ApertureBlack 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. Mostly just FDC/BDC DoT punishes, thats all.
kylercashdollar Posted March 6, 2015 Posted March 6, 2015 Yo, but DoT JI combos are still real. :D Lmao.
Malice Posted March 6, 2015 Posted March 6, 2015 Cape.....: http://youtu.be/FwzEzPkJ1r8 Heaviest heavy slash.: http://youtu.be/dJogsD-E3JQ FLY AWAYYYYY: http://youtu.be/ibTL7h7NRZI
ApertureBlack Posted March 6, 2015 Posted March 6, 2015 Not anymore! :D It gets me wondering when the dash cancel momentum changes happen how freaking far you will be able to move with cape.
koufdell Posted March 6, 2015 Posted March 6, 2015 try doing BDC DOT like this 63214647 ... the fastest cancel i got so far
daymendou Posted March 9, 2015 Posted March 9, 2015 https://twitter.com/en_turuou/status/574103761838153729 CH 2H doesn't launch as high, can't get 6H midscreen. https://twitter.com/tanabataheidern/status/573793839976091652 2H RRC > K Crosswise > 6H > K Pile (wallstick) > 5D(6) > c.S > j.PKD; from starting position, on lightweights K Pile > 5D doesn't work if Pile hits on grounded opponent. https://twitter.com/KamoneSoccer/status/574215908857528320 Combos are very easy now, such as character specific air combos. So far, Hase doesn't feel Slayer changed too much. https://twitter.com/KamoneSoccer/status/574247157932290051 K Pile is a good ender for a lot of combos. Meaty 6K in corner can link to 2PSH, then you can combo 5K > j.K2K > j.K > dj.SHD2K > dj.PD for example. But 2S seems to whiff after 2P on I-no, Slayer, Ram I hope this means 2S has a wider hitbox cause I hate being stuck with 2PPPP
SuperJ Posted March 9, 2015 Posted March 9, 2015 how fuckin sick would it be if K pile wall sticks every time during a combo. something like corner K pile > 5H-2H RC > K cross > 6H-K pile > 5D6 > c.S-6H-K pile > 2D
tortoos Posted March 9, 2015 Posted March 9, 2015 So far, Hase doesn't feel Slayer changed too much. So we still about that low tier life?
ApertureBlack Posted March 9, 2015 Posted March 9, 2015 so we have 2S2H gatling now .? ... good We have always had that...it was just bad.
koufdell Posted March 9, 2015 Posted March 9, 2015 We have always had that...it was just bad. wow ... never noticed that ...i must do my homework
kylercashdollar Posted March 9, 2015 Posted March 9, 2015 2s2hs is great.....9 active frames on 2 SUPER meaty.
ApertureBlack Posted March 9, 2015 Posted March 9, 2015 2s2hs is great.....9 active frames on 2 SUPER meaty. Really? Ive never really found a use for it other then random blockstrings or whiffpunish. The weird hitbox of 2s doesnt help much. When can it be used for great effect may I ask?
kylercashdollar Posted March 9, 2015 Posted March 9, 2015 Meaty on opponent wake up, if they press anything they get hit. They can't jump, reversal will be difficult to pull off. 9 active frames is godly.
ApertureBlack Posted March 9, 2015 Posted March 9, 2015 Meaty on opponent wake up, if they press anything they get hit. They can't jump, reversal will be difficult to pull off. 9 active frames is godly. Meh, I was more thinking of in blockstrings. Regardless Im am so happy that we can get a knockdown off of 6K. The mere fact that Slayer now has a high low mixup will increase his gameplan by a mile.
daymendou Posted March 9, 2015 Posted March 9, 2015 After thinking more about it, the 2D horizontal hitbox change is really good. SSSS 2KD on standing Maybe something more off 2K xx cS 2PSD should work from more ranges, maybe even 2PPSD for easy confirm
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