Mr. Dogma Report post Posted February 16, 2008 Well, I was fiddling around practicing combos from koogy's 101 thread, and I saw one that said from a really close 2H to do 5K, j.K, j.2K,j.k (JC) d.jK,d.j2K, d.jD. So I fiddled with it and wonder what I could do. So I fiddled and now what I do is from really close 2H I go to c.S, j.K, j.2K j.k (JC) d.jS(1), d.j2K, d.jD, d.j2k, d.jD. You can make the jS 2 hits, but I can't seem to get that last jD if I do. Take note, I started learning Slayer when I started, then switched to my current main Anji. But I think I just may go back to learning Slayer for real. I'm still a noob, but I think I'm making decent progress in my combos to warrant going back. EDIT: I forgot to mention that the combo I said I do now doesn't work in the corner. Maybe it does, but when I try it always ends up being a f.S instead of c.S, but I'm a noob so maybe someone else can do it. Share this post Link to post Share on other sites
EasyModeNub Report post Posted February 17, 2008 that combo works in the corner. I've done it many times, though it's not my prefered. Preferably with no tension I do c.S, j.k, j.2k, j.k, (jc), dj.s(1 hit), dj.2k, dj.D, dj.2k, dj.k, land, c.S (or 5p/5k, depends on height and distance), j.k, j.2k, j.D That combo works alot better with BBU or crosswise, but a close 2h can do it too. Share this post Link to post Share on other sites
Wirya Report post Posted February 17, 2008 What is BDC Mappa good for? For a quick counterattack against some moves which are active for not very long time, like Johnny's 5H and far S. How often do you guys use Pile Bunkers? How safe are they? (I know the FB one is safe) Not too often, inside and outside combos. Nowadays people like to use long air combos, and Pile Bunkers rarely fit in it. FB PB is somewhat safe (although not completely safe), non-FB one isn't, of course. Share this post Link to post Share on other sites
Mr. Dogma Report post Posted February 17, 2008 I've got a question about BDC mappa. What is it? Share this post Link to post Share on other sites
RoBoBOBR Report post Posted February 17, 2008 dj.s(1 hit), dj.D what? jS is cancelable into jD? Share this post Link to post Share on other sites
EasyModeNub Report post Posted February 17, 2008 dj.s(1 hit), dj.D what? jS is cancelable into jD? lol, I fucked up my annotation... oh well. Slayer combos go for fucking ever now... and all those j.2k. Really this is all an excuse for me missing that when I wrote it out, but ya dj.s(1 hit), dj.2k, dj.D Share this post Link to post Share on other sites
rtl42 Report post Posted February 17, 2008 probably forgot a dj.2K in between the two attacks. Hey guys, I'm new to Slayer but decided he does too much damage to ignore him. So far I've gotten pretty much no competition, spending most of my time in training mode before i head to the arcade. Some questions: What is BDC Mappa good for? How often do you guys use Pile Bunkers? How safe are they? (I know the FB one is safe) What would do you guys do for combos off of 2H assuming you have no meter and are far away? What would you guys do for combos off 2H assuming you have no meter and are close up? When I'm in the corner and very close, I use 2H, 5K (jump cancel) j.K, j.2k, j.k (jump cancel) dj.K, dj.2k, dj. D. I was so fucking giddy because I found this just by fucking around in training mode and it seems pretty good. Then I realized its not that great because they need to be cornered and I need to be really close. Also, for some reason, I have a LOT of trouble doing this on the left side..and I'm not one of those people who can only play fighting games on one side. I'm pretty good on both. My problem is right at the j.2k (jump cancel) part. On the left side, the jump cancel just..doesn't come out! I just fall to the ground. WTF. Anyone know what my problem is? Thanks in advance BDC Mappa is for punishing a predictable poke from the opponent. However, you only get 6 frames of invincibility from the BDC, so you can only "safely" use it against something that's active for less than 6 frames. Outside of combos, Pilebunker usage is dependent on who you're playing. If the people you play against have tight gameplay, and don't throw out unsafe hitboxes all the time, then you don't use Pilebunker. But, if you're playing guys who are kinda "wet and wild" with their playstyle, then PB is pretty much what you want to use. Pilebunker is really unsafe, so play without it for a little while until you get a feel for your opponent's style. And combo questions / discussion goes in the combo sticky I've got a question about BDC mappa. What is it? BDC Mappa is a backdash, canceled by a jump, canceled by a Mappa, leaving you with 6 frames of invincibility from the original backdash. Unlike everyone else's backdash, Slayer is on the ground during the entire backdash, so he can jump-cancel. Jumping has its own start-up/activation time, and for whatever reason, you can cancel your jump during this start-up period by doing a special. (The start-up time is 5F for Slayer.) Share this post Link to post Share on other sites
Kairi Report post Posted February 17, 2008 We really need those old guides back that go over the basics like bdc... Now that I look around, there's not much covering stuff like that anymore that easily accessible. Someone else wanna make one? lol. Share this post Link to post Share on other sites
EasyModeNub Report post Posted February 18, 2008 How often do you guys use Pile Bunkers? How safe are they? (I know the FB one is safe) I rarely use pilepunker at all unless I know I can get away with it. Even in combo, unless I'm going to do PB loop in the corner or wanna try for 5hs, PB air combo ender when I land... but really anytime I'm on the ground and I can combo into PB... I do 2D if it'll connect for knockdown. Sets up for your oki and the dmg difference isn't that big. Overall I find it to be far more advantageous. Oh, and the FB PB isn't completely safe, if you do it really close (like breathing on them close), you can be punished for it. If I remember, the attack is -5 on block after all. It just has some great pushback so you usually end up safe. Share this post Link to post Share on other sites
Mr. Dogma Report post Posted February 19, 2008 BDC Mappa is a backdash, canceled by a jump, canceled by a Mappa, leaving you with 6 frames of invincibility from the original backdash. Unlike everyone else's backdash, Slayer is on the ground during the entire backdash, so he can jump-cancel. Jumping has its own start-up/activation time, and for whatever reason, you can cancel your jump during this start-up period by doing a special. (The start-up time is 5F for Slayer.)And suddenly BDC makes sense. That's interesting, I didn't know about that. I mean I knew you could jump cancel the backdash, but not that you could do shenanigans off of it. So, please correct me if I'm wrong, would the input look like 4-4,7/8/9,236K? Share this post Link to post Share on other sites
Villainous Report post Posted February 19, 2008 it'd be 442369K for mappa. Or 6321447H for bite. Share this post Link to post Share on other sites
Mr. Dogma Report post Posted February 19, 2008 Ah thank you. :china: Share this post Link to post Share on other sites
Wirya Report post Posted February 19, 2008 The flipkick (j.2K) seems to be a nice aerial movement option. I'm learning how to use it properly now. Share this post Link to post Share on other sites
Villainous Report post Posted February 28, 2008 Ok so I was thinking in practice mode today. Normal hit dead on time gives you a free mix up. Since they can wall tech low to the ground, most people do, so you get the choice of 2S if they don't FD or jump up and air throw if they do. If they don't tech, 2S and continue the combo. I'm gonna test this out tonight vs. people. Share this post Link to post Share on other sites
Ross Report post Posted February 29, 2008 Yeah, that mix up is good, if you are in position to get it.. I also sometimes like to j.p to the ground and go for a guard break or let them fall and throw/bite. Share this post Link to post Share on other sites
Zaido Report post Posted February 29, 2008 they do have the optoin of teching like forward or seomthign which i think can bounce them pretty far out of reach ? or what they can do is tech smart, and tech just when you try to 2S, go through it and smack you in the face Share this post Link to post Share on other sites
rtl42 Report post Posted February 29, 2008 Yeah, that mix up is good, if you are in position to get it.. I also sometimes like to j.p to the ground and go for a guard break or let them fall and throw/bite. guard break? (unblockable??) Share this post Link to post Share on other sites
Ross Report post Posted March 1, 2008 guard break? (unblockable??) Well basically if they don't faultless you hit the ground first and it's a guard break... haha or I'm misunderstanding you.... if they do faultless you can sometimes stop punching let them drop and go for a bite right away. I'm confused : ( when they foward tech the bounce right into an airthrow it's like foward teching the cr.hs Share this post Link to post Share on other sites
RageBot Report post Posted March 1, 2008 Any good pressure strings I can use in Okizeme? Now I usually do 6K -> 2K ->2S IAD j.S and stuff. Share this post Link to post Share on other sites
CrimsonDisaster Report post Posted March 1, 2008 Depends on matchup! 2S IAD iadS sounds really bad though- can be crouched and anti-aired =[ Simple patterns like K then 6K/2K into whatever, or blocked Undertow to mixup, or whiff Undertow to mixup... generally pretty reliable. Meaty 2D can be really good to start pressure. Share this post Link to post Share on other sites
rtl42 Report post Posted March 2, 2008 Well basically if they don't faultless you hit the ground first and it's a guard break... haha or I'm misunderstanding you.... if they do faultless you can sometimes stop punching let them drop and go for a bite right away. I'm confused : ( when they foward tech the bounce right into an airthrow it's like foward teching the cr.hs to me, guard break = unblockable, but maybe my terminology is wrong. in any case, i see what you mean. Share this post Link to post Share on other sites
Guardian Report post Posted June 25, 2008 All you need to win with slayer is a reliable combo, 5k, and bite. Anything else is flash. Share this post Link to post Share on other sites
ajinkris Report post Posted June 25, 2008 All you need to win with slayer is a reliable combo, 5k, and bite. Anything else is flash. lolwut Share this post Link to post Share on other sites
axel Report post Posted June 25, 2008 Plus abit of randomness for the fear factor. Random Pilebunkers, random BBUs, random DoTs and random Boss.Slayer style DHDs! Share this post Link to post Share on other sites
testament101 Report post Posted August 11, 2008 Okay...I need a list of good oki. I know most but just in case I missed anything and please specify if it's corner or mid-screen. Share this post Link to post Share on other sites