deci
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Everything posted by deci
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j.2k is not an overhead. i tested this as soon as i first saw someone use it on pot. instant overhead was too good to be true
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good shit chris. tourney was a lot of fun. gg's to everyone i played. oh and sorry this is late but in sf4: dj vest used blanka and rufus. jdeez used e honda. ike used ken. shonuff used gief and bison. and later some other character (maybe fei long?) mysticgof used abel as well as vega and i'm pretty sure leo used rufus. also, like as jo already mentioned. this tourney probably would have gotten more people if it was added to the calendar and front page of srk. also should have a results post on srk imo.
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go for forward option select throw with slash in that situation instead of back HS. his forward option select throw is pretty beastly actually.
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honestly, almost everyone needs their damage toned down a little. i know i've owned venom for a whole round, then got stuck in one pressure string into over head and lost 80% life. "AC is a retarded game." no way to argue against this. i can hear purrin saying "i told you so!" from here
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lol i see you go for it. at least you used to all the time back when you mained slayer.
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tons of slayers do iad hs into 5hs these days as it is the best damage in that situation. and i'm talking about using iad j.p j.k as pressure. not in the middle of a combo, which pretty much only hase does a lot.
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just look at his play style and his combos. iad j.p j.k is trademark hase. who else does that?
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lol how are you guys just seeing and talking about this video now? it's pretty damn old. shineiya is actually pretty beastly, he just likes to screw around when he plays. some of you guys actually think he is a bad player? lol apparently the only thing america sees when watching videos is combos. also... i'm pretty sure that red slayer was hase.
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Mike, vs Taokaka i've learned that 5c (tongue move) is really good anytime you can create a little space and anticipate him attacking from the air. 5c is really good anti air in general and leads to pretty good air combo / damage but it does come out a little slow. The other thing you can try if you want a quick anti air is 2b (the blob move). This doesn't work on every jump in, but it seems to be low profile and works on way more moves than you would think. So my suggestion is try 5c or 2b if you expect the over head. I'm not sure if this works for all spacings but these moves helped me get out of taokaka corner pressure.
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JC is jump cancel. It just means press jump in the middle of your move to cancel the end of it into jump. Jump install is doing the input for a jump but then doing another move before the jump comes out so that you basically store the jump property. This is mainly used in combos where after you get in the air, you are still able to jump again or air dash when normally you wouldn't be. The easiest example is that if you jump install like a 5h with slayer. Then super jump out of that 5h... (normally you would not be able to jump again) but since you jump installed it, now you can do another jump to make your air combo longer. Honestly at the level you seem to be at, I would not worry at all about jump installs. They really aren't necessary for playing slayer anyway. (If you start playing some other character that uses them a lot like HOS, then you would need to learn them)
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because it would take way too long to compile all of slayer's possible combos. also... did you try looking in the slayer 101 or the slayer character specific combo threads? all of the generic combos are already covered in there.
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if you hit a person with it's late... you can pretty much do anything you want that comes out in like 8 frames or less (maybe slightly more if it's meaty enough). which means you can do any 2k combo, 2s combo, 5k combo, etc. so with 25% tension you can go into 2k, 2h, bbu combos or 5k 6p frc stuff if they are in the corner and ducking... with 50% tension you can go into 2d rc 5hs stuff (iad j.k j.k, or iad j.hs, or j.hs j.k j.k.... etc.) pretty much what i'm getting at is i think it's fairly common knowledge that you can do whatever you want if you hit someone with It's Late
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actually... programmable pad could come in pretty handy when trying to learn new combos or figure out what works on which character (like hase slayer combos) more importantly. it would be pretty nice for figuring out things on a new game that comes out where people are just discovering the combos. good find blade. i'm going to go look for one online.
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lol lol lol testament is overall probably the best character in the game... but pot is by far the easiest character in the game to play and win with.
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double tapping is super good but it's not magic. you actually have to already know how to do the links in order for double tapping to be useful. double tapping makes links more consistent for sure but it is really only adding 1 more input for normals and 2 more inputs for specials. you still have to know the basic timing for when to hit the button in order to know when to do the double tap.
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i repeated what i said because you seemed to misunderstand me the first time. if you know how bad it is when slayer can't get in, then what are you disagreeing with me about? ib'ing 6k? lol when did i say anything about ib'ing 6k? first off, if you're blocking 6k at all, you should be blocking that shit on reaction which if you're doing it right gives you a free ib anyway. 2nd, it's somewhat pointless to try to ib 6k since it will still be slight frame advantage even if you ib it. i said "block" 6k as in most american players that bitch about slayer being broken cannot even block 6k on reaction. i also never said 6k was even important to his game. 6k / 2k is like slayer's weakest mix up. a lot of characters can just counter hit that shit out of the air on reaction whether you feint or not. 6k is pretty much only safe as mix up when it's meaty (also like the only time 6k feint is really effective) but there's much better mix up he could be doing for oki (unless it's after a throw) when i'm talking about ib'ing, i'm talking about ib'ing moves that actually take away the frame advantage of the move and leave slayer at disadvantage in order to break his pressure. or all the moves that are generally safe, but when ib'd leave slayer vulnerable. ie: all the shit potemkin can ib that leads to free pot buster. but as someone who "knows everything about slayer" you probably already knows this. which leads me back to my original point: what exactly is your disagreement with me and why are you arguing with me again?
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yep that's pretty much what i was getting at. thanks.
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The results of one tournament does not dictate which character is what tier, but when one character rarely ever wins any tournaments. Don't you think it's kind of silly to say that he is "so broken"? hell i keep hearing how there are SO many slayer players in japan now, but why is it so few of them could actually qualify for sbo? shouldn't a character that broken be easier to get into sbo with than the 4 or 5 other character's that there are more of? Theory fighter is fun and all, but when do you draw the line and look at results? Or is your counter argument going to be that slayer players in general are just not good enough? (yet?) Mac i have tons of respect for you, but this is the dumbest thing i've ever seen you post. actually i'm pretty sure you were joking when you wrote it, but here's a real reply just in case you were not: how would you even define the perfect gg bot? wouldn't they by definition never get hit? wouldn't the other perfect gg bot they were fighting against never get hit either? wouldn't the end result be whatever character is better at doing chip damage or getting tension to be able to fd and slash back? wouldn't it come down to which character has better priority and can keep their pressure going the longest? wouldn't a fire ball or zoning character always win this? wouldn't perfect bots just slash back everything? and even if this were hypothetically possible, wouldn't a perfect bot completely negate a character's ability to mix up since it will always block perfect? how would perfect slayer ever beat perfect testament? or perfect ky? or perfect axl? or perfect venom? etc... but since we're on this topic of perfect bots, i have an honest question about how tier lists are made in the first place. people always say how tiers are all about a character's potential and not about player's ability, but shouldn't it actually be the character's practical potential that counts? if a character is capable of something but it's so hard to pull off that nobody will ever do it in a match, then what's the point of factoring this into a tier list? where do you draw that line of what is practically possible and what is not?
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do you have anything to actually back this comment? i'm saying slayer is top of A tier, but just not as good as eddie and testament which takes him out of s tier. he's easy mode to win with against a lot of people because in the us, most people have horrible defense and cannot even block 6k or realize that he is probably the easiest character in the game to ib. as far as may, millia, and chipp. all i said is that they could move up one tier, i never said any of these characters are as good as slayer. the japanese are much more informed than i am obviously, so i'm sure they have their reasons for the low tiers. but chipp seems much stronger than the rest of the characters in D tier. he seems fitted for bottom of C tier. millia seems like solid b tier and japanese tier lists for a long time had her at A tier. may is a really good character as well and has also been A tier in most of the old japanese tier lists, and after this SBO performance i wouldn't be surprised to see her move back to A tier. As hellmonkey said... skill matter more than tiers in this game. but all i am saying is that slayer is not S tier. i wonder why so many people are so against this idea. bottom line. show me the tournament results that prove slayer is S tier. why isn't he winning more tournaments?
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That list looks pretty accurate to me. The only things out of place to me are that may, millia, and chipp could move up a rank. Other than that it looks good. Lol at everyone that thinks Slayer is S tier. (or DW who actually thinks he's better than Eddie and Testament) I've been asking people forever why the dustloop tier list has him in S when theres 3 japanese tier lists below it and 2 of them have him in A (3 if you count the fact that the bottom list was supposed to count twice). And I've heard most japanese lists have him in A? Slayer could very well be the top of A tier, but Eddie and Testament are quite a bit above everyone else in terms of favorable matchups. Unfortunately only people who don't play Slayer think he is that good. Yes it is extremely easy to win with Slayer vs anybody who doesn't know how to play against him but try using Slayer vs a good Testament, or Potemkin, or Eddie, or May, or Ky... etc. Once you play an opponent that knows how to block or counter hit 6k, blocks random bbu, and god forbid IB's any of Slayer's block strings... it's a whole other story. Sorry for the rant, Slayer is easy mode to win with against a lot of people. But honestly just try playing him against good competition and you'll see why he's not S tier.
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truth. also hellmonkey is the bets potemkin player in the world.
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press D, hold UP, press D 3 times.
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thanks rtl42. i haven't gotten a chance to try it again yet, but hellmonkey and dontuel both confirmed that doing the double jump after the j.d is the correct way to do it. as they don't play slayer however, they did not know why that combo would be used instead of the other one.
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well if you immediately hit up after j.d you get the regular jump cancel from the homing jump and not a double jump. you would have to completely wait for j.d to finish and then double jump or maybe hit jump twice? the normal way you do impossible combos like this is to do homing jump and immediately double jump before you do your first move. but i can't seem to get this combo to work. perhaps it's because i'm doing the j.d too late. dunno.