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Yonasu

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Everything posted by Yonasu

  1. Zaido, i've practiced some combos that hopefully will make your Slayer-sense tingle with joy, so look forward to it.
  2. Dunno why this discussion is taking place here but might as well add my two cents. With the changes made to slayer in AC he has gotten insane potential to deal lots of damage of almost anything that connects, and it is the ability to take these opportunities that makes the difference between a decent and a awesome slayer, imo. Niga is the best slayer right now since he takes most of these opportunities, and the fact that he does insane combos from the default starters helps strengthen his position. Speaking of the devil: Niga & 012 vs Lox & Isamu http://youtube.com/watch?v=4sXLlgbal-A Niga & 012 vs Haaken & Koichi http://youtube.com/watch?v=YLlDctl5ih8 Both vids are from the DF2 tournament = high quality.
  3. Yonasu

    Slayer AC strats

    2S is probably the most important aspect of fighting May, but you cant use it whenever she is high up in the air as she can change the timing of her decent with j.D and if she is straight above you 2S will whiff and you will not be happy as she decends on you with j.2HS. I fail to see any good reason to do this against May, or anyone else for that matter. Doing j.HS at the peak of your jump makes it very obvious what your going to do and any decent opponent who knows how awesome Slayers j.HS is will do the reasonable thing: block. A good opponent will also know that if you block it and slayer lands right next to you it's a free throw attempt. And so you're forced to do footloose journey to get the additional knockback to avert the throw, and so you lost all momentum you gained from your knockdown. Also Mays dolphins have only lower body inv. which makes them a poor choice as a reversal attack anyway so you shouldnt really fear them as such. I disagree strongly concerning 6K being poor in this matchup. The threat of a reversal dolphin isnt something you need to consider as you can time the 6K meaty to prevent this. If you notice she uses reversal backdashes to avoid your 6K you can bait a backdash next time and punish with a nice combo, but this is true for almost all characters so it isnt something matchup specific. When May summons her dolphin hoop you can react with a K mappa to interrupt her. Good to know when she has life advantage and wants to go turtle on your ass.
  4. Yonasu

    Slayer AC strats

    Against May's j.HS you need to pick her out of the air with 2S whenever possible so that she either a, starts to position herself better with the j.HS which means she will need to position herself better = takes more time to get aggressive = you get more time to predict her and punish her for it. Or b, she will use j.HS less in fear of 2S. Against the short dolphins to command grab I belive 5P will CH her out of the dolphin. IIRC 5P also trades with the other horisontal dolphins so it might not be that good against those. Predict one dolphin with a 6P and she will have like 20% health left though so it is a good thing to do once in a while. And if shes not to close she will have a hard time doing something scary to punish a whiffed 6P. I don't have all that much matchup experience against May so some of these things might have better solutions, but these are things I feel are important to keep in mind when fighting her. Also it can be a good strategy in general to catch jumpers with a j.K into aircombo. j.K is an amazing air-to-air and if you do a slight pause when you would have used 2S or 6HS you can get used to react to their attempted escape and punish them for it. Since you can doublejump and still get a good combo of a j.K this gives you far more reach then a 6HS. Airgrab is also a nice option if you believe they will only defend while in the air.
  5. Yonasu

    Slayer AC Combos

    deci, for the dj.k to be able to connect you need to make sure that you float the opponent high enough, it cant be done on heavies since they fall to fast, but it doesnt really matter since you can do j.hs j.2k j.k dj.S etc on them instead for easier timing. I dont really use it that much now but it should be doable from most 5HS launches, but you need to pay attention to how high the opponent floats, if they dont float high enough you have to go for the extra kick or you wont connect with the rest of the combo and lose lots of dmg and knockdown. Take note that this combo takes some getting used to and doesnt deal as awesome damage as 5HS relaunch-combos does, but it looks awesome.
  6. Yonasu

    Slayer AC Combos

    Pinion, it's all a matter of spacing and opponents weight. SJC from 5HS is possible pretty much everywhere but it's hard to remember the proper setup for it midscreen, imho, since you need to consider all the different setups for many different characters/starters etc. On some of them you need to be really close when you hit the 5HS, on some you can be a bit further away. In the corner it's possible pretty much all of the time with a different delay depending on whom your doing the combo on, as previously stated by yo-yo. I suggest you try to learn that delay by training some combos with the opponent in the corner since you only have to worry about the delay and not so much about the spacing. It's not possible to do sjc from 5hs when opponent is in sliding state iirc. But I havent tested this so thoroughly so it might be possible on some of the cast. Hope this helps.
  7. Yonasu

    Slayer AC Combos

    6K - 5K - 6P (frc) 5HS jc j.2K j.K (land) 5HS SJC j.HS j.D j.2K j.k jc j.S(2) j.2k j.D = 231dmg on TE in the corner. Can be done with j.hs j.k land 5hs instead of j.2k j.k and gives you about 250dmg instead, but it is way more difficult. If you can do SJC's then this combo shouldn't be a problem. Tensionless you can instead do: (on TE) 6K - 5K - 6P - 2P - c.S - j.k j.2K j.k land 5HS SJC j.HS j.D j.2K j.D for 202dmg. You can probably do more in the end for a couple of more dmg but 202 is decent for no tension. A bit more problematic to land the 5hs relaunch but the reward is awesome. Have had some trouble getting a 5hs relaunch combo on the lightweights but I believe it should be possible on all mids and heavies, just too lazy to try it out. My favorite is 6K 5K 6P (frc) (5HS FB PB)x2 5HS PB for 319 dmg. Fairly easy to do on TE and gives you this lovely feeling of nostalgia.
  8. Rtl42: j.k dj.k j.D j.2k etc might have worked, and is what I shouldve gone for as a tensionless combo. But I think j.k dj.k DHD wouldve connected, and probably finished the match right then. My only defense is that I didn't have that much exp. vs Jam and her very small hitbox then. Thanks for the input though, Slayer requires alot more thougth concerning spacing in his combos now and his game becomes so much better when you learn to deal with it.
  9. Guiltygear.se is coming out of its hibernation! Alot thanks to the fact that Shinjin actually has time to breath now, good shit man. Anyhow I recommend you check it out for some info about the following goodness: DF2 - http://www.dustloop.com/forums/showthread.php?t=3757 SiL2 - The not quite as well known tournament held in Sweden but still it manages to outhype DF2 by miles. Awesome hype, nice action, and a good insight into the swedish rising GG-community can be found in Shinjins series of articles on the tournament. It was alot of fun and all of swedens top-players had gathered to battle it out. Some vids are already up for your enjoyement now. http://guiltygear.se/content/view/49/1/ AMAZING Polls - Dont miss out on your chance to make a statement concerning the STRONGEST GG PLAYER ALIVE!?!! poll. Who is really king in japan? SBO-beast Ogawa? Everywhere-else beast Shounen? THAT Ky-player Machaboo? Or Captain Kaleidostar aka mike? Make your voice count at the only english newssite for the hottest guiltynews in the world, guiltygear.se!
  10. Guiltygear.se has been updated now with some vids from the swedish GG-tournament Showdown in Lund 2 that happened like two weeks ago, I did decent concerning it was my first time playing a wide variety of the cast since AC was released. Anyhow, i recommend you check it out, the tournament was a blast and Shinjin has done a good job as always making it hype in writing as well. Keep in mind that the swedish community is rather small but growing so remember that skill level difference is quite huge between the top and bottom, so no flame on my up and coming slayer apprentice Neophos. Enjoy.
  11. Yonasu

    Slayer AC Combos

    American Slayer needs more FB PB loops! Ps. On baiken (probably more characters too, too lazy to try it out): 2D RC 5HS FB PB 5HS FB PB 5HS PB/ or K mappa 5P j.k j.2k j.D ~365dmg
  12. Block + push button -> Win!
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