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deci

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Everything posted by deci

  1. deci

    Slayer AC match vids

    i'm also fond of the ex K (grandpa with white sneakers is pimp!) on the shorter combo to easy knockdown instead of a longer harder combo... i pretty much agree with zaido. you should do the combo which you are consistent in landing for a knockdown. however i think what combo you do is relative to your own execution. if you are capable of doing the longest highest damage combo and can land it almost every time, then you should go for that one. part of learning slayer is getting your execution to the point of being able to do his best combos with consistency. after all, the top japanese do the hard combos but they still land them consistently. so i say go for your most consistent knockdown combos in tournaments. but practice the harder combos while training and in casuals until you can do them well enough to use in tournies as well.
  2. deci

    Slayer AC Combos

    so... speaking of combos, rtl42 originally posted a link to this in the ac video thread. slayer cm Bloodline http://www.youtube.com/watch?v=eR6oXLhadnU if you haven't seen it yet. you need to. i literally wet my pants when i watched it.
  3. deci

    Slayer AC Combos

    niga does it to dc in this vid: http://www.youtube.com/watch?v=yIndQqcEjGE he misses the super jump hs follow up ender. but it's still pretty pimp.
  4. i think with the "j.S-2k" he just meant the jump slash cancels to 2k. i'm pretty sure he just meant dj.S(1) -> 2K so i just answered assuming that.
  5. for this combo you pretty much just have to keep sol as high in the air as possible, so the most important thing is to hit your 5h after the bbu while sol is as high in the air as possible, walking forward after bbu somewhat helps when trying to do this. the only other thing is to try to delay the j.k right before the dj.s a little bit. basically let slayer fall a little farther down before you do the j.k. this puts you closer to sol. 2k->2hs->BBU-> (walk forward) 5H (hit 5H while sol is as high as possible) JC AD j.D-2K->j.K-> c.S JC j.K-2K-> (slight delay here) j.K->dj.S(1) -> j.S-2K -> j.D edit: oh you might also want to keep in mind that this combo does 196 dmg. but if you just want to do 2k->2hs->BBU->5H JC AD j.D-2K->j.K->c.S JC j.K-2K-> j.D it does 192 dmg. that's only 4 dmg less and much easier.
  6. deci

    Slayer AC Combos

    wow you and zaido are right. iad j.h, 5h and 5H 6H do huge damage since you can use the 5h relaunch to do j.h or sj.h follow ups. thanks for the tip i got a question about 5h relaunches though. i can get them once in awhile in matches vs the really heavy chars but not much else. do you guys have any tips for 5h relaunches? is it just as simple as do the last j.k as low as possible or is there anything else helpful? like do you have any specific setups for it? i would really like to work more 5h relaunches into my combos. currently the setups i use for 5h relaunches are (after bbu 5h, or other 5h launches): 1. iad j.d -> j.2k -> j.k 2. sj.hs -> sj.d -> sj.2k -> j.k 3. j.h -> j.k -> dj.k -> dj.d -> dj.2k -> dj.k
  7. deci

    Slayer AC Combos

    if it's not a counter hit, then you pretty much always just do j.k to air combo to follow it up. remember that light chars need different combos than heavy chars. after a counter hit 2s aa, depending on the character specifically as well as their distance to you, you can usually hit them with 5p, 5s, 5h, 2s, or bbu then go into an air combo.
  8. deci

    Slayer AC Combos

    love that video mac. great job! tk dhd vs pot falling j.d is genius!
  9. deci

    Slayer AC match vids

    shazay i like your slayer a lot. sick vid man. especially vs pot!
  10. deci

    Slayer AC Combos

    oh damn that shit is hot. now if i could only get the timing for the sj down. btw wheres that new video at holla?
  11. deci

    Slayer AC Combos

    ahh i see, so you actually need a slightly later j.hs then... i already use the j.hs j.2k, j.k, dj.s(or dj.k) etc combo on heavies. curiously enough, this combo also works on jam if you do the j.hs early enough and time the 5hs correctly.
  12. deci

    Slayer AC Combos

    ahhh the sjc from 5hs is different delay for different characters. that explains a lot. thanks. btw yonasu the vids you posted for that last tournament you guys had are great man. your slayer is pretty bad ass. if i remember correctly, i noticed you were doing BBU - 5hs j.hs dj.k ... etc. combos. is there specific setups (like height, spacing, character specific) that you need to hit that jump cancel from j.hs to dj.k? it seems kind of tricky whenever i try to learn it.
  13. deci

    Slayer AC Combos

    yeah i hear what you're saying. i actually was thinking about bursting on reaction as in bursting to avoid bbu all together which at 10 frames is doable but kind of hard. i was not however thinking about the fact that even if they react late and burst, the bbu will hit them but the burst will still hit you. so they avoid the rest of the combo but still take dmg from the bbu. which is not that much more damage than just doing 2k 2d anyway. you're right, a knockdown combo after ch mappa could save you tension and reward you with oki oppurtunity if they like to burst as soon as getting hit by bbu. i was being dumb and only thinking about the avoiding bbu altogether burst. back on the topic of combos though... how do you get that SJ.H to land more consistently? i can get it only once in awhile. is it actually a SJ cancel from 5H or do you hit 5H then like wait a split second and do SJ? i'm guessing it is SJ cancel but just making sure. also... is letting them fall lower before you do 5H necessary for SJ combos or just makes them easier?
  14. deci

    Slayer AC Combos

    you can do dot after a cross up j.k too. those are pretty nice
  15. deci

    Slayer AC Combos

    so actually we are saying fairly similar things. bbu is not burst safe, but it is also not safe for them to consistently burst since it needs to be bursted by prediction not reaction. thus you can use bbu setups to bait burst very easily. i say do ch mappa to bbu. if they burst bbu all the time, just bait it and punish with bbu next time. if they guess wrong they lose 200 + damage. if you guess wrong, you just get knocked away and they still lose their burst. if i were playing someone who i knew never does bbu combos while i have burst, i just won't burst and you'll never land a bbu that isn't random. oh i understand that combo. yeah just put j.x instead if they are still in the air. like... SJ.H -> j.d -> j.2k
  16. deci

    Slayer AC Combos

    so by this logic you would never combo into bbu while someone has burst? i'm not sure that is or isn't a good strategy. a lot of good players i know will burst the combo before you even get to bbu. they are more concerned with keeping momentum on their side and not letting you setup. why save burst for bbu when you could avoid the situation and a knockdown all together? also, if you're playing a person who always bursts bbu after CH mappa, are they doing it on reaction to the bbu (10 frames is doable on reaction but pretty hard)? or more likely they are ume bursting by prediction (in which case your 2k will get bursted anyway). and if you know a player is going to consistently burst bbu, why not bait the burst? wouldn't this be better than continually doing small combos in fear of their burst? regardless, what you initially said was you only bbu if you think it's going to kill them. did you mean instead you only bbu if they don't have burst? those are two drastically different things (especially in later rounds). not trying to nitpick, just trying to clarify the strategy in order to learn. btw those mac and cheese combos sound pretty hot but am i reading it wrong? "5H->SJ.H->sj.D->sj.2K->sj.K->c.S->SJ.S->sj.D->sj.2K->sj.K->c.S->j.S->j.2K->j.D" how do you do SJ.H -> sj.d -> sj.2k ? repeated super jumps without them teching?
  17. deci

    Slayer AC Combos

    seriously... 2p after ch 2d is hard as hell. how do get 5h to connect and not have it be otg? oh but 5k to c.S timing is pretty easy actually (at least if you double tap). only thing that makes it unpractical is the how close you have to be.
  18. deci

    Slayer AC Combos

    um doing like around 80 damage when you could be doing around 200? i'll take the ch mappa bbu to air combo for 200 damage and it ends in knock down anyway. (half the time it carries them to the corner to boot)
  19. agreed. i'm down to help sponsor this.
  20. deci

    Slayer AC Combos

    straight up bbu after ch mappa for sure. timing is not that bad...
  21. deci

    Slayer AC match vids

    well wakeup tsubasa is a scrubby tactic for sure and will get you killed if they block it... but i'm not talking about just guessing and doing it. more like, if the pot does a meaty 6hs has or anything else slow enough for you to react and do it. obviously this is bad vs anyone who baits wakeup supers, but everyone gets hit from wake up supers if you only do them once in awhile. and after doing it once to beat their meaty 6hs, they are less likely to do 6hs vs you the next time you have meter. also... it kinda works because of the fact nobody ever uses it, so nobody is expecting it.
  22. deci

    Slayer AC match vids

    yeah just tried it in training mode... they can definitely grab you out of dot. but as long as you get a reversal dot, the timing on it is pretty hard right? (or is this just my crappy pot buster skills?) as mike showed me also... pot can do slidehead to avoid dot if he smells it coming. done meaty, it beats reversal dot on wakeup; and done just whenever, you just go through him. actually now that i think about it... dot doesn't work vs anything meaty cause it's not invincible until frame 7-10. it definitely does not work vs 6hs . wakeup tsubasa on the other hand beats everything meaty on wakeup like a normal super. how come i never see anyone use this...? dandy k, bbu, and 6p are all good vs hammerfall at different timings. i'm not sure about 'never' air dashing forward though. you don't wanna do it when he's just sitting around waiting... but it's good for getting in after you jump a slide head or something. ch j.hs or j.d flj are still great vs pot. as for 6hs or mirror when getting up. these definitely suck... but i've noticed that if you correctly block it once or twice when you first start playing them, the pot player will often give up doing them and just assume you can always get out of this trap. it's kind of like if you past the test, they won't do it anymore. the actually more pain in the ass oki i think is the... 5k low, or 6k overhead, or slidehead (which looks just like 6k startup), or potbuster, or.... whiff 5s or 5k as your getting up then potbuster anyone got some tips for waking up vs pot?
  23. deci

    Slayer AC match vids

    i think he means anyone else have any tips for fighting vs pot. i was playing mike z last night and that match up is downright terrifying. (well that and pulsr's testement ) but mike basically told me to dance around and try not to get hit until i build up enough meter for a super. because with dot stocked, pot has to be more careful about what he throws out and on oki. this seemed to work pretty well (although this was also before he started using slidehead invincibility to make my dot just pass through him. oh as you guys probably already knew... baiting a pot buster or heat knuckle then punishing with dot doesn't get you a counter hit ) however something that did work for me was using 5.hs as oki. this netted me a counter hit quite a few times. i'm not quite sure what mike was trying to do on wakeup... but i'm guessing either pot buster or back dash pot buster? koogy you got any tips?
  24. this blog is great! thanks for doing this elven. (and special thanks for the sf4 info)
  25. oh damn, rtl42 you sir are the man! thanks so much, i've been looking for all those videos!
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