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Everything posted by fogelstrom
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For certain characters 5HS will make it difficult. You can instead to c.S, f.S (make sure to hit them low) and you'll end up with 1-2 points of dmg difference but a much easier combo. Personally I don't do c.S, f.S online because of online. I only use c.S far up for consistency. Offline I use 5HS for dmg. So my combo for online would be; CWH, c.S, j.SHD2K, j.K, dj.SHD - For medium characters. Lights always 5HS because it's super easy. On heavys pot+leo+bedman I use c.S, f.S. For CH IL first depends on midscreen and corner. I've already posted a detailed list for midscreen with all meter gains and damages. The one I use midscreen is; CH IL, 6H, c.S (f.S), j.SHD2K, j.K, dj.SHD. If you use f.S you can't do j.K after j.2K and instead need to use j.P For corner obviously depends if you wanna burn meter but my meterless variation is CH IL, 6H, 214P-S, c.S, j.SHD2K, j.P, dj.SHD If you have enough RISC for double CH you can land a wall stick 214P-P after as well. Then dash, 5H, 2H for really massive dmg. And if you have 50% meter you can cancel your c.S to EW... it's kinda mouth watering but yea. You can just play around.
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Playing in 10F is insane. It's barely even a game at that point. I only play in 4F if there is ABSOLUTELY NO ONE else to play. I'd rather sit in training mode or play vs CPU than force myself to play 10F. For 6HS CH you should be going for CWH for meterless damage instead. If you have 50% you can even add EW after 5HS/c.S and still juggle (in corner that is). If you hit midscreen and do P Dandy CWH be wary that the spaceing get's weird so I'd suggest PB in those cases unless you have training moded that special awkward spaceing. You can't escape throws. Jump or backdash. Mash 2P vs tick throw but beating a tick normal throw online with 2P mash won't happen. But it's farily easy vs command grabs if you are familiar with common setups. There is no set rule for when to throw. It's just a part of your mixup. To stop people from mashing or just letting them know they can't block forever. It's good in the corners if you ever have pressure there. Either use raw PB or CWH vs mashing for dandys. Let's say you do c.S, f.S, 2K, 214P and you get beaten when trying to slide in with UP. You need to check people with PB in these situations. To educate them why they shouldn't press buttons. Probably more towards the matchup specific forums but you can just BDJC everything. Othat than that I'd suggest you study frame data or even gatling tables to know what they can do and when. But BDJC in the gaps will take you far.
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If you don't like jumping or backdashing Slidhead you can use 6K and 2HS to avoid it as well.
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j.2H -> Blitz. Can be done on reaction. My only addition to this matchup. If they think they can abuse it with too high jumps. You can probably get 6HS CWH loop stuff with the right heigh/angle but I usally go for c.S/5HS->air combo.
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Xrd netcode has had a huge improvement. It was worse than SF4 before but now I'd say it's better. c.S, 2D isn't really a link either it's a late gattle wich makes it feel more like a link than an actual gattle. Same for 2S, 2D. If I'm remembering correctly. I wasn't a Slayer main in previous installments. I rarely play 4F+ anymore but the things that hurt the most is extended combos (just don't go for max dmg) and reversal backdashing. Oki setups can be a bit tricky if you wanna hit meaty's and/or wiff IL for stuff but that's a bit more on the advanced side.
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Chipp is just nonsense so imo there isn't really any sense out of this matchup. The small things I've picked up on is if you can air throw you are going to have an easier time if you can make your opponent understand that you can air throw him. Makes it just a tad bit more bearable. I'm not afraid to dish out random CWH/PB in this matchup because the risk/reward is favourable due to chip low def. But obviously not spammable. However the best anti tactic I've found is to blitz falling j.H. Obivously they can fake it from teleports and go for throw and/or low. But still it's really valuable in the matchup imo. Don't really have much else to add besides that. I hate the matchup but then again I always hated playing flimsy(bullshit) characters in all games.
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Dno what you all on about reversal DoT. It has 7F startup without any invul. I don't see how you would ever ever ever use it as a reversal tool? Looses instantly to meatys. But it not sticking on CH imo is a fair trade if they increased the range substantially. Else it would be to broke if you could just CH fish with DoT 3/4 screens away. Liking the changes so far at least. Will be fun once it finally hits console.
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This is a bit better but I always go for minimalized stuff. 6HS,214KK,K,J.S,J.H,J.D,J.K,J.S,J.H,J.D,J.2K,J.P,J.D = 202 DAMAGE 6HS, 214K-K, 5K, j.SHD, dj.KSHD2K, j.PD It's not really a big deal since I could obivously translate your combo but small things such as double jump was missing so it might be weird for people to know where to double jump (if they are new and can't visually see).
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You can't challenge Hammerfall as Slayer because we don't have multi-hit moves. Even if a move is absorbed by armor you can still cancel it however. So you can do stuff like 5K (hit HF), 214K or cancel into overdrive. You can even jump cancel it into jump FD but with YRC's they can YRC and do Heat knuckle on reaction... Mappa isn't really a good tool in this matchup unless you use 236P on block or 236K to punish moves with recovery at far range. If they do 5HS for example you can reaction punish it with 236K albeit a bit though. The only thing that beats HF clean is CWH but it's still a risc with YRC involved. And HF can't absorb overdrives. DoT freezes inputs once the animation started so if you have good enough reactions you can do DoT and they can't YRC if you hit within the next few frames after DoT has actived (not sure how many startup frames YRC has). All in all because Slayer barely has any gatlings or multihit moves HF is REALLY effective. And Potemkin easily plays neutral footsies with Slayer so you are always on the short end in this matchup.
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Not to be mean but that notation hurts my eyes ^^;
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For j.D double jump me and my friends calls it "Hase combo" or "Hase variation" and for stuff like j.SHD2K, j.PK, dj.KD we just call it "normal air combo/variation" or "old air combo/variation". Nothing fancy but I don't feel it's needed either.
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I watched a few matches and I think daymendou gives good enough advice. Also along with the advice I've already given to daymendou and writeups from people learning Slayer the beginner info is rather plentiful. However I actually had the luck of playing a really good player a few days ago and managed to cap a few matches. Online will always be online so our matches would probably be different offline (with me losing a lot more) but still I had lots of fun playing these matches. https://www.youtube.com/watch?v=TMqzits0kVo *EDIT* I challenge GF a bit too much but only because you can pass it with long dash and punish them. When I fail to block jump-in IAD it's because I either tried doing 6P or reversal blitz. Didn't know the burst timing on GV to get free punish but checked training mode after.
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In corner I always go for xx, Mappa, RC, 6D but dash 5HS, 2HS is better if you're going for max damage however I always trade off some dmg for consistency. Obviously 5HS, 2HS is consistent as well but with lots more training. And the fact that it's a bit on the character specific side with having to use 5P on May/Elph/Millia. Midscreen always CWH. Also don't forget RRC has forced prorate so if you have already racked up a few hits you don't get that much after RRC and it might be wise to go for knockdown (if possible) and rather save your meter for mixups/better starter.
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Zato's 2P has hitbox on his backside. If you teleport behind him you can be hit by it. Also 2P and 2S has 4F active so "just dashing in" isn't all that easy and using dandy properly against 2S is also very hard. He could just 22S and lock out all your forward momentum. I prefer playing patiently in this matchup and limit Dandy's and forward dashes. If the Zato you are playing like to 2P, 2D as abare remember that 2D is -7 on block so you can punish with 2K. It all happens kinda fast and he can cancel 2D with summons, drills and BTL but still good to know if you see that he doesn't cancel it.
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Crazy is probably a bit mild. Full blown insane is a tad bit more accurate! I can't see anyone agreeing with you on that Probably one of my toughest matchups. That is if the Zato knows how to play the matchup. As you can throw half your game out the window.
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If you hit P-CWH as AA you should just be able to do j.SHD...whatever on most characters. Dunno if the Hase variation would work since they might be a bit to high up depending on how you hit them with the initial CWH. I bet you won't find anything consistent because of different weights and the fact at what different points you are able to hit with CWH. You'll need to learn to confirm what height hit leads to what combo.
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j.D has 5F landing recovery so it makes it a bit difficult. On CH however it's quite easy. Canceling to Footloose is a good idea since it will knockdown grounded opponents wich gives you oki and a small advantage. But if you are using IAD on reaction to close drills Eddie should already have recovered to beat you with 6P. This is what happens a lot for me. They can even just do 6P as a check because we can barely get around the drill anyway. If you anticipate a drill in a un-true blockstring you can hit before they recover. Kinda specific situations but with experience you'll learn when you'll hit or get hit. Any reason for not using IAD j.S(x), j.K? Since j.K doesn't have any landing recovery you'll be able to combo each time on hit. j.S(1), j.K, 5K, 2D works if the spaceing get wonky so you get f.S instead of c.S. Getting in from the air is what we are reduced to a lot of times vs Zato but he has excellent AA options (6P, 2HS, 6HS and even 5P) so don't get overconfident.
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Because Hase, the best Slayer in the world, got blown up repeatedly.
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I can heavily relate to your feelings SolAscension. But even with that said I felt he must have had a bad day/night. He really played off-key imo. Especially against GAKU. But Slayer is bottom tier, the struggle is real. We deserve our wins a bit more than many other charactes and that should be taken to heart more than the losses vs Faust players using 4 normals and 2 specials and run you over.
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The most important thing to know is consistency and how it stacks up against current bnb's in terms of damage, if it's even worth doing or just fancy. Also meter gain is somewhat relevant but not as when it comes to combos with RC since tension gain is locked out for X amount of frames anyway.
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This has already been discussed several times in this thread. However I guess we'll go over it again. It gives you 6F invul afaik. So if you do BDC P Mappa that has 9F startup you have 6F invul and can only be hit during the last 3F of startup. For BDC Bite it has 7F startup so if you do frame perfect BDC Bite it's a command throw with onl 1F startup without invul wich is insanely good. Slayer has 4F jump startup. That is 4F before he takes to the air in wich you are open for attacks. If you BDJC (backdash jump cancel) you get invul for 6F and thus you will always be able to jump out of anything. Even if the active frames surpass the invul frames you can FD and will get stuck in your jump up. This way you can, with the loss of tension, negate almost all high-low mixups in the game. Obviously BDJC is harder to perform than it sounds since it's 1F reversal window with 1F extra of buffering.
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You can time it perfectly to blow up throw os. So both throw and moves. The window is only 2F vs 3F normals such as Sol 5K. But yeah the gist of it is un-meaty loses to mashing (if not timed well) and meaty can be grabbed.
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Yeah it's not easy. You are playing a bottom tier characters versus one of the top 5 characters. If you look at any good Slayer they are for the most part struggling against any other good player/character so. Knowing the ins and outs is what helps me a lot since the level here is rather low getting around the stuff that gets abused helps so much. I played a few matches earlier today and against this specific person 6HS made my day. I could catch alot of jumping and moving around. But if he instead would have opted for more f.S and ground combinations I would have been at a loss if not adapting again. Also 6P beats f.S rather clean that's nice.
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I personally think Slayer probably has the best defensive options in the game against her. You are not specifically telling what you have problems with but her being airborne like crazy, j.PPPPPPPP and 5PPPPPPP I'd assume are 2 things. I have not found anything really reliable here. Learning how to air throw properly helps since Slayer is bad in air-to-air battles. You can BDJC all of her oki so that's sweet. 2KPP has 7F (without IB!) gap so learn to press buttons. 2KPK has 1F without IB, you can 1F reversal backdash this string. You can make it a habit to just backdash after 2KP. Her 2KKK is free after a Mappa. You can BDC Bite or BDJC. Try using P Mappa alot more if they spam 2KKK after. Afaik it has 6F startup so you can't press buttons. 2HS vs 2P abare if they tend to disrespect alot, especially in corner if you ever get her there. You movement has to be good to not be locked down and not ler hur run the pace 100%. It's easier said than done but at least it's something to think about.
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You are calulating blocked frames. It's -2 on block not hit. 6K is a Lv2 move (counting 0-4 Xrd system) so it has 15F hitstun on a crouching player with 11F recovery (4+7F) so you are left with +4. On the translations they only mention "2F recovery" not if it's pre-landing or landing. If they removed 2F from the landing recovery making it 4+5F we'd be able to link all day. But wouldn't someone have made a tweet if it was possible already?