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fogelstrom

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Everything posted by fogelstrom

  1. If these all are true... man people are going to complain something fierce! Maybe we'll get scraped up from the bottom tier pit Looking forward to seeing videos of the changes in action.
  2. Not possible to do j.K, dj.KSHD2K? j.SK, dj.SHD2K? Just wanted to get that P out of the way ^^ I mean this isn't all that bad anyway if it's more consistent than the ID variation. Anything that makes midscreen dust more viable is good. Since it leads to knockdown so you can do all your normal setups. I'll try it out next time I get to play
  3. No one mentioning 70% Forced Proration nerf on K PB? That's kinda huge. And essentially the only nerf to Slayer. Hope it's only for K PB. That I can live with. Especially if you can combo from normal hit. Besides that going into any wishful thinking and asking for Slayer to be a old god is pointless. Since everything (to me) seems like buffs (besides 70% forced P1) I can't complain. He'll be better than he is now and upping bite dmg just makes it a better/more valid tool. Even if we loose RRC combo on it. Still good dmg, good stun and life leech.
  4. Got the honor of playing Alioune today. Probably a name somewhat recognized. Obviously I took a beating but it was a good chance to play against probably the best Elph in EU. She's ridiculously good and I have few answers to a lot of things. I just hate it that 6P doesn't beat Bridal Express and that timing 6P vs air Bridal Express is difficult because of the angle you can get beaten out. Anyway I missed a lot of stuff etc but I had fun playing the matches. https://www.youtube.com/watch?v=J6lry7T3Z0M&list=UUJ0SYiao9fIxy12Xi6zagtQ
  5. c.S, f.S, c.S, 2D - For every character standing. c.s, f.S, c.S, f.S, 2K/5K, 2D - Most of the cast crouching. c.S, f.S, 2K, 2D - For when the next c.S would be a f.S. Character specific. You'll learn in time. These are the essentials. You need to learn your c.S, f.S confirms because they are HUGE part of your gameplan. They lead to Mappa RC combos or j.D, DHD combos and also simple knockdown to setup your oki. So it's very vital you learn this, It will greatly improve your game. Personally I like going into knockdown for oki rather than spend 50% meter for Mappa RC combos. Unless you have racked up alot of RISC. vs Bandit Bringer use 6P. It's rather easy to do. If you are more comfortable use Blitz. When using 6HS try do delay after 214P to confirm CH to CWH instead. Also for air hits outside corner go to CWH as well and for me easiest go straight into air juggle. E.g. 6HS, 214P-K, j.SHD or whatnot. If air hit in corner going into UP is meterless. You can also do c.S, EW right after if you wanna spend the meter. Or PB RC, 6HS, UP. If you get the habit to ALWAYS just do PB it's going to be a bad habit that will gimp you further down having to unlearn muscle memory. (like me). You are a bit too mash happy on the defensive. Especially considering your now heavy use of FD: Since it adds to blockstun you have even less of an advantage. Sol isn't really punishable anywhere either already. FD to make him wiff and use 5K/mappa to punish wiffed normals. But same applies for alot of characters. If they adjust and cut their strings shorter instead to run in again you can start pressing buttons. After you have forced them to later their pressure. Maybe a bit to heavy on trying to hit c.S, f.S. Remember if you are too far away for a c.S and get just a f.S it has 13F startup. It's one of his worst moves as a poke imo though on block/hit it's awesome. But 5K has 7F startup and probably hits further as well. With better spacing/footsies this issue is reduced. Still struggle with getting your knockdown and settuping up proper oki. But if you properly learn to use c.S, f.S confirms you'll get more knockdown and better practice.
  6. Random anything is just meh. Okay Mappa can net you CH's and is safe on block unless IB. But generally you should not abuse Mappa. It's one of the easiest situations when people look what you do after and punish accordingly. 25% for YRC air throw... seems wasteful to me. If you can read people well 5P, 2S, 6P and 6HS works great. He'll even doing random 214P and doing CWH on reaction. I understand Hase because after I've played so many matches I rely a lot less on anything Mappa RC. And doing YRC let's you observe the situation and assess it. Opponent gets his inputs eaten. Many gdlk players use 'random' YRC. Unfortunately I spend too much meter on blocked Mappa RC. One of my many bad habits. It's just really dumb.
  7. You don't have to do the hardest stuff. You can go simple. Use frame traps with normals only and use footsies instead. 5K is +3 on block, 2K is +4 on block you can 2K, 2HS for example. Any normal to IAD pressure... After anything to 236P you are -1 but you can IAD and use 5K/5HS. Depending on character 6HS. People mashing 2P isn't the death of Slayer. It's helluva annoying but you have to know how to beat it. It might be boring but that's just the way it is for Slayer this time around unfortunately.
  8. You need to call people out for mashing. use Pilebunker. That and really knowing your frame traps. I have not tested extreme 2P mashing in training mode but after IL you can go straight into K Dandy and PB. BDC Bite is ridiculously good in situations like these if you actually can pull it off consistently. BDC Dandy also helps. Hase does that. BDC 214P-S-HS (S wiffing) BDJC, IAD will also beat people mashing 2P and resets your pressure up close. Be vary of people good at blocking/IB and throwing when you land so that you alter whatever you do from the air to space yourself or whatnot. j.D, 214K for example. You have to manage the frame gaps. If you do wiff UP and people mash you have to do wiffed UP faster so the gap between IL startup and active is 5F or less. Then you'll CH trade in worst case against normals and that gives you 200+dmg easily anywhere anytime. IL has 14F startup and 13F throw invul. Either you are misstiming the startup frames or they are grabbing you on the last frame. That is possible. No way around that IL is still throwable but it's 1F vs getting CH'd for 200+dmg. With RISC and meter usage you are probably capping 300 in the corner. If someone is mashing and randomly hitting this last frame don't get hung up on it. Your opponent made a lucky mistake without any knowledge. Sh!t happens. All in all conditioning people is KEY. You need to educate people by letting them know what they can and can't do. Slayer isn't easy work anymore. It takes time and without respect you are going to get bodied alot. You need to learn how to earn it. Oh and on Woshige's latest tier list he placed Slayer dead last in the whole game so yeah, that's what you got to work with ^^;
  9. This. From JP release (4 Dec) an onward mostly everything has already been discussed.
  10. I know 1FJ doesn't exist in Xrd but even so the amount of invul gained from BDC should be enough to cover. A friend and me tried I-No note oki setups vs Slayer to see if he could get out of everything and thus render her note oki useless against Slayer. We could jump out of almost everything but the ones we couldn't jump got us stuck in the air with FD. There wasn't ever any issue not actually being able to BDJC at all at any point of our testing.
  11. Doesn't the initial invul cover the jump startup frames? You would get stuck in the air forced to FD block so you'd probably spend around 20% tension regardless but 20% tension vs 150dmg isn't that bad of a trade off...
  12. Isn't the Drill a projectile? And Dandy only has strike invul? I'm not really good with specifics but in my head Dandy get hits. if the projectile doesn't count as physical hit? Anyway I don't see why'd you wanna spend 25% meter for Dandy YRC when you can just backdash/BDJC. It's the same reversal window for them both. You can spend 25% meter to blitz yourself out of the UB as well. Obivously it's a gamble wether low or overhead will hit first but you should be able to deduce by looking how the player sets up and performs the UB what to blitz. Except if you are playing against Ogawa who has the meatiest UB ever and then just roll over and die. But if you can accurately perform BDJC against corner UB you won't cry as heavily when trying to sleep that night.
  13. As far to my understanding you can backdash any move unless it has 21 active frames. If you BDJC your jump startup frames are covered by the backdash invul so you will always jump but can get stuck in the early jump by active frames, obivously forced to FD or get hit. His backdash is really strong but with 2F reversal window to time it's difficult. I end up taking match losses because I failed to reversal backdash meatys. EDIT* What Robo said is also correct. No UP wiff for ground throw. A bit to hasty reply with not enough thought behind.
  14. Dno about safe jumps but standard baiting works pretty well. Just stand and block outside throw range. Since Slayer doesn't revolve around jumping oki it's very uncommon. After a throw I do standard wiffed UP mixups, meatys (c.S, 6HS, 2K) or dash through. If I got enough respect I also use wiffed 2K into new grab.
  15. I have not done extensive testing with Sx4, 2K, 2D but on crouch I know it works on Ky but not I-No and Ramlethal unless you start absolutely point blank. You might have missed it for some weird reason, it definitely works. Maybe Ky has some awkward hitbox. Ky 2D has 7F startup with 7F active so if you can 2HS after Mappa for CH if you both press on earliest possible frame. You'll get beaten by 2P since it has 5F startup. In this case BDC Mappa or straight into Dandy, but dandy loses to 2D obviously. Against people who mash vs teleports start using throw mash. You'll throw them each time basically so they have to either throw you or respect the teleport. Make sure to use the oki from throw. You can just mash 4 or 6HS like a god damn fool vs meatys if they are poorly spaced, there is no shame! And yeah you can throw meatys unless they have airborne properties or throw invul obivously. ---- IAD mixup after c.S, f.S, IAD c.S, f.S, c.S, f.S, IAD c.S, f.S, 2K, IAD c.S, f.S, 5K, IAD, c.S, f.S, c.S, f.S, 5K, IAD 5K, 5K, (5K), IAD 2K, 2K/5K, IAD etc. You get the idea. Just so you get somewhat okay space'ing with the jump not ending up to far behind them. f.S, 5K and 2K all plus on block so they are generally better for this pressure imo. Also at any point you can IAD you can either 6HS, Dandy and 66. Simple but effective. After teleport through your options aren't that many. c.S, f.S confirms, throw and maybe 2K just for the sake of low. I don't use anything else. I wrote a little something about going up against mashers in the general thread. Know frame data and frame trapping. If they mash on oki just do meatys. If you fail meaty you just have to learn how to not fail it the hard way.
  16. Venom has alot to respond with. With everything Slayer has j.S is probably amongst the worst oki really and you should never use it unless it's straight jump to safe jump shoryu. But even in that case j.K/j.H is better options. Slayer has really good oki that leads to massive damage with good play and you are completely wasting it and throwing it out the window. As said previously I'm not suger coating things. Jumping balls is your safest bet to block but you can end up havint o use alot of tension to block ground-to-air hits getting stuck and losing your air momentum. You can 6P slow high balls, require some timing. You can dash forward but also requires timing and obivously alot easier on slower balls. Using j.2K to retain your altitude vs Venom can be useful but if they catch on you'll soon be shot out of the air. You are still having trouble with movement using mainly jump and air dash still. You need to learn pressure on block at all. Every single blocked hit should lead to you starting pressure considering of going into 6HS, Dandy Steps, IAD j.S(x), j.K and dash pressure. At the moment you do something on block and they are free to leave. Combos and conversions still very lacking. This doesn't come over night but if you hit the lab and practice combos ALOT you will gain muscle memory and be able to do them in matches. You scored a 2HS CH in the corner and you did 6HS, PB. You should have done. 6HS, 214P-S, c.S, j.SHD, j.2K, j.PK, dj.KD (for example). You even had 50% meter so you could have used RC, 6HS, 214P-P again at the very least. You don't even have to look at your own meter. You can just RC and that will give you enough time to react accordingly to the situation. You seem to not quite understand when and how 2D will work. You should play around with it more in practice because you are getting punished alot for blocked 2D's. It's a waste. Personally I think there's an excessive usage of 6P and 2HS. Kinda works out though. But at your stage I'd probably wanna focus more on using the really good footsie and neutral tools. But by no means throw 6P and 2HS out of the window. Biggest issues; Oki is practically non existent Movement, related to above as well. Because of poor movement you are giving up ALOT of oki. Conversions and combos.
  17. Imo it's just a gimmicky way to kill people off. If they have 50% meter they can DAA and also burst any 'unblockable' setup. However if they don't have 50% meter or burst you can just end a round in the corner for free if it's with 150dmg or less. Alot of people don't think about DAA so if they don't have burst you can attempt it. Obviously you yourself need 100% meter. I also use it to kill off people with low hp after 236K on block sometimes.
  18. http://keeponrock.in/match/index/page/1/character1/sl/character2/zt#content As you can see by the date on the left there is really not alot of videos. Maybe you can get some ideas.
  19. I am by no means an expert at this game and far less in this matchup. This is probably one of my toughest matchups so far. If Zato just use fly and drills I feel extremely locked out. Ground-to-air AA vs fly <any move>? Forget it. Even with 6P and 2S it's way to hard to time with Zato being able to adjust himself. Drills forever active... IAD stuff over them is somewhat okay but if you use it late enough for drill frames to drop they have recovered way back and can 6P you. And Zato 6P is gdlk. I don't really have much answer in this matchup. Footage of good Slayers vs good Zato's is scarce. Though Ogawa vs Taka came up it felt like Taka just bullrushed that sh!t. Would love to see a longer set. Blitz very useful in this matchup. Both on oki and during pressure.
  20. If you wanna be extreme you can set the dummy to do 5K and cancel it into 6P and try do BDC DoT between. Stuff like that. But maybe it'll clash with 6P xD Anyway you can do some setups with various characters if wanna be 100% sure. Maybe Sin 236K, 236HS works as well. I don't have the numers in my head. But just visually as Beret said. You just do a normal backdash but it ends very fast so Slayer only disappears for a few frames then DoT comes out
  21. I'd assume you can play more than one game. However I've heard Xrd didn't really get a lot of new people due to steep learning curve and too difficult to even get close to the really good people. Hence more people play Persona and BlazBlue.
  22. I wish I had the execution for BDC Bite. I just end up frustrated in training mode attempting it. Maybe I should try going back to a LS-32 stick instead of the wiggly Sanwa. [bDC Bite -> 5K-236K] xN <--- That is just so god damn mean. That and after Under Pressure and 2 really good reasons to learn it.
  23. BDJC in the corner if you got meter to spend on tension because if the Millia player knows what he's doing the disk is still going to catch you on your way up BUT you don't have to deal with an immediate 50/50. If the disk is bad enough you'll jump straight out but be wary of air throw here instead. What Nov said about bad discs is really important. You can 2P mash out of some setups if they are badly timed. Midscreen roll/jump setups you can Blitz the ring. In the corner you can blitz as well but it's it involves a greater risc. This overall is a hard matchup because Millia can just run around like a damn fool with her excellent mobility making it very hard to pin her down to get your own play going. However with all low defense characters that random hit is also key. Confirming into whatever damage and oki you can is extremely important. Dropping a combo and oki is an extreme loss because of the difficulties to compete with Millia in neutral. I like 6P, 2D and 2HS in this matchup.
  24. You can just YRC IAD Footloose and then you can block or press any button you want but you'll still retain all air momentum and fly across the screen. Only downside I've seen is predictability and people can catch on and do 6P or whatever AA they have on pure YRC reaction forcing you to block. So you spend 25% meter to get in their face and blocking. But it's still really good to have in your bag of goodies to be able to pull out obviously. If you get stupid zoned by say I-No with notes and especially HCL you can IAD FL YRC and smack her.
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