ApertureBlack Posted March 9, 2015 Posted March 9, 2015 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.
ApertureBlack Posted March 9, 2015 Posted March 9, 2015 That's not calculating if it was meaty? I dont believe so, no.
kylercashdollar Posted March 9, 2015 Posted March 9, 2015 That's a lot of extra frames to work with. Also character crouch height, too. Would be the same as burning active frames, but you may get easier links.
daymendou Posted March 10, 2015 Posted March 10, 2015 Of course it's meaty only, otherwise Hase would have been so hype I think it would be +4 on unmeaty crouching hit
ApertureBlack Posted March 10, 2015 Posted March 10, 2015 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.
daymendou Posted March 10, 2015 Posted March 10, 2015 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
ApertureBlack Posted March 10, 2015 Posted March 10, 2015 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.
kylercashdollar Posted March 10, 2015 Posted March 10, 2015 So, on standard crouch box. Free combo on Faust. <3. Also it always seems to hit venom on the back of his head.
Melo Posted March 10, 2015 Posted March 10, 2015 Ok, blocked 2S2H > bite/throw is hilarious in the corner.
tortoos Posted March 10, 2015 Posted March 10, 2015 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?
daymendou Posted March 11, 2015 Posted March 11, 2015 (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 March 11, 2015 by daymendou
Martikol Posted March 11, 2015 Posted March 11, 2015 wait, what does 2K xx 2PSH mean? 2K then link to 2P 2S 2H w/c sends them flying? then 5K is confirmed afterwards?
koufdell Posted March 11, 2015 Posted March 11, 2015 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
Angry Guy of DE Posted March 12, 2015 Posted March 12, 2015 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.
daymendou Posted March 17, 2015 Posted March 17, 2015 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!
Pichy Posted March 19, 2015 Posted March 19, 2015 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.
Onakira Posted March 19, 2015 Posted March 19, 2015 ^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.
koufdell Posted March 19, 2015 Posted March 19, 2015 here's today jonio stream for those who missed ithttp://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
Martikol Posted March 20, 2015 Posted March 20, 2015 I don't know if this is real or just my imagination, but I think slayer keeps his momentum after he yrc's out of dandy https://www.youtube.com/watch?v=rAj2UpNfkLc on the 9:20 mark
Honnou Posted March 20, 2015 Posted March 20, 2015 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
SuperJ Posted March 20, 2015 Posted March 20, 2015 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.
ApertureBlack Posted March 20, 2015 Posted March 20, 2015 here's today jonio stream for those who missed ithttp://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
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now