-
Posts
128 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Loli-Zero
-
That sounds like it would work. However, it will lose to a defensive throw if the opponent has seen the gimmick a few times and knows what your about to do. But that stuff rarely gets blown up unless you use it as a crutch instead of sprinkling it in here and there Sent from my iPhone using Tapatalk
-
Any where you would do a Mappa feint gimmick in AC you can create the same concept with YRC Sent from my iPhone using Tapatalk
-
It's really easy to mash out of stagger now that it's on button presses instead of stick movements. So I wouldn't advise for going for combos off of bite other then RC 2HS in tbe corner (or other true combos). Good players will shake out 90% of the time (at least offline), so it's probably not a good habit to form. Sent from my iPhone using Tapatalk
-
What situations are you dandy stepping in? What kinds of moves are you getting hit with (2P, f.S, 5HS, sweeps, Dps, projectiles)? When are you getting interrupted during the dandy step? Sent from my iPhone using Tapatalk
-
P Mappa is -1 on hit. K Mappa is -2. So there is not much advantage to comboing into P Mappa, unless you don't want to play the guessing game afterwards (but you should, because slayer's options basically make it in your favor even though your -2). P Mappa is better in footsies if you don't want to overextend yourself and are just fishing to counter poke (usually BDC), or if you just need the faster startup for some reason. Off of bite the basic mixup is 5K into IAD as stated by EL_TRO or dash bite. You can try gimmicks like long dash c.S too. That YRC OS is a good idea. If it's common knowledge nobodies talked about it yet here. Sent from my iPhone using Tapatalk
-
Try hitting p for Pilebunker follow up as early as you can in the cancel window. If someone is mashing you will CH hit them. Just do this until someone stops mashing. If that's sounds too risky you can do dandy step YRC Mappa instead if you have meter. For c.S just don't stand right next to them on wakeup and you should be ok. Meaties always lose to throw if you are in throw range. You can also walk up like you are going to meaty and then BDC Mappa for a counter hit Sent from my iPhone using Tapatalk
-
You mean 2D? Yeah c.S f.S is what you want to do. I still go for 2P 5P sometimes to. I think your analysis of the matchup is pretty right on. I also feel like slayer can get out of the unblockables. That's at the top of my list for things to lab next time I have time to play. Sent from my iPhone using Tapatalk
-
Ah yes, the os I was describing is actually 6 x+HS. Holding 4 gives you FD Sent from my iPhone using Tapatalk
-
Throw. People will hold back and hit a button (like p or S) with HS to option select throw and attack. That way if you dash in you get thrown and if you don't do anything they use a normal. Bad to mediocre players will rarely throw you out of crossups. Good players will throw you out of cross ups 100% of the time until you call them out with a throw bait that also works on the OS. Sent from my iPhone using Tapatalk
-
On most characters you need to delay the Gatling from j.HS j.D, this gives the opponent more time to fly upward before you plummet them with j.D, so they end up higher when you try and link j.K or j.P. Sent from my iPhone using Tapatalk
-
Pretty much, except you should do 214PS not 214 KS in most situations where you want that. Also if they respect you enough to not mash after k Mappa, go for mixups not under pressure. Like step forward throw works if they are too scared to press a button. Or dash through S. Or just do 5K-6HS dandy step, and then go into under pressure if they block or something. Dandy step after k Mappa is more of a half way point that limits your options but allows you to respond to a variety of situations depending on how good your reflexes are. K dandy give you more time to respond but gives your opponent more time to respond too And yeah I forgot you can just combo pilebunker on hit after 6HS. It's actually really easy in this version Sent from my iPhone using Tapatalk
-
For P dandy step you get invuln for frame 1-3, you can cancel the step into follow ups anywhere in between frame 15-30. K-step is invuln frame 1-6, and the cancel window is 27-38. Pile bunker is your fastest follow up at 4 frames. (So earliest p step pilebunker is a total of 19 frame startup) Under pressure is at 5. CWH is 6 frame startup. If I'm not mistaken it's hit invuln frame 1-18 and throw invuln 3-18. Main things I'd add to your write up are: 5P-6HS as anti air. Will combo on counter hit and can be followed into pilebunker for easy damage (or other stuff for harder combos). This is really important to learn. 6HS is really good for controlling space in neutral. It also cancels from c.S and 5K for frame traps. You can then cancel it into d-step. On CH hit they are staggered and you can pilebunker or CWH. On hit you can do under pressure (won't combo) and then mixup. On block you can do the same thing, but use pilebunker to counter mashing/jumping and CWH to counter Dps. Do that once or twice and most opponents will have to let you under pressure your way back in. You can even empty step and throw. After blocked under pressure your options are its late, 2K, walk forward throw/bite, dash through c.S, or dandy step again. It's 0 frames unless instant blocked so you have a lot of leeway. For neutral approaches you want to learn how to move with mappas and BDC mappas, dandy steps and BDC dandy steps, forward and long dash, IAD, FDC IAD, BDC IAD, IAD backwards, and IAD footloose YRC. Slayer is surprisingly an incredible mobile character. You just have to learn how to be precise in executing what you want to do, and learning what angles approaches come in from and are weak against. You can probably simplify that stuff a bit, but I would still consider most of that "basics" that are necessary to learn the character. One of slayers drawbacks is he is a fundamental heavy character and relies a lot on knowing the full spectrum of his tools to be useful even at low level play. Whereas a character like Faust can get by with f.S item toss, FDC j.S, and basic hit confirms. *points to combo thread* Sent from my iPhone using Tapatalk
-
Well high level play is built on the back of basic play. So flowcharts like that are important. You still see that exchange in JP matches, it's just that both players understand every layer opposed to auto piloting to one response. Also using P Mappa only gives you one extra frame and leaves you too far to do much, so I wouldn't recommend it really for ending combos unless you really don't want to stand next to your opponent. I'm with you guys on the IAD stuff. I need to put more of that into my game. I also notice Hase does a lot of IAD backwards j.HS to control soace Sent from my iPhone using Tapatalk
-
Yeah, dandy has a few frames of invuln, and then once you hit the window you can cancel from, pilebunker is an additional few frames. Pilebunker is for the hard call out. BDC Mappa should be your default in most cases. I actually disagree with fogel on a few things. First off, that flowchart you describe is incredibly important. You can scrub bust players with BDC Mappa alone. That's a really good thing to focus on for new players, because It teaches them how to beat mashing so that they can go for better stuff (mixups and gimmicks). In other words it teaches you how to condition. While I don't think damage is the first thing to focus on, I will say on characters that are not Potemkin you (or your friend) should just learn to use 5HS j.S(1) j.HS j.D for air juggles. This isn't very hard at all, does a bigger chunk of damage then what you listed, and is the beginning of what you would do later for bnbs. If the 5HS link is hard just do 5S but keep the air combo. It also gives you that j.D at a good height for oki. I agree with fogel however that dust is good. It can become a crutch for new players though, so it won't kill him not to use it. When you do use it Id recommend 2K-5D to set it up, and ending your air combo in j.D footloose for max damage (since you don't get oki anyway). My only other advice, is don't forget that you can't combo off of its late and have it be throw invuln at the same time (for those setups). So do it fast for a comboable overhead and delayed for a perfect throw bait. Overall it's a good write up for a beginner. I'd include a few more things probably. But it depends on how much info the person in question can process Sent from my iPhone using Tapatalk
-
Not really. I think I had a few CWH loops in there off of P starters. But everything should be in beret's post. Here's a link to my notes on CWH loops in the mean time if anyone needs to reference them while we keep fleshing out the list. https://www.evernote.com/shard/s506/sh/58f3b790-ad8e-4f00-baa8-0700ec8d3514/7f407f9290eb0d9d155bf79371f7f960 Sent from my iPhone using Tapatalk
-
I'm dashing half way across the screen that's what I'm doing. It's so good in neutral once people are scared of k Mappa and other offensive options. Also, in situations where you would do dash through c.S (which is vulnerable to throws) you can mix in long dash jump cancel Mappa or DOT to CH throw attempts Also, if your opponent is scared to throw you out of those kinds of mixups, you can do dumb stuff like 2D Knockdown, long dash through, and then either short dash to hit on front side or long dash to hit on back side. You can probably mash or jump this though with some characters (depending on there wake up frames) because long dash takes extra frames to execute Sent from my iPhone using Tapatalk
-
Yeah K-step has huge momentum. Once you've got people scared of dandy step follow ups, empty K-step sliding throw/bite is amaaaaazing Sent from my iPhone using Tapatalk
-
I'll have to mess with that. If it's low enough you could land and go low too. f.S is plus frames too so that a good time to do it Sent from my iPhone using Tapatalk
-
Yeah that's the basics. Then you just rotate in gimmicks. Just know you can get thrown out of dash through and the post under pressure meaties. So you have to condition players with throw baits Sent from my iPhone using Tapatalk
-
Someone asks these kind of questions about every page. If you take a cursory look through the last 5 pages or so, you will find a lot of good tech/advice on how to use slayer in Xrd. Sent from my iPhone using Tapatalk
-
I think that's a much better template, and your notation standards are probably better for newcomers. I'll probably just edit my post into a foreword and a glossary, and send you the other combos I have if that's alright to you. In regards to dust in the corner, the JP wiki has like 10 different routes listed. I think several of them are specifically for raw dust or only work on certain characters though, so I don't know if we should include them or not since I can only read some of the notes. For crosswise loop we can 1. Simply notate them individually off of starters. 2. Do what I did above, notate them ending with "CWH Loop" and then put a description of the routes somewhere else. Or 3. put both the starters and description in its own section. Sent from my iPhone using Tapatalk
-
This is a work in progress. Will add more combos, damage values, and a glossary of terms and notation, as well as clean up the text, standardize notation, and test combos on the cast to make sure combos with out char specific notes are universal.
-
It's just a harder link, and most people probably feel safer skipping the 5K in tournament. P.S. I posted the barebones of the combo thread. I'll be filling it out a lot more tomorrow. Give me a day or two to add everything we've already found, and then people can start posting anything I missed. If you have any concerns about the format, just let me know here or in the skype group Robobobr made.
-
I don't think dust is possible. But in the corner you can RC 2HS for better combos. Sent from my iPhone using Tapatalk
-
You can also do crosswise loops off of CH 5P on most characters depending on how high you hit them. Looks like CH AA 5P 6HS P-Step/K-Step (depending on the characters weight) CWH 6HS Then you can end with Pilebunker, CWH (5S) j.K j.D, or under pressure 5S j.S j.HS j.D if you are in the corner. In regards to the combo thread, I've been compiling stuff hoping to make one this week. But I have been busier then I thought I would be with job stuff so far. Your combo postings have been really awesome. We should maybe collaborate? Maybe one of us can make the thread and template tomorrow and the other can share all their stuff/help double check things. Whatdya think? Sent from my iPhone using Tapatalk