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Posted

We can have knockdown from 6k? :)

 

From what I understand you can link 2p(Hopefully 5S as well) after 6k now in the corner for a full combo punish.  If it works midscreen you will be able to get a knockdown off 2p<2d at the very least.

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Posted

Of course it's meaty only, otherwise Hase would have been so hype

I think it would be +4 on unmeaty crouching hit

 

Hmm, I wanted to believe so hard.

 

 

Regardless meaty/Ch will be good.

Posted

I'll update with more 1.1 tweets tomorrow night. Lots of stuff to go through.

Hase has been doing research, getting amazing results like Corner Throw RC > K-Pile > K-Pile > 5H-2H, and 2K xx 2PSH

Posted

I'll update with more 1.1 tweets tomorrow night. Lots of stuff to go through.

Hase has been doing research, getting amazing results like Corner Throw RC > K-Pile > K-Pile > 5H-2H, and 2K xx 2PSH

 

Thanks man, appreciate it.

Posted

We have any reports about what possible followups to CH P Pile exist if any? Is there a way to combo this meterlessly outside of the corner for example?

Posted (edited)

We have any reports about what possible followups to CH P Pile exist if any? Is there a way to combo this meterlessly outside of the corner for example?

Hase is being really thorough. Give him another day or two. He is addicted to K Pile right now haha

 

 

Collapsed: Taka, mostly 6K related:

https://twitter.com/mochida_tw/status/574805335153639426

Timing meaty 6K on Ramlethal: From SSS 2D, hit 5P as fast as possible then 6K.

[Not sure about this last line, whether "空" is being used to mean "whiff" or somehow "air hit"]

 

https://twitter.com/mochida_tw/status/574926442250665986

Combo on Faust: 5K > jK2K jD > jKSHD

[Not sure if this is a followup to 2H or just starting from 5K]

 

https://twitter.com/mochida_tw/status/574941708011483136

"Meaty 6K is too difficult..."

 

Hase and Taka agree it will be important to master meaty 6K, Taka wants those knockdown loops

 

https://twitter.com/mochida_tw/status/574879671793246208

Taka wonders why other people cannot see how strong 1.1 Slayer will be. However, he thinks Slayer will be stronger than before, depending on the 2H changes.

 

https://twitter.com/mochida_tw/status/574898568042938368

Against Sparrowhawk, Mid-Low gets beat by 2P and Low-Mid gets beat by 5P. This is after normal blocking the first hit.

 

Axl MU looks tough with better hitbox on Rensen and 5P, corner combo damage with j.D wallstick, and Rensen knockdown. Taka misses having DOT wallstick for Axl

 

https://twitter.com/mochida_tw/status/574949004833726465

Taka struggling to learn meaty 6K timings. Ogawa tells him it's needed for the new era of Taka rushdown

 

https://twitter.com/mochida_tw/status/574954689336250368

Taka's doing research on using short dash (66) for timing meaty 6K

 

Collapsed: Hase:

https://twitter.com/KamoneSoccer/status/574854340961177600

Corner combo: 2K Mappa RC > 5D(6) > 6H K-Pile > 5H-2H > c.S > j.SKD

 

https://twitter.com/KamoneSoccer/status/574854565801029632

Near corner, lightweights only: Throw RC > K-Pile > K-Pile > 5H-2H > c.S > j.SHD

 

https://twitter.com/KamoneSoccer/status/574854951689547776

Near corner, lightweights only: j.D Footloose(2) RC > K-CWH > 6H K-Pile > 5D(6) > 6H K-Pile > walk forward c.S-2D

 

https://twitter.com/KamoneSoccer/status/574855691199893504

Touching corner: 2K xx 2PSH > 5K > air combo

 

2K xx 2P does not work on Faust, use meaty 6K instead of 2K

 

Does not work on I-no, Slayer, Ramlethal, Axl because 2S fails to hit

 

https://twitter.com/KamoneSoccer/status/574858030606499840

If far enough from the corner, you can do K-Pile > K-Pile > 5H-2H > air combo

 

I think he's saying optimized air combos are universal now, just have to make character specific K-Pile combos now

 

Medium weight K-Pile combos from Throw RC are character specific

 

There's some conversation about whether Slayer is becoming K-Pile-Man or if he's becoming 2H-Man

 

https://twitter.com/KamoneSoccer/status/574877143269662720

Sanma taught Hase the power of 2H-Man

 

https://twitter.com/KamoneSoccer/status/574913846571225089

2K xx 2PSH works on Ky, Elphelt, Faust [not sure why Faust is here if the link doesn't work on him...], Sin, Potemkin, Zato, Bedman. Afterwards, you should do 5K > air combo

 

Might work on Leo, but he hasn't confirmed

 

Some combos from Taka. Hase really wants a universal combo

Ky: 2K xx 2PSH > 5K > j.K2K > j.D2K j.S > dj.SHD

Potemkin: 2K xx 2PSH > short delay > 5K > j.SH > short delay > j.2K j.K > dj.SHD2K-PD

 

https://twitter.com/KamoneSoccer/status/574919670358142978 [very confusing]

Against May, SS > walk 1 frame > SS 2D worked, no 2K needed

 

https://twitter.com/KamoneSoccer/status/574925660839223296

Something about the Ky matchup. Slower 2H will make Ky 2D harder to deal with. Sounds like he wants to use 6K to dodge it

 

https://twitter.com/KamoneSoccer/status/575297746623574016

Hase will be looking into combos besides K-Pile-Man

 

Collapsed: Hase part 2:

https://twitter.com/KamoneSoccer/status/575570385590226944

On Faust and Slayer: CH It's Late > 6H P-CWH > 6H K-Pile > 5D(6) > 6H K-Pile > c.S-2D

CWH needs to hit on late active frames

 

https://twitter.com/KamoneSoccer/status/575570575281799168

Zato; near corner: CH 6P > K-Pile (air hit) > j.D SDD(2) > SSS 2D

 

https://twitter.com/KamoneSoccer/status/575570850730131457

Zato, Faust, Sol; from starting position: CH P-Pile > 5H > K Mappa (late hit) > c.S > j.K > dj.SKD2K-PD

 

https://twitter.com/KamoneSoccer/status/575571287139041280

Midscreen corner carry, ALL CHARACTERS: 2K Mappa RC > K-Pile > K-Pile > 5H-2H > c.S > j.SHD

"K-Pile-Man Era"

 

 

 

wait, what does 2K xx 2PSH mean? 2K then link to 2P 2S 2H w/c sends them flying? then 5K is confirmed afterwards?

Correct. 5K will be possible because 2H received more untechable time.

Edited by daymendou
Posted

wait, what does 2K xx 2PSH mean? 2K then link to 2P 2S 2H w/c sends them flying? then 5K is confirmed afterwards?

yeah man untechable time of 2H allows 5K air combo in corner i think

Posted

Untech time of 2H was increased?  Does this mean we aren't forced to try and link 5P on light weights now and lose damage?

That sounds good especially with some dudes who's hitbox in the air can make j.S not work all the time.

Posted

Mikado will be holding some 1.10 events this weekend. There will be a 5v5 on Saturday (3/21) and one of the teams is Hase, Taka, En, Moga, Nage (all Slayer). There's also a Same Character 3v3 on Sunday (3/22) so hope to see some nice 1.10 Slayer action!

Posted

Even seeing the Newbie Night regulars today's made me happy.

 

 - 2H is very alive.

 - So is 5H xx Pilebunker

 - Since Kdandy Pilebunker now wallslams, this means 5H xx PB RC KPB 5D 6 cl.S 6H xx Pilebunker is now a thing.

 - Counterhit 6P IAD j.H seems like it's going to be easier than in AC.

 - Yes, 2K, 2P 2S 2H j.K > air combo you prefer to do works.

 

Still waiting to see DOT done full screen.

Posted

^This.

 

I'm pretty hyped with some of the Slayer stuff I saw on Jonio's stream last night.

 

2H = Welcome back. And holy shit. Ha.

 

And the forced 70 damage proration on Dandy K > Pilebunker makes more sense/seems acceptable to me now. Especially when you see 3-4 of 'em in one combo now...

 

I could be wrong cause I was half-asleep...but I think I also a CH P Pilebunker > 6H> P Pilebunker on Elphelt at mid-screen distance from the corner. 

Posted

 

https://twitter.com/mochida_tw/status/574805335153639426

Timing meaty 6K on Ramlethal: From SSS 2D, hit 5P as fast as possible then 6K.

[Not sure about this last line, whether "空" is being used to mean "whiff" or somehow "air hit"]

 

You were right on the first guess. In this case, the kanji for sora is part of sukashi, referring to empty/whiff 空かし

Posted

2H looks like -8, according to my frameskipping.

 

since 1.1 combos are going to be K pile heavy, i wonder if characters have consistent post-wall stick wake up timings (the opponent is invincible for a brief period after the slump)? this could potentially be a good way to come up with easy/universal meaty 6K setups on the entire cast.

Posted

here's today jonio stream for those who missed it

http://www.twitch.tv/joniosan/b/638680412

at 2:28:00 you can see ch p pile and 2:30: 00 starts to do some slayer training so ... 5H > P pillebunker is red beat

2H is amazing for pressure after 2k

5:45:00 taka show

 Just watched some

 

My thoughts:

  • 2k < 2H or 5k < 2H will stop most of that stupid 2P/Sweep mashing that ruins most dandy pressure.  Basically we have a mix up, thats great.  Big buff here, especially with the increased untech time.  Saw it RC once on normal hit into Dash < 5S < Aircombo.
  • Helter Skelter not bouncing you up so high makes j.H so much more reliable and you can get consistant knockdowns on people.  Huge buff to me at least.
  • New corner combos after Mappa are now RC <  KPilebunker < 5H <2H < Aircombo.  Looks really fun and does great damage.
  • Keeping momentum after every single dash cancel means you now have some of the best mobility in the game.  It gets out of alot of stupid projectile oki now it seems as well.
  • Saw Bite into Bite.  Looks much more fluid then before due to the increased stagger.  Looks only practical in the corner though.
  • Starting the round with 2H is fun
  • DoT range increase is nice.  I dont know if they added less startup/invuln frames or anything but I see the Slayers reliably doing it on wakeup.
  • Throw < RC < KPile means waaaay more reliable corner combos against people.  I saw a reliable combo on Elphelt and that makes me very happy.
  • 5S x 4 < 5K < 2D is reliable now, yay
  • CH PPile < 6HS < PPile worked the one time I saw it attempted mid screen.  Yay for more damage.
  • I didnt see 6K really used at all, im assuming because people havnt really tried working it into things yet.
  • 6P is still really good

 

 

My 2cents

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