Jump to content
Dustloop Forums

deci

Members
  • Posts

    90
  • Joined

  • Last visited

Everything posted by deci

  1. deci

    Slayer AC Combos

    so at 2:52 in this video: http://youtube.com/watch?v=xG0DvDuWJwo slayer does the impossible dust that goes 5d -> j.d j.hs (drop to ground) 5h... etc... i've seen it a few times before but never knew the timing to get this off. my two questions are: 1. when during the homing jump do you do your double jump to get this to work correctly? 2. is there any reason to do this combo instead of the usual 5d -> j.d j.d j.d -> ad (wait) j.hs (land) 5h ... etc... impossible combo (which is a lot easier to me)? does it work on more characters or somehow allow a different ender that does more damage?
  2. there are guilty gear players in buffalo?
  3. deci

    Slayer AC match vids

    yep works perfect. and that is the most often way you usually get that combo... since 5k, 6p is almost impossible to hit confirm (for me anyway) and doing 6p after 5k without hit confirming is usually just a free escape for them or a waste of tension. sj.hs combos in the corner are really easy and everyone should learn them, but god damn... iad j.k, j.k land 5hs combos are so much more badass.
  4. yeah it's kind of hard to do. and i am only somewhat successful at doing it. but it's just another thing to think about when you are trying to 5k spam pot. anyway the basic idea is: while the break timing for HG is quite variable, the situation we're talking about is 5k spam range. so he doesn't actually have that much room to change it up. the other thing is, you are really basically doing an option select back dash / ib, not actually visually trying to time an ib. you basically do the motion for a back dash as soon as you see HF and sometimes the first tap back will ib the hammer fall (this probably happens because i react too slowly?). if not, i am already doing the second tap back and it usually gets me away from hammer break PB. however i sometimes get hit by the hammer fall after my back dash because i forget to bdc 1 frame jump. and like i said before. this is somewhat hard to do in actual games and i'm only successful once in awhile with the ib. as for bdc dandy. like mac said, you don't need to bdc. i just bdc because it makes it easier. also, i'm somewhat scared to commit to doing a dandy step to avoid slide head.
  5. lol dude settle down. i'm sure crimson didn't mean to step on your giant e-peen. first off, when people post combos that start with 2hs > hs, most people on this forum just assume its counter hit 2hs since it wouldn't make sense otherwise. the CH almost doesn't need to be said because it's just common knowledge around these parts. second. i read your post and here is what's wrong with it: 2h (CH) -> 5hs -> j.2k -> j.k -> j.c, dj.k ->dj.2k ->dj.D ->dj.2k ... dj.d or dj.k land -> relaunch one more loop DOES work with the correct timing. all you have to do is delay the first j.2k until they are higher in the air. the rest is easy. also, the this combo works on everyone (well the part he originally posted). the last j.d or j.k to relaunch does not work on lights. and to make it work on lights, all you have to do is take out the second j.2k in the combo. the height of this combo is fine as long as you wait to do the first j.2k. and finally... if you really want to make the combo he listed easier, all you really have to do is substitute j.s (1 hit) instead of the 2nd j.k. so it would look like: 2hs (CH) -> hs -> j.2k-> j.k -> j.c, dj.s (1 hit) -> dj.2k -> djD -> dj.2k .... whatever ender you want. (still doesn't work on lights, always use j.k -> j.c, dj.k -> dj.d on lights)
  6. fdc drill is good for letting you stop your momentum in the air... or basically do a short hop. one common use for this is it lets you do a really low j.h for zoning and anti airing purposes. also j.2k (the drill) is not an overhead at all. the "instant overhead" is doing fdc j.2k (or drill cancel) and then doing a regular j.k as soon as you stop your momentum in the air. watch old nemo faust videos to see the usefulness of it.
  7. deci

    Slayer AC match vids

    i was specifically talking about the vids where he is constantly taunting, dropping all of his combos, and hitting full life bite loop. whenever he is playing against a good player, he plays much more serious and there is an obvious difference. but yes, the majority of the combos in accent core are not that hard to learn if you already play other fighting games. also... this is japan we're talking about. edit: does anyone know if this is the same slayer? http://www.nicovideo.jp/watch/sm3243464
  8. deci

    Slayer AC match vids

    it's only possible if the other player doesn't shake the stick at all. also, the people this slayer is play against are beginners who don't know how to play so he's just screwing around.
  9. yeah you're right. i was thinking of dandy s when i wrote that for some reason. dunno.
  10. dunno, is that 6k or dandy H on air hit? ie: you do 6k or dandy H for oki, and they jump on wakeup.
  11. yep both of those FB's are pretty broken. however, testament forward exe beast is THE best move in the game period.
  12. the safest spot to be is probably the longer 5k ranges where his 5p and pot buster don't reach you. his 5p is 5 frames which is his only move that is faster than slayer 5k (other than pot buster of course.) it really doesn't matter quite as much though as long as you get your 5k out first. if you're inside your 2p range and you're not sure if you can get that 5k out in time, just 2p first then 5k. just make sure you watch for his hammer fall. 5k and 2p should both recover in time after 1 hit for you to block it. but keep an eye out for hammer break pot buster. (a good thing to do here is try to ib the hammer fall, then if you see the break animation, just tap back one more time and you'll safely back dash (or bdc jump) the pot buster. edit: oh another thing i just remembered is you can bdc mappa (or even bdc dandy step) to punish slidehead on reaction. though i still think it is easier and better to use 2h if you are in range. but at long range bdc k mappa does pretty well. avoiding slide head with bdc dandy is much trickier, but also gives you some options for mixup from the dandy step. these of course are tensionless alternatives to the fairly common knowledge DOT punish on reaction.
  13. pretty much what crimson just said. they usually parry and stick something out. or just stick something out if they just guess you're going to 6k instead of reacting to it. (hmmm wonder what happens if you bdc bite and they do jam's srk... i'll have to test that) bdc bite will get through a lot of their stuff. also... zaido!!! i always thought it looks like it bites from farther away too lol. i'm pretty sure it doesn't though?
  14. i've played mike z and several other potemkins for awhile now and i noticed that the best way to approach this match up (for me anyway) is like a match from ST (super street fighter 2 turbo). basically, zoning and position. most people pay attention to the zoning but not the position. this allows potemkin to pressure you into the corner where it's harder for you to use your mobility. potemkin wants to catch you. how he does this is to either knock you down or chase you to your corner. since you can anti air all his jump ins, he must figure out a way to get you to either back up, jump, or attack him. so what you want to do is learn how to stand your ground, out poke him, anti air him, and not get pushed to the corner. so the most important thing is to not get hit by slide head or 2d. best way to avoid slide head (although risky) is to learn how to 2h on reaction to it. 2h will hop you over slide head without making you commit to a jump (which will let him jump torwards you since he beats you in the air except for tip of foot j.k range) or a back dash (which lets him move towards you slightly and gain ground). 2h will also counter hit his slide head from a pretty good distance. this obviously leads to some pretty good combos with or without tension depending on distance. just learning how to use 2h to beat slidehead in this match is HUGE. the other thing can use to avoid slide head is to 6k. however i recommend only doing this if you need to move closer to him. once you are close enough (like 2h range, and definitely 5k range) you should use 2h instead to hold your ground. once you are in the correct range, to stay here you will need to out poke him. basically this means 5k a lot. it it hits, combo 5k as far as you can then p mappa. then back dash right away. he really can't beat 5k with anything as long as you keep linking it and are in range. remember if you commit to any attack or pressure (such as p mappa) back dash right after it to get away from potbuster. if he jumps at you, 2s anti air him. if he gets tricky and double jumps or gets you to miss your anti air. try to get away from him (often i'll mappa under him or forward dash... unless he is close to his corner). of course you can also try to air throw him from below if you are good at that, or depending on angle, j.p and j.k work good but they are risky. 5p is risky too but sometimes works here. any time he is really close to you, just use 5p and 2p to make sure you beat anything he can throw out. hit confirm this into combos obviously, or just let it push you out into 5k poke range if he blocks. obviously there is much more to this fight than this. (like what to do vs specific moves, always IBing or back dashing the 6h, etc) but this is my basic game plan vs potemkin. just remember to pay attention to your screen position. if you get too close to your corner, and you get a knockdown on him. hop over him and start zoning him from the other side. just make sure you stay out of your corner. edit: actually i just discovered it is not safe to p mappa after 5k spam if the potemkin is blocking because he will do hammer fall to beat the mappa. of course you can bait the hammer but be careful of hammer break pot buster.
  15. if she's floating around your head trying to cross you up, 5p is also good to start an air combo and will often works in spots where 2s will come out too slow. you are going to have to play with this to figure out when to use it though as it doesn't beat moves as well as 2s does, but it can win purely on speed. as far as oki goes. remember that jam cannot parry low and use that to your advantage. also... if you have enough time, dash over them twice as they are getting up and it will almost always mess up their parry. another great thing to use vs jams that like to parry is to bdc bite on their wakeup. learn the timing for beating puff ball with bbu. your bbu has to either hit them really early, or really late. catching the end of the puffball momentum with your bbu is a key way to get a safe counter hit bbu, but often you can only do this if the puff ball would have stopped in front of you if you had not moved. and as mcr said, you can 6p to beat it too. if they do a puff ball from too far away from you, reaction 6p it for counter hit combo. and definitely watch out for jam's flame kick overhead. you must be able to block this on reaction and keep in mind that it does cross up when it is close to you (often when it looks like it shouldn't). if you can get 2s out early enough you can get a big ch combo off. but it comes down pretty quick so it is often better just to block. (5p actually has gotten me quite a few counter hit vs this move too). and if they do it from too far in front of you... definitely just bbu that thing! (6p counter hits it too for lulz combo, but you pretty much gotta predict it to hit this)
  16. yeah when the hase match vids were first posted on youtube not that long ago, like every slayer player was talking about it non stop. that guy does insane combos and is incredibly fun to watch. i can't read the actual comments, but judging by all the www's on nico, he seems to be pretty popular in japan too.
  17. deci

    Slayer AC match vids

    mcr, i had always guessed that's what it stood for because of your sig. and yes zaido... i do that shit too, only i do it in the middle of pressure. tk superjump mcr and yell "escape!" i did it in the middle of fighting mike z at point blank range and he was so suprised / laughing at it that he let me come all the way back down and run away without him doing anything.
  18. i think potemkin passed all characters other than testy and eddie.
  19. 6k and dandy HS overhead are throw invincible. 2D is not throw invincible. you just have to get that throw reversal timing.
  20. ahhh see this is what i was confused about. different people seem to be saying different things. so if he does block string to exe beast. do you: a) get a hit as long as you do dot as soon as possible (is this a ch?) b) have to ib certain moves such as 2D 2HS 5HS then dot to get the hit? c) have to ib and / or bdc dot to get the hit / ch? (yes i understand the concept of bdc completely. it gives 6 frames of invincibility if you do it perfect in ac right?) oh and as for 6k going over exe beast. actually you can do it from surprisingly far away if you time it right. i've done 6k at the very start of a round while pulsr did forward exe beast and i hopped over it clean.
  21. lol pulsr plays very aggressive in this match. today after i played him and was gloating about my 30% win rate, he actually said he's just gonna sit back and wait for me next time. honestly i think he would be doing me a favor though because picking my way through nets and trees is easier for me than dealing with pressure / mixup. aggressive testament is harder for me to play against than careful testament. also about the block string to foward EXE beast. in order to counter hit dot him, doesn't it depend on what move he does before he does EXE beast? like for example if he does 2h to exe beast, don't you have to ib the 2h in order for the dot to hit him? or can you always at least trade with him if he does exe beast (no frc) at the end of a block string?
  22. oh damn, i should really look in this thread from time to time. um donutholes (or anyone else for that matter that wants to come play at my pad tonight) you can call me at 909 744 4656 if you need directions. address is 8382 Capricorn Way, Apt 16 San Diego, CA 92126 (that's in mira mesa)
  23. bah stupid 5D!!!! purrin still hits me with it oh and as for dontuel's 5k spam opening... what i do is 2s on my opening which beats it
  24. lol you mean like when you did that to stormlocke at the ffa tourney? haha mac that's some good stuff in your post. i'll have to try it out. as for horse. mostly i see lvl 2 and lvl 3 horse (lvl 1 horse is pretty damn easy to 6p on reaction but who uses lvl 1 horse?) i can 6p lvl 2 and 3 horsey on reaction only when they do it from somewhat of a distance. then again my reaction time is not very good. often i will do it slightly late and we will pass through each other. from the distance that the rb's i play against throw it. it's very hard for me to reliably react to it (for ch anyway), but i can predict it decently. another fun thing to do is if roboky ever does the bazooka thing and it's not meaty on wake up. you can 6p through it on reaction or better yet, you can just bbu right through it.
  25. anything in particular you would like to know about his match up? here's a few things about roboky that seem to be problematic. 5D - other than raoh, this is like the fastest dust in the game. you'll have to practice to block this. the only thing good about it is that if you do block it, you can punish it with bbu. look for roboky players to try to stick this into the end of block strings. repeated 5k's will usually be followed by this as well. the other thing to remember is roboky impossible dust is burst safe, so depending on what combo they do after 5D, you probably don't want to burst here. (if they start hitting you with the helicopter thing you can obviously burst) 5HS - comes out in 5 frames. you will see this moves used sooner or later in the match as it is the fastest move he has (tied with 5k). thing to know about this move is that the recovery is huge. if the roboky does not frc this move, even if it hits you (unless it's a ch or air hit) you can punish with bbu horse and robo dash - generally you should not mess with either of these moves. you can beat horse with 6p if you predict it and stick 6p out but it's usually too slow to do on reaction. you can also catch the end of it with bbu, but if you mess the timing up, you go through each other and he recovers first so this is pretty risky. if roboky is running towards you, bocking or getting out of the way is what you generally want to do because robo dash is probably coming. what i usually do if i think either of these moves is coming is to jump straight up and do hs as i'm falling back down. this will net you counter hit hs bounce if the timing and spacing is right and is fairly safe. steam and f.S - these generally will out poke you and beat out 2d. roboky sticks out f.s if he predicts you will 2d so be careful with that. steam usually comes with the roboky's heat lvl is getting too high. you can bbu right through the steam for a counter hit. bazooka - roboky will do this to lock you down (usually on oki). best thing to do vs this is to reversal back dash and 1 frame jump on wakeup missles - be careful approaching robo ky when he has tension because he will often spam missles. if you see him jump straight up while away from you. often it will be missle spam. you can mappa underneath these to get to him and he is very vulnerable if you do. be careful of the bottom missle coming back and hitting you though as the tracking on it is pretty great. command throw - roboky command throw is pretty annoying. only thing i can say about this is that it will often be after a run because you will normally want to block robo dash. if you see the roboky put a mat down when he gets to you, command throw is probably coming. knee rocket - this is a projectile anti air that you have to fd block. look out of this any time you jump towards him or are approaching from far away. they will use this to try to beat your mappa as well. be tricky with your jump in's or you'll eat a lot of these. air game - roboky pretty much will beat you in the air unless you stick out j.k much earlier than him. i wouldn't recommend trying to fight him air to air. lows - you can beat all his lows pretty much with 2hs. learn when he he's going to do lows and use 2hs to counter hit them into big combos. and finally learn the character specific combos for him. robo ky is really heavy so he's somewhat hard to combo (but this also means there are combos that are easier on him than other people, ex: 5hs relaunches and 5hs pb enders are easy on him)
×
×
  • Create New...