Jump to content

Archived

This topic is now archived and is closed to further replies.

Loli-Zero

[XRD] Slayer Combo Compendium (WIP)

Recommended Posts

7 hours ago, PepperySplash said:

You should be able to go for an extended/more damaging (I think? I don't have access to the game on a regular basis anymore so I can't check) route on Faust by doing

2KPSH, 5K, j.S2K, j.D, dj.KSHD2K, PD

Yes. From my knowledge, this has been the max damage route after 2KPSH vs. Faust without spending meter. But there's times where j.2K after jc.KSHD likes to whiff. And IMO, it makes the route Fogelstrom posted more stable, and still guarantees hard knockdown.  

Share this post


Link to post
Share on other sites

On Sin I would go for jK2K jK djSHD2K jPD since j2K jS doesn't always work out in my experience. 

IIRC on Faust you can do jK2K jKD djKSHD but I don't remember the details for getting knockdown.

On Elphelt, there's a slightly stronger combo using jK2K jK djHD2K jPD, but it requires very precise delay after djH.

On Zato and Venom, you have to add a delay between 5K and j.K so it's not match practical.

Share this post


Link to post
Share on other sites

I've been out of the game for a while, but I was random stuff on Sol today and I got a combo off 2K,2PSH and I explored Tanabata's Gunflame IAD jD punish. 

2K, 2PSH, 5K, JK, J2K, dJSHD, J2K, jPD
146

In Tanabata's punish video, the Gunflame he punishes is canceled from a normal reasonably close to Slayer, this allows for a substantial punish as you're in range for an extended air combo. I did a slightly different combo than Tanabata that does a little more damage (can't remember exactly how much). 

Vs Gunflame (close)
IAD jD, J2K, jK cS, jSKD, J2K, jPD

Against further out Gunflames, I couldn't get anything too substantial, but this at least knocks down. (130 damage, if I remember correctly). 

Vs Gunflame (far)
IAD jD, J2K, jK, 5P, jP, jK, djK, jD

Share this post


Link to post
Share on other sites

I wish IAD j.D2K was actually more useful against GF as pressure but in all seriousness ever friggin' time... YRC and you are stuck in IAD for free combo. They can even confirm you starting and YRC 5K for punish. It's ridiculous.

Would be cool if you could get IAD j.D2K, j.K, 5P, j.SHD, dj.SHD.
Since Sol has funky hitbox and you get instant dj.S most of the time but probably could be tech between dj.S and j.H but I have not experimented with it enough since yeah... I just get eaten up by YRC all the time.

Share this post


Link to post
Share on other sites

cS > jSKD2K > jPK > djKD does 157 and doesn't seem to drop anywhere.

cS > jSK long delay D > djPSHD2K > jPD does 167. Seems pretty stable as long as you only add delay before the first jD.

cS > jSK delay D > djPD does 149

5P > jPK > djKD does 129. You can get a little more damage if you do 5P 2S but that's too much trouble for me.

5P > jPK > djHD does 134

5P > jPK delay jD > djPKD does 142. djP can whiff if too far

5P > jPK delay jD2K > jPK > djKD does 144. j2K jP can whiff if too far

 

If you are close and do a delayed air dash, you can do jD2K > jPD > cS/5P

jD2K > jPD > cS fS > jSHD2K > jPK > djKD does 172

Share this post


Link to post
Share on other sites

this may be obvious but I may as well point it out: bite > dot-d works on the same characters that would get hit by bite > dot
bite > dot-d does ~40% on chipp lol

Share this post


Link to post
Share on other sites

Most of Jack-o's combos. Getting knockdown on her can be randomly difficult

https://www.evernote.com/shard/s581/sh/96b9d37a-db17-459c-84be-f6b7737e22cd/bb8aed01c4e537b3

 

(Crouching) CH Mappa > walk > cS fS 5K 2D
SO SI LE ZA PO SL AX BE FA JO JA JC
Walk longer or use 2K: CH MI
No walk needed: EL KY VE
Impossible?: MA RA IN
 
Nice damage upgrade from CH Mappa 5K 2D, which is universal on crouching.
 
Corner cS fS K Mappa RRC > 6D > 5H K Pile > jKD

Trying to figure out when you should do 5H K Pile instead of 5H 5H K Pile. 

CH 6P > K Crosswise Heel > fS > jSHD2K > jPD > djPKD

K Cross > 6H Pile wasn't working on JO PO LE and often BE. This does a little more damage than 6H Pile or 6H UP IL. However, it tends to be very unstable once the opponent touches the corner. Usually you will have to end in jPD > djPD or just jPD

Midscreen, it's easier to end with jPK > djKD, but this won't always work in corner.

Share this post


Link to post
Share on other sites

so did anyone tested this combo in corner i saw hase do :
set dummy to jump , set yourself in the en of p2 tension bar and jump in the same time as the dummy
jPPKD 2K D footlose(1) >cs  air combo i saw it on jack-o so i went to the lab (i don't have revelator yet) and turns out it works on a lot with some adjustements and it's the most damaging air to air combo i think 
tested on : elph mil ino ram ve fa sin ky chipp ve zato1

 at 8:23

Share this post


Link to post
Share on other sites

so about IL > cs fs >EW i was able to do this one time on sin (some 1 frame shit i guess)

start position :  2D > k IL > cs fs >EW > kmappa > cs  but i guess air combo will be very short not practical but possible :)
also meaty EW >6H is a thing i'm digging these days so i will update my post with more but basicallyas an example  on zato in corner you do 2k (hit)then 2H > 5k > EW > 6h > kpile = damage

Share this post


Link to post
Share on other sites

p2 match start position
millia   ch 6p > long dash > 5H >j2k k >jc SHD 2k PD  207d

ch 6p > long dash >cs fs > jSHD jc PSHD 2k PD (needs delay)sol 194d  ky 195d chipp 242d  axl 200d bed 175d pot 175d
fa 187d   cs fs > jSD jc PSHD2k PD
sin 204d jSHD jc KSHD 2k PD   

ino jSKD jc PSHD 2k PD 192d

Share this post


Link to post
Share on other sites
On 5/4/2016 at 11:02 PM, koufdell said:

in corner 6p ch > TK sdd(tail) > 6h > kpile > 5h >2H > cs > jSHD (sol chipp may ino axl bed)  jSKD (sin)  jKD(ram)  300+ DAMAGE!!!

I just saw Hase practicing this and wanted to try it out myself. Thanks for sharing.
Albeit from my testing you have to leave some space so if you're point blank it's almost impossible (at least for me) and I've only done it against Chipp since that's who Hase did it against. I don't think this would be to hard to incoperate in your game since you can just buffer TK DHD and if it's regular hit just don't go up and you can c.S instead though loosing out on 6P CH, 6P, 5H...

6P CH, TK DHD(tail), 6H, kPB, 5H, 2H, RRC, kPB, kPB, pPB - 363mg on Chipp from 348 the standard way. If you are going for stun instead I guess :)

Also saw Hase doing a variation of throw RRC combo against VE and as I assumed it also worked on ZA since they share a sucky hitbox.

Throw RRC, 1 step forward, 5H,j.SHD2K, j.PD, c.S, f.S, j.K, dj.HD - 153dmg
Same goes for Zato but you can do j.KD instead and get 2 extra dmg. j.PD 161dmg, j.KD 163dmg

Share this post


Link to post
Share on other sites
Just now, fogelstrom said:

I just saw Hase practicing this and wanted to try it out myself. Thanks for sharing.
Albeit from my testing you have to leave some space so if you're point blank it's almost impossible (at least for me) and I've only done it against Chipp since that's who Hase did it against. I don't think this would be to hard to incoperate in your game since you can just buffer TK DHD and if it's regular hit just don't go up and you can c.S instead though loosing out on 6P CH, 6P, 5H...

6P CH, TK DHD(tail), 6H, kPB, 5H, 2H, RRC, kPB, kPB, pPB - 363mg on Chipp from 348 the standard way. If you are going for stun instead I guess :)

Also saw Hase doing a variation of throw RRC combo against VE and as I assumed it also worked on ZA since they share a sucky hitbox.

Throw RRC, 1 step forward, 5H,j.SHD2K, j.PD, c.S, f.S, j.K, dj.HD - 153dmg
Same goes for Zato but you can do j.KD instead and get 2 extra dmg. j.PD 161dmg, j.KD 163dmg

i will upload a vid showing how to do it ... but i still need to set it up somehow...u can count on me to find a pratical way to use it in matches...thx for the feedback

Share this post


Link to post
Share on other sites
33 minutes ago, koufdell said:

i will upload a vid showing how to do it ... but i still need to set it up somehow...u can count on me to find a pratical way to use it in matches...thx for the feedback

As I said you can easily hitconfirm between a normal hit 6P and CH and adjust accordingly.
The only other time would be if you have cranked the RISC gauge and you specifically do things like 2K, 6P or c.S, f.S, 6P as blockstrings trying to catch abare and you know for a fact 6P will be a CH.

Share this post


Link to post
Share on other sites
Just now, fogelstrom said:

As I said you can easily hitconfirm between a normal hit 6P and CH and adjust accordingly.
The only other time would be if you have cranked the RISC gauge and you specifically do things like 2K, 6P or c.S, f.S, 6P as blockstrings trying to catch abare and you know for a fact 6P will be a CH.

i am talking about the spacing in order to get enough time to link 6h .. you will c it in the vid

Share this post


Link to post
Share on other sites

You mean you want to re-setup it after a 6P CH combo? I'd just go for UP wiff oki to whatever block into 6P frame trap if they'd ever survive

Share this post


Link to post
Share on other sites
37 minutes ago, fogelstrom said:

You mean you want to re-setup it after a 6P CH combo? I'd just go for UP wiff oki to whatever block into 6P frame trap if they'd ever survive

the problem is 6p ch has to hit from a certain distance depending on the character in order to get SDD tail > 6h to link so i am trying to find a setup for that distance (after a certain number of attacks on hit or block for example)

Share this post


Link to post
Share on other sites

But the distance isn't super narrow? Just not point blank and not too far off. You should be able to tell somewhat easy if you just TM a bit and go for it in casuals. Not like you got anything to loose there. If it doesn't seem to work out practically you can just shelf the tech as swagger

Share this post


Link to post
Share on other sites

Hope it wasn't mentioned already.

Got some sweet discoveries for you guys. Everything in the video below.

First thing works on everyone (air part different for different chars). Second thing works only on those chars on which 2K -> 2P - 2S connects.

 

UPD.
Also, talking about IAD j.D - j.2K combos.
 

Spoiler

~~~~ iad j.D, j.2K, j.K -> ~~~~
SO: land c.S - jc j.S[1]- j.K - jc j.S[1] - j.H - j.D - j.2K -> j.P - j.D: 161, 24%. If combo moves Sol to the wall then you should have little delay of j.D before a second j.2K
SI: land c.S - jc j.K- jc j.S[1] - j.H - j.D - j.2K - > j.P - j.D: 162, 24%
BE, PO: land c.S - jc j.S[1] - j.H - (delay) j.D - jc j.K - j.S[1] - j.H - j.D - j.2K -> j.P - j.D: 158, 26%
AX, CH: land c.S - jc j.S[1] - j.H - j.D - jc j.K - j.S[1] - j.H - j.D - j.2K -> j.P - j.D: 185|226, 26%
LE: land c.S - jc j.S[1] - j.H - j.D - jc j.P - j.S[1] - j.H - (light delay) j.D - j.2K -> j.P - j.D: 173, 25%. Same note as Sol.
VE, ZA: land c.S - jc j.S[1] - j.K - jc j.S[1] - j.H - (light delay) j.D - j.2K -> j.P - j.D: 162|171, 24%
KY: land c.S - jc j.S[1] - j.H - j.D - jc j.K - j.S[1] - j.H - j.D - j.2K -> j.P - j.D: 179, 26%
EL, IN: land 5P - j.P - j.K - j.D - j.2K -> j.P - j.K - jc j.K - j.D: 144|150, 23%
MA, MI: land c.S - sjc j.S[1] - j.H - j.D - j.2K -> j.P - j.D: 165|186, 22%. Sol-like root is possible, but it's much harder to get knockdown in that case.
FA: land 5P - j.P - j.K - j.D - j.2K -> j.K - jc j.S[1] - j.H - j.D: 148, 23%
SL: land c.S - jc j.S[1] - j.K - jc j.S[1] - j.H - (delay) j.D - j.2K -> j.P - j.D: 148, 24%

 

Share this post


Link to post
Share on other sites

 

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.

Share this post


Link to post
Share on other sites

 K Pile > 6H P Pile

FA PO Kum (KU?)

Works on any grounded K Pile wallstick, like raw K Pile, 5D starter, 2H RRC K Pile K Pile, etc.

Edit: Pushback will stop this from working in longer combos

Share this post


Link to post
Share on other sites

×