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Raqu17

Slayer help >_<

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Okay, i seem to be having a lot of trouble with my approach/zoning game against my friends slayer. and its mostly because all of my pokes and approaches get snuffed out by a well timed 214K -> k. due to the many many invulnerability frames both of tose moves have. and it usually leads into so far the only move that i can seem to counter it with is gamma blade (41236H) but it soon becomes easy to predict. and slayers air to ground game seems to outright beat me in every way other than beta blade (623S) should i be playing a strict baiting game so i can catch him off the lag of his 214K->K? such as blocking...

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Bait, then rushdown when you get the knockdown =P. Slayer's got crap for wakeup vs you, so you've got total advantage on oki. It's a bit of a pain cause you have to play tight the entire game, while one big bang upper'll cost you more'n half your life :/

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Okay, i seem to be having a lot of trouble with my approach/zoning game against my friends slayer. and its mostly because all of my pokes and approaches get snuffed out by a well timed 214K -> k. due to the many many invulnerability frames both of tose moves have. and it usually leads into

so far the only move that i can seem to counter it with is gamma blade (41236H) but it soon becomes easy to predict. and slayers air to ground game seems to outright beat me in every way other than beta blade (623S)

should i be playing a strict baiting game so i can catch him off the lag of his 214K->K? such as blocking...

uuh.. what kind of pokes are you using? 6HS? instant kill activation? how is 214k,k still punishing your pokes? or do you simply hit into 214k,k? cause that move has invincibility frames.

as you said, gamma is useful against slayer, but you should only use it at max range, never closer than that.

abuse your mobility. if he keeps jumping at you with j.HS, either air throw him (with an air instant block, land, throw / air throw option select).

another option is a very early 2HS - 2hs does not beat j.HS usually, but when you do it early, slayer will actually do his j.HS later because he wants a clean jumpin - so you hit him in the startup / early active time.

beta blade & mash P (in case it clashes) is another option or simply avoid him altogether and backdash or try to jump away.

also, slayer is a rather tall character, you can sometimes get away with instant air dash, early normal, gatling into another normal - for example j.k[2],j.S, or even j.S,j.HS. problem: he can still duck that, but it's a reflex to block jumpins high - and you can mix it up anway.

some other things:

- make sure that IF you try to jump out of pressure, ALWAYS jump with FD, slayer has an easy time comboing you off of pretty much anything that hit you while you are airborne. examples are his 6hs, s,s, 5k, 2s, lots of stuff there.

- dandy is really dangerous, obviously, and can even be used on wakeup - so make sure to use quick moves or jumpins for okizeme, no fancy meaty stuff or anything like that.

- crossup mixup is useful against slayer if he tries to BDC jump away on wakeup - after all, once you cross him up, his back is now forward. i usually go for a gatling into a far 2D, then superjump forward, immediately j.k (makes you land earlier), then either FDC into j.HS[2] fake crossup or tap FD (to fake FDC), then j.HS or j.S for crossup.

j.S might be more reliable for crossups, since j.HS sometimes hits only once and somtimes twice when you cross someone up - it is both character and spacing specific.

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Some other things to note, If the slayer player uses j.k a lot in his jump ins to catch you from air throwing him you can dash j.p j.k(2) d to get him back on the ground (if he forward / back techs I believe he can get out but that just gives you a tech trap). Also I would be VERY cautious jumping in on slayer, 2s rapes your HS and jumping d will usually just trade or he'll get a CH. The FDC will work, but if the range feels too far for a dash neutral jump fdc just do a dash jump fdc drop to guarantee it'll be meaty enough to catch slayer from 2Sing you. Crossing up to stop him from BDCing is very important for Chipp, because most other wakeup BDC will get out of. Sometimes I'll just dash in with 2p and see if he BDC's and air throw/ air combo. If he doesn't then you have pressure, if he just BD's then stick out a 5k or far slash after the punch wiffs. LEARN TO BLOCK 6k mixups --> dash grabs. Backdashing is a good bet, but a good slayer will start to punish your backdash with his 236S so vary it. O and with what I was saying before, if a slayer is trying really hard to hit you with a 2s on wakeup besides crossing up I like to just fake green and land clear of 2s range and stick out a 2d or something (works well on chars that like to try to stuff your jumpin game). I'll have to give that insta block option a try, sounds pretty nice vs his air HS usually try to airthrow, but j.k usually stuffs that. Just need to make sure I see the k or HS coming out to insta block accordingly etc. Thats about all I know for slayer game, Rekkas are very dangerous vs him as well if he has tension. Rekka to 5k he can stuff with his 2p I believe. Movement is top priority in this match you have to outplay slayer and get your rushdown on him asap.

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