GGXX / #R: Slayer Thread

Here’s a question

Lets say you’re playing a hot shot newbie to the crew with a batshit crazy Anji train. What do you do? What do you do?

I’ve been practicing with Slayer now for a while in X2.
But for some reason, I struggle severely against a good Testement player, in getting in.

Forgive me, I don’t know the names of the specials in this game. But he uses the ground tree’s and the red spider web’s like their’s no tommorow.

The teloport dash of Slayer can only get in so close, as it fails to pass through the webs.

And as I jump in to get closer, I always have to air block the webs. Air dashing is no good because then it won’t let me block the webs, as he gets a free air combo.

And if I do air block the webs, then usually the tree’s get me.

My usuall combos of slayer consists on a PS2 controller. Triangle, Triangle, Down-towards X, romancancel, triangle, triangle, down-toward X.

Sometimes at the very begining of that combo, I can time 4 triangle punches. The timing is somewhat difficult but it does work pretty good.

A good air combo I like to do is down-back square with X(to juggle, then jump square, X, jump again, triang, circle, dust.
Or after I jump again, triangle, circle, down-back X.

Can anyone give me good strategies against Testement, or any other better combo with Slayer.

You can break the webs without getting punished by doing an air-dash into dust. That’s how I usually get into Testament.

Instead of roman canceling into S.s, you can just use Circle -> QCB Square + Square…that’s your pilebunker attack, the one with the big poke.

You can replace your current air-combo with “The Rest,” which is QCB Square + X -> Square X Dust QCB X, it’s good stuff.

It’s good to know the move names and proper GGXX notation, it’s a lot easier/quicker to read stuff with the universal notation and you’d get more advice from people IMO.

Hey thanks a lot.

I already tried those combos and their very good.

I’ll definatly try to learn the GG language. I’m more used to trying to explain it by streetfighter kof method LOL. As you knowticed from above.

I haven’t tried the air dash into dust to pass the webs, since I’m not playing against him right now.

How does that pass through the webs though, just out of curiosity?

you can jab out bloodwebs in the air. j.d isn’t a good choice because you just kinda hang around until you land since you can’t throw another attack. just use j.p

you can jab out bloodwebs in the air. j.d isn’t a good choice because you just kinda hang around until you land since you can’t throw another attack. just use j.p

which ever o or 7 it doestn really matter because the fact remains u cant wakup with it for free…

Can someone help me understand this better. I understand Slayer can go through moves, by timing the dash teloport.

But to punch through May’s whale, Testaments’s pokes. Are you referring to the pile bunker?

I’ve done his airthrow but whats his BDC airthrow?

If you or anyone can help thanks.

  • does anyone use the FRC w the dandy step?

  • what’s his 2K used for? it pushes away, but thought the point was to stay in close range w Slayer…

  • how do you get his instant kill after a bite? when i try it the 236236H always comes short.

  • what are Slayer’s staple combos aside from the dashing bites, the aircombo and his RC bnb?

right now my The Rest looks like j.K, j.P, j.K, jc j.K, j.P, j.K, D
and my RC ground combo looks like S, S 236K rc, H 214K + P/K (into pile bunker or aircombo depending on char)

but i’m having trouble dealing damange w anything else when i’m out of meter…

1 i use it to make sure people like johnny and faust dont poke slayer out of dandy bait shit.
2 dwn+kick is used just like c.mk in most games as in to buffer into a combo or to poke, u can also otg push after air grab with it.
3 i dont do the ik but i would imagine do the # of grabs that dizzy pilebunker rc ik mode ik or just walk a bit then do it…
4 shit theres a bunch not as dmaging but still ss ss mach punch s.p,s.k, mach punch ss ss tiger knee air super whateve…
also try to get into the habit of doing the fwd+hs instead of s.hardslash in the bnb rc combo.

yes. this is an advanced concept, but you could’ve looked through the first few posts about BDC

BDC = BACK DASH CANCEL… basically rollcancel…

you tap BACK BACK and slayer will dash, correct?

well tap up while backdashing and it will CANCEL your backdash, but you STILL get invincibility from it.

so using this logic, ANY MOVE SLAYER THROWS OUT CAN BE INVINCIBILE.

Try this… 442367p…

this will put both requirements for the invincibility; the backdash, and the up motion.

look throught the rest of the thread for the rest of the possibility’s

  • i’m trying to learn BDC;
    is Slayer supposed to be invisible (“not visible”) during the BDC mappa? what usually happens when i do it is i vanish for a split sec then reappear w a mappa; is the invincibility only when he vanishes, or is it just like CvS2 roll cancelling where u carry the invincibility for the duration of what would’ve been his dash?
    (ie the sooner i cancel into the mappa, the better?)

shadowcharlie:

  • sorry… i meant the 2H and not the 2K… the stompy thing that pushes ppl away. it’s a weird move, i don’t know how it helps slayer…

  • could u explain #4? sorry i’m just still not used to the #r terminology

  • why use 6H instead of 5H for the bnb rc? i thought the 6H only staggered on counterhit

  • whatabout his 6P (shoulder tackle)? i guess it goes into The Rest on counterhit when you’ve got em cornered but when is it better than his bnb?

  • oh yea i’ve seen a vid where he links stuff after supers (both ground supers)… how do u do that…?

glass; using 6H instead of s.HS is because since s.HS is a stagger, they can actually mash out of it and they’ll block your pilebunker.

6HS -> pilebunker is an ACTUAL combo, albeit a hard one.

The sooner you mappa the better, that’s right on

It looks like a regular mappa punch, but you will be invINCible. Try doing this. Set the computer to Ky, and set “memory” to have him do a fireball. Do the 4412367K motion. You should go through his fireball, and make sure you time it so you don’t jump. You want to press K AS you hit 7, not before or after.

Also is their a difference if you do it as 4412369p…

I got it to go through like that I believe against a fireball with the 44, as it was cancelled by the mach punch. But thats only when the fireball of Ky was really close.

If I try the mach punch itself right after cancelling 44 it gets stuffed?

no, it doesn’t matter if you add the 1 in to it.

yeah uh the dwn+hardslash is kindah iffy the trail even when it comes out doesnt always hit if u get knocked out of it, its just another safe poke option ehhhh semi safe from distance thats all, i dont really use it…too riskay.
u can do shoulder frc into a bunch of stuff in #r but less in xx. the thing about doing things after supers is just juggle type stuff like u can relaunch so to say with air super from the “rest” combo.
and concerning back dash cancel, u dont have to go invisable at all u can actually avoid even flickers in his animation by neutral cancling =) the only thing that lets u know u did cancel aside the effect would be the “bloop” sound he makes when dashing. =D

Just a couple of small questions about slayer

  1. Is there any practical use for 6+p any special propertys?

  2. if i land frc 6+p is there anything in paticuler i should be doing after it, i normally just do pile bunker! lame i know but i’m just starting with slayer

  3. Is bdc possible in ggxx or is it just reload? I rememeber somebody telling me it was his big thing in reload but i’ve never heard it mentioned in xx

Oh all my questions are ggxx related, i dont have reload :\

Thanks

1: upper body invincibility; it’s an okay anti-air… i prefer c.s if they’re super/normal/double jumping in, and 6P to stop low IADers.

2: i don’t bother blue romaning it, as a counterhit leads to wallbounce anyway, then just do pilebunker or you COULD FRC it to air combo…

3: no, you can do bdc in either version. in XX, it’s way better (19 frames invincibility over 11 in #R)