the corner, but just doing DoT would also just kill everyone at 20% (except maybe Pot). Pointless swag. Although it is also cool how he can IK off CH6H and CH6P at 100% too.
fogelstrom Posted December 13, 2014 Posted December 13, 2014 I dunno why but whenever I do c.s, f.S, j.SHD combos I get the same issue Elk. j.S doesn't cancel to H. If I only do c.S it works perfectly fine 99% but when I do c.S, f.S the cancel just doesn't come out. Also doing c.S, f.S combos is 1-2 less dmg than 5HS. However for me consistency is the most important thing. A dropped combo is always less dmg and no oki. Also already been tuched but yeah you can be thrown out of active frames on oki. You just have to learn how to space your dandy so they get 5HS/6HS so you get CH 214P-S. Then you can follow up the stagger with c.S, f.S, c.S, 2D and start all over again. When people stop being stupid (never gonna happen) and continously faceroll their stick/pad you can have ALOT more fun. But you have to really beat them down endlessly for them to even consider not pressing buttons.
Loli-Zero Posted December 13, 2014 Posted December 13, 2014 Well, if you're doing oki right under pressure will whiff. But yeah, I'd recommend defaulting to its late for oki until you've read your opponents habits. Also, if you have a long air combo and you notice they fell away from you, you can usually space it so you are out of throw range. Then you can just go ham and mix up however you want Sent from my iPhone using Tapatalk
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