daymendou Report post Posted March 26, 2015 Tanabata Vs Mugen (Sol) Game 1 Game 2 Game 3 Training Mode @4:33:15 he tries ending a combo with K Pile > Undertow reset, gets Undertow RC > K Pile > Dust on May Later he tries CH 6P > K Crosswise > 6H K Pile but he can't get the K Pile Personally I really like patient Slayer play. He used Dash/Backdash YRC as a sort of Faultless Brake. Taka aka Brian Hawk Vs Gazou (Faust) Game 1 Vs ??? (Elphelt) 2 Games Vs Nage (Faust) Game 1 Game 2 Game 3 Share this post Link to post Share on other sites
koufdell Report post Posted March 26, 2015 man dat 50 tension combo on I-NO .... O_O arc sys what did you do ??? hhh love it Share this post Link to post Share on other sites
Onakira Report post Posted March 27, 2015 O_O arc sys what did you do ??? Tried to make Slayer more like Slayer again, minus the tools he lost. Share this post Link to post Share on other sites
Wonderswan Report post Posted March 31, 2015 Damn arcade updates, gotta wait so long to start having fun with Slayer again. He's still going to struggle, but at least when it's your turn it's going to be soooooo satisfying. Share this post Link to post Share on other sites
probe Report post Posted April 1, 2015 BDC bite has 1 frame where it's vulnerable if done immediately, right? I was recording Slayer doing 5K xx K Mappa into BDC bite against Faust today and would be able to catch 5P and 2P, but stuff like 5K, 2K and cl.S would hit me out of the bite. I'm assuming that just holding downback on Faust can get him out of range of bite if there's enough of a gap, but does it seem like the bite is getting hit on a frame where Slayer is vulnerable because I'm not getting perfect timing on an immediate bite? Share this post Link to post Share on other sites
LearningToPlay Report post Posted April 1, 2015 https://twitter.com/...854951689547776 Near corner, lightweights only: j.D Footloose(2) RC > K-CWH > 6H K-Pile > 5D(6) > 6H K-Pile > walk forward c.S-2D Pardon my ignorance, but I would understand (6) to mean hold 6 after the Dust. So the (2) is hold 2 (down) after a j.D into footloose? I had no idea that would affect trajectory before the RC... so that is what this means, yes? Share this post Link to post Share on other sites
Wirya Report post Posted April 1, 2015 No, I believe the (2) means you let footlose hit twice. Share this post Link to post Share on other sites
daymendou Report post Posted April 1, 2015 Wirya is correct. In the tweet, Hase writes it as Foot2 but our convention is to use (2). I think it would be more consistent to use 5D and 6D for the two ground Dusts to avoid using (). We use [] to indicate holding a direction, such as long dash 6[6], but there are few instances where it's needed. I'm wondering whether the extended 2D hitbox might make it worse as a frame trap. If it hits further, that should mean it hits during earlier active frames. On the other hand, it would make a tighter block string for more reliable pressure and security against Blitz. Share this post Link to post Share on other sites
LearningToPlay Report post Posted April 3, 2015 Thanks, that does make more sense for the Footloose part. So the 5D(6) is just a normal wall chase neutral stick Dust into hold foward on the stick though, right? Share this post Link to post Share on other sites
dwajio Report post Posted April 4, 2015 Thanks, that does make more sense for the Footloose part. So the 5D(6) is just a normal wall chase neutral stick Dust into hold foward on the stick though, right? Yup, 5D Homing Dash Share this post Link to post Share on other sites
daymendou Report post Posted April 5, 2015 Some notes on recent Mikado stream: After Bite, 6H hits if they don't mash hard enough. I imagine Bite is a lot harder to mash, judging by how much Taka goes for multiple Bites. CH 6P leads to K-Crosswise from full screen. CH P-Pile followups seem to vary with distance. CH 2H does combo to 6H, but the height is too low for P-Pile. Maybe 5P/2PS? A lot more 6K and Helter Skelter being used. Both of these are vulnerable to Blitz, but I haven't seen Helter get rejected yet. 6K feint to bait Blitz should be a free CH 6P/P-Pile UNDERTOW is actually being used thanks to K Pile. Eternal Wings > DEAD ON TIME carries from corner to corner. Eternal Wings just seems amazing in general now, especially with all the Blitz use Crosswise > 5H > j.SHD2K-K > dj.SHD worked on Leo and Hase was doing Throw RC > 5H > air combo on FAB before he bursted Share this post Link to post Share on other sites
Wirya Report post Posted April 5, 2015 Black beat bite loops are hilarious. Share this post Link to post Share on other sites
probe Report post Posted April 6, 2015 What kind of BDC Dandy input is Hase doing in his matches? Is it instant with 21447P as an input or just really fast 442147P? Share this post Link to post Share on other sites
dwajio Report post Posted April 6, 2015 What kind of BDC Dandy input is Hase doing in his matches? Is it instant with 21447P as an input or just really fast 442147P? No idea since there's no input history, but I always do a fast 442147P/K Share this post Link to post Share on other sites
SynikaL Report post Posted April 7, 2015 Is Slayer's j.s supposed to be hard to air grab or something? Share this post Link to post Share on other sites
4r5 Report post Posted April 7, 2015 He's failing his limbs around, so you really gotta take advantage of air throw range. Share this post Link to post Share on other sites
daymendou Report post Posted April 10, 2015 Hase vs Tomo Leo. Interesting to note that Tomo was on Slayer before. https://youtu.be/z8UZKfLUO3M 1:32 - Corner 6D > K-Pile > K-Pile > 6P reset to Helter crossup 2:22 - Corner CH 6P > 6H P-Pile 4:55 - Some corner relaunch combo 5:35 - CH It's Late > K-Pile, also CH 6P > 6P > 6P > 5H 9:20 - DOT travels almost exactly 1 screen 9:35 - Midscreen CH 6P (air hit) > K-Cross > 6H K-Pile; somehow Leo teched after Pilebunker 11:27 - CH Helter > 6H P-Cross > weird air combo 12:30 - Midscreen CH P-Pile > 5H > K Mappa, 5P whiffs afterwards 14:23 - Almost every BDC Bite is followed by CH 6H, must build a lot of stun Midscreen CH P-Pile seems to be followed by 6H or f.S, 5H looks like a dead end. Haven't seen more than one IAD jH attempt Rejecting Helter puts Slayer in the air Bite > DOT is a true combo that can't be Bursted Using K-Cross when they expect K-Pile, such as after a big CH, seems mostly Burst safe Resets after long corner combos might be better than knockdown Tanabata made some 2 Hit Dandy combos off CH 6P https://twitter.com/tanabataheidern/status/585646499842895872 https://twitter.com/tanabataheidern/status/585646966094303234 @SuperJ Hase found non-meaty It's Late combos on everyone. https://twitter.com/KamoneSoccer/status/586372333998211072 Share this post Link to post Share on other sites
probe Report post Posted April 14, 2015 So, other than Hase, who do you guys think rank as strong Slayers so far? Taka is pretty good but I feel he plays a bit too nutty at times and what I've seen of Tanabata and En is that they're good and do pretty well, Moga too. Nasu gave me a really good impression when he took out Gazou and a few other strong players in a team tournament a few months ago. Share this post Link to post Share on other sites
CounterHit-DOT Report post Posted April 14, 2015 What did become Tsujikawa? He had a mean Slayer in the AC version... Share this post Link to post Share on other sites
magz Report post Posted April 15, 2015 2:22 - Corner CH 6P > 6H P-Pile AFAIK this isn't anything new unless I'm mistaken. So, other than Hase, who do you guys think rank as strong Slayers so far? From what I've been reading, En has been busy with work, but really wants to start playing XRD Slayer. I'd place my bets on him being the best if that's the case considering his performance in +R. What did become Tsujikawa? He had a mean Slayer in the AC version... I haven't seen Tsujikawa play very much if at all in +R. Haven't been keeping up with XRD videos but I don't think I've heard anything about him in XRD TBH. Probably playing BB or something... 4:55 - Some corner relaunch combo In case anyone wants notation, opponent air tech into P Dandy -> S -> H RC 5S 5S j.S (1) j.H j.D j.2K j.K j.D Land 5S 5S j.D - pretty interesting combo off an aerial Under Pressure -> It's Late hit. Might be character specific. 5:35 - also CH 6P > 6P > 6P > 5H This was sick. Can't believe that untechable time... 9:35 - Midscreen CH 6P (air hit) > K-Cross > 6H K-Pile; somehow Leo teched after Pilebunker Can't really tell, but it looks like it might have been just barely an OTG hit which would explain the tech. Tanabata made some 2 Hit Dandy combos off CH 6P Corner 6P CH 5H > Air Super into: j.S j.H j.D JC j.K j.S j.H j.D j.2K j.P j.D (PO - 271) j..K j.D JC j.K j.S j.H j.D j.2K j.P j.D (IN - 296, RA - 296, KY - 283) j.S j.K j.D JC j.K j.S j.H j.D j.2K j.P j.D (LE - 280) j.K j.D JC j.P j.S j.H j.D j.2K j.P j.D (SO, MA, SL) j.K j.D JC j.K j.S j.H j.D j.2K j.P j.D (SI, FA) j.K j.D j.2K j.S j.K JC j.D (EL) j.S j.K j.D JC j.S j.H j.D (AX) https://twitter.com/tanabataheidern/status/585647269162135555 Related to the above listing: 6P (CH?) 6P 5H > Eternal Wings (MI, ZA, VE, CH) Some stuff off Tanabata's twitter from April 7th: https://twitter.com/tanabataheidern/status/585649895354343424 Corner & Near Corner It's Late (CH): P Dandy Crosswise > 6H > K Dandy Pilebunker ~ (ZA, VE) 6H > P Dandy Crosswise > 6H > K Dandy Pilebunker ~ (FA, SL) 6H > P Dandy Delayed Crosswise > 236K ~ (SI, CH, SO) 6H > K Dandy Pilebunker (Lightweights) Hase found non-meaty It's Late combos on everyone. It's Late > 5S 2D (IN, RA, MA, MI, CH, AX) It's Late > 5S 5S 5K 2D (VE, SL, SI, EL, KY, ZA) It's Late > 2P 2D (FA) It's Late > 5P 5K 2D (PO, BE) It's Late > 5S 5S 2K 2D (LE, SO) According to https://twitter.com/mochida_tw/status/586446382363348994, there are a number of characters where, near corner, Dandy Step -> Under Pressure -> It's Late 2P 2S 2H combos. Does not work when opponent is fully in corner. Share this post Link to post Share on other sites
Wirya Report post Posted April 15, 2015 It's Late > 5S 2D (IN, RA, MA, MI, CH, AX) It's Late > 5S 5S 5K 2D (VE, SL, SI, EL, KY, ZA) It's Late > 2P 2D (FA) It's Late > 5P 5K 2D (PO, BE) It's Late > 5S 5S 2K 2D (LE, SO) According to https://twitter.com/mochida_tw/status/586446382363348994, there are a number of characters where, near corner, Dandy Step -> Under Pressure -> It's Late 2P 2S 2H combos. Does not work when opponent is fully in corner. AFAIK It's Late is just +2 on hit (+3 if the opponent is crouching). How do these work if the IL is non-meaty?? Share this post Link to post Share on other sites
daymendou Report post Posted April 16, 2015 From the News and Game play thread:I make a combofiend joke and then arcsys actually decides to make dandy step overhead +3 on block. holy shit lmao. if non meaty 2P-2D links afterwards with the 2D range buff it is going to be seriously sad times for everyone else. 1.1 is shaping up to be year of the gorilla That also means it's -1 on IB. Haven't seen it live yet but I'll be looking for it and meaty 6k. Share this post Link to post Share on other sites
Wirya Report post Posted April 16, 2015 Holy fuck, +3 on block?? I'm doing a mini dance now. You guys should see this dance; I look stupid but I don't care. Share this post Link to post Share on other sites
CounterHit-DOT Report post Posted April 16, 2015 Real mixups are back Motherfuckas Share this post Link to post Share on other sites
Angry Guy of DE Report post Posted April 16, 2015 Messed within training mode randomly. Is there any potential value to be able to cancel a forward dash immediately into a standing blitz shield? Can't seem to do forward dash and cancel into crouching blitz shield or didn't do forward dash > jump > crouch + 2 attack buttons. might be gimmicky but it might be an option if a person is will to throw a normal out if you dash forward. Share this post Link to post Share on other sites