User:DracoDragon42/sandbox3

From Dustloop Wiki

I'm SO TIRED of having to answer the same questions in the discord all the time so I am finally gonna make a PROPER combo section.

Important starters (meter, Corner, meter and corner) 5K, 6K, 2K, IL, CH IL, CH 6P, CWH, BBU, 2S, 5P

Ok how should I structure this.

Start with basic, "easy" (slayer doesn't have many really easy combos, and the difference between BnB and beginner combo is very small) combos. stuff like grounded things, basic air routing, BBU routing, CH 6P routing, CH IL routing (both versions). i think this will be Slayer's CORE combo section where you can convert anything but none of it does super optimal damage. Farther down I can either just drop daydreams doc or make a more concise combo theory section.

Use meter for BBU as an anti air or FB dandy as a reversal/pressure reset. Metered combos are more difficult but this is a simple place to start

Make a base combos list showing all the different varients of core combo stuff, so like metered versions, corner versions, and some more specific stuff. Long notes aren't generally needed for more specific combo stuff, like metered extensions. Go too far and you encroach on character specifics and theory. From a perspective of an intermediate player, the combo cards should be there to give the base of the combo and generally how it works. Below will be a list of different, more specific combos they can explore. Make sure the combo list is all useful too, and list why you would use one combo over the other

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

These combos are the most "Basic" that Slayer's combos get, and they are still generally pretty close to normal Slayer BnB's. Slayer sadly doesn't have very many easy combos so it usually takes a bit of practice to get Slayer's combos going. Either way, these are going to be the easiest, and most consistent combos starting out. Some of the combos sacrifice a good knockdown in exchange for simplicity.

Basic Grounded CombosVariations listed below
Medium


2K > 2S > 2D
2K > 2D

  • Low starter: 2K > 2S > 2D
  • Mash Starter: 2P > 2P > 2K > 2D
  • Overhead Starter: 6K > 2P > 2K > 2D

This is the simplest and easiest grounded combo that goes into knockdown. It's quite similar to Slayer's core combos but sacrifices some nuance so that it's simpler. These combos will work on everyone but at farther range some of them may drop.

2K > 2S, 2S > 2D, and 2K > 2D are all delayed gatlings, meaning you need to press the next button during the recovery of the last move. The window for 2K is right when Slayer is retracting his legs, the window for 2S is when Slayer starts to stand back up.

Everything that isn't a delayed gatling is a link, so 2P > 2P, 2P > 2K, and 6K > 2P is a link, meaning you have to wait until the move ends before pressing the next button. These links can be tricky to get starting out but can be pretty reliable once you get used to them.


Basic air routingAir combos into Knockdown
Easy


CWH/2S/5P/etc. > j.K > j.2K > j.D
Slayer's air routing is very complicated but this will almost always work and it works on every character. Getting knockdown is important as Slayer and this is a good place to start.

You can route into this every time you put the opponent in the air relatively close to you. Your main starters are going to be Crosswise Heel, 2S, and 5P. 2S and 5P are jump cancelable allowing you to immediately jump and follow the opponent in the air. Crosswise Heel, however is not jump cancelable so you have you time your jump after the move hits. You can just hold 9 to jump immediately when the move is over but you will still have to time the j.K.

Against heavies after CWH you may need to do: CWH > 2S > j.K > j.2K > j.D


Basic Counter Hit 6P routingCounter poke routing
Easy


CH 6P > K dandy > Pilebunker
Corner variation: CH 6P > 5H > Undertow > j.K > j.2K > j.D

6P is a great counter poke and conversions on counter hit can be difficult. This combo does a nice bit of damage and is very simple.

You need to delay the K dandy so that the wallbounce works properly, if you don't, the opponent won't hit the wall and will just fall down

6P wall bounces so you have to do a different combo in the corner. For this combo, after the Undertow, you may need to do a super jump rather than a normal jump.


Basic Counter Hit It's Late routingBig starter
Easy


Dandy > S (whiff) > CH It's Late > 6H > K dandy > Pilebunker
Again, combos after Counter hit It's Late can be tricky, this one is the easiest and most universal combo that still deals a decent amount of damage. This combo refers to the follow-up version of It's late (Dandy > S > H), not the raw version (Dandy > H). Bother versions have different properties on counter hit, the follow-up version is much easier to combo after on counter hit.

You will find this hit on okizeme most of the times by doing a meaty or slightly delayed meaty It's late on the opponents wake up if they mash throw or another button.


Core BnB's

Core grounded combosStarters listed below
Medium


starter > 2K > 2S/2HS > 2D

  • Overhead starter: 6K/IL > (2P) > 2K > 2S/2HS > 2D
    • The 2P is here because 6K 2K can be a difficult link, you can also do 6K/IL > 5K
  • Low starter: 2K > 2S/2HS > 2D
    • 2K > 2S is better on block so you usually want to go for 2S unless you are at a far range
  • Punish starter: c.S f.S 5K 2K 2HS 2D
  • Poke starter: 5K 2K 2HS 2D
  • Mash starter: 2P 2P 2K 2S/2HS 2D
  • Metered Extension: Starter > 2K > 2H > BBU routing

Slayer has many different ways to link into knockdown and some links are more difficult, spacing dependent or otherwise. The starters listed here are the most stable starters in regards to difficulty and spacing. You can omit 2S/2H and just go straight into 2K > 2D for less damage but it's a bit easier with more range than 2S
2S and 2HS are both useful but in different ways. 2K > 2HS is a 2F link which makes it more difficult, but 2K > 2H will always combo no matter what range. 2K > 2S is easier at a 4F window and can whiff at farther ranges. 2H is -5 on block without any special cancels and a significant gap, making your pressure usually end if blocked, whereas 2K > 2S has a small gap along with jump and special cancels allowing you to confirm a hit and continue pressure. 2H should be used in most situations as long as you can hit the 2F window, however, after using 2K as a starter on oki, 2S is a better option due to it's properties on block.


Core BBU routing
Medium


2K > 2HS > BBU > 6HS > Iad j.K > 2S > Air routing
2K > 2HS > BBU > 2D > c.S > (f.S) > Air routing

  • 2D combo doesn't work on Dizzy, f.S omitted on certain characters due to spacing
  • BBU > 6HS is a 2F link. You want to hold 6 during the duration of the BBU and press the HS right when the opponent is about to re-enter the screen. BBU > 6HS is a 1f link on Baiken only.

2HS has proration and BBU has a lot of GB- so this combo will scale quite a bit. Focus on using this combo for corner carry rather than damage. This combo also works after a raw BBU, and you can spend more meter after raw BBU because it doesn't scale the combo as much.

After 6H you can opt for easier followups depending on character, Starter > BBU > 6HS > K mappa > (2P) > 5P > air routing is pretty consistent on most characters and is easier than the iad. If the K mappa is dropping you can delay the cancel by TK'ing the special input during the recovery of 6HS.



Core air routingRefer to this whenever "air routing" is mentioned
Easy


Base combo: CWH/2S/5P/etc. > j.K > j.2K > j.K > j.c > j.K > j.2K > j.D (> j.2K > j.D)
Light Variation: CWH/2S/5P/etc. > j.K > j.2K > j.K > j.c > j.K > j.D > j.2K > j.D
Heavy Variation: CWH/2S/5P/etc. > j.P > j.K > j.2K > j.K > j.c > j.P > j.K > j.2K > j.D

  • You can replace the first or third j.K with j.S if the opponent is too low or is getting pushed to far away

Slayer's air routing is very complicated and can be done in many different ways. The above combo recipe is a simple starting point for air routing Slayer has that leads into knockdown. You can delay your air-links a lot early in a combo given that all of Slayer's air buttons have long untech time, this allows many different routes on different characters. You have to do different routes for light and heavy characters along with some characters having difficult hurtboxes that require more varied routing. Also, keep in mind, you may need to cut your air routes short if done later in a combo.

Your main goal midscreen with air routing as Slayer is to bring the opponent to the corner and knock them down with j.D. Air routes generally scale the guard bar a lot so corner carry and knockdown consistency is usually prioritized over damage, however optimized combos can do significant damage.


Counter Hit 6P routingCounter Hit Counter Poke


CH 6P > 6H > Iad j.K > 5P/2S > air routing
CH 6P > iad j.H/j.K > 2S > air routing

  • The wall bounce on CH 6P can be finicky sometimes, and if you are cornered, the opponent will not bounce off the wall
  • You need to wait a bit after the CH 6P hits to go into 6H/IAD j.H to ensure that the opponent bounces off of the wall
  • Followups after 6H or IAD j.H can sometimes drop based on spacing

6P is a great counter-poke, however, comboing off of counterhit 6P can be quite tricky midscreen. 6H is generally going to be a more stable route, however, iad j.H can be more stable depending on what you are comfortable with. You have to delay the iad j.H quite a bit to make sure the opponent hits the wall, and you may have to slightly delay 6H.

Post undertow air combos (talk about routing into undertow and what to do afterwards)

Combo list

Consistent/simple core combos

(corner, crouching) 6K/IL 5K 6P 2P 5P air stuff (corner, crouching, meter) 6K/IL 5K 6P FRC 5H Undertow j.K j.2K j.D (crouching, meter) 6K/IL 5K FB Dandy CWH air stuff (Counter hit) CH 2D 2P 5P air stuff (corner, counter hit) CH 6P 5H Undertow air stuff (counter hit) CH Pile 6H iad j.K land 5H undertow

2D RC 5H Undertow >etc 6P air hit 2p 5P Etc.


air enders late in combos from 5P/2S/c.s/5K/whatever, usually gonna be in the corner at this point in the combo

  • j.K j.2K j.D
  • j.PK j.2K j.D
  • j.S(1) j.2K j.D
  • j.S(2) j.D
  • j.S(2) j.2K j.D
  • j.D

Different air routes

  • starter > j.K delay j.2K land 2S/5P > air routing
  • starter > j.K j.K j.c j.S j.2K j.D j.2K j.K 5P > air ender
  • starter > j.K j.2K j.K j.c j.K j.D j.2K j.K land 5P > air ender
  • Starter > j.K j.pk j.c j.K j.D j.2K j.K land 5P > air ender
  • Starter > j.S(2) j.K land 5P/2S > air routing

any time you rejump with a really low to the ground j.K and you are in the corner, you can do land 5H > Undertow/2H for more damage. Undertow is preferred but sometimes you have to do 2H depending on spacing and character. Sometimes late in a combo you are able to do land > 5H P dandy Pile for a damaging ender, this usually requires a difficult link however,


Post Undertow corner early in combo

  • sj.H j.D j.2K j.K > air route
  • sj.K j.2K j.d j.2K j.K > air route

late in combo

  • j.K j.c j.K j.2K j.D
  • sj.K j.2K j.D j.2K j.D


CWH/anti air > etc Undertow > etc


Difficult and character specific combos

I think I should structure air stuff with a bunch of different pieces with context. Post 6H, post Undertow, post anti air/air to air/cwh (close to opponent in the air, opponent is really high, off of 6H ground bounce)

3 parts to most air things. Low to the ground, high from the ground, late rejump

heavier chars want more hits to raise opponent height, lighter characters want less hits to lower height and not let them get out of range early in combos many things with delays and such are possible, later in combos you have to keep it simpler to secure knockdown

low height- after anti air, or CWH, or whatever (combos that work better on lights are towards the top, combos that work better on heavies are towards the bottom, however, all these pieces can be used depending on the situation, character hutbox, spacing, weight, etc.)(j.K can be replaced with j.S in most cases, but j.K is usually more consistent, although again it heavily depends on all the variables):

  • j.K j.2K j.K j.c etc
  • j.K delay j.2K delay j.K rejump
  • j.K j.PK j.c etc
  • j.S(2) j.K land etc
  • j.S(2) j.D j.2K etc
  • j.PK j.2K j.K rejump/j.c
  • j.K j.K j.2K jump link j.K/S etc.
  • j.K j.c j.K etc

Higher height- usually after one part of the previous section, usually after a double jump already, high in the air

  • j.K j.2K j.D
  • j.K j.D j.2K j.D
  • j.K dj j.H j.D etc

rejumps- early in combos you can just do low height combos late in combos you have to keep it tight j.S(2) j.D j.K j.2K j.D falling j.K BBU falling j.K 5H 2H (Undertow in corner) falling j.S c.S/5P j.D


Slayer has many different links at his disposal. Many of Slayer's normals have special hitstun outside of attack level which allows him to link his grounded buttons together. Below is a link table akin to a gatling table. Some links are gonna be useless and some are going to be impractical from spacing, but these all work.

  • Pink: Normal gatling that combos
  • Green: 3f+ window link
  • Blue: 2F link
  • Orange: 1F link (2f on crouch)
  • Red: 1F link only on crouch
Ground Links
P K S H D
5PGGAC Slayer 5P.pngGuardMidStartup5Recovery4Advantage+2 5P, 2P 5K, 2K c.S, 2S - 2D
2PGGAC Slayer 2P.pngGuardMidStartup4Recovery5Advantage+3 5P, 2P 5K, 2K c.S, 2S - 2D
6PGGAC Slayer 6P.pngGuardMidStartup18Recovery14Advantage-1 - - - - -
5KGGAC Slayer 5K.pngGuardMidStartup6Recovery8Advantage+1 5P, 2P, 6P 5K, 2K c.S, 2S - 2D
2KGGAC Slayer 2K.pngGuardLowStartup6Recovery11Advantage-1 5P, 2P 5K, 2K c.S, 2S* 2H* 2D*
6KGGAC Slayer 6K.pngGuardHigh/AirStartup21Recovery1+3 after landingAdvantage+5 5P, 2P 5K, 2K c.S - 2D
c.SGGAC Slayer cS.pngGuardMidStartup7Recovery10Advantage0 5P, 2P 5K, 2K c.S, f.S, 2S - 2D
f.SGGAC Slayer fS.pngGuardMidStartup13Recovery8Advantage+4 5P, 2P 5K, 2K c.S, 2S - 2D
2SGGAC Slayer 2S.pngGuardMidStartup8Recovery15Advantage-7 - - - 2H* 2D*
5HGGAC Slayer 5H.pngGuardMidStartup13Recovery18Advantage-4 - - - 2H -
2HGGAC Slayer 2H.pngGuardLowStartup13Recovery22Advantage-5** 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D
6HGGAC Slayer 6H.pngGuardMidStartup21Recovery13Advantage+0*** 5P, 2P 5K, 2K c.S - 2D
5DGGAC Slayer 5D.pngGuardHighStartup24Recovery20Advantage-9 - - - - -
2DGGAC Slayer 2D.pngGuardLowStartup7Recovery12Advantage-8 - - - - -
Air Links
P K S H D
j.PGGAC Slayer jP.pngGuardHigh/AirStartup5Recovery7Advantage- j.P j.K - - -
j.KGGAC Slayer jK.pngGuardHigh/AirStartup6Recovery6Advantage- j.P j.K, j.2K j.S - j.D
j.2KGGAC Slayer j2K.pngGuardHigh/AirStartup13Recovery16Advantage- j.P j.K, j.2K j.S j.H j.D
j.SGGAC Slayer jS.pngGuardHigh/AirStartup3Recovery6Advantage- j.P j.K, j.2K j.S - j.D
j.HGGAC Slayer jH.pngGuardHigh/AirStartup14Recovery7Advantage- j.P j.K, j.2K j.S - j.D
j.DGGAC Slayer jD.pngGuardHigh/AirStartup7Recovery19+5 after landingAdvantage- - j.2K - - -
X* = X is a delay gatling but the window is limited requiring precision
**2H is +26 on hit but it's a stagger so it combos into just about everything unless the opponent wiggles out
***6H will usually hit late on crouch making it more plus
  • Air links will become harder later in combos, and may even become impossible
  • Check the Gatling table for more information on cancels