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Everything posted by MacArthur Blunts
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only thing i can say is use the tension more. I'd say something about combos but it seems like all the SL's like doing their own variation of the combo and yours were doing enough dmg and looking cool enough. Just do more 5K mappa RC and more BBU if the 5H AD stuff won't work. Also, sometimes if I hit a 2K and i've got more than 50%, I won't do 2H BBU. I'll just 2D RC instead. I believe it prorates less (doesn't 2H force 80%? and 2K prorates 90%) and the combos are easier. Vs. johnny, j.H j.K 5H reps are easy, too. Oh, and when you see coin, BBBBBUUUUUUUUU
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Yeah for real... I hardly ever use it at all. Too easy to see. Just [D] 2H! Do that at least twice and then regular D is free. Jack the GG a bit too and the dmg is good.
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My new dust combo - (works on the likes of axl, potemkin, chipp..) 5D^Dx3 - j.H->j.K->j.D->j.2K->j.K->dj.H->j.2K->j.D->j.2K->j.D
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Ragebot, the launches that lead into 5H SJ combos are close CH 2H, j.H walk forward, BBU, undertow CH, it's late CH after under pressure... Really anything that gives you a good launch. For pilebunker loop, it's different timing on every character. Justpractice.
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Ya it happens a lot. Be prepared to mash out another. THEN BEGIN THE SILLY CLASH MINDGAMES!
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if you block the DP you get a free combo unless he uses tensions. If he just wasted that many tensions to get out of your oki, I think it's a good thing. I'd rather have super fear oki going on in there rather than having him tech and get a free summon anyway sometimes. You're SL. Bitches fear.
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I hope he watches out for SL's that love to 2H at the start of a round.
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You saw my match with marn when I did that sick ass combo off 6H, right? You should have come up to the tenkai room we had like 7 tvs.
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@ LB Just link like two more 5K's
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You have a good match. It turns into more of a patience match with lots and lots of 5K, 2P and dash throw.
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The mirror. We all know what SL is going to try to do. He's gonna BDC all your mixup. Not much you can do about it. I'mma do it like this... Move->move to beat it Mappa->2D/6P/2S/BBU (I use 2D for this because it feeds into 5K K mappa 5P) Dandy step->2D/6H (I use 2D for this because it feeds into 5K K mappa 5P) BBU->2K/2P/2D j.H->5P will clash/airthrow/j.K/j.P the startup 6K->5P That takes care of anything he wants to do to get inside. Learn to hit confirm 2P and 5K into knockdown as best you can. I completly avoid doing dandy and mappa in this matchup because they are easily counterhit into huge, non-prorated damage. I play this matchup with 2P, 5K, 2K, 2S and IAD back j.H. Doing this keeps you on the ground most of the time and forces the other SL to take risks to get inside. There is no need to take a risk in this matchup, you can BDC everything SL throws. You should know all of the tick throw setups and be BDCing to get away. This matchup will be won by the SL that can react to mappa and dandy step the best and if you're straight up not using those in nuetral situations, you should do fine. 5K delays are really good if he wants to throw something out while in 5K pressure. Hit comfirm that into 2K 2D at close range or mappa RC 5HS 2D. REALLY meaty 2S will discourage reversal BDC as most SL's cannot do it perfectly. 2K also has weird low invul. frames so you can use that in nuetral situations to deal with his 2K/2H/BBU/2D. j.K will beat out j.H but I avoid trying to do that so I can stay grounded. 2P is the god move in this matchup. It has a little less range than 5K and activates in 4F. 2P is what I base my offense on completly in this matchup. If SL is pressuring 6K outside of oki for the overhead, for the love of god 5P him out of it into aircombo. 5P CH leads into really high dmg tensionless combos.
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Probably because 2K prorates 90% and 2H forces proration to 80%. They are most likely waiting for 50% tension for 2D RC. Maybe the opponent had burst. Most poeple burst right when BBU or 2H hits. @ LB - I strive to do the biggest dmg combos that SL has and it has helped me pull some matches completly out of my ass at FR. I would be down a lot of life and I'd hit something like... 6H>5K>K Mappa>5P>j.K>j.2K>j.K>5H>sj.H>j.2K>j.K>jc.H>j.2K>j.D>j.2K>j.D and the match would be back in my favor.
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The "crazy difficult" combos are not even that hard. All it takes is practice and a good eye for what situation/scenario you're in and what you can do about it.
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Esayah, my mixup without fear of DP is pretty good. I admitidly have the most trouble oki'ing people with DP's. that's for the crits. I always need peoplet to tell me things about my game that I'm not noticing. n.n I should have some more vids after FR this weekend. (Just a secret: The oki usually goes like this... Dandy S (whiff) H - To stop them from throwing Dandy S (whiff) 2K - Cause they have not seen the low yet Dandy S (whiff) 5H - To cover backdash and if blocked, sets up mixup/lets them think they can throw me next time Dandy S (Whiff) BDC Bite - cause they are scared and blocking/did 6H and it got bit. Dandy (Empty) Meaty 2S Dandy (Empty) 2K Dandy (empty) bite Dandy H That is just the dandy oki I use... I use whiff 5P's and 2Ps with 6K and 2K alot, too. I'll post up a vid of ryanbill completly raping me soon, just gotta find the good ones
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Most hilarity of may hoop set is when Kyle baits out my DOT with hoopset FRC SLASHBACK into PUNISH MY FUCK
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Yeah, those matches are a little old though, about the end of december. here is another one... http://www.youtube.com/watch?v=0yd4AcFSzvY The last oki where I get wakeup thrown is a messed up BDC bite.
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http://youtube.com/watch?v=OMn-qz3pIso http://youtube.com/watch?v=Mssp_AOfm0I There's 2 of them. I have about 20 more but I gotta get the good ones.
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Lots of BDC jump to escape pressure. IB her shit. 1fj her throw attempts. There are many OBVIOUS holes in her projectile zoning. Kill fish with 2P, 5P, 5K, j.P, j.K. If she has a bubble out, don't jump in at her. Anti-air with 2S will be hard because there will most likely be a fish near you if she is pressuring you with airdash crap, stick with 5P. I DO NOT suggest 6H to anti air dizzy for the same reason as 2S. As everyone has stated, get good at punishing summons. Get good at IB/FD (and if you practice it, SB) create holes with FD so she has to change up her game to continue pressure. Try to IB and FD equally so you do not run out of tension. BBU 2D does not work against dizzy, so get good at 5H into AD stuff. Dizzy is also an easier character to PB loop, so learn those.
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Rtl, there is no comma needed in this post!
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I'd just rather punish with something better than a throw. But I play Slayer, not Testament, HOS, Axl or anyone else with a throw combo. My point is that most of the cast doesn't have a super good backdash like PO, ZA and SL. If they want to start backdashing in a corner, they're giving their opponent a way to get unprorated dmg on them while hoping they're going to get away with a throw. Risk/Reward on backdashing in a corner doesn't seem worth it to me in a game where one combo can mean the match.
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Either way, if someone predicts you're going to backdash in the corner, you're pretty much giving them at least one vunerable frame to hit you with whatever they want. So, you guys saying backdash in the corner for what? To possibly get a throw off? Throw vs. Getting comboed in the corner to knockdown doesn't seem that good to me, unless your throw does a quarter lifebar and I think only potemkin can consistantly do that.
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stop, thinking or stop thinking? COMMA USAGE CHANGES STRATS! But yeah, I do that too sometimes I'll slam on the buttons hard at a common burst point to try to make them drop the combo. it rarely works.
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YES! You shall not ponder! but it's pretty much true, except Slayer can't beast as hard.
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some pots bait out DOT with 6K cause it looks similar to slide head. watch out.
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That is potemkin. Who only has 1 vunerable frame on his backdash. Characters like PO and SL can get away with it, but anyone else gets (this is just an example) 5H'ed by SL. That equals a whole lot of pain.