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-SinfuL-

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Everything posted by -SinfuL-

  1. So this "new" Millia player showed up from nowhere and is repeatedly kicking my ass. As far as I know, I know what not to do: 1) Do not jump in with j.HS. Millia's 6P is fast and meaty and invul. 2) Do not wind up in the corner. Avoid this situations as all costs. Aside from that, I'm at a total loss. Any tips?
  2. *shakes fist* =(
  3. Does anybody have tips on this match-up? I'm clueless as what to do properly, and I find myself eating certain moves that I shouldn't =( As far as I'm concerned, the only thing I know about fighting BA is hitting her since she like dies if Slayer touches her But that's another concern: I have problems doing combos on her due to her odd hitbox/weight class (although I seem to be able to combo other light weights just fine).
  4. I'd have to agree here, but then again I've only played a grand total of two TE's. Here's a question: has anybody actually played a very aggressive TE? I played 1 awhile ago, and it's just awkward.
  5. Just throwing it out there, but would 6H be a good oki option? Might sound dumb but: It has 19 frames of start-up, and 6 frames of active, but Pot's backdash is only 20 frames of invul. Also, if spaced correctly, I'm almost sure it isn't punishable if he doesn't backdash. To boot, it's neutral on block (+0 SD). But of course, this is in theory -.-" and in theory he could just Hammerfall (although I really haven't seen that used on wake-up). I tend to use 2P in fights with Pot, but then again, I also tend to lose. =( Got 2nd place in the last tournament I was in due to the last guy I was going against being Pot. Punished in every way possible lawl. And Kairi is right; the recent and last few incarnations of PO have always been Slayer's worst match up.
  6. Imo, having played Chipp since I started playing Slayer (so when I picked up GGXX), Chipp's Gamma Blade is only a threat because it can extend his combos. Outside of his knockdown into Gamma Blade, I've rarely ever seen it used by itself because on block it opens Chipp up to punishment. Even when not blocked, there's always a chance for a Slayer to IAD-j.HS, netting a CH into => death. Just for reference, although Gamma Blade is +5 on block, it has a 21 frame recovery animation, plenty of time to make him eat damage. Instead, I'd have to say either 6P or 6H. I find Chipp's 6P to be rather subtle to notice, and like other 6P's, has upper body invincibility. As for 6H: it gives Chipp some very deceptive range, as well as potential to combo into some hard hitting damage. I can't argue with running away, or c.s, since they're essentially core Chipp tactics. Teleportation and j.D and j.2k (I think it was the spinning kick downwards?) make for very nice mix up options. Another note that I'd like to throw in is that Chipp has VERY limited overhead options, in the sense that all his overheads are extremely predictable and/or obvious. He has 6K (which is incredibly slow and easy to spot), 5D (comes out relatively fast, but still easy to block), 3rd hit of his Rekka chain (BBU'able), and for all purposes, leaf grab (counterable via 2P/5P). Thus I suggest blocking low, since his 2D and his 2K are lightning fast and can lead to damaging combos. As for Slayer, 2S DOES NOT beat Chipp's j.D. I've found out the hard way. However, I have found, oddly enough, that 5P can either beat or clash with Chipp's j.D. But don't quote me on this, I've only managed to pull it off once in awhile. Blocking Chipp's j.D is a safe option. I think that's about it. I'll summarize this post when I feel like it =)
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