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_Sey

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Everything posted by _Sey

  1. I went for CS-11 (red + gold/yellow accents) and CP mitsurugi's and noze's palette (CP-2 and CP-13?) tbh I think CP is the version with the best colors so far, most CS-era colors were pretty bad except for the Venom cosplay.
  2. Thank you! Yeah, I got a bit too worked up about the frame gap after c.S, it really shouldn't get IB'd much unless I'm being too obvious/trying to go for a long blockstring (or something equally stupid). Chipp's 2S seems like a really strong normal to me, sure it's 7fr but it does have a pretty long range + stagger, dunno, I felt it was a pretty big problem even when playing vs. a good Chipp. Regarding Alpha blade, do you mean jumping over the follow up? or the move all together? I'm guessing you mean the whole move? eitherway, the follow up seems to have a deceptively huge hitbox and I've got hit a bit too many times after jumping the move and trying to punish with jHS/jD (or jK if I had tried to read it and did something like a preemptive iad back). The HS follow up is indeed -15 at best but it also pushes him a bit too far to get any decent punish isn't it? I think just doing 5K/gambling with dandy k after blocking alpha blade is overall the better option, I guess 5HS mappa RRC is indeed a pretty big punish if you end up blocking alpha blade's follow up. Yeah, rekka pressure isn't too much of a problem, a bad Chipp won't space it well/not care about IB/FD so 5K will often get Slayer out of it, vs. a good Chipp I did get my 5K whiff punished a couple times with 2D though... I don't remember the exact sequence/wtf I was doing, I'll have to check a couple of replays. Is BDC <something> any good vs. jH oki? I think BDC sj should get Slayer out but with how ambiguous that setup is I guess that it's pretty easy to get the bdc input crossed up and get hit -> back to the blender. BDC iad j214k may get Slayer out of the wall cling corner oki, I think, I really should try it a bit in traning mode but, again, Chipp can chose on what side he can land/hit you so getting bdc inputs crossed up could still be a pretty big problem (unless you are willing to try to read that he's going to wall cling > 2D lol). welp, I think I may be losing a bit too many matches mostly because of my lack of exp playing Slayer more than this match up just being straight up bad ahah
  3. In what kind of situations is delayed bdc bite useful? instant bdc bite is pretty obvious, but I'm not sure if I understand where/why you'd use backdash into bite, wouldn't you just end up out of range + whiff bite?
  4. Wanna know what other character was really good at going for time outs? CS1 Rachel.
  5. How am I supposed to do anything in this match up when IB 2S beats every single option Slayer has off most of his gatling/normals? if c.S gets IB'd Slayer's only safe options are a) p mappa b) iad back, which are all terrible or puts you in an even worse situation, even 6P loses to 2S which makes no sense. Our 2HS loses to his 2D. Gamma blade dominates neutral so much that dandy steps/fwd dashes are just not an option. Alpha blade is another extremely good option, who cares if you manage to block it? the best punish you get (unless you are willing to gamble with dandy vs. his HS follow up) is 5k k mappa, which is (again) a really shitty option that puts you in a situation where he can just mash /anything/ and win or neutral jump jD and punish your bdc bite attempts. oh, and if you miss time your 5K by a few frames and he does his HS follow up? surprise! you've just lost 60% for trying to get a chance to play. I'm sure it's my BB background that messes me up, but I honestly don't understand how am I supposed to pressure Chipp AT ALL when literally every single blockstring Slayer has loses to IB 2S or he can just mash on some of his 5/7frames normals and have a much better reward for hitting us than the other way around. I don't even lose to idiots that just mash on teleports, air throw/bdc/blocking deals with that stuff/kind of player way too easily, but I just can't do it vs. Chipp that mash on 2S all day, it honestly feels like he just gets to drum over 2K/2S/2HS/2D whenever he's either in hitstun or blockstun (or any situation really)... and get away with it! I am aware of his pressure options (e.g I don't get hit by his (bad) command grab and I often either air throw it on reaction or jump out, admitedly I should jP > combo instead of air throwing though), but I still can't do anything about, if I try to focus and block/deal with his rekkas/pressure/cmd grab I end up just getting 2P/2K > tick thrown all day -> I end up losing my patience and lose to stupid shit over and over again if I'm playing a long set vs a Chipp. I'm this close to just dropping this stupid character and pick someone much dumber like Sol or Chipp himself, I'm obviously too stupid to learn how to play Slayer, I swear I've tried studying the match up and Slayer's/Chipp's options but I just don't get it, how am I supposed to not lose 90% of my games if I can't play neutral nor pressure him? I'm sorry for the rant but this character is just too stupidly strong/safe, his low health is barely a problem when he's got a full screen shoryuken that leads to 60% combos or a +5 projectile.
  6. That thing about 214da beating 2a and 214dc beating 5a doesn't make sense, i mean, that's how it works already when cancelling from C normals, 214da is low invul and 214dc is fast enough to not let you mash. I don't think not having cancellable stance from every normal is going to be that big of a deal... even good jp players get hit by stuff like 3c 214da from time to time, and Hazama's pressure has always been more about throw/strike/6A than mashing on stance and dealing no damage off 214da, but we'll see, it's just the first loke test! I don't really like how the new chain seems to work, but still I've never been fan of just throwing around chains in neutral and flying around without any clear direction and I felt 3 chains to play around with were just too much but idk, what scares me is "After using an Ouroboros follow-up, it's impossible to follow it up with other attacks for a while." does that mean we can't do chains > "empty" jA and stop our momentum? if that's so then that's a HUGE nerf, like, the worst nerf he has ever gotten and that's definitely something that would cripple his ability to be any good. meh, I really wanted that new move to be some sort of playstyle-altering-kind of move, instead it's just a tool to get into stance, zzz hopefully they changed something about 6B, ever since it was nerfed from +3 adv to +1 adv that move became even more useless. edit: hountejin has no invul anymore but comes out faster, thats an ok trade off, I wish it could travel further too (3c > whiff hountejin ; the new move does not force you into stance, that's pretty good if it's + on block.
  7. Quite a few of his most damaging routes have always been chara specific (rip CS1 623D j6D routes). 5C(1) or 5C(2) can mess up all sort of distances depending on the character you are facing, 5A 5B 5C(1) 4D or 5A 5B 5C(2) delay 4D are all pretty consistent on most "medium to heavy" characters, go for 5A 5C(2) 4D for small characters (makoto, amane, carl, plat, tao?), never bother dashing unless you want to cross under with 214D~66A
  8. I was experimenting a bit with that 2D 5P whiff setup daymendou posted. It seems to be pretty easy to consistently hit meaty 2D or 6K on Chipp when timing them with a whiff 5P. If you do everything as fast as possible 2D will (just barely) whiff, what I found to work well for timing 2D/6K meaty has to been to do 5P whiff asap and then take a very slight step forward before inputting 6K or 2D. I think meaty 6K lead to cS fS cS fS 5K 2D. I'm 100% sure cS fS 5K 2D worked, I forgot to take any note and I was testing this a couple days ago, I'll hit the lab later and check it out again. Meaty 6K was surprisingly easier to land than meaty 2D (well, a meaty 2D that would lead to {cS > air route} at least). Proximity OS: what could we use it for? 214P+HS 2P seems to work OK vs. Chipp 2nd rekka, if he goes for the overhead rekka Slayer does p bunker, if he stops Slayer briefly does standing barrier > 2P (which is actually pretty good since Chipp is minus after his second rekka anyway).
  9. Who do you guys think are Slayer's worst match ups? Has any JP top Slayer ever put out some sort of matchup chart? I'm still a scrubby Slayer but so far Sin/Axl/Venom/(good)Zato have all been pretty hellish. Sol has been OK even though he can be pretty wild and build huge momentum. tbh I feel Ky is a bit harder to deal with than Sol but I admit I often make a lot of mistakes/get too impatient when dealing with his projectils... oh, and messing up bdc bite vs. his 6H or bdc jump back vs. his fullscreen projectile oki doesn't help either, I guess he's likely not that bad of a match up considering how strong Slayer's okizeme can be vs. him.
  10. yep, I agree! you either block or if you think you've got a read you can call out f.S/236H with a preemptive iad jD/jHS, the risk/reward ratio can be pretty bad though. he doesn't really get much from making you block his specials anyway, sure you may incur in some chip damage but that's still better than losing 70% to one of his random hit and then having to deal with deign setplay... IB elk hunt (his slide, 236k) at all costs, he's +2 on normal block but -2 on IB, IB elk hunt > mash 5K seems to work really well for me (I've actually haven't tested this out in training mode just yet, but I've noticed I literally have never got wrecked for mashing 5K after IB'ing 236K, ymmv lol) 2S > 236K is not a true blockstring, even more so with IB, you can mash 2P or BDC stuff inbetween (easier said than done, his 2S and slides are all quite fast, it can be really hard to be "ready" to deal with that situation in neutral unless you are feeling confident with you reads). I feel like you really just want to be calm and collected at all times vs Sin, if he has a full/near full calorie gauge then just make your way in slowly while using walk/empty 214P~ (out of 214S/236S range) to gain a bit of meter, try to make his waste calorie and then go in. fwd dash can be an interesting pressure tool, his DP will whiff and if he's mashing throw/5H and you end up behind him with a fwd dash what happens is that 5H's first hit will hit you but the second will not, giving you a free punish. If they get cute with jHS/jD you should know that you can air throw him inbetween, and if you IB his jHS and he doesn't commit to jD/that air special he has you should be able to throw him most of the times, kinda like what you'd do vs. bad I-no that mash her dives. His tk 236H is also annoying to deal with at round start it pretty much covers gambling with dandy, fwd dash, back dash, 6P... it's a pretty decent round start option for him tbh, I think it loses to round start 5HS (should CH him mid air, haven't tested it in training mode but I've hit this a couple times on netplay and I can't think of any other situations where I could hit an air CH 5HS at round start lol) and 5K? In most jp vids most Sin seems to be afraid to press stuff at round start... I wonder why, tbh it feels like round start is a very strong situation for Sin, Slayer won't yet have any meter to be able to convert any stray hit into good damage while Sin starts with enough calorie gauge to deal, like, 50%+ off a good hit lol, I guess it needs a bit of testing. This match up sucks, hard, fS/and all of his specials are hard to deal with and often require you to be good at reading the other guy or straight up just gamble with BDC mappa/iad jD/pile bunker. At least we get a few cute combos out of air hit 236K I guess!
  11. The way he uses 5HS late mappa YRC is pretty interesting, I wonder if it's actually worth the meter though.
  12. 1. What's the most damaging combo off 5D midscreen? I'm aware that's midscreen 5D is pretty a bad midscreen starter/mixup and that if I have to use it I may as well score a jD knockdown with the routes in the OP but sometimes I feel like I'd just rather go for max damage if I manage to land a 5D. 2. What's the "best" aerial route? or, what are the aerial routes I should be aware of? I've seen so many variations of Slayer's aerial route that I find it a bit confusing. Like, is there a trick to comboing jD > jc > jS? I often feel like I drop it because of height but then it also feel more consistent if I delay jc jS...
  13. Does anyone have any experience with this match up at all? Vids of good players are scarce and mostly useless. Here is what I've got so far: Hazama is going to have to chase Amane, and while a well timed chain is going to get you in it can be pretty tough to end up in such position and then win off momentum. 5D is useless in this match up, Amane has multiple ways to deal with it (distance dependent): - iad/hop jB - 5C - 3C - 2C - dash 5B - jump back jC - ...? he doesn't get much off most confirms but you really don't want to give him the chance to make you block stuff at all. His 5A and 6A are pretty good vs. our air approaches but that's to be expected. I feel it's still way easier to play around his 5A and 6A than staying on the ground for too long and have him hop fwd jB and letting him start his gameplan. The only grounded movement worth using is dash~barrier. d[1AB] is really good in this match up, Amane will often try to stand at (his) 5C max range as that will tag any 5D attempt, will be relatively safe from our dash 3C and will force you to air barrier it if you were to try to get in with jump back ~> chain. When he's at 5C max range he also has the option to hop/iad jB pretty easily, this will also "beat" dash~barrier (you'll be forced to block unless you get lucky with the spacing, be prepared to block high as his jA now hits overhead and he can gatling jBA). Dealing with his pressure seems hard. I haven't tested it much at all, but Hazama has no reliable way to AA his jB. his hop jB mid pressure is not much of a threat, dash forward ~ 5A will often low profile and then punish his hop jB... but will lose to j6D(?) and it's also not that easy to do. His 5B is a pretty strong mid/close range button, Hazamas 3C/d.5B can't really deal with it. His hops/air hops are pretty obnoxious but 623D and 4D/6D can deal with them well. I think he has a corner setup where he can ground drill you for free while still being safe from hountejin. uhm, yeah, I'm a bit at a loss here, I don't think Amane wins the match up but I don't think it's an easy match up to play, at all. This match up feels very spacing/reaction oriented, it can be pretty challenging to keep track of what Amane is doing when you are inside his 5C max range (Will he hop/iad and try to get in? Will he mash 2C/5C? 5D? etc.) and it's not that hard for him to put you into that situation. so, uh, anyone has any tips? I'm likely missing something about his pressure and movement options.
  14. You should always prefer 5A 5B 5C 4D to 5A 5C 5D, better damage and easier to adjust depending on the character (delay 4D, only use 5C(1)) etc. 5A 5B 5C 4D also works if you end up having to dash after 214D~66B although you may sometimes end up crossing up with 214D~66A. There are a couple characters where you may want to omit 5B (Carl, Makoto, Platinum, Amane?) but even then going for 4D 214D~66A still opens up a better route (6C bounce 5DA 6DD jC jC5 j214B, you wouldn't get this route if you were to use 5D earlier because of SMP). You shouldn't really have to dash much though, for whatever reason 214D~66B 5A doesn't feel like CP1/1.1 and instead feels like it can link from slightly further away than before. It IS a hard habit to break but you get used to it and you can often recognize the situation anyway, at worst if your 5A whiffs you can still go for basic oki/pressure. (I have no proofs/tests to back this up) Try not to use too many normals to confirm your hits too. Stick to 5B 5C(1) 3C, 2B 5B 3C, 5B 2C 3C etc. (this is pretty hard to do consistently and takes a bit of forethought on how your opponent likes to mash out/deal with your stagger pressure but it is an invaluable skill that you need to be able to pressure well with Hazama).
  15. cool. too bad you can't do jump loops in CP2 let alone connect jC5 after 214B, therefore confirming 2C 5C will lead at best to 2.9k off 2C 5C 4D 214D66B 623D.
  16. AA CH 2C 6D xx 214D~66A d.5C 6C 5D j2Cw d.5C 2D xx 214D~B 623D d.5C(1) 2C tkj214B ~4.1k way higher damage than what you can get by confirming 2C 5C like in CP1.1. there's quite a bit of time to hit with 6D, I was trying this on Tsubaki but I'm sure it'll work on pretty much anyone, just need to time 6D well.
  17. yes, it is. if done right (as in, you hit with your starter fairly close to the opponent and you actually input ~66b) you should literally be able to mash 5A and it'll connect.
  18. are you sure you are doing ~66B? also nope, you are not even supposed to dash to get the best combos this time around, you can literally just mash on 5A and go from there if you confirm stuff like 5B/2B/5C close enough to the opponent. you still need to d.5A if you end up further away though
  19. j4DD vs. j6D~~D, which one do you guys use the most for closing in? I've been playing Hazama forever but this is actually one of the few nuances I never quite understood about the character. j6D~~D gives slightly higher frame advantage if you end up hitting/making the opponent block, but it is overall a negligible difference. if you super jump back then you DO have to use j6D~~D to get the same movement, but why sjb.j6D~~D if you can just jb.j4DD? j4DD is a bit more prone to crossing up the opponent when used when close to the opponent (say, match start distance) but if you end up a bit further away then it's pretty much the same. j6D~~D flings you to the ground and therefore gives you the chance to try to do cute stuff like faking a jB but going for 5B/2B, in most situation (if not ALWAYS) the opponent could just mash 5A to hit you out of jB and dash 5B/2B though. Against normals like Ragna's 6A ("slow" frame 1 invincible AAs) they end up working the same (j4DD j1B or j6D~~D j1B will often "safe jump" Ragna's 6A, that's also why most good Ragnas will go for 5A AA or 6A unless they are going for an hard read/you use j2C a lot over jB). so, uh, yeah, how do you feel about these two chain movements?
  20. I haven't tried your midscreen stuff yet, but as far as the corner combos are concerned they all do less than what I've posted (d.5C 2D 214D~44A route). And for the other stuff they all forego doing corned 5D xx 214D~66A which I feel is a pretty big "mistake" as they do similar damage to the basic route while not being as burst safe. Interesting stuff on the iad j2C though.
  21. 214D~A has feet invincibility now ahaha, amazing. It is slightly slower, but it's literally a hop kick kind of move now. Example application: Tao used to be able to IB our 5B and then just mash on her 2B to beat a lot of stuff, now if she IB 5B and mashes 2B our 214D~A will jump and punish her 2B.
  22. uh, I can jA pink air throw (both on hit and on block) with Hazama just fine as usual.
  23. Yeah, I was refering to grounded ch 5C > CT, I haven't played around with it much yet but I doubt it'll be a better starter than ch 3C d.CT anyway, just found it kind of odd. Anyway, corner stuff: 2A > 5B > 5C > 3C > 236A xx 214D~66C > d5C > 4DD > jC2 > jC5 > j214B any B/C normal > 3C > 236A xx 214D~C(2) > d.5C > 2D xx 214D~66A > d.5C > 6C > d.5C > 4DD > jC5 > j214B any B/C normal > 3C > 236A xx 214D~C(2) > 5C > 6C > 5D xx 214D~66A > d.5C > 4DD > jC5 > j214B unlike literally any other hazama combos in any other game you **DO NOT DASH 5C AFTER 214DC** if you want to combo 6C > 5D. the first B/C combo is the optimal meterless corner combo but it feels a bit unstable right now/I want to test it a bit, it's not too hard to do consistently but I haven't tried it on some of the more annoying characters yet. corner 214D~66A nj2C is indeed a safe jump that can catch rolls just like CSE 214D~B! I haven't found a good way to end combos with 214D~66A that would also not lose too much damage compared to jC combos... yet! I think there could be some hidden tech behind doing corner swap 236A xx 214D~66B, although it would still be something you'd only do if the opponent was out of burst, but it could still be an interesting option. It's also true that most reversal are (even w/ RC) somewhat harmless now, and safejumping a reversal when the opponent has 50% meter to burn anyway is... not that interesting as an option I think a more interesting option could be going for "low" jC5, I've seen a couple vids where it looked like something that was done on purpose and it wasn't the Hazama player dropping the j214B input on accident. It could be interesting because of the spacing you end up at, but unfortunately I don't think Hazama has the kind of tools a character needs to setup more than basic okizeme setups, so I'll probably just try to figure out the optimal roll punishes
  24. Is the lack of a Skype chat the reason why it has always been the same 3~4 guys posting meaningful stuff about Hazama since continuum shift extend? If I only I had known earlier!
  25. 5A 5B 5C(1) 4D seems to work on everyone but plat/carl/makoto. for those three go with 5A 5C(2) 4D Only using 2 normals (3 with 3c) as hit confirms seems to be a pretty good general rule too. I'm going to play around with what's possible in those situation where 214D~66B 5A would drop but 214D~66B d.5A wouldn't, I think 5C dl.4D should let us convert to 214D~66A. I was also strolling through the jbbs and found this wiki which looks like it has optimal stuff already (along with damage and hg values): http://www54.atwiki.jp/hazama_wiki3/pages/56.html CH 3C CT is nearly as strong as 3C Hountejin as far as punishes are concerned (midscreen I got 4.7k off CH 3C CT compared to 5.4k off 3C Hountejin), confirming into hountejin has obviously more uses but it's nice to know we don't have to spend 50 meter to deal nearly 5k. I think the combo was CH 3C > d.CT > d.5C > 6C > 5D xx 214D~66A > 6DD > jC5 > j214B I actually didn't bother writing it down, my bad, I was just testing a bunch of routes and confirms. Also I noticed ch 5C > CT works now, did it also work in CP1/1.1? I swear it did not but idk. ch 3C xx 214D~66C maxed out at about 4.3kish I think, I was doing the same route as every other CP2 combo, d.5C > 6C > 5D xx 214D~66A etc. Random tip on combo: when doing routes with 5D xx 214D~66A, you are supposed to delay ~66A a bit and charge the stance for a few frames, unlike CP1/1.1 where stance~66 would pretty much guarantee a lv2 follow up. Same goes for ch 3C xx 214D~66C (there's a lot of time for charging/dashing after ch 3C, way more than what it may look like).
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