Guardian
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there are two slayer combo vids, one entitled Final Side and the other is Bloody Fist Vampire. The song for Bloody Fist is "Sim" by DJ Max, and Side B for final side is "Resonanced Sphere" by Yamagen's Devileliet. Where can I....um...."find" these songs?
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Could someone please explain to me how aircombo~Lv2 Missile--->iad j.k j.D works? JIing seems to make the iad come out a little faster, but I still can't get the j.K to connect.
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Random combo that works on just about everybody: CH 2HS, 5HS, sjc~iad j.D, j.2k, j.k land, then you can 1)5HS, pile/ex pile(character specific) 2)5S into aircombo
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Added myself why do all the pins disappear when you turn the map? lol
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I read it somewhere in these threads. If this is not true, then I stand corrected.
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Now I would think so too; I would actually prefer that it happened like that. But the following keeps me from making that conclusion: 1)The bite is throw invincible, and I know I did the full motion for it, so even if I didn't get the bite, my positioning would've changed (b/c of the 4HS), but it did not. 2)The animation he went into before it was broken was the bite animation. The regular throw break animation is as if slayer was blocking something iirc. A friend of mine proposed that it might be like command grabs in 3rd strike; command throws that give you advantage or don't lift you off the ground. I'll do what I can to replicate it, I just thought I'd see if it happened to anyone else.
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Hey guess what happened to me today? I was just playin' a little slayer, minding my own business, when all of a sudden, my bite got broke. That's right, someone broke my command grab. How do I know? Slayer was in full bite animation when the purple spark appeared. Someone please tell me this is old news and I just haven't been reading the forums like I should :-(
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After testing, ch 3P, 2HS frc does work on everyone; for the characters redbeard mentioned, you just have to slightly delay/link the 2HS to get the combo. Is there something wrong with the edit function? The damn screen freezes up everytime I try to edit my other posts
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Which is why the charge during 3P is important. If they do FD your 2H frc, you could always do rensegeki frc to keep them from moving as you continue to rush, especially if you charge partition or save the charge. Yea it's blowing 50% tension, but it's not like Axl as tension free rushdowns anyway 63214S frc is another option that will put you right back in front of them. Then if they try to attack you could always random parry or 623S. Yay for advanced paper/rock/scissors!
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If you get a CH 3P, you could just do the following: ch 3P, 2HS FRC, j.k, j.D, FB bomber/63214S The great thing about it is even if you don't get the CH, you can continue a rushdown after 2HS frc. How about this for stupidity: 3P(blocked, start charge), 2HS FRC, unblockable DW: On normal to heavier characters, 2S(2hit), 6K(2hit), 2S(2hit), sjc j.HS, j.D FB bomber/63214S does considerable dmg, much more than just 2s alone especially when you don't have tension. I didn't mean just 2s to 6k alone lol.
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And I would totally agree with this if I was at 10% with the frc. I'm more along 70-80%. It's just putting the entire thing together that's a bitch for me. I can do the 6frc6 maybe 1/25-30 tries. But if I do launch, j.S, j.HS, HCL frc, iad, j.S VCL, it comes out like butter. I'm gonna dance in the fucking streets if I ever learn these combos.
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Why isn't 6K used after 2S in air combos? I know it's pretty character dependant, but more often than not I see situations(very specific situations I might add) where people are hitting 2S, then messing up the rest of the combo where 6K right afterwards would've landed tremendous dmg and saved the day. Does everybody else know something about this move that I don't?
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*seconds this notion*
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Good point; I was speaking solely in terms of damage; I guess you should look at your meter and their life to determine which option is best.
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http://www.youtube.com/watch?v=oyZUfr8-30g It is our responsibility as slayer players to be this hot in matches. Best combo vid I've seen to date
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Instant block~BBU punishes non FRCed Tatami mats. You probably don't even need the IB. 2S beats Baiken's j.HS if done early enough. (yea I played alot of baiken matches yesterday) I'm starting to think 5p and 2S are better anti airs than 6P.
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If you do the SG loop after ch 214s, that can only be done in the corner. -k- 214k~41236s version can be done anywhere as long as you have sentry meter. 6p, s loops are the best thing you can do after shadow hole unblockables. 214s loops do ok dmg, 6p,s loops just do more. You really don't want to use any tension after a shadow hole loop combo b/c it prorates about 70-80% I believe. You're better off using is for drill and wakeup shenanagans.
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It all depends on what move you guard break them with. Both 5k and 6k prorate somewhat, but if you do a fuzzy guardbreak with j.k~j.HS, or empty jump 2D, whatever combo you decide to do will do more dmg than if you use 5k or 6k. In general, SG loops do more damage than 6P, S loops.
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Yep, ch 214S can even be used to start SG loops. They can also be started after any overhead guard break. Ex: 6k, 214S, [-k-, 214k~41236s]x3 will post more later
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Well then it'll make for one helluva fuzzy guard.
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I'm sure that could work as well; whatever places you at the appropriate distance to get the 22hs frc~iad j.S ub.
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Ok, since no one else seems to want to publicly break this dude, I'll be the first to get the ball going. Lets talk about triple unblockables, consistant, tensionless, one-hit shadow gallery setups, practical death combos, and other broken isht. BnBs, Sentry control/negative edging, and other basic eddie tactics have no place in this thread. TRIPLE UNBLOCKABLES The best way I can see this happening is with the following series: 22D(22s w/o tension) + -d-(first unblockable), -k-, 214k~41236S, -hs- ~ j.S(2nd unblockable), [5S, 6p]x2, 5s, 5HS(1 or 2 hits depending on distance), 22s, backdash, 22hs frc~iad down, j.S (3rd unblockable), 5p, jc, air combo. There are various combo vids on youtube showing those unblockables, only one or two showing 3x unblockables (and they're only done on Pot). It seems as if doing triple unblockables after two -d- is highly unlikely unless the following can be done, corner only: 22D(22s w/o tension) + -d-(first unblockable), -k-, 214k~41236S, 22D + -d-(2nd unblockable), dash in~412368S, frc, land, backdash, 22HS frc~iad down j.S (3rd ub), 5p, jc, air combo Even with the above combo series, I'm sure it would be very character specific. 3x unblockable setups involving 22D will kill Chipp and possibly Millia after a simple KD combo such as 2p, 2d, etc. I personally can't get the one hit SG on anyone w/o the FRC. Unblockables seem to be the way to get death on most people, but the damage on 22D is too good to ignore. Plus it has a frc point. Possible setups for more non-sentry unblockables? Help me out here peeps, I can't think of all this crap alone:vbang:
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Dust feint=tick throw. That's how I usually use it anyways. Even though it has a long startup, the startup will make them burst or stand, after which you can go low or throw.