about that 2H thing
if it’s a counter hit against female charac. do 236K RC 6H 214PP
if it’s a counter hit against male charac. do 236P RC 6H 214PP
saw this from Arcadia
btw, I’m having trouble against Potemkin
i got grab soooo many time, i was afraid to do anything…:bluu:
can any one give me any advice? what’s good to use and what’s not?
Do you know many frames of upper-body invincibility 6P and 6HS have? I haven’t used 6HS for the purpose of invincibility yet and if it’s worth using over 6P I’ll adjust.
How should Slayer be properly used against a good Anji? All I’ve got down is situational stuff but it’d be cool if there was a way to shut down Anji’s trap. thx thx
you guys have been great
i don’t have any quick questions but if anyone felt like just ranting general Slayer strats, i’d probably read it.
oh… i do have a question
where can i find the commands for some Slayer combos? not just showboat stuff, but nice useful combos, even if they are long and look showboaty
AXL is a kinda hard match… he has great keep-away tools, but understanding his max ranges and why slayer is so good is what will make you win this match;
this is a concept i learned from playing against dhalsim in SF, and it works wonders;
bait him to throw s.P or c.P; either way, wait for the chain to whiff; when it’s retracting, you get a free k mappa every single time. even if you can’t do anything else, you just want to be patient. this is pretty much all you need to do in this match to win. if he gets bored of being a bitch-ass turtle and getting punched in the face, let him rush you down; slayer’s 236236hs super beats 6HS for free, and axl can’t rush down slayer since slayer can dash through his broken pressures. white block a trip and when he does rengenseki, dash-bite him. ;D~ gg
that’s my basic game with him, atleast.
BASIC COMBOS!
s.S x4 -> 236p
s.S x4 -> 236k -> RC -> s.HS -> 214p p (if they’re great at mashing, replace s.HS with 6HS; timing is very hard, but it’s unmashable.)
i love that combo one of my fav things to do with meter a great thing about this is that if they block u can go into a pressure string or bite! =)
kug i like the way u operate. i would like to add that fwd+hs i belive i may have said b4 doesnt work on ducking chars…
u also can IAD after s.hs in most combos… at proper spacing.
no, you shouldn’t ALWAYS do s.Sx4; that’s a silly question. if you’re out of range, of COURSE you wanna do however many you can do without being pushed away.
it seems like everyone’s jumping animation is the same speed; 2 frames in xx, 3 in #R. you COULD do s.Sx4 iad pressure, but since you can’t IAD low enough to do anything BUT j.s, it’s not very useful IMO. plus it’s an easy air-throw
potemkin is a universal hard match for any slayer. you have to literally turtle the entire round, and catch him whenever he jumps with j.p -> air combo -> j.d finisher, and then run away again.
you can do c.k -> 6p if he does hammerfall and doesn’t cancel; this is 2 hits, and 6P beats the hit of the hammerfall, as he’s upperbody invincible.
SOMETIMES j.hs > 6p but it’s risky, and i just sit back and take naps in this match. c.s beats his jumping attacks MINUS j.s… that thing is fucking annoying, so try to bdc air-throw it or 236236hs super it.
uh… you can’t use mappa punches or d-steps against potemkin at all. no, literally; he can grab you off of ANYTHING blocked or hit. =/
so… turtle up i suppose. that’s what THE KUGZ does. ;o
The jump data is not true. Potemkin takes 6 frames in XX and Slayer takes 5 frames. Axl, Faust, Johnny, Test, and Venom take 4, everyone else is 3. That’s from gamecombos, although I’m not completely sure about some of those numbers. But I do know Slayer takes longer. It’s part of what makes BDCing stuff semi-easy. So glass, if you are doing SS SS IAD pressure with Slayer, you should try out Jam as a #2. Because that’s a huge part of her game.
I wanted to add a pair of things on the Axl match-up. Invinci-jumping and the air to ground super are two of your best friends. Invinci-jump to get throw s.P and sometimes 6K from Axl, then throw out the air to ground super every now and then just to keep Axl honest.
rensengeki = Axl’s charge back forward + slash move.
White blocking is called “instant blocking” or essentially it is “just defending”. Your character will flash white very briefly and you take 2-4 frames off of your guardstun.
eh its semi rare the timimg is rather tight on some moves i also dont like the effect of push back unless ur getting rushed down, i don see it for example useful vs long range pokes
also dont forget that most
block strings slayer has get pot busted in that match, oh btw one thing u can do is knockdown hop (the overhead kick cancel) command grab. also i think that it is important to learn to neutral dash cancel. opens big things up.
Ok I got tired of putting in tons of effort with Millia and dying in one combo, so I decided to pick up Slayer. BDC stuff is real easy and I know the combos… but I don’t really know anything else to do. What am I supposed to be doing on the ground? I just do random BDC mappas (into BDC grab) and the occasional jump D and hope it counter hits. Heh.
I’m told 6HK is god, but it doesn’t seem to work real well against anybody sticking out high priority moves (chipp/baiken sweeps).
6H is good in #R because of the untechable property against jumpers. Makes for nasty combos. In XX it’s not really as good, though it’s pretty safe on block and if your timing is super-ghetto awesome, you can combo with 214P, P (you have to do the second P as soon as it can come out for it to combo). It travels forward a good distance, so it’s good to use as part of your poke strings sometimes if you want to get inside (poke with s.K, chain to 6H). Nice thing about that string is that if the K is counterhit, the 6H will combo and then you can cancel to K Mappa, RC, do your thing. The other thing is that 6H staggers on counterhit, so if you’re close enough when it does, you can cancel to Bloodsuck and go into Bloodsuck loops (or if you’re too far, you can do 214P, P. The stagger property will make it easier to land).
Just a few random things I know about, I’m still working on my Slayer. Definitely prefer him in #R, fits my style better.