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Everything posted by fogelstrom
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Hmm... for corner 2H CH might be able to do 6H, 5K, jump cancel to whatever when range is an issue and you don't have meter to spend. Nice with some air throw RRC combos! Gonna try some out since there are indeed some situations where I could cluth out matches. If you have 75% and can YRC air throw and then RRC it's basically free damage at the end so for me seems very valuable. I have started using a lot more 2K CH, 6P in the corner with RISC building. People are so afraid of IL so it tends to land. Only issue you have to be quite close, not point blank but close. Think it was 273dmg meterless on Sol but that's with 51 RISC ofc.
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Just went through the evernote and already had some of the info I posted and some combos for 2K, 2P, 2S, 2H so gonna try those out and see if I can compile a full list of available combos. Also it said 2K, c.S, j.D works on a few characters I don't have noted so gonna check that out as well! And Bite DoT. Regarding meaty IL -> c.S link not being possible the one and only thing I can think of is some bug regarding proximity. I can't believe it's intentionall since in no way would Slayer be broken by it.
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Okay I'm gonna try and step up my mediocre play and try to grasp for some Hase level sh!t. So I'm gonna try and maximize hits (not always damage) so I at least get something from as much as possible. UP wiff, 2K, 2P, 2S, 2H (corner only ofc) Standing SI, FA, KY, EL, PO, BE, ZA Crouch SO, VE, LE (so might as well be none) None MI, MA, CH, SL IN, AX, RA Anyone got a list of combos for the characters listed under standing? They seem to be almost all character specific. I only tried on Sin and Zato and on Sin I got a farily good one albeit not very consistent but on Zato I got nothing. Not even 5K, j.KD or even straight up j.D just for the knockdown. Still 2K, c.S, j.D, DHD works for ZA so it's not the end of the world if it doesn't work for him. Any help appreciated. ______________________________________________ IL, c.S, f.S, 5K, 2D SI, KY, EL, SL, VE, ZA IL, c.S, f.S, 2K, 2D SO, LE IL, c.S, 2D MI, MA, CH, IN, AX, RA IL, 5P, 2K, 2D PO, BE IL, 2P, 2D FA List of normal hit IL and what you get for each character. Can someone explain WHY you don't get c.S after IL normal when wiffin UP on oki? Only after UP either hits or is blocked you can hit with c.S but not with meaty IL... WHY? Also this is not tested against FD blocked UP for the added pushback. I'm also gonna test on wich character Bite, DoT works on quickest recovery because I couldn't nail it on Sol. So gonna compile a list over that and edit this post with that information. Also if quickest isn't possible if Lv3 is (and should be for all characters).
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2K, c.S, j.D, DHD... (ZA, SO, BE, RA) c.S, f.S, j.D, DHD... 2K, Mappa, RRC, 214KP... IL, RRC, 214KP 214PP, RRC 6H, Mappa, RRC, 214KP Bite, DoT, RRC, 214KP - Almost 200dmg from cmd grab is pretty fun. Mostly converting stray hits to damage especially in corner. I don't tend to use meter for RRC midscreen for CWH. I've started using DoT buffer more, mostly with 5K. I've also started using more Undertow resets during 6D combos after second Pilebunker and using RRC for combos. But both just me adding to my game and don't plan on having Undertow as anything staple but it's really good to have when you need to clutch something out or force bursts.
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If you are right next to the wall it won't be possible, maybe it's I-No specific but I wouldn't have gone for 6D in that situation that Hase did. I was surprised it even worked. If you really want to spend you meter on Mappa RRC combos I'd suggest either; c.S, f.S, c.S, f.S, 236K, RRC, 214KP, 5H, 2H, c.S, j.(P)KD - The punch is optional, does same damage with or without just for preference and muscle memory. c.S, f.S, c.S, f.S, 236K, RRC, 6D, 2147KP, 214KP, 214PP - 2147 means you have to TK when the dust dash happens so you cancel out of it else you wont hit 214KP early enough ever for the combo to hit. I don't have my game on but I'd guess the first one would be best overall. Also I'd only spend the meter on Mappa RRC combos if I knew they'd kill and in that case you can add j.214K at the end for some extra damage but no oki. If they are crouching always go for 2D knockdown instead, unless as previously stated, they'd die from RRC combo. RRC has forced prorate so it scales the combos and since you already have 5 hits before adding another 80% forced prorate you can argue meter value vs. damage.
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Are you doing it right next to the wall? It could be that they don't end up high enough on the wall to allow a 6D. Note how I-No slides down on the wallstick. That extra time makes 6D possible. Othat than that just timing getting the 6D out after the Pilebunker recovery ASAP.
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Since I did a 51 RISC ToD combo for Zato in 1.0 and it didn't work in 1.1 I set out with a mission to find a new one. Result?
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a.k.a lights only. It's max dmg for throw RC in corner on lights.
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I don't see Slayer having any(?) favourable matchups. Potemkin undoubtly worst. But due to EU online scene it's more player matchup rather than character matchup.
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Challenges doesn't teach you how to play Slayer.
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sj.2K is only a valid tactic to actually dodge 236H. You're not going to get any pressure since j.2K has recovery and Sin will have recovered way faster and will be able to 6P you for free or air grab you since his j.H is strong along with j.D gatle and special cancel. I prefer to just block if I have to rather than rely on gimmicky j.2K.
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Spike is like a slight cross of Hase/Taka. He can be find playing on A-cho. Though I've only seen him during the REVO videos posted from A-cho's youtube account. He playes red color and has the handle "spk". I was happy to randomly catch him as he was one of the best Slayers in previous installments. Eternal playes on Spica Terrible on youtube. It's tourney matches posted from an arcade in Osaka. He playes original color and last time I saw him 12 dan. He playes a bit more cautiously so resambles En a bit but looks more comfortable with Xrd. When great Slayer players is on the subject do anyone know if Kubo plays Xrd? Or does he only play poor man games such as Persona?
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Personally I think En does a very small amount of nice stuff. Out of the 6 respectable 10+dan players I know of I'd place him dead last in terms of interesting and entertaining to watch. Don't get me wrong, he's obviously not a bad player but I feel he was ALOT better in previous installments. Maybe he doesn't care as much for Xrd. Also the other 5 Slayers if anyone was wondering; Hase, Taka, Tanabata, Spike and Eternal.
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"Best" in terms of optimal damage is the Hase variation a.k.a j.D dj combos. I have NEVER found Hase's variation isn't the optimal damage wise on all combos I've ever tried. I rarely use it because I play on consistency and for me it's not consistent enough unless it's specific easy situations that you can always practice like raw CWH, throw RRC, corner 6P etc etc. I prefer the j.SHD2K route most of the time especially from stray hits. j.D, dj.S is a bit character specific if I'm not mistaken such as Sol because of his iffy hitbox. I use dj.P on most characters or dj.K if the scaling allows it.
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I know it's +3 but that doesn't matter if you press any button at all. All you can do is jump or BDC special since Slayer can't gatle f.S into anything all else is links and will be busted. Same after IL on block. Even if he doesn't IB the new IL and I'm +3 whatever move I do after will be busted. *EDIT* Might as well throw in that even if you do f.S, 214P/K you will be busted since Dandy doesn't have any throw invul and Buster reaches so far. c.S, f.S, 21447P however.
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I really don't feel confident in playing a normal Slayer. Pot can just Buster you anytime. I mean IB c.S = Buster. c.S, f.S IB = Buster. UP IB = Buster. K Mappa IB = Buster. And Pot has good active frames and reach on 5H and 2D. If you telegraph too much on your air approach backdash Buster or 6P CH Heat. The matchup is in Pot's favour and it feels kinda daunting. If I get something going I try to stick on him but in neutral far away I don't feel going in is a good option at most times. But this is more kinda matchup thread material rather than critique. Just wanted to share my point of view. I noted A LOT of bad things I did and I'll easily play more calm and especially focused next time.
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Had some offline casuals and brought my stream gear with me so got to record some matches finally. Anyone feeling really confident in the Pot matchup? I'd love some pointers beside being a total scrub. Practical implementations of certain pokes or tactics... anything to make my life easier. https://www.youtube.com/watch?v=8Z9gMUjKbTg<- 1hr vs Pot. https://www.youtube.com/watch?v=s2sYcxTuwT0<- 1hr vs Axl, Slayer and some less serious Ky matches at the end.
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I understand but it's not a meaty if you don't hit the active frames on their first available frame on wakeup. Still it's good to know you can time an un-meaty IL and still link 2K. *EDIT* Isn't IL +5 on crouch hit now? That would leave you at best as +4 for un-meaty. So I'm still lost unless they added throw invul to the active frames. But kinda seem too strong.
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What change has made this possible? Isn't active frames always supposed to be throwable unless you're airborne?
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HS, DHD, DoT. Lock dat burst. It's even easier now in 1.1, at least hitting the DHD. And if you have 100% and they don't have burst from the start DHD forces stand so you can HS, j.HS, DHD, c.S (f.S), j.D, DHD, c.S, 2D/c.S, f.S, 5K, 236K People are starting to pick up and better players have started to Blitz it. But I still like HS especially if you use it sparingly and mix well it's very viable.
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People still don't like posting their vids? Second set of eyes is worth gold! 1.1 is here so. https://www.youtube.com/watch?v=kH5nrS-RkpE Don't have as much time to play as I used to unfortunately.
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My biggest success so far is the 2H buff since a lot of Bedman's rely heavily on 2K/2S/2D. Just be ready to caitalize on CH since imo it's unconfirmable to 6H in corner but DoT you can buffer confirm for midscreen. Also 6P is really good against triangle-dashing if you have good reactions. Throwing 5P can work but you will also eat j.S and whatnot so it's situational. You can BDJC out of basically everything he has for oki and if you FD he will be pushed out almost instantly during pressure giving you room to breathe and counter poke. You can Blitz Task A oki and throw him on the teleport. You should never ever block a Task C. That's just super scrubby of any Bedman to use in blockstrings IMO. You can beat it with 2S, 6P and Blitz. I personally prefer 2S and Blitz. 2S will CH so you can cancel into CWH if you can accurately determine what side you are on. *EDIT* Played some matches yesterday. I had my troubles but maybe something
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No. And since RRC has 80% forced proration it's a waste of meter unless it's for the kill and then you should add j.214K after the j.D anyway. You'd be better of going for 2D and spending the meter for mixups or if you are in Hellfire just c.S, f.S, c.S, f.S, DoT
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Frame traps.
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I just noted the combo you're attempting now... Take out the first j.P or j.K after the dj and you should be fine. With 5H starter you just have to add slight delay on the initial j.S and the first j.D. Also adding delay on the last j.2K makes it easier to hit mids/heavies with the last j.PD. But you seriously need to add delay at 3 seperate points more or less for Sol... it's wonky and I personally don't like that Hase variation of the air combo even if it's on paper the best one. If you use c.S and hit them rather high up I don't see how you can fail the combo. Maybe it was just you adding too many hits after the first j.D. As said, try doing; CWH, 5H, j.SHD, dj.KSHD2K, j.PD. Slight delay on initial j.S (so they end up higher), slight delay on initial j.D (same reason) and j.2K (this is to align yourself with opponents hitbox so j.P doesn't wiff). *EDIT* I also think it's just easier with dj.P rather than dj.K, If I remember correctly more for lights? But I'm not expert on the Hase variation.