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HoudiniJr100

[Xrd] Slayer Gameplay Discussion

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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

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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.

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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?

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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? 

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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.

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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

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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

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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 

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Is Slayer's j.s supposed to be hard to air grab or something?

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He's failing his limbs around, so you really gotta take advantage of air throw range.

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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

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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.

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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.

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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??

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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.

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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.

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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.

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