Yuhoke Posted December 17, 2014 Posted December 17, 2014 6K RC. Gimme your best combo! I don't have the game yet so all I can do is theory fight, haha.
fogelstrom Posted December 17, 2014 Posted December 17, 2014 Like Elk said j.K has to be CH. I missed that. I've edited and corrected my post! 6K RC... you get like nothing. I'd only use it to clutch out stuff. 6K RC~ c.S, f.S, c.S, f.S, 2K, 2D (crouch only) c.S, f.S, c.S, 2D (standing) c.S, f.S, 236K, RC, 214K-K, 5HS/c.S, j.SHD (probably not possible to add j.2K, j.PD since double RC? Better of doing more ground hits before Mappa RC I'd guess) c.S, f.S, c.S, f.S, 632146S/DoT etc. Just the simple stuff.
Yuhoke Posted December 17, 2014 Posted December 17, 2014 Hmm, yeah, pretty much what I expected as well. Is 6K RC Dust possible? That could give better combos, especially in the corner.
Loli-Zero Posted December 17, 2014 Posted December 17, 2014 I don't think dust is possible. But in the corner you can RC 2HS for better combos. Sent from my iPhone using Tapatalk
The_undercover_beret Posted December 17, 2014 Posted December 17, 2014 You can also do crosswise loops off of CH 5P on most characters depending on how high you hit them. Looks like CH AA 5P 6HS P-Step/K-Step (depending on the characters weight) CWH 6HS Then you can end with Pilebunker, CWH (5S) j.K j.D, or under pressure 5S j.S j.HS j.D if you are in the corner. In regards to the combo thread, I've been compiling stuff hoping to make one this week. But I have been busier then I thought I would be with job stuff so far. Your combo postings have been really awesome. We should maybe collaborate? Maybe one of us can make the thread and template tomorrow and the other can share all their stuff/help double check things. Whatdya think? Ok, I can start making the template now and send you a beta for tommorow with basic combos. I'm currently in the process of working on combos off corner 2HS, Mappa RC and throw RC on the cast. I'm approximately halfway finished now, I'll pass along my findings. Currently I've found that Sol and Venom are surprisingly bothersome for being comboed. Thanks for the help! (And I thought I was the only one who had problems with Venom's hitbox) [6K RC] c.S, f.S, 236K, RC, 214K-K, 5HS/c.S, j.SHD (probably not possible to add j.2K, j.PD since double RC? Better of doing more ground hits before Mappa RC I'd guess) It's actually doable (140 Damage on Sol, with J.P J.K jc J.S(1) J.K J.D), albeit near useless and extremely tight on some characters. Hmm, yeah, pretty much what I expected as well. Is 6K RC Dust possible? That could give better combos, especially in the corner. Sadly, it doesn't work. 6K RC (5HS) 2HS c.S does though, but it might not be universal. Is there a XRD Slayer Skype group? That would be pretty useful too share techs and tips and help in making the combo thread.
RoBoBOBR Posted December 17, 2014 Posted December 17, 2014 I started Skype conference for Slayer. Here's the link: skype:?chat&blob=ZcBb34fTysW173RvJlPAo0YeMu16iKeYcKde1ZWhgzNDhhoOlgAjZkNhj08buw_bbgG1zQRI_pdl just paste it in skype chat and then click. quite easy.
Yuhoke Posted December 17, 2014 Posted December 17, 2014 Sadly, it doesn't work. 6K RC (5HS) 2HS c.S does though, but it might not be universal. Aw crud. Well 2HS combos in the corner are still something. Skype conference yeah!
Drake Aldan Posted December 18, 2014 Posted December 18, 2014 Filled out the ground gatlings on the wiki. The link between j. 2K and j. P/j. K in air combos seems uncomfortable to hit. If you hold down a button, does it repeat that input for a few frames like Persona? (The combo in question - 5K > 236P > RC > 214KK > 5K > jS > jH > jD > j2K > jP > jK > jc > jK > jD) ed. I think I got it. Instead of 5K after 214KK, cS seems like it works better.
fogelstrom Posted December 18, 2014 Posted December 18, 2014 Filled out the ground gatlings on the wiki. The link between j. 2K and j. P/j. K in air combos seems uncomfortable to hit. If you hold down a button, does it repeat that input for a few frames like Persona? (The combo in question - 5K > 236P > RC > 214KK > 5K > jS > jH > jD > j2K > jP > jK > jc > jK > jD) Kudos for updating the Wiki. Dunno systemwise but you just have to wait out the recovery of j.2K fully since it's a link. I had troubles at first where I would press j.P/K way to early. What I did at that point was to just to it way late so I could actually visually see that the move came out and after that I pressed it slightly faster after getting somewhat of a feeling of when the recovery was done and I could start pressing buttons again. Not on the same topic but I played offline matches yesterday for a couple of hours and it's like night and day versus online for me. EVERYTHING I fail online works flawlessly offline. All links, combos, setups and just about everything. Felt great playing yesterday and I will take online for what it is. Too bad I feel like Slayer is one of the characters getting hurt the most of the poor state of online. I mean I miss c.S, f.S, c.S, f.S, 2K, 2D more than I hit it online but offline yesterday it worked 100% of the time with one exception being really at max range.
Uncivilized Elk Posted December 18, 2014 Posted December 18, 2014 IMO using 100% tension off 6K is not worth it unless you win the round. I'd second simply doing cS fS cS 2D, or if you don't want knockdown for some reason just end it with cS fS cS fS 5K 236K. By the way, why is it that I rarely see a 5K from cSfS cSfS before the mappa? Does it affect the juggle if you RC into CWH or something? I usually just go or the 5K because juggling beyond jKSHD is too hard for me at the moment anyway, and it doesn't do enough extra damage for me to dedicate that many hours of training mode to it.
Loli-Zero Posted December 18, 2014 Posted December 18, 2014 It's just a harder link, and most people probably feel safer skipping the 5K in tournament. P.S. I posted the barebones of the combo thread. I'll be filling it out a lot more tomorrow. Give me a day or two to add everything we've already found, and then people can start posting anything I missed. If you have any concerns about the format, just let me know here or in the skype group Robobobr made.
fogelstrom Posted December 18, 2014 Posted December 18, 2014 As Loli said it's just a tighter link with 6K being 6F startup and 5K 7F. Hase usally does the 5K instead from what I've seen. But mostly it's such a slight difference it's not worth you randomly doing a bad drop especially if you are going to spend 50% to RC 236K and continue the combo.
Uncivilized Elk Posted December 18, 2014 Posted December 18, 2014 Ah. I personally think that link feels the same as chaining cSfS into itself, and it's waaaaay easier than doing 2K > anything from the jD (which if you mess that up you sacrifice oki). With the RC into CWH I agree it's not worth it unless you're 100% sure in yourself, but as a meterless combo into mappa, I think it tacks on like 15 damage and thus I always try to go for it, especially since the more I practice the better I should be at it.
Reox8888 Posted December 18, 2014 Posted December 18, 2014 How are you guys handling bursts? In my local group people have started bursting the 1st hit of cwh after a mappa rc. This seems like a really smart place to burst and I've been thinking about doing more sweep combos at least until they use burst. Is this actually not all that bad? Like should I not care if they burst there? I guess what I'm asking is what ways are you guys using to take bursts?
fogelstrom Posted December 18, 2014 Posted December 18, 2014 I don't really do anything at bursts. Unless I do a hard read if someone is saving the burst. People need to GG burst more way early in the matches overall. I also find it difficult to punish burst even when I bait then with jump cancels.
Sophisticat Posted December 18, 2014 Posted December 18, 2014 So... First impression is that Slayer is now shit-tier for all the nerfing he's received (or #Reloading depending on how you see it). I've got a lot to catch up on, but what's his mixup and pressure options now? It's hard to make his stuff work because it's so bare-bones now...
The_undercover_beret Posted December 19, 2014 Posted December 19, 2014 How are you guys handling bursts? In my local group people have started bursting the 1st hit of cwh after a mappa rc. This seems like a really smart place to burst and I've been thinking about doing more sweep combos at least until they use burst. Is this actually not all that bad? Like should I not care if they burst there? I guess what I'm asking is what ways are you guys using to take bursts? Not really answering the question, but under some circumstances there is the YRC Option Select, I have yet to learn how to use it, so I can't tell you tell if it's practical with Slayer. More details there at the bottom of the page: http://www.dustloop.com/wiki/index.php?title=Offense_(GGXRD) So... First impression is that Slayer is now shit-tier for all the nerfing he's received (or #Reloading depending on how you see it). I've got a lot to catch up on, but what's his mixup and pressure options now? It's hard to make his stuff work because it's so bare-bones now... 2K is +4 on block, so 2K 2K acts as a frame trap. 6K is - on block, has 20 frames of start-up and we can no longer combo after without RC/CH, so it's not as useful as it used to be. Mix-up wise he is more left/right c.S orientated thanks to his Long Dash Cancel. Otherwise Underpressure is now ±0 on block so It's Late/2K is safer now.
Loli-Zero Posted December 19, 2014 Posted December 19, 2014 So... First impression is that Slayer is now shit-tier for all the nerfing he's received (or #Reloading depending on how you see it). I've got a lot to catch up on, but what's his mixup and pressure options now? It's hard to make his stuff work because it's so bare-bones now... Someone asks these kind of questions about every page. If you take a cursory look through the last 5 pages or so, you will find a lot of good tech/advice on how to use slayer in Xrd. Sent from my iPhone using Tapatalk
Sophisticat Posted December 19, 2014 Posted December 19, 2014 But it's no fun if I can't complain about it... Ty, Beret. It makes sense he'd make more use of dash now. Not much else he can do.
MoralHazardPay Posted December 19, 2014 Posted December 19, 2014 So what do you do with Slayer's oki? I'm new to the game, and have mainly been either comboing to Mappa or RCing to CWH into j.SHD (as I don't have the continuation down pat yet), but I'm not quite sure what I should do once they're knocked down. Do you instantly go into a Dandy Step S followup with a P Dandy whiffing the first hit (and then either It's Late, throw,) or a low) and a K Dandy landing it meaty, make them guess if you just did a BDC Mappa vs forward dashing and hitting them with a c.S or a 2K?
Loli-Zero Posted December 19, 2014 Posted December 19, 2014 Yeah that's the basics. Then you just rotate in gimmicks. Just know you can get thrown out of dash through and the post under pressure meaties. So you have to condition players with throw baits Sent from my iPhone using Tapatalk
fogelstrom Posted December 19, 2014 Posted December 19, 2014 But it's no fun if I can't complain about it... Ty, Beret. It makes sense he'd make more use of dash now. Not much else he can do. It has already been said but this time around Slayer isn't his 'overpowered' AC/+R version. He had a HUGE amount of stuff in the latest installments but this time around he's simplified and more fundamental and footsie based. Even with all the nerfs he received, in this entierly new game, he still has a bag of goodies to use. It's just not as big and you can't rely on BBU for absolutely everything. Played some good matches online yesterday (finally) and even though I couldn't check my own lobby record I'm sure I had some 80%+ win ratio. As soon as you get respect and people blocking you can have alot of fun with the stuff he has.
RoBoBOBR Posted December 19, 2014 Posted December 19, 2014 My friend came up with an interesting setup, using j2K YRC. Basicaly, if you YRC it early -- you drop back down, so you go for smth like SS 9 j2K YRC jH -- it creates a small hop with jH. Of course you can do other stuff there, the point is the hop itself.
Loli-Zero Posted December 19, 2014 Posted December 19, 2014 I'll have to mess with that. If it's low enough you could land and go low too. f.S is plus frames too so that a good time to do it Sent from my iPhone using Tapatalk
SuperJ Posted December 20, 2014 Posted December 20, 2014 i ended up testing the gap between dstep S > H. tried to 5K in between with sol but i always get a trade. which means no followup slowdown after all?! am i going crazy? also late to the party but 214KK has more untech than 214PK, which explains everything. you can get 214KK, 6H xx 214PP on standing ram lol
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