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Everything posted by daymendou
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The wiki also has a basic overview, though it's incomplete: http://www.dustloop.com/wiki/index.php?title=Slayer_%28GGXRD%29 Slayer is a close range character with powerful single hits, especially counterhits. Playing Slayer is all about controlling your spacing, which means you should focus on movement and selecting the right attacks. A large number of attacks move Slayer forward so he's very good at maintaining pressure. On the other hand, many of those moves are unsafe unless set up properly. Your general plan is to get in and stay in, mixing safe and unsafe moves to make the opponent hesitate to react. On defense, Slayer has unique options to escape. His forward dash is a teleport, which sometimes allows him to simply travel past any attacks in his face and also lets him immediately move behind his opponent. His backdash ties for the longest invincibility and is the only one that can be canceled with a jump. In many cases, Slayer players prefer to backdash and jump instead of block, which should tell you how powerful this unique ability is. To start, learn the range and speed of Slayer's normals. Every normal has its niche but for general purposes you can use any Punch or Kick and 6H. 5K, 2P and jP are safe options in many situations thanks to their range and speed. At close quarters, close S and far S keep the opponent blocking and signal the start of your pressure. 6P and 2H often counterhit opponents trying to stop your offense, thanks to their partial invincibility, but are slow. Slayer's specials seem relatively unsafe but there are ways to make them dangerous for the opponent to respond to them. In particular, Back Dash Canceling (BDC) can make any of his specials invincible for the first few frames. For example, Mappa Hunch leaves Slayer at a frame disadvantage if the opponent blocks but using an invincible BDC Bite afterwards will make Mappa safe against any normals. You will need to use his specials to maintain pressure and you'll quickly learn how unsafe they can be in your beginning matches. However, you'll also find that they can be used to trick the opponent, especially when combined with BDC and Roman Cancels. His signature special, Dandy Step, is the keystone to maintaining pressure because it starts his most reliable mixup. To fully utilize Dandy Step, you'll need to understand Attack Levels, which dictate how much blockstun is applied; 5H and 6H give the most blockstun but are also the slowest, 5K and 2K have slightly less range but are much faster, close S and far S apply the same blockstun as 5K and 2K but are only usable at very close range. Dandy Step also briefly dodges physical attacks at the beginning. Thus, any gap in your pressure can invite the opponent to try to poke out, only for their attack to be dodged by a well-timed Dandy Step punish. The best Dandy Step followup for this purpose is the Punch attack, Pilebunker. Pilebunker has relatively great reach, very high damage, and gives a guaranteed knockdown. On the other hand, it is incredibly unsafe if blocked. Pilebunker is used less often in pressure but is very rewarding if you make a good read. Slayer's mixup revolves around Dandy Step's S followup, Under Pressure. After using Under Pressure, Slayer can choose to follow it with It's Late, which must be blocked High.On block, Under Pressure leaves Slayer neutral with his opponent. If the opponent chooses to attack afterwards, Slayer has several ways to win: It's Late, Dandy Step, BDC Bite, or simply close S. If the opponent hesitates to attack, Slayer can continue into his mixup: the High from It's Late, the Low from 2K, or a grab. If played cleverly, Slayer can keep knocking down his opponent, forcing them to suffer an endless cycle of mixup and knockdowns. Slayer High/Low mixup is supplemented by his great crossups. His forward dash is the main tool on this front. Much like BDC, Slayer can also cancel his forward dash (FDC); although this does not grant invincibility, it allows him to crossup with forward dash then immediately Dandy Step. He also has a short, fast airdash which allows him to crossup and land quickly for a High/Low mixup. Finally, Dandy Step's H followup, Helter Skelter, crosses up the opponent if close enough. Keep in mind that you lose these options in the corner. Mixup options after knockdown: 2D (Low) 6K (High) Under Pressure > It's Late (High) Under Pressure > 2K (Low) Under Pressure > BDC Bite or Throw Under Pressure > forward dash (crossup) Helter Skelter (crossup, High/Low) Forward Dash > any of the above As strong as Slayer's mixup seems on paper, a combination of mashing, grabbing, and jumping can defeat all of his mixup options and end his offense. However, Slayer is also able to harshly punish each of those 3 escape paths. Thus, playing Slayer is also about misleading your opponent: incite the enemy to take a risk under pressure and take their life for it.
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Evolution Championship Series 2015 Side Tournaments
daymendou replied to Jyosua's topic in Majors and Regionals
http://tinyurl.com/AnimEVO- 32 replies
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- BlazBlue
- Guilty Gear
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Corner 2D > OTG 2K > tiny delay > Meaty 6K on crouching Ky To be honest, I never go for meaty 6K and nonmeaty It's Late combos
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Corner CH Mappa > 2SH Standing After P Mappa only - SO MA MI After P or K Mappa - everyone else Crouching After P or K Mappa - All but RA After P Mappa - Can use 5H 2H instead of 2SH General followup is 5K > jK delay jD on lightweights; 5K > jK2K-D on rest. Easily does 50% more damage than Mappa 5K Mappa, better practice! CH Helter Skelter > jH > 2S SO KY MA CH PO VE BE LE Used when you fail to confirm CH General followup is sjKD or jK djD 2S hits Faust but no followup seems possible 5P/2P into 2D 5PPK 2D - All characters 5PPPK 2D - KY PO EL BE LE 2PPD - All characters 2PPPD - KY FA PO EL BE LE Standing only - MA RA Crouching only - SO CH SL AX VE ZA SI 2PPSD - KY MA CH FA AX PO EL BE Standing only - IN Crouching only - SO VE ZA SI RA 5D(up) is relatively character specific. It may be easier to learn midscreen 5D(forward); I think 5D(forward) jKPK djSHD works on everyone For corner 5D(forward), I prefer to end at jSHD. This is more consistent and also lets me go into j2K IAD K Cross is decent corner carry. On some characters (SO CH, more?), you can do P Cross > 5H K Mappa > 5S > air combo for more corner carry.
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11 Pilebunkers. Didn't know corner CH P Pile bounced high enough for another P Pile, useful for RISC combos but I think it might not be possible on heavyweights. https://youtu.be/SLtoAUEUFGw I'm resuming work on the Evernote. Right now I want to add some basics like meterless Helter Skelter jH, CH/Meaty 6K, and CH Mappa into 2D Edit: Corner CH Mappa > 2SH seems interesting Every character has a CH Mappa to 2D combo
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En vs Mugen Sol https://youtu.be/pm_RfjuXzag En plays around with BDC standing Blitz and 5H delayed Mappa. I think they input something like 448S+H~P but I can't seem to find it. Blitz definitely suits En's meter-holding style. Suddenly I'm noticing that spacing for frame traps also spaces for safe 2H use. Strangely, Mugen uses very little Gunflame, regardless of meter. At one point he uses Gunflame Feint to bait a DOT.
- 105 replies
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- Guilty Gear
- XRD
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(and 2 more)
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It's 6 frames because Bite startup is 7F and perfect BDC Bite beats meaties like Ky 6H. Throws beat strikes if they occur on the same frame, which is why only 6 BDC frames are needed for it to work. If your Bite isn't frame perfect, you get hit, so invincibility frames probably only transfer within the first 7 frames; BDC performed on the 3rd frame of backdash only transfers 5 frames of invincibility, on the 4th frames it transfers 4 frames of invincibility, etc. You can cancel on any frame between 2-28F, so the fastest BDC effectively adds 1 frame of startup to your BDC move.
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It's like Helter Skelter (crossup on ground) > (crossup in air) jH In 1.0, it was possible for Helter Skelter to crossup normally then bounce you in the air on the other side for another crossup. Probably corner only but I never found a way to reproduce it. In 1.1, it may no longer be possible since the bounce is lower. However, if it is possible then we'll have access to a very fast crossup in jS. Edit: for Revelator test 2, Corner Dust wallsticks again, but it seems only 1 K Pile is possible
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Corner cS fS EW > 5H > Air combo Works on everyone but 5H does not combo on PO BE. Damage is better than Mappa RC and keeps tension gain normal. (Air hit) CH P Pile > 2D > cS / 2P Followup after 2D depends on hurtbox. Seems like it's only characters with wide or tall hurtboxes. Air height for the Pile hit varies greatly between characters unfortunately. 2D must also hit with the front of the foot
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Every Wednesday and Friday. Come out around 8 PM and bring $2 for entry
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Crossup 6K https://youtu.be/17ylhrmThiY Just do empty K Dandy then 6K. It works on everyone but the 3 heavies. Faust will actually get hit by the 6K but I couldn't get 2P after. Not sure if YRC ambiguous jS even leads to anything but it would be nice. Anyone have ideas on how to setup double crossup Helter Skelter?
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The gatling was always there, but 2D hitbox was too small in 1.0 for the combo. In 1.1 it's probably character specific still. SSSS 5K 2D works on standing Leo so his hurtbox might be wide enough
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Can we speculate about Revelator here? I think Jack-O looks like the Pope
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1.1 Evernote Some miscellaneous combos need to be tested before I copy them in. I'll fill in the character specific section as combos are confirmed. I will probably reorganize things. The 6P page in particular is getting huge. At the moment, a lot of these feel impractical, especially when compared to what we actually see in videos. Just need to grind super hard.
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10 Pilebunkers was achieved this day...this month of MAY https://youtu.be/_PPCOILLpmQ Can someone with Leo test this 11 Pile combo? https://youtu.be/zjN4m1RMxnA CH P Pile x4 > P Pile RRC > K Pile > 6D K Pile K Pile P Pile > K Pile P Pile 95 RISC Near start position I can't get the P Pile after 6D on Sol, Ky, or Slayer. Try on jumping Leo if you can't finish the first section. Alternatively, try to start with YRC and see if you can get the first P Pile prorated to get it on May.
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I am making an Evernote for 1.1, beginning with combos collected from Hase's favorited tweets and the 1.1 changelist based on SuperJ's list here. I hope to have it ready by the end of the day. Link is here. If anyone has requests, please let me know. In particular, I want the combo notation to be legible, but I'll include the original tweets as well.
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About to go hard on training mode • SSSSSS seems much easier but SSSS 5K 2D does the same damage as SSSSS 2D • CH 6K SSSS works but not on Pot Faust Bed (holding 6 to get another cS is the Koogy secret). SSSS 2KD works on Ky Elphelt Venom, other characters just use SS 5K 2D • Bite RC Gold IK works on max stagger recovery • CH 2H > 2D Ky Chipp I-no Millia Zato May Pot Sin Venom CH P Pile > 2D Millia Zato May Pot Slayer So far can't get any followup • You can skip diagonals on supers and IK • CH 2H FDC jK goes into a relaunch or corner carry, timing is very tight on some characters (Ky Axl) and range is basically the same as 6H followup. Use something like KSK (most chars) or K2K (Zato Venom Axl) to begin the air combo. You can get better damage and oki than 6H Pile. • DOT base stun is about 14 points (28 on CH) • Corner 6P > cS/5P is possible at basically any range • Helter RRC 66 K Pile • (Can start with S series or IL) 2D RC K Pile: female chars CH 2D RC K Pile: rest • Bite > long dash will crossup, short dash puts you in cS range • There's no universal IL followup, not even from K Step Closest thing is that cS 2D works on everyone but Pot Bed Faust For Pot Bed, 5PK 2D is inconsistent, 5P 2KD is more reliable • Corner K-UP > Late xx 2PSH > 5K air combo Sin Ky Pot Venom (air combo stops at jK) Tested with both UP and IL hitting crouching. Tried both near and deep in corner, didn't make a difference. Starting P-UP never worked. • Can do Bite 5H-2H 5K air combo instead of 2H cS https://youtu.be/xBCz82LYHEs
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Interesting video testing the Xrd game engine input delay https://youtu.be/LV1rfhwndw8 Final result was 5.3 frames. I think that means 1F online (6.3F total) is still 20% more delay than offline play.
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Ogawa's list S - MI ZA(at Ogawa's level) FA in that order; then EL AX SO BE all equal A - all others Nage's list "@MF_NB Hello!! I think top tier is MI, ZA, EL. But, I think other characters aren't weak.(^-^)/"
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Does 6P still wallbounce midscreen on normal hit? Would be nice to have 6P > DOT Does something like EW > 6P > 6P > 6P work in corner? Is the 5P-2S gatling in? Does 5PP-2SH connect? Can't play 1.1 yet https://twitter.com/mochida_tw/status/596925414657757184 Proration values from Taka. Same as SuperJ's list but with 3 more changes Helter 80% initial DOT, EW 85% forced
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Against very strong players like Ain or Karinchu, I don't recall seeing Hase get a successful followup. This page seems to say that stagger is reduced by 1F per left or right input in AC. In Xrd, it could be 1F per button input, which would mean 1 button input per frame would end Bite stagger after 24 frames, making us +7; at 0.5 button inputs per frame, stagger would end after 32 frames, making us +15. Does Bite get CH hitstop (on flashing RISC gauge)? Edit: Looked at KSB pools Kubo(!!!) is in Pool 5 with Efute and Koichi Taka is in Pool 6 with Gazou, Ogawa, and Nakamura Tsujikawa is in Pool 7 with Isamu, Fumo, and Woshige A major test for 1.1 Slayer for sure...
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From the News and Game play thread: That also means it's -1 on IB. Haven't seen it live yet but I'll be looking for it and meaty 6k.
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Hase vs Tomo Leo. Interesting to note that Tomo was on Slayer before. https://youtu.be/z8UZKfLUO3M 1:32 - Corner 6D > K-Pile > K-Pile > 6P reset to Helter crossup 2:22 - Corner CH 6P > 6H P-Pile 4:55 - Some corner relaunch combo 5:35 - CH It's Late > K-Pile, also CH 6P > 6P > 6P > 5H 9:20 - DOT travels almost exactly 1 screen 9:35 - Midscreen CH 6P (air hit) > K-Cross > 6H K-Pile; somehow Leo teched after Pilebunker 11:27 - CH Helter > 6H P-Cross > weird air combo 12:30 - Midscreen CH P-Pile > 5H > K Mappa, 5P whiffs afterwards 14:23 - Almost every BDC Bite is followed by CH 6H, must build a lot of stun Midscreen CH P-Pile seems to be followed by 6H or f.S, 5H looks like a dead end. Haven't seen more than one IAD jH attempt Rejecting Helter puts Slayer in the air Bite > DOT is a true combo that can't be Bursted Using K-Cross when they expect K-Pile, such as after a big CH, seems mostly Burst safe Resets after long corner combos might be better than knockdown Tanabata made some 2 Hit Dandy combos off CH 6P https://twitter.com/tanabataheidern/status/585646499842895872 https://twitter.com/tanabataheidern/status/585646966094303234 @SuperJ Hase found non-meaty It's Late combos on everyone. https://twitter.com/KamoneSoccer/status/586372333998211072
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Some notes on recent Mikado stream: After Bite, 6H hits if they don't mash hard enough. I imagine Bite is a lot harder to mash, judging by how much Taka goes for multiple Bites. CH 6P leads to K-Crosswise from full screen. CH P-Pile followups seem to vary with distance. CH 2H does combo to 6H, but the height is too low for P-Pile. Maybe 5P/2PS? A lot more 6K and Helter Skelter being used. Both of these are vulnerable to Blitz, but I haven't seen Helter get rejected yet. 6K feint to bait Blitz should be a free CH 6P/P-Pile UNDERTOW is actually being used thanks to K Pile. Eternal Wings > DEAD ON TIME carries from corner to corner. Eternal Wings just seems amazing in general now, especially with all the Blitz use Crosswise > 5H > j.SHD2K-K > dj.SHD worked on Leo and Hase was doing Throw RC > 5H > air combo on FAB before he bursted
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Who likes burgers here? There are 2 known burger stages as far as I know, but maybe there are some hidden burgers in other stages: 1. NEO New York Burger 2. Magicapolis Edinburger