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Oiboi

Zappa Vs. Slayer

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I have my own sword CH combo? ...which one is this?

6p, 2s, 2hs jc js, jc js, jhs/d, 236hs (optional ext). I kinda jacked it from your sword BnB that you posted a little while ago.

wait, you can do a move on reaction to BBU, a 10 frame startup?

Is it really that hard? I get hit with it when I'm not paying attention or I'm tired, but otherwise, yeah. I dunno, I tend to start looking for it at certain spacings, so it's not as much on pure reaction as much as it is on expected reaction. I guess it is a little unrealistic, since my standard reaction time is just a little bit faster than 1/7th of a second. =/

I dunno, it takes more than 10 frames for the move to come over and smack you, doesn't it? I just hear it and press 6p, and then the announcer gleefully states "counter!".

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This is another match I get a lot of play on. This slayers primary matchup is Zappa, so this may be a little skewed, but the people you're trying to beat probably know the match pretty well anyhow. 6p into BBU is a bad idea, because you can just as easily block it and net the same damage, but if you mistime even a little, there went 50-75% of your health. 5k onto 2H is unrealistic. If the slayer adapts he'll just start pressing the button earlier, forcing you to press 5k earlier and whiff entirely. At mid range 2k is a better poke then f.S in this match imo, because pilebunker and other nonsense will trade with the puddle, and BBU will just slide under the puke. Whereas 2k will beat BBU, and whiff early enough to punish dandys. At a far range puke as usual. His pokes are lame and can hit your sword through its pokes pretty easy. Remember that slayer has a lot less to think about, since he has 3 moves that reliably beat most of your entire moveset. Get in his head with gimmicks, and stupid high-low. Air-grab is only reliable way to beat j.HS without the sword, and its still very risky. Spend your time trying to summon into his blockstring gaps on reaction, other then that, play is super safe or everything is going to be stuffed until you've got raoh or the dog.

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6P is a reliable counter to Slayer's j.HS as long as he doesn't IAD at you. If he does, sometimes 6P will when and other times you'll eat a counter hit. I find this match up really tricky because both characters have moves that counter each other. 6P will beat out a few of slayer's good pokes like mappas, jHS., and any move that comes out of a dandy step. However slayer can counter that with 2K and 2HS which you'll then want to counter with Zappa's 5K. With this scenario its a mind/guessing game as to what move each character is going to do. Slayer still has the upper hand with because he has on average more good pokes than Zappa. His 5K and 2P are great pokes which can handle both Zappa's 5K and 6P fairly easily as long as he gets it out soon enough. Sword I feel makes the matchup 5-5. Once again, how effective the sword is against slayer is all about which moves Slayer does. fS, 5HS, and sometimes 2S are your best pokes when both of you are on the ground. fS is faster than 5HS but doesn't have as much range even though the range itself isn't bad. 5HS has more range buts its slower. It his twice and is active for a while but because of the time in between the two active frames of the sword and the wierd angles it pokes Slayer (with a little luck) can get inside for the hit with a move like 2D.

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