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MacArthur Blunts

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Everything posted by MacArthur Blunts

  1. 2D FRC 5K->9S->SJ.S->j.2S->jc.S->j.2S Why didn't we think of just doing 9S before? I just tested it out and am one move SJ installing like every time.
  2. Ya it's funny isn't it? Not very useful but it pops up every now and then especially when you're playing at 2K range. 2K/5K range is what I find the most effective... You're out of his 2S/2D/2P/2K/5K/5P range when you play at 5K/2K range. You're main pokes at this range should be of course, 5K, 2K, 6K (move hits from forever away. confirm into DOT frc for good damage) 2S and 2P, some 2H as well. Maybe throw some f.S in there. Anyways, Sol isn't very effective when he can't get inside and start pressure and he also isn't very effective when you aren't giving him moves he can easily VV or GV. A frustrated Sol is an easy one to beat. Guys I honestly really like dropping ground combos at 2S and going for resets there. People are usually waiting for Slayer to knock them down and start oki when he hits a c.S or something so say doing... c.S->f.S->2K->2S->(6K, 2H/Mappa fient, dandy) throws him off. unexpected. another place to bait a vv once he gets reset a few times. Rule of dandy step vs Sol -> Don't fucking do it unless you know what the fuck you're about to dandy away from. lol dandy is GV on reaction territory. Always pack a FRC if you're doing dandy mixup and hit that shit and 2H if you see a GV. Guys remember that a whiffed VV is a free c.S->f.Sx2/BBU/DOT/2S/6H really you only need sol to do a special move twice, get anti-aired/CH when you have 50% (2 hit untech.) to win against him. There is no fear of gunflame (forward dash, IAD over, DOT lol.) Once you can fight sol at 2K/5K range, you're golden and this matchup is easily 6:4 for slayer.
  3. eh, comboing into 2HS isn't really that bad... especially off really close 2K... it's a free like 40% without using tension and then you got a lot of tension from the combo... Any other range where you can't get a tensionless launch off 2K->2H should just combo 2K->2S->2D... You can also 2K->forward dash vs. Testament if he really likes doing forward beast. I love forward dashing and 6King over beast... Some dash punishes: Testasment does X move you dash and do blah blah 6K, 6H: You can FDC bite, dash c.S, dash 2H Also most normals barring like the fast ones he throws out you can dash->2P and get punishes You have to be careful though and cancel your dash with a jump or a dandy step if they do not whiff a move. watch for an airthrow and be prepared to FD or SB 6K
  4. I meant without fish..
  5. I dunno. 2K should get eaten by BDC bite... You really can't meaty something enough so Slayer cannot BDC out... I really like to BDC delay j.P on wakeup or straight up just reversal backdash and let dizzy whiff a normal she was using to try and hit me out of BDC dandy/mappa then get a free whiff punish, sometimes BBU, 5K->DOT, sweep RC, 5K->P mappa... Really any Slayer that knows the matchup shouldn't really be trying to BDC mappa when there are fish or bubbles floating around. Alternatively, they should be FDing you away to 5K range and then IB while looking to 5P the fish, watch for the throw or empty BD away. 5P/5K are both really good for dealing with fish. They both jumpcancel and gatling/link into themselves. Another thing Slayer and Dizzy should know is that Slayer can kill you so many ways that health advantage really doesn't matter to him. Good Slayers will take about three or four combos to kill you. Better ones will just crank your gaurd bar early on and punish your escape attempt with a death combo.
  6. I tried. I can get 9 with knockdown though...
  7. So does perfect FDC bite. I've got through two poison trees and an EXE beast with bite.
  8. That was the best.
  9. vs. TE Testament backdashes in the corner, gets hit by CH 2H, dandy H, j.H, Anything that launches on CH... You do this... 5H->FB pile->5H->IAD j.H->5H->sj.H->j.D->j.2K->j.K->5H->IAD D 328-360 damage! yay. 6 H buttons in one combo! Replacing the IAD j.H with IAD j.K-j.K is 322 damage, but it still works the same. Combo isn't that hard either.. . EDIT FOR GREAT JUSTICE: If you are awesome at combos, you can do this... Coolest combo I've ever learned: 5H->FB pile->5H->IAD j.H->5H->sj.H->j.D->j.2K->j.K->5H->IAD j.K-j.K->5H->IAD D 343 damage. It's the coolest combo because 1. You catch backdash with 5H->FB pike 2. You do 5H->IAD H 3. You do SJ H D 2K K 4. You land and do 5H 5. You do IAD j.K-j.K 6. You land and do 5H 7. You finish with IAD j.D 8. ...? 9. PROFIT! Another cool combo... 6K->(c.S->f.S)x2->2S->K Mappa RC->(c.S->f.S)x2->2S->2D. They obviously have to be crouching... It's cool because you do 10 S buttons in one ground combo.
  10. When you IB, double tap! If you can backdash, you will! If not, you will still gaurd! Hooray.
  11. 6P has 1-6 upper body and then 7-23 above the knees invincibility. Active in 18 frames. Sol's 2D has 7 frames of startup, active for 3. More than likely Slayer's 6P is fully active and on the above the knee's (he gets LOW when he does 6P) invincibility frames while Sol is throwing out his sweep which takes 7 frames to go active and 6P is just counter hitting the start-up of sweep. Everyone should know by know that Slayer's 6P is a very angry and non-discriminative shoulder. It doesn't care what kind of move you do as long as it's already active.
  12. The best time to burst Slayer is when he BBU's and you are a little above his head. The burst will whiff and you will land right next to SL for a free WT or whatever you sol players like to do when free damage is in your face.
  13. Anji likes to throw f.S for the first move a lot. instant j.K or j.H will CH it. j.H is the best, you get a cool combo after which I'll post later.
  14. sj.S combos will work on most everyone (barring the heavies) ... More specifically I use sj.S on MA, BR, JA, SO, IN, DI... Combo usually goes like this -> Say... CH 2H is a good example. CH 2H->5H->SJAD.D->j.2K->j.K->c.S->sj.S(2 or 3)->j.D->j.2K->j.K->c.S->j.S->j.K->dj.H->j.D That DEFINETLY works on MA Really any situation where you are re-launching with c.S and they are kinda high in the air. Guys we need to try to keep our j.2K use in combos as minimal as possible. It doesn't do lots of damage and it's -20 on their guard bar. It's the reason IAD KK, j.S loop and j.H->j.K loop do so much damage. EDIT for awesome - On some crouching characters (the big ones) f.S will link into 2S. Thus making... 6K->c.S->f.S->c.S->f.S->K Mappa RC->c.S->f.S->c.S->f.S->2S->2D THAT'S 9 SLASH BUTTONS!
  15. 2H taking care of VV? I don't think so really. Maybe it will clash sometimes but beating it? No way.
  16. I'll put some combos in the sol matchup thread tonight... Any other requests?
  17. BDC j.K her pin... 2P badmoon... FD that bitch away...
  18. 2 hit super is the way to go on sol. You can get the untechable type every time pretty much... Also, IAD K-K 5H doesn't work consistantly on Sol/HOS, you're better off doing standard SJAD->j.D->j.2K->j.K-relaunch.
  19. I was wrong. It doesn't work. But this works for something completly different! Meaty 5P->5P will catch backdash buster. If you have 50% you can 5P->BDC P mappa feint 2D RC->5H->combo Really easy pot oki flowchart... 5P is the name of the game. 5P a. he got hit. combo into 2K-2H-5K-j.S or mappa into whatever for dmg. b. he blocked it. 5P again. 5P your little heart out until he backdashes or gets hit c. he backdashed it. you backdash and chill out right there. 2P is the man right here. From here if he blocks, avoid doing dandy or anything he can potbuster.
  20. If anyone wants to make me slayer mod, I'll like, update stuff and list highest dmg character specific combos and ranges for the combos and everything.
  21. throw is a little better than bite vs ABA... sometimes you can't get the 2K 2D knockdown on her cause she's so far... unless she is in normal mode and you've cranked her guard bar and she fails to mash out of bite->CH dot I love bite->dot It's so unburstable if they are bad at mashing.
  22. Mappa is great. forward dash->delay then cancel into K mappa is like, full screen mappa...
  23. meaty 2D->2P->whatever works on TE, AN, JA, MA... probably others.
  24. It works for me. BTW, you always get DOT FRC off any range CH mappa
  25. Mappa is so good. Like RTL said, CH mappa is really good.. unlike RTL said, mappa on block when spaced correctly is amazing... if you can space either P or K mappa so it gets blocked outside of the range of their staple post-blocking mappa normal, you can react to if they whiff or whatever they are doing. If they start to IB the mappa, the fient becomes viable. Make sure to mix in what fient, though. You can catch a lot of throws with P feint->2P if they are thinking K feint->throw is coming. Also don't forget that BDC mappa is throw invincible for a certain amount of frames so BDC P mappa and dash-throw becomes a good mixup... And FDC K mappa is something you will need to know if you want to get combo->knockdown from midscreen CH pilebunkers... or FDC K mappa fient->whatever for that random you in the corner CH dot... Here is the general rundown of mappa... it is your long range poke, short range throw bait, long range combo pickup, throw setup, movement option (P mappa fient under jump ins...), tech trap... it's amazing...
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