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Honnou

I-no vs Slayer

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:SL: SLAYER MATCHUP INFORMATION

Kaimaku (Start of the match):

I-no 5hs > Slayer 2d

I-no 2s > Slayer 6p

I-no 2s < Slayer 2hs

I-no 6p > Slayer 5k (if in range)/6hs/Mappa punch

I-no jump back S dive > Slayer 2d/2hs/6p (hold the dive momentarily)

Poking Game

Nearly non-existent. I-no 2s, 5k, 2hs, 5hs, 5s(far) are all good, but Slayer's ability to NOT BE THERE ANYMORE really messes with you. Poke with caution, mix in the occasional slightly-higher-than-tk height S dive, and tk S dive/2s into combos when you get him to block a 5k/5s(close)

Strategy

Slayer is a hard matchup, mostly because you can't do much at neutral, but he also seals his own grave half the time. He is almost always hitting buttons and even doing things on wakeup (BDC mappa/bite, BDC jump out of pressure and so forth), so it is up to I-no to establish momentum and control. How good you are as a player truly shows here for these reasons.

First things first, your normals lose to his. Get over it :(

Random HCL isn't well rewarded even from far away. Slayer can 66 -> cancel partway through to K mappa and hit you from almost full screen. Dandy step dodges HCL but an HCL as Slayer is already D-stepping will tag him.

Knowledge

*Slayer floats a bit from JC-able move xx JI-HCL 6frc6 j.s j.hs land (RIGHT HERE he is a bit floaty), so walk forward a step, then 5k JI HCL again, or even 5hs as soon as you land from the air dash j.hs and you can go into another JI HCL or even IAD j.k j.s VCL (2-frame link for the IAD section, meterless)

*6p can stuff both of I-no's supers, but if the supers are done extra late, they will beat 6p.

If you read that Slayer wants to 6p your super, a quick 2k 2s HCL will hit him out of it and score you a knockdown.

*Slayer is more than tall enough for deep j.s okizeme jc j.s/j.k s dive to fuzzy guard him.

Edited by Honnou

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Posted by Koogy:

I-No vs. Slayer:

the beginning of round, i-no either IAD's back to note (above where slayer can K mappa her at), or she does stroke the big tree. 2S or K are also good options. slayer must do 2HS to counter. however, slayer will usually block first attack. slayer on defensive... not good. mid-screen battle is very simple for i-no. she can keep slayer out with 6P (beats all forms of mappa), stroke the big tree when he gets too close for comfort (at 5K range). however, i-no will die very quickly if hit by basic combo. she can do fuzzy guard (from now on known as "proNEKO") mix-ups against him, thanks to his tall standing and shorter crouching hitbox.

close range: slayer can 6P your dash-ins, IADing, and BBU you whenever if you dash without protection. use STBT (stroke the big tree) at 5K range, if he doesn't like to throw out random bat-stomp (2HS).

mid-range: push slayer away as much as you possibly can; slayer is very bad at any range outside of bite, or BBU. bat stomp is best long range poke for slayer. but you can dash over it. so... you can create a 50/50 if he does not react correctly. however, it is a 50/50 for him also; he only has to 6P / 2HS at this range. so, put a note on the screen (jump above his mappa punch range, however! otherwise he will CH mappa -> BBU you!)

far range: harrass him with ground-hugging fast / slow note, or put it like... at his knees if you can. then feel free to either continue running away, or dash in for a mix-up. as i have said multiple times, far range is slayer's wORST. his only threat? iAD j.K, K mappa, and DoT. all of which are terribly easy to react to.

some other random facts:

you can't anti-air his j.HS. don't try. just air-throw him, or air super him. i also like j.P -> j.S -> chem lovely combos, when you see him jump.

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2k beats out bat stomp :)

At the start of the round or just in general? If you're close enough and you're at frame advantage I can see 2k winning easy, but the fact that Slayer has foot invincible frames during his 2hs is unnerving, so it is better to beat it with non-lows when possible.

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