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Everything posted by fogelstrom
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To be able to combo of It's Late without CH it has to be meaty. But after a meaty It's Late you can do 2K, 2D (you can confirm It's Late + 2K so you don't do 2D point blank and get punished). Also 2K, c.S, f.S works. The link is kinda awkward. Especially online. Mappa is always negative on block so in theory there is no reason for people NOT to press buttons. You need to be called out to be able to learn how to adress that. For CH confirming... all of the moves or just in general? There's more hitstop. Also just remember exactly what CH goes into what and be prepared with that move specifically. Example 2HS. Be prepared for the added hitstun, counter sound and text whilst focusing on 6HS. I doubt that. I'm not 100% sure how this works but I'd assume any hit during the RC slow motion has forced proration? Anyway I think it would be hard to wait out the slow motion for Slayer combos. Maybe delay CWH in combos?
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Sounds about right! Don't do anything? Obviously it's time for fancy stuff and do 236236HS after Mappa to blow people up. And add DoT after the hit woop. Hah. But seriously that works. Super fun on Hellfire to lock out peoples burst haha.
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Yeah my It's Late setups are horrendous. I should work on those after scoring the proper knockdowns. But also in general just doing any stuff not to "bait" but just mixups that takes you close and you end up eating a 5HS/6HS because they just mash throw. When you learn to space so they don't get to throw you this till start to occur was my point. Isn't 236K -2 on block and 236P -1? So instant is only -4? Or are they worse? I've been using alot of Dandy after Mappa, both K and P but in general people are mashing hard so I get hit alot on the way back in for Under Pressure. But I've started to pick up on that and do alot more Pile Bunker now. People don't seem to care though and continue. And doing PB everytime isn't reallt great either since it's easily punished if they decide to block. I practiced some BDC Mappa and I will focus on implementing this into my game more. Hmm... BDC Bite is just weird for me. My execution isn't the best around so these things are quite tricky for me. Especially when you have to do 6321[4-5-4-7]. That last sequence is quite the strain. I'll try it out more tomorrow and see if I'll get some going. BDC Bite after Mappa is insane though.
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Basically what Loli said. But once you get better with baiting throws you are going to run into the next problem. Getting hit by failed mash throws and eating people's 5HS/6HS because your timing was bad. Also if you play online the throwing there is ridiculous. Between myself and another Slayer friend of mine we both agree that you're getting thrown online WAY more than at our offline casuals where we actually do the throwing. My newest issue is when doing 236K on people and they just mash like crazy. I really don't got any answer for this and it's frustrating like hell because it feels like almost your whole game is shot down. Mind you I have to chase down pretty much everyone I play against regardless of character used. BDC Bite and Mappa are good tools here I'd assume. I just suck so badly at it. For some reason I'm missing down back and down forward and end up with super jump P/K... Anyone got any tips for BDC Bite inputs? Like the one in the challenge against Slayer. He barely moves a pixel and does it. I know it's tool assisted but still. There must be some input buffering you can do after block/hit Mappa?
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Any BDC adds 6 invul frames afaik, doesn't matter wich move.
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There really isn't any pain involved. I feel alot of characters get to high up anyway so I'm more comfortable just hitting c.S. I just think it's strange that more people feel the same way about j.H not even coming out when you've done c.S, f.S, j.S ifront. It's just weird.
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I dunno why but whenever I do c.s, f.S, j.SHD combos I get the same issue Elk. j.S doesn't cancel to H. If I only do c.S it works perfectly fine 99% but when I do c.S, f.S the cancel just doesn't come out. Also doing c.S, f.S combos is 1-2 less dmg than 5HS. However for me consistency is the most important thing. A dropped combo is always less dmg and no oki. Also already been tuched but yeah you can be thrown out of active frames on oki. You just have to learn how to space your dandy so they get 5HS/6HS so you get CH 214P-S. Then you can follow up the stagger with c.S, f.S, c.S, 2D and start all over again. When people stop being stupid (never gonna happen) and continously faceroll their stick/pad you can have ALOT more fun. But you have to really beat them down endlessly for them to even consider not pressing buttons.
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What Loli said. I never jump install because I'm a scrub xD There is no reason you'd need jump install for that combo since you do a regular jump. Perhaps you do you dj.2K? I shorten my combo writing quite a bit but since j.2K is a command normal I write out the full command. So my sloppy writing might have been easier to understand if I wrote j.SHD2K, j.PK, dj.KD? But it looks weird ^^
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As previously stated the cmd grab has alot more range and you can TK cancel your dashes to command grab. Especially good is to backdash cancel TK command grab. Well... universal and universal. I don't know what combo you are attempting or starting of. But if I take the combo probably everyone will hit at the start is 5K, 236K, RC, 214K-K. For this variation I use c.S/5HS (depending on character weight), j.SHD j.2K, j.PK, dj.KD But as 4r5 also said you kinda have to eyeball and with experience it will get alot easier. I've only played ~200 matches and after about a 100 it got easier. Meh. The damage is alright and it's basically only worth to spend 100% meter if the person doesn't have DA and Burst available so you didn't spend 100% meter for nothing. Undertow, RC, 6HS, 214P-S, c.S, j.SHD, dj.PSHD, j.2K, j.PD - 164dmg on Sol. Was the most I found yesterday messing around. I was thinking about the same, combo video of bnb's and some gimmicks that is at least. I think people could need this who are new and want to pick up Slayer since he has a bit of high lurning curve but is quite an interesting character. Also some Slayer footage is always welcome since the output from Japan is quite low Go ahead and try that out and post your findings. Sounds interesting. I need to abuse Helter Skelter alot more midscreen until it's usefullness runs it's course I tried out a new combo route yesterday but sadly enough it didn't quite work out how I would have liked. For example; 5K, 236K, 214K-K, c.S, j.SHD, dj.PSHD - Doesn't give knockdown because they are too high up and you can't add j.2K, j.PD because of the hitstun scaling. Even if I used 2D, RC, c.s, f.S as starter. But meaty 2D on oki worked with added j.2KD at the end. If you get a starter good enough to be able to pull of this route I feel it's better to use something close to what we've seen so far such as; Meaty 2D, c.S, f.S, j.SHD j.2K, j.K, dj.SHD, j.2K, j.PD But oh well. Since Slayer has such potential for variation everyone will probably just go with what they like and works for them but nice to discuss basic combo ideas and concepts for optimization.
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The issue with Helter Skelter is that you can't confirm CH or non CH whatsoever. So you have to sacrifice a potential non CH Helter Skelter hit in hopes for CH. Imo you will get alot more normal hits than CH and I would always go for j.H, j.D combo. HOWEVER in the cases that you can actually confirm that Helter Skelter will CH because of what your opponent is doing while you pressed HS during Dandy these combos are indeed good to know of.
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You have to delay j.H to be able to do stuff like 2K/c.S after hitting j.H. I would not really recommend this since it usally doesn't even combo from Helter Skelter and gives people time to react and stand up and block. I really prefer j.H, j.D, 5K, 236K. But that's all you seem to get. Obivously you can RC the Mappa and add CWH, 5HS, j.SHD for some extra damage. It's Late has throw invul 1-13 with 14F startup so you can be grabbed on 1F. Also personally I don't like to purposly drop combos to mixup. I feel that it's a scrub tactics (just my opinion!). Obivously it's nice to blow people up some times for facerolling their stick/pad.
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Hah when reading this I thought "This is Xrd Slayer 101" haha. Basically with that and being able to combo you're pretty far along already I hope people are gonna start posting some critique vids or something soon enough. I need some inspiration to up my own game. Also after watching Hase/Sanma matches I'm gonna try out combos such as CWH, 5HS, j.SHD, dj.KSHD, j.2K, j.PD instead. 220 dmg on I-No. Might be more consistent or whatnot. I won't be able to sit down in training mode until tomorrow to test things out better in more situations and characters especially heavier characters.
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Zombie confirmed, purchase confirmed. Niga wannabe let's go.
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Is there anything to choose from? Buying a new stick just for one game is bit much. But I guess there are some pad warriors? I think every swedish player I've seen is PS3 so far though. Also obviously some people will think that this netcode is fine whilst others wont. I can only talk from my experience as being a true online hero. I've played ALOT of fighting games online for the most part of the last decade. And with that said my personal impression of Xrd netcode is that it's amongst the worst I've experienced. I'd even dare to say I feel that it's on par with MvC3, slightly better perhaps. Not as bad as KOF13 but to even have to bring up these titles by comparison...
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Not meant to call you out or rain on your parade. Indeed Slayer is nerfed and no one can argue that he isn't. But he's far from neutered anyway. I'm certain he will get better over time when people find something interesting. Hopefully some good j.214214S tail setups :D Also for some swag combo you can do c.s, f.S, j.D (IOH), j.214214S, c.S, f.S, DOT. Looks hella nice haha.
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From EU and I think the online is pretty bad along with many other swedish players. Up to 4F CAN be alright but sometimes it's bad even between 2-4F depending on who you play against. I really have no idea what they did to make it this bad but it's indeed difficult to play. Congrats to anyone that have people to play with offline. For the rest of us we can only hope ArcSys can patch this.
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Oh. Well it was a modified version when you do 5K, 236K, RC, 214K~K as started instead of just CWH. It's just weird that I get so low that I get forced landing. I haven't seen it happen to anyone else. But on the other hand I learnt you can do CWH, 5H, j.S(1), j.H, j.D (delay), j.2K, j.K, c.S, sj.S(1), j.H, j.D The timing is strict so it's in no way worth it but always fun with re-loops
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Helps but for some reason Slayer is to low after the j.P, j.K so I get forced landing and can't jump cancel sometimes. Too inconsistent. Maybe I'm not cut out to play Slayer as I get weird issues with all my combo attempts
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Thanks for the post Snatcher. For someone that easily learns from vids rather than just combos posted in bulk that's great. I hope someone skilled here decides to compile some awesome combo video!
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- Guilty Gear
- XRD
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I can't get this to hit on Sol. He's so far down after the j.K so j.S wiffs?
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Also Under Pressure is a mixup tool. You can either go to It's Late or 2K. But imo it's kinda weak. You need to have good reads on your opponent. Also you can just do empty dandy to throw/cmd throw. Mixing it up and getting good reads will win you a lot of matches
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Watch match videos and look at what they are doing and why. Slayer doesn't really have an overhead to combo of. The most useful in Xrd seems to be dust, if your goal is dmg.
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Above mentioned seems to work fairly well. You have to do some small adjustments here and there and the timing is character specific for differents weights much like the old. 2D CH - 149 dmg Throw RC - 127 dmg c.S, f.S, c.S, f.S, 2K, 2D only works on crouching. c.S, f.S, c.S, f.S, 2K, 236K standing. c.S, f.S, c.S, 2D if you want knockdown on standing instead. You can RC 63214HS and combo 214P~K on Lv2 slip recovery. No need to go all out on it though after Crosswise you can do 5HS, j.S(1), j.H, j.D (only tried on Sol though) and get 1 less damage rather than doing c.S, j.S(2), j.H, j.D, j.2K, j.P, j.K, dj.D or whatever variation for the character you are playing against. Corner 2HS, c.S, sj.j.S(1), j.H, j.D, j.2K, j.D - 146dmg
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Just to get some things going... I haven't seen alot of people use 6P in the corner but I still think it's a good move so tried out some combos. 6P, c.S, j.S(2), j.H, j.D, j.2K, j.P, j.K, dj.K, j.D - 184 dmg I'm gonna use this aerial combo to try out on more combos and characters to see if it holds up as a bnb. Works with; 5K, 236K, RRC, 214K~K, c.S, j.S(2), j.H, j.D, j.2K, j.P, j.K, dj.K, j.D - 147 dmg
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Un-optimal but educational. Mostly the hardest but not always the best. But they show what you can and can't do really well. I'm sure someone will post doing all the combos on YouTube soon enough. I really hope this isn't the case :/ Need to try it out. I like the 5HS, j.HS, j.2K combos. But only time will show if they're better than j.S stuffs.