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Everything posted by Martikol
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Hase with some chip kill tech, It caught my interest because he used it in a match. IMO though it's not really worth it though since it costs meter to set it up. Though I think its possible to set this up without meter. Then again by the time you're able to land a K pile to 6P with no meter there's still ample amount of hitstun and scaling to do better more damaging options.
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2 Slayer, 1 Jacko as expected, this matchup is a nightmare. Once JC has set enough base Slayer's got no other choice but to bulldog through. I do think taka has is pretty good in handling JC's minions and their bases. he usually does 1 or 2 5k's maybe a 2H, then dash/K mappa and try to open her up.
- 105 replies
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- Guilty Gear
- XRD
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(and 2 more)
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But nobody in this topic except yourself is pissing on your cereal though.
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I've been noticing lately that a lot of slayers today likes to frame trap c.S after a mappa w/c I don't usually see a while ago. speaking of mappa, I've been looking at the frame data on all versions. And I'm wondering why they never put the advantage on hit of mappa.
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I'm not downplaying HS, it's just that opponents can just 2P and Throw slayer before the projectile even comes out (HS-> YRC as slayer hits the ground is a very tight link, yet he can get thrown so easily =/).
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I want both S/H dandy and feint mappa to return, why did they even remove it in the first place. (I think S dandy was removed because of Helter Skelter, w/c is stupid since HS isn't that scary).
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I keep seeing IL meaty into 2K 2D alot now, that's really glad to know
- 105 replies
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- Guilty Gear
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https://www.youtube.com/watch?v=05UVpO5kEDM That one video in w/c the slayer army got bodied by a sin =(
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https://www.youtube.com/watch?v=MLfdA6arSco 20 minutes of 1.10 hase! It's actually just some parts of what daymendou posted, but its good for people who have no account in nico and can't access twitch like me =(
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So if slayer's Sx4>5K>2D works even on standing, does it mean that 2K>c.Sf.S>5K>2D will also work? If so, I'll be glad that we can squeeze out as much as possible damage into knockdown. Also, whats the verdict on the increased input buffer for and against slayer? good or bad? is it true that its a lot more easier to grab him out of a meaty 2D?
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Trigger happy is what I call players that likes to press buttons in a non scrub/mashy way. This is the same dude that I can never tick throw nor overhead in UMvC3 because he mashes jabs everytime there's a gap in my blockstrings. So In general though, will 5K and 2H be my bestfriend in this matchup?
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I don't know if this is real or just my imagination, but I think slayer keeps his momentum after he yrc's out of dandy https://www.youtube.com/watch?v=rAj2UpNfkLc on the 9:20 mark
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Funny thing, I was watching hase marathon against millia and I kinda saw what you said. so 2D>6[6]>pPilebunker, what happened is it traded with her 6H lol. but really though, what should I do with a trigger happy millia? should I just stick to 5K and whiff UP>IL?
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So apparently, 6P usually losses to IAD j.P, and 5P mostly losses to it too. Can I 2S her out in the air? though this millia player that I'm usually against runs before doing 2K or j.P mash so I might get hit in the nuts if I tried to do that. and what do I do if she likes to 2K as soon as she sees me vanish due to dashing? and what should I do if she keeps mashing throw after a knockdown and I dash around her? mostly if I try bdc mappa after I crossed her up her 6H hits =/
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After trying and switching c.S for 5H, I finally managed to hit sol with the j.P after the first j.D in the combo that I'm attempting.........BUT! 2 things happen afterwards, either the second j.D completely whiffs, or sol recovers even before I can hit the last j.P. Though like I said, I think its too much trouble to do these combos on him (and any other wonky middleweights). So I'll just stick with whatever optimal combo there is that isnt much of a difference =/.
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I already tried doing j.KD after a dust but still to no avail. What I'm trying to do after a CW is: 5H>j.SHD>jc.>j.PKSHD>2KPD after further attempts I can make it connect to sol (and slayer), but it is very difficult. At this point I have come to the conclusion to never do these combos on them since there are other, sometimes even better alternative. A new question, are there any optimal combos that lead to a knockdown after a CH IL? what I do after an IL is; 6H>pCWH>j.SHD>jc.>j.PSHD2K>PD. someties the last P doesnt connect, sometmes the last D whiffs. If I do 6H>pCWH>j.PKD2K>j.(P)K>jc.>KD the opponent is too far away for the last part to hit midscreen
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So I see now that the list is updated I still have really annoying problems with some of the combos that are listed. 5D9 falling j.HD never hits on sol no matter what I do and I'm pretty sure I'll have problems with other characters as well (sol is my middleweight punching bag). Secondly, how much should I delay the first j.D in the raw CW combos? again, I can't hit sol no matter what I do and is kinda inconsistent on millia.
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wait, what does 2K xx 2PSH mean? 2K then link to 2P 2S 2H w/c sends them flying? then 5K is confirmed afterwards?
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Isn't slayer point blank near the opponent after IL meaty anyways? 2D should be guaranteed on all characters, the only question is if 2K is really harder to link.
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Here's me hoping that he can actually link 2K after a 6K or IL, but eh.... a buff's a buff (that 6P buff looks delicious though).
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There has to be a drawback for that too big of a buff, maybe a larger recovery ?
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so... random 2H, 2D and mappa. any notes on those? Though I have already noticed this, and I'm already YRC airgrabing those pesky IADing opponents. hase doesn't seem to care too much for tension. He likes to raw YRC a lot in neutral, any thoughts on that?
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Yeah, mashers are a big problem in slayer's gameplan which almost destroys 80% of his oki (I'm exaggerating but you get the idea). I tried doing 2H after whiffed UP but that doesn't really work kappa. But I have problems of my own: - random 2H while being pressured or on incoming, a good idea? The reason that I use this is I want to take advantage of its lower body invul. - I know that random dandys isnt generally recommended. But my idea on dandying alot was to be always moving (that's what I noticed when hase plays, he's always moving). - Lastly, how the hell am I getting grabbed during IL? I think it has something to do when I try to do it after a deep sweep, but most of the times that I get thrown I can SEE the startup animation of IL. Isn't the throw invul of that frames starts at 1F?
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It means you're not fast enough / too early, that's what 2f only buffer does.
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Dare I ask, how the hell do you deal with her oki game w/out resorting to DAA or burst.