(Need Help)
I need tips on mad rushdown.
The only two in my rushdown arsenal are:
1. K, (S©,) S(f), IAD, j.S, j.H
2. 5H, 66 (2P) 5H.
Both are holeish beyond grief.
(About Slayer)
I have only played moderate-level Slayer players -- I don't know how the big boys play -- but these are some observations I've picked up:
1. Slayer can suffer horribly if he spends time in the air. 6P and 5H (6H if he's acting dumb) tend to beat his air attacks, save overdrive.
2. 2H does good things against Slayer if he tries the dash-and-grab okizeme crap (2H hits both ways). Loses to his dash-and-6K (hopping mid) okizeme.
3. If you're brave, you can run up and OHK him out of Dandy Step; even though he briefly teleports, he can't pass through you on the forward slide, so he runs into the OHK. However, good Slayers do not throw out random/unsafe Dandy Steps, or will stop doing so very quickly.
4. I was able to remove some of the safer Dandy Step options by spamming 5H at just beyond 5H max range (i.e. whiff range). 5H sets up a scary-fast CH-happy shield and if it trades with any of Slayer's pokes, May pulls ahead. The recovery is also fast enough to block a retaliatory Pilebunker (watch for his Dandy Step). AFAICT, defensive 5H loses to Slayer's 2D, (fast) Mappa Punch, and near forward teleport/dash (teleport behind May).
5. If you're really really brave, you can 6P his Dandy Step moves, but 6P looks like it loses to the fastest BDC Pilebunker. And if you eat a CH Pilebunker... well... hope you got that BURST meter full...
6. Slayer has very few gatling options (many links and combos, but not gatlings), so a really annoying tactic against Slayer is to leverage May's gatling ability by running up and going 2P 2P 2P 2P/2K and:
(a) 2D or 2H or 5H, then run away.
(b) 2D or 2H, into Dolphin
© run up 2P 2P 2P, run up 2P 2P 2P, ...
(d) 5H, run up, 2P 2P 2P...
(e) (5H, run up) OHK
(f) 5H, 5H, (5H), run away or run up 2P ...
I've used 2P to stuff just about everything Slayer threw out, from pokes to Mappa Punch to Dandy Step crap. Loses to BDC Bite, so the goal is to pressure before a BDC opportunity opens.
Mind you, I've only played mid-to-low level Slayers, so I think most of my strategies will fall flat on its face at tourney-level play, but I figured I may as well share what I [don't] know.