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rtl42

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Everything posted by rtl42

  1. in what situations are counters pretty much useless -- when she's pressuring you with a summon out? also isn't j.2S only one hit? what second hit are you referring to?
  2. rtl42

    Slayer AC Combos

    you guys forgot the classic 2-hit combo: EW, DOT.
  3. infinite combo? or are you talking about that infinite SB trick?
  4. rtl42

    Slayer AC Combos

    ?____? 5K, DOT is like... from day 3. (no offense, but where have you been??) well depending on how close you are, and if you have less than 50% tension, you could try 5K, 2K, 2D.
  5. to add a bit more to what EMN hinted at: Exactly, but Faust's entire game plan revolves around keeping you the hell away from him, so that is what makes the match not exactly a walk in the park. (At least, that's what the Faust player should be doing.) Generally speaking, Faust is going to aggressively turtle by poking from just outside of your sweet spot, using Drill Cancel j.Hes to safely control the air in front of him, and tossing out items to confuse you. If you're outside of your sweet spot, you have to be patient, because even though Faust can't do big damage like Slayer generally can, you will give him lots of opportunities to hit you if you're rushing in without a clear idea of how to actually get in. p.s.: good luck~!
  6. if you have a copy of the game handy, i'd recommend just trying it out in training mode using the record feature. but if you don't have a copy of the game, then you can actually do a quick computation by looking at the frame data. Faust's item throw starts-up in 12 frames (i.e. the item comes out on frame 13), and the move has a total of 23 frames (so 11 frames of recovery). He is also in Counter Hit state the entire time. If Faust is going to attack you with a ground normal, and then cancel into item throw, it will probably be either f.S or 2D. (although, if he is anti-airing you, then it will probably be 5K or 6P, but that's not the situation we're talking about, i think.) f.S and 2D are both Level 3 attacks. If you block f.S while standing, you will be in blockstun for 13 frames. If you block 2D, it will have to be while crouching, so add 1, and that makes it 14 frames of blockstun. So then, f.S xx Item puts you in 13 frames of blockstun... but Faust recovers from the Item throw after 23 frames, so that means you have 10 frames to hit him. (And he's even in CH state, which is a great bonus for us.) Analogously, 2D xx Item gives you 9 frames to punish him. Which moves does Slayer have that go active in less than 9 or 10 frames? P, K, c.S, 2P, 2K, 2S, 2D, BBU, DOT, EW. I'm not including DHD because you have to add jump start-up, which makes it impossible. I also didn't bolden 2D, even though theoretically you can do a huge combo starting off 2D RC, because 2D probably won't hit within 10 frames, even though it goes active in 7 frames. All of the above assumes that Faust special cancels f.S xx item or 2D xx item as soon as f.S or 2D hit you. If he delays it, then he is just giving you more time to punish him. (If he delays the special cancel by one frame, then you get one extra frame to punish him, because relative to your recovery from blockstun, he recovers from item throw one frame later.) So there you go, "proof by inspection" that Faust should not blockstring xx item throw against Slayer, especially if Slayer has 25+% tension.
  7. rtl42

    Slayer AC Combos

    i don't think most people land 2H that close, though, but i understand the sentiment. i often see people go through combos as if they're on autopilot, and wonder why, too.
  8. he did, it's in the first sentence. what would be more interesting to hear are a couple of examples in AC, to get an idea of where to start. although, i think one example is something FS recorded in #R: Ky does aerial stun edge, which had an FRC upon landing (back then), but then does a falling j.H that connects with the opponent. If you time it right, you can do a 75% RC + FRC: the RC comes from the j.H, and the FRC comes from the air stun edge, which was still "accepting" or "waiting" for a possible FRC.
  9. rtl42

    Slayer AC Combos

    you can do many variants, on every character, as long as you're close enough. on my youtube profile i have a couple against baiken, going like: 2H, 2S -> j.K, K-2K -> dj.K, D... if you look at some of the first AC Slayer combo vids, you'll see 2H, 2D against Johnny and Eddie in the corner.
  10. what's...with...the...ellipses... also, could you indicate where you have to double jump? either by saying DJ or writing dj.K, something like that. that would be nice. for the 50% combo, couldn't you add in a c.S before the DOT to get a bit more damage? what's the asterisk after SL(322) in Variant 2?
  11. pro tip: faust has very very limited options to escape anyone's pressure, so once you're in, you should have a relatively easier time of staying close, compared to some other match-ups. reason is his backdash sucks, his jump is slower than average (4F start-up, compared to 3F), doesn't have any strong close-range pokes, and even with tension, his best option is to like... DAA. (well actually, it would be to FD :D ) his overhead FB pops him into the air on frame 1, so it has its uses (i.e. dodge a low attack), but he can get hit out of it by all kinds of stuff (even Slayer's 6K!), so it requires some anticipation/insight from the Faust. but as long as he aggressively turtles with items and "safe" j.Hes and a few other ground pokes, he can be a serious pain in the ass for the Slayer. you know, in a lot of match vids of SL vs FA, i tend to see slayer players block his scalpel attack, but isn't it really easy to react to with a 6P? his hitbox stretches out with him, so i don't see why you shouldn't counter his scalpel with a 6P.
  12. you can sort of find it in the Foundation forum, in the tier list sticky.
  13. baiken's j.D goes active on frame 9, and the FRC window is from frames 9-11, so you should (and i'm pretty sure, can) still do that.
  14. no problem, glad to help, but sorry it may have come too late Wekk: it's not drastic, but you can notice it in certain air combos/set-ups.
  15. rtl42

    Slayer AC Combos

    can you give some examples of when you saw this?
  16. yeah the tech throws looked like you were really trying to force the idea, but there didn't seem to be any real reason for showing off the tech throw set-ups. why did you SB Testament's 6P and then keep blocking? seemed like there wasn't much reason for it except "flash", but showing SBs by themselves are kinda boring. ...although SBing Gamma Ray looked pretty funny why punish a whiffed Potemkin Buster with a STBT FRC throw? aren't there better set-ups? (the whiff animation is 40F) some of your throw FRC -> note set-ups didn't seem very tight. It looked like May and Testament could've 1F jumped out of it -- true/false? (that's just how it looked to me.) but even besides that point, how come you turned off blocking for the CPU? at 1:42, i didn't see why you showed that SB -> super set-up against Faust. i couldn't even see what Faust did, and you didn't follow up with an air combo. imho it could've been fleshed out a little more. not sure if this matters to you, but i try to avoid showing air combos on opponents that are dizzied, unless it's a necessary condition for the combo. reason is cuz the gravity coefficient is "heavier" for dizzied opponents, so it's not quite "faithful" to the actual combo that you want to show. (i.e. opponent's height is lower than if they're not dizzied, so you can potentially do some things that wouldn't work on an undizzied opponent.) did you record that combo against a dizzied Axl on purpose? what was with the combo at 2:18? why show a non-combo STBT, and then dash -> OTG air super? are you sure the punish against Jam's super works? just looking at the frame data, Jam's at 7 frames of disadvantage after you block her super, but I-No's 6P goes active on the 9th frame. (or did you IB and i couldn't see it cuz you use white I-No? :P ) anyways don't take it too hard, it's your first one, just keep it up!
  17. welcome~ For notation and terminology, check out the front page -> Guides. Also, in The Foundation board, there is a sticky called the Gameplay FAQ, that I would recommend that you read. For Slayer terminology, I have tried to update the Slayer 101 sticky when I can and have material, although it's not looking good now. However, the first post has common abbreviations that we use in this board, for Slayer's moves. For whatever reason, during some interval of time (starting at the beginning of your dust Homing Jump), "every" move can be jump cancelled, until the end of this interval of time. i don't know the number of frames in this interval, exactly, but it's long enough to allow for stuff like j.D x3, among many, many other things. If Sol falls down to the ground after the 3rd j.D, then you're doing it wrong. You have to do: D -> [8] D-D-D ]8[ as quickly as possible -- but don't mash, this will screw up the timing and you won't get 3 j.Ds. If done correctly, even after the 3rd j.D, Sol will keep flying up. Computer recovery should always be set to back/front, and 0 frame, firstly because neutral tech recovers 2 frames slower than back/front (game feature, not just training mode/CPU feature), and secondly because humans will have perfect timing with this stuff. (or not even perfect, they can just mash on buttons while you're comboing, and if you miss the timing they will tech out.) At first it may seem strange to know the timing for teching out of someone else's combos, but you'll get the hang of it with some experience. Also, in case you haven't read about it, the font of the "beat" indicator will change to black if you do an air combo that your opponent could have teched out of. You will often see people refer to these combos as "invalid" or "black beat" combos. somebody help the man, i can't upload vids at the moment. It's better to hit them as low as possible, without touching the ground, but there is some flexibility depending on the character (e.g. Potemkin, compared to Sol). As you pointed out later, yourself, there is a specific timing, and that's just how it goes with AC Slayer. Slayer combos have way way more links than most characters, so if something doesn't work at first, keep trying. Although I already pointed out where you should read, I'll answer these ones: OTG = On The Ground; like you said, knocked down. But it's specifically the state where you are knocked down, but still have a hitbox (so, before you begin to "wake up"/get up). Be careful, though, AC has an additional grounded state called "sliding", where you are OTG but can be "validly" re-launched into an air combo of some sort, so don't confuse the two. Moreover, there are a handful of moves (about 7 in total?) in the entire game that can re-launch OTG opponents into a valid combo. Look for Slayer combo videos by "Zaido" (from this forum), he made two that showed quite a few PB loop combos, as well as some variants. When you hit an opponent that is OTG, they are allowed to tech, if they so choose. So, if you don't hit them OTG, then they are knocked down and must wake up into your pressure. But as you said, sometimes the hit will kill them, so you might wanna try for it. However, that means the opponent has only a few pixels of health left, as OTG damage is heavily scaled (I don't know the number exactly, but you can just try it out in training mode with the damage output shown). By the way, sometimes you see people go for OTG BBU for the kill lolol. But yes, you're right, it's generally better not to against an opponent because your mix-up options are better if you force the knockdown.
  18. (use the general questions sticky, or the Joystick sticky, in the Guilty Room, next time) i think you should have them, you'll probably wanna use them for "record" & "playback" in training mode. (if possible, i even like to have an L3 and R3 for "walk" & "jump", but that's not really necessary.)
  19. christ, people, read! hatred edge: there is no horizontal ordering. so, Sol being to the left of Ky means nothing. DW: Tougeki Damashii = one person?
  20. keo-bas stop double-posting within minutes of your initial post. okay so i just saw this thread, and i saw someone say, much earlier, that this is one of the most balanced (SNK) fighters around. so then, why is this not a very popular game? (or am i just living under a rock?) e.g. is it balanced but boring for most people? or did it get a bad rep from people playing on incorrect versions of the game?
  21. seemed a bit jumpy, but looking much better than a cellphone!
  22. koto ga taosenai darou.
  23. ...but if your opponent is asleep, you can follow up with like, anything lol. dust combo is easy mode, and i often find that people will burst at times like that, so you can usually anticipate a burst coming after that kind of silly 5D set-up.
  24. "empty" / "dry" TK YZS works; also, if you drop an air tatami on them, then dash in a bit and do a TK YZS. i don't find myself landing 6H too often (or close enough that i could do TK YZS afterwards), but whatever works for you.
  25. he might not get the "drawing lots by straw" reference, though. (maybe?)
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