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SuperJ

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  1. unless bdc invul varies per special or the frame data for dot is fucked up, bdc dot covers all of dot startup, implying at least 6f invul. bdc bite will beat meaties, but i'm not sure if the invul covers the 1st active frame or if cmd grab active frames actually beat strikes on the same frame, which is what the accent core wiki alleges. what really sucks, but is probably best for balance, is you don't get the full 6f invul if you bdc jump. the invul runs out once you are airborne. so you can't bdc fd jump / j.p / air throw to get out of literally every oki setup ever anymore. oh wells. otoh with the post-patch 3f input buffer, bdc bite might become the best dp in the game lol. and or bdc blitz i wish slayer still had bdc air throw ;_;
  2. more thoughts on the changes. - 5H-2D stagger should be harder to mash out at max distance. guaranteed 5H xx pile would be fabulous at footsie range, in conjunction with the extra range on 214PP! but i wonder if arcsys is that generous.. if 5H-j.2K works, that could open up some interesting punishes: 5H-j.2K, j.K-D, c.S, etc. - extra untech on 2H means c.S won't black beat after an extended corner confirm into [RC 5D, stuff, 5H-2H]. should also mean corner 2H, 5K is possible. sick! - i wonder if the proration buff on j.H will stick? j.H still has top-class priority. - you should be able to meaty 6K into c.S on wakeup now. good. also gives 6K feint some bite, since you'll want to meaty this on wakeup anyways. with the 6K change, you are +4 on hit against most crouchers. an extra 1F decrease on the recovery will let you link c.S. i think arcsys is trying really hard not to make this happen, hence the dmg/proration buffs. doubt arcsys will relent in my dreams, what i'd also like to see is a buff to 6K's lower body invul, so it beats or ch's 2P/2K mash. may can 6K over stun edge ffs. - rip os bite. i hope the stagger increase is enough that you can confirm the RC instead of assuming you won't whiff and doing the RC asap. - i hope more people experiment with the 214KP wall stick. in 1.0, you can get CH 214PP near the center of the stage, RC iad footloose and still get the wallstick - i bet something similar can be done here. you could potentially have corner-to-corner combos by landing 214KP on an airborne opponent lol. ofc this is assuming 214KP has enough untech time i wonder what combos you can get off a 214KP whiff punish? like corner 214KP, 5H-2H would be really nasty. maybe with the right spacing you can get 214KP x2? o_O - i really hope that dash buff means forward momentum off short dash jump. huge qol improvement if so
  3. ac 2h hitbox with xrd anchor-in-corner effect... :DDDD
  4. yrc bdc dot here we come
  5. bt.H hits crouchers on frame 20 (actually bt.S-H doesn't even combo on standing faust). hth?
  6. just record charged stun edge
  7. xrd slayer massively benefits from bdc bite done as 6321447H - when performed correctly it beats 2p mash and, unlike AC, also beats meaties when the bite goes active. you should threaten bdc bite in situations where the opponent is tempted to mash and you are just outside of normal throw range, e.g. after blocked under pressure, or after 236K on hit. under pressure -> bdc bite is especially strong in the corner, as bdc bite has a tendency to whiff midscreen because the opponent walks backwards in expectation of the overhead. lol if the opponent is bad at mashing out of stagger, [bdc bite -> 5K-236K] xN in the corner is a great way to make him miserable also a friendly reminder that you should generally yrc os your bite attempts. don't fuck up like me and get sj.7 YRC though
  8. one thing i've been trying to integrate more in certain matchups is to use the horrendous hurtbox of mappa to defuse certain projectiles, specifically elph grenade and ino note. definitely not recommended against sol, ky, or zato!
  9. all potemkin needs to do in this match is press 5h. what opportunities for counterplay does slayer have? - 6p goes under 5h, but you have to time it early or get ch. 6p ch gives you nothing. you'll probably get whiff punished and take more damage in the long run. - iad normals will get air CH because of 5h's vertical hitbox. bad bad bad - k dandy is an option, except: pilebunker has less range AND you can't attack as early out of the step (20f onwards in accent core, 27f onwards in xrd) and ofc you're in ch state during the movement. - 2h? lol. maybe in accent core. - you can't whiff punish it outside of max range. and if you read the 5h and attempt to whiff punish, either the long active frames will ch you, or the hurtbox will have already retracted. - bdc mappa is a bit safer to throw out than 6p, but the risk-reward is still skewed in pot's favor i'm not out of ideas, but i'm clearly missing something here. any other slayers care to chime in? i don't know how jap slayers play against potemkin but lmao if i find out they spend like 80% of the match in the air, from fear of 5h and slidehead
  10. late cancel the 2nd rekka, for a 13 frame surprise best with 50 tension. if you commit to RCing the 2nd rekka, hit confirm into 5D RC the 3rd rekka. feels like a 2f window on normal block. if you read an IB, do the rekkas asap and it'll still work
  11. i went labbing yesterday but i can't really vouch for any of this until the netcode improves or i play irl. here's what i've found. throw OS with 214H~K. throw on success, dandy step otherwise. 2146H~K is an offensive variant. you are still ch'able during the throw attempt, ofc. on your wakeup, crossup OS with [P]2361K. FD on non-xup, dandy step on xup. iirc you can't do [P]2143K; you get mappa on crossup :| there's no reason other characters can't do the same; as such i can't help but feel at a high level slayer gets especially fucked over by crossup defensive OS's (sol [P]421H, pot [K]412364P, etc). i'm not good enough to properly judge lol. i assume this sort of OS is prevalent in blazblue, if any azrael/kokonoe players wanna chime in?.. if you block an overhead jumpin, and you crouch block the fuzzy high, you are left standing (!!!!!). i was experimenting with j.D-dj.D RC, falling j.D-2K. it seems very unreliable and dj.D xx DHD is probably the better option, even if it is unsafe. too bad the characters that could actually use this (order sol, kliff) aren't in the game. you guys might find something i guess v0v
  12. i ended up testing the gap between dstep S > H. tried to 5K in between with sol but i always get a trade. which means no followup slowdown after all?! am i going crazy? also late to the party but 214KK has more untech than 214PK, which explains everything. you can get 214KK, 6H xx 214PP on standing ram lol
  13. input buffers own. you can do raw 6K brake like so: 6K~[4]6+P+H this should greatly simplify your looping experience. happy holidays
  14. bleh, did a little more testing. it seems what's actually going on is after 6D, each normal that continues the dust wallstick gets +5 base damage added. you lose the +5 modifier once the opponent slumps. goofy xrd mechanic
  15. it also turns out landing 5D mid-combo flat out removes RC proration lol. in fact you get bonus proration (looks like 110%). you have to take GB- into account tho. mostly benefits characters that rack up guard gauge and have an easy RC 5D route tho (slayer?!?)
  16. hey boston buddies and lurkers. i'm having people over for xrd this saturday evening. drop by, consume beverages (provided), talk shit. pm me for deets. i am very accessible by T!
  17. i'm practically 0/N with my theory fighting. i'm so tight. - can't YRC helter skelter during active frames - 2nd hit of crosswise does not seem to have extra untech other nerfs... - j.H untech. j.H into 6H is super tough and feels like a 1 framer. if you're in the corner: j.H, 5H xx wings does a chunk tho! - unlisted proration nerfs: footloose murders GB-, and DOT has initial prorate. think it's 80%. doesn't matter if it's initial or forced prorate as such - 2S lost the horizontal range from AC (dunno if this is like #R). the thought was corner CH mappa, 2S-2H, 5P-j.P-... haven't tried it on fat characters. - no inv on forward dash cancel. no extra inv on long dash. also i really fucking hate that you have to long dash before getting the momentum boost for your jump in this game good things! - you can BDC blitz shield! also, there are no vulnerable recovery frames! against ky's seal 236H, you can do BDC shield x2 if you want. if you really want, you can also wait til you're airborne and then shield. p sick. for best results try 44[s+H]85 - BDC DOT is easy peasy. can't mess it up - i am not 100% sure on this (probably pressing H late), but i think it is possible to BDC bite and not get hit during the 1st active frame, if you're in range ofc. - it is impossible to distinguish between airdash YRC and airdash footloose YRC, and you end up at different distances. sorta like gief short jump in sf4
  18. i think i wrote that a while back. whoopsies. yuhoke is correct
  19. DHD tail is still there. 2nd hit of xwise has slightly more untech. good thing the 1st hit doesn't launch grounded opponents anymore! serious i anticipate optimal slayer play will incorporate xwise loops whenever possible. something like CH mappa -> 2D, RC, 214PK, 6H instead of 5K mappa, RC, 214KK, 5H. (i don't know if 2D RC xwise actually works but that would be p sweet) the biggest buff to xrd slayer is probably BB input buffer lol.
  20. i'm pretty sure slayer has AC levels of BDC invul (6f). at least enough to cover DOT before the flash. still very much essential to this character as mentioned above c.S-f.S is very much throwable if you IB. and now BSable too!
  21. lol ch under pressure staggers and ch it's late ground bounces i am pretty sure the gatling chart is saying all normals not named 2H/6P/6K/6H gatling into 5D/2D. for some reason 2S gatlings into 6P though. neato it is possible to RC helter skelter and stay grounded although it looks like a legit 1 frame window (evidence: some hase arc revo qual video), in which case undertow should be guaranteed because of the projectile hitstop
  22. quickie diff against #R frame data: 5P: same 5K: initial prorate 100% -> 85% c.S: same f.S: recovery 7 -> 6; block adv +5 -> +6 5H: same 5D: startup 22 -> 24; initial prorate 80% 6P: above knee inv 7f -> 1f onwards; initial prorate 90% -> 100% 6K: startup 16 -> 20; recovery 3+4 -> 4+7; block adv +2 -> -2; initial prorate 100% -> 80%; airborne 4f -> 6f onwards 6K feint: total 25f -> 30f 6H: same 2P: damage 14 -> 10; initial prorate 100% -> 80% 2K: recovery 12 -> 8; block adv +0 -> +4. no mention of foot inv? 2S: same. no mention of upper body inv? 2H: damage 52 -> 48; forced prorate -> initial prorate 80%; recovery 27 -> 21; frame adv -10 -> -4. foot inv 5-14f; i think the 6-11f in the #R data is a typo 2D: recovery 10 -> 9 j.P: level 1 -> 2 j.K: same j.S: same. can't read comment j.H: same j.D: same (probably) j.2K: new move. compared to +R: same GB- (-15); recovery 16 -> 18; NOT AN OVERHEAD SMDH throw: forced prorate 50% -> 65% air throw: forced prorate 50% -> 65% 236P: recovery 18 -> 17 (like AC); frame adv -2 -> -1 236K: recovery 17 -> 15; frame adv -4 -> -2 63214H: startup 8 -> 7; whiff duration 27f -> 35f; GB- 26; damage 30 -> 72; no proration (effectively 80% because of RC proration) 214P: same 214K: followup possible 20f -> 28f onwards pilebunker: recovery 33 -> 36; frame adv -17 -> -20 crosswise heel: throw inv 1-18f. lol ok under pressure: startup 6 -> 5 (like AC); recovery 13 -> 12; frame adv -1 -> +0. it's late: same helter skelter: new move. damage 32; frame count 25/6/13; frame adv +12; 1-2f lower body inv; 3f~ airborne. can't read comment footloose journey: damage 36xN -> 40xN; landing recovery 11 -> 14 undertow: startup 31 -> 39; active 3 -> 1; recovery 30 -> 22. DoT: same. #R active frames probably a typo eternal wings: startup 5+2 -> 5+4; strike inv -> full inv DHD: startup 10+3 -> 8+3; strike inv 1-12f -> 1-10f; GB- 3 IK: who cares not including changes not mentioned in the xrd frame data atm (6P never wall bounces mid screen; it's late forces crouch; etc)
  23. https://www.youtube.com/watch?v=Ahg6qcgoay4
  24. that is helllllla godlike. random iad di yrc. fuck literally every 6p oh ya also overdrives do not prorate tension gain. although interestingly it looks like rose install does (it would be stupid if it didn't)
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