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Posted

Most of his routes where 5D into K Pile loops can be used, can also be optimized for a little more damage by omitting it. So I don't think this really hurts him. 

ok i will post the vid...... i have to show you that no more tk moves are allowed 

i recorded the stuff for animeilluminati stream some big names were there fab hasegawa so i guess the slayer in the vid was hase

i will let you judge :) but basically no more dash canceling moves during the animation

https://www.youtube.com/watch?v=lSbYrDquk0s

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Posted

ok i will post the vid...... i have to show you that no more tk moves are allowed

i recorded the stuff for animeilluminati stream some big names were there fab hasegawa so i guess the slayer in the vid was hase

i will let you judge :) but basically no more dash canceling moves during the animation

https://www.youtube.com/watch?v=lSbYrDquk0s

Thanks for posting the vid. Especially since all I've seen is some footage of Jack-Off and Johnny so far.

I still don't think not being able to do Whatever>K Pile>RRC>5D>TK K Pile> etc etc. is really gonna hurt him. As long as they don't change the K Pile buff he got in 1.1 he'll still be able to do damage regardless.

Now, if they change shit around where he can no longer Homing Dash>c.S>6H>K Pile after Corner 5D...then that's gonna be lame. Cause his old 5D>[6]>5H>2H>5H>2H route was kind of annoying IMO.

I'd be more concerned if they took away/altered his CH 6P, 2H, and UP>IL buffs to be honest.

Posted

So I've been messing around with Dandyism and its crazy fun so far, but I've got a question for you guys. What are the main frame traps Slayer uses? I can whiff punish well enough, but I'm not finding myself feeling all that scary up close. Any tips?

Posted

Thanks for posting the vid. Especially since all I've seen is some footage of Jack-Off and Johnny so far.

I still don't think not being able to do Whatever>K Pile>RRC>5D>TK K Pile> etc etc. is really gonna hurt him. As long as they don't change the K Pile buff he got in 1.1 he'll still be able to do damage regardless.

Now, if they change shit around where he can no longer Homing Dash>c.S>6H>K Pile after Corner 5D...then that's gonna be lame. Cause his old 5D>[6]>5H>2H>5H>2H route was kind of annoying IMO.

I'd be more concerned if they took away/altered his CH 6P, 2H, and UP>IL buffs to be honest.

yeah me too ... i never liked that new dust mechanic in xrd (missing impossible dust so much,more intresting if you ask me)

Posted

Now, if they change shit around where he can no longer Homing Dash>c.S>6H>K Pile after Corner 5D...then that's gonna be lame. Cause his old 5D>[6]>5H>2H>5H>2H route was kind of annoying IMO.

 

 

Well, if you've seen the video, c.S > 6H > K Pile doesn't work because it seems only the first hit after dust wallsplats the opponent. 6HS > K Pile probably works

Posted

Yes, it's actually my go to combo from raw dust, and I follow it up with 5HS > 2HS > c.S > j.S > j.H > j.D. Very simple and does good damage. 

 

But 2HS > c.S won't work after a few piles so I guess I'll just do something like 5HS > 2D or just P pile. We'll see.

Posted

So I've been messing around with Dandyism and its crazy fun so far, but I've got a question for you guys. What are the main frame traps Slayer uses? I can whiff punish well enough, but I'm not finding myself feeling all that scary up close. Any tips?

5K is +3 on block, 2K is +4. 5K-6H is a pretty good frame trap; you can yrc the 6H to mess with your opponent, or you can cancel it to dandy step to start a guessing game. But if you wanna be scary up close, you definitely need to learn backdash cancel.

Posted

Crossup 6K

 

https://youtu.be/17ylhrmThiY

 

Just do empty K Dandy then 6K. It works on everyone but the 3 heavies. Faust will actually get hit by the 6K but I couldn't get 2P after. Not sure if YRC ambiguous jS even leads to anything but it would be nice.

 

 

Anyone have ideas on how to setup double crossup Helter Skelter?

  • 2 weeks later...
Posted

I don't want H-dandy back. The motion for bite in +R is terrible.

What the hell am I even reading? Do you even play Slayer or are you just some spy? I honestly can't tell if I'm being trolled here...

 

Yeah, DOT is like Slayer's only reliable answer to Gunflames.

I've been toying around with dash forward through gunflame at certain distances, but this was in +R. Haven't tested it in XRD yet.

 

So I've been messing around with Dandyism and its crazy fun so far, but I've got a question for you guys. What are the main frame traps Slayer uses? I can whiff punish well enough, but I'm not finding myself feeling all that scary up close. Any tips?

A ways back in this thread there was some discussion about 5H pressure and 5S/6H blockstring mixups. I've been using those to relatively great effect lately.

Posted

Anyone have ideas on how to setup double crossup Helter Skelter?

Do you mean two in a row like

Helter Skelter>jH>cS>214P>H?

Or what are you talkin' bout?

Posted

It's like Helter Skelter (crossup on ground) > (crossup in air) jH

In 1.0, it was possible for Helter Skelter to crossup normally then bounce you in the air on the other side for another crossup. Probably corner only but I never found a way to reproduce it.

In 1.1, it may no longer be possible since the bounce is lower. However, if it is possible then we'll have access to a very fast crossup in jS.

Edit: for Revelator test 2, Corner Dust wallsticks again, but it seems only 1 K Pile is possible

Posted

Hey Slayers, I updated the wiki strategy section with some Slayer fundamentals as I understand them, which I will share here as well:

 

 

Slayer wants to lull his opponents into a false sense of security, then punish mistakes with big damage and explosive pressure.

On offense, Slayer can maintain an aggressive posture for quite some time by chaining frame-positive moves into dashes or IAD pressure while mixing up with throws and grounded crossups.

In the neutral, Slayer is hard to pin down thanks to the visual ambiguity of his dashes. Additionally, he can BDC and FDC into jumps, mappas, and dandy steps to vary his spacing and generate pressure.

On defense, Slayer has a powerful option unique only to him. Correct application of BDCs will get slayer out of almost any pressure

General Tactics

Pilebunker everyone.

Learn BDC bite. Without it, Slayer is half a character. Practice it with both 6321447H and 44632147H. The timing and spacing are different with both, and both are important. The first gives you a near-instant bite with little movement, the second gives you more invincibility frames and moves you backwards. They are applicable in different situations and should be treated like different moves.

Look for anti-air 5P whenever possible. It's got a great hitbox, and can lead to good damage and knockdown.

Tips and Tricks

Buffer 632144 on wakeup whenever you're facing an opponents oki.

During the initial frames of the backdash, you can decide between the following options:
-7H for bloodsucking universe (beats safejumps and most up-close meaties)
-69S for BDC Dead-on-Time (beats everything that isn't blocking/invincible)
-7/8/9 into FD (super-safe, often gets you land-throw)
-96 for invincible-jump into IAD -85SH for BDC blitz guard (standing OR jumping)
-7P/K for BDC dandy (better with meter for YRC)
-2369P/K for BDC Mappa (beats meaty pokes with low active frames and medium recovery)

Once you get used to doing this on wakeup, you can start doing this in the middle of opponent's blockstrings. Most of the cast has gatling into IAD pressure, and invincible command grab is a perfect answer to most of it.

Once your opponent learns to respect your bite game, they will give you some space. From there, you can start throwing 2P and 5P and build those pokes into better frame advantage and pressure.

Does anyone have any thoughts on this writeup? There's a lot more to say, but I feel like this is a good start to building a quick-reference resource for new slayers.

Posted

I've been toying around with dash forward through gunflame at certain distances, but this was in +R. Haven't tested it in XRD yet.

 

 

 

It's an effective tactic. I mentioned it a few posts back. 

 

Even through blocked gatlings into Gunflame. And without needing to Just-Guard beforehand. But it seems a little more finicky at close range. 

Posted

Hey Slayers, I updated the wiki strategy section with some Slayer fundamentals as I understand them, which I will share here as well:

 

Does anyone have any thoughts on this writeup? There's a lot more to say, but I feel like this is a good start to building a quick-reference resource for new slayers.

 

Another good option on wake up is BDC > jump > IAD FLJ YRC to get the fuck out of the corner. IAD FLJ YRC I would say is a must for Slayers to learn in this game.

Posted

Another good option on wake up is BDC > jump > IAD FLJ YRC to get the fuck out of the corner. IAD FLJ YRC I would say is a must for Slayers to learn in this game.

You're definitely correct, I just wasn't sure how granular to be with the options.

BDJC and BDSJC into IAD/IAD FLJ/IAD FLJ YRC are all differently useful, and should be interspersed to keep the opponent on their toes.

Posted

What the hell am I even reading? Do you even play Slayer or are you just some spy? I honestly can't tell if I'm being trolled here...

I played him from XX to AC, and I play him in Xrd, and that's exactly why I hate the changed motion. Giving up years and years of muscle memory for some trickshot thing is just an awful bargain in my opinion. If you want to discuss this further you can PM me.

Posted

I played him from XX to AC, and I play him in Xrd, and that's exactly why I hate the changed motion. Giving up years and years of muscle memory for some trickshot thing is just an awful bargain in my opinion. If you want to discuss this further you can PM me.

You're basically saying you don't want one of Slayer's best movement options ever made because you can't handle the +R bite motion change. No PM necessary - I'm done.

Posted

Did 2s get a better hit box in 1.1? I was able to hit bedman out of task c with it the other night, and I remember trying in 1.0 and getting nailed.

Also what are you guys doing post 6hs on block? I feel like I just cancel into dandy, I need to mix it up more.

Posted

If you connect 6H early/close, it's an iffy situation, being that it's -2. But, 6H is cancelable, so your opponent maybe hesitant, if you trained them right.

 

Connecting late/far, it's +3. You don't need to do anything.

Posted

Sick I didn't realize it was that positive from far away. If it's -2 close, bdc whatever could work if they wanna challenge I guess. Bdc bite could be fun after training them not to hit buttons.

Posted

You're basically saying you don't want one of Slayer's best movement options ever made because you can't handle the +R bite motion change. No PM necessary - I'm done.

Correct, the power level of the move doesn't matter to me if it has terrible feel.

 

edit - For example I like Slayer a lot more in Xrd than in +R even though he's obviously much weaker because he feels better to me.

Posted

Personally I think En does a very small amount of nice stuff. Out of the 6 respectable 10+dan players I know of I'd place him dead last in terms of interesting and entertaining to watch. Don't get me wrong, he's obviously not a bad player but I feel he was ALOT better in previous installments. Maybe he doesn't care as much for Xrd.

Also the other 5 Slayers if anyone was wondering; Hase, Taka, Tanabata, Spike and Eternal.

Posted

The way he uses 5HS late mappa YRC is pretty interesting, I wonder if it's actually worth the meter though.

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