-
Posts
59 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by LB
-
PEiNS BUNKER <3
-
exactly. the fact that "iad" is on there, that seems like it's instant and the word "jump" is unnecessary. if i was totally new, the following would make more sense. (1) 5H -> IAD j.d (2) 5H -> airdash ~2 character lengths high, j.d i thought this combo guide was for someone who knows anything about the game and especially slayer. if not, they would be going to the generic slayer FAQ page and learning basic B&B and not character specifics which already assumes you have knowledge about a lot of things and want to step your game up further. i don't know. maybe i can come in later and do a find-replace on those and change the font size or something. it just seems like the actual button combinations get bogged down by all the symbols. for example, 5H -> Jump -> ad.j.D-2K -> j.K -> Land -> c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D into 5H, j~ad, j.d, j.2k, j.k, S©, j.k, j.2k, j.k, dj.s(1 hit), j.2k, dj.d, dj2k, dj.d or a hybrid of ours which i like the best. 5H, j~ad, j.d-2k, j.k, S©, j.k-2k, j.k, dj.s(1 hit)-2k, dj.d-2k, dj.d anyways, you've put much much more thought and time than i did, so it's all on you in the end. it's part of my job to look for things like that. find-replace is your bestest friend. :) thanks!
-
seriously though, i think you can get rid of ALL "jump", "-" and "->"'s. anyone who knows anything about the game should know that if you put s.hs, IAD j.d, they'll know that they have to jump inbetween. i don't really see a point in taking up space and making things confusing by adding in transitions like that when it's not necessary. same with leading "..." under alphabetized sections. they are already under a combo starter, tabbed and bulleted so they should know it's a follow up to the approporiate combo starter. just my 2 cents. it's not tekken you know. really great job you guys. it's come a long way since day 1. super hugz to zaido and rtl especially.
-
wow indeed. this makes practicing combo starters easier.
-
ohhh, good job zaido. has a variety of combos that now i'm gonna try to add to my b&b.
-
that's hella dedication. if work wasn't fucking me in the ass right now, i'd help. sorry~~~
-
technicality shmaticality. xx slayer did shit damage, but he was invincible half the match and killed you if he bit you. #r slayer i don't remember shit about it. / slayer did good damage from nothing pretty much single handedly due to f+hs x pb. ac slayer does good damage, but only vs airborne characters as in the case with /. sure, you have more chances to launch, but you still need meter majority of time. plus, you do way more damage in / than in ac as you add more tension to your combos. don't even fucking start with CH dot's and shit here. oh well i suck. btw, bite does more damage than regular throw. i heard bite is invincible to throws, so it's definitely something you should add to your arsenal. especially when people are going nuts trying to block 6k's on reaction, i'm sure you'll have more chances to land it. you can even land s.hs after a bite if you surprise them once in a while... even if they block, you can go into mappa feint and do classic slash mixups. bite bite bite.
-
uh, slayer did more damage in slash... he just needed meter is all.
-
someone record my matches so people can laugh
-
can you link me one of them? i couldn't find anything searching for popy, ogawa, or niga.
-
wow, superb job there zaido. i'll try these combos and try to post up damages as well. if i find anything new, let's add it. however, this has way too much information. idon't think any sane person will want to memorize 80 different combos for all the cast. we really need to separate out what works for who, and try to put them into categories. that way, we might only need to memorize ~20 B&B combos for most damage for all situations, etc. so next steps: - catagorize - damage - more combos? what do you guys think?
-
i was playing on someone else's stick, and came up with this shitty mixup by accident. knockdown, dandy step S (i meant to do FB), dust feint, 2k into combo winner.
-
really? is it a different slip 3 than XX times? practicing combos on slip 2 is most likely then? cause if so, shit i have some sexy combozzzz
-
i think it made recovery frames longer for air hits. for ground stagger, it's actually shorter. NOTHING on slip recovery 3 connects after a j.d, DHD.
-
vs johnny biggest thing: - why are you blocking back instead of downback most of the time? you got hit by a lot of lows. - getting CH on wakeup. what were you trying to do? - others, you can probably just learn from experience like don't get hit by mist finer everytime you jump, landing combos, etc. vs eddie - you really need to learn the match up. jumping into unblockable is total no-no and you can't blame the stick. vs chipp - matchup/block vs pot - matchup/block low in general there are only 5 logical things to do on slayer's wakeup. anything else is usually illogical. - block high - block low - backdash - dandy - super use meter more efficiently you almost always do IAD s/hs or DJ hs. you need incorporate some other options you really need to learn character matchups don't do moves hella randomly, which includes gold burst. you hit it often though but i don't think that's how a burst should be as the norm block low more finish combos. i think after every j.S, you did nothing after that's all i got out of it so far. gogo keep practicing.
-
hehe 6p sucks. slayer vs slayer = s.k, 2/6hs, mappa and dandy. there's nothing else. hahahaha. well. almost. i REALLY wish i had people to record my matches though. that really is the fastest way to learn... unless you are one of the top players, you really can't adjust in-game and play better as you go along. me for example, need to sit down and analyze my game for a long time and brainwash myself into not doing wack stuff or doing something better. i know some of the posts might seem harsh, but just take it with a grain of salt (as you guys have already which is great ^^) and just practice practice practice. kugler: teach me gameplay and combos
-
hi guys, here are some constructive criticisms. you guys really need to work on your slayer basics. yoyoholla got hit by wakeup 6k as CH 90% of the time. neither of you comboed into BBU from ground links the whole 9 minutes. only non aircombo i've seen is 6k, 5k, 2k, 2d and everything else didn't combo. it's as if you guys have seen some slayer stuff from videos and practice air combos, but really lacked ground and wakeup game. i'm a scrub so don't hold me to it.
-
has anyone found a use for the dust feint? people i play with has never successfully blocked a dust, so i have never felt the need to use it. if you have, how was it? is it a viable option? looks like the startup is waaay too long so that you'll get CH in the face a lot of times... i still have a very hard time using s.p as an anti-air option. i just have noooo freaking clue how to do it and how to time it. i guess it's something i just need to learn coming pretty much straight from XX.
-
oh really? it was in XX and i've had 0 reason to try in AC. ahhahaha. yeah, 2k's almost only purpose is a low option for slayer (haha) and to link 2hs/2d off of it. kekekekeke
-
villainous' avatar gave me a sezure. with faust, you really want to use 6p with good timing... he really only uses 5k, j.2k, 63214s or 6hs from anywhere far cause his lows are worthless except at close range or as anti-air. don't whiff though cause he can punish you with whatever. be careful doing 6k on wakeup though. if you time it wrong, he'll 2k you out of it for CH which is like 90% for me cause i'm so shitty.
-
i think 2k is only super cancellable
-
i thought all mappa ch, you can bbu. maybe not if you do kick mappa right in their face.. anyways, mappa rc bbu is just mid-combo for fun times. j.s, j.2k, dj.s, dj.2k, dj.d is now my favorite aircombo.
-
mappa RC BBU connects and so does CH 2d, RC, BBU. haha. ss,ss, mappa, RC BBU aircombo does ~250 damage CH 2d, RC, BBU, BBU, f+hs, s, aircombo does ~250 i think maybe they do more but i forgot. it's been a while. bbu is bestest.
-
ok i found a solution. after a relatiely high 2s, you can do j.p, j.k, falling j.k, dj.k dj.2k, dj.d for a knockdown if you are hit confirming the 2s. still does ~140 damage, prolly more if you do other variations. you can do other fun combos if you know it's gonna hit like 2s, j.s (2 or 3 hits), j.2k, dj.s (2 or 3 hits), dj.2k, dj.d. you prolly can relaunch if you play with the timing but i'm too lazy so i'll setting for 150 damage. i just played around with CH 2s, iad j.hs setups, but it's reeeeeeeaaaaaalllly inconsistent. if you have no meter, you are better off just doing a normal aircombo for ~150 and a knockdown. if you have meter, you can CH 2s, BBU, f+hs, s, aircombo for ~200 damage from anywhere and no matter high high/low the CH 2s hit. i'm really considering adding BBU into any combo i do (as long as meter permits) just because it makes spacing and followups that much more consistent... not like he really needs his supers anyways.
-
oh it's not CH hehehe. if it's CH, i usually BBU thanks for the CH combos though.. they are good alternatives when i have no meter.