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Kyle

May vs Slayer

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Posted ImageSlayer

Stats 5.0/5.0 Equal ZOMG

Great Video examples

http://www.truveo.com/%CE%9BC-%C2%BB-acho-Kedako-MA-vs-Dogura-SL-2/id/2405921865

RTL’s archive here

http://www.strokethebigtree.com/rtl_s_movies/AC_Slayer

I will update soon with which videos are actually great examples.

Openers

His initiative- your counter

Slayer 5K- 3K

Slayer 2HS – 5K

Slayer J.P- SVD

Slayer Mappa – 5K

Slayer Dandy Step ANYTHING- 3K

Slayer Reverse Dandy Step- Jump Away

Punishes-

Generally no tension-

OHK

General 25%-

66, 5S, 2HS, FBSHD, 66, 5S, 5HS, Delay, SVD, 5S, 5HS, Delay, SVD, 5P, HSVD

Dandy Kick – running 5S, 2HS

Pilebunker- In close do 2D, if out of 2D range it is un-punishable.

DeadOnTime- Punish like psycho Crusher, hit him as soon as he goes through you with CH 5S

BBU- 2D, FBSHD…

Wake-up Super- CH J.HS…

Counters

ANYTHING Dandy- 3k, unless he FRC’s

DeadOnTime- Punish like psycho Crusher, hit him as soon as he goes through you with CH 5S

BBU- CH 3K

Wake-up Super- CH J.HS…

When he pressure an IAD S/HS you get CH SVD

Slayer 2HS- CH 5K

Slayer 2D – CH 5K

Slayer Bite- CH 5K

Are you seeing a pattern, lol.

Anti Airing- PROPER anti-airing- 6P is not a catch all.

SVD for Air Dash

SVD is very effective

Don’t anti-air his J.HS, jump into it and flash guard, from here you can jump out or landing J.K.

Let P.hoop- CH after you guard a J.HS

Air throws work pretty well.

Don't 6P for Anti-Air

“Well, Slayer is not really too dangerous in the air if you ask me. As long as your not IN HIS FACE while in air, your jHS will own all of his airnormals so air to air = you are superior. Though when pressured and slayer does iad J.HS, just block it. Slayer isn’t that hard to block so just make sure that you are looking at slayer instead of May”. imay

Zoning

Dolphin Hoops are AWESOME in this fight. ABUSE THEM. P hoop FTW

5K is a great poke for zoning at max range as it beats most of his stuff and it recovers in time to guard if he IAD’s J.HS.

Don’t poke in his 2HS range unless you’re going to use 5K!

REMEMBER if a 5K, 5FS connects; cancel in FBHSHD, 3K for Knock down and Mind-Games.

“The slayer match up is really bad, but that’s why you WILL turtle against slayer using hoops, because he has NO options against this. Sadly you cannot 6p slayers J.HS, however hcf p does stuff it. uhh you can 6p his 6hs, take note of what he is also doing. If he’s doing dandy into those 3 whacky attacks watch what he does when you block, if its a 2k or 5k.. if its a 5k 6p that shiettttt”. Pulsr

Their game plan

AMAZING CH damage and Abarea. On the inside Slayer has two overhead options that can work without tension. Slayer has two low options that can be linked into: 2K and 2D. He has a good throw option. 2HS TRADE Is definitely in his favor, he will spam BBU when nervous and when you are in the corner. Slayer has good mix-up, Damage and CH capabilities.

Slayer breakdown.

+Advanced combos for Amazing damage

+Good high/low/throw mix-ups with nice follow ups

+Good pressure game because of the fear of CH

+Incredible CH game, comparative to May

-Meh zoning with his various normals

-He can't keep pressure from getting to him but he has a great backdash to get pressure off him.

-Lacks a solid air-to-air attack, loses sky battles.

Because May is SOO FLOATY, he can ALWAYS do 3 relaunches on May, additionally the relaunches give him tension for DOT and BBU's.

Slayers will whore out 6P, because they expect you to to dolphin, don't dolphin, and give yourself a CH 5HS once you see him activate 6P.

Abarea- This is a Japapese term to classify the ability of scoring damage off of random hits and Counter Hits, I.E. Okizeme defines wake-up options, as Abarea defines random hits/Counter hit damage options.

May's Strategy

The slayers matchup is HILARIOUS. My general game plan is AWESOME.

FD his pressure when he Dashes or IAD's, just 1 Frame Jump. Be sure to FD grounded 2S & 6HS.

When he throws 6K [6], May Throws 5K.

You can often start a match with 5K, 41236P, [P].

Do not poke with 5HS

Do not poke with 2HS

The really bad thing about slayer is that outside of his 2HS range he can only come in with 5 things.

2D

6HS

Mappa

IAD J.HS

Dead on Time

What I do is get FULL screen away, set a P Hoop and WAIT. ALL DAY LONG if I have to. LET him come into you. If he does 2D or 6HS, you need to throw a 5K, 5FS or with tension 5K, 5FS, FBHSHD, 3K. KEEP him out of 2HS range/BBU Range. If he does get into 2HS range with something shitty like a Mappa feint keep throwing 5K as it is low invulnerable to 2HS from Slayer. lol. When he has tension and get BBU happy. Get out of BBU Range.

Here's the FUNNY part. If slayer throws Mappa or IAD J.HS, just guard the move and let the P-Hoop dolphin punish Slayer for Counter Hits. His J.HS will give you free loops. His Mappa will give you a free ]P[, 66, 5K, 5S, 2HS. Than you can FB launch if you want.

Instead of using HS-Hoop set for pressure on his wake-up, use P-hoop set to reset the playing field. Now you are back at square one. Pressure and OKI are pointless against Slayer because of his Invincible Back Dash Cancels.

Slayers will get frustrated QUICK.

IMPORTANT-

P-Hoop loses to K MAPPA, and Dead On Time Super. So, Don't do it when he has 50% tension unless you want to FRC and guard. lol. Don't do it when he is BAITING you for it, you don't want to give him free CH K-Mappa’s.

If he FRC's Dead On Time and you have a P-Hoop set, just release the dolphin and use D and [D] mix up.

If he FRC's Dead On Time and you don't have a P-Hoop set, just 1 Frame jump as he WILL try to throw you.

This strat WORKS, as I have had lots of success against

YK_KOF

Yo-yo Holla

Boss.Slayer

Koogy

FATHER VEGEKEN

Spire

May’s Advantage is really just exploiting Slayers weakness; he has very limited ways of coming in.

General comments-

His 2S Anti-Air will RAPE you

Don’t spam dolphins, his 6P is greater

Back-dashing is very useful, especially after dandy HS follow up, flash guard back dash.

His dandy HS follow up on your wake-up is an overhead AND throw invulnerable.

His IAD J.D will easily cross-up & super cancel for stagger and damage.

3K > BBU

3K is surprisingly effective in this fight, but if he guards it, you are DONE.

Don’t fuck with his 2HS range unless you are throwing 5K, 1 counter gives him the match.

“Mmm I dont know well but sometimes in wake ups they make inverse dandy step for try get you in your back, but if you make 44 sometimes you appear in his back *__* with a free counter and free combo”. Nhur

"BBU

=> has no lower invul, so any low will beat it. ...3K is kind of slow and the combo options afterwards are not so rewarding." rtl42

What is worth pointing out is that 3K can beat BBU on Reaction, just like Jam's FB Puff Ball, not because of how active/fast it is, but because of how fast it out you in low stance. 2D beat BBU MUCH better, but if you start throwing that out to beat BBU, than you will definately start eating CH 2HS from Slayer.

Bite, BBU is shakeable, but HARD.

"Bite -> BBU combos even on Lv 2 stagger." rtl42

Posted Image Damage, potential = Posted Image Damage, potential

I would like to give a special thanks to Mac/ Yo-Yo Holla, Koogy and rtl42, as these contributions are scattered all over this match-up. Thanks, :yaaay:

_____________________________________________________________________

Combo Specific Details.

Slayer is a Normal weight, and Knockdowns build great mind games for VV baits and fake-outs. JI and Delays work, he's very simple to combo.

OHK Combo

6HS, SVD, 5S, HS, SVD, 5P, 5S, HSVD, 41236P

5D combo

Pro Dust 4, Impossible Dust with a Just frame J.HS, It's called her Jump Cancel Impossible Dust combo . Works Great on Slayer

Application - D, [9], J.HS, J.HS, [/9], 159, Delay, J.HS, Land, 6HS, SVD, S, JI, HS, Delay, SVD, 5P, HSVD, 41236P

6P combo

Yep Yep a go go

IAD combo

Yep Yep a go go

Jackhound reliability

Yep Yep a go go

Double Dolphin Upper

J.2HS, 2D, FBHSVD, AirDash, J.K, J.HS, HSVD, 5S, HSVD...

2HS, 2D

2D wiffs

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Funny shit happend last weekend against Slayer. I set a P hoop from about half screen away, he DOTs...and gets stuffed completely by the hoop water! Pure hilarity. I also have quite a bit of experience against Chipp, here's some stuff that isn't listed already: -Stay on the move if you can, as a lot of his mixup depends on you being scared to move. If you fear him, you die. - Be patient and don't freak out if he succeeds in mixing you up. He's gonna have to do this at least 2 more times to kill you, while you get one CH and...well, you know th rest. -If he is above you in the air, DON'T FUCK WITH HIM. You will eat CH j.D and prolly lose 40% and get knocked down. Just block it and go from there. -Air throw is best AA, but be careful as his j.S is ridiculously hard to throw. -If he gets in and makes you block c.S or Gamma Blade, DON'T FUCK WITH HIM. He's at +2 after c.S and +5 (yeah, I know) after Gamma Blade. If you must do something, 1F jump the fuck out. -You can still delay during loops, but don't delay as much as you would against other chars. His teeny hitbox lets him tech out if you delay for too long.

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Hoop water sounds sicker than toilet water and creams the hell out of Hotdog water. Good stuff Matt.:keke:

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