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fogelstrom

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Everything posted by fogelstrom

  1. Axl Sparrow Stance Mid (dno button) if it immedietly comes after low you can input 6P and get CH albeit no followup since fullscreen Faust 5K, 5H Ky 5H
  2. I'm gonna try and keep these compilation videos of Slayer @ Mikado going. No high level Slayer yesterday though! I'm hoping we get to see Taka and Tanabata again soon
  3. I think I understand this situation and I have been just using 2D for the oki. 214PP sometimes but at that range you most likely at least can dash c.S, f.S, c.S, 2D. *EDIT* I will DEFINITELY check out that Potemkin fuzzy when I get home. You need everything possible in that matchup.
  4. Okay so I said I would rip the Mikado archives and compile all Slayer matches. Well I'm done for the past 3 days when Hase has been busting out huge amount of matches. There is a few matches of En and about 20-30min of Moga thrown into the mix when they showed up. I have not bothered with featuring any Slayer lower than Moga. This is OVER 6 HOURS of Slayer only matches. Enjoy. (There is a audio/video desync somewhere in 22 I think but it goes away, dno how long it lasts) https://youtu.be/vNCvwzGirrs https://youtu.be/PQcIWw5dm7k https://youtu.be/8NI4seT7Gmk
  5. Thanks for the kind words koufdell. I wish I could agree with being solid. The more I watch myself the more flaws and bigger holes I find. But I'm staying positive since I can spot my own weaknesses I can adress them. I'm really bad at escaping corners with Footloose but it's one of the things I want to add to my gameplay a lot more. At the moment my reversal BDC is really weak... too much online I guess
  6. Footloose launch in corner has been around for a while but it's kinda funky depending on how you hit with it. For these days you might as well just IAD j.K/H then go for 2PSH, c.S, some air combo. Yeah I got my inspiration for stepdown/stairway after watching those 2H corner combos. Hase always showing the way Glad he's playing at Mikado today as well. I'm ripping all the archives and I'm planning on cut and edit all the Slayer stuff into one video.
  7. Sounds to me like waste of meter. You might as well learn 2PP, 2S, 2D or just autopilot 2PSD and RRC 2D if it's on block. After 2D you can obviously just dash to the other side. Thanks for the updated combos koufdell.
  8. 5P AA CH, 6H, c.S, f.S, j.SHD, dj.PSHD2K, j.PD - 201 dmg. Who needs 6P? You need to hit 5P quite close though. But it's a really good tools vs I-No for stopping hover and getting 210dmg :D 5P AA, j.PK, dj.SHD2K, j.D2K, j.PD - 147dmg vs I-No Since Hase seems to have started using stepdown/stairway in yesterday and todays matches I got inspired. The only uspide with this variation is that you don't even need 5P CH. But you should sit down and get your timings down since it's small delays here and there to align yourself good in the air. Tested vs I-No, Sin, Chipp with sucess. Ky - Dno if you could get it to work but can't get j.PD to hit. Sol - Probably impossible since you can't delay first j.D to help yourself align Venom in corner but not midscreen For lulz 5P, j.PK, dj.H2K, j.D2K, j.D2K, j.PD - 142dmg vs I-No
  9. Alright so if you K Mappa someone and they are in the corner we say in normal scenario it's normal block and it hits on first available frame so it's -2 on block. Venom should opt to 2K here instead of jumping out. His 2K is 5F startup with 3F so there's really nothing you can do about it the way of your own buttons. In this case BDC Mappa or BDC P Dandy are your options. For upback you are -2F, jump startup 4F and you are likely going to press c.S so 5F so they will always get to airborne but are forced to FD. You need take advantage of this situation. Don't forget that you can actually just do c.S.... c.S gatles to 6H / c.S, 214PS / c.S, 236P. If you tag them with FD in the air they are stuck again. If you have the player on download that they ALWAYS jump after K Mappa in the corner just go straight for 6H, 214P and try to react to hit/block for appropriate followup. If they jump IAD and you backdash to wait and see what they do air throw is really strong in this situation but imo Slayer gains more from going ham with buttons. Albeit I just theoryfight you wanting a low risk option but still have advantage just isn't Slayer. He's a high risk/high reward character so you have to make the hard reads and gambles to get the payoff. People obivously know somewhat how to deal with Slayer and more often then not you are forced to chase down people again and again. And in regard to "what is there to worry about" when upbacking... well 6H endlessly. Getting tagged by it is always really really bad. Even if tagged in air with FD you have good frame advantage even without dandy cancels. As previously stated, you have to take advantage of the momentum in all of these small shifts. Personally I feel like playing Slayer is an uphill battle pretty much against every character in the game and that you have to put in a bit of extra work. But I have fun with Slayer and I don't feel anything for any of the other current characters so sticking with him regardless of his obvious negative aspects.
  10. Could you give a situation you know happens? Would probably be easier to just give points for a specific one and then take it a bit from there. HOWEVER a friend has recently returned from 2yr in Japan and he plays an upback Venom. At first I had a really hard time but I have slowly started to find my footing albeit I'm still at the loosing end (japan mountain training vs online eu does that). I started off by trying to give chase from the air all the time but I quickly realized it wasn't especially effective. What I did our latest set was instead trying to position myself under him when he did normal jump and not IADs. Obviously in Venoms case he can use Mad Struggle and summon balls to alter trajectory etc but it's still me being close. If you are good at air throws this also helps ALOT. Another thing is Mappa on block to BDC stuff to retain pressure. And dont be afraid to press buttons after Mappa unless obviously they IB. Mappa, BDC, Under Pressure is super sweet or just BDC Mappa. For forward momentum I really enjoy doing FDC Dandys because you get time to react to their positioning for either CWH, UP or even letting PB rip for a possible CH and hopefully converting for massive damage. Playing Slayer is a lot of cat and mouse type of play. People don't want to block Slayer because you tend to die. So you really need to take advantage of your momentum. Make the gambles.
  11. Friend came back from japan mountain training. Needless to say it was quite effective. But I was more happy with my defense than my offense and execution. https://www.youtube.com/watch?v=SxspXv7fr7E
  12. CH It's Late, 6H, c.S, f.S, j.SHD, dj.PSHD2K, j.PD - This is the one I'm using. Should work easily enough on all characters except maybe Millia because hurtbox and some modification on maybe Pot, Bedman and Faust. Hmm... maybe I'll check out some 214PP CH combos on those 3. Though I can't say I like using PB on Pot ever.
  13. Okay so for my own findings.... c.S, f.S quite heavily situational specific. Best used after regular throw in the corner when you don't have time to set up any dandy game. So if you can remember it for the characters it's alright but for crouch you still get c.S, f.S, c.S, f.S, 2D so it's in some sense a bit meh. I will not be trying to implement this into my game plan as of now because of this. IAD j.SK stuffs then. (j.SK, 2PSH, 5K) You have to do early j.SK seems to work best/most reliable then. j.K2K, j.K, dj.SHD2K, j.PD works on SI, SO, KY, CH, SL, ZA, BE, AX, LE, VE (Delay the j.D to hit VE, most unstable of the cast but doable) j.K2K, j.D, dj.PKD - May, I-No, Ramlethal (if you don't want char specific for her, no delays needed thank god) (Delay 5K, delay j.K) - j.K2K, j.D, dj.PSHD2K, j.PD - Hase level sh1t. Only works on I-No. Last part doesn't connect on May seemingly. You can adjust it to j.K2K, j.K, dj.SKD2K, j.PD for Ramlethal but it doesn't give knockdown. j.K, dj.HD Elphelt Not much to say here. She sux, this is what you get. j.K2K, j.D, dj.SHD - Ramlethal j.SKSK, 2PSH, 5K, j.K2K, j.PD - Potemkin Since j.S hits so early on Pot if you only do j.SK you open yourself up to busters especially on IB. So I'd prefer this variation so I could always retain the nice Pot specific pressure. Nothing for Milla unless you use delay j.SK specifically for her so you can go straight into 2S as Tanabata posted. I will not be persuing this on Milla because of this. If you can confirm j.SK on hit this is very useful. If you can't and you go into 2PSH I recommend canceling 2S to dandy because at this point you should know if it's hit or block or you can just IAD again, mappa what have you. What you are losing is f.S frame traps. *EDIT* Any character can duck and grab you out of early j.SK. If you delay and they duck you will only hit j.S... maybe. If people are using this against you either switch delayed j.K or use j.H.
  14. Oh this is quite interesting. Too bad about c.S, f.S not being able to hit that many since it's an relatively easy confirm. Gonna check it out when I get home. I'll post any new findings here. Thanks for the post daymendou
  15. I was hunting for IK pretty hard But ye my meter management overall is pretty bad.
  16. FT10 challenge by russian Sol player Overkill
  17. Online hero saga continues. Trying to conquer Finland but doesn't go all too well. https://www.youtube.com/watch?v=-M1eqjK33MY https://www.youtube.com/watch?v=QoG_16-wOyI (Second video still processing)
  18. Was talking this over with a friend and I wrote down a couple of combZ^ 2K, c.S, f.S, j.D, DHD - Verified for both Jack-O and Johnny (by Tanabata) c.S, f.S, j.D, j.2K, j.D - Johnny, a bit better than just c.S, f.S, c.S, 2D against standing 2KPSH, 5K, j.SH2K, j.D, dj.PSHD - Jack-O 6P CH, 214KK, j.K2K, j.D2K, j.S, dj.SHD <-- Moga didn't get it to hit. He also tried j.P instead of j.S after the j.D2K but I'd assume it could work albeit difficult. 214PP CH, f.S, j.K2K, j.K, dj.KPPD2K, j.PD - Johnny 6P CH, 6P, 5H, DHD (tail), j.K, dj.SHD2K, j.PD - Johnny (corner) 6P CH, 6H, 214PK, 2S, EW, 6H, 214KP, 6H, 214PP - Johnny Helter Skelter, j.H, DHD, c.S... - Johnny. Might have to walk 1 pixel afterwards 2K, c.S, f.S, 236K, RRC, CWH, 5H, j.KSHD, dj.SKD - Johnny, seen Moga use against mid weight characters like Sol/Venom as well Throw, RRC, Lv1 BC, 6H, 214PS, c.S.... - Johnny (corner) Throw, RRC, Lv1 BC, 6H, 236K, c.S, j.SHD, dj.KD - Jack-O (corner) Lv1 BC, 6H, 236K, c.S, j.SHD, dj.SHD - Jack-O Lv1 BC, RRC, dash, 6H, c.S, f.S, j.SHD, dj.SHD - Johnny Lv2 BC, FDC 214KP, Lv1 BC, 6H, 214PP, RRC, 214KP, 6D, 5H, 5H, FDC Lv1 BC, 6H, 214PP - Johnny, looks to be around 300dmg and 125% meter :D IL CH, Lv1 BC, 6H, 214PS, c.S, j.SHD, dj.SHD - Johnny IL CH, Lv1 BC, 6H, 214PP, RRC, Lv1 BC, 6H, 214PS, c.S, j.SHD - Johnny 6D, TK DHD (tail), j.D, dj.SHD2K, j.PD - Johnny (He never hit j.PD at the end) 6P CH, 214KP, FDC Lv1 BC - Johnny. challenged by a Ram but probably either UP, c.S air combo or 214PP, RRC, 6H, UP, c.S, air combo
  19. Yeah I stole that the second I saw it as well. Made use of it the very next day!
  20. Set vs Ky. I felt kinda terrible after and spotted major issues I need to adress but still some sweet bits! Poor defense. Overusage of j.D Obvious/flowchart after c.S, f.S on block Greedy, so god damn greedy all the time Poor usage of FD
  21. Charge Blitz is a really good tool for Slayer so I can understand that he uses it a lot. I will too! But I've realized Lv1 has really poor prorate even though you get wallstick and combo in the corner it seems to do extremely poor damage. I'd guess it's about 65% forced prorate or something along those lines. But Lv2 crumple looks like it has awesome prorate so Slayer will easily get over 200dmg from it. Now with 5H, j.2K combos meterless midscreen there will always be 200dmg+ if you hit a Lv2 crumple. Thanks for posting the vids though. Really missing Hase. He's just so next level.
  22. Also sent you a msg Tessius.
  23. The first or second variation? Just for my own clarification so I don't have to test out the combo myself on the cast. But a friend of mine said he didn't get anything to hit on Ky though I have not tested it myself. I'm sure something works on FA and EL just stupid hitboxes but unsure about ZA and VE.
  24. Hah 238dmg meterless punish on Chipp baited shoryu is kinda nice. Not so nice for Goga. Also Slayer mirror is true when blocking PB and/or CWH... at least the tech isn't completely unrealistic.
  25. I happened to catch Taka playing on Mikado stream and noticed he did a 5H meterless punish attempt after a Sol player wiffing Volcan. I had not seen it earlier so I was intrigued by it. These are just 2 of many variations possible. 5H, j.2K, j.KD, cS, fS, j.K, dj.SHD2K, j.PD - 200dmg (I-No) 5H, j.2K, j.K, dj.KSHD2K, j.D - 173dmg (I-No) Since 5H has stagger it's force standing so you don't have to worry about that. So outside of corner it's pretty nice getting a launch combo for free. This is still untested for large partion of the cast. Sol is okay. Venom seems not so good as well as Ky. However this is probably best used as a meterless "heavy" punish for stuff liked wiffed shoryu, baited DAA or what have you. Probably not many characters that will have a lot real situations coming up like Sol and Ky DP bait.
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