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Everything posted by TITANIUM BEAST!!!
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Yes, but stuff like my 5S(f) and BRP will hit at that range and beat 2HS. You may do 6P in anticipation of these moves. 6P is a good move for me to do because the risk is quite minimal and I get a good reward if I guess right. But mostly I just discovered my 6P beating yours on accident in training mode. Read WUT's post above, if you are IADing with j.K I can pretty much Gun Blaze you for free or do 2D and your j.K will whiff, giving me time to punish you when you land. You shouldn't be IADing with j.K at the range where it would beat j.P anyway, you're not making any real advancement in that situation. Again, read further up where WUT posted his anti-Slayer strat. To briefly recap, if I stay outside of your 2HS range, you have three ways to come at me and I have two moves that both either straight counter those approaches or otherwise are safe to them. I'm not supposed to be approaching you. The baiting game in this matchup is not that bad, it's just slightly in Slayer's favor because he doesn't have to risk as much/use as many resources and the reward is slightly better.
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Some other stuff: Properly spaced, your 6P will beat Slayer's 6P. 6P is useful in general as long as you are outside of 2HS range. Usually, j.P will stop Slayer's IAD j.HS cold, but if he is far enough away, you won't be able to hit him and may even risk a CH. Spacing is IMPORTANT. Another move that will help you get around 2HS spam is BRP at pretty much any level. However, again, this will lose to 6P and CH 6P leads to a huge chunk of your life. The risk is usually only worth it if you have level 3 since you can combo off of it for big damage, but level 2 is ok to go for occasionally since you will get the knockdown you want. Level 1 is not worth it. I think that's all I can remember for now. Fuck Slayer.
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You cannot surpass the glory that is TITANIUM.
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Some more observations on the Slayer matchup: 2HS is an annoying move, especially when he uses it to zone you. However, your 5S(f) beats it out on startup if both moves are thrown at the same time. The catch here is that his 6P will CH your 5S(f), but he must guess on this one and as WUT posted above, 2D will beat 6P for a free CH into combo, so this gives you another tool in the midscreen baiting game. 2S can also beat 2HS, though the consistency of this is arguable. Regardless, I've been able to CH Slayer out of his 2HS with 2S, but other pokes like 2K and 5K will probably beat it out. Another tool against 2HS is Fafnir. At first, it seems like Fafnir would lose to 2HS due to the lower-body invincibility on the move, but this only happens if you do your Fafnir first or at the same time as his 2HS. Slayer's 2HS only has lower-body invincibility up to the first active frame of the move, same as Fafnir. So if you do Fafnir after he does 2HS, you will beat it. This is another baiting game, as basically whoever does their move first will lose. The risk/reward is roughly equal here, except that Slayer doesn't have to commit to using his 25% meter immediately. So trudge carefully. One place that the above information can really come in handy is when you are on defense. Some Slayer players like to autopilot their links when they are on offense, which you can take advantage of. If the Slayer you are fighting is always doing 2K-2HS, you can block the 2K and Fafnir against the 2HS for a free combo. Another tip for in-close fighting is to use 2P. Slayer's 2K has this annoying property of being able to evade 5K even at fairly close ranges (except for point-blank). However, 2P will usually beat 2K cleanly. It will also beat out 6HS if you are in range to hit Slayer. So use 2P more often for starting your strings in this fight. I've been relatively unsuccessful with getting j.P to clash with Slayer's 2S, so I would opt to FD if I throw j.P and he hasn't thrown out another move. In general, I don't like to just use j.P out of the blue in this matchup, I get anti-aired way too much. Backing up and Charging is a requirement versus Slayer. Trying to initiate offense at midscreen is far too risky as the risk/reward is heavily skewed in Slayer's favor. It's better to play conservatively and try to make Slayer come at you so you can counter his approach and get a knockdown to start your offense. Level 2/level 3 makes this fight much easier as well.
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I've been working on combos that lead into super-low lvl2SV AC for the knockdown into beastly oki in the corner. Almost have it perfected. It takes 50% and a level 2 starting to really get the most out of it, but it can potentially end the round, so it's worth it.
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lol still the best Sol I've seen in the US so far. Are there SPIRIT JUICE VIDS???
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Juicy G. No question.
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Um, you do spam it. That was my point. No. Learn how to type, btw.
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[Accent Core] Sol Badguy General Discussion
TITANIUM BEAST!!! replied to Hatred Edge's topic in Sol Badguy
Riot Stamp is instantly airborne, so it evades most low attacks. You only want to do it when you're cornered since any other time, it is easy to punish on reaction. Of course, if a player suspects your Riot Stamp, they can still just 6P you out of it even when you're cornered, which is even worse than getting hit midscreen in most cases. It has its uses, but definitely not your first choice. Exercise great caution. -
But Japanese Sol players don't spam 6HS -> Grand Viper.
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It's a bit early to be hype over FR, though. Get some of that NEC hype going in here! Mofos are gonna get set on fire.
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You know how to bring it back.
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NO YOU'RE WRONG GOD
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Jon, you've been to all of maybe 3 tournies for GG in your lifetime and I don't think a single one of those was a major. Leave Shaggy alone.
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[Accent Core] Sol Badguy General Discussion
TITANIUM BEAST!!! replied to Hatred Edge's topic in Sol Badguy
That would be why he is doing it. -
I would say that's more of a consequence of him being able to unblockable you and then loop 6P on you while you're frozen by Shadow Hole as opposed to his 6P being really good. Don't get me wrong, it's good. But there are other characters who get huge stun modifiers on their 6P as well.
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Was he blocking low when he blocked the BHB? Those attacks come very close together, so he may have gotten hit if he wasn't already blocking low and just didn't react in time.
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I definitely plan on going to both NEC and FRXI.
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Doesn't matter how low it hits if jumpins go straight through that bitch and you land on his fist.
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Chipp's 6P is better as anti-air than Ky's, it has above-knees invincibility from the first frame to two frames into the active window of the attack. Ky's is only upper-body for the first six, then above-knees until the 13th frame. They have the same startup. In ground fighting, their performance seems roughly the same, though I think Ky's might be a little better.
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You SUCK. Call me so I can tell you just how much.
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Nice HOS! Hopefully I'll be able to make the next SER.
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[Accent Core] Sol Badguy General Discussion
TITANIUM BEAST!!! replied to Hatred Edge's topic in Sol Badguy
I fully agree. In any case, one use of air BR FRC I like is that you can use it in certain combos that would otherwise not be safe to Burst while still dealing a lot of damage. Example, any ground chain into 2HS, normally you would combo to Grand Viper for Tensionless damage, but if your opponent has Burst and you are close enough, you can combo into TK BR and FRC it, holding back in case they Burst. This makes the combo Burst-safe while still giving you the opportunity to start a damaging juggle. -
Sol's 2D goes under HOS's 5S(f) so that's not really a viable option to stop 2D spam. My advice would be to watch him closely to see how he spaces his 2D and then backdash to make him whiff. As far as 2S frametraps, just IB 2S and most of those problems will go away. It would help if you outlined how he is using 2S, though.