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MacArthur Blunts

AC+R Strats!

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We have new tools!

FB dandy

H dandy

6H special cancel and jump cancel

Bite FRC (also new command. 41236H instead of 63214H.)

Undertow FRC

j.2K launch on grounded (! SO COOL!)

5H-2H gatling

We have also lost a lot of things from the previous version and we need to adapt to this new character! Gone are the easy, mindless combos and on our plate now are concrete, staple combos we should use on every character. So, lets discuss how to get into these combos with our new (or old) tools. Slayer's combo theory has been streamlined so stepping up our basics and our ground combos are essential to get wins. In this thread, I would like to discuss basic strategies, tricks and nuances for Slayer. Any character specific tech can go into their respectful threads in the matchup section.

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First thing I wanted to talk about in here is bite.

Command has changed from 63124H to 236H. This makes our BDC bite command 442369H instead of 6321447H. Obviously, this moves us backwards a few pixels before the bite comes out but also makes it easier to input. I know they had to change the input to add in H dandy (making it a less viable wake-up reversal or post-IB option). We also have lost our natural combo off bite and need to FRC to combo. Since our game now is more grounded, I do not mind this change. The fact that there is an FRC means you can combo or reset in a myriad of ways.

You can:

Empty bite-reset (2P/5P)

FRC-Combo (2K-2H-2D, 5H-2D, 5KxN-Mappa)

buffer [any] dandy into [bite] FRC and low/throw/bite/CH mixup

buffer dash into [bite] FRC and cross-up/low/bite/throw mixup

What do you guys think of the new bite? I enjoy that there are more options off bite now, but do not enjoy the loss of the natural combo. Is the FRC worth the meter? Do you think a cornered bite (In corner: FRC-5K-6P-5K-j.S(2)-j.K-5H-UT-combo or on standing, 5H-2H-2D [basic on Eddie for example]) is worth it?

---

I've noticed many of the more successful Slayers in Japan use his 6S+H option select. (Hit/Throw OS). I've also seen Dogura doing IAD j.S(1)j.2K(does not come out)land(throw/bite/2p/low). These seem like really good options (mainly the c.S OS for meaties/pressure) and we really should use these two juicy bits of tech in our games.

Edited by MacArthur Blunts

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Don't have +R for PS3 and don't have a Vita to use the +R I do have (long story short, reading is tech when it comes to shopping), and I'm very new to Slayer in general, but it seems like 5K being directly special cancelable plus the FRC on bite gives Slayer access to a high-risk high-reward 50/50 throw/hit mixup for 25% Tension after block-confirming or hit-confirming a 5K.

Throw: 5K-Bite-FRC-5H-2H P Dandy-CW into air combo

Hit: 5K-FB Dandy-CW into air combo

Edited by ELC1837

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Don't have +R for PS3 and don't have a Vita to use the +R I do have (long story short, reading is tech when it comes to shopping), and I'm very new to Slayer in general, but it seems like 5K being directly special cancelable plus the FRC on bite gives Slayer access to a high-risk high-reward 50/50 throw/hit mixup for 25% Tension after block-confirming or hit-confirming a 5K.

Throw: 5K-Bite-FRC into launcher combo into air combo

Hit: 5K-BBU into air combo

Best part about this to me is that both specials have the same 236 motion for their commands, so there's a possibility of reacting to whether 5K is hit or blocked after doing the motion instead of having to legitimately guess.

5K does not cancel into BBU. As far as I can tell, none of Slayer's special-cancellable normals will cancel into BBU. The closest you can get is 5K > FB dandy > K followup for a launcher into a combo for 25% meter

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5K does not cancel into BBU. As far as I can tell, none of Slayer's special-cancellable normals will cancel into BBU. The closest you can get is 5K > FB dandy > K followup for a launcher into a combo for 25% meter

The more you know ... in that case ... better edit my post so it isn't misleading.

Btw does FB Dandy into Crosswise Heel combo out of the new 5K?

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Btw does FB Dandy into Crosswise Heel combo out of the new 5K?

Indeed it does, you can link 4 5K's in a row and it will still connect, and the 5H/whatever after that will connect as well (would probably have to go for a shorter combo because of all those 5K's though).

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What's struck me most so far are the improvements to Slayer's mixups. I've found the following changes to be really cool for his mixup game:

5k special cancel for easier execution

6H special/jump cancels are just awesome

S dandy is 2f faster

H dandy

2H staggers on hit

Might as well also mention Bite FRC and FB Dandy, but I haven't used these much yet.

So anyway, you can now do stuff like crank the guard bar with 6H, then go into dandy or IAD in. Or stagger with 2H -> Mappa feint -> mixup or just IAD. I even find crossup Pile from S dandy to be legit (if it wasn't before). Even H dandy is useful once in a while because of its huge range. It's good as an occasional escape tool and can catch some trying to run away.

Now, I'm not the best Slayer here, but my impression is that his general mixup game hasn't changed much. I just think his mixup options have been really enhanced by the above changes, especially in the corner. All I can say here is that I'm loving these changes so far! They're fantastic buffs that more than make up for the loss of his dmg output, imo.

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What's struck me most so far are the improvements to Slayer's mixups. I've found the following changes to be really cool for his mixup game:

5k special cancel for easier execution

6H special/jump cancels are just awesome

S dandy is 2f faster

H dandy

2H staggers on hit

Might as well also mention Bite FRC and FB Dandy, but I haven't used these much yet.

So anyway, you can now do stuff like crank the guard bar with 6H, then go into dandy or IAD in. Or stagger with 2H -> Mappa feint -> mixup or just IAD. I even find crossup Pile from S dandy to be legit (if it wasn't before). Even H dandy is useful once in a while because of its huge range. It's good as an occasional escape tool and can catch some trying to run away.

Now, I'm not the best Slayer here, but my impression is that his general mixup game hasn't changed much. I just think his mixup options have been really enhanced by the above changes, especially in the corner. All I can say here is that I'm loving these changes so far! They're fantastic buffs that more than make up for the loss of his dmg output, imo.

Yeah, their goal was to make him work a little bit harder to get damage, but they gave him better tools for small BnB damage. Mid-screen mappa RC damage can get really high on crouching characters via (6K->c.S->f.Sx2->2S->mappa RC->c.S->f.Sx2->2s->2d). He also does more dizzy now which will net him a free combo after a good series of combos.

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