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Everything posted by fogelstrom
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Exactly my feel towards BDC Dandy as well Loli. In pressure situations like Hase does I'd assume he uses 21447 but in general movement and more footsie based I'd always go for 442147.
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I don't know about anyone else but I think it's real easy to see that you do a slight delay on j.D after j.H. It has already been discussed and most people say you need to delay j.D anyway for at least Sol specifically.
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For BDC i personally use Dandy - 442147 - Good enough with practice if you're confident in your execution. Mappa - 442369 - Easiest and should be very doable to everyone. Bite is REALLY good if you can do it but it's damn hard. You can use 44632147 or 63214547 or even 45632147 but this last one you have to input everything so damn fast. Goes for all of them really. You have to be quite good with a stick and I have super sloppy inputs. I only use FDC Bite and maybe BDC Bite in the corner so I don't move away too far hah. DoT - 4463214569 - Personally I feel that it's hard to do just because the end part of 4569 because as I mentioned I have very sloppy inputs. Nothing I ever use really and my success rate for it in training is quite low.
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I will not go into how to deal with Millia and Sol specifics because we have matchup specifics threads for that. Just to make such information easier to find for everyone. I know your pain and any Slayer player is going to run into someone like that. Know your frame data is REALLY good in this situation. Also you need to convert absolutely everything and get knockdown as much as possible. And for gods sake make sure you do meatys on these people. For example 5K is +3 on block. You can do 5K, 5K, 5K, 236K on block. Nothing is tight but if they press between any hit it's CH. 2K is +4 on block. 2K, 2K, 2K, 5K is frame trap after frame trap. You can even attempty 2K, 5HS, 236K. It's Late is +1 on block so if you ever get that it's free pressing 2K after. Just go straight into 236P and you can easily confirm hit to RC 214K-K. c.S, f.S is +6 on block... obviously you can do whatever the hell you want here basically. Anything on block to IAD j.S(x), j.K works good against most mashers unless Millia mashes 5P. I think it's rather boring when you end up having to play by numbers. Especially if I myself win over and over and the person just refuses to learn. Like getting 2K CH after EVERY It's Late on block. I get salty from me hitting that seriously. Because it's so stupid by the other person. Also frame traps including 6P and 2HS is EXCELLENT. Like 2K, 2HS. CH for free combo. 6P CH is awesome close to corner and you can 236K, RC, 214K-K midscreen for combo there as well. And I probably can't stress this enough. BDC P MAPPA. SERIOUSLY. You can wreck people like no tomorrow. 236K, BDC 236P, BDC 236P, BDC 236K, BDC 236P. If you look at JP players many of them "tap" FD to time with the hits so you spend less meter. Xrd already has a lot more pushback than previous installments. So you at most need to FD 3 hits and they'll start wiffing. At that point you can jump or BDJC. But you can get predictable and people can IAD and air throw you if they're good. All in all against certain characters I definitively think FD is a good use of tension. Certain Sol players, Ramlethal, Millia
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5K on block adds RISC. Unless dummy is set to FD. However I had no such issues when I did your exact same combo yesterday. I always got the same values but I wasn't as high as any of yours.
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5K CH 6P? You mean 5K on block? Always make sure it's 0 RISC and that the dummy has 100% hp so defense values doesn't kick in. There shouldn't ever be any random values, it's all fixed numbers and formulas.
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For that combo to be able to hit on Sol first of you have to delay the initial j.S after 5H AND j.D. I don't know how you'd ever hit it without delay. Same goes for both of my friends when we breaked down Slayer early on. Without at least delay on j.D no one of us could combo Sol. But to answer the initial question you delay j.D too much and you can do as I said earlier delay the initial j.S so both you and Sol end up higher in the air before the combo actually starts. This also helps comboing on SI, AX, VE, ZA, LE or anyone else with mid weight. I skip 5HS all together, at least online, for c.S then it's no issue but obviously you're cutting dmg for consistency. After regular dust attack just mash dust? xD Unless you are trying to do some Xrd ID (impossible dust) variation.
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That list is kinda daunting. You can take it rather slow imo. Picking up a few things at a time. If you try to alter your whole play immediately it just doesn't work like that. My way of learning is that I set out for specific things if I play online for a while. For example I wanted to implement c.S, f.S, j.D, DHD on standing opponents so I could use it a whim in my otherwise normal play. I focused on that. Whenever I had 50% meter I tried creating scenarios for it and used alot of dash through pressure because that was most often I'd hit people standing. If you'd stop using dandy (for the time being) and only jump IAD as movement and instead used dash and c.S, f.S and 5K as pokes to either Mappa RC dmg or 2D for knockdown you'd already have alot more solid gameplan. Then you'd have oki that you could mixup to score additional damage. Also I don't see any reason at all why'd you'd spend time in training mode on 4F delay. That sh!t is seriously going to break your play. If you NEVER EVER are going to play offline then maybe okay... but otherwise just don't do it. If you play with people and get 4F delay online it's better to have black beats (if you can't adjust) than to not be able to play properly offline.
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After messing around with 2hit DHD for almost 2 hours I can barely get anything consistent. If there isn't consistency there isn't any use. Maybe someone else has better luck than me but so far I'm not going to implement any DHD bnb's against specific characters. vs Millia CH IL, 5HS, j.H, DHD - 309dmg CH IL, 6HS, EW, 5HS, j.SHD, j.2K, j.PK, dj.KD - 298dmg. It's 10 dmg difference. 6P CH is rather good but yeah... it all boils down to constiency and how well you can perform it in an actual match. Because in the end that is all that matters. EDIT Zato is actually consistent so DHD combos are worth pulling on him. ZA only 6D combo. 6D, 5HS, IAD, j.D, DHD, c.S, f.S, c.S, 2D - 210dmg.
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Are you sure this works? I know some characters can 2P but I've never managed with Slayer. For the time being I'm doing 6P after a low since Axl can't cancel a low into a low he has to go mid/high and 6P beats both them. But if he waits out the recovery and go low again you get hit wich sucks.
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You got 8F recovery if you do a normal backdash. Potemkin has 1F of recovery. There's quite the difference. You can BDJC, backdash jump cancel. That way you get invul frames added to your jump startup so in reality you get a jump with invul frames and can, if lucky or well timed, jump straight out from pressure. You can't just mash because there is no input buffering (yes there is but it's 2F afaik so no point in mashing) Best way to know how to utilize BDC/BDJC is to know frame data and blockstrings. Anywhere a blockstring isn't tight you technically could BDC/BDJC but it's alot easier said than done.
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Hmm... when playing against not so good people I usally start of with K Dandy because you can react on moves with slower recovery and punish with PB or CWH. If they backjump CWH. They do nothing use Under Pressure or empty Dandy throw. But if it's better people I tend to play it safe. Mostly 5K, backdash, BDJC, IAD back. Just to let me get into my own footsies. Basically you can do anything you god damn please really. Nothing is right nothing is wrong. 6P blows up Sin f.S, Sol f.S (not 100%), Leo f.S/5HS. Slayer mirror I tend to use 2D alot at startup.
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Uhm... why did Tager get stagger on 2-hit DHD after CH P Dandy PB? The tail shouldn't stagger hit... I'm not complaining but I was surprised hah. Anyway for the 6P obviously if you have good enough confirms on distance and CH vs non-CH needing to use c.S, (f.S) instead. I think we're already seen similar stuff work on at least SO, MI and AX. Also for Helter Skelter it's kinda nice if you get CH you get 2hit but if it's on normal hit DHD will still hit grounded and you can continue with c.S, f.S, c.S, 2D. If you got the meter to burn probably should be routine buffering DHD. I've started doing this more and more in my game since when you actually use Helter Skelter it usally hits and I wanna burn off dmg for people saving burst. *EDIT* Thanks for the shoutout even though my name was spelled wrong
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- Guilty Gear
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Is 2hit DHD consistent? I mean with perfect setups obviously it is. But if you 6P in the corner you might be too close for 5H then you need to do c.S, (f.S), j.H, DHD. Does it hit 2 times? If so can't you do xx, Mappa, RC, CWH, 5H, j.H, DHD for 2 hits as well? SO, MI, AX, BE, FA is a actually a good enough amount of characters to make it worthwhile. Especially fun to blow up Millia :D Anyone feel free to test and let us know. I will barely be able to play at all for a week.
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That Chipp was kinda really bad. Barely hitting 1 full combo. Sorry to say but there wasn't a single combo from your part. And you already mentioned you NEVER use dash. Only jump and Dandy to move around. That's also really bad. Again you already mentioned it but since you use Dandy to move around you bust out ALOT of PB/CWH for absolutely no reason. It's against Chipp so it's not all bad because random blowing him up can be worth it. And he rarely even punished them and they're -20/-14 on block... You are also dropping random pokes into Mappa. Scoring 2K CH into 5K then Mappa on block. Stoping pressure for no reasons after jump-in on random hits on block just totally giving up on pressure. Overall defense is another big issue. Learn the basic frame data for things that people abuse. Like Alpha Blade followup that is punishable on normal block (-13) with 5K, Mappa RC, that is 200dmg on Chipp. You need to hit that everytime. Just blocking and let himself expose himself for 200dmg... Blitz vs teleport j.HS is also godlike. The large amount of active frames of blitz makes it really easy actually. Dno about the damage there but roughly 150ish. Atm I'd say your absolute biggest issue is your movement. It's extremely stiff and after that you will surely improve your footsies alot. Then conversions of hits and actually getting into combos for damage not just scoring random hits here and there and never ever getting oki where Slayer is actually at. I am by no means trying to put you down it's just me giving critique is being harsch/tough love. If things get sugercoated you might retain bad habits and/or think something is better than it is.
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[Xrd] Slayer vs. Leo Whitefang
fogelstrom replied to The_undercover_beret's topic in Slayer Matchups
You should never use only j.K as a jump-in anyway. Even if it super deep if they IB they can always throw you. j.S(x), j.K (can still get thrown but alot better), j.HS/j.D, Footloose. If you wanna be dat guy you can do IAD then DHD their AA -
Winning
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[Xrd] Slayer vs. Leo Whitefang
fogelstrom replied to The_undercover_beret's topic in Slayer Matchups
If they use "berserk slash" the one when he runs through and gets into backturned stance you can throw it and you can learn to react on it and mash throw. If they are using Rekka on block it's -1/-4/-6. If you IB between any of the hits it's not true blockstring but if it's normal block you can just hold one direction since you never go out of blockstun. If he's using dash through on oki you are also able to throw the dash but if he cancels it into K/P it's throw invul... you either mash throw, 2P or try and backdash and hope you did it in the right direction. You can also use 2+S+HS since then you cover both BT K/P since neither is overhead. 6P is REALLY good in this matchup. Any good Leo is going to use alot of f.S and 5HS and 6P blows that right up. For me the biggest issue in this matchup (besides Leo in general is a bit mashy and I dislike the way he plays) is charged shoryu. I hate super easy input reactional crap. So many players just sit tight and wait for dandy and let it rip. Or dash through, 6HS or whatever. But hey at least we can get c.S air hit after blocked/wiffed HS shoryu for nice combo. -
Slayer is low tier and Sol is a good high tier. Alot of matchups are uphill battles this one isn't excluded. With things said already it's a bit daunting but you kinda have to be the better player. Isn't any magic formula besides trying to learn from your mistakes as much and fast as possible! Starting to get the hang of throw punishing a blocked Bandit Revolver after standing up to block it if not properly spaced. Really nice when getting pressured in the corner!
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This matchup has always been bad. It's stil bad but it's better with Mappa not punishable with Buster outside of IB. You can practially never ever use Dandy outside of pressure. My best advice for this matchup is really to look at Jap players playing it. Seriously. Btw you should never ever be hit with slidehead as Slayer. I get hit by it but it's so stupid. You can backdash and use 6K feint to just hop it and just jump. Even use j.2K to avoid a timed slidehead on landing. If they use safejump after buster with superjump j.HS you can blitz it without reversal timing afaik. Really nice to know.
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First of all it's nice to see that you've read alot of the tips and advice already given and gave it a fair shot. However that makes it all the more difficult to give you help. It's hard to give extremely specific advice to someone. At least for me and that's what it seems you need at this point. Max conversion of any hit usally gives a degree of respect. People go "damn, that's some good combos/damage he knows what he's doing". And conditioning people is super important. For example even if you play against a seasoned player do Under Pressure -> It's Late 5 times in a row. You're +1 after block and then they'll assume you never do anything else. 50% meter use 2K, Mappa, RC and with a bit of RISC it's almost half life. I like to watch other players and really focus on what they are doing and trying to understand WHY they are doing it. Critique videos always help alot
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Friend of mine took the time IL midscreen It's Late(ch) fullscreen meterless: IL(ch), 6H, UP, cS, j.SHD, j.2K, j.PK, dj.KD - 231dmg ~45% IL(ch), 6H, UP, cS, j.SHD, dj.PSHD, j.2K, j.PD - 243dmg ~48% IL(ch), 6H, CWH, j.K, dj.HD, j.2K, j.PD - 223dmg ~40% IL(ch), 6H, CWH, j.SHD, j.2K, j.PK, dj.KD - 227dmg ~45% IL(ch), 5H, j.SHD, j.2K, j.K, dj.SHD, j.2K, j.PD - 226dmg ~40% IL(ch), 5H, j.SHD, dj.PSHD, j.2K, j.PD - 229dmg ~38% IL(ch), 6H, cS, fS, j.SHD, j.2K, j.PK, dj.KD - 228dmg ~38% IL(ch), 6H, cS, j.SHD, dj.PSHD, j.2K, j.PD - 234dmg ~40% IL(ch), 6H, cS, fS, j.SHD, dj.PSHD, j.2K, j.PD - 239dmg ~43% IL(ch), CWH, 6H, PB - 194dmg ~38% IL(ch), CWH, 6H, CWH, j.KD - 207dmg ~44% IL(ch), CWH, 6H, CWH, 2S, (s)j.KD - 216dmg ~47% IL(ch), CWH, 6H, CWH, j.K, dj.HD - 220dmg ~49% IL(ch), CWH, cS, j.SHD, j.2K, j.PK, dj.KD - 207dmg ~44% IL(ch), CWH, 5H, sj.SHD, j.2K, j.PD - 219dmg ~42% IL(ch), CWH, 5H, j.K, dj.SHD, j.2K, j.PD - 220dmg ~45% Obivously some are hard depending on character etc but all done midscreen. I personally se IL CH, 6HS, c.S, (f.S) xx Also for sh!t and giggles on Zato in corner with 51 RISC to force CH and Hellfire P Dandy PB CH, IAD j.D, DHD, RC, CWH, 5H, j.SHD, Footloose - 422 dmg. So he died!
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EW against people who can't oki properly and for max dmg combos in the corner. DoT to reaction punish stuff since it has 7+0F startup. Mostly to show people they just can't be pulling stupid stuff all the time. Like vs Faust players who excessivly use items. Show them that when you have 50% it's not free. In Hellfire I use it midscreen on c.S, f.S especially if they have burst. For DHD if I can confirm c.S, f.S on standing I try to always go for j.D, DHD combos. Obviously air juggle ender if it kills or even looks like it will kill.
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Some matches vs Ramlethal. I was just on a roll and got too much respect. https://www.youtube.com/watch?v=7QKK6NL2mEA
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6K wasn't probably the best solution to call out someone using Sol 2D excessivly. If he was always doing it after a far range 5K cancel it to K Dandy and Pilebunker/Under Pressure. Use 2H and score CH than link to Mappa RC and combo. And if corner just 6HS and get over 200dmg easy. 5K IAD j.S/j.H/j.D Out of the options I like doing Dandy but IAD stuffs is probably best. Obviously mixing it up is always key.