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Zaido

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Everything posted by Zaido

  1. Zaido

    Slayer AC strats

    you can cancel the whiffed slash back into a special? so slash back doesn't have some sort of can't block property when you whiff a slash back before you do anythign after?
  2. it is just timing issue.. when you do an airdash hit there are times lets say you do jump airdash jH you do jH and start losing altitude, and sometimes you do jH and ur still airdashing.. well you need to do jD whiel still airdashing. basically this combo isn't really a super practical combo to do.. but once the timing is down, then it shouldn't be too bad.. certain cahracters have certain height they need to be hit up to in order for the combo to work.. btw everyone, do you guys want combo from just 2Hit DHD or combo from DOT -> DHD? or just some combos that can be done into DHD?
  3. the key is the j~ad.jD part there are what i see are 2 forms of j~ad.j.D: there is oen which you use the jUmp momentum of jumping diagonal and airdashign which increases airdash speed? or distance? and just jumping up and using the airdash itself to help with distance... you want to use the Diagonal jump to help with momentum as you airdash to help cover the distance for everythign to work. its not easy for me to explain this but the 2 difference is in speed and distance all i can say, both have its distinctiveness because youcan tell the difference in speed as it is done correct or not.. other cases is your not jumping diagonal enough after 5S. DHD= Direct Hit Dandy Chokkagatta Dandy or however this thing is spelled
  4. i got a few but i just haven't written it down yet since... i probalby gona do some and maybe hopefully get videos for it too :X...except the 2 i already done in my vid XD...
  5. well yea.. but there are those that prorate so bad that i might as well go for knockdown and try for okizeme reset combo for more dmg, but when i get around to this i will try to post something... XD...
  6. Lol... i have nvr actually came down to this part of the thread Lol...haha
  7. srry for the double post... just a question about the Relaunch combo such as lets say blah blah -> 2S->5H FRC->dash->jS->jP->jH->Land->sjK->sjS->blah blah is there some delay in the between jP -> jH in order to delay it long enough so you land and so that sjK will connect? cause so far i am failing that part pretty horribly :X..
  8. there is one thing about the 2Hit DHD, there are ones that are 2 hits but techable and the 2 hits Untechable ones, some characters i am able to get the 2hits that are untechable and ones that are techable, should it still be listed? cause some characters i am only able to get techable 2 hits :X
  9. Zaido

    Slayer AC strats

    well you can always cancel the 2s to a special, or cancel to a 2D or what not.. and i dont' think its upper body invcinble i only think the leg itself would be invincible ;X.. a jH from like Johnny might either trade or you win :X in cases liek taht :o
  10. Zaido

    Slayer AC strats

    the horizontal range is invisible ! they get hit and go like wtf hit me??!!!
  11. there was some pretty sexy relaunch combos ;X.. i gona have to try those when i get a chance :X...
  12. Zaido

    Slayer AC strats

    most of his so called links or gattlings watever you guys want to call it can leave to what i think safe block strings, isntead of always doing to mappa punch or what not.. 4F is fast... (but i will got to say some character like OS i heard from friend have a 3F 5K??? wtf???? but anyways that doesnt' matter) anyways i woudl think most of his stuff can help considerably because of safe ground strings, able to end combo to kncokdown and continue okizeme, not like back in Slash days... ground game improved i woudl think Anti air game is better? and so on :X...
  13. Zaido

    Slayer AC strats

    overall he can do pretty good dmg off of more then just a few attacks back in / uses less tension to get more dmg etc.. since most of his moves can be followed into, he got way more options? other then that there are still those match ups that are just really stupid the Pot vs Slayer thing doesn't feel too impossible now.
  14. Zaido

    Slayer AC strats

    Okizeme: 6P FRC FDC Bite 6H FRC Bite Dandy P FRC FDC Bite 6K -> walk forward throw 5K 5K FD throw DandyK underpressure whiff -> bite Dash behind them throw etc etc.. just got to be super creative afterwards or cycle through the process :X i also do stuff liek IB stuff FD through an attack throw... the most waste of tension blocked DOT -> RC or FRC land throw usually RC cause its unexpected, only uses this for sure kill :X... sometimes you can try doing undertow -> throw or 2P -> throw thing is they can throw back so be careful and have we all forgotten Mappa Feints? :O
  15. i can't really say having trouble since i did the combo :X.. but timing is a little more strict but it is possible.
  16. Zaido

    Slayer AC strats

    2S works on most of Pots air shit, watch out for his jump S? and jump HS. got to be aware of Pot wake up options and tick throws...
  17. Zaido

    Slayer AC strats

    i have caught Pot's back dash by doing 5P-5P and when i get him free air combo :X..obviously be prepared for his back dashes but usually its really hard to say how to really fight him since once he gets a knockdown and have at least 50 percent meter he got a freebe do wtf he wants to you almost, liek the gigantor -> Slide head (though its possible to get out of it) but its really like if you block it, you will get Slide headed -> combo to repeat the situation over again..
  18. Zaido

    Slayer AC strats

    i think fighting pot face to face is a lot better cause of the new chains and links in pressure? i only fought pot like... 3 times and it was not sooo bad as i thought.. just got to learn to escape slide head :p and punish hard :D
  19. Zaido

    Slayer AC strats

    i would think command throws can't be throw broken... maybe you didnt' really do bite but did throw? Since i did not see this happen to me before... and i did not see it happen ever... and i thought command throws can't be broken so... i dunno i can only conclude that you did a normal throw other then bite by accident?
  20. j.K doesn't launch certain light weight character as high if you add j2K they might fly too high up so combo has to be altered even more. certain reason about j2K i dont' use is the iffy untechable time but if it works it works then yea... i just think using jK is much easier timing and so on :O
  21. great editing rtl42!~ i am gona put that keynotes on the first page too :O
  22. wow it looks so clean.. gj!
  23. Sure, since rtl42 might be editing my post he might add it in, in the future? or i can do it later on... thx for combos
  24. AC OP (No Sound): http://files.filefront.com/AC+OPwmv/;8074827;;/fileinfo.html
  25. do you need sound? if not i think i might have it with no sound
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