OneSanitarium Report post Posted February 20, 2014 It's definitely a #R sort of move set. f.S>c.S has always been possible, and you can get a 2/5K after a f.S as well. I saw 5K>5K but every time was on CH, so I doubt it's on normal hit. The standard EZMOD air combo j.K>j.P>j.K>dj.K>dj.D is in. I assume you can still do j.K>j.s>j.K>dj.S>dj.K>dj.D and other #R 'advanced' combos. Also, that stream still hasn't stopped so I can't rummage through the archives yet. Share this post Link to post Share on other sites
Sophisticat Report post Posted February 20, 2014 I saw j.2k. It looks like... Valk H.2c except in the air and his leg stays human. Anyway, Slayer looking downright SICK with his pressure/mixup game. New Dandy H is going to offer some interesting stuff. His dmg is pretty high as well. I saw raw DoT do like 40%, and... something like Pile -> 6H -> RC -> Pile -> 6H do 50%. Good shit! Also, since c.S -> f.S x2 was done pretty easily (I thought), links might be gone. I certainly hope so! Nothing worse than dropping a big combo because of Slayer links. >_> Share this post Link to post Share on other sites
HoudiniJr100 Report post Posted February 20, 2014 c.S to f.S has been a staple for YEARS Share this post Link to post Share on other sites
OneSanitarium Report post Posted February 20, 2014 5H>Pile isn't guaranteed, but just saw Sx4>K Mappa RC>6H>Pile on crouching. Yay. edit: In Slash f.S>c.S was crouching only lol. Share this post Link to post Share on other sites
HoudiniJr100 Report post Posted February 20, 2014 Lol still counts! Share this post Link to post Share on other sites
SuperJ Report post Posted February 20, 2014 some stream impressions from last night: AC vs. pre-AC normals. what are the implications of xrd slayer being based on his #R iteration? - standardized frame data on his normals. no +6/+7 on hit sf4 normals for you! this is more significant than you might expect coming from AC. a lot of AC normals (5P, 5K, c.S, 5H, pretty much all of his air normals) have increased untech time or special effects (slide, bounce) on air hit, which makes his random confirms and relaunch combos possible. you should not expect to hit confirm this easily, if at all, in xrd. - mashable air normals, which are way worse on whiff. no more flailing around with j.K or j.H! this does greatly simplify his air combos though. j.D-2K, j.D is a thing and will knockdown (e.g. xwise, c.S, j.P-K-P-K, dj.S-K-D-2K, D). no minute-long j.2K combos; see my previous point. - no late gatlings (that i've seen). most importantly, no hit-confirmable 2K-2S route. if you want to high-low the opponent, you will need to commit to 2K xx mappa RC, 2H, or 2D RC. also note that c.S, 5K and 2K chain to 2D, and you can link f.S into 2K. #R slayer can chain into 6H from 5K or c.S, although i haven't seen any slayers on stream do this. - other notable normals... his 6H is #R fast, spammable, and special cancellable (is it JC-able?). my memory is hazy, but his 6K trajectory looked weird. reminded me of EX sol's overhead kick. don't quote me on this! 2S seemed slower a la #R but hopefully we get the active frames we lost in +R. 2H range is super gimped but launches on regular hit like AC. can probably follow with 5K/c.S into the rest. how bout his specials? supers? - pile bunker range is gimped and doesn't wall bounce midscreen. it also seems to have no special effect if it CHs an airborne opponent (was this the case in #R?). the CH tumble looks super sick though! the dizzy modifier seems tame compared to #R. - the 1st hit of crosswise heel has regular hitstop. should make punishment easier. it's still upper-body inv as fuck (xwise through burst). i think it auto-JIs on RC unless these random players were TKing their dandy steps (highly unlikely). notably, you can iad crossup afterwards. - #R under pressure was slightly slower and safer on block. probably applies here too. - helter skelter has a lot of potential! i'm actually not sure if it still hits overhead. no matter. my bet is on this move being the scumbag favorite - similarly, you can YRC dandy step unlike, say, DPs (unless d step lost startup inv. i don't think this is the case). this is sick for obvious reasons - bite stagger time is very short. hopefully you get at least a 2K-2D? might be too far though. 5H always black beated. - not 100% sure but i think mappa has standard untech time. in other words, no linking 5P after randomly catching a backdash - CH DoT does wall stick (AC DoT was the best thing to ever happen to the GG series. fight me)! doesn't fly as far as AC unfortunately. hopefully 0-frame after the flash. if that's the case i hope YRC DoT becomes the new DoT FRC - DHD downs airborne opponents instead of wall bounce movement? - did i say d step YRC? - forward dash cancel preserves dash momentum. BUFF. (slayer gained this in AC iirc) i'm not sure if slayer automatically flies forward after j.2K. - short air dashes. probably a buff. - BDC seems to have AC levels of invincibility? inconclusive atm. i saw slayer BDC mappa a riot stomp at one point, but that was probably a fluke - i expect week 1 slayers to develop mixups between short dash and long dash after j.D knockdown overall, YRC may be the best thing to happen to slayer. it could potentially patch up his biggest weakness (controlling neutral) and allow him to set up forced CH situations. also, time slow command grab :| i'm excited! Share this post Link to post Share on other sites
OneSanitarium Report post Posted February 20, 2014 I've seen 5K>6H, and I'm sure c.S>6H is in as well. Also, 5K can be hit confirmed into P Dandy, even in #R. It's not easy, but its possible. Are you sure 2H launches on normal hit? 6H, I don't think, is Jump cancelable. I feel like I saw a Bit>5K not combo. I really hope that's not the case. 5H>Pile black beats, but I'm sure 6H>Pile doesn't. At least, not on crouch hit. And I FEEL like DoT is 0f after the flash from a few instances I saw. I've seen a Slayer reversal BDC Mappa through a Ky's 6H Oki. Seems decent invincibility. Oki wise, I wonder if there will be Short dash>Mixup and Long Dash>Whiff bait/punish. edit: It'd be interesting if the longer dashes have more invincibility when transferred. I'm really excited to see how this character grows. I'm sad at 5P being #R status stun. I think there is even a chance 5P>j.P his hard/impossible for an AA. Share this post Link to post Share on other sites
Mebaro Report post Posted February 20, 2014 I played xrd today, and heres some stuff I found: - Undertow: no armor - unblockble - j.2K: u can do 8 or more j.2K in the air, I think u can go from corner to corner with it - instant j.2K: hits standing opponent, saw someone do: j.2K -> j.S(2hits) -> land -> 5P -> air combo(be he drops it) - CH j.HS: doesnt bounce on ground hit (not sure about air) - 6[6] jc:it will carry the momentum, it covers long distance with just normal jump (not sure if u can superjump) - f.S: someone blitz shielded f.S, I think theres a gap between c.S ->f.S - Crosswise Heel: I did a 40-45% combo from it but u have to be very close to the opponent Crosswise -> 5HS -> j.K -> j.S(1hit) -> J.2K -> j.K -> jc.K -> j.D -> footloose (I did this combo on sol and pot and it seems I cant do it on bedman) - YRC: dandy and mappa has it i might go to play tommorow,so if anyone want me to check on something let me know Share this post Link to post Share on other sites
OneSanitarium Report post Posted February 20, 2014 Air j.H CH just causes a slight float I think, and maybe a slightly slower decent. Things to maybe try: stuff>236K RC>6H>Pilebunker on standing opponents. Crner 5D>6 stuff. LIke maybe 5K>6H connects because of the wall bounce effect from that dust. 6H YRC>Bite. Does it work like this and how amazing is it!? lol Can j.2K be FD canceled? Assuming 2H does actually launch on normal hit, can anything beyond 5H gatling into it? Does stuff>Mappa RC>5H>2H allow follow-ups? Again, assuming 2H launches on normals hit and its not out of range at that point. With the opponent in HELLFIRE status, and in an comboable IK state, does Eternal Wings (236236H) allow for a combo straight into IK? All I can think of being tested right now. Share this post Link to post Share on other sites
Mebaro Report post Posted February 21, 2014 new infos: - Helter Skelter (dandy HS follow up): forced crouch on hit, can combo into j.HS u can do Helter Skelter -> j.HS -> j.D -> land 5K-> mappa (works on all but zato - faust - may - i-no) -5D (6): corner 5D (6) -> c.S -> f.S -> 6HS -> PB also 5K -> 6HS -> PB is possible but c.S -> f.S -> 5K -> 6HS is not possible corner 5D (6) -> c.S -> f.S -> P dandy crosswise -> air combo 2HS: 5HS -> 2HS i dont think u can do anything after without meter either u RC or DOT 236K -> 5HS -> 2HS will whiff Bite: Bite -> 5K doesnt combo Bite set ups: 5K -> 6HS (YRC) -> Bite will work but if u hit far 5K u have to FDC bite but a more amazing setup is 5K-> delayed mappa (YRC) -> bite Dandy S (S,SH) follow up: its force crouch on hit but it wont combo with anything stuff>236K RC>6H>Pilebunker on standing opponents. it will combo Can j.2K be FD canceled? yes With the opponent in HELLFIRE status, and in an comboable IK state, does Eternal Wings (236236H) allow for a combo straight into IK? u want to combo Eternal Wings to IK? like Eternal Wings (RC) -> IK mode -> IK? Share this post Link to post Share on other sites
50-50ç½ Report post Posted February 21, 2014 new infos: Bite set ups: 5K -> 6HS (YRC) -> Bite will work but if u hit far 5K u have to FDC bite but a more amazing setup is 5K-> delayed mappa (YRC) -> bite So can you no longer hold down p or k to feint mappa? Is this why you have to yrc> bite? I've been wondering if I could use that in Xrd. Sent from my SCH-R530M using Tapatalk Share this post Link to post Share on other sites
OneSanitarium Report post Posted February 21, 2014 Since, at least on the last round, if the opponent is in HELLFIRE state, Instant Kill's can be comboed into, I just wondered if Eternal Wings would launch them high enough to let you combo straight into it. I might be wrong on the exact setup for IK combos though. Glad to hear all the updates. Sucks about bite. Hopefully they buffed BDC a little bit to compensate. So 2H does launch on normal hit? Thanks for trying stuff out. edit: No, can't feint Mappas since that was a Slash and on thing. Share this post Link to post Share on other sites
HoudiniJr100 Report post Posted February 21, 2014 No, can't feint Mappas since that was a Slash and on thing. FUCK IT! I guess thats the same for dust? If so FUCK IT! Why do I say that? Dandy step...that and considering CWH is essentially the go=-to starter, as well as some of the forward-dash dust combos I seen soon we'll have ourselves the basketball moves we so long ago desired for our vampire Share this post Link to post Share on other sites
OneSanitarium Report post Posted February 21, 2014 I think Dust has always been feint-able. It is in #R, so it probably still is. He still has AC style Dandy mixups (actually having an overhead option from it with H, unlike #R) so he's still good on the knockdowns. I really don't like Crosswise as a start because of how unsafe it is on block. And I for one have never wanted any game beyond HnK to have bounce combos. Share this post Link to post Share on other sites
HoudiniJr100 Report post Posted February 21, 2014 I think Dust has always been feint-able. It is in #R, so it probably still is. He still has AC style Dandy mixups (actually having an overhead option from it with H, unlike #R) so he's still good on the knockdowns. I really don't like Crosswise as a start because of how unsafe it is on block. And I for one have never wanted any game beyond HnK to have bounce combos. I see...well hey we still keep one feint :P and we still have it's late if say, we whiff under pressure or get close with it's late I tend to use crosswise heel alot mostly because I used it the most in my amateur days as slayer, still use it to this day but with more ease to my combos Also Hokuto no Basketball rules all! Because we all know Azzy got it...now we wait for the obligatory persona HnK character XD Share this post Link to post Share on other sites
zdravkelja Report post Posted February 21, 2014 Things to maybe try: stuff>236K RC>6H>Pilebunker on standing opponents. Doesn't work. http://www.youtube.com/watch?v=IoZSlkIccLM 3:08 Is pilebunker actually usefull for anything now...? Share this post Link to post Share on other sites
OneSanitarium Report post Posted February 21, 2014 6H>Pile is/was actually pretty tight to do, so it's possible he just messed it up. edit: Since instant j.2K hits standing, I assume there are fuzzy guard setups for it. At the very least, c.S>f.S>j.2K could work like how you would do j.D>Super after it. Share this post Link to post Share on other sites
RoBoBOBR Report post Posted February 21, 2014 6H->pile definitely comboes on standing opponents, saw it in casual matches. and no, D was not feintable in #re. Share this post Link to post Share on other sites
OneSanitarium Report post Posted February 21, 2014 Oh really? Well, I apologize for remembering wrong then. edit: Trying not to double post. I wonder if he can RC and combo after his airthrow. That may be pretty cool. Share this post Link to post Share on other sites
Sophisticat Report post Posted February 22, 2014 Wut? No feints on Mappa/Dust? What the shit? He's lost too many options as it is. Wouldn't be surprised to see him hit low tier at this rate. :/ Share this post Link to post Share on other sites
HoudiniJr100 Report post Posted February 22, 2014 Wut? No feints on Mappa/Dust? What the shit? He's lost too many options as it is. Wouldn't be surprised to see him hit low tier at this rate. :/ trust me...it's as heartbreaking as it sounds. Share this post Link to post Share on other sites
OneSanitarium Report post Posted February 22, 2014 http://www.youtube.com/watch?feature=player_detailpage&v=fzVHD-MN_0I#t=1807 Pretty good video overall. Time is at CH AA 5P>j.P>j.K>j.P>j.K>dj.S(2)>dj.K>dj.D-2k>dj.D If it's anything like #R, you can at least get a j.P after an AA 5P so this isn't too bad. edit: 1:33:45 2S>2H is a gatling. I wonder if 2K>2H is. Probably not. 5K>6P is a gatling. Would be cool if it combos on crouchers like in AC.' It seems like 5H and 2H have no pushback on block. Probably Pretty punishable. 5H>2H didn't push Slayer back at all. 51:39 Did Throw RC>6H>Pile and did about 20%, with, I think, the 6H being after guts. Share this post Link to post Share on other sites
HoudiniJr100 Report post Posted February 22, 2014 http://www.youtube.com/watch?feature=player_detailpage&v=fzVHD-MN_0I#t=1807 Pretty good video overall. Time is at CH AA 5P>j.P>j.K>j.P>j.K>dj.S(2)>dj.K>dj.D-2k>dj.D If it's anything like #R, you can at least get a j.P after an AA 5P so this isn't too bad. edit: 1:33:45 2S>2H is a gatling. I wonder if 2K>2H is. Probably not. 5K>6P is a gatling. Would be cool if it combos on crouchers like in AC.' It seems like 5H and 2H have no pushback on block. Probably Pretty punishable. 5H>2H didn't push Slayer back at all. 51:39 Did Throw RC>6H>Pile and did about 20%, with, I think, the 6H being after guts. Nice find. If only slayer combos could cure fevers and strep throats, then I'd be back on my feet in no time. Share this post Link to post Share on other sites
EL_TRO Report post Posted February 23, 2014 Can you still link off of 6K with 2K also is his 2K, 2H link in Xrd? Share this post Link to post Share on other sites
OneSanitarium Report post Posted February 23, 2014 I'm sure you can, it's just crouching and/or meaty only. Not easy mode cool style like AC. No idea about 2K, 2H atm. Share this post Link to post Share on other sites