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Everything posted by Kicks
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Do you mean two in a row like Helter Skelter>jH>cS>214P>H? Or what are you talkin' bout?
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More Hase goodness c/o Goldenrody https://www.youtube.com/watch?v=xROThk5HFFw He does Under Pressure > It's Late > RRC on Block into IAD jSjK>Footloose > Combo First time it beat out a poke after they Instant Blocked It's Late Second time it was a fuzzy guard break. I think this is the primary function. Totally rad and tons of damage.
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That's wonderful! Thank you so much.
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Mikado Exhibition Matches Sol (NOB) Vs Slayer (Taka) + Sol (Haaken) Vs Slayer (En) https://www.youtube.com/watch?v=Rg9pPVVdtfI
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For K Mappa, P Mappa, on block, on hit, on crouch hit, if two Slayer's reversal 2K afterward, who wins?
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This is my hardest matchup. After this is Ram and Millia and Sol. I am looking for any and all advice or random tips. I lose to nonsense nonstop. It's super rough. Only thing I've learned lately is try to air block jump ins so you might be able to throw him. One of the craziest advantages is his crossup teleport. A lot of Slayer's stuff requires some startup (6P, Dandy Step, 6H). You can't use any of that unless you're 100% because of the crossup teleport. It's exhausting. 6P doesn't even beat Alpha Blade anymore unless you're way early.
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I walk forward, jump forward and short dash forward then block a lot. Currently not a scary matchup for me. Good May's will stay out and fish with 5S, 5H and jH while setting up Balls and Animals. I will fish with 5K, just like you said, but 3K is a big risk unless they have meter so it doesn't bother me. (you get a free CH 5H or 2H!) If I can get my 5K blocked, then I feel like I'm in. I can P or K Mappa depending on what they like to do afterward and/or if they're FDing. The Mappa is there to get them to just block, then off of 5K you can start doing 6H or Instant Air Dash off of it (Standard Slayer stuff). If they like to mash after blocking Mappa, and they normal blocked standing, backdash cancel into Instant Air Dash. If they crouch blocked or FD, I'm confident in going for a 2K. An ideal spot to be in is her in the corner, at Post Blocked P Mappa range. This is ideal because her fastest stuff will whiff you and then you can just punish with 5K or 2K, etc. When you're going for pressure in the corner, try and get yourself into this position. This makes it so they can't mash out of Under Pressure>It's Late either. Either they will whiff or their extended hitbox will get caught by your attacks. No great reversal means you get to go ham, but be careful of 2H and Blitz Shield. In the corner, a crouching May is wanting to 2P, 2D, 2H, 5H or 3K. A standing May wants to jump out. An FDing May also wants to jump out. 6H or 236K or air throw accordingly. Her back jump is one of her best defensive tools, but you can counter it if you're ready. When you're at neutral, I don't have much advice other than just fish better than her. Her normals have great priority, so don't try to beat them head on, try and catch her coming in instead. If she sends out a beach ball, I try to jump and block it to get rid of it. I keep 5K, and both Mappas locked and loaded so that I can snipe any backdashes or pressure openings (like if she whistles for a dolphin after a normal) I also fish with 6P a lot. I usually only do this at a good range because they can punish it with 3K or a late dolphin ride or a simple jump or air dash. Just getting close and getting her to swing with a normal(even if you just block it) is a better position to be in than her far away throwing animals at you. You cannot beat her jH, find ways around it. It will mess you up. I feel not enough Mays use vertical dolphin against Slayer. Maybe not enough of them are setting it up well enough, but I feel like I can always backdash out of knockdown dolphin and otter setups. I fear the Mays who know this and will just go for 5K, 2P or 2K>2D when I'm knocked down.
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PK 236P is a classic tool against hammerfall. Because of Potemkin's big hitbox you can harass him with 5P a lot more than other characters. Things like 5P 5H are another option
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Repost from the Zato matchup thread Zato vs Slayer https://www.youtube.com/playlist?list=PLuks2u58S37aKI_4ZEuZxsnPaZngXGpL3
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Throw some good Zato's on PSN at me. Seriously, I know what you're saying and this is already old footage, but I've played this matchup for many years and this is the easiest iteration in my opinion. If 2P and 2S are stuffing you so much, then dash or air dash more. Or back dash cancel into mappa or dandy if you can do it. <- On that note. If your Dandy Steps are being interrupted, in general, space them out more so that you're swinging at their limbs with the attacks rather than their body. EDIT Just wanted to be clear, I meant favorable as in... I'd prefer to fight Zato over a huge majority of the cast. I don't have a solid grasp on the tiers yet, but I feel Slayer is kinda low and Zato is pretty high. Anyways! I appreciate the feedback, here are some more matches from tonight. Sorry one of the vids is only one match (the last one) cuz I thought I had used up all my time for my ps4 split on the second video. Anyways! https://www.youtube.com/watch?v=IPptOUt7S2o https://www.youtube.com/watch?v=93eOgYSVXxs https://www.youtube.com/watch?v=MB3ar1liFq4 Playlist of above matches: https://www.youtube.com/playlist?list=PLuks2u58S37aKI_4ZEuZxsnPaZngXGpL3
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IAD j.D has a much more reliable hitbox. Like if they jump out and such. Maybe I'm crazy, but I think this might be a favorable matchup for Slayer. Stay out and be cautious when at neutral. Use 6[6] jump to move around the stage to chase him down when necessary. There's not that much to be afraid of after landing Mappa. Use c.S or back dash cancel IAD afterward. Here are some sets from a few weeks ago that I had... https://www.youtube.com/watch?v=EGNxycaMjw8 https://www.youtube.com/watch?v=vbYrC_H4HP4 https://www.youtube.com/watch?v=9JcrSlppfAE https://www.youtube.com/watch?v=YjdKcgB1CME Flight isn't as big of an annoyance as it was in past games, just be careful with the timing, or even force him to commit, then come back in afterward. Pressure super hard because he has no great reversal. If they waste 50% for Super, then I think that's still a win on your end. Use your meter to get Eddy off of you with Dead Angle. The trick is to wait for Eddy to finish his attack, then Dead Angle the attack from Zato himself. When Eddy comes out at neutral, retreat and make him chase you--just don't force yourself into the corner. Then use 2K or 2P to strike Eddy and then Mappa or K Dandy back in. Also practice Instant Blocking the buzzsaw. You'll create more gaps to backdash, jump or 2P or 2K. Learn the spacing for when Invite Hell (drills) can actually come out in relation to Zato and yourself. Do your best not to challenge when you're airborne and Zato is grounded with Eddy out. Just FD!
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Thanks for the notes. They're a big help already. In my own experience and watching lots of Ramlethal footage, she's just so impossible to air throw. I dunno if I should be double or super jumping first or what, but I know I'm not the only one who struggles with this. Really wish there was better stuff after landing Mappa. I suppose I could go for Blitz Shield if I'm 100% sure. I'll try BDC Air Dash more. I feel like I get locked down even if I Back Dash when she's throwin her Oki setups on me. I get out of the initial mixups, but the swords and her nonsense whiff cancel strings just keep me locked down.
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That's a great thought! I'm really bad at Straight Down Dandy but maybe this seems like good incentive to do so.
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What the heck do you even do? She is such garbage.
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Pilebunker Loops! Build RISC Meter with cS>S>236K (anyone know any more info on these 'Enhanced' moves? If you didn't know this builds lots of RISC meter) http://youtu.be/oUBRZmCbN2s I've gotten bigger ones, but this one was handy. Even just one loop is crazy satisfying!
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Sparrow stance is so insane when you get knocked down. Even when you block you eat tons of chip unless you FD, but no FD means you get more frames. It's such a drag. Weird things can stuff it even though he's at full screen. 1.10 Patch notes say he has even more hurt box now though? Anyways, still looking for advice in this situation. When I can actually get up, 2P, 5P and 5K work surprisingly well. Cancel into mappa or IAD to close the gap.
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Fun set against an Eddie player the other night on PSN zyxxlolz(Zato-1/Eddie) vs Kicks42 (Slayer) https://www.youtube.com/watch?v=EGNxycaMjw8 https://www.youtube.com/watch?v=vbYrC_H4HP4 https://www.youtube.com/watch?v=9JcrSlppfAE https://www.youtube.com/watch?v=YjdKcgB1CME I hated Eddie so much in #R but this matchup is really fun now! Been spending a lot of time (in training mode) and effort (meter) on building RISC meter. Once I have that, mixup It's Late and 2H and it's extremely satisfying! I don't do it here, but you can do 214P~P after CH 2H and if RISC is high you get nutso damage.
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Aki and Koro/Ken are my main characters. I don't know enough about the game to know if Ken has a matchup advantage against Aki, but I at least know its a matchup where Ken can really lay on the Koro pressure. Get Koro behind Aki with a roll or whatever and use 2C a bunch. Aki's DP is short range, so you can be really safe with your block strings. You can have a fair number of gaps because of this and then be ready to punish if Aki rolls during it. Also know that he can do 214B>Corkscrew during these holes as well. Vary when you 2B and 2A+B (long range lows) to make this scarier for him. Seriously just try running away a bunch using j.B and 2C but be careful of Aki's j.B because it's a great move and because Ken's 2B is lousy. Don't DP unless you're gonna stuff a jump in or after an instant block and you're super close. You probably know that, but just get into the habit of staying out of situations where you need to DP in the first place. If you can get Aki at full screen abuse 2C 214B>B. It's really hard for him to get in. Use 5B at max range to keep him grounded and to get Koro on him.. As silly and slow as Ken's normals are, the weird followup with 5B will hit if he jumps over the initial stab of the spear. You have a great advantage having Koro out, but if you find you're getting hit early, Koro often gets caught up in his long attack strings so put him away early in this case (5D). Once you land an attack, hit or blocked, bring out Koro out with 5C (hopefull to put him behind Aki) and start mashing 2C with simple Bread and Butter with Ken. In conclusion: Mash 2C and Super Jump backward.
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Ya'll know if it's possible to do Training Mode while you wait for people to join a player match like in P4U?
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Standard Oil you cheat! Let's play some more!
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GGs to VR-Raiden and Zephyr. They smoked my ass!