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SuperJ

Slayer link/timing notes

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  • listed durations indicate the Nth frame after a given input, i.e. inputs occur on frame 0. for example, 5K has a frame count of 16f (lol); if you press 5K on frame 1, you can mash another 5K on frame 17
  • unless otherwise specified, the opponent is standing
  • calculations take hitstop into account
  • commentary in italics
  • do let me know if any of the values are wrong

2P duration: 10f

- you can mash 2P/5P/6P earlier than the 10th frame

2P > 5K/2K: 21~22f (BBU on airborne: 21f)

- BBU can be option selected with 236[9]D

5K duration: 16f

5K > 5K/2K: 28~29f

2K duration: 18f

2K > 5K/2K: 30f

c.S > 5K/2K: 33~34f

f.S > 5K/2K: 35~36f

j.K duration: 16f

j.K > earliest attack: 29f

j.S(2) > earliest attack: 36f

j.S(3) > earliest attack: 42f

j.H duration: 25f

j.H > earliest attack: 38f

j.2K duration: 31f

2K > 2H: 22f~23f (2S/2D: 22~25f)

- note the difference in timing between 5K xN and 2K-...

2S > earliest gatling (2H on crouch): 23f

- 2K-2S-... timing is relatively uniform!

2H duration: 36f

2D > earliest attack: 48f

- relevant for ch followups

6K > 5K on stand / c.S on crouch: 42f

5K-6P > 5K: 70~71f between first and second 5K

6P > 5K: 52~53f

6H > 5K/2K: 54f

- 6H is +6 on stand; +10 on crouch

forward dash duration: 18f

earliest P dandy > followup/normal: 15f/30f

earliest K dandy > followup/normal: 19f/38f

earliest S dandy > followup/normal: 21f/30f

- straight from the frame data but worth repeating!

214D > earliest pilebunker/throw: 9f/30f

- reversal timing may be different i.e. wider

5K xx 214D > K: 27~29f between K inputs (27~32f for pilebunker)

dandy K > earliest ground/air followup: 65f/69f

dandy > S whiff duration: 21f

- relevant for whiff, 2K mixup

dandy H > 5K on crouch: 47~50f

236H FRC: 26~27f

236K > 5K on airborne/BBU on stand counter hit: 50f

- 236K stand counter hit is +10

632146P > 6H: 56f

- except ab,ch,so,os

- for muscle memory purposes, it may be useful to tiger knee or delay 5H slide > mappa/undertow. being able to link 6H after 5H xx undertow implies no loss of untechable time on 5H. one could treat 5H xx undertow as a pretend late gatling with a 3f window: 28~30f

236D > earliest 6H: 65f

- in general, post-special timing may vary due to double tapping or negative edging

5K > 214P,P on crouch: 33f between K and pile inputs

c.S > 214P,K on crouch: 35f between S and K inputs

6H > 214S,P: 57f between H and P inputs (on crouch: 60~61f)

- these are only of theoretical value

dandy > K, RC, earliest attack: 12f

- hence, perfectly timed crosswise RC 2K has a startup of 18f. seriously, this is a mixup. watch japanese slayers!

jump startup duration: 4f

forward air dash > normal with momentum: 10~11f

backward air dash > normal with momentum: 7~8f

- example of momentum preservation: ground bounce > iad j.k, j.k, land, ...

7/8/9 > air dash: 6f (that is, iad has minimum 7f startup)

- would be nice to double-check these values

- assuming iad can be buffered during jump startup, ground normal > iad timings might be handy...

j.H, 6H on airborne: 27~29f

j.K, landing recovery from j.D, 5H: 24~25f

- depending on slop/hitstun deterioration, listed windows may be tighter

5P jc > earliest air normal: 20f

5K jc > earliest air normal: 22f

- earliest j.P is burst safe

j.K jc > earliest air normal: 19f

j.D jc > earliest air normal: 20f

- i.e. fuzzy guard timing

Visual comparison of essential links/gatlings (each row lasts a second):


1---------------------------KK-----------------------------

2----------------------------KK----------------------------

3-----------------------------PP---------------------------

4--------------------KK------------------------------------

5---------------------HHSS---------------------------------

6----------------------DD----------------------------------

7-----------------------------------DD---------------------

8-----------------------------------------KK---------------


#1: 5K > 5K/2K

#2: j.K > j.K (delayable)

#3: 2K > 5P

#4: 2P > 5K/2K

#5: 2K - 2H(/2S/2D)

#6: 2S - 2D (delayable)

#7: 2H > BBU/2D (delay not recommended)

#8: 6K > 5K/2K on crouch

Edited by SuperJ

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frame advantage post throw:

CH, JU: +10

ED: +11

RO, SL: +12

AX, BR, JO, KY, MI, OS, PO, SO: +13

AN, DI, KL: +14

BA, IN, MA, TE, VE: +15

AB: +16

FA, JA: +18

ZA: +19

on counter hit (flashing guard bar), you get +2 extra frames.

values should be correct, i tested pretty meticulously

-

after point blank 2D, a safe jump will hit faust but whiff against zappa. from the ac+r system data, slayer has 4 pre-jump frames and 41 airborne frames.

assuming that 2D data is distributed the same way as post-throw data (and that i didn't fuck up), frame advantage on a point blank 2D is as follows:

CH, JU: +36 (safe against 10f reversals)

ED: +37 (safe against 9f reversals)

RO, SL: +38 (safe against 8f reversals)

AX, BR, JO, KY, MI, OS, PO, SO: +39 (safe against 7f reversals)

AN, DI, KL: +40 (safe against 6f reversals)

BA, IN, MA, TE, VE: +41 (safe against 5f reversals)

AB: +42 (safe against 4f reversals)

FA, JA: +44 (safe against 2f reversals)

ZA: +45

obviously faust doesn't have a 2f dragon punch - the idea is to describe how safe an immediate 'safe jump' actually is

it also goes without saying if your 2D is meaty, you will have to adjust accordingly.

now to figure out face-up timings...

Edited by SuperJ

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