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GSAlex

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  1. So, let's talk shop. I'd love if someone could attack and/or agree with the things I'm saying. Maybe shine some light on my Slabbykins theories, or blow the ones I use out of the water. Compared to regular Labrys, Slab doesn't have access to the same ridiculous damage output, but what she does have is Asterius. Her oki game is pretty solid, in that she has some reasonably ambiguous mixups that lead to solid damage and more knockdowns. Combos that end in sweep or in the axe give you the opportunity to call Asterius in and begin the shenanigans. Those being: From either the beam or the knuckle train, at midscreen, you have an obvious opportunity to jump at a grounded opponent. Since you lose a P card if Asty gets hit, the beam is more or less obviously safer, in addition to the longer duration of the beam in comparison to the single hit of the knuckle train. The tradeoff, of course, being that the knuckle train gives access to good damage. Other openers include going for unblockables with the buffalo hammer, and sectioning off their ability to jump with 2C. I believe the 8C is less of an oki option and more of a means of opening the opponent up from a neutral position. The Asty command grab is a good move that leads to good damage, not just from the followup, but from the move itself. I haven't come up with any good setups for it yet, but I'd like to hear on them. With Asty running interference, there's the high/low game, and the crossup game. Slab's j.B crosses up without even needing an aerial turn input. Furthermore, 5As are jump-cancellable on hit or on block, so a meaty 5A allows for more jumps, more crossups and more time to mixup and score that knockdown. The biggest problem to this, of course, is opponents not caring about your mixup. If either Slab or Asty gets hit, your mixup is over. FAs like Mitsuru's or Yu's are particularly good. Of course, if you block a FA, then you can get a full punish, so dash-up/walk-up -> block is also a valid mixup. It will probably cost you a P card, but it's an option to consider. 2B is a good tool defensively that leads to good damage. 2C controls jump-height and protects you from some attacks, to a certain extent. Defending with D is a thing you should be almost constantly doing. You probably shouldn't use Asty as bait. Not because it's cruel to him, but more because it's not really effective, as well as screwing it up leaves you open to attack and limits your offensive options. The titan super is really good, but it's also really bad. It leads to good damage and can set up for your B Brutal Impact. You can input up to three commands, which can mean a big combo or three opportunities to mix your opponent up. Hit confirming is key for maximizing damage, and if Asty gets spooked, you're out fifty meter, so it's a good idea to do it when you're at a huge meter advantage, when you're shooting for the moon, and when you think they won't swing at Asty. So, please folks of the board, rip me a new one, that I may be better at Slab.
  2. At a distance, your j.B is pretty slammin'. You can d.j cancel the j.B on hit or block, so as long as you swing preemptively, you can keep your assault up so you can position Asterius to do something productive. 2B has some startup on it, but it's a very good move from ground-to-air, considering it has upper-body invincibility and it leads to easy, good damage with time for you to get Asterius to set up your mixups. 2C covers the space above Asterius (and usually you) pretty well. You can use it to section off areas to prevent Chie from launching attacks from those directions. Most of the time, at least before she hits awakening, she's gonna want to bring the party to you. Between j.B, 2C and 2B, you should have a few avenues of defense covered. And, of course, when all else fails, her furious actions isn't the best, but Chie still has to watch it if she tries to cannonball in on you with j.A.
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