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Wirya

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About Wirya

  • Rank
    Thinking Slayer
  • Birthday 01/06/1984

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  • Interests
    metal music, Babymetal, Morrowind, fantasy fiction, It's Always Sunny In Philadelphia

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  • Location
    Indonesia

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    @PratamaWirya

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  1. Wirya

    [Xrd] Slayer Gameplay Discussion

    5K is +3 on block, 2K is +4. 5K-6H is a pretty good frame trap; you can yrc the 6H to mess with your opponent, or you can cancel it to dandy step to start a guessing game. But if you wanna be scary up close, you definitely need to learn backdash cancel.
  2. Wirya

    [Xrd] Slayer Gameplay Discussion

    Yeah, DOT is like Slayer's only reliable answer to Gunflames.
  3. Wirya

    [Xrd] Slayer Gameplay Discussion

    Vs Sol, you need to outpoke him with your normals while maintaining a safe distance (Slayer's normals are better than Sol's). VV can be a pain, so do not try to rush him down, unless you have tension for yrc/rrc, I guess. Always be prepared to anti-air him too; one mistimed Riot Stomp can make Sol eat a big CH off Slayer's 6P. Ky has better normals and better projectiles, but a worse DP. So that means you can play more aggressively against him (and you should). A bad DP means that Ky is more vulnerable to mixups and oki's. And thankfully Slayer has good mixups and oki's. Outside of in combos and oki's, you generally don't use dandy steps much unless you have meter for rc. If you do have meter, you can do some crazy stuff with dandy steps. 1. D-step into option select pilebunker/yrc; 2. Empty D-step into yrc just to mess with your opponent's mind; 3. D-step into helter skelter into yrc; 4. Etc. If you're at neutral and don't have meter, you may try to land Under Pressure off a dandy step if you feel gutsy enough. (If you can make your opponent block under pressure, it's a happy day for Slayer since his mixups off that move are crazy.) You may also try doing d-step into helter once in a while, since helter recovers fast.
  4. Wirya

    [Xrd] Slayer Gameplay Discussion

    Slayer's mixups off dandy steps are strong now that Under Pressure is +0 on block (it's pretty ridiculous if you think about it; they made it -3 in Slash and AC for a reason, you know) and It's Late is +5 on crouching hit. Being able to omit Under Pressure and instead go for a FAST cross-up (it's at least as fast as Anji's cross-up off Fuujin) that's completely safe on block (+12!!!) is just.... EDIT: Oh I know what I want to see in Revelator! Helter Skelter off Under Pressure! ...Too much?
  5. Wirya

    [Xrd] Slayer Gameplay Discussion

    HS is rather fast, so unless you're getting predictable with it people won't just mash 2P to stop it. If they guess wrong they may eat a big counterhit off pilebunker or something.
  6. Wirya

    [Xrd] Slayer Gameplay Discussion

    Please stop underestimating Helter Skelter, lol. And no, I think they got rid of the forward dandies because they gave Slayer long dash for crossing up people.
  7. Wirya

    [Xrd] Slayer Gameplay Discussion

    Nevermind, KP = K pile, isn't it?
  8. Wirya

    [Xrd] Slayer Gameplay Discussion

    I think "in a combo" means that you do the next move while still in the RC timeslow effect.
  9. Wirya

    [Xrd] Slayer Gameplay Discussion

    Pot buster doesn't start grabbing immediately on its 1st frame, though.
  10. Wirya

    [Xrd] Slayer Gameplay Discussion

    Fixed that for you.
  11. Wirya

    [Xrd] Slayer Gameplay Discussion

    So if the opponent gets out of the stagger as fast as possible, how many frames could we get to land anything after bite?
  12. Wirya

    [Xrd] Slayer Gameplay Discussion

    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.
  13. Wirya

    [Xrd] Slayer Gameplay Discussion

    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??
  14. Wirya

    [Xrd] Slayer Gameplay Discussion

    Black beat bite loops are hilarious.
  15. Wirya

    [Xrd] Slayer Gameplay Discussion

    No, I believe the (2) means you let footlose hit twice.
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