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fogelstrom

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Everything posted by fogelstrom

  1. 623S, 236HS, 236K, 236HS, 214HS - 118dmg on Sin. I'd say he has one of the better reversals in the game but that's probably just me! Though some cancels so spends alot of meter. I worry about his reversal alot. Even if they don't have meter to burn for all that if they do 623S, 236K that doesn't combo they end up on + frames from a reversal.
  2. YRC is to slow down the recovery of Axl so I don't get hit by 623S or stuff Mappa in any way. I got the meter to spend most of time vs Axl. 6P vs midhit is all we got? Too much of a gamble for me... getting hit will net them dmg, meter and another fully stocked sparrow stance against you again. Had a friend crunch the numbers on 6HS wiffed on backdash and you only got ~2 frames where you'll hit the recovery of 6HS and it won't even be CH. Blitz still is the best option here for the time being. It has to be called out so it's not abused as well. Important to show people and shut down options.
  3. Already been over a couple of times. Depens on combo you're doing and on what character(s) none of wich you mention. 5K, 236K, RC, 214K-K, c.S/5HS, j.SHD, j.2K, j.PK, dj.KD - This is the standard Mappa RC combo I use and one you'll do alot in the beginning. On medium characters if you do 5HS you need to delay j.D. If you do c.S instead you can use same timing as when doing 5HS on light characters. If j.P doesn't come out after j.2K you are doing it too early. It's better to do it's to late in training and then faster and faster to get it to hit (imo and this is what I did). Watch videos of other people playing and look at what they are doing. Study and try to understand why they make their choices. I can't help but to think that you are completely lacking in fundamentals and footsies if what described above is true. Also if you get combo'd straight to death all the time I would advice blocking. Against Sin well... he's a new characters but he's a bit of a pain for Slayer since it's difficult navigating through his specials without having to block or getting hit. Sin being plus on block doesn't help our cause either. But you should try and be within K Mappa range at furthest and have good reactions. If you want to get in fast you can YRC Footloose. If he's mashing between Rekkas on block just don't press buttons and let him burn the food meter. You need to call it out at some point and you can backdash between to make him wiff and/or halt with the pressure (not recommended in corner). It's a bit difficult to give tips not being able to see any matches.
  4. Yes you can if you time it well and are good with TK cancels. 2S doesn't have any upper body invul so I don't see why it would be better alternative than 6P honestly. 6P has above the knees invul and still gets blown up easily and doesn't even clash. At the moment I'm just backdashing the 6HS since I still suck really bad with Blitz and always forgets it.
  5. 2HS is a good tool in this matchup no doubt. If you crunch numbers for example 236K is -2 on block and KY 2D has 7F startup. If you do 2HS after blocked Mappa you will get CH since 2HS has feet invul from 5-14F.
  6. I don't really get what you're having trouble with. Obviously you don't have trouble confirming but maybe execution? I personally use c.S instead of 5HS on all mid characters as well for consistency.
  7. Just training. I play alot... I already got 1300 matches online and I've seen people with alot more. You could always try training mode with delay... I don't do any delay training it just kinda comes naturally after all the matches played. Switching from online too offline is a bit iffy for me due to the amount played online but it just takes a while to adjust.
  8. Forward dash doesn't have any invul so it naturally can't add any invul frames when moves are cancelled from forward dash. Backdash has 6 Invul frames and thus you can add this to the startup of whatever special you cancel out of your backdash.
  9. What are you guys doing against Sparrow Stance? I haven't found anything. People are saying you can block or in worse cases IB the low hit and punish with 2P. I have yet to be successfull with this tactis as Slayer. But I know you can only do 6 hits with Sparrow Stance then it automatically cancels itself. So atm I'm counting the hits then do dash YRC Mappa. It isn't even a punish it's just me spending 25% meter to get in Axl's face on -2 again. Also anyone got anything to do between 2HS, 6HS? I know 5P and 6P doesn't work and I really should hit the lab on this one or anthing to 6HS in general. BDC something? It has helluva active frames (9F) so I'd guess you could time a K dandy perhaps? Blitz is another obvious option/choice otherwise. Just the 2 things I'm having some trouble with and that I think every Slayer player should know how to deal with.
  10. Dat Hase 5D knockdown combo then... so impressed. 5D, j.HD, j.2K, j.D, j.2K, j.PD, dj.PKD I bet you could alter the end if you don't wanna use jump cancel om j.D. I'd tried it myself but the combo is hard difficult. Having trouble landing the first j.P. Also you gotta do some imossible dust variation and hold down during dust and wait just a frame or two before doing the combo else you get regular dust. EDIT j.PK, dj.KD does not give knockdown. They can tech before landing.
  11. @2:34 - I was actually waiting for the burst. People tend to burst on dusts ALOT. But me trying to "bait" bursts is a really bad habit and I've been called out on it many times and I need to stop. @3:31 - Sin can steer his Ride the Lightning so it's extremely difficult to punish. Especially with a character with lower than average mobility. He can also choose do to do less hits than 3. As for the burst bait you can always do whatever into K dandy in an attempt to hard read a burst. So if you get a clean punish with c.S, late cancel it into K Dandy and if everything goes alright you avoid burst and can punish with CWH. @6:49 - I actually just backdashed but the problem with Sin on oki is that even if you block his bad reversal shoryu he can just cancel it into slide special and be + on block so it's best to not even let him get it on block. Learnt the hard way.
  12. VS Zato/I-No https://m.youtube.com/watch?v=4XqN2IN66G0 vs Sin/Faust https://m.youtube.com/watch?v=17Kr-eEra30 I'll look into your comments when I'm at my PC instead of my tablet xenwall
  13. Anyone have list for what DHD combo works on what characters? I'm sure someone posted it here earlier but I can't find it... On what characters you can do c.S, f.S, c.S, f.S, j.D, DHD and on which you can only do c.S, f.S, j.D, DHD
  14. Maybe you should have read the general gameplay thread before making a new one since everything is there. Also just watch videos and you'll see what people use and don't use. Not that hard to break down.
  15. There is a record option in practice mode to help you answer your own question. Not trying to be rude just saying.
  16. That level of respect though. I would never be able to do that much 6HS and Dandy. I'd eat a sh!t-load of sweeps all day from take your pick. However it was a really nice vid. Hopefully we get to se more of Kubo and hopefully in arcade setting next time. Dno where he's at but probably not around Mikado...
  17. vs Ramlethal https://www.youtube.com/watch?v=W1TJddsoNwQ&list=UUJ0SYiao9fIxy12Xi6zagtQ vs Sol https://www.youtube.com/watch?v=vAA277JENEE&list=UUJ0SYiao9fIxy12Xi6zagtQ vs Faust https://www.youtube.com/watch?v=tWWse_OmYbQ&list=UUJ0SYiao9fIxy12Xi6zagtQ
  18. Yeah but combos that are true combos on Lv2 slip recovery is imo worth it. I have yet to get a black beat or block offline when going for Bite RRC and followups. Though obviously if you attemt 2 and you get blocked I wouldn't do it a third time. As long as I get decent dmg from my 50% spent meter I'm happy!
  19. If you are going to RCC Bite that's an awful waste of meter. In corner people already said you can do 6D after Bite also on lv2 slip recovery That gives me 148dmg on Leo. I tried being fancy and doing Bite, 6D, c.S, 6HS, CWH, c.S, 236236HS, 6HS, 214P-P but I couldn't get it to hit. I'm really bad at Eternal Wings combos. Outside of corner I would not spend 50% meter to RRC Bite unless it killed and I'd do 6HS, 214P-P then for 112dmg on Leo
  20. I might be able to indulge your request on playing. Also Dandy has strike invul att the start for the reason that you can do it at negative frames like after K Mappa. I actually use it to bait stuff on occasion with the strike invul or to avoid certain scenarios. Say that you block Sol Bandit Bringer midscreen. It's 0 on block and Sol has 5K with 3F startup. If he always hits 5K after Bringer you can Dandy at this point to avoid the strike. Works at dash pressure and other stuff as well but it's kinda risky and you have to have good reads.
  21. It's all about condition and respect. You don't get respect because this far people don't need to respect you and are going to press buttons all the time. Why wouldn't they? They beat your Dandy all the time and you lose. BDC Mappa as mentioned condition people. For example if you use 2K, Dandy do 2K, BDC Mappa 10 times in a row. If you get CH all the time continue. If they start blocking to Dandy because they know hitting buttons will get them ch'd for a chunk of dmg. Mix up with dash through and 6HS. Basically for any moves on block that you do Dandy on you always have the option of instead dash through, IAD j.S, j.K and 6HS. With Dandy these are basically your 4 offensive options. If Dandy doesn't work out I'd go to the other options for a while until they stop facerolling the stick. Not using Dandy at the same time all the time as wall. If you do c.S, f.S, Dandy all the time it's not hard to read an open book. I for example can do weird stuff like 2P, 2P, 2S, Dandy on block just because people will be like "wtf is that? What's he doing?". Keeping people on their toes is essential. You are going to lose alot as Slayer at the start because of all of this. But once you learn to adjust themselves to your pace it gets alot easier.
  22. I'm EU so probably no help there ^^ But that's a good idea if anyone could help you out. I'd probably need the same when it comes to playing against Zato. I got nothing there.
  23. We really should start using the match up sub forum. But I'll answer here anyway. I get what you're coming from but it's not as bad as Zato. A few key points for me though. Bridal Express - I think this is negative on block? I have not checked myself but been told. You can BDC stuff or Dandy after if they always press buttons. 2S is the reincarnation of Jam 2S and it's really good. You are gonna get CH'd by this a lot if you attempt to much Dandy pressure. f.S even worse than 2S. Always canceled into 5HS and now they get oki. Due to this and 2S block to IAD j.S, j.K is needed a bit more imo. They got c.S so don't overuse this either but if you always get away with it abuse. 5HS if they mash this move you can use 2D to slide under for CH as Drake showed in a video earlier. Big thing to know about since you get free combo at right distances. Due to the moves above you are going to lose in neutral so you have to play smart around these moves. Mainly learn what they are doing and counter that with footsies and your own tools. Easier said than done I know. Probably the most important part is dealing with the oki. It's vital that you can BDJC (backdash jump cancel) well. The berri grenade barely has any blockstun so you can try mashing 2P to see how tight pressure they have but using BDJC will help you escape slot of stuff in the corner. Same as with I-No note oki. I play this match up with a further than normal spacing because yeah. Elphelt has some great normals. Obvious but when you get the knockdown you have to make it count and stay on her the best you can.
  24. Thanks for taking the time to watch and comment. It's nice to have people point out things to do and especially what to stop doing when getting stuck in flowchart play. It's early in the game so still easy to spot a lot of the things you're doing bad/wrong. However I've already improved on some points so hopefully next batch will be better
  25. You jump cancel j.D and hit them again. Takes a bit getting used to and IMO it's only worth it in really specific situations over doing normal air combos with j.2K in them instead
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