Qcf+D (236D) is called Big Bang Upper, or BBU for short. This move is practically used in all of Slayer’s high damage combos. In fact, BBU is practically the main reason Slayer is the arguably the third best character in the game. Most common set up for it is comboing into 2H, wait a bit, and then doing 236D to launch them in the air. Follow up into the air for an air combo that’s pretty much 50%+ on practically any character in the game (even if you start the combo from a 2K, which has 70% proration on it). Learn to use this move to it’s full effectiveness and your Slayer will be tops.
Also, I don’t recommend doing this move if you’re trying to react to Sol’s Gunflame. Chances are by the time you react to it, it’ll be FRCed and they’ll block your BBU while the GF still hits you. You’re going to eat a fat 50% combo, so it’s a pretty high risk/low reward scenario.
Actually his high damage combos don’t use BBU due to force prorate lolz. BBU is his generic prorates-and-combos-off-many-situations move, it just hits really hard by itself. 2H and BBU both force prorate, so yeah. His better-than-everybody-else damage comes off his major counter-hits and off minor guardcrank into mixup.
BBU is used for a few situations- when you’re at midscreen and have no other big damage options, when you anticipate a poorly planned jump-out, preemptive anti-air, some risky frame/tech traps, and going under certain strings. It’s a very VF style abare kind of move as well.
It’s also the move you do when you’re one-week Slayer player who doesn’t know how to do anything better.
It’s a great move, no doubt, but his damage is typically better with other tension uses (2D RC, 6P FRC, Dead on Time, 2-hit DHD) and he can convert many openings into good damage without tension. BBU is a utility move (a really good utility move), not his primary damage move.
How come there aren’t too many ABA players out there? She seems to be a pretty solid character to me… actually same goes with Axl, I’ve seen some crazy shit done with him and he seems to be a very safe character IMO.
The ABA players in America I know of that travel besides myself is just Combofiend, I think. I don’t know about Furix or Tage-Proto - and Poon, the best Slash ABA, doesn’t play much anymore from what I hear. As far as japan goes, Dio kind of dropped off the face of the earth shortly before SBO (He didn’t qualify), leaving Tsubu (Good ABA) and Die-Chan (Not as good ABA) as the two lone SBO representatives. Every now and then you’ll catch some ABA matchvids here and there on Dustloop.
But yeah, CrimsonDisaster is pretty on the ball. Shit happens when you play ABA. Sometimes you’ll just get the axe. But part of the character is minimizing that factor to the best of your abilities, managing your modes well, and when shit DOES happen, keeping your cool.
Indeed, but I often play against scrubs and the computer, so baiting or simply predicting the GFs is easy. But indeed, I should stop it.
But what’s the “70% proration” terms in terms that are more easily understandable? (I call crossups “the thing where you jump over the guy so he has to block and it’s not easy”)
Damage scaling tends to refer to damage reduction as a result of continued comboing (diminishing returns, essentially). Damage proration in GG terms is very similar, except it refers to moves which, when used to start a combo (or when done at all, in the case of forced prorating moves) will reduce every following hits’ BASE DAMAGE to a certain percentage, prior to all other damage calculations (including standard damage scaling).
So like, let’s say a move does 100 damage (eg. the dive part of Slayer’s air super). If you combo’d it off a move that doesn’t prorate, it would use that 100 damage as the base value before calculating damage.
Now let’s say you do a move with a 70% prorate (eg. most characters’ 2K), then combo it into the 100 damage move, the game will treat the 100 damage move as a 70 damage move for damage calculations.
Now, general damage scaling will affect things as well… but that happens regardless of your use of prorating moves. Damage scales all the time, from hit-count, guardbar, where your Guts kick in and your Guts rating, etc. Prorating is just a specific damage correction inherent to certain moves, apart from all the other factors that affect damage in combos.
For the BBU, what about when you get those stuff like the 5HS counter hit and you get the bounce? (I’m not sure if that actually combos) Do you just kinda use the BBU as often as possible, whenever you can land it?
If you land H against an airborne opponent, CH or not you have better followups that actually work. Depending on the height you hit them at, you can get like… JC/IAD into K/S/2K/D, or 214P > P/S, or K Mappa, among other things.
Some people use BBU a lot. I tend to shy away from it except when I have no other way to convert a hit into a combo, due to the force prorate and the fact that it’s an 80 damage move that typically only adds about 20-40 damage to your combos for 25% tension (another reason why I like it as a standalone move instead of combo filler). It also eats a pretty big chunk of guardbar. Again, its primary strength is its utility, mostly as a standalone move but also because it allows you to combo in some situations where you wouldn’t be able to normally.
Watching Johnny combo vids is bittersweet. It shows me all of this fantastic damage, but at the same time reminds me of how much I suck b/c I can’t consistantly get one hit ensengas :sad: