Jump to content
Dustloop Forums

Zaido

Members
  • Posts

    671
  • Joined

  • Last visited

Everything posted by Zaido

  1. i have eatten 5P loop before, it is BURNING!!! but its pretty cool dmg isn't half bad
  2. Zaido

    Slayer AC strats

    from what i read, Command Grabs can't be teched.. SO... if it is still what you say its techable, then just record the thign and show prove us all wrong so we can just shut up already :/... i mean, i am kind of tired to see and alsothis is getting me down to think that its actually techable.. but you got to remmeber that slayer is Pushign HS not liek most character command grab.. which is other buttons plsu Bite has start up frames i believe, so it is possible if oppnent grab you befor eyou bite them but then agian yea.. i mean to stop the argument just show PRoof of ur findings...
  3. Zaido

    Slayer AC Combos

    it shoudl work on every character, it all depends 5H hit, if it hits them really high, easier to do, hit them kind of low, i woudlnt' attempt it and just go for jH combo on certain characters, but i suggest sjC jHS->jD ->j2k->jK blahblah on certian character, heavy character you do jHS->j2K->jD->etc etc.. and for ur information, i do attempt these stuff in my matches though i fail most of the time :/ i fucken suck so by me sayign this i am saying its practical and good dmg !
  4. Zaido

    Slayer AC Combos

    it doesn't matter if they going up or down, its the matter of where they are when you hit 5H... and how long they will stay in untechable state.. and the higher you are, the higher they seem to be able to tech.. but in some special cases, certain character with tall hit box you can still hit them no matter what :V... with that AD jD thing, i believe there are 3 characters that it wouldn't be wise to even attempt it on...
  5. Zaido

    Slayer AC Combos

    well, i think i said, K recovers from the hit and has a +7 on hit stun... so... ok since i dunno how much hit stun it actually gives, lets just go withur 13F on lvl 2 move so K gatlings into 6P so by all means the K did not recover yet, so it has +7 Frames from the hit stun + whatever extra frames it has left from the gatling into 6P which starts up 18 frames... so because you hit them and they are stun on contact, is 13 F so during that time it takes 6 Frames to recover so you get the +7 so if it didn't recove ryet and you gattling into 6P which is 18 frames so... lets say + the modification fo hit stun from crouchers, you add the +7 with the crouch in so its more then +7 frames there, you then add the frame in which you gattlinged into 6P so you get more frames from that... so all in all it shoudl add up to about either = or more frames then 18 frames so 6P will hit... so if they are not crouchign maybe that little bit less stun frames will cause the moev to be less then 18 frames so it wont combo.. but because they are crouchgin adding to the fact that crouchign gives more hit stun, thus it can combo... so.. i dunno if i answered ur question with LACK of knowledge of frame data... but i am tryign my best to explain hopefully i said anythign right... if i am wrong?? o well i am srry, i am only human :V...
  6. we need zappa in cali :V!
  7. Zaido

    Slayer AC Combos

    not to sure how to answer you on this other then what i think might be the answer? and is that frame data say +7 on standing hit right? so... lets say crouching hit is like more + Frames then just 7, so you the moves gives + this much as the 5K recovers completely if i am not mistaken?? so... you can cancel it early into 6P which over all makes the 6P hit.. so if you cancel and against crouchers wouldn't the frame be enough for 6P to hit crouchers? and the 5k->6P only works against crouchers... so the combo woudl be soemthign like 6K->5K->6P (against crouchers) i dunno how to really do this frame data chat blah blah, but i think that is how it goes??? people shoudl tell me if i am hitting somethign here or am i only hitting air
  8. Zaido

    Slayer AC Combos

    think of it this way... bounce property has this much of un tech property, and so, if you hit them really high up to bounce, they fly higher, and yet easier to tech... so.. if you hit them lower, they have lesser chance to tech, and yet you can hit them much easier... and 5S xx PB is not the same as 5H bounce -> PIle bunker...
  9. Eiji doesn't really post on any known forum that i know of :V
  10. Zaido

    Slayer AC strats

    well yea, BBU has start up, and it isn't inv from throw.. so why not? i have bitten slayer out of BBUs so meh :/
  11. so a low hit jK land DOT?
  12. that is my problem solver for light weight characters.. the problem is the timing is tight so it takes practice to get :3 there are harder ones like jk->j2K->delay djK blah blah but that is too hard... harder then djK->djD timing :/ like i said, i havn'et fought bridget for a while, but my psychic BBU's been pretty helpful in certain match ups.. :3 but sometimes it does fail me as hard as it helped XD... the risk reward is cut about even
  13. and he is fat... :P and heavy like no other!! you can even youse jS(2)-> j2K and stuff, but yea... if you can get a combo to start off with 5H-> its actually not so bad.. and does pretty decent dmg? :o Villianous: i do the combos i listed... though i haven't fought any bridgets lately.. or any... as of now... i woudl just go for watever you do to get the combo started=> after you do ur 2nd jump do djk->djD->dj2K->blah blah, instead of djk->dj2K->djD
  14. that kid should eat ur 5D to missle loop his asszors... that shit is unblockable almost like knockdown FB-> land 5D to lol..
  15. Zaido

    Slayer AC Combos

    actually i think the 2D is better, because it feels liek it can HIT them earlier so you can hit them if they tend to do some block string and rush in again.. but this can also be a bad thing too if it hits too early if it was blocked !
  16. Zaido

    Slayer AC Combos

    there were times i did 2H, did liek i think delay 5K -> mappa punch combo, man, after able to do mappa punch, 5K mappa punch-> air combo, i felt good !
  17. i think stormlocke had enough of my Baty Cload of death :p, though i am kind of interested in what Robo shoudl be doing against Slayer as well incase i ever get a chacne to use RObo against a slayer :o! but 5H FRC against some of Slayer Oki stuff seem to work last time we fought :V
  18. Zaido

    Slayer AC Combos

    ok so its a gattling that kind of loooks like a link... fair enough :X so i guess its a timed gattling
  19. that thread is pretty kick ass Stormlocke :P
  20. Gj jo for uploading the vid
  21. Mike_Z barely made it in time for his turn :P, so i guess makign it start a little bit later is cool with me :X
  22. Zaido

    Slayer AC Combos

    like you said urself 2K Linking -> 2D or 2H even though i hear argument of it is a gattling too but watever it is, timing it is always better then mashing it.. trust me on that... you probably jsut timed it wrong Mashing might get it to hit a few times, but mashing itself actually might delay the move from coming out :o
  23. i have them, in my head, but i nvr got a chacne to write it down.. Ch jH -> dpeending on how you land, you can always jsut do the walk up 5S combo, or the land 5H at the heighest point they are and do the jump ad jD->j2K->jK->land-> the rest or jK->Land 5P->the rest, Depending on the character specifics, CH Undertow really dpeends where you are, i usually just go for 5H, or 5S depending on how hard it is to combo the character after 5H , Cross wise is simple, depending on which hit is CH you can either do 5H or do a jump the rest combo, or stand 5P -> the rest or what not CH its late after UP-> 6H -> watever is necessary to launch -> the rest CH off of its late diretly dpeend on if ur in cornor or not, you can either do a BBU, or 5H iad jK-> land 5S or 5P watever the rest blah blah blah i am too lazy to write down every character specific one cause of no real time... so yea.. i woudl of written it down in my guide but yea... anyways.. alot of the combos might soudn really unreliable, and looks somewhat fancy??(Imo it looks hot ;3) but like these are the stuff i woudl attempt to pull in matches if i get the chance... (though sometimes i blank otu and jsut follow up with something really really simple but like yea... most of the stuff you can just follow up witha walk up 5S IMHO... so... go with that for now...
  24. you can also do the real ghetto ones like jS(2) ->j2K ->jK->land 5S -> relaunch combo or something.. as much as i remember... i remember jH ->j2K jK -> blah blah works?
  25. its called timing, to relaunch, or use 5H jump JH -> to the rest
×
×
  • Create New...