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Everything posted by fogelstrom
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Nice initiative! New chill-out zone
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- guilty gear
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But the distance isn't super narrow? Just not point blank and not too far off. You should be able to tell somewhat easy if you just TM a bit and go for it in casuals. Not like you got anything to loose there. If it doesn't seem to work out practically you can just shelf the tech as swagger
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You mean you want to re-setup it after a 6P CH combo? I'd just go for UP wiff oki to whatever block into 6P frame trap if they'd ever survive
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As I said you can easily hitconfirm between a normal hit 6P and CH and adjust accordingly. The only other time would be if you have cranked the RISC gauge and you specifically do things like 2K, 6P or c.S, f.S, 6P as blockstrings trying to catch abare and you know for a fact 6P will be a CH.
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I just saw Hase practicing this and wanted to try it out myself. Thanks for sharing. Albeit from my testing you have to leave some space so if you're point blank it's almost impossible (at least for me) and I've only done it against Chipp since that's who Hase did it against. I don't think this would be to hard to incoperate in your game since you can just buffer TK DHD and if it's regular hit just don't go up and you can c.S instead though loosing out on 6P CH, 6P, 5H... 6P CH, TK DHD(tail), 6H, kPB, 5H, 2H, RRC, kPB, kPB, pPB - 363mg on Chipp from 348 the standard way. If you are going for stun instead I guess Also saw Hase doing a variation of throw RRC combo against VE and as I assumed it also worked on ZA since they share a sucky hitbox. Throw RRC, 1 step forward, 5H,j.SHD2K, j.PD, c.S, f.S, j.K, dj.HD - 153dmg Same goes for Zato but you can do j.KD instead and get 2 extra dmg. j.PD 161dmg, j.KD 163dmg
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Tanabata at it again... I assume this is a OS utilizing auto-guard or something?
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I've played this matchup some but by no means a expert.I'll share my tips and bits. I actually have a love-hate of this matchup since it's quite unfavorable for Slayer but I like having to think much and it's always very fast paced and hectic. In blockstrings such as 2S/5H, 22H you can blitz the 22H and K Mappa. Just don't do it all the time and eat nobiru summons. For meaty 22S just use normal backdash instead of BDJC You missed to see opportunities when he did poor Mawaru summons when you sat and blocked, 2H that or just backdash or BDJC IAD. 2H is SUPER importan in this matchup for neutral for dealing with Eddie. 2P/2K abare for trade and killing shadow meter is worth it, I advise experimenting with it and you'll get a feel for it. Even if you get knocked down having cooldown on shadow meter can turn the tide since we play Slayer and don't have to respect oki all that much outside 22S in the corner. Random CWH is super legit. Even if you kill Eddie and get cmd grabbed it's not all that awful. It's a good risk reward. IAD j.D, FL is also a favorite of mine in this matchup. Especially against blockstrings that aren't true blockstrings so you can BDJC IAD j.D. If they use meaty 22S too close use reversal blitz for reject. You'll soon be able to see if it will reject or not and it's imo one of the best, if not the best, option many times. 2K, c.S, j.D, DHD works on Zato. Imo important to squeeze out dmg and show that UP wiff is dangerous. In corner 2KPSH works but no air combo. But for 50% meter you can RRC 2H for dmgz and on block you can just confirm block and cancel 2S to IAD or dandy/p mappa Don't forget you can use 2K, Mappa cancel if you hit Eddie when Mawaru is wiffing due to spacing Nice usage of DAA. You used it very wisely getting Zato and gaining back momentum. At 4:13 you should have OTG DoT :D Since you had Hellfire and 50% meter. But nice BDC DoT against 22S. Really nice. Round start right after 6P CH. You should either go for kPB or kCWH since 6H, Mappa to dropped combo is quite a waste. Happend two times and in this matchup mistakes are quite costly Gotta work on them FDJC Bite ^^ You did some j.H tagging quite high so you're quite susceptible to getting thrown or even poked out. You should either add j.D or FL in those situations He barely used Damned Fang in pressure and you should have noticed this and look at his meter since he used scumbag desummon that should have been able to punish with 2K/5k 11:53 you should have gone for UP, 5K or UP, IL. More meter and way better oki that could have forced the burst 12:30 weird combo choice, could have killed ^^ Don't forget to 2K after 22H to kill puddles especially after IB from 2S/5H, 22H You never used Helter Skelter but maybe you don't like it generally. I tend to like it and abuse it if people can't handle it, why not. Some dmg and good oki or carry if you want to spend the meter Thanks for posting and hope I said something noteworthy.
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I wish IAD j.D2K was actually more useful against GF as pressure but in all seriousness ever friggin' time... YRC and you are stuck in IAD for free combo. They can even confirm you starting and YRC 5K for punish. It's ridiculous. Would be cool if you could get IAD j.D2K, j.K, 5P, j.SHD, dj.SHD. Since Sol has funky hitbox and you get instant dj.S most of the time but probably could be tech between dj.S and j.H but I have not experimented with it enough since yeah... I just get eaten up by YRC all the time.
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Nps. Thanks for sharing your matches. I hope more does
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You should definitely work on the bursts. Especially focusing on placing them in burst safe moments and not just burst instantly. Maybe a personal flavor but I don't like to be that aggressive about it. Trying to be smart ^^ I also don't agree with the CWHs even though I know what you are going for Ram can stall herself in the air, and most likely will all the god damn time, so you either end up wiffing or blocking since you can't predict. Obivously don't throw it out the window but during a high jump and sword placing you can instead use long dash to position yourself better and minimizing risk. The dropped combos from Helter and 2K, c.S, 2D I bet you already see yourself, could have been quite useful :/ With random hits in air you didn't convert any of the two times instead going for instant j.PD that can even be teched and doesn't give knockdown. Should get j.PPK, dj.SHD2K, j.PD into muscle memory or you can even stepdown j.PD2K, j.PD2K, j.PD but funky... catching people randomly in air is always hit or miss kinda hard to react to height difference and adjusting combos accordingly. Matchupwise I don't recommend 6P all that much since as said earlier she can just stall herself in the air giving you huge chunks of recovery and eating swords. I tend to favor 5P mashing more in this matchup. I also don't like trying to take the air-to-air fight with Ram since her j.P/j.K bodies Slayer. It's boring letting her fly around but... ye not much to do except as also stated earlier try to utilize dashing for positioning instead. Other than that 3-4 hit RRC CWH gives 5H, j.SHD, dj.SHD for max damage and you can 2K, c.S, j.D, DHD Ram which is quite valuable for extra hard hitting mixup between UP wiff IL and UP wiff 2K In the corner BDJC is not really the best idea a lot of the time since the swords will still net you and just throw you back down. If you got anyone to play casuals against I'd advice to not rely on BDJC and find other ways to deal with it like abare and/or fuzzy guarding to learn what can be done where. Still nice matches and nice reppin' of Slayer. I approve!
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https://www.youtube.com/watch?v=-M07fPfvdq8 SFV ftl, Xrd ftw. Trying to get my groove on before KI PC release Had some fun matches versus Gerran! I definitely saw some things I need to try out next time I play vs him or other Venoms
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I wish I played as good as Hase did with BDC P Dandy. I really think it's worth the risk/reward and not only is it a risk/reward it's conditioning. I personally can't stress the importance of conditioning when playing Xrd Slayer. If you teach people that even when you are slightly negative on block like after K Mappa on block (like you should never do anyway) that they just can't go ham on buttons because they have the frame advantage. This adds another yomi layer for both players and situationings like these are when Slayer makes the hard gambles like to choose between 6P and 2H for CHs what have you. Yeah Hase gets hit a lot and knocked down for taking that risk but it's calculated risks and imo worth it that is easily shown by Hase
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2KPSH, 5K, Standing SI - j.K2K, j.D2K, j.S, dj.SHD (delay first j.K) FA - j.K2K, j.D, dj.KSHD PO - j.SH2K, j.D, dj.PSHD BE - j.K2K, j.K, dj.SHD2K, j.PD (delay first j.K, delay j.H~D) KY - j.K2K, j.D2K, j.S, dj.SHD EL - j.K, dj.HD ZA - No air combo Crouch SO, VE, LE No go MI, MA, CH, SL IN, AX, RA
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I personally do not understand why Hase and En doesn't exploit BDC Bite and BDJC all the god damn time. Maybe JP players got super good answers to cover them or something? Also personally I feel that using sj.IAD FL YRC or just FL to get out of the corner against any character is worth it. I'd rather deal with Faust in neutral than sitting pressured in the corner. But I feel more confident in counterpoking midscreen. About the new homing dash I remember reading somewhere that double Kpile is still possible? But it's just such a minimal damage and stun that it's just not worth it because there is always a chance that you might fail the initial input so they use 5H, 5H for stability. But that's just something I remember reading somewhere at the top of my head so don't take it as facts. Also for your combo examples and you'd hit raw Mappa, RRC, 6D you should be able to do kPB, kPB, 5H, 2H, c.S, j.SHD2K, j.PK, dj.KD And if you go for Mappa, RRC, kPB straight away 5H, 2H, c.S, j.SHD, dj.P/KSHD2K, j.PD should be possible if I'm not mistaken. I'm unsure about the combos because I rarely get the RRC so early on in the corner so I have to cut it down to <whatever>, kPB, 5H, 2H, c.S, j.KD
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The social thread would have been more correct but I don't think any of the ~5 guys here care that much Always nice with having additional players theoryfighting with.
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First of all cool that you call me out so I'll gladly give some of my time. I'm not sure on how specific you want me to be so I'll just give some general thoughts (in no particular order) Don't waste meter on random SDD, it's too valuable and the random hit isn't worth it outside of Hellfire j.2K has landing recovery and good players easily catch on and call you out on it. Most instances it's better to IAD or just land. Don't forget to FD. Try and get a better feel for when teching so you don't get j.S or j.K. In some instances teching into your opponent with j.S can be good but it's situational. Don't use j.K randomly in the air due to recovery. Always j.P to random catch people and learn to confirm with either j.PPK, dj.SHD2K, j.D or "os" into j.PK, dj.SHD2K, j.D You are mostly using double jump j.2K, 6H and Dandys as your movement so you don't really have any footsies or neutral game. You should definitiely stick to the ground more and this is probably the thing that I think you should really think about the most. Analyze En and Hase for this. I leave out Taka because he plays a wild style so for better learning and understanding the Slayer neutral and footsies En and Hase are better. When pressuring you are not using any Bite or IAD pressure and letting a lot of your dandys rip instead of doing empty when you are getting pushed out. These situations I tend to empty dandy and go between 5K, 2H, 6P, 6H, IAD or long dash. On the topic of pokes. You are not using 6P or 2H, also due to lack of neutral and footsies. When doing UP on block I see you altering between IL and 2K as one normally should but you should also do regular throw once in a while. Then people are more prone to start trying stuff after UP and you'll hopefully land IL CH When landing Helter Skelter you're using j.D, FL. Should instead go for j.H, c.S, f.S, 5K, 2D or j.H, 2K, 2D etc. Different spacing and different characters... but still falling j.H into better knockdown. You are not using any BDC Mappa or BDC Dandy neither offensivly or defensivly. Learning these... down the line it will just surprise you of how extremely good tools they are. 5D midscreen imo... just don't use it or extremely sparingly to clutch someone out. I rarely even use it in corner these days. Combos can't be left out. You should work on 'em. Getting knockdown is so important for Slayer. Also learning a stable oki game. There has been discussion on this and I personally am a huge fan of UP wiff oki all the time. I watched 22 minutes. This is in no way meant as a beatdown and it can look daunting... but there is a lot of room for improvement and I hope you take it to heart and want to become a better player. Slayer is a lot of fun and he's even more fun when you learn all the in and outs
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Thanks for your work daymendou. Greatly appreciated. I'm way to lazy for this
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Thanks for the input guys and cudos to you daymendou for your insight and specific points. I don't have all that matchup experience against Venom and he's quite though to handle. I will definitiely put your critique into my next set against a respectable Venom when I get the chance.
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vs DNioR (VE/RU) - Stronk Venom. I dislike the PC version and running Xsplit + Xrd gave some slight performance issues (slight drop in FPS gives slight input drops). Even so I enjoyed the matches a lot and felt I had a good evening so wanted them saved.
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Hmm... I'm not having too much trouble with this yet but that's online and mostly intermediate level does. The spacing thing I can see work but if you are close you'd always get thrown on c.S IB since you are -3 in their face? Same goes for buster but never gonna space that out. Doing a c.S on block vs FAB is just asking to get busted. You are better of spamming 5P in his face if you are ever there.
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If they know how broken 5K is you're doomed. But glhf and remember to point us towards any vids if you want critique.
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If you use UP wiff, IL on oki 90% of the time eventually people will have to respect you even in their face. Like I wrote earlier people most often use backdash against me in the corner against IL so they can punish me on the recovery. But most people know the risk of trying to throw IL so you get away with 6P. Obviously you will get thrown but with enough conditioning you can almost stop worrying about getting thrown after UP wiff
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6P beats a lot of supers and abare that isn't low once the above knees invul set in wich is always when doing it to catch backdash. Main use however is to catch people backdashing in the corner and blow them up with huge dmgz for trying to backdash IL
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Oldskool j.SHD2K, j.K, dj.SHD? If you use 2PS, j.SHD, dj.PSHD2K, j.PD it works on Sol but not if you use only 6P. But if you throw RRC 6P you can use c.S, f.S, j.SHD, dj.PSHD2K, j.PD. Logix.
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You're Rus as well Robo. Is this guy for real? Or maybe he's already been excluded for obvious reasons