Super j confirmed its still in.
Also thanks for the constant info super j! Its awesome
EDIT: Guess we now know why bite loop isn't in the game. The damage and stun from bite is ridiculous lol.
SL at Mikado don't know name of the player: http://www.youtube.com/watch?v=1BBFi1xKO3s&feature=youtu.be
Looks like he is using j.2k to setup a cross up on wake up.
Air CH mappa > 5k > mappa works. Looks like a RC is needed to continue the combo though
CH 2HS > 6H. Looks to be too far out of range for PB. In the second match vs Ky 6H whiffs after the CH 2HS. Not sure if out of range or the player just reacted too slow.
2HS launches away from SL. Looks like a follow up May only be possible in corner if regular hit.
Also you can BS on wake up lol.
Edit: also saw FLJ > 5P > air combo. Looks like 5k chains into 6H, combo only on CH or crouching most likely
We'll probably be able to do j.p, j.k, falling j.k, dj.k (or dj.h), dj.d
or j.p, j.k, j.p, dj.k (or dj.h), dj.d
EDIT: The first variant only possible if we still have spammable air normals. Not sure yet if they are or not in Xrd
To add to sophisticats post, if you go into an air combo, using j.s can help in adjusting the height to have j.2k, j.D >j.2k, j.k relaunch/j.D to connect.
One of my favorites is after j.D xx DHD (near corner),land, S Dandy FB PB, 5h xx PB. Idk how much damage it does off hand, just that it looks pretty sick.
EDIT: What combos do you guys use for sol? None of my regular combos work on him
Are Slayer's air normals like AC or #R? i.e are they mashable in Xrd?
Also, didn't Slayer get two different dashes in Xrd? 66/44 old dash length while 6[6]/4[4] makes you dash a farther distance?
edit: clarity
Good shit magz.
I was playing around with Bite -> 623Bite with lvl.2 slip and the second Bite connected just as CPU came out of stagger -- a lot faster than I thought it would. Definitely going to try this versus human opponents once I get the chance.
I've seen Tanbata go for j.p j.k falling j.k air combos and I've been trying to condition myself to do the same, but most of the time I end up doing "The Rest" haha.
Also, is UT 6H a 1-frame link? Timing for it seems really tight. Timing the 6h to hit when the CPU reaches the apex after the UT bounce seems to be right.
Check out the General AC+R slayer thread. For the launch combos you can do "j.k xx j.2k, j.k dj.k xx dj.2k, dj.D" in the air. Known around here as "The Rest". Depending on the height of the opponent, you may be able to do dj.D xx dj.2k, dj.D at the end for a little bit more damage.
If you don't get a launch, go for a knockdown combo.
Hey Mac, any tips on getting the grounded 6H combos?
Sometimes it feels like the timing is really lenient after the iad. j.D, while at others the j.2k won't even come out.
Does this have to do with the floaty iad j.D?