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Everything posted by MacArthur Blunts
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What is a bad matchup?
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I may have some vids up if we get any recording equipment for this tourney this weekend. I've got many many new tricks/combos and fuck do they hurt.
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Anji - IB butterfly -> forward dash. Bite eats fujin, 6K and most other autoguards. first move anji f.S you get a free CH j.H if you can do it fast enough. airdash H or K then 5H for combo.. you can get meaty sweep for fujin bait to nab that nasty CH and follow with c.S j.S j.K 5H loop or relaunch superjump install whatever combo of choice. His 5P is good. 2S is not really reliable as an anti air cause of the recovery and anji j.D delay.. and dashing under him when he jumps at you and 5Ping is usually your safest anti-air and 5P leads to fuckloads of dmg on him. j.P and j.K are also good if you can catch him. Eddie - IB first hit of Mawaru, backdash. 2H kills little eddie from forever away. hell, it beats slide head full screen for DOT frc... if you can, just stay in the air and IB nabiru all day and FD accordingly. You can do like 5 reps of j.S loop on him... If you can, just throw your burliest shit at him for oki to crank his guard gauge and sometimes don't even worry about mixup and just crank the bar and let him run into some frame traps or mess up with FD and eat a 6H.. your moves are wayy better than his and your abare on him is amazing.. I'm for real when I say Eddie only takes two or three combos...
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That nico vid was like, the funniest scrubby slayer stuff i've ever seen. it was SO BAD.
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I like j.D x3->j.H->j.K->j.D->j.2K->dj.h->j.d (or j.2K into j.D there) j.2K-j.D It works on most everyone as long as you delay the j.D's enough so the j.H pops them up to link j.K If not, you can just do j.2K after the first j.H and go from there. Lightweights I usually do j.Dx3->j.H->j.2K->j.K->dj.K->j.D->j.2K->j.D They are easy as hell.
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A link to the youtube account will help the lazy!
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CH 2S 6H c.S or 5K is pretty much the same damage and CH 2S IAD H 5H. So really do whatever you feel comfortable with. Some characters you get CH 2S->6H->5H->IAD Kx2->H into whatever and taht is like, the best damage you can get off 2S. I think you can get something retarded on Eddie like CH 2S->6H->[5H->j.S->j.K]x3->5H->IAD j.D for a lot of damage. It also sets up IAD
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Note about P stomp vs. Slayer for you Anji guys around here: It's an overhead, but the hitbox is really low. 2H will beat it out whether it is a crossup or not since it hits both sides. SL gets and amazing combo off a 2H that close.
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IB'ing stuff and dashing through gunflame. another way to make sol sad.
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Yeah, sorry if I make it sound like that. Just get her in the startup of the move with mappa, it leads to insane stuff and it's so gooood. Really I think it's the best option resource wise to punish at almost full screen if you can.
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5P beats out dolphins really well.. Learn to IB the blockstrings because of this. Also, IBing any non FRC or Force break gives you any punish ou want. If she knows all this and isn't throwing dolphin, and she's sitting there behind a hoop trying to get you when you come in, just make sure you have the life advantage. If not, play footsies. The idea is to get her to whiff her insanely awesome pokes and punish with something fun and exciting. For the record: I've seen mappa beat like all of her (or like any move in the game) moves if you can throw the mappa while she's in recovery from something else and her next poke will get CH for BBU/DOT/FUN AND EXCITING THINGS. 2H is amazing too if used sparingly. It's kinda the same use as mappa but throw it when you know they wanna beat your mappa with 2H and you don't have time to counter hit with mappa... 2H there will give you a bitchin 5H into SJ AD stuff for a lot of damage if you can do the combo. You HAVE to use it outside the range of 5H and 5K though. 2S is tricky. people should know that 2S sucks if they get behind Slayer so most mays should only be airdashing or anything if they are pretty high up to get in that little spot where j.2H will CH our 2S. It sucks and it makes us feel cheated... This is where the fun begins though it starts up a whole new mixup of BDCing (be ready to choose a side to BDC she can cross you up.) the move she is so sure will connect and punishing her for it. You can always just double jump or airthrow to be safe if you IB'ed the air move she used, but be ready to break an airthrow if she knows you're gonna double jump. 5K, 5P and 2P are a must in this since they recover so fast and are super awesome. When you're at neutral situations these are your go to moves. May's 5K goes over all your abusable low pokes like 2H, 2D, 2K and give her a sweet combo, so i tend to stay away from them. 5K loses to a lot of your stuff that has any upper body invulnerability and BDC stuff. Also, any well spaced 5K or f.S will work too I believe to beat may's 5K, but not 5H, so don't be poking where 5H will connect. May will throw 3K a lot to try and low profile under your stuff, so just bait it out a few times, do a bitchin combo and she will stop. I guess the game plan should be to just use 5K, 5P, 2P or any other poke you that you think will recover in time to whiff and guard or CH a dolphin/3K while punishing her whiffs with typical slayer madness. Make her frustrated and let her swing. Get a CH, combo into knockdown and then do disgusting oki because it all leads into a tensionless aircombo. Always mappa the hoop set if you can. Always 5P a dolphin. Sometimes mays like to whiff and do OHK after a dolphin, but 5P will take care of that as well. So for real, just IB and watch for her to do something dumb while she is pressuring and act accordingly. Slayer has too many options against may that take care of multiple things may is doing. If you have life advantage and she's got a hoop set, start getting tension with dandy S. Always remember, people get STRESSED if Slayer has the life advantage and starts running away and poking with insanely safe shit. Take advantage of it. I'm pretty stoned and bored in Aspen so that's why it's kinda long. Holla back.
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My problem is the superjump S. I don't want to do the crappy boring basic combo I want tracers and laughing and stomping on faces to go on in my combos. May be able to just 5H j.S(2)-j.K link.. that's off the top of my head in place of superjump S.
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Really? All of them? I only thought it was 236A. 4r5, AWESOME! I <3 YOU!
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Guys I don't think Slayer should end combos in pilebunker anymore. Even though it looks so cool and feels so good, the setup off it is not as good as IAD j.D after a 5H. Combo for lights off BBU - > 5H AD j.D-j.2K-j.K-c.S-SJ.S(2)-j.D-j.2K-j.K-5H-IAD D should work on most of them... Not millia though. She's a bitch. May have a little trouble on baiken.
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Instead of 2K-2H-DOT just do 5K dot. 2K prorates 75 and then 2H forces another 80 so it's a lot of proration. You may just be able to IB-DOT. 5K DOT FRC helps a lot in this match. EDIT: Another thing that helps A LOT in this match is if TE likes to EXE beast to get trades in your 5K or 2S pressure, just cancel into 6K. 2S->6K will go over beast for CH 6K. Same with 5K. Bait forward beast with 2S or 5K into dandy. Also pressuring dandy S->H at the CLOSEST range, if TE beasts between S and H, you get CH dandy H for huge damage. It also works with 6H after 2S if you're really close. Moves that push your hitbox forward are REALLY good for dealing with forward beast. f.S, 6H, dandy H, 6K. You can IB the stuff he uses to get into forward beast pressure and BDC IAD j.D->footloose for a nice combo.
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Hooray Bazett! Bazett is awesome. If you hit 46[A,B,C]A or 236A you can cancel with A or B to charge and then link B into an awesome charge combo of your choice! You can even get both charges in one combo! Charge kicks also give you more blockstun on your special moves that have to do with your legs.
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bridget's 3P will beat 2K and 6K after bridget IB's 5K. If you're doing multiple 5K's bridget can starship.. 3P beats a lot of stuff on the ground.. I don't really try to mess with bridget at neutral situations cause of 3P. To win against bridget.. j.K and j.P - lead to so much damage and knockdown. Seriously. if bridget is in the air, viciously try to j.P and j.K her into a combo. j.2K is good too sometimes if bridget is real high up there. combo is hard and real specific afterwards though. mappa really well. get just outside of her 2S/5S range and bait out a whiffed poke and then mappa. if it gets blocked you're at a good range for counterpoking. if you CH bridget link into BBU/DOT FRC or simple 2K->2S->2D if you're close enough. If bridget starts to starship the mappa, use P mappa feint and punish the whiff. do really painful combos and get the knockdown. 5P and 2P her mixup and pressure. there are lots of holes in it. if she is rolling and you IB'ed, you get a 5P. Also, you can duck under some of the rolling pressure to make bridget whiff and not be able to gatling into stuff. you can get throws and 2P's if bridget doesn't realize he isn't gatlinging anymore. Edit: Mappa is really good. Really really good.
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One thing I have found that works against faust is just getting life advantage and turtling against him with lots of jump back or IAD back H (If you are in that situation. If you have life advantage and are in his face, just pressure) If you force faust to break his game plan of keep-away, he will get frustrated and start throwing more scalpel pull and throwing items. Scalpel pull can be punished mid block string with BBU. BBU can also CH scalpel pull from full screen. You can do the old Pilebunker trick against it too. (That being Slayer at the edge of the screen and when you see scalpel, you pilebunker. Faust can crouch under 5K/Mappa so using those as mid range pokes is not a good idea. FDC mappa to punish item throw is good. Learn to FDC mappa so it has almost all the range from the forward dash. I REALLY like turtling against faust when I have life advantage. I also like doing it vs. Bridget/Axl too. I believe you can low-profile under his f.S with 2K so he cannot special cancel it to item or scalpel. Dash through/6K or 2S oki is really good. Delay the 6K so it is a throw/5D/FB chop bait. CH confirm into DOT if you can for throw and 5D bait, 5P for combo if you bait the chop. I just did an Item write-up about what to do against them but the internet got hungry and ate it, so if you want to know specific vs. (item) strats, just post which item.
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5K is important in every matchup. Just in this one, Buri can 2K under 5K.. Also Bridget has really good options when dealing with the mixup after 5K. 3P will CH 6K, beat 2K/2D/2H and CH another 5K if you're delaying too much. 2P is a much better tool as it will beat 3P/2S/6P/2P and recover in time to guard sweep and Starship. I really only use whiffed 5K's in this matchup to make Buri think there is an opening then fill the hole with either backdash or 2P hoping for a whiff or a CH. Come to think of it, I really don't use 5K as a poke in this match at all. I only use it for combos. 2P is like the god move. It beats pot 5H from FULL SCREEN! lol. A weird specific - Throwing 2P at the end of a guard string will recover before an attempted starship. Excelence, I've played with Jais pretty much every single day for the past few months and I guarantee that 236K~K is not a good anti air vs Slayer. I've never seen it used where 6S could be used for the same thing to get better damage and setup with Bridget. Really, the only time I ever see it attempted is if he does a full screen KSMH (which begs for a CH DoT) and I'm jumping backwards. Usually j.H will be out if a Slayer is jumping backwards and then you're getting CH for a lot of damage. If you wait and dash through starship a little before it goes inactive, you can get a really good launch off 2H for almost half life if you do the proper combo. And as always, use a HEALTHY dose of dash through mixup as Buri can delay wakeup vs. standard dandy oki and really mess you up. BDC mappa as throw bait is also really good vs delay wakeup. 2D knockdown (watch her delay) dash through, BDC mappa for CH. Dash through again after the j.D knockdown after CH P mappa->BBU combo and just backdash to bait a starship or throw another mappa as the yo-yo will be way the hell on the other side of the screen. Another thing, if you're ever between the yo-yo and Bridget, just dash through him. Bridget is only good at mixup if he has the yo-yo behind you and his mixup isn't that hard to block at all. You can even 5P him out of his rolling mixup if you're IBing correctly for LOTS of damage. If you take away his mixup, all he has is zoning. Any bad move on his part leads to him losing a lot of life and the repercussion if YOU get poked for trying to CH Bridget isn't that scary at all. This matchup is really uphill for Bridget as he has to get you down past 75% life and have almost full life and the clock almost down. Just remember, if there are 15 seconds left, buri has full life and you have none, all you need is two correct combos to win.
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Will post Bazett stuff soon!
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I listed 2S with 3P.. Sweep on the other hand is really only safely countered by 6K. Since 2D has low invulnerability 2H will whiff or clash. 236K~K for aerial options? I believe j.H will beat it out clean and really, throwing 236K~K can't be a good idea for anti air. Really, it is not hard to get the life advantage for Slayer or take Buri's life advantage away. Any combo will do a looot of damage and Bridget's damage output is horrible. I say, let Bridget zone you with advantage until there are only about 20 seconds left in the round. Then start actively trying to poke her out of her zoning. One combo will do really good life and the it's going to be extremely RARE that bridget has full life over you in the last 20 seconds.
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Yeah but sometimes V dolphin will go over it and you will have to block. 5P is better, but 2P will still work as a good poke after an IB since it's like a 4f startup. 5P is only a frame slower but recovers a frame faster... But yeah, totally. I use 5P 2PxN all the time vs may. lol at her cause she can't get in without taking a risk.
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This is a fun match. Very fun indeed. Here is Bridget's game plan: - 2S/3P your Mappa Here is what to do about it: You are going to WAIT until bridget throws a move first and THEN throw the mappa. Any bridget knows that 2S and 3P will beat mappa if they do it fast enough but if you're throwing the mappa when bridget is in recovery from a previous 2S, yo-yo set or some other laggy move you will get a CH, link to BBU/DOT and then make bridget feel like crap. - Jump around and roll around to annoy you while using razor bear You're going to watch how he set the yo-yo before he starts his air movement. If it is 4set, the yo yo will be behind you or be on top of you by the time bridget is at the top of the screen. If you dash forward, you'll be out of any danger really at all. Razor bear will not be a threat and buri will be on the other side of the screen. If he jumps and sets it 3 or 5, you can j.K him while he sets it. If you don't, he'll usually follow up with roll roll airdash over you to force you in between him and the yo yo. Or he will summon razor or the other air bear and go try to make you run into it. Forward dash will take care of both of these options he has and put him into a situation he does not want to be in. What your main goal should be when bridget is in the air is to j.P or j.K him to death. After one combo you hit after j.P or j.K, the bridget player will get frustrated and start getting anxious. - Starship/Delay wakeup and how to oki it. Delay wakeup: He will want to THROW you after he does this. You can dash through it twice and 6K for throw bait. 6K will usually trade with starship but not in your favor. The key to beating starship is to simply backdash it and if he doesn't FRC, just BBU, 2D RC or DOT FRC him and the subsequent combo will most likely do a lot of fucking damage. If he does FRC it, he's pretty much safe but you're at a good range to poke him will stuff. Backdashing also takes care of his explosion super and the other super (BDC, see it, jump, Block, punish before the bear falls with BBU). - Unblockables, bear summons and the reason to laugh at them You can BDC 1fj out of the unblockables for free. If he is going for the j.D unblockable, you can BDC airthrow him. If he is doing the 2D 9set unblockable, you can forward dash and escape. On to bear summons... Everyone knows that if bridget is summoning a bear, you can DOT or BBU or Mappa him for free if you're at mid range and the yo-yo is behind you. The only way bridget can avoid the big damage awesome move you do is to FRC the bear and starship/backdash or something else. That is him spending tension to make his rushdown kind of safe, so you shouldn't really mind it. You can also get tricky and FDC bite him when he tries to summon a bear and the yo-yo is behind you and really frustrate bridget. - Bridget's Oki Oki #1 - 2K 2P xn - BDC bite works against this if he is in your face. otherwise, just backdash it and get away. Oki #2 - Starship throw bait - Backdash, be ready for the frc. If FRC doesn't happen, BBU. If it does, jump away and be ready to FD the 6S or break his airthrow. Oki #3 - Corner FB bear pressure. This is hard to avoid so it's better to just block it while FDing to push bridget back. He will knock you down, 5 set and FB bear. From here, he has some good mixup options. He has the typical jump in k into jc.K for fuzzy or landing low, airdash for late overhead. What you should be doing is FDing the normals that bridget is doing to force him back so he has less time for mixup. He can also do 6K/2K stuff so be weary of that. All in all, you're going to get damage on bridget by punishing his whiffed normals, backdashing starship appropriately, and j.King the hell out of him for running around in the air. If anyone has anything else to add, please post.
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May is nothing to fear at all for Slayer. If you're watching and IB'ing her pressure, any vertical or horizontal dolphin is stuffed by 5P for a free combo. All I do, really, is just wait for may to do a dolphin and try to 5P it. If you're instant blocking her pressure, the 5P should come out and CH the dolphin. If you want to throw meter into fighting her, IBing H dolphin and V dolphin give you a free BBU obviously. Dealing with may in the air is not that tricky at all. If you do not have time to 2S her jump in or she is airdashing so she lands just behind your 2S, BDC airthrow is free. I try to space may on the ground just out of 5K range with 5K, 2P and 5P. Just fast, good normals that will recover in time to IB a dolphin or airthrow her jump in.