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Hollysmoke

[Xrd] I-No vs. Slayer

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  • Use this thread to discuss the Slayer matchup.
  • If the matchup is giving you trouble, check to see if this post already contains info which will help you. If not, be as specific as possible when asking for help and others will be glad to give advice.
  • Please focus more heavily on discussing how to play the matchup properly than who is at advantage/disadvantage.
  • This post will be updated to collect useful info over time.
Round Start:
  • ...

Neutral:
  • ...

Offense:
  • ...

Defense:
  • ...

Punishes:
  • ...

Combo Notes:
  • ...

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Quick notes

  • Can hcl slayer out of dandy step, you can use stbt as well but be wary of helter skelter
  • f.k, mappa will lose to stbt and so will a good portion of slayers normals
  • Metered reversal so you can have fun screwing with him but 6p(shoulder) does need a bit of respect, not much though 

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Played a bunch of matches with our local Slayer, got some info on this matchup after I went into training to help you guys out.

 

 

Punishes from dandy step:
 

  • Pilebunker is -20 on block, free punish with anything on this really
  • Crosswise Heel is -14 on block, also a free punish
  • Under pressure and the overhead follow up are safe, but you can backdash the overhead to get out of it. You have to delay the backdash though or you will get tagged by the overhead into KD. Works in the corner too.
  • Although Helter Skelter is +12, If the slayer goes for an air normal after it to try and continue pressure we can 6P > 5H this for a combo. Worth noting though if he does the air normal late 6P won't work because he'll be too far in front and the upper body invincibility doesn't come into play, instead you can just 5P here and cancel into an air combo. Just watch what he is doing after helter skelter and go for either option. Most slayers will be doing j.H and are trying to combo with it so you will be able to 6P when they are that close in the air

 

Other stuff

 

  • 6P can also beat out mappa punch, use this if slayers are abusing it on block to get a nice punish combo.

 

 

BDC on wakeup!! Alright so if you do not know, Slayers have this tech called BDC (backdash cancel) in which they can cancel their backdash at any point into a special move. Slayers backdash is a teleport really so from frames 1-20 he is not even on the screen and invincible. Why this is so good is that on their wakeup since slayer doesn't have any meterless reversal options, they can BDC into mappa and if you stick out a normal he'll completely evade the normal and we get tagged by the mappa. 

 

If you have the setup, the best course of action to beat this is to use a note and lock him down on wakeup. 2nd best option is doing FFVCL into c.S which will beat it clean. If that isn't viable however but you want to stay on him and keep pressure with hover dash normals, there is a neat little OS we can do. When doing a quick hoverdash j.S, buffer in a K input with the S. If you've ever played SF4 the OS works very similar in that what happens is Slayer will become invincible during his backdash, the j.S will whiff because of this, I-No will land, 5k will come out and tag him if he tries BDC mappa because we buffered in the K with the j.S. From there you can still be in range to hit confirm this into a combo with 6P > 5H. 

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Played a bunch of matches with our local Slayer, got some info on this matchup after I went into training to help you guys out.

 

 

Punishes from dandy step:

 

  • Pilebunker is -20 on block, free punish with anything on this really
  • Crosswise Heel is -14 on block, also a free punish
  • Under pressure and the overhead follow up are safe, but you can backdash the overhead to get out of it. You have to delay the backdash though or you will get tagged by the overhead into KD. Works in the corner too.
  • Although Helter Skelter is +12, If the slayer goes for an air normal after it to try and continue pressure we can 6P > 5H this for a combo. Worth noting though if he does the air normal late 6P won't work because he'll be too far in front and the upper body invincibility doesn't come into play, instead you can just 5P here and cancel into an air combo. Just watch what he is doing after helter skelter and go for either option. Most slayers will be doing j.H and are trying to combo with it so you will be able to 6P when they are that close in the air

 

Other stuff

 

  • 6P can also beat out mappa punch, use this if slayers are abusing it on block to get a nice punish combo.

 

 

BDC on wakeup!! Alright so if you do not know, Slayers have this tech called BDC (backdash cancel) in which they can cancel their backdash at any point into a special move. Slayers backdash is a teleport really so from frames 1-20 he is not even on the screen and invincible. Why this is so good is that on their wakeup since slayer doesn't have any meterless reversal options, they can BDC into mappa and if you stick out a normal he'll completely evade the normal and we get tagged by the mappa. 

 

If you have the setup, the best course of action to beat this is to use a note and lock him down on wakeup. 2nd best option is doing FFVCL into c.S which will beat it clean. If that isn't viable however but you want to stay on him and keep pressure with hover dash normals, there is a neat little OS we can do. When doing a quick hoverdash j.S, buffer in a K input with the S. If you've ever played SF4 the OS works very similar in that what happens is Slayer will become invincible during his backdash, the j.S will whiff because of this, I-No will land, 5k will come out and tag him if he tries BDC mappa because we buffered in the K with the j.S. From there you can still be in range to hit confirm this into a combo with 6P > 5H. 

 

That's actually pretty neat to know, thanks for the tech

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