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MacArthur Blunts

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Everything posted by MacArthur Blunts

  1. for the iad j,h, you have to hit 6h as low as possible. it is quite difficult. for 6h-IAD J.d, remember it is on a standing opponent. the iad j.d you want to hit asap out of the airdash. working on may today! 2k-2h-bbu-6h-J.h-J.k-dj.k-j,d-j.2k-5h-pile 170 meterless 6k combo works for 164 or 172 for the pile ender. should be near 200 from its late. CH 2S/6P-IAD j.h-5h-K mappa-5k-j.s(2)-j.k-dj.h-j.d 215/202 CH its late-6h-5h-UT-sj.h-j.d-j.2k-j.k-5h-pile 294. 343 if you add a fb pile after 6h. midscreen pile loop works easily on her as well. And for 6k meterless, the En route is the most damage if you end with the sj h combo for 184
  2. After some playing, the most fun combo so far is off 6h hit on standing... 6H->IAD J.D->J.2K(launches on grounded hit)->J.K->C.S->J.S(2)->J.K->5H->UT->J.H->J.K->DJ.H->J.D 215 meterless vs anji. combo variates per character and wont work vs shorties. j.2k launch is awesome. Meterless lightweight 6k corner combo.. 6K->5K->6P->5K->J.S(2)->J.K->DJ.K->J.D->J.2K->J.K->C.S->J.S(2)->J.K->DJ.H->J.D. 164 on jam more to come Vs justice.. CH its late-6h-iad j.h-5h-undertow-sj.h-j.d-j.2k-j.k-5h-pile. 290 Ch its late-6h-FB pile-5h-undertow-sj.h-j.d-j.2k-j.k-5h-pile 333 6h-iad j.d-j.2k-j.k-5h-undertow-sj.h-j.d-j.2k-j.k-5h-pile 231 2k-2h-bbu-6h-iad j.k-j.k-5h-undertow-j.k-.j.2k-j.k-dj.h-j.2k-j.d 167 For the corner, replace iad j.k-j.k with iad j.h-5h-undertow-sj.h-j.d-j.2k-j.d for 181 AA CH 2s/6p-iad j.h-5h-k mappa-5k-j.s(2)-j.k-dj.h-j.k-5h-pile 241/228
  3. Excited for these changes. Once +R drops for the US, I will archive all of the old stuff and we can start anew!
  4. We need more CO players.
  5. I-No's mixup has a nice little hole in it where you can kind of option select a 2P or a 5P and a low or high block respectively. So, as she is pressuring and going into the high/low dash mixup, try to sneak a 4P/1P (hold back for blocking purposes if the P does not come out.) in to try to CH her out of her mixup for a full combo. If she is doing the slide-forward move, you can easily see it and back-dash it. Always try to just avoid/IB/SB her dive move. She can delay it and really mess up your anti-airs into combos for her. Don't keep her out of your face per se, just try to keep her out of throw range. FD her away when she lands if you are uncomfortable.
  6. GGz to pika and dropped_inputs last night. Sorry my connection isn't that great. I literally live at 9,200ft.
  7. Yo man. I'm still up in Frisco. Holla holla.
  8. macblunts25 is my psn. play me. I love Slayer. I'm up in mountainland though, so my connection may not be good unless you're close to Colorado.
  9. I am wholly confident that the older players will help newer ones in the GG scene. This new game and +R will prove that. Players like Jais, Kyle, Slymoogle, or anyone who knew of Tenkai can attest to that. I may even move off of this cold mountain to get back into the scene when it drops. (IM STILL ALIVE EVERYONE!) I have great hopes that we will usher in a new era of amazing friendships, knowledge sharing and packed venues.
  10. So about 2D RC->5H->blah blah. It really depends on the character and combo you want to do. For instance, if I want to do 2D RC->5H->IAD j.H->5H->IAD j.K->j.K->5H->j.S->j.K->5H->214 S->H or whatever vs potemkin, I want him as low as possible for the initial 5H. But if I want to do 2D RC->5H->j.H->j.K->dj.H->dj.K->5H->j.H->j.k->dj.H->dj.K->5H->IAD j.D->j.2K->j.D I will want him at max height for the initial 5H or else he will travel too high later in the combo, but it really is all based off your timing. There is a big window between air links to adjust the height of your opponent... I've gotten strange things to work like a falling j.D into 5H against faust and 2H( non counter )->5H to work against Eddie. Also fun things like tensionless pilebunker loops... Though now it seems all the fun things I found are gone in the next revision... Slayer is all about pushing the frames in combos. You will learn to adjust your opponents height during combos according to each character to make the best combos work for you. You'll find you can do seemingly impossible, totally freestyle'd combos that do great damage all the time once you learn the windows between moves and optimal heights for each character.
  11. hmm... I got it up right now with no restrictions on connection..
  12. making a room. macblunts25
  13. might be able to swing this... i'll throw my name in the hat for the 5v5
  14. You're just saying that cause my avatar is from your wedding. :P Also, the only character I've noticed doing really good damage off a relatively easy playstyle is Kliff, who I suspect has a few drawbacks once you get inside on him. Axel, it does look like his playstyle and he is doing the best combos so far. I wouldn't be surprised if it was Hase.
  15. My slayer impressions thus far: I LIKE IT! Undertow: Buffed and used in combos? FRC? I like it. 6HS: Slowed a bit, but gained jump cancel and special cancel. Also, groundbounce? cool. High BBU launch->6HS->sj.H->j.D->j.2K->j.K->5H->reset, pile. COOL WITH ME! 5K: Special cancel. Cool. Corner 5K FB pile loop should be possible, not too much damage but at least it is an option. 6K->5K->6P FRC->K mappa->5K->K mappa->5K->j.S->j.K->5H->pile should be fine for a midscreen 6K combo that takes them to the corner. Bite: More healing, more damage. FRC needed to combo but I'm ok with that. j.H: Kinda nerfed.. but oh well. 2S: Much needed nerf. Still a great move, though. He still has 6P and 5P for great anti airs. Dandy H and FB dandy: COOL! More movement options, which is what he lacked. 5H groundslide: just another way to get them in the corner. Opens up much more interesting combo potential. Overall impression: Changed from a high-abare to a medium abare character and added a lot to his footsie game. Trust in a nigga when he says that Slayer has potential that we have not seen yet, along with every other character.
  16. Ohio, I kind of miss you.
  17. CH j.C->66->5AA->B mode transfer->j.A->EX megido->214A->5B->236C->214A->236D I can't figure it out when I'm already in origia mode or not on CH...
  18. I saw Slayer do Iad j.H->c.S->pile RC->5H->crosswise->5H->pile. I'm ok with this.
  19. Hey guys. Been living on top of a mountain for a while. Getting back to civilization here in a few days. I have been working for a ranch doing mountain man things and making good money, I'll be on these posts and changes here in a few days! Letting you guys know I did not get eaten by a bear or get moose'd out. My beard is looking awesome and new Slayer looks so fun.
  20. The people make the state!
  21. Kentuckeh. What an awesome state.
  22. LOL Ohio. I miss you.
  23. I thought it was agreed that there was no such thing as "priority" and there were just hitboxes and certain invincibility factors. For instance, if potemkin does slidehead, his hittable box extends out quite a bit (hits fullscreen no matter what lol) and with slayers low invincibility on 2H, his hittable box gets CH by 2H. Works with any low invulnerable move vs. slidehead (zappa 5K). J.H will hit behind him if someone activates a move that extends into j.H's hitbox. 2S also just has a really long active time (9 frames). Hell, most 6P's can beat VV at the right time and range and VV apparently has "the most priority ever"
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