GGXX:Accent Core Thread! [AMERICAN PS2 RELEASE, GO GO GO!]

Slayers Mix-up is definitely better than Sol’s.

After knockdown he has DS>HS/2K; the HS after Dandy is invincible to throws and he can mix it up between that and 2k, and it can be quite hard to see if timed well, plus both options on NH lead to good damage. He also has Mappa and Dandy feints into throw; S Dandy cross-up; 6K and 6K feint, or 6K>5K>Mappa feint; and don’t forget he can also dash behind and in front of his opponents during there wake-up and mix it up with S Dandy just to confuse the opponent even more and rob them of their thinking time…hell, maybe even his D feint counts too.

I really don’t see how Sol’s mix-up is anywhere near as good as Slayers. I have little problem blocking Sol’s mix-up’s, but Slayer’s a different story…

Ermmm… I guess =/

Which begs the question: How does more of the information get label as a “theory”?

Ah, whateverrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr–

Sol’s mixup isn’t anywhere near Slayer’s level. Slayer can do EVERYTHING Sol can do but much better.

2D is frame disadvantage on block. And it pushes him out. Sol must use GF FRC or GFF. His 5K is also frame disadvantage on block too. Which means he has to go for 5/2S after. His tick throws aren’t that great either. For instance if Sol moves in as soon as he nears you duck and Wild Throw can’t connect. And Wild Throw is in a CH state. And since you’re crouching if Sol opts for a low it you can easily block it. Good luck doing 5D on a good Potemkin. That’s a Pot buster for him.

Sol’s rushdown is decent if he has meter. He has solid AA’s but Slayer’s are better. Slayer’s 2S even beats crouching moves.

The more and more I try to improve my Sol is the more I tend to go for pokes instead of trying to do mixups. 90% of the time I end a string with 5/2S and sometimes a GF FRC. I’m working to remove 2D from my arsenal outside of combos. 5D I use once in a while(like every 6-9 rounds). I prefer to do a 5D after 5S or 2S.

Sol is just an average character. He has combos that do big damage. That’s his strength and his Volcanic Viper comes out damn fast(SVV 7F and HSVV 5F). He doesn’t have high priority normals, no great pressure, doesn’t build up the guard guage easy, his mixup of low/throw is something everyone is GG already has, his crossups aren’t that great.

I’ll say this though: In no category does Sol suck ass. He doesn’t horribly fail at anything. GF for rushdown/oki/pressure doesn’t suck ass. It’s decent enough. 5/2P,5/2K,5/2S are good pokes. 5K and VV are good AA’s. J.P is good air to air. I quit using j.HS . Testy/Pot/Slayer/Eddie are who I play against so that doesn’t go too well.

well, I do 40-80% off random pokes, counter-hits, anti-airs, mixups, etc. when I’m warmed up, and I wouldn’t call myself the best Slayer in the States.

It’s theory fighter to say Slayer will always combo off random pokes and kill you; it isn’t theory fighter to say that any Slayer worth his salt should be able to hit-confirm at least a few of his pokes into a big damage combo.

Obviously a theory.
Move along people! :looney:

Who’s the best slayer in the states, btw? Honest question, since I dunno.

I hear there’s this neko who plays Slayer.

Based solely on who I’ve seen and played, I’d say ComboFiend. If he’s not the best, he’s definitely up there.

^^^No, IDK who is, and Combo’s a cool dude but theres better out there. Oh BTW when I asked him last he said he was an ABA player

Koogy

Look at the Thread Starter…XD

I think the best is koogler, from the time ive been in DL forus (Diveman) he is always posting good stuffs and showing good matches

Last I saw him, he was playing Slayer.

Results from West Toast X has him using both.
5th - Combofiend(SL/AB)

i’ll eat comboflakes for slayer breakfast

rarraarrarar neko power

anyway, slayer has terrible mix-ups. the difference is that nobody in america understands what slayer is terrible at. they eat 6K all day because ???

once you realize that slayer’s mix-ups are destroyed once you leave bite range, you’ll really begin to see what he is all about. allow me to elaborate.

BITE RANGE:

bite - throw option
6K - best option
2D - bad option without 50% meter
2K - best option
dash over - meh option
cross-up D-step - double meh option
IAD over j.D - neko option
fuzzy guard j.D - pro neko option
6P - “YOMI” option

your basic mix-up at bite range is 25% correct guess.

however! if you push slayer out of bite range…

BITE WHIFFS RANGE

dash up bite - sloooow
6K - best option
2D - meh
2K - best option
cross-up d-step - becomes better at this range, but … still meh
6P - YOMI PRO NEKO

effectively, good slayers will create a realllly basic 50/50 that is easy to see. especially once you realize that lots of characters can 6P his 6K on reaction if you expect it. however, here is the true secret to slayer and how to completely avoid his mix-ups in general: FD his okizeme 6K, or okizeme D-Step HS.

Slayer is soooo range dependant on his okizeme, he has to get close. Infact, he has to stay nearly within throw range constantly to do any real crazy mix-ups… Ever seen the “scary” mix-ups slayer can do from 5K range? :lovin::lovin:

And yeah, you can do my old school 2S -> 6K shit, which is pretty nekotastic. But the truth is, go play Millia if you want better mix-ups.

nekoedit:

some other guy posted this earlier:
“Lol, you’re hilarious. So you’ve never seen a Slayer do 5k>DoT? Ah whatever.”

no. i’ve never seen anyone do this. i’ve never done this. why would you do this? watch japanese slayer players. they do not do this for a reason.

HOO AH
HOO AH
HOO AH

x

I remember this one guy said:“Against Slayer stay out of 2K range and there’s not much he can do. Some characters can stay out of 2K range easy.”

There you have it.

/Slayer discussion

Pfff. Oh I wish that were true, then Slayer vs Axl would be cake.

What you know about Slayer walk up somp? THats some real annoying shit rite there, My Axl gets Ko’d all day by that.

Generally 2D is where your pressure ends if you take the gatling out that far, but this is an oversimplification. Lots of characters can attack from disadvantage if they’ve established some kind of positional advantage. If you’ve ever seen Sol players jump forward after a blocked (or especially faultlessed) 2D, it’s the same thing. They’re banking on the other guy mashing out their fastest counterpoke and whiffing it, which puts them into too much recovery time to anti-air an early j.S (if they even react to it in time). It’s completely matchup-dependent and it’s not the safest option, but it’s there.

Almost every character has to commit to something that pushes them out after their lead-in move on the ground and weakens their mixup options. In fact, if you want better options off of a jab, Sol has that – he has 2P, which has much better gatling flowcharts.

Wild Throw can throw crouching opponents.

Things off the top of my head that Sol does better than Slayer: damage off of throws, more freeform gatling strings, option-selected backdash punishers (I guess, I haven’t found anything with Slayer that you can hide the same way you can with Sol).

I still think Slayer is the dumbest shit ever but let’s call a spade a spade here.