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Villainous

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Everything posted by Villainous

  1. For me, probably just DOT -> 2 hit DHD. Problem with doing it reliably is that depending on where you hit them with CH DOT (Midscreen vs. in the corner) the timing and what not becomes dramatically different since they stick at different heights. Might be tough to get a universal combo, because of that. I have yet to get an untechable 2 hit DHD off in a real match. It's always the techable version.
  2. I think normally it does, but this is like instant, you get a yellow guard thing AS SOON as you start the bite. It's instantaneous. So I figure the slashback would cover a lot of the throws start up against pokes and what not.
  3. Hey guys, guess what, I just invented a new invincibite! Well, sort of. It's more like option select bite. You do 63214S+H for a slash back and then release heavy to get a bite. If you do it right you get a bite with a yellow flash. Might be useful somehow, thought I'd post it up and see what you guys think.
  4. That would probably be a good idea considering it's an interesting topic, but not related to tier discussion at all >_< I was gonna jump in and say something but I'll save it for another thread.
  5. Yeah true. If you could get more damage just doing a relaunch, I suppose it's pointless.
  6. Any 2 hit is fine by me, it still hurts like hell >_<
  7. haha yeah. Didn't someone say it had upper body invincibility or something as well? It's also untechable on CH in the air. You can do some dirty stuff after landing it. One of my friend's order-sol likes to jump at me at the start of every match, so I open the match with a 2S into air combo. It's a nice little start to things, haha. I've never really used it as a ground to ground poke though. Doesn't it leave you at disadvantage after block / possibly punishable?
  8. Added the backdash and forward dash stuff. I really don't think his backdash is that amazing anymore. It's jump cancelable but since the invincibility frames don't carry over as long, it's not so great for escaping pressure now. But, it works sometimes so I guess it's worth adding, maybe you guys use it more effectively than I do. Otherwise, things look good? Anything else to add?
  9. Well damn. That's a nice little psychological boost for us. Now people will fight slayer and think OH SHIT S RANK. Slayer can smell fear.
  10. Alright, let's get 2 hit DHD combos in here. That'd be majorly useful.
  11. Yeah, S dandy on wake up isn't that great but I just thought I'd throw it in there Maybe I'll take that out and just put strong oki. Also when I say DOT is 0 frames, after the super flash, there's no frames where you can go OH SHIT SUPER and start blocking, if the initial hitbox of the move would hit you. So if they're running at you and you throw it out, they're fucked unless they anticipate that and FDC their run. So if not 0 frame super then I dunno what to call it. I'll add the info on DHD.
  12. Alright, here's my input, take it or leave it: SLAYER + Improved combo-ability with the addition of link heavy game play. + High damage combos off of almost any hit. + Reduced use of tension to get said high damage combos. + Increased untechable time on j.D, leading to oki at the end of all air combos. + Excellent Okizeme. + Punishes moves effectively with new force break. + Good pokes and zoning, controls space effectively. + Relatively safe outside of specials. + Longer untechable time on the majority of his move list. + 5P, 2S, 6H, 6P all incredible anti air leading to high damage combos. Hard to approach slayer from the air. + 2H launches on normal hit now, combos from 2K and can be followed up with BBU or other moves depending on range. + Possible to combo mappa punches on air hits into air combos now, useful with the addition of wall sticks and slides, both having "in the air" properties. + Has a 0 frame super after activation that leads to 100% combos on CH vs. many characters. + Easier 2 hit DHD setups with the addition of j.S vacuum. + Unique back and forward dash are both cancelable by special or jump, and can be used to escape certain situations. + New force breaks allow for safe pile bunkers and an almost instant upper body invincibility launcher with good range. - Has trouble under pressure, but offsets this by being able to turn almost all random hits into damage. - Relatively unsafe after many of his specials.
  13. Added myself. NC is a beast.
  14. You dare doubt slayer?!?! GET OUT!!! haha for real though, He was sitting around number 4 or 5 last time I checked unless things have changed. That's still really good though. Oh and on 2P....it also combos into 2K now.....which combos into 2H now.....which combos into BBU......which combos into winning. So yes, it's much more effective than it used to be, by a long shot.
  15. Basically....everything he does links into a way to get them in the air getting relaunched. 2K 2H Big Bang Upper is the biggest improvement to his game EVER. Not only that, it gives you a knock down and let's you continue raping, and you also don't need as much meter to do damage as you did before, via pilebunker loop or whatever. At most you need 25%, if that now. Much easier to get. Not to mention Dead On Time is 0 frames now and gets really easy counter hit combos which lead to death. So...yeah. More, easier damage, and lots of good additions to his game. All the little things really helped. Now he's just really solid and not just gimicky.
  16. I'll translate his burst quote...I think it means... AAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH! Ok.....I'm done being useless.
  17. Just curious what you guys use for throw setups with slayer, since I've been experimenting with stuff. If you train them to block on wake up with 6K, the feint into throw is actually half decent, if used sparingly.
  18. Slayer's 2S beats out most of pots air shit, doesn't it? I hate that reflector into slide head shit on wake up, it's cheesy as hell. But I dunno, my advice is to not get knocked down and don't use mappas or 2D. Poke safe but not predictably or you'll get hammer falled. You just have to be safe and unpredictable. I feel safest when pressuring him. You've both got tools to beat each other and you're both cheap as fuck, so you just have to be one step ahead of the pot. I'll be playing a good potemkin this saturday so maybe I can try some stuff out and come in with some good advice. Or you could learn to play chipp and win on time outs. ^_^ Also Kugler, red pandas are win.
  19. More than likely, they threw you out of bite and your 4H input at the end of bite caused a throw break. I'm pretty sure command throws can't be broken.
  20. I think the "this works on" section is confusing. It'd be better if you had a "this doesn't work on" list when there's only a few that it doesn't work on, and excluded damage so it's easier to figure out who we can and can't use it on. I don't think damage done is super important. Hell, maybe you could even just use the little character smilies. But otherwise it looks excellent.
  21. Hey that was a really good video. A lot of realistic combos that you can actually do in a match. Very well done. In the future, try using different stages / costumes for variety, otherwise it was awesome though Oh and what's the trick for setting up 2 hit DHD? Does the j.H work on a lot of characters or what?
  22. Well, I know OCCASIONALLY you can do eternal wings to get a CH when she keeps jumping in, but it's risky and not a reliable anti air for sure. Maybe you just have to sit back and let her jump in on you x_x
  23. Damn I just read this whole thread, took me a damn long time but I feel like my Zappa's much improved. 214D 236P is really hard timing on normal hit. I think it's probably a just frame. But man...wow. Raou touches someone and you win the match. He's so ridiculous now.
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