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Everything posted by daymendou
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With the AC formula, CH DOT would put everyone close to half dizzy. If they're aiming for A tier Slayer, I guess he can't be allowed anything close to a TOD. At least 2H DOT works now
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Taka is tweeting under #Vupスレイヤー CH DOT doesn't wallstick, what is this
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3 Sanma matches http://www.twitch.tv/joniosan/b/630661380 6:14:00 - Mugen (Sol) 6:47:20 - Rank 9 Millia 7:22:00 - Karinchu (Ramlethal) The previous set of En matches might also be Sanma, I'll have to check the player cards.
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Welcome to the forums and to Slayer. I think it's my turn to do a critique. Take a look at the Combo Compendium and practice some Basic combos. The ones starting with c.S f.S will be your best way to get consistent damage and knockdowns. Also check the wiki and learn Slayer's gatlings so you know all the possible followups to your attacks. This will help you be less predictable, get more knockdowns from air hits, and overall increase your damage. The biggest combo you consistently do is c.S f.S Mappa RRC Crosswise or j.SHD and you could increase their damage by 50% if you made a full combo. You aren't reacting to things very well, but that will come with time as you learn all the characters' moves. The main reason you are predictable is because you tend to use the move that has enough range to hit your opponent, even if you're far away. This means the opponent can just block normally and never get hit because you have no mixup. Try experimenting with every move in your matches. In the Ky match, you needed to react faster to Stun Edges. Once he started using 2H and Vapor Thrust to keep you out, you couldn't figure out how to get in. Dead on Time doesn't reach that far and your airdashes kept losing. Getting into range as Slayer can be difficult. Usually you wait for the opponent to do something slow then dash in. Sometimes it's best to patiently walk forward so you can block everything. 6P can avoid projectiles above the knees if timed correctly. Against opponents like Ky or Ramlethal, you will have to take risks and dash in, but be aware if they have Tension to YRC. P Mappa, K Mappa, and K Dandy Step (no followup) are situationally useful but I would avoid using them for now. I would say 5K range counts as neutral. Slayer neutral is about keeping the opponent pressured and making them try to stop your pressure with predictable attacks. 5K, 2P/K, c.S f.S, Under Pressure are your basic options. It helps to keep moving between attacks, so try to walk more. 6H and Mappa will keep you in but they are slow. However, that also makes them great at baiting attacks, which you can dodge with backdash or Dandy Step. If the enemy just blocks low at neutral, you lose some easy options. For now, you probably want to use 5K and cancel into airdashes, but there's also Under Pressure to 2K, Bite, and normal throw. Learn the difference between short dash and long dash so you can crossup the opponent midscreen. Avoid using forward jump unless you predict they will try to jump, use airdash if you want to hit High. For air attacks, you don't want to use S unless it can hit immediately to gatling into K. The range is bad and leaves you open to Counter Hit for a long time. K is overall good for air-to-air and you can do a basic combo of KPK > dj. KD on hit or KPKPKP... on block. P is safer if you think K will whiff. You are using j.H with airdashes but you have to learn what anti-air options your opponent has so you don't get hit out all the time. j.H has 13 frames startup so you have to consider using j.K, only 6 frames, which can combo into something like KSK. You can gatling j.H to j.D for some more damage and hit/blockstun. Ground-to-air openers are 5P, c.S, c.S f.S, or 5H. 5K will be the only option in a few cases but it's best to use other moves since 5K has 85% proration, which will weaken your air combo. 5P has to combo into j.P/S, Slayer's jump startup is 4 frames and 5P untechable time is 10 frames at most so j.K is too slow. c.S f.S is easier to confirm than c.S but the height increase will change your possible combos. 5H is the starter after Crosswise Heel (use c.S f.S for Ky, Potemkin, Bedman). Generally, the air portion of the combo is j.SHD at low heights, j.SKD at medium heights, and j.K at high heights, where medium height is about Slayer's jump height. You'll have to figure out when you can use j.2K and when to just double jump. I think you should play more Lobby matches. I find it harder to find a good connection on Ranked and timing Slayer combos is difficult at 6F or higher delay. 5 days of online isn't much so I hope to see improvements next week.
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Let's have a calm and honest discussion about Blitz Shield
daymendou replied to Dude Butts's topic in Guilty Gear General
Guaranteed 20% damage right here http://youtu.be/6Ed5dzdFl6E IKs can be rejected but the Hellfire Activate probably gives time to react -
I feel like there's a moment in Elphelt's crouch where c.S whiffs Nevermind, it's her 2S. Annoying move
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Untechable Time Scaling (from here, copied from AC mook) Untechable time is the time that an opponent cannot tech or do anything else after being hit in the air. Once this time passes, the opponent will be able to tech and attempting to continue the combo will be black Beat. Untechable time depends on the move used and whether it was a CH. We have the base numbers for attack level and untechable time already, so let's see what they say about scaling. Combo length Untech time Scaling 0 seconds 100% 3 seconds 95% 5 seconds 90% 7 seconds 80% 10 seconds 70% 14 seconds 60% Exceptions: Some moves have a specific untechable time and some CH properties also grant a specific untechable time, both affected by scaling. I cannot find anything that explains untechable time scaling based on combo count. In Xrd, I personally feel that RC freeze/slowdown contribute to untechable scaling, at least in my experience with Crosswise Heel air combos
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If you can record video, I would use the critique thread. I went through the same starting process and fogelstrom guided me along. I recommend you focus on offense, then defense, then keep alternating between the 2. Slayer's dashes make his movement unique but you'll start figuring out how to move as you play more. I remember ApertureBlack has some good basics videos to watch. Don't look down on watching lower level players either, Hase and Kubo can play the way they do because their opponents respect their skill. Watching lower level players makes it easier to see what's basic and what weaknesses your moves have.
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Had a nice time today. I think I'll start going to Fridays and get to know more people.
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Some Sparrowhawk tests from fullscreen. Low is a problem. If Axl mashes on clash, he will leave Stance. K Mappa beats Mid after Low block. It can trade with Low if you start before Axl does but you get knocked down. 5H will clash with Mid after Low block. Seems more reliable than 6P. 2H can clash with Low but it's slow and will get caught by Mid. On clash, you can CH 2K > Mappa to get in if Axl doesn't mash out EW will clash or beat everything but you are open if he does nothing. TK SDD can beat or lose to Low and always loses to Mid as far as I've tried. BDC SDD might let you beat both for free. Backjump j.K beats High for free, even after blocking Mid/Low. If he doesn't go High, you're still safe if he mashes Mid. If you super jump after High whiff, airdash Footloose will get you in but be careful if he has 50% to RC
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6K RC j2K launch might be nice for a combo video. cS(blocked)-6K RRC > jS2K jK > 5P > jPK > djSHD2K > jPD Have to RC early for j2K to come out but late enough for enough horizontal movement , so that's 50% for a ~11 frame overhead and ~120 damage. IB cS only helps the djSHD to connect. 5P > jP is a 1 frame link here. AA research is in progress. jSKD seems to work well and is much stronger than KPK
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Looking to improve my AA combos, particularly after P-CWH. Right now I just use j.K(PK) > dj.SHD > (2K PD). I'll probably figure it out tomorrow but any help would be appreciated. If anyone is into the gimmicky stuff, j.2K hits really high and you can followup with double jump. Maybe there's some SDDouble potential there? I have a theory that 6K YRC j.2K launch might be possible though that's the slowest overhead ever. It also depends on whether you can c.S-6K YRC. Add on JI for a possible dj.SHD.
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I'm scheming to come Saturday. 45 minutes is a long drive but I wanna start playing offline. What time do the casuals usually start?
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I want to see how many times we can combo 5H online in 1.1 5HHH the abare monster Edit: maybe 5HH2H
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Ok, 6F looks absolutely correct I tested that Slayer mission. You hear the BDC with only sound effects on so he's definitely doing BDC Bite. If you don't IB Mappa, Bite will whiff, so all my tests are with IB. Since Slayer does cS fS K Mappa, I assume I am +6 against him. 7F normals always lost. Ky 2D has 12 active frames and never hit. For 6F, I used Millia 5H. If it hits, it's always before the backdash, which agrees with Slayer being -6 after IB K Mappa. Stun Dipper is 5F and active forever. It can hit before the backdash of course. Interestingly, it will never hit during BDC Bite, so I guess throws do get priority over strikes. In other words , BDC Bite is fully strike invulnerable when in range. You don't get meter in the mission so I can't test projectile invulnerability.
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Some slight research suggests it could be only 4F http://jbbs.shitaraba.net/bbs/lite/read.cgi/game/57150/1421125495/441 Against Dark Angel, after pressing 9P to BDC Mappa, Slayer gets hit on frame 5. The Japanese for BDC is 無敵付加 or 無敵[move name] so it's not too hard to search for. I think I'll keep looking
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Some short mirror matches vs YAT. I don't know how to play under 1F delay but YAT goes to town. http://youtu.be/6gYjGPDUEYE
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Destructive Goodwill just sounds like an Axl theme Kagematsuri was great, especially the Sound Alive version. I think the shifting mood was supposed to represent how I-no was being two-faced in XX story mode.
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En Slayer http://www.twitch.tv/joniosan/b/624489219 Only vs mid rank Zato and Millia, but you can see he's been grinding console Starts around 4:30:00, ends around 5:50:00. 4:29:00 4:32:45 5:01:25 5:08:00 5:11:50 5:15:15 5:18:00 5:22:50 5:26:20 5:28:45 5:33:50 5:39:15 5:43:30
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Let's have a calm and honest discussion about Blitz Shield
daymendou replied to Dude Butts's topic in Guilty Gear General
You get half back on success, or 12.5%. The change is that only Projectile Blitz gives back 0% I never heard of Blitz affecting tension pulse so I assume that's the change -
Let's have a calm and honest discussion about Blitz Shield
daymendou replied to Dude Butts's topic in Guilty Gear General
Blitz shuts down a lot of online gimmicks, but I avoid using it so I don't get comfortable with easy Blitzes. I think it's a good mechanic that stops autopilot pressure and has enough penalty that it doesn't overwhelm other defensive options. I like that it's another Burst-like tension option. Counter Blitz seems extremely risky at any amount of tension since you get CH state and possibly remove the 80% prorate I really like the relationship with YRC. I would love to see more Blitz use so we would see more YRC to specifically bait them. YRC oki to punish Blitz is so fun to pull off. For sake of completion, the 1.1 loketest changes: 1. Wider input buffer (3F up from 2F) 2. Blitz against projectiles will stun opponent at throw range 3. Projectile Blitz no longer refunds tension (new from test 2) -
Note that it says 0, 72 damage. The RISC value is 26, 0 so the damage will be lower in most cases. Both normal throws lower RISC by 6, 0, so ground throw goes from 68 to 60. The good thing is stun damage doesn't seem to be affected by RISC. 25% more stun on Bite and DOT dealing stun damage might be a good combination.
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Is there a good way to time It's Late vs throw mash? I get thrown maybe 1/3. Sometimes if I do UP whiff 6[6] I see their 5H/OS, so I figure there is good CH potential. Also, any pad players have a trick for IAD input? It's really easy with the dpad but I want to use the thumbstick. Right now I keep getting super jump like I hit 39
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I read conflicting reports on 6P so I went with Taka. Rou tweeted something about IAD j.H c.S working but Taka said IAD makes the screen move too soon for enemy to wallbounce. Eternal said 2H has its old range or even more. Higher untech time might allow K Mappa c.S or at least DOT Personally I think we shouldn't take tweets too heavily, especially this soon. Videos will show everything.
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It's basically throw range. They refer to it as "throw maai." 2P was my guess so sorry for the confusion