probe
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What do you guys think about Hase's use of BDC specials? In general, I see it work out pretty well for him in that he avoids a button or pressure and gets to be on offense or at least a better position, but he also takes a lot of hits and knockdowns from getting hit out of Mappa or Dandy. In particular I see him get hit out of P Dandy BDC stuff since he does it so often, but I guess his offense is strong enough that he can afford to take the risk. I also don't really see other Slayers play that similarly to him in terms of this (maybe Taka, but he just tends to go crazy with Dandy), but I've only really seen Mikado Slayers so who knows.
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Does anyone have a list of 2PSH corner combos on every character? I know 2KPSH doesn't work on everyone, but hitting with a jump-in can still go into at least 2PSH and is better damage than just ending in cl.S > 2D. I think I'd opt to go for 2PSH combos in general, even with 50 tension since the damage is pretty comparable on some characters and in a lot of cases they end with the right spacing to make 6P and 2K unable to be thrown for UP whiff oki.
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Forgot to post the meaty 2D stuff I was working on a few months ago, so here it is: https://www.evernote.com/shard/s727/sh/f42ed867-4a4e-43f1-805e-f94eb03f9ff9/3785222d4240ed49b93e9554bbf8b6ed. I feel this stuff could be pretty useful against FA, KY, LE and EL (possibly SO too) because it's pretty easy to time the 2D or 6K against them and you get a 2PSH combo in the corner off meaty 6K. Not sure how useful it'll be on the rest of the cast since I either didn't find a good corner combo against them, or timing the meaties wasn't very easy. I also didn't do anything for Pot or Zato, will probably do it later. The timings for hitting meaty 2D off a 2D knockdown are probably a little off, since I remember Daymendou made a post about that earlier but I didn't refer to it much while testing this stuff.
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How do you normally space it? Just walking backwards a little or off certain knockdowns that leave you farther away from your opponent? Like Zerosleep said, I see Hase go for it often and not get thrown, though that might just be people respecting his oki in general.
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Yea it's to set up the meaty again.
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Been labbing against Ky and I found a nice setup for a meaty 2D or 6K in the corner off P Pile RC, though the 6K needs some timing. Combo is P Pile RC > K Pile > 5H2H > cl.S jc > j.SHD2K > j.PD jc > j.KD and then do an immediate 2D, or walk a step and 6K. Off the meaty 2D you can do SS jc >j.SHD2K > j.PD jc > j.KD, gives the same meaty setup and the 6K combs into 2PSH on standing and crouching. Also, got a meaty 2D midscreen combo that seems like the best I got: 2D > SS jc > j.SHD2K > j.KD > land SS jc > j.SHD, have to end it different near or in the corner and I'm a bit iffy on getting the j.KD to not whiff on the j.D all the time (I think j.SKD will work near and j.D will work in). Hopefully I can stuff like this against the rest of the cast, but I'm doubtful.
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https://www.youtube.com/watch?v=Gfq4Bgvbl-Y En vs Mugen. I really enjoy watching En play the Sol matchup because he plays it so cleanly with a lot of patience and 5K usage. He doesn't take too many hits from using Dandy too much, which I feel is something Hase tends to do a lot, either from trying to do BDC P Dandy on wakeup or just Dandying during his pressure.
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Regarding what Hase goes for after 2D or j.D knockdown, I think the thing that stands out most to me is him going for cross-up long dash c.S or same side normal dash c.S. after j.D. I haven't really tested it out myself, but it seems to work out pretty well for him. I find people will react well to double cross-up cl.S if they've played the Slayer matchup enough so I'll probably give this stuff a shot in the near future.
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Yea I was kind of expecting a bit more from him too, especially since he got to bounty before Hase. I wonder how ranking up works because it didn't seem like there were many high dan players in the videos he was in.
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Asked Ruu about F Driver. Gave me a nico link and I found another video he's in. http://www.nicovideo.jp/watch/sm27233770 http://www.nicovideo.jp/watch/sm27233949
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There was some 6 dan Slayer on the Arcsys Halloween stream that got 2nd I think. Possibly F Driver on a new card for some reason? Even if it's not, I still wonder who he is. https://youtu.be/sCc_vaoE9hs?t=4h53m11s
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Oh were offstream matches recorded? That'd definitely be nice to see.
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Has anyone seen footage of that 25 dan Slayer yet, or know who he is?
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Found a correction for 2H where it says staggers on hit, should be launched. Having +R 2H would be pretty nice though! Also, just a quick question about BDC jump, do you lose all invuln after jump startup?
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Last time I saw Kubo was at KSB for one match on stream. As far as arcade play goes, I think he just destroyed everyone at release with like a 90% win rate then stopped playing after a few months. Also, didn't know 1 counts as a back input to backdash. Thanks mac!
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Hm yea, En is the only Slayer I see that uses 5H fairly frequently in pressure and sometimes in neutral. Can't say I've seen Spike or Eternal, how would you characterize their play?
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What do people think of En's Slayer now that we're getting a bit more footage of him?
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I meant it more as a midscreen combo that might also work in the corner. Didn't test whether doing relaunch off throw in the corner using 6P would work on all of the characters listed. Based on your videos, though, there's probably a pretty good chance there's more optimal midscreen throw combos on the characters that the relaunch works on.
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I've got a relaunch combo off throw that works midscreen and sometimes corner on a decent number of the cast so far as I've seen (haven't tested on everyone). Not sure if it's optimal, but relaunch combos are cool so fuck it. Throw RC > 5H jc > j.SHD2K > j.KD land > SS jc > j.KD (can get a different ender depending on character, I've found j.KD to work on most characters. So far I've found it to work on AX (end in j.SHD, 157 damage), BE (end in j.SHD, corner seems iffy, has a corner relaunch off throw with 6P anyway), CH (end in j.KD, seems pretty finnicky with the relaunch part, couldn't get cl.S without OTGing a lot), MA (end in j.KD, works corner and midscreen, 156 damage), MI (end in j.SHD, 178 damage), PO (have to do j.KSHD2K > j.PD > land SS jc > j.SHD, 136 damage), RA (have to use j.PD after j.SHD2K, end in j.KD midscreen for 154 damage, end in j.D in corner for 153 damage), SI (midscreen end in j.SHD, 156 damage, corner uses j.PD instead of j.KD for consistency and ends in j.D, 152 damage. Also has throw RC 6H > P Dandy X-wise into stuff for a little more damage but haven't been able to get a knockdown), SL (can get midscreen throw relaunch, but it seems really inconsistent and I haven't been able to do it more than once), VE (midscreen end in j.KD, 153 damage, corner end in j.SHD, 154 damage), ZA (corner and midscreen end in j.KD, 161 damage). Still working out how to get a lot of these to be consistent and there may be characters I missed, but that's the gist of it.
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Not sure if these are already posted but did some corner relaunch combos against Pot and Bedman in 1.1. For Pot: 5Hxx2H>SS jc>j.SHD2K>j.KD>land SS jc>j.KD (if you get raw 2H you can end in j.SHD) 6P>SS jc>j.S(2)HD2K>j.KD>land SS jc>j.KD Throw rc>6P>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD For Bedman: 5Hxx2H>cl.S jc>j.S(2)HD2K>j.KD>land SS jc>j.KD (alternatively, you can do 5Hxx2H>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD though the SS is a bit harder to land, but you'll get a few more hits in for better damage at higher guts. Also seems you pretty much need to be hugging the corner otherwise the second hit of j.S won't connect properly or something). Throw rc>6P>SS jc>j.S(2)HD2K>j.PD>land SS jc>j.KD Hopefully I wrote all these down correctly.
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So, other than Hase, who do you guys think rank as strong Slayers so far? Taka is pretty good but I feel he plays a bit too nutty at times and what I've seen of Tanabata and En is that they're good and do pretty well, Moga too. Nasu gave me a really good impression when he took out Gazou and a few other strong players in a team tournament a few months ago.
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What kind of BDC Dandy input is Hase doing in his matches? Is it instant with 21447P as an input or just really fast 442147P?
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BDC bite has 1 frame where it's vulnerable if done immediately, right? I was recording Slayer doing 5K xx K Mappa into BDC bite against Faust today and would be able to catch 5P and 2P, but stuff like 5K, 2K and cl.S would hit me out of the bite. I'm assuming that just holding downback on Faust can get him out of range of bite if there's enough of a gap, but does it seem like the bite is getting hit on a frame where Slayer is vulnerable because I'm not getting perfect timing on an immediate bite?
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Hello, first time posting here. I have a question about Slayer's oki after a 2D knockdown. In that first really long Hase video where he played against Satou, Roi, etc. he would whiff UP after P dandy then either do IL or 2K. I tried doing it in training and ended up being able to throw the 2K on wakeup every time and was wondering if that should be happening since I never saw it happen in the video. I'm just assuming the players weren't throwing it because they respected him enough/didn't want to get CH by IL. If there's actually a way to make the 2K safe against throws by spacing it or whatever, though, that'd be nice to hear.