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Melo

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Everything posted by Melo

  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.
  15. BDC DoT is retarded easy now. I've been successfully using it during wake up and it's actually useful as punish in neutral now. Yay!!! P-pile wall bounce will take some getting used to. The buffs to IL and 2H def force ppl to respect us now
  16. Melo

    BDC Tutorials

    Yeah, Slayer's BDC is really a back dash cancelled into a jump, and the jump cancelled into a special. So it's a backdash, jump cancel cancel. EDIT: Might as well list the BDC inputs BDC Mappa: 442369 BDC Bite: 6321447 BDC DoT: 63214469 (6321442369 is easier but not as tight of a cancel, for me at least) BDC Dandy: 21447 or 442147. The first one is a tighter cancel. BDC FDJ: 448 or 4428 and of course you can also forward dash cancel, both the short and long dashes. Jump cancelling the long dash gives you more momentum on your jump and is really useful. In 1.1, every forward dash cancel will maintain jump momentum
  17. Ok, blocked 2S2H > bite/throw is hilarious in the corner.
  18. I bet 5PPPP on their wakeup is mad annoying lol. You ain't Slayer, Pot, stop backdashing!
  19. Yeah I beat most Mays online since they don't really have tight set ups on oki but wafflepies, who just IMO is the best May on netplay, usually ends up beating me lol, but i feel he is also a better player than me. I have gotten better though and started taking more games and i don't lose as badly. Also in the ranges where 6P is too slow to beat HDolphin on reaction, 5p works well. Your approach to the match up is spot on though. I need to start implementing P mappa into my game more.
  20. Or Sol's 2D. Why can his 2D low profile our 2P...
  21. How do you guys fight May? It feels like I am fighting Testament with all the shit she can put on screen lol. Her dolphins and normals control the space right in front of her very well, keeping Slayer out. The risk reward of doing HDolphin versus slayer is in her favor when we have <50% tension and even then they shouldn't be doing naked HDolphins from too far away. 3K will beat 6P, but if you block you'll counter hit her. K dandy after she sets her aquarium can catch her but aquarium can be delayed to hit your k dandy. Your best anti-air is Blitz shield lol. Keeping her at the tip of 5k can shut a lot of her things down but 3k slides under it . Oh, and 6P will clash with her invincible super lol I just feel like I have to weather the storm but then I get OHK :O.
  22. Some axls like to get into sparrow stance full screen. Doing long dash jump cancel as soon as you see the animation gets you in free.
  23. That Zato's spacing on normals, drills and eddie summons was bad and there was a lack of 2p and 2s to challenge your dandy and mappa. I wouldn't take that to be representative of the Zato Slayer matchup. The increased hitbox on 2h in 1.1 should make this matchup easier since Zato will have to be more careful with eddie summons.
  24. While I don't think the vision of Slayer in Xrd is for him to to be the abare monster he was in AC+R, FB dandy would be a much better way to convert stray hits into full combo and knockdown. Full combo from a 5k for only 25%? Yes please! BBU ain't got nothing on that. FB dandy was also useful in maintaining pressure with blocked 5K being able to lead into FB Dandy UP. Slayer isn't very good at keeping pressure for long. A more reasonable, and Xrd "appropriate", change to help Slayer keep pressure is to make 6HS jump cancellable as well as special cancellable. That would be sick. I would like to get 6P CH back though. Why does Sol, with the best DP, a 3 frame normal, Fafnir (Xrd's BBU if there was one), everyhit leads into knockdown get that but we don't? /whineaboutSol,IjustwantSlayertogetsomefuntoo.
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