Jump to content
Dustloop Forums

Villainous

Members
  • Posts

    473
  • Joined

  • Last visited

Everything posted by Villainous

  1. could you link it here? I have no idea where this supposed "SRK thread" is.
  2. Using j.S on Sol helps a lot in air combos, it pulls him up to a reasonable height. Works for me.
  3. Lately I've been really lazy with the floaters and I've been using the air super if they're too high to get a knock down if I can't any other way. I've had to do it a lot vs Ino. Waste of meter but atleast you get some extra damage and occasionally a 2 hitter. I still hate bridgett the most though, fucker is so hard to combo.
  4. vs. Chipp I found 2D RC 5H JC j.H j.K JC J.K j.D j.2K j.K xx 5P "the rest" or)...............................................xx 5H PB
  5. Vids of Slayer BEATING Pot. All I see is slayer losing to him in these vids.
  6. So what do you guys do against hammerfall spamming pot? That move rapes me T_T
  7. You don't even have to fake it really. Just make it look like a convincing meaty. 6K recovers so fast you can block as soon as his foot hit's the ground almost and it's really difficult to tell a 6K intended to bait and a 6K intended for wake up apart.
  8. Where'd you get this info from? Seems like the right case, but just curious how you know.
  9. Yeah bite is definitely techable, I've seen it twice now and Slayer is very clearly in his whiff animation for bite and there's a purple flash. Maybe you have to hit like back and H or maybe do bite's input at the same time. I'm not sure. I believe when I saw it, it was in a slayer vs. slayer match, so it could just be like a bite clash? I dunno.
  10. Yeah it's an all or nothing move, for sure. I just use it when they think they're safe to jump away at range. Not many people FD that far away >_<
  11. Ahh that would help a lot. I had trouble this weekend in semi finals at a tournament because I was fighting a bridgett which I had never fought before and I couldn't ever get a knock down after air combos because he was too high for the dj.D finisher. What you said might help with that >_<
  12. I wish there were more good combos vs. Bridgett. I hate not having cheesy easy relaunch combos vs. that whore. What do you guys generally do vs. him?
  13. I think there's like 2 pins right on top of mine. Stupid people all living in the same city. And damn, east coast is too strong. I feel sorry for the middle parts though. It looks so lonely out there Y_Y
  14. Ahh ok so it's in the timing of the first 5H. That explains why I couldn't get it.
  15. I think it's just a lot of guard meter. 3 undertows get them flashing IIRC. so after 2D 5H JC, how late do you guys do the j.H? If I do it right away, the j.K lands to early to be able to get on the ground and relaunch, and if I wait to do j.K, they're too high for it to hit. Is there a trick to this?
  16. Whoa, that much difference? That's crazy. Thanks for the information though. We all appreciate it!
  17. Turtles aren't human. That's disappointing though. Not much reason to do bite over regular throw, if that's the case.
  18. I have yet to meet a human that can mash at Slip level 3, even when expecting that shit. I say do BBU unless they somehow can get out, then do 2K 2D >_< Seriously though, if you do it as fast as possible, have you ever had anyone escape the stagger to block in time?
  19. BBU 5H Air combo is the best combo after bite I think. No point in wasting tension unless they're REALLY close to death, in which case, spam as much as you want. But generally just keep it to 1 BBU.
  20. Haha oops. I say FRC half the time not even thinking. Here's something nice: vs. Anji in the corner you can do BBU 5H straight into FB pilebunker loops. If you have full meter, it does like 330 total. So fucking dirty >_< Also a cool combo: (in the corner) CH Burst 2P 5K JC "the rest" or if you want to be flashy and waste meter on a prorated combo: j.K j.2K j.K 5H FB Pilebunker loop.
  21. I can't do this...maybe I'm reading the notations wrong since it's a little confusing. Sounds good....maybe someone else can figure it out? In the corner vs. characters with big hitboxes: IAD j.D -> Footloose xx 5P JC j.k j.2k j.k xx 5H FB Pilebunker -> 5H FB Pilebunker -> BBU 265 vs. Ky Also: CH j.H 5H FB Pilebunker -> 5H FB Pilebunker -> 5H FB Pilebunker -> BBU 311 vs. Ky. Have fun. moar combos: IAd j.D Footloose -> 5P JC j.K j.2k j.K JC j.S(3) xx DHD (2 hit) 5H PileBunker vs. Sol. j.D Footloose combos are really good, really easy, and do a lot of damage. I've been using them in matches a lot lately with good results. MOAR COMBOZ CH PB -> 5H PB -> 2P 5K JC Air Combo does a fuckload for no tension. The timing on the 2P is tight though. 2D FRC 5H JC j.H j.K JC j.S(3 hits) DHD(2 hit) 5H PB
  22. hahaha RANDOM COMBOS I FOUND TONIGHT DHD ground hit -> BBU -> 5H "the rest" is like 270-300. 6H links into DOT. new super combo that japanese players will be stealing from america: THE FLYING DUTCHMAN: 5D [9] j.S(2) -> j.S(2) -> j.S (3) -> DHD (2 hit) xx c.S JC j.S Foot Loose Oh man it's so dumb but looks so awesome. It's like he's riding them up into the air as he runs on them. Purely for stupidity / showing off. That's it for useless (mostly) combos tonight.
  23. Yeah the spacing on FB pile bunker loops is tough to get, since they have to be at the right height where you have enough time to 5H them off the wall. Generally if I can get a high-ish wall stick with it, I just do BBU or K Mappa into an air combo, since it's still pretty high damage and a looooooot less room for error. PB loops are indeed 100x sexier though. Honestly, my philosophy is keep it as simple with possible with slayer. Worrying about links is enough trouble so once you get them off the ground, you really want to capitalize off that damage. To me doing an easy 190 vs. a very hard 220 is an easy choice to make. I'd rather have consistency over really nice looking combos. But if you can do the sexy stuff 100% then hell, you're a better slayer than me.
  24. Can you do that consistently? After I SJ j.H, the j.D is too far away. Is it a corner only combo or something? I usually just stick to relaunches because they're easier than PB combos and give you more time to work your wake up game >_<
  25. Yeah, and some characters, it's almost impossible to position to do that in an air combo. Generally, I wouldn't go for that combo unless you're fighting a heavier character or one with a hitbox that extends lower. Characters like Ky, Johnny, Axl, Eddie, etc etc are easier to air combo pile bunker on for some reason.
×
×
  • Create New...