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Posted

Cool dude, thanks.

 

I have another question though but this time about DCing in general, first is it worth learning 21447 to BD mappa or is 442147 good enough?

Second, as I read through this forum I've seen that people are suggesting to practice BD bite. Is it really worth it? and what's the input?

and lastly, how the hell do you do BD DoT? I know the inputs, but I can't do it on stick

 

once again though thanks for your post.

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Posted

For BDC i personally use

Dandy - 442147 - Good enough with practice if you're confident in your execution.
Mappa - 442369 - Easiest and should be very doable to everyone.

Bite is REALLY good if you can do it but it's damn hard. You can use 44632147 or 63214547 or even 45632147 but this last one you have to input everything so damn fast. Goes for all of them really. You have to be quite good with a stick and I have super sloppy inputs. I only use FDC Bite and maybe BDC Bite in the corner so I don't move away too far hah.
DoT - 4463214569 - Personally I feel that it's hard to do just because the end part of 4569 because as I mentioned I have very sloppy inputs. Nothing I ever use really and my success rate for it in training is quite low.

Posted

BDC Bite is 6321447, and BDC DoT is 63214469.

 

edit: BDC Dandy is also most optimal to do 21447, the fewer inputs after you do the second back, the better. Dandy is invincible starting frame 1, so you don't need to worry about invincibility being transfered, outside of doing an instant BDC P Dandy to it has 7f instead of the natural 3.

Posted

My concern is that If you use that method to BDC dandy and you stutter with the input (w/c will happen), you'll eat the opponents oki. The startup of dandy has a slight invul anyways, and the objective of the move is to get out of the oki and do dandy. I'm really unsure if I should took the time to learn it, then again I'm asking you to know what you use and if it's worth it.

 

Edit: P.S. I don't mean to sound like a smartass, I'm just theoryfightin here =P

Posted

I actually prefer 442147P for dandy. Typically the reason you use BDC dandy is to lengthen the amount of invuln to get out of a meaty and/or get more space away from your opponent so that dandy's forward swing doesn't bring you back into the meaty move. For these reasons you don't want a tight BDC (like what you would use for bite or P Mappa), but rather a loose BDC. I find 442147 to be less awkward for that kind of timing, but really it all comes down to personal preference I suppose.

Sent from my iPhone using Tapatalk

Posted

Exactly my feel towards BDC Dandy as well Loli.
In pressure situations like Hase does I'd assume he uses 21447 but in general movement and more footsie based I'd always go for 442147.

Posted

866j214K (or just air 66j214K) is sooooooooo, soooooo cash. Screams across the screen, smacks anyone in the air.

First I'm getting zoned, then boop! Hi, how ya doin'?

 

The only thing I don't like is how fast you have to input it- but even then that works out, as the "slower, shorter" version can mess up people expecting the "long, fast" one.

 

Is there any drawback to doing this aside from getting predictable with it? I do not feel uncomfortable with Slayer now at all. No more hanging out at fullscreen... There's no escape!!!

Posted

You can just YRC IAD Footloose and then you can block or press any button you want but you'll still retain all air momentum and fly across the screen.
Only downside I've seen is predictability and people can catch on and do 6P or whatever AA they have on pure YRC reaction forcing you to block. So you spend 25% meter to get in their face and blocking. 

But it's still really good to have in your bag of goodies to be able to pull out obviously.
If you get stupid zoned by say I-No with notes and especially HCL you can IAD FL YRC and smack her.

Posted

xrd slayer massively benefits from bdc bite done as 6321447H - when performed correctly it beats 2p mash and, unlike AC, also beats meaties when the bite goes active. you should threaten bdc bite in situations where the opponent is tempted to mash and you are just outside of normal throw range, e.g. after blocked under pressure, or after 236K on hit.

 

under pressure -> bdc bite is especially strong in the corner, as bdc bite has a tendency to whiff midscreen because the opponent walks backwards in expectation of the overhead. lol

 

if the opponent is bad at mashing out of stagger, [bdc bite -> 5K-236K] xN in the corner is a great way to make him miserable

 

also a friendly reminder that you should generally yrc os your bite attempts. don't fuck up like me and get sj.7 YRC though

Posted

I wish I had the execution for BDC Bite. I just end up frustrated in training mode attempting it.
Maybe I should try going back to a LS-32 stick instead of the wiggly Sanwa.
[bDC Bite -> 5K-236K] xN <--- That is just so god damn mean. That and after Under Pressure and 2 really good reasons to learn it.

Posted

Start by getting 632144 down, then just add 7+H. Xrd made BDCs easier, so it shouldn't take long.

Posted

Slayer will briefly disappear, reappear at the same place and DOT will come out.

will i see the backdash animation ?

ps:bonjour si tu veux faire des parties sur psn:koufdell  :)

Posted

If you wanna be extreme you can set the dummy to do 5K and cancel it into 6P and try do BDC DoT between. Stuff like that. But maybe it'll clash with 6P xD
Anyway you can do some setups with various characters if wanna be 100% sure. Maybe Sin 236K, 236HS works as well. I don't have the numers in my head. But just visually as Beret said. You just do a normal backdash but it ends very fast so Slayer only disappears for a few frames then DoT comes out

Posted

Oh.

 

 

(that moment when you thought you knew numpad code well enough failed to comprehend anyway)

Posted

... So. Undertow setups! Let's talk about them.

 

- Helter Skelter RC (Hase?)

- It's Late RC (thanks Sanger Zonvolt)

- Pilebunker RC

- Raw/deep K Mappa RC

 

RC proration reduces the damage, and RC setups can be beaten in a variety of ways (except for Helter Skelter, which is "guaranteed" but difficult to execute). http://youtu.be/hD1YWV4KXW8

 

Canceling into it, via

- cS

- cS > fS

- fS

- 2P

 

Undertow is 60 damage (less if prorated by RC). It knocks the opponent away, and doesn't give hard knockdown unless it lands CH. (I am assuming that you would accomplish this by cranking the opponent's RISC.)

Even on CH it doesn't seem comboable unless you spend meter for RC, or unless the opponent's RISC is at least 70% full (Undertow, 5K > 6H > Pilebunker/CWH).

 

So what would be the use for this move, as compared to walk-up throw or bite?

As far as I can see, you can use it as a gimmick to end a round, or as a mercy kill if your opponent is just not willing to press any buttons as their RISC gets filled...

Posted

Imo it's just a gimmicky way to kill people off.
If they have 50% meter they can DAA and also burst any 'unblockable' setup.
However if they don't have 50% meter or burst you can just end a round in the corner for free if it's with 150dmg or less.
Alot of people don't think about DAA so if they don't have burst you can attempt it. Obviously you yourself need 100% meter.
I also use it to kill off people with low hp after 236K on block sometimes.

Posted

Hello, first time posting here. I have a question about Slayer's oki after a 2D knockdown. In that first really long Hase video where he played against Satou, Roi, etc. he would whiff UP after P dandy then either do IL or 2K. I tried doing it in training and ended up being able to throw the 2K on wakeup every time and was wondering if that should be happening since I never saw it happen in the video. I'm just assuming the players weren't throwing it because they respected him enough/didn't want to get CH by IL. If there's actually a way to make the 2K safe against throws by spacing it or whatever, though, that'd be nice to hear. 

Posted

Yeah that's correct. It is throwable. However, doing a slow IL as a throw bait will lead to a half life combo, so it's a huge gamble for the defending player to do wakeup throw.

Sent from my iPhone using Tapatalk

Posted

If you JI Dandy Step, you get jump options on Helter YRC and CWH RC

 

JI Helter YRC seems really funny and I'm trying to OTG 2K JI Helter, but I don't have the execution. Someone help?

 

 

Edit: Got it with OTG 5H

 

Edit 2: I'm dumb, you can already airdash after Helter. Any use for jump?

Posted

Hey guys what are some of slayer safe jumps against wake up dps? Also what are u guys doing for oki after a grab?

Posted

Hey guys what are some of slayer safe jumps against wake up dps? Also what are u guys doing for oki after a grab?

Dno about safe jumps but standard baiting works pretty well. Just stand and block outside throw range. Since Slayer doesn't revolve around jumping oki it's very uncommon.

After a throw I do standard wiffed UP mixups, meatys (c.S, 6HS, 2K) or dash through. If I got enough respect I also use wiffed 2K into new grab.

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