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CounterHit-DOT

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Everything posted by CounterHit-DOT

  1. There is a lot of ridiculous Match-ups, but I say in priority Chipp, Millia, Zato and Bedman. Then Potemkin, Ky, Elphelt, Axl and Leo, Faust.
  2. Slayer has a lot of awful match-ups, but Sin is not one of the worse. 6P and 2H are your friends here, Under Pressure/It's Late and Teleport setups at okizeme are your friends to.
  3. What is your feeling on this match-up? Before 1.1 it was already itchy, but with Bedman buffs damn its getting more and more complicated. Another bullshit character that spam the screen and that you don't want to be far from. His 2k is a real issue as it breaks all Slayer moves and gives automatically an Okizeme (when connecting to 2D). This mofo has serious oki setups, he has gain some real damages, but one of the main problems that already existed before is his constitution. Playing Slayer against à character that can handle a lot of damage is a major issue. Anyway still learning to handle this character, and similarly to Sin, Ram, El, Leo, its taking a bit more time than "old" characters.
  4. TIME FOR RETRIBUTION
  5. For BDC Bite no need for a double 4. Make the 63214, return very quicly to neutral and then do 7+HS.
  6. I-NO has become reeeeaally a no brain character in this version, and Slayer has less tools than before, but there are still basics that work pretty well: - 5P and 2P are very strong to break her freakin dashes - To get out of pressure in the corner do a lot of BDC High Jumps - You can dodge Chemical Love by doing BDC Dandy - 2S and dandy P->Crosswise Heel can work pretty good against her Dive - Use 2HS to crush her 2K 2S, 2K is a long reaching low, and 2S a fast long range poke used to mainting pressure, so they will be use often from a certain distance, allowing the 2HS if you feel the game weel enough. - Work on your air throws, really important here. - If you have good execution you can BDC Bite into the Stroke the Big Tree - 5H 2H 6H are not easy to deal with, do your best to IB those, the same goes for the Vertical Chemical. - Did I Mention this? BDC BDC BDC BDC BDC...
  7. Real mixups are back Motherfuckas
  8. What did become Tsujikawa? He had a mean Slayer in the AC version...
  9. You can also try to switch PB to Crosswise, as it is two hit. What do you mean by Trigger Happy Millia?
  10. "...keeps mashing throw after a knockdown and I dash around her?" If You are absolutely sure he will mash you can either 6P him or: feint a close cross up dash and go for the long dash, you will be logically out of his 6H range, and if you react fast enough you can catch a nice counter with a Pile Bunker.
  11. I feel like the nerfed 2S is a MAJOR loss in this match up! BDC Bite is really helpful against this mofo, but I'm still too clumsy in BDC Bite execution to make it a reliable component of my defense game. But we really need to work on it and masterize this shit!
  12. This matchup is a whole different game. Almost all special moves should be left aside as they can be easily beaten out (especially by PB). Patience is so vital against Pot... And also very good nerves because the rounds will be long. The victory must be built step by step with spacing and footsies, with very low damages inflincted at each touch. On the contrary, this bastard will have no difficulties to crush your bar... Definitely one of the match-ups requiring the highest level of concentration.
  13. The annoying thing about May is the difficulty to properly airgrab her when she does her shit in the air, a bit like Zato but its an other feeling.
  14. Technically you can by anti-aired by all of Faust's Normal except 2P/2HS lol. 2K is a a great move as it is active a long time, and decomposed in three steps. Which implies Faust will automatically turned when you cross-up/down him. Overall, given Faust's strange sprite, I don't think its a very good idea to try to cross up him with j.S...
  15. In the situations where Sol can beat your 2P with his 2D, forget about 2P and use 2K. He will be countered 90% of the time and will eventually give you respect.
  16. There is no universe when this match-up is for Slayer. If you're patient enough, and have a good okizeme game, you will crush 90% of the random Zatos that wander on the online lobbys. However, when you're playing against a guy that actually knows what he is doing and have integrated the game plan of the character, you rapidly feel like a bird in a cage... About the aspect "getting to Zato through the air": yes most of the time this option is the only one remaining, and yes it implies great risks. Nonetheless, there is a good way to force respect on those Zato so damn confident in their AAs -> IAD delay DHD. Of course, this kind of move should be attempted on players overly abusing AAs... So yes you must have 50% tension, and tension is not really easy to keep in this match-up, but you will often catch the counter and logically a big chunk of damage (and potentially knockdown). Even if you get blocked, DHD is very difficult to punish unless IB. In all cases, Zato will be wary when seeing Slayer coming through the air, easying a bit the hard task of closing the distance in this match-up.
  17. Guys, 1.1 is far far away from non-arcade players...So we are going to have this conversation again a certain number of times IMO haha
  18. Yeah and that was needed. It was like "Hey Slayer players, we nerfed a little bit your favorite character, but look at this amazing toy we gave you, its very fun lol, you can jump behind your opponent and make a hit, but this is not overhead nonewhatsoever, and it can hardly lead to knockdown or good damages, oh and don't forgetn you won't be able to combo it against a 1/3 of the Cast, have fun bye!" Concerning the recovery reduction on the 6K, I can't figure it out if its gonna be a real buff or not. What we desperately need is to be be able to link someting after 6K, even it doesn't lead to a 2D and a Knockdown like old times.
  19. If I am the only one to notice the issue then it must come from me. Will work on tightening my meaty game
  20. If the jump height is reduced after the Helter Skelter, that means that I will be much easier to connect the j.HS j.D ~land 5K Mappa on pretty much every one in the cast right?
  21. The thing is I properly time meaty 2K 99% of the time, the remaining 1% being against Elphelt. So maybe I'm mistaking when I point out the 2P...In comparison with other characters, the timing difference of her waking-up is probably way bigger than I thought, and that messes my head up.
  22. "Or that she somehow has lower body invul on 2P startup" -> Well it would be my guess, as I clearly see my 2K animation and It whiffs, It does not happen all the time, but it happens very often. the fact is she doesn't get hit by the 2K, even if she is in definitely in range. Maybe this is induced by the slight lag online though, and the different wake-up timing of Elphelt also I don't know... "Sounds like you are playing against someone just mashing 2P all the time on oki" -> Not all the time, but often when I get at close range (typically after an empty UP, and during dashes mixups).
  23. There are so much annoying aspects in this match-up that it would take pages to list all of them. However I didn't see anybody mentionning the fact that Slayer's 2K whiffs on meaty if Elph mashes 2P on wake-up, and that is really a pain in the ass... It is not really a problem when playing against dumb players that mash no matter what, because you can easily punish it with a classic mash bait (empty UP to Its Late). But there are very few players that are now pretty familiar with this bait and who guard Its Late on reaction. From this point, I feel that my options on oki are drastically narrowed, as: - 6K leads to nothing - Bite gets beaten by 2P most of the time - Dash cross-up gets beaten by 2P most of time as the 2P is very fast and Elphelt automatically turns around during the teleport. Maybe I gotta work on an other mash bait on oki, like for example empty UP -> BDC Mappa
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