ApertureBlack Posted March 5, 2015 Posted March 5, 2015 It has to.....ugh. I'll just RC footloose after and go die in a corner. Haha. Well, at least we can still get 250+ damage with 100 meter reversal...yay.... In all honesty though if they made it full screen again but removed the wall stick I can tolerate the change...but if they only slightly added some range and removed the only thing good about the move currently something is seriously wrong with whoever is managing slayers balance changes. Aperture, I don't think I've ever had fisticuffs with you, sir. I invoke fisticuffs! Well, my Psn is listed, though I doubt Ill be able to play/manage a stable connection today.
SuperJ Posted March 5, 2015 Posted March 5, 2015 they can make CH DOT do 0 dmg lol.. if the range increase is substantial enough and i can whiff punish with it! it looks like en was theorizing that dot wallstick got removed because of the stun dmg they added in loketest #2.
Malice Posted March 5, 2015 Posted March 5, 2015 Well, I'll be home for lunch in about 30 minutes if you'd like to try. :D Also, if the range was back, I wouldn't mind the no wallstick either.
ApertureBlack Posted March 5, 2015 Posted March 5, 2015 Well, I'll be home for lunch in about 30 minutes if you'd like to try. :D Also, if the range was back, I wouldn't mind the no wallstick either. You can add me, but I again I doubt that I will be able to, maybe at a later time. they can make CH DOT do 0 dmg lol.. if the range increase is substantial enough and i can whiff punish with it! it looks like en was theorizing that dot wallstick got removed because of the stun dmg they added in loketest #2. Thats incredibly stupid balance wise if they did that. I dont know about y'all, but approaching/YRC with a projectile mid/fullscreen was too hard and shouldnt ever be allowed to be punished, therefore when we buffed a move to be able to do so on a character who has no good projectiles and struggles against most characters, we removed all the damage they couldve gotten off of it. We are so smart.
kylercashdollar Posted March 5, 2015 Posted March 5, 2015 Slayer will be back to full power soon. I have high hopes.
Malice Posted March 5, 2015 Posted March 5, 2015 Lol, damnit, posted that from Tapatalk. Haha. I do have high hopes, though.
daymendou Posted March 5, 2015 Posted March 5, 2015 With the AC formula, CH DOT would put everyone close to half dizzy. If they're aiming for A tier Slayer, I guess he can't be allowed anything close to a TOD. At least 2H DOT works now
kylercashdollar Posted March 5, 2015 Posted March 5, 2015 Ooh. Meaty 2s 2hs DoT setup. 2s always catches people trying to do anything.
daymendou Posted March 5, 2015 Posted March 5, 2015 Taka seems to be done, so here's what we got so far. SuperJ already posted some of these but I'm including the tweets https://twitter.com/mochida_tw/status/573374426869198848 2H: reaches at round start https://twitter.com/mochida_tw/status/573457843786883072 2H: now -9 on normal block. Ogawa asks if Slayer is weaker than Loketest 2. Taka says "Slayer is weaker, but I'm getting stronger" https://twitter.com/mochida_tw/status/573511630052425728 2D: bigger horizontal hitbox so SSSS 2KD works on I-no (I hope it works for Ramlethal too) https://twitter.com/mochida_tw/status/573513334542106624 P Pilebunker: 6H xx P Pile (I think this is what he's referring to) can connect at max range. CH P Pile > 6H works but it felt harder compared to Loketest 2 https://twitter.com/mochida_tw/status/573514637615878144 K Pilebunker: Cannot land 5H after wallstick (from corner K Pile). From starting position, it's possible to do K Pile RRC > 6[6] > 66 > 5H-2H > c.S > Air combo https://twitter.com/mochida_tw/status/573515243629903872 J.H: Proration is improved or removed. Seems really good. Taka says to stop hoping for ground bounce lol https://twitter.com/mochida_tw/status/573516454575804418 6P: Seems unchanged from Loketest 2. J.H is easy after CH. 6[6] c.S is possible depending on where 6P hits. Something about teching on normal hit and "壁バン" (does it mean "pushed against wall"?). Difficult to use far from wall. https://twitter.com/mochida_tw/status/573519419395022848 2H: You'll want to hit confirm DOT on normal hit and RRC on CH. (Continued below) Untechable time is greater than 30F so you can avoid RC proration. Increased recovery makes it harder to use, so combo into it or to use to counter specific moves. https://twitter.com/mochida_tw/status/573521410938662912 5H: Can combo into P Pilebunker https://twitter.com/mochida_tw/status/573522509204602880 Helter Skelter: J.H works on all characters now. J.S works on some characters. Feels more reliable. https://twitter.com/mochida_tw/status/573523840816410625 DEAD ON TIME: No longer has wallstick on CH. Bite > DOT may work but Taka needs more confirmation (see Bite changes). Reaches corner screen from center https://twitter.com/mochida_tw/status/573527371740938240 Bite: Distance after Bite is pretty far. Stagger time is greatly increased, can connect 6H with no stagger recovery. Change in forward dash momentum seems to have extended FDC Bite range. https://twitter.com/mochida_tw/status/573529235467325442 System: Reversal Throw/Blitz are more important to watch for. Taka was thrown out of meaty 2D a few times. (Continued below) f.S xx c.S and 2K xx c.S are a lot easier, 2H > c.S superjump JI might be better. Some characters have adjusted air hurtboxes. https://twitter.com/mochida_tw/status/573534166601465856 Matchups that Taka played I-no, Ky, Venom: about the same Faust, Elphelt, Sol: a bit easier Leo, Axl: unpleasant Bed: scary Ram: pathetic https://twitter.com/mochida_tw/status/573538504275177472 Projectile Blitz is not that easy (I assume he means getting the stun on opponent). I-no note sometimes needs 2 Blitzes. Consider using DAA or supers if the Blitz isn't guaranteed.
ApertureBlack Posted March 5, 2015 Posted March 5, 2015 https://twitter.com/mochida_tw/status/573519419395022848 2H: You'll want to hit confirm DOT on normal hit and RRC on CH. (Continued below) Untechable time is greater than 30F so you can avoid RC proration. Increased recovery makes it harder to use, so combo into it or to use to counter specific moves. I dont really think that the increased recovery will change much of the corner combos. Assuming it still has the 13f start up it will still be used in the corner after 5H to go into air loops. Midscreen ya it will need that DoT or Cancel. https://twitter.com/mochida_tw/status/573514637615878144 K Pilebunker: Cannot land 5H after wallstick. From starting position, it's possible to do K Pile RRC > 6[6] > 66 > 5H-2H > c.S > Air combo Did they somehow change the wall stick time? Like currently you have all the time in the world if you land a CH in the corner to do it. https://twitter.com/mochida_tw/status/573521410938662912 5H: Can combo into P Pilebunker 5H<J.C<Stuff might work if you have enough time. 5H will be scary in the corner. https://twitter.com/mochida_tw/status/573522509204602880 Helter Skelter: J.H works on all characters now. J.S works on some characters. Feels more reliable. This is a huge deal. Helter Skelter is a decent mix up option on its own but was so god damn stingy on its timing noone used it. If you can now reliably get j.H<j.D<5.K/S<Something it will be huge in Slayers gameplan. https://twitter.com/mochida_tw/status/573523840816410625 DEAD ON TIME: No longer has wallstick on CH. Bite > DOT may work but Taka needs more confirmation (see Bite changes). Reaches corner screen from center This angers me greatly, We need to know how much further it travels otherwise its just a straight up nerf to an already bad move. https://twitter.com/mochida_tw/status/573527371740938240 Bite: Distance after Bite is pretty far. Stagger time is greatly increased, can connect 6H with no stagger recovery. Change in forward dash momentum seems to have extended FDC Bite range. If he has enough time to land a 6H at max range, then I would assume that you may be able to get a knockdown somehow with the larger 2D hitbox. If anything it may make bite loops a thing or just make the delay between the bites small enough to use it as a mixup. https://twitter.com/mochida_tw/status/573529235467325442 System: Reversal Throw/Blitz are more important to watch for. Taka was thrown out of meaty 2D a few times. (Continued below) f.S xx c.S and 2K xx c.S are a lot easier, 2H > c.S superjump JI might be better. Some characters have adjusted air hurtboxes. I want this so bad. WHY THE HELL DO SOLS/ZATOS FEET NOT EXIST IN THE AIR, WHY IS CHIPPS HITBOX SO BIG, AND WHY DOES ELPHETS AIR HITBOX MAKE ME WANT TO KILL MYSELF. *ahem* Well, I really want to see what Helter Skelter can get now. Such a cool move concept.
daymendou Posted March 5, 2015 Posted March 5, 2015 Remember that normal hit K Pilebunker will wallstick in 1.1, which is different from the CH P Pilebunker wallstick we have now. It's not really a surprise since anytime you can fit K CWH, you can K Pilebunker. 5H > IAD j.D2K will Black Beat if you try it now. Maybe it will work in 1.1? En pointed out that DOT would be guaranteed CH against Blitz, so I guess wallstick is dead. Bite > 6H is against 0 stagger recovery, it's just an example. 2D against Level 2 recovery would be great.
ApertureBlack Posted March 5, 2015 Posted March 5, 2015 Remember that normal hit K Pilebunker will wallstick in 1.1, which is different from the CH P Pilebunker wallstick we have now. It's not really a surprise since anytime you can fit K CWH, you can K Pilebunker. 5H > IAD j.D2K will Black Beat if you try it now. Maybe it will work in 1.1? En pointed out that DOT would be guaranteed CH against Blitz, so I guess wallstick is dead. Bite > 6H is against 0 stagger recovery, it's just an example. 2D against Level 2 recovery would be great. Well, I hope something comes up with Pilebunker Regardless I want a knockdown after a bite or bite loops again. I would hope that 5.H jump cancel combos should be a thing.
Banoffee Posted March 5, 2015 Posted March 5, 2015 This angers me greatly, We need to know how much further it travels otherwise its just a straight up nerf to an already bad move. Is it really that big of a nerf? CH DOT is rare, it's a risky strength for a move to have and definitely not worth making it shit in every other regard. I'll happily take the full screen punishes, real corner carry and stun damage over unsafe CHs.
ApertureBlack Posted March 5, 2015 Posted March 5, 2015 Is it really that big of a nerf? CH DOT is rare, it's a risky strength for a move to have and definitely not worth making it shit in every other regard. I'll happily take the full screen punishes, real corner carry and stun damage over unsafe CHs. Again, I dont have the info on how long the move travels and I stated earlier that I would be totally ok if the move was fullscreen and didnt CH stick. But.....if the move only has slightly increased range my rage will break. BDC/FDC DoT for life.
Malice Posted March 5, 2015 Posted March 5, 2015 I'm excited. I really just want knockdown from bite, and 6k to be scarier though.
ApertureBlack Posted March 6, 2015 Posted March 6, 2015 GGs, Aperture.:D Likewise, dose scary BDCs and Airthrows. Though I really need to get BDC Bite down, but its really hard on the PS3 Analog. Also...youre like the first person Ive played besides my friend who mains Leo in like 2 months lol. Great Games regardless, learned alot of things. Sorry about the initial room that suddenly got like 20 frames of lag as well.
SuperJ Posted March 6, 2015 Posted March 6, 2015 i gotta start working meaty IL into my mixup >_< little trick. if slayer makes the right angle with his arm on impact, you can link 2K. otherwise it's not meaty enough
kylercashdollar Posted March 6, 2015 Posted March 6, 2015 Haha, yeah. Your Slayer is very nice. I kept dropping combos though. I'm not a netplay god. -Malice a.k.a. Kylebunker
kylercashdollar Posted March 6, 2015 Posted March 6, 2015 SuperJ. KD from c.S f.S 2k 2d usually burns enough active frames from 2d to get meaty IL. -Malice a.k.a. Kylebunker
koufdell Posted March 6, 2015 Posted March 6, 2015 i gotta start working meaty IL into my mixup >_< little trick. if slayer makes the right angle with his arm on impact, you can link 2K. otherwise it's not meaty enough you can link dot if you want
fogelstrom Posted March 6, 2015 Posted March 6, 2015 Dno what you all on about reversal DoT. It has 7F startup without any invul. I don't see how you would ever ever ever use it as a reversal tool? Looses instantly to meatys. But it not sticking on CH imo is a fair trade if they increased the range substantially. Else it would be to broke if you could just CH fish with DoT 3/4 screens away. Liking the changes so far at least. Will be fun once it finally hits console.
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