Loli-Zero Posted January 30, 2015 Posted January 30, 2015 On under pressure whiff setups meaties will always beat jab. The only character I wouldn't advise doing that against is Sol, because he can OS wakeup throw and 5K(3f). You can also time it's late to be throw invuln on their wakeup AND have its active frames start before they get a 5F normal out. That's a little difficult though. For under pressure on block -Dandy step Pilebunker does indeed call out mash if you're doing it early in the cancel frames, particularly if you BDC P step, unless they jab once and then wait, in which case all kinds of things work. Another option is to p dandy YRC, and then punish with 2K-2D if you see another jab. This is super safe. You can also just resort to doing meaty Helter skelter mixups because when done properly they cannot be jabbed, blitzshielded, or thrown and give you a crossup that will destroy scrubs BDC bite will always work. If you cannot learn to BDC bite I do not recommend playing Slayer in Xrd. If you practice it a little every day, you can figure it out pretty quick Hell you can do EW for the hard call out if you want. Or start doing meaty sweep setups. Slayer beats mash hard you just have to abandon some of your other options. Sent from my iPhone using Tapatalk
fogelstrom Posted January 30, 2015 Posted January 30, 2015 so... random 2H, 2D and mappa. any notes on those? Though I have already noticed this, and I'm already YRC airgrabing those pesky IADing opponents. hase doesn't seem to care too much for tension. He likes to raw YRC a lot in neutral, any thoughts on that? Random anything is just meh. Okay Mappa can net you CH's and is safe on block unless IB. But generally you should not abuse Mappa. It's one of the easiest situations when people look what you do after and punish accordingly. 25% for YRC air throw... seems wasteful to me. If you can read people well 5P, 2S, 6P and 6HS works great. He'll even doing random 214P and doing CWH on reaction. I understand Hase because after I've played so many matches I rely a lot less on anything Mappa RC. And doing YRC let's you observe the situation and assess it. Opponent gets his inputs eaten. Many gdlk players use 'random' YRC. Unfortunately I spend too much meter on blocked Mappa RC. One of my many bad habits. It's just really dumb.
Qu_Ane Posted January 31, 2015 Posted January 31, 2015 You might want to try Ky, but yes Slayer is a character who is straight forward on the surface, using his advantage on normals and "basic" mixups to overwhelm his opponent into being afraid to press buttons. The higher level you get the harder and more varied all of this becomes, but the character can be pretty straight forward (and successful to varying degrees) if thats how one chooses to play. Also let me add that I've read every page of this thread, and it's made my transition over from Accent Core very smooth. It took a while as Slayer isn't as easy necessarily to translate from one game to another as Sol was, but the posts in here, tips, etc have all been uber helpful. Learned so much again, so quickly Thanks a bunch. I've been going on the assumption that Ky has command normals and specials that are easy to take advantage of (Sol being the same but worse). I try to avoid characters who have too easy of a time, so as to focus on learning the game (which sounds backwards, I know). But again, that's just an assumption. I'll try Ky too.
daymendou Posted January 31, 2015 Posted January 31, 2015 (edited) I can't find anywhere the invul frame for the foward dash, anyone know when they occure ? I was interested in this too so I tried the hitbox viewer for PC #Reload: http://www.dustloop.com/forums/index.php?/topic/5918-guilty-gear-xx-reloadaccent-coreaccent-core-collision-box-viewer/ The viewer displays a countdown for invulnerability frames. I didn't record a video, but forward dash seemed to have at least 6 invul frames. It might be a little higher since the viewer only showed 12-14 for back dash, which is too low. What happens during the dash is Slayer's hurtbox disappears from his starting location then reappears at his end location. I think the hurtbox moves before you see Slayer reappear. Edit: If I'm reading this correctly, 4gamer Wiki says Strike Invul from 5-12F and Full Invul from 7-12F (無敵:5~打 / 7~12無). That's 8 frames of Strike Invul and 6 frames of Full Invul, which matches the hitbox viewer. Edited February 2, 2015 by daymendou
magz Posted February 4, 2015 Posted February 4, 2015 Slayer 1.1 changes: 6p: On CH, knocks back further which makes wall bounce easier. Changed to cause wall bounce even mid-screen (just like AC) Bite: Damage increased from 72->90 Increased recovery on hit Increased pushback on hit P Dandy Pilebunker: Increased travel distance CH now wall bounces Damage reduced from 80->70 No longer counter-hit state during recovery (might be wrong, but the kanji didn't make sense here so just assumed) K Dandy Pilebunker: Wall sticks on normal hit Forced damage proration to 70% RISC level reduction changed from 6->10 No longer counter-hit state during recovery (might be wrong, but the kanji didn't make sense here so just assumed) Dead on Time: Added hit stop Dizzy attack power changed from 0 to 70 Increased travel distance Recovery increased from 31 to 39 frames Air Tech/Recovery: Fixed Slayer having shorter invulnerability than other characters when air teching (not 100% sure on this one, but pretty sure?)
RoBoBOBR Posted February 4, 2015 Posted February 4, 2015 PB has no CH state on recovery now, thus i assume they added it.
Twerk4Dakids Posted February 4, 2015 Posted February 4, 2015 6P buff is going to be amazing. Can't wait to just slap the piss out of people that spam their delicious 5S normals.
illanswerthat Posted February 4, 2015 Posted February 4, 2015 Slayer 1.1 changes: P Dandy Pilebunker: Increased travel distance CH now wall bounces Damage reduced from 80->70 Does this mean both version got dmg nerf? Or just after P Dandy?
Twerk4Dakids Posted February 4, 2015 Posted February 4, 2015 Does this mean both version got dmg nerf? Or just after P Dandy? By the looks of it just P Dandy? Then again the overall buffs to Pilebunkers might lead to more damage?
RoBoBOBR Posted February 4, 2015 Posted February 4, 2015 214PP and 214KP are listed separately, why would you even ask a question like that?
Twerk4Dakids Posted February 4, 2015 Posted February 4, 2015 214PP and 214KP are listed separately, why would you even ask a question like that? Well, do they have the same damage in game atm? Cause if so pilebunker as a move might be listed as one while p and k dandy are the variables that changes the move. Then again I read them as two separate versions. Besides, 10 damage isn't that much of a difference to me compared to the wallbounce and wallsplat stuff.
Martikol Posted February 4, 2015 Posted February 4, 2015 Here's me hoping that he can actually link 2K after a 6K or IL, but eh.... a buff's a buff (that 6P buff looks delicious though).
koufdell Posted February 4, 2015 Posted February 4, 2015 Here's me hoping that he can actually link 2K after a 6K or IL, but eh.... a buff's a buff (that 6P buff looks delicious though). i was hoping for that too ... and more untechable time for the 2nd hit of SDD like in reload but meh... it was a dream
Twerk4Dakids Posted February 4, 2015 Posted February 4, 2015 Here's me hoping that he can actually link 2K after a 6K or IL, but eh.... a buff's a buff (that 6P buff looks delicious though). Oh man I legit just wanted a better 6K and better grab. Dreambuff would be that under pressure has a better hitbox so that it hits lower to the ground to prevent people from just spamming 2D/low profile it.
Wirya Posted February 4, 2015 Posted February 4, 2015 Wow p dandy pilebunker wall bounces on ch? It's happy #reload time, guys. The changes look decent. You really don't want to get CH'ed by Slayer now, and that's how I like it.
illanswerthat Posted February 4, 2015 Posted February 4, 2015 214PP and 214KP are listed separately, why would you even ask a question like that? Because they do the same damage now, and afaik they have always done the same damage. I'm not complaining, it's just not clear. I was hoping they did something with Undertow, and perhaps made Helter Skelter leave the opponent standing/stagger on hit.
RoBoBOBR Posted February 4, 2015 Posted February 4, 2015 They both have same -RISC value now, yet you were not surprised that only 214KP received nerf there?
Wirya Posted February 4, 2015 Posted February 4, 2015 Undertow is already decent enough now (as far as a gimmicky move go, lol) if you YRC it, I think.
Loli-Zero Posted February 4, 2015 Posted February 4, 2015 Overall I guess I like the changes. They are keeping his general gameplay theory the same and just upping the rewards for conditioning people to press buttons. Pilebunker range increase and DOT range increase are really big buffs to neutral imo. What I'm worried about: 1. Bite says increased pushback, so that might prevent RC dust conversions. 2. Bite also says increased recovery??? I hope that means for the opponent and not for slayer. Otherwise bite will be nearly useless. 3. System change to blitz shield takes away one of the only things that keeps Helter Skelter as a viable mixup. Now that blitz shielding it will give you a reject, you'll have to use it even more sparingly or bank on mixing in YRC to bait blitz shield or something. I honestly don't care about things like 6K conversions at this point. But what I was really hoping for was an improved 2S. Slayer's AA game is at its lowest point and that hurts in a lot of matchups. Some of the higher tier characters receiving nerfs might balance things out over all though. Who knows. Sent from my iPhone using Tapatalk
EL_TRO Posted February 4, 2015 Posted February 4, 2015 Was hoping for a better 6K, 2S and 2H tbch. K step Pile bunker might open up some new corner combos and the travel distant seems good. It's not finalized so here's hope for some AC Slayer despite everyone else refusal to see that version of Slayer again
Twerk4Dakids Posted February 4, 2015 Posted February 4, 2015 Was hoping for a better 6K, 2S and 2H tbch. K step Pile bunker might open up some new corner combos and the travel distant seems good. It's not finalized so here's hope for some AC Slayer despite everyone else refusal to see that version of Slayer again I think this is the biggest issue with balancing Slayer atm. He was close to broken in other versions and in Reload he actually was broken IMO. They should at least make it so that everything he has, normals, specials and command normals, actually has a proper purpose. They don't atm, which is what he lacks. There's no proper use for his grab, his 6K is close to ass and his 2S as an AA isn't even close to being strong or classed as a good AA. Its decent at best. Opting for a Slayer that is close to other, near broken versions of him, is really dumb imo.
Wirya Posted February 4, 2015 Posted February 4, 2015 I think bite having more recovery only means that there will be less reward for not RRC-ing it, though 90 damage is delicious (RRC-ing it will lead to about as much damage as any of his other 50% tension combos).
illanswerthat Posted February 4, 2015 Posted February 4, 2015 Undertow is already decent enough now (as far as a gimmicky move go, lol) if you YRC it, I think. It's a pretty shitty gimmick if you ask me. There is only one time I use it, after blocked corner mappa RC FTW. That's pretty shitty utility, I think 1 GP sounds fair. Considering the circus he has to deal with already in this game. They both have same -RISC value now, yet you were not surprised that only 214KP received nerf there? I detect a bit of resentment in your post. Again, it's not made clear, so I don't see the harm in clarification. It could literally go either way at this point. Especially considering that by default the P and K versions currently have different properties on CH. It's not out of the realm of possibility their damage would be changed as well. Sheesh
EL_TRO Posted February 4, 2015 Posted February 4, 2015 Last part I was joking, but I do want a better 2S and 2H.
Melo Posted February 4, 2015 Posted February 4, 2015 Yes, AC+r 2S would be amazing. 5P is great but can't cover the area that 2S can. i would take a buff to 2S over any other normal. Dream changes: -2S AC+r tier -6h jump cancelable -hold s for IL -all dashes preserve momentum during jump not just long dash. -slight buff to 2h range. AC 2h was a little retarded i admit. I would be happy with the above and current changes.
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