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Zaido

Slayer's Character Specific Combos List

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for the 50% combo, couldn't you add in a c.S before the DOT to get a bit more damage?

(hoping this doesnt sound reaveresque)

Sorry to beat a dead horse 'round but you'd net more damage doing c.s f.s 2k 2d rc into 5hs into srs business. Its only when dot is frc'd or you cant possibly use anything else making it worth using as part of a combo.

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HOW I COMBO BITCHES IN THE AIR? I'm having problems combo-ing the female cast off an AA c.S in particular. When I land a c.S I generally do j.k, j.2k, j.k JC into nothing because they tech. The lighter characters seem to float too high and I'm not sure where I need to change my air combo? Any advice?

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c.S crouching slash? or close slash? if it is crouching, then see below.. if Not, just see 1) 1) do jK -> jD ->j2k ->jK ->land relaunch air combo to knockdown for non CH, you can do this with CH too 2) if you CH its usually better to wait a bit 6H -> 5H -> to air combo of choice 3) or do iad jH -> land 5H to air combo of choice

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c.S crouching slash? or close slash?

if it is crouching, then see below..

if Not, just see 1)

1) do jK -> jD ->j2k ->jK ->land relaunch air combo to knockdown for non CH, you can do this with CH too

2) if you CH its usually better to wait a bit 6H -> 5H -> to air combo of choice

3) or do iad jH -> land 5H to air combo of choice

Okay yes, by c.S I meant crouching slash.

First off, a huge thanks for the quick reply. Always helpful sir, thank you. In regards to j.k -> j.D etc. I've had reasonable success. Is it a "link" or is it distance based? Linking the j.k and the j.d, if I can land the j.d combo-ing is easy afterwards.

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Well here goes my first post, I've read through the Game 101 - PLEASE READ BEFORE POSTING thread and the Slayer 101 but I haven't seen anything on what the ~ means in your first combo. COMBO 1 2K -> 2H -> BBU... (A) 5H -> j~ad.j.D-2K -> j.K -> Land -> c.S -> j.K-2K -> j.K -> dj.S(1)-2K -> dj.D-2K -> dj.D I'm assuming its just a pause meaning i just jump...then air dash instead of instant air dashing but I just wanted to make sure since generally after I hit em with a the j.D-2K I send them too high for me to continue with the j.K :(. Prolly just need to work on my timing but if anyone has a link to a video with someone doing this combo specifically it would probably enlighten me to the whole slayer process, thanks.

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it is basically a pause in the jump so it isn't misinterpreted as an iad i think my first combo video i made used that within the combo.. but i dunno if that will help you..

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Heres 2 simmilar combos ive been practicing for a upcoming tournament. 50% tension for both due to RCing after sweep. forgive my noobie noation. 2D, RC, 5HS j.hs (fall) Jk. (land) 5hs AID jD, 2K, K, (land) 5hs Pilebunker 2K, 2S, 2D, RC, 5HS - IAD JHS (land) 5HS AID jD, 2K, K, (land) 5hS Pilebunker Confirmed to work on Johnny, Eddie, and Potemkin, ... maybe others..but those are the only ones i practice on since i will be playing those chars at a tounry.. both do alot more damage then they should. Like half life and relativly easy to do. I dont know of any other combo that does that much damager with the same amount of tension and with same first hits.

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Off of 2d rc you can go into 5h iad jk jk or 5h js jk 5h loops. Also, not 100% sure on this, but I thought it was generally considered that jd kd's are superior to pb kds. Fun combos though. On pot you can even jh k djh k 5h :)

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jD knockdowns are for better oki options(Which is usually prefered) while PB kds are for dmg overall, however, if you spend that extra 25 percent tension and replace PB with FB PB, you can attain both, but then that would be 75 percent tension combos :V...

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I've been playing AC Slayer forever, but in tournaments I always rely on simple combos; in order for me to get better (obviously) I want to get better at more tricky combos ==> more damage (er.. usually). I have gameplay and strat down so I want to increase my damage output. So I got a few questions, and if they can be answered with "MORE PRACTICE" just say so: 1. How the hell do you get down IAD j.k j.k? It's tricky as hell and I'd like to know if there's a visual aid to help hit it consistently? 2. I have problems with using 5H as a relaunch and I prefer using 5P; 5P is a problem in the fact that it doesn't work on ALL relaunches, and the bounced side effect of 5H is preferred IMO. My question is: how do you get 5H relaunches to hit more consistently?

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no visual cue for jK jK, its more of knowing how to do jK asap after IAD so you keep IAD momentum, and rhythm (i think its spelled right? lol) anyways iad jK jK doesn't really work on Everyone , or if it does, i mean it doesn't' always let you do iad jK jK land 5H is what i mean... you can learn it but chances of using it isn't that often... and i know you mean you want to know the combo so the chances of you using it is there.. but i thought i just say this.. cause after i learned it... i never really got chances in actually matches to use it... unless its casuals and played for countless hours i might get a chance like once out of every 10 matches :(... also 5H relaunch is depending on how low you do the final jK... if you did a jD in between i think you have that recovery after landing before you can 5H? or something of that nature.. take that into account, but as far as i know lowest jK is probably a needed... then 5H.. Overall... MORE PRACTICE... and timing... rhythm...

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If you're manly enough you can do iadjk jk off of almost any 5h launch you can get close to your opponent and low to the ground(ex: 2drc, ch BBU 6h 5h and most times off of iadjh 5h). It's only reallllly worth it though if you are going to take them to the corner with the iad part, so you can land and do a 5h into sjh d blah blah your combo of choice. And if you're super manly you will hj install the 5h after the iadjk k :yaaay:

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That shit will replace the hair on your chest with steel wool.

Steel wool chest hair. Sounds about what I'm aiming for.

So I guess I need MOAR PRACTICE then before the next tournament.

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vs. TE

Testament backdashes in the corner, gets hit by CH 2H, dandy H, j.H, Anything that launches on CH...

You do this... 5H->FB pile->5H->IAD j.H->5H->sj.H->j.D->j.2K->j.K->5H->IAD D

328-360 damage! yay. 6 H buttons in one combo! Replacing the IAD j.H with IAD j.K-j.K is 322 damage, but it still works the same.

Combo isn't that hard either.. .

EDIT FOR GREAT JUSTICE: If you are awesome at combos, you can do this...

Coolest combo I've ever learned: 5H->FB pile->5H->IAD j.H->5H->sj.H->j.D->j.2K->j.K->5H->IAD j.K-j.K->5H->IAD D

343 damage.

It's the coolest combo because

1. You catch backdash with 5H->FB pike

2. You do 5H->IAD H

3. You do SJ H D 2K K

4. You land and do 5H

5. You do IAD j.K-j.K

6. You land and do 5H

7. You finish with IAD j.D

8. ...?

9. PROFIT!

Another cool combo...

6K->(c.S->f.S)x2->2S->K Mappa RC->(c.S->f.S)x2->2S->2D. They obviously have to be crouching... It's cool because you do 10 S buttons in one ground combo.

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@Wind_Falcon:

I was just about to answer your question, hahaha. No problem then, I think it wasn't a spam at all.

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GUYS GUYS GUYS

I JUST DID

(vs potemking) + dirnking absinth

CH (FAR AWAY!) 2S->j.S->j.K->5H->IAD J.H!!!!5H->IAD J.K->j.K->5H->IAD j.D!!!!!!

HOLY SHIT!

I also did

CH 5P->j.S->j.K->dj.H->j.D->5K->K mappa->5P->j.K->j.P->j.K-dj.D!!!!

GOD DAMN!

THIS SHIT IS SO FUN I FORGOT!

EDIT! This is vs. like lvl 32 health regain potemkin. so i'm just hit confirming into madness.

also, IAD j.S (GOES OVER WHEN IT HITS WTF!!!) 2P->5K->DOT FRC->j.K->5H->j.H->j.K->j.H->j.D WTF!!!!!

YEEEEEEEAHHHHHHHHH!!!!!

Edited by MacArthur Blunts

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Random question: is the OP of this thread up to date? I see it's been edited since its original post time, so I'm thinking it might be. Just hoping to be practicing the best combos.

Edit: I see the edit time wasn't that long after the post time, now that I look, so it's probably outdated by now, eh?

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