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Everything posted by daymendou
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Helter > j.D2K > j.K > 5P > j.PK > dj.HD Bedman Less safe on block but good to know since j.H > c.S is so inconsistent. P Helter > j.H > 5K/2K (Burst) > P Cross > 5H > j.HD Burst bait if they burst 5K/2K. Not as consistent with K Helter since that tends to land you closer to the opponent K Cross > 5H > j.SH (Burst) SDD All but Slayer, Faust, Elphelt, Venom Burst safe combo. If they burst j.H, SDD will safely take you to the ground. You can follow up with f.S or 6H > P Cross. Easiest on Sin, Ky, Chipp, and Heavyweights; delay 5H on others or SDD will whiff. Corner 6P > c.S f.S c.S > j.SHD > dj.KSHD2K > j.PD Bedman, Potemkin (need to test Leo) Both you and opponent must be very close to corner otherwise 2nd c.S will whiff or j.P won't reach. Really easy, dj.K always hits whether or not you delay the first j.D CH P Pile > f.S to dj.HD route is very inconsistent and doesn't even give knockdown on some characters. It would help to research a stable midscreen route on Pot, Leo, Bed Midscreen CH It's Late > I think most people do K Cross > 6H > P Under Pressure-It's Late/Pilebunker. Here are more damaging routes: K Cross > 5H > j.SHD > followup Heavyweights K Cross > 6H > c.S > j.SHD > followup Midweights And a reminder of some known routes: P Cross > 6H > K Pile Faust, Zato, Venom (difficult on Slayer) K Cross > 6H > K Pile Lightweights
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Corner c.S f.S > 2PSH > 5K > j.SH delay D Standing FA PO Crouching SO FA PO > j.K delay D Standing EL SI Crouching KY MA SI Pretty big damage increase on Standing. There are other characters that the combo works on up to 5K (Zato, Venom, some others) but I can't get a knockdown. I assume Leo would allow j.SHD on both Standing and Crouching Corner IAD j.SK > 2PSH > 5K > j.K2K > j.D > dj.PKD SI > j.K2K > j.D > dj.KSHD FA > j.K2K > j.K > dj.SHD2K > j.PD SO CH PO VE LE ZA BE > j.K2K > j.D2K > j.S > dj.SHD KY > j.S2K > j.D > dj.PKD MA > j.K > dj.HD EL > j.SHD2K > j.PD > dj.PD SL AX > sj.K2K > j.D IN > j.K2K > j.D > dj.SHD RA Corner IAD j.SK > 2SH > c.S > j.SHD2K > j.PK > dj.KD MI > 5K > j.S2K > j.D > dj.PSHD2K > j.PD MA > c.S > j.SHD > dj.SHD CH
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j.D does have special air untech time. It is attack level 3 (16F untech time normally) with 9/7/13 frames. The basic j.D > j.D link would be impossible if it did not have such a bonus.
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Had some free time today so I updated the wiki with everything up to 6H. Should have more time this weekend as well. Also updated Frame Data to reflect that you can no longer cancel Bite with YRC. I would like to verify 2H recovery and DOT recovery if possible. Question for everyone: is it better to write "low profile moves" or "low profile attacks"? Since "move" has multiple meanings... Here's my goals for the wiki: Movelist section Finish 1st draft for everything this monthInclude some very basic combo theory for specialsMaybe make a companion videoAdd haikusCombos section More detail on combo theoryAdd links to videos (I think Pichy's and ApertureBlack's are good)List some universal combos, leave character specific stuff for EvernoteStrategy section More detail on attack use; move some stuff out of Movelist section once we start work hereHow to moveBDC, cause everyone always asks about this
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What's your opinion on Sin?
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Fixed the Evernote link in my signature. Forgot to post the CH Helter > j.H > 2S combos last time: CH Helter > j.H > 2S > j.KD > dj.PSHD > j.PD; Chipp, Ky, Bedman, Potemkin > sj.KD; Venom, May > j.K > dj.KD2K > j.D; Sol > j.K > dj.KPD2K > j.D; Leo Reminder: 2S will hit Faust but no followup is possible On the topic of Revelator combos: 214PP CH, f.S, j.K2K, j.K, dj.KPPD2K, j.PD Johnny AND Jack-O 6P CH, 6P, 5H, DHD (tail), j.K, dj.SHD2K, j.PD Johnny AND Jack-O, also some slight additions are possible before the j.2K 6P CH, 214KP, FDC Lv1 BC continues into 5H > Dust > K Pile > 6H P Pile on all characters Level 2 Blitz > DOT; Zato, Pot, Chipp, Faust, Slayer. Blitz attack must hit close up (Corner) Level 2 Blitz > 6H K Mappa/P UP > combo Taka notes that Dust > 5H 5H K Pile does more damage than Dust > K Pile > K Pile but has less meter gain and stun
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You can do UP whiff > delayed IL and link to c.S, though meaty IL definitely doesn't work without doing a 1 frame walk. I assume this has to do with hitstun pushing their hurtbox out of c.S range. I was collecting Revelator combos on Twitter and went back to look for 1.1 combos as well, so here's some new stuff: Midscreen CH 6P > K Step > delay Pile > Long Dash > 5H 2H > c.S > j.SHD. Use super jump SHD for Faust, Slayer, I-No, Ramlethal, Elphelt. Doing K Pile > Long Dash instead of K Pile > K Pile gives more damage if you can't follow up the 2nd K Pile with 5H 2H. The timing is tight and the combo doesn't work if they wallstick too low; in that case, you would go for the 2nd K Pile. Also, you may need to further delay the Pilebunker after K Step in order for 2H > c.S to connect. CH P Pile > f.S > j.K2K > j.K > dj.HD. All characters but Ky, Chipp, May, and Venom (not listed) Slightly more damaging than P Pile > 6H > P Pile, but the main benefit of this combo is keeping you next to your opponent. Seems like you have to hit relatively close with CH P Pile though, as usual with f.S followups. Should be useful for heavyweights as well since you can't always get 6H > P Pile on the ground. CH P Pile > f.S > j.SKSK > dj.SHD2K > j.PD. Millia, Sin More damaging variant for Millia and Sin. This combo actually works on a few other characters but the last j.D to get knockdown will whiff. There might be a way to make it work on other characters. Corner CH 2H > 6H K Mappa > c.S. Ky, Slayer, Axl, Elphelt, Ramlethal, Zato > 6H > delay > K Mappa > c.S. I-No, Millia, May > K Mappa > c.S. Faust, Sol, Leo > 5H K Mappa > 5P. Potemkin Guess this is the combo you use when you are too far for 6H > UP Airthrow RC > j.SKD > dj.KSHD2K > j.D Faust > j.SKD > dj.PSHD2K > j.D Sol, Potemkin, Bedman > j.SK > dj.SHD2K > j.D Ky, May, Chipp, Slayer, Ramlethal, Zato > j.SK > dj.SHD2K > j.D2K > j.PD I-no > j.SK > dj.KSHD2K > j.D Axl, Venom, Leo > j.H2K > j.K > dj.KPD2K > j.D Elphelt > j.H > 5K > j.KPKD Millia Adds around 70-80 damage but super hard to confirm Has anyone used CH 2K > 6P? Does twice as much damage as 2K > c.S 2D, so it's the perfect punish for Standing Blitz
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Moved to wiki
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http://www.ggxrd.com/rev/ac/character/ You can see the new stages in each character's screenshots. May and Johnny share the new version of Mayship II Central Organ Tower actually looks nice, hope Arena gets an upgrade Leo and Jack-o have new stages
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Some things I want everyone to look out for: Are the examples and tips practical?Are there any ambiguities?Does the writeup make sense? Does the information agree with experience?Are the combos useful and appropriate for beginning players?Edit: Moved to wiki
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1st draft for 5P. Not sure about formatting and layout yet, but I like the Sol wiki model of bullets+text. Took about 30 minutes, mostly because I didn't know what to say about 5P. I might actually be able to finish a draft for the whole movelist in the next 2 days... As you can see, the layout for Normals is bulleted list of key points followed by writeup, notable Gatlings, then Combos if needed. For Specials, I will probably include a bit on combo theory and Setups for spacing, counterhits etc. Ideally, we'll make videos for everything, but save that for when the time comes. 5P Slayer's fastest anti-air normalLarge variety of gatlingsWith its short 5F startup, 6 active frames, and ability to gatling into itself, 5P is great for mashing against attacks that rush forward like Sol's Riot Stamp or May's Horizontal Dolphin. 5P has an incredibly high hitbox but whiffs on crouching characters in most cases, so it is used less often in ground-to-ground combat. Compared to Slayer's other anti-air normals (2S and 6P), 5P has the highest hurtbox, which often leads to unfavorable trades with heavier, lower-reaching air attacks. However, 5P's fast recovery makes it difficult to bait and punish. Gatlings 5P – 5PVery useful for fishing for anti-airs and confirming into your air combo 5P – 5K5P – 2KCompletely tight blockstring, even on Instant Block 5P – 2SAlternative to 5P – 5P for your anti-air combo. Sometimes fails to combo if the opponent is too high 5P – 6HFrame trap with a 6F gap if the opponent blocks 5P in the air. Gives best reward after anti-air CH 5P Combos 5P > j.PAnti-air combo starter. Uses j.P because j.S rarely hits and other air normals are too slow Edit: I'd like a better example for 5P mash than Riot Stamp since you usually use 6P against that. Can only think of I-no dash pressure, TK Bad Moon, and maybe TK Mad Struggle as things that you can't really use 2S/6P against
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No. There's a match where Hase BDC air throws Sol's PBB (Dragon Install command grab). PBB has no invuln but has very high range. However, PBB does only have 1 active frame so it may be that it ran out before Hase threw him. I recorded a test using Faust's 2K: https://youtu.be/uGXKIvxAOlw Check video description. Faust's 2K is an anti-air and has long active frames so it seems to be the perfect candidate. BDC Jump got out fine but maybe the third hit of 2K doesn't hit very high. Edit: Recorded BDC air throw on PBB: https://youtu.be/eybyBxDkagU
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I updated the Overview today with a rough writeup www.dustloop.com/wiki/index.php?title=GGXRD/Slayer Please take a look. If something is confusing or needs correction, let me know here. Tomorrow I will start work on the Move List. When I have my draft ready, I'll post it here first.
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Thread for discussing updates for the Slayer wiki page and random Q&A/FAQ I'll try to gather some basic information in this post Dustloop Wiki: www.dustloop.com/wiki/index.php?title=GGXRD/Slayer Players to watch Mikado - Tokyo - twitch.tv/joniosan Japanese Hase - Mikado - The King of Xrd Slayer. Best confirms, best combos, best grabs, best mixup, best BDC use, best choice of normals. Frequently uses YRC and Blitz Charge. Can play either patient or rushdown styles. Tanabata - Mikado - Lab monster. Has a slight preference for meaty 2D/6K oki. Sometimes too eager to go for optimal combos. Actively posts combos on Twitter @tanabataheidern En - Mikado - +R master. Tends not to use BDC specials. Generally the most patient Slayer. Taka - Mikado/Acho? - "Taka Rush" "Pile Man". Always in Dandy Step. BDC Invulnerability 1st frame of backdash cannot be canceledUp to 6F of full invulnerability transfer to BDC moveOnly the first 7F of full invulnerability qualify for BDC; late cancels transfer less invulnerability to the BDC moveBDC Jump also gains invulnerability. Since jump startup is 4F, up to 2F of invulnerability is available afterwards.
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Hello Ky players. Hope you don't mind a Slayer player giving another point of view. Hase loves to spend meter on getting in or finding knockdowns, low risk low reward in terms of damage but effective against Ky's high recovery moveset. His style is very cutthroat, often forcing opponents to constantly spend meter or fish for reversals. Very few Slayers actually play at his pace so hopefully you won't have to guess as hard as Ain needs to. This is a really good idea for several reasons. Ky's f.S outranges Slayer's 5K, his best poke, so Slayer has to commit to riskier options: 6H, 2H, Dandy Step, or jump in. At Ky's f.S range, 6H has poor meterless reward unless it's a CH and 2H has no meterless followup even on CH. In addition to the above, this range makes using Greed Sever and j.D relatively safe against Slayer and gives time to react to Mappa Hunch with 6P or Stun Dipper. As for f.S itself, there are 6 active frames, enough to cover all of BDC invulnerability, so its biggest counters are P Dandy Step Pilebunker (avoids the tip of f.S, pushes you to corner) or Dead on Time (7F super, pushes you to corner). Hase opened with delayed P Dandy Step, which beats f.S, 5H, and Greed Sever. You can see him crouching before Dandy, which makes me think he was looking for 2D starter from Ain. I agree that the SE opener is player familiarity because Slayer 5K or 2H will counterhit and Hase almost never starts 5K. Note that Hase attempts 2H starter afterwards. Spaced 2K is great against Slayer because it stops 6H and recovers fast enough to followup with 6P/2H or 2D if he tries IAD or Dandy Step. It loses to preemptive 2H, which is very risky at this range, so Slayer has to stick with 5K, which only gives knockdown on a confirmed CH at this range. You will see that Ain does a lot of whiff 2K, using FD brake and backdashes to space them. Hase used FD against 2P 2P but not cS. My guess is he wanted to push Ain out of 6K range to escape corner with BDC. Note that Hase gets hit by f.S afterwards; the signature "Slayer tried to BDC but didn't backdash." Before this, Hase got a far CH 5K into 2D. He delays Dandy Step to account for the spaced 2D hit but delays it too much. Ain reads that the oki is late and throws Dandy S during recovery, which is safe. I'll note that Ain constantly uses 6S+H throw OS, which is effective against Slayer's mixup. Even if Hase went for the throw invulnerable Dandy S followup, Ain would have counterhit with c.S, but only because of the oki was late. Hase gets the IB on the 2nd hit of 6H and Ain attempted to dash in 2K. I think Ain made a safe choice, just executed too late. If Slayer goes for the backdash, he probably isn't blocking low and 2K has a ~6F window to hit here (+11, 5F startup). You can see that Ain automatically went into Split Ciel after 2K whiffs so he probably expected to catch Hase. IMO, Ain did YRC in response to Hase entering dash animation. Hase let his backdash complete then did K Dandy Step, which would be incredibly unsafe had Ain did anything but f.S. On the other hand, Hase did have meter for Dandy Step YRC, which would have let him CH 6P if Ain did f.S. Ain's dash up 2K is a safe option, knowing that Hase loves to YRC. Ain does backdash 2K but stands up and gets hit by j.D. My guess is he missed the IB since he does not get counterhit or knocked down, which would happen if he attempted air throw. Slayer's j.D has no safe followup on block so it's easy to throw afterward if you IB everything. Note that Hase had to RRC to do this Pilebunker combo. Since Hase rarely has full meter, Ain probably knew he could burst without looking at Hase's meter. Hase tried to BDC jump the DC CSE but does it too late. I think it's barely possible for Slayer to jump out but the only good forward option I can think of is IAD Footloose to get over the DC CSE. Not sure why he didn't just backdash. Note that Ain once again follows up with spaced dash 2K. Hase gets IB on Stun Edge and does BDC IAD j.D. I think Hase knew Ain would backdash after the close Stun Edge and automatically went for IAD. I think Ain saw the dash animation during his backdash and went for 2D to catch a forward dash (Hase likes to long dash YRC then Throw). Note that Hase uses j.D; this is Slayer's only IAD air normal that can both challenge Ky's 6P and 2H consistently and also hit 2D. On the other hand, it can be unsafe on block as explained above. Hase did not want to combo into knockdown and guess on oki, so he staggers f.S and 5K. Ain was mashing at the end there, but he basically had no other option than VT, which Slayer can easily bait after f.S. Note that Hase first did 5K then 2H, which does not combo. My guess is Ain went for 2K first then mashed 2D. You never want to be in the corner at that range against Slayer, especially in a scramble. Dash 6P can catch BDC, Dandy Step, sometimes 5K. Slayer can't combo after 2H starter and I think Ky is too heavy for a CH followup. 5K starter would catch dash forward but doesn't lead to knockdown and Hase doesn't use it. Like Kizzercrate pointed out, Ain got to forward tech j.S and setup DC CSE; Slayer can only beat that with 6P, which can't reach at round start. Note that Ain does not do whiff 2K here. Ain was pretty far after the 6H so I think he intentionally does empty dash. If Hase wanted to escape, he would have done super jump IAD Footloose; I'd say Hase was going for IAD crossup j.K/D to put Ain in the corner. That's regular K Mappa, which is a really bad starter (even BDC) that only catches Greed Sever and backdash. Hase may have been thinking of the last 2 rounds where he landed 2H. Ain might have opened 4H to read a forward dash or 2H. Ain actually tried to jump, not backdash. Hase does a late oki Dandy S but it's been spaced out of throw range and possibly c.S range as well. It's tempting to throw Slayer into the corner but 6P would definitely beat Ky's 5H there and Throw OS may not have worked. Very unusual decision from Ain, given that Hase is the type of player to YRC airthrow jumpers. Dead Angle was an option but Hase did have meter for YRC. At the end, Ain probably expected a j.D and decided to backdash. Hase knew this and went for the slower j.H, without fear of an antiair, to catch the backdash. Well, I feel like I've learned a lot about Ky from this. Also, YRC has 18F slowdown lol
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I think a wiki page would be useful because system mechanics affect matchups universally. There's no general "vs Character X" matchup threads, even though things like blockstrings tend to be universal. For example, in Xrd, a 1 frame gap in a blockstring allows for throw/Blitz/backdash/DP and bigger gaps allow for jump/mash. Any character can take advantage of these openings, so why repeat that information 17+ times in 17+ different places? Backdashes, etc. do vary among characters, but the point is to collect universal information to let people experiment with their own characters. A wiki page can also be edited by anyone, but (as I understand it) initial posts in matchup threads have to be edited by the OP or mods.
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Revelator: Dust K Pile K Pile works again Is anyone interested in updating the wiki? I want to update the movelist comments; compare to the Sol wiki. When I complete my draft, I'll post it here first.
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Point blank 6K is always meaty on crouching MA VE cS fS 5K 2D All ranges: SI KY EL PO LE BE Just outside of cS fS cS range: FA MA SL AX There seem to be some 6K combos that are CH only or meaty only
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If you're not hitting him, he's not hitting you either. The game does not reward moving over your opponent's head since half of that movement is towards the opponent and half of that is away. Most of his meter comes from actual hits: repeated jH knockdowns or rekka pressure. If you look at his tension gain on whiffed specials, his safe specials give much less tension than Dandy Step. If he stays in the air, it's hard for him to challenge Dandy Step. As long as you're always walking towards Chipp, you'll gain more meter than him in neutral. I do not recommend relying on Blitz against jH oki. He can use back airdash to wait for Blitz or use j2K to land faster or simply press nothing. You need to scout the player to see whether or not he uses Blitz safe setups instead of hoping he only adapts after Blitz use. I think we should review replays if you have them. I do have some netplay replays but I don't think they'll be very helpful.
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That's not En, that's me lol. Good thing you didn't record the round where I died with 100% tension The Millia is Nakamura
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Chipps 2S is 7F and honestly not that great. I'll take note next time I play our local Chipp but 2S never seemed like an issue. cS is 5F so it's hard to IB. cS fS is never a bad pressure string but cS fS cS fS gives an easy IB on cS. Remember fS is +3 on IB so it's safe to end your blockstring there. You can always cancel cS into IAD as a mixup. 2H is very hard to use in this matchup since it's slow. It's not a big loss since Chipp fights at the same range as Slayer. Gamma Blade has huge recovery on whiff so try to avoid getting hit. During Dandy, you can YRC on reaction to Gamma then BDC or K Dandy, forcing Chipp to YRC. Keep in mind Slayer gains much more tension than Chipp and that Gamma YRC means 1 less teleport YRC. Alpha Blade is -15 at best so you have time to confirm whether or not he uses Alpha Plus and punish both versions. Even better, you can just jump and avoid blockstun to really punish him. If he's using Alpha Blade to get out of corner then you can't do much. Both IB and FD seem decent against rekka pressure. He really has to respect 5K afterwards. If he doesn't space rekka 1, you can poke out; if he does space it, he has to continue pressure with a slower move. You have to accept the fact that Chipp will get airthrows and has much better mobility, so take advantage of the damage difference . If he spends his time trying to dance around you, he's not getting as much meter as you, and a simple 5K Mappa RC punish is 200+ damage. If he's spending all his meter on YRCs for throws, he can't Blitz, which means he has to be cautious with jH oki. If you really are using BDC Bite/Mappa, he should eventually stop mashing, which then lets you use the higher reward 5H and 6H. If he stops mashing completely, then you get to cS or throw after K Mappa.
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I had a pretty easy ride to Top 32. I think me, MikeMuscles, and Taka all entered in losers. I lost to Taka, Mike lost to RF, and Taka lost to Nakamura. Against Woshige, his experience really showed with the normals he used to stuff me. I scummed out a round cause he refused to play the throw game on oki. I blocked his mixup decently but his movement made it very hard to get a hit. Against Taka, it felt like we both didn't know what to do against BDC. His grab game was pretty dominant and he did some very good BDC Dandy Steps to break pressure. The set went to the last round and there were many rounds where we completely stomped each other. I saw someone recording our match so hopefully that will be uploaded. For the rest of my matches, all US players, I'm guessing nobody had good Slayer experience.
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Got out of EVO pools in winners. Slayer army is strong. Tomorrow at 12 PST I fight Woshige. Also played a casual 2/3 against FAB, which was recorded, lots of fun.
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Some final bits before EVO: 2K > cS fS 5K 2D Leo only (flashing RISC) Throw RRC K Pile All characters (need to check heavies, but it worked on Ky) CH P Pile > fS > jKPKD Leo, Bed, Pot fS is somewhat tricky to time but this is easier than 6H P Pile, though jP will miss if you're really far away https://twitter.com/tanabataheidern/status/618383849098051588 Point blank CH 2H > K Mappa > cS > Air combo Sol, May, Faust, I-No, Elphelt, Leo Do Mappa immediately Point blank CH 2H > 6H Mappa > cS > Air combo Ram, Sin, Millia Delay 6H on Ram, Millia I filled in the Evernote Character specific sections. All the combos should work. IMO nothing is essential, especially if you haven't practiced them before, but meterless IL and 6K > 2PSH are probably the best to know.
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I've never seen anyone YRC and get the hit, but it's been known that Helter RRC Undertow is a true blockstring. However, the RC timing to stay grounded seems to be 1 frame. This also lets you K Dandy Pilebunker on normal hit. On counter hit, there are already good meterless combos in the corner from 6H. I've been experimenting with meaty 2D, 6K, and It's Late timings. Anyone know how the calculation works for meaty 2D? 6K - 20 startup, 5 active, 9 recovery, Level 2 2D - 9 startup, 21 active, 9 recovery, Level 4 P Dandy > It's Late - 34(?) startup, 6 active, 12 recovery, Level 4 Point blank 2D > P Dandy UP > meaty It's Late on Sol (leads to 2K on crouching) Sol's facedown wakeup: 21 frames Meaty It's Late: 35(?) frames Does this mean point blank 2D is +14 (35 - 21) on hit on Sol? 6K completely whiffs (25 frames) so it's definitely more than +4. Point blank 2D > Short Dash > meaty 2D on Elphelt (leads to cS) Elphelt's facedown wakeup: 27 frames Short Dash: 18 frames Meaty 2D: ? Tanabata has a setup, point blank 2D > whiff 2P > meaty 2D, but doing everything as fast as possible causes 2D to whiff. Frame data for 2P is 5/2/6, or 12(?) frames total. 2D is no longer active at frame 31. Assuming meaty 2D hits Elphelt 43 (12 + 31) frames after knockdown: 43 = 18 + Meaty 2D Meaty 2D = 25 frames At frame 25, 2D is on its 16th active frame, so there would be 5 remaining active frames, or 14 (5 + 9) frames of recovery left. Standing hitstun for 2D is 19 frames, just enough for cS, but I think standing hitstun might be unrelated to knockdowns. So my guess is that meaty 2D > cS requires 2D to hit between frames 25-30. Meaty 2D doesn't feel that tight and this suggests a 6 frame window, so I'm satisfied with the number. To be more conclusive, we would have to test if meaty 2D can combo into 5K (7 frames) or Eternal Wings (9 frames)