ty
I get it. Thanks man that makes life alot easier
I’ll go check that link too, thx.
ty
I get it. Thanks man that makes life alot easier
I’ll go check that link too, thx.
You have to cancel the dash to do the infinte…
Slayer can ‘JC’ his dash, You have to do it, otherwise you will miss the grab
u wont miss it they can just mash out of the stagger by then thats all .
The problem with ending any combo with a K Mach Punch is that even on hit, the move isn’t safe, meaning that if you end with it and don’t RC it, you’re wide open to punishment. Not kosher. Basically, if you’re not gonna RC it, don’t use it.
yeah i forgot that meatty k dash punches are open to retaliation, well then why not replace the last hardslash with a s,s and do a p version dash punch. still a better option then guessing for d step.
Well, as said above, ending with a P D-Step into a S is a better option because it’s totally safe. If they block it, they can’t punish you, if it hits, you get all sorts of stuff (especially if it was CH and you get the stagger). The basic reasoning is that it’s better for setup purposes.
I love how everyone’s so ready to doubt me and tell me I’m wrong. That’s exactly the reason I don’t post here.
Anyways, there’s a perfectly good faq I wrote at ggxx.gamecombos.com, under character forums, Slayer.
Read it, and don’t say anything about it. You’ve already proven to me you don’t give a fuck about learnin’ Slayer from someone who’s already DONE all the bullshit you keep suggesting.
Anyways, I’m out.
-Rob
the fact that the last hit is mashable makes a big difference. no one is attackin YOU im just trying to clear things up.
now i didnt want to say this at first but u really need to clam the fuck down, yeah u play in japan, yes theres better comp there, but that does not make you the definative on how to play slayer and what to and not do with him, maybe if u won tourneys with that it would. to me threads like this are for discussion and anylizing things about a char not blaitantly shutting everything u dont agree with down and being stubborn on your own points.
the pure fact that u just found out u can FRC his fwd+p speaks for my whole argument. now if the only way that u can keep this from being a hostile situation is not posting here then ur free to do that.
ur a right about one thing though i DONT give a fuck about learning slayer from one idividual im more interested as of learning from a community or a group of people, because one person does not have all the answers to everything, once u realize that maybe u will understand that im not tryin to undermind your ideas, “starts, combos” or whatever but trying to figure things out that work and help slayer win more.
No, I do NOT consider myself “The Definitive Slayer Player”.
I DO however, consider myself one of the more knowledgable Slayer players, especially back state side. That information I’ve garnered is information I’ve gotten from playing the game, speaking to the other top US players, and watching the Japanese play him. All well founded, and well tested. I didn’t know 6P was FRCable because it wasn’t worth my time to FRC it. I didn’t bother checking to see if his normals were FRCable because I didn’t NEED to FRC them. As stated in the guide, FRCing the 6P doesn’t net a whole lot, since it wall bounces anyways and recovers fast enough to combo off of anyways.
Since you’re so smart though, I guess you knew that.
As for H. 6H (The kick), is mashable, and is no where even IN the combo. But whatever, you knew that too, being so good yourself.
As for the d-step pile bunker, it probably is garunteed. I’ve never had a problem landing it. However, it DOES knock your opponent down, and THAT -does- present a bad situation for Slayer, who has no reliable wake-up, regardless of what you say (It’s been debated to death.) The d-step slash, if it counter hits an opponent trying to counter you, nets another combo, if it’s blocked, it’s safe and resumes Slayer’s normal pressure, thus making it more than likely, a MUCH better tactic. Proven.
As for your ideas and clearing things up.
Dashing back in after a combo to bite grab is idiotic. Anyone playing Slayer fears his bite grab infinite-ik, and would just jump back, leaving them safe.
s,s 236P isn’t safe either, not against all characters. It’s not safe for the same reason the k isn’t safe. Why not just sx4 and put yourself back at neutral advantage?
Because it makes no sense. Better to be AT the advantage, than at neutral advantage.
Quote: “isnt another k strength dashpunch garanteed though? and if u want a semi safe option u can always just dash fwd and grab…o_O”
That in itself defeats your opinion in my eyes. Stating your opinion without considering the other persons first is idiotic. You claim I don’t want to hear anyone else’s ideas? Psh. Whatever. I don’t want to take the time to redo old arguements. You posted YOUR post without even bothering to think why I might had said what I said.
Hell, the only reason I POSTED here was because I saw you guys theorizing about Slayer shit that’s like, months behind the learning curve, and I wanted to try and bring you up to date. It’s just like you people to be ungrateful, or of the opinion that you’re better, or have the more right opinion. As for the tourny thing. I’m fucking at sea, sailing, defending the fuckin’ nation, sorry if I don’t have time to play GGXX too much anymore. I’ll have to remember that, in order to have an opinion, I need to be on Apex. Go fuck yourself. I posted my link, the info’s available, my job here is done.
YOU go win a fucking tourny with YOUR Slayer. Then come tell me how useful 2D is.
-Rob
u may not say u think yourself as the definative player but u act like it, the pile bunker is NOT garanteed. the grab i was talkin about was a normal not a command, but that doesnt matter because if u read i said that its the same thing as tryin to do a dandy step when u know they can block. i dont need to win tourneys i dont come out saying “this is the only combo u should do” or in my first post refer to people u dont even know in ignorance
man…
I don’t know any of you well enough to have a personal opinion of each of you, but. This guy is right the ego’s around here are far too big, but thats what happens when you get a bunch of competative people in the same place i guess. I think everyone needs to stop trying to prove eachother wrong, this is a help thread… so try helping each other instead of wasting your time. thats goes for everyone no digs meant at all.
I know I havent got any Slayer input just yet but I’m getting pretty good now, and soon enough I’ll have an opinion just like you guys, but to be honest I’d be too scared to even post it!
RIGHT! I’ve got a question about Slayer would you belive it? If somone could give me some advice that would be wicked.
Specials, First off which one, and what to follow it with? I like using the air special and then RC into a combo can do some pretty big damage, but then it’s not easy to use it when there on the floor. Do you think it’s a better idea to just use his RC combo’s and use that maybe when they are stunned?
BTW if anyone here lives in the UK a good friend of mine is making an arcade “it will be THE arcade” and he’s getting GGX2. When that happens in the next few months i want to meet some comp.
Thanks.
i agree there is no point to this, if u want to this some people just can not be flexable in their opinions.
Flexibility and stupidity are not the same.
214K to start a RC combo is kinda weird, especially considering the attack angle, but by all means, go for it.
I use ch pile bunkers to stop air attacks, and it wall bounces, so from there it’s just a S, JC, air combo away from quick damage.
Also, if you can get the crosswise heel off, it can be followed by a pretty dandy air combo.
His safest ground chain, by far, is the sx4, d-step S or pile bunker, unless you have tension to use, than a mappa punch RC combo nets the most damage. (I don’t play for flash, I play for damage ratio to moves/tension)
Everything covered in the gamecombos.com faq I wrote, just check it out please before posting.
Typically, the specials you’ll use most often are the pile bunker and crosswise heel, then the invincible mappa punch. The air special most people reserve for air combos, and not stand alone. I personally feel Slayer’s not to effective just jumping in, but whatever works in your reason. I’m not really trying to help anymore, I just don’t want someone giving you wrong information.
That would be like someone trying to justify using H as Hibiki’s main poke instead of M. It doesn’t make sense, regardless of how you try and justify it.
-Rob
…
I meant super specials dude sorry.
I’m reading your faq and thats where i’ve been getting all my stuff from, wicked stuff!
Yeah i mean i do the air super special and then RC it into that combo you were talking about a minute ago or at least the 236k, 6HS, 214 P.
Please don’t stop giving advice. I really need it lol!
Also do you recomend jumpins at all? I find HS and footloose work pretty well on rushing AI but is it used effectivley in any arcade circuits?
Whenever you do jump in, HS is definitely something you should consider, as it does great damage and has good priority. Link to Dust and either land and combo or combo the Dust to Footloose and land, juggle with S (optional link to another S), then jump and aircombo (generally only works well in the corner).
Another thing to consider is j.S, since it has strange properties that keep it from being easily countered, and it can cross up. You can try something like j.H-D, JC on block and do j.S., land and combo or mixup.
Again, this is only if you choose to jump, which may or may not be a good idea.
Best air jump in, as mentioned, is probably S or H. Typically H, depending on where you are. If you find yourself coming in at a steep angle, or they are pretty much trapped near a corner, H is best.
I mentioned in my faq, and this is a bad-ass tactic too,
H, D.
If hits, land, do a s,s ground combo, rejumpin.
If it’s blocked, double jump with a S. S can hit up to 3 or 4 times, and typically sneaks a hit in once in a while, the thing is, when people see you rejump, they’ll either keep blocking, or try and counter. A counter will net a counter hit and a combo, but blocking will net 3 more blocked hits at least, and land you in front of them. By this time, their guard meter is hurting, and you have a whole string of ground chain opitions that all set up you jumping back in. Eventually you WILL force something through, or they’ll escape, but if you hit, you’re pushed their guard meter so high, that the basic s,s, 236k, RC, H, 236K, RC, H will eat roughly 75% life. It’s CRAZY.
Also, the air super staggers unless they’re in the air, and then I think it bounces, so you don’t really need to RC it.
-Rob
PS: When jumping with Slayer, be VERY careful. VERY.
Can anyone give me any good techniques to pull off the invincible mappa punch? I haven’t quite been able to cancel it well, and does it have to be the back dash that’s canceled?
Thanks guys i really like the HS, D and continue idea it works really well.
rejumpin is a term im not aware of, does that mean if they block the combo just jump towards them again?
I just need this explained a little more if thats cool, it sounds like an exellent tactic, but i just dont get it : ) sorry bout this. I’ll get all this stuff soon enough…
Thanks alot.
If hits, land, do a s,s ground combo, rejumpin.
If it’s blocked, double jump with a S. S can hit up to 3 or 4 times, and typically sneaks a hit in once in a while, the thing is, when people see you rejump, they’ll either keep blocking, or try and counter. A counter will net a counter hit and a combo, but blocking will net 3 more blocked hits at least, and land you in front of them
also i did’nt mean to get that guy aboves question knocked off so somone help that guy out too, I think i can do those invincible mapas but how do you know, it just comes straight out of the dash, right?
rejumpin basically means just that, jump back in and repeat the combo again.
662369k or p
442369k or p
either works fine.
Basically, jump in, H into D, dj, S, land, s, s, h, 214k S, jump back into, rinse, repeat.
Make sense?
-Rob
ok, I didn’t know you had to tigerknee the motion for the punch. Thanks.