GGXRD-R2/Slayer/Combos: Difference between revisions

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==Combo Theory==
==Combo Theory==
<br />
In Xrd, most combos end in a knockdown and ideally lead to okizeme. Slayer has many knockdown options that lead to okizeme (mainly through 2D, jD, or Dandy Step) but in some cases he will need to spend meter to get okizeme.
<br />
'''5D''' ''aka Dust''
* By holding 6 after it hits (5D[6]), you get the side Dust animation that temporarily grants extra cancel options. Slayer's 5D[6] combo is usually 5H > 5H > K Pile
* Side Dust allows consistent corner carry if the spacing is bad or ambiguous for K Pile followups. For example, you can do 2D > delay 2D > K Pile sometimes for a close K Pile followup
* Faster startup than K Pile (24f vs 31f), which is important when extending combos. Also helpful if you RC too late
<br />
'''Mappa RC'''
* Start from any special-cancelable ground normal (any K or S, 5H, 6H) or just Mappa. Very versatile!
* End in K Pile, K Cross, or 5D
* If Mappa hits them airborne, you can do an air combo instead
* Any level 4 move allows the same RC followups: 5H, 6H, IL
<br />
'''P Pilebunker RC'''
* P Pilebunker launches the opponent off the ground but pushes them away. P Pile is good for ending combos but needs a counterhit or RC to be a combo starter
* Useful for corner combos since the launch pushes them high enough for P Pile RC > K Pile > 5D
* Doesn't allow okizeme midscreen but you can do normal Dandy Step okizeme in the corner
<br />
'''K Pilebunker'''
* Very high damage punish but needs to be close to corner for the wallstick. You can also RC then dash to carry them to the corner!
* The wallstick is techable if they stick too high. In some cases, you will have to delay your K Dandy for a lower wallstick
* Wallstick followups depend on the opponent's height and your spacing from the wall. A 2nd K Pile is generally the best, but you can substitute with 5D or 5H > 2H. At bad heights, you may need to use 6H (too high) or 2D (too low)
<br />
'''Crosswise Heel'''
* High damage punish that works midscreen (21f startup for P version, 33f startup for K version)
* Basic combos: use a jump cancelable normal (5P, 5K, any S, 5H) or air normal then end in a low-altitude jD
* Advanced combos: if the spacing/height are right, you can time a juggle with Mappa, 6H > Dandy, or EW
<br />
=== Counterhits ===
<br />
Slayer specializes in counterhits. Many of his moves do not lead to a combo on a normal hit in return for leading to a high damage combo on a counterhit.


==Video Examples==
==Video Examples==

Revision as of 00:24, 17 July 2018

Template:CharNav-GGXRD-R2

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6GGD.png becomes 236GGD.png.
> = Proceed from the previous move to the following move.
, = Link the previous move into the following move.
-> = Cancel the previous special into a follow-up special.
|> or ▷ = After landing.
j = Jump
hj = High Jump
IAD = Instant Air Dash
CH = Counter Hit
MC = Mortal Counter
JI = Jump Install
RC = (Red) Roman Cancel
YRC = Yellow Roman Cancel
[ ] = Hold input.
(X) = X is optional.
(N) = Attack must deal N amount of hits. Example: jS2 > jK means jS must hit twice before using jK
Mappa = 236P or 236K
P Pile = P Pilebunker, 214P >P
K Pile = K Pilebunker, 214K > P
Cross = Crosswise Heel, 214P/K > K
IL = It's Late, 214P/K > S > S/H
Helter = Helter Skelter, 214P/K > H
Bite = Bloodsucking Universe, 63214H
DOT = Dead On Time, 632146S
EW = Eternal Wings, 236236H
SDD = Straight Down Dandy, j214214S


Combo List

Midscreen

  • 2K > Mappa
  • (5P > ) 5K > Mappa

Max meterless damage.

  • (2K, ) c.S > 2D

Knockdown, always works.

  • (2K, ) c.S > f.S, c.S > 2D

Knockdown, needs opponent close.

  • (2K, ) c.S > f.S, c.S > f.S (, 5K/2K ) > Mappa

Damage, close opponent.

Spacing dictates your combo options heavily. Knockdowns are preferably but hard to get without a crouching opponent. K Mappa deals slightly more damage but leaves you at less advantage, particularly if the opponent is close by. It also leaves you closer for Bite/c.S.


On a crouching opponent, you get slightly more hits before a knockdown:

  • (2K,) 2K > 2D
  • (2K, ) c.S > f.S, c.S > f.S, 5K/2K > 2D
  • meaty 6K, 2K>c.S>2D
  • meaty It's Late, 2K>2D

Mind the spacing! You also want to avoid being careless with 2D; it's very unsafe on block at that range. Some characters are thinner on their crouching hit animation and 2D will have trouble hitting them after the kicks.


  • K CWH, 5H jc jS>jH>jD>j2K,jK jc jS>jH>jD

Slayer has quite a bit of variety to his air combos. This is the standard one, but if you have hits before CWH, the second air string will likely drop. Some characters are harder to hit with this as well, try delaying the first jD. Other useful strings include jS>jK>jS and jK>jP>jK

For damage, you simply Roman Cancel Mappa and go into the above combo.


It's Late will counter hit people trying to throw it on wakeup. The brutal ground bounce can be followed up with whatever you like

  • It's Late (CH), 6H>P Pile

Bad but easy combo

  • It's Late (CH), K CWH, 6H, P CWH, jP>jK>jD
  • It's Late (CH), K Pilebunker, K Pilebunker, 2D

Works even from midscreen, but is very hard.

  • It's Late (CH), 6H, c.S>f.S jc jS>jH>jD>j2K, jP jK jc jK jD


  • P Pile (CH), 6H>P Pile

Finicky at some screen positions / character weights

  • K Pile (CH), 669, jH, c.S jc...

Basic but not very damaging

  • K Pile (CH), 6[6] TK K Pilebunker, 5H>2H, c.S jc...

Works from ~1/2 screen


Slayer has some strong antiairs that lead into decent damage:

  • 5P/2S jc jP>jK>jP>jK>j2K, jP>jK jc jK>jD

Subject to much ad-lib due to opponent's character and height

  • 5P (airborne CH) > 6H > P Pile (> RC, K Pile... )

CH brings the pain

  • 2S (airborne CH) > K CWH, 5H jc ...

You usually need to improvise the aircombo here

  • 2S (airborne CH) > K CWH, 6H > P Pile (> RC, K Pile... )

Or just do this


Slayer's 6P demolishes both ground and aerial offense, and has strong if tricky damage potential on a counter hit:

  • 6P (CH), 6[6], c.S jc ...

The timing here is tricky - moving too early moves the wall and the opponent wont bounce

  • 6P (CH), K CWH, 5H jc ...
  • 6P (CH), K CWH, 6H > P Pile
  • 6P (CH), K Pile, K Pile, 2D

Technically a corner combo, but you can connect it or a variant from quite far away.

  • 6P (Airborne CH), K CWH, 6H, K CWH, jK...

A tricky juggle, much easier on light characters.

Corner

In the corner, utilizing the wallstick on his K pilebunker, Slayer's combos become truly devastating:

  • K Pile, 5H>2H, c.S jc ...

The basic recipe in the corner. The aircombo will vary a lot depending on how long a combo you've got behind you

  • 5D6, 5H>5H>K Pile ...

K Pilebunker maintains the slump from dust

Other finishers to a slumped opponent include 5H>2D, 5H>2H into a reset attempt such as 6P or airthrow, 6P (Corner bounce enables crossups), Undertow (632146P, unblockable), forward dash Bite (6632147H, slump inexplicably offers no throw invul)

Your metered damage is simply a Mappa RC confirm into one of the above. Keep in mind the effect the hits have on your air combo.


  • 6P, c.S>f.S jc ...

6P is useful for catching backdashes, and gives you a meterless combo in the corner

  • 5D6 Tigerknee K Pile, K pile, 5H>2H, c.S jc jP>jK>jD

A fancier dust combo that uses the jump cancel on the homing dash. Tigerknee means to input the dandystep 2147K, to get a jump.


When you hit an airborne opponent with K Pile, they will slump long enough for you to connect with a second K Pile:

  • 2H>RC, K Pile, K Pile, 5H>2H, c.S jc...

Many of the midscreen combos will easily convert into Pilebunker loops by replacing K CWH with K Pile, for example:

  • 2S (airborne CH) > K Pile, K Pile, 5H>2D

Or Roman Cancelling a P Pilebunker:

  • 5P (airborne CH) > 6H > P Pile > RC, K Pile, K Pile, 5H>2H, c.S jc jP>jK>jD


K Pilebunker also has some interesting properties that involve the spacing of the opponent from the corner:

At approximately 3/4ths of the screen into the corner, an opponent hit by K Pilebunker will float ever so slightly before entering wallstick, enabling a second K Pilebunker:

  • K Pile, K Pile, 5H>2H>RC, K Pile, 5D6> TK K Pile, K Pile, 2D

If closer to the corner, but not fully cornered, the minimal float is enough for an otherwise impossible 5D:

  • K Pile, 5D6>TK K Pile, K Pile, 5H>2D

You just need to be careful of the 5D range

P Pilebunker links from the K Pilebunker even fully cornered, but it is a tight link.

Combo Theory


In Xrd, most combos end in a knockdown and ideally lead to okizeme. Slayer has many knockdown options that lead to okizeme (mainly through 2D, jD, or Dandy Step) but in some cases he will need to spend meter to get okizeme.


5D aka Dust

  • By holding 6 after it hits (5D[6]), you get the side Dust animation that temporarily grants extra cancel options. Slayer's 5D[6] combo is usually 5H > 5H > K Pile
  • Side Dust allows consistent corner carry if the spacing is bad or ambiguous for K Pile followups. For example, you can do 2D > delay 2D > K Pile sometimes for a close K Pile followup
  • Faster startup than K Pile (24f vs 31f), which is important when extending combos. Also helpful if you RC too late


Mappa RC

  • Start from any special-cancelable ground normal (any K or S, 5H, 6H) or just Mappa. Very versatile!
  • End in K Pile, K Cross, or 5D
  • If Mappa hits them airborne, you can do an air combo instead
  • Any level 4 move allows the same RC followups: 5H, 6H, IL


P Pilebunker RC

  • P Pilebunker launches the opponent off the ground but pushes them away. P Pile is good for ending combos but needs a counterhit or RC to be a combo starter
  • Useful for corner combos since the launch pushes them high enough for P Pile RC > K Pile > 5D
  • Doesn't allow okizeme midscreen but you can do normal Dandy Step okizeme in the corner


K Pilebunker

  • Very high damage punish but needs to be close to corner for the wallstick. You can also RC then dash to carry them to the corner!
  • The wallstick is techable if they stick too high. In some cases, you will have to delay your K Dandy for a lower wallstick
  • Wallstick followups depend on the opponent's height and your spacing from the wall. A 2nd K Pile is generally the best, but you can substitute with 5D or 5H > 2H. At bad heights, you may need to use 6H (too high) or 2D (too low)


Crosswise Heel

  • High damage punish that works midscreen (21f startup for P version, 33f startup for K version)
  • Basic combos: use a jump cancelable normal (5P, 5K, any S, 5H) or air normal then end in a low-altitude jD
  • Advanced combos: if the spacing/height are right, you can time a juggle with Mappa, 6H > Dandy, or EW


Counterhits


Slayer specializes in counterhits. Many of his moves do not lead to a combo on a normal hit in return for leading to a high damage combo on a counterhit.

Video Examples


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