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Everything posted by Zaido
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so, what happens when the other slayer player tries to go for the same goals?
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basically to sum it up, Slayer isnt' one of those characters that Gattlings you with alot of moves to raise guard, but his normal moves in itself all raise pretty high gaurd, so just by making them block a few of ur hits will get their gaurd bar pretty high... and the Start Button in Arcade, is the respect button. but remember to hold on the button. not like Console.
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i ono there Metallo5, but Slayer wins matches just by doing what he is doing now... so.. i dont see why he should do so much crazy stuff just to impress people when he could just win it by doing what they are doing now instead of doing things that are seemingly unsafe and might just get him killed to boot, just so he can show off :V.. but then again i shouldn't be the one saying that since i just Big Bang Upper People whenever i get the chance!! but who knows, maybe in the future someone would do that Slash back DOT and stuff.... i still think Niga's play style is cool, and stylish cause he goes for all that tricky things and bam.. big dmg EVERYWHERE, and seemingly nvr the same type of combos to boot!!
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i am only imagening this combo since i am unable to play AC at this point in time, and will not say it wont work (Cause i did not try it and dunno) i would think after 5H jH will knock most light weight small hit box characters too high for jK to hit? but it might work on jam? but then here comes the issue of jH jD-> j2K , and j2K might hit too high for jK to hit low enough for 5H to hit? i am thinking on Jam since she has a very vertical hit box it might work? rofl...
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lol i have like 2 matches of me just losing like a noob somewhere on youtube... i am too embarrassed to share :3 j/k.. XD... it shoudl be posted on the video thread in the West Toast X results XD..
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you did a good job M C R especially going through a post like that XD.. rofl..
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*I am srry if what i am about to type now makes no sense, i am only going through some observations and discussions when me and my friends were playign and discussing about this thing with slayer* uh.. well i am not really saying its pointless i am saying u achieve base dmg, in which i mean this is ur guarantee dmg right here, then you have the combo after which will be added on later, but you achieve this dmg is fact and what comes after is ur chance game. so the thign after ward is getting that knockdown compareing to: bigger dmg combo harder to knockdown vs easier to knockdown lesser dmg. now i am not gona go like saying comparing 2D starter comparing to 5H starter that already you can tell there is gona be differences in both combos but lets say after BBU you do same combo starter 5H now and now ending it with a slight difference like lets say both combos you do the super jump basic combo SJH->JD->j2k->jK now lets say one combo you do 5H ->PileBunker and the other you do 5p->jk->j2k->jD i personally would go for 5p -> one cause i can ensure a knockdown now one example character i woudl liek to use is like lets say Ky-> and youdo the 5H Jump airdash D j2k jK-> land now Ky is hard to combo personally of his awkward hit box in some situation 5H ->Pile Bunker woudl do more dmg then saying land 5SS->jP->jk->j2K->jK->djD but 5H require a bit more timing then 5SS -> that(though somemight think 5H is easier but i ono i am only thinking 5SS is easier cause it requires less of a timing XD) now This discussion aroused after a tourney and we went to have dinner, what my friends and i were discussing was about my play and was like i woudl want to go for a safer combo to finish, instead of always tyring to go for max dmg and have higher risk chance of messing up. After I score that knockdown, its still my turn compare to trying going for that extra dmg then messing up they escape. They brought the opint that i did the BBU dmg now factor in an easier combo finisher instead of always going for those extra hits. i ono but after actually just sitting down and thinkign about it, how many times i ever use a BBU in a round? from after i hit them with it and do simple combo woudlnt that mean i can kill average characters with only 3 bbu into 3 easy knockdowns??? compare to doing 2 combos with maybe some extra added hits and chances of me failing. i am srry if i went off tangent and all over the place ><... but i didn't mean ur combo is Done after BBU by all means... i am only saying if you use same starter but finishing it off in an easier combo dmg difference might not be as different by TOO much, yet you can score easy knockdown. i think i am contradicting myself on some points, and blah... i am sleepy ><... i will correct myself tommarrow :V..
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the thign with Slayer is once you achieved the hits -> BBU (Usually) ur dmg is already achieved ur base dmg... and ur goal is for knockdown or what not... so you can continue ur rape fest :V
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i want to get this part straight Dandy S -> HS is Unthrowable also, other then only Dandy H unthrowable? what i mean is i know Dandy H directly is unthrowable but i didn't know Dandy S -> HS was also unthrowable
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oh that.. that part doesn't work... well he just said BBU 2D so i miss understood that as 2 seperate statements other Then as a combo notation
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the Order Sol used too much Storm Vipers :V... but anyways, I actually wouldn't dandy so much on OS when he has meter since OS i play would just Chop off my Foot everytime i would dandy ex: FB Fafner :V but since ur working it on this OS, i guess he is afraid to do anything else but block :X.
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i wouldn't say BBU or 2D doesn't work, but whoreing that shit out wont help thats all... overall when i fight dizzy, the match kind of goes like, do you know how handle the situation. Most Dizzy's that i fight like to go for the tick throws and stuff cause of her long grab range.. so... always prepare to do somethign about that when you get the chance! as far as after you score your knockdowns, dizzy for now has like 3 options that i can only think of that she can use...(i dunno what dizzy can do.. i need dizzy player input for that :V) are probalby: backdash gut it out and block and/or DAA after super(which might be a scrubby tactic but hey.. it works, it works..) and as for killing fish and getting punished, only time i feel i get punished if i try to kill fish is if i just stand their and try to poke it with my standing attacks and if she was in the position... usually i dont think she can punish too well if i do a jump P to kill it and then leave myself with Options to either FD block, jump away, or what not after.. give her a more harder time to punish me :V.. of course she can go for the air throw, but that one extra jump usually comes in handy!
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i should try that sometime... :O
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i always keep in mind that RK jump start up is kind of slow.. so i try to delay the S button a little till i see my feet leave the ground... so i will still input it as 2369 but i will delay the S button a bit... i think most TK stuff is depending on character jump start up? i might be wrong.... but that is how i do RK's TK stuff usually.. on my HRAP... but on AMerican HAPP parts i just mash that shit and it will come out!
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you just have to block alot, and see what she does.. and then jump out as best as you can.. mostly..
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if you noticed already by now, they took out all the blood animation.. for no reason wat soever but meh...
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if he is over aggressive, it just makes my life easier to punch him in the face, other then me tyrign to get in on his face :V.. but i dunno if i have played an aggressive one before.. most of them feel the same..
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you also got to remember the Beasts all have FRC points on it as well :/...
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his bite is called something like Blood suck of the universe or seomthign of that nature... some odd name..
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the thing with Raoh is he also takes up more space then you! so its easier for him to hit you before you hit him most of the time!
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i tend to always OTG Zappa after a knockdown to make him auto summon so he can't do 236P :X... but meh.. i get very less Zappa experience overall :X
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More Reaction less Guessing! or less Jumping in my case XD...
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i guess i will just have to fight the match more just to get the experience and stuff... :X i can see where its giong to... but i just need to play it more to be able to do it !.. thx for tips guys!
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i would like to mention Slayer 2K is good for this match up. Anji's would tend to love to Throw you, so... watch out for those... Jumping in on him can be dangerous cause of Autogaurd -> Counter to face Normal attack block string can be dangerious if Anji sees gap and try for Auto Guard counter Against ButterFly okizeme(for safety): i usually woudl BDC 1F Jump or IB the first hit and Jump FD Gaurd, Dandy(if i feel like they going for attack so i can go for PB), Back dash, I haven't tried Forward Dash maybe it will work as a lol wtf? o yes "ANJI HAS COMBOS!???? WTFBBQ!!"
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when you say DOT the slide head, when do you dot it? i been told by POT players that on start up of Slide head its a no no to DOT, or even Eternal Wing, so do you mean i DOT him as his face hits the floor? or what? cause all i been seeing is GO FOR DOT CH!!! and i am like WHEN DO I DOT COUNTER HIT?! some of these Tips seems ideal, and i want to know when to use it!