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Melo

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  1. Thanks for the feedback guys! Remembering to go S something else is a hard habit to break lol. It has paid off though so I will keep working on it. Antiair combos are my bane. Especially since I always try to buffer 6HS, I should default to the nonCH 5p combos instead.
  2. These are a couple of matches against a May that is really strong. We've played a lot of matches and this is the first time where I was actually able to win several times but I still lost a lot lol. I feel like we are pretty familiar with each other and each time we play I feel more confident but he is still a stronger player than me. Overall I was pretty pleased with my play but there looking at my matches there were several problem areas I dropped a lot of combos, combos that I really shouldn't be dropping as I often as I did. SSSS 5k 2D I seem to drop a lot against May. Is it a weird spacing thing? I went in training mode and doing 2D as 3D instead of 2 or 1 D seemed to help. I left damage on the table. I would often hit a raw mappa w/ meter and not RRC. I hit 2H several times w/ no RRC missing out on 200+ damage near the corner. I would also opt for less optimal routes; At one point I hit CH UP in the corner, did IL instead of c.S > air combo. Throw RRC combo should be 5H > j.SHD2k, j.K, dj.SHD2k, j.PD. I insisted on using K dandy in neutral leading to getting CH with Horizontal dolphin. That's a bad habit I really need to cut out. I would often use K dandy where P dandy would be appropriate. May's floaty jump makes 6H not as good an anti-air as in other match-ups. I need to implement BDC p dandy CWH. This will be one of my priorities moving forward. I need to get this down in muscle memory to bust out instinctively. BDC p dandy will complement SS dash through mix-ups as well. SS > slight delay, attack is good as well. I got a CH twice from that but I did not capitalize. Needs more 5k and 5p. EDIT: I also miss some crucial punishes against 3D and whiffed OHK costing me a couple of rounds.
  3. Hey guys, thanks for the feedback! I really appreciate it. Yea, I got to work on my CH 6P and CH p pb combos and most combos in general. I hate training mode lol. Usually FDC bite is better but not that day :(. I have to use 2k more in general. Thinking about it, I don't tend to use it very much and I was focusing a bit too much on using 2H at the wrong times and getting kd. Killing the puddles is something that completely slipped my mind. It helped out against someone else I played :). I also forget about helter skelter more often than not. I should implement it more since it can catch ppl off guard ooh, I'll pay more attention to drill placements. Never thought about it. Doing abare mappa and CWH into YRC is something that I started doing against Zato's to kill Eddie. YRC is still something that I'be been implementing more and more into my game. I've faced Zato's that like to backdash on oki and yea it can get annoying to deal with. I'll keep that HS trick in mind, seems pretty good. Thanks for the help guys! Also, a side note, it bugs me a little that 6k doesn't beat Zato's 2S like it did in +R.
  4. These are a couple of matches against a Zato I had a while back. My main mistakes were refusing to block meaty drill (I kept trying to bdc SJ) and being a tad too agressive with my jump ins, though my defense was definitely worse. Zato could have protected Eddie a bit better from my 2H and abused fly a bit more to stay out of my reach. EDIT: Also, don't have any streaming equipment so it's straight from PS4s recording function so pardon the low quality.
  5. Yup, I agree. You live and die in the neutral and pressure once you get a KD. She even has FB dandy and BBU lol
  6. I never knew air 6H Kpile was a thing. 5H2H RRC delay K Cross, 6H Kpile, 5H2H, c.S, J.KD does 237 on Sol and works from just inside half screen, damn. P cross, 6H link is hard as hell though.
  7. Against Faust, it's very worth your time to learn the 2k, 2p link do you can get a very threatening high low option, especially with meter to convert non-meaty IL, after whiff UP oki in the corner. After implementing that into my game, I had an easier time against Faust. The neutral is still a struggle though
  8. Damn dude, you are being salty AF. I mean, coming straight from AC+R SL, it is understandable but it's not that bad really. Is the struggle real for Slayer in Xrd? Yes, across pretty much every match-up. However, with smart play, you can still win. And I'll echo Fogelstrom, Slayer is the most fun for me in Xrd. I'd say most of my loses come down to my own mistakes more than the flaws in Slayer (dropped a combo, messed up BDC Bite/DoT/Mappa/Dandy, fucked up my oki set-up, got too flowcharty, etc). I've tried Sol, Ky and Millia and they all seem boring in comparison. It'll definitely take work, but it's not suicide inducing. SL is no PO.
  9. I see Hase use bite > 2H a lot and while not a true string, he more often than not gets a black beat combo and usually follows up with throwing the opponents air tech attempt. I 've always found it hard to air throw with SL so whenever I would attempt it myself, I would fail lol. However, I messed around with inputting my airthrow as 66, 32147896 P+HS and I can get the air throw every time.
  10. A lot of times he steps back to setup up meaty 2D before dashing through. he also tends to do BDC p dandy for his oki set-ups. I didnt understand the need to BDC for UP whiff at first but it adds a lot of ambiguity to what he's going to do, opening up the opponent to dash through mix-ups on top of everything else. On things that Hase does, he uses a lot of BDC p mappa in the neutral. I started implementing it into my game and it's very very good. It's the closest thing SL has to projectile YRC to steal back momentum or at least reset to neutral.
  11. In the corner p kappa 5k shuts her down hard. It puts in the perfect spot where her 2D will whiff under 5k, and since its active for so long, you can punish with 2H for a CH. At this range, 5k will also catch the startup of Hdolphin foin a counter hit. 3k will catch you, but that's waaay risky for May. This is a pretty hard spot for May to get out of with out taking a big risk, keep her there until she dies. Generally May gets out because I fuck up somehow or try to get cute with FDC Bite lol.
  12. Good shit Day. Spread the Dandy gospel as the pilebunker messiah.
  13. Another good option on wake up is BDC > jump > IAD FLJ YRC to get the fuck out of the corner. IAD FLJ YRC I would say is a must for Slayers to learn in this game.
  14. Doesn't work max range, i.e hitting with the finger tips . Still good though.
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