you’re going in the right direction. Learn to love Slayer’s neutral K.
Important Slayer normals!
Stand P (last-minute anti-air, leads into aircombos)
Stand K (godly poke overall, fast, good range, advantage on block, can always combo on hit, can lead to massive damage with correct conditions)
Crouch P (his fastest normal, links into almost anything, use to poke and set up frametraps)
Crouch K (fast low, low profile so it avoids lots of attacks, can always combo for knockdown on hit, link to crouch HS to start juggles)
Crouch S (godly anti-air, leads to good damage on normal hit, ridiculous damage on counter hit, has invincibility!, stupid hitbox)
Crouch HS (large range, invincible to lows, can be comboed into, leads to a multitude of juggles on normal or counter hit)
Crouch D (combo into for knockdown, RC on normal hit for big damage combos, combo off of it on counter hit for free, high priority)
Forward+P (early anti-air, good against airdashes, ridiculous priority, huge damage in many situations)
Forward+K (overhead, advantage on block, combo on hit, airborne so it avoids lots of attacks, can be done meaty on wakeup and is safe to reversals, can be faked)
Jump K (huge range, massive priority, leads to combos)
Jump HS (huge downward reach, massive priority, extremely difficult to anti-air, leads to MASSIVE combos on counter hit)
There’s more, but that’s the jist of it.
Fixed.
You live directly in between the two largest GG scenes in the state, but you won’t learn your combos. You won’t learn your FRCs. All you’ll do is talk about learning them, and talk about learning to play the game…which you’ve done for over a year now.
This wouldn’t be a big deal, except for one simple fact that leads me to believe you have zero problems learning how to do more complicated things in a game; you play Tekken.
@ Blake’s list: why isn’t everybody playing Slayer?
Corner Trap, I think you might have already noticed, but GG is different from standard Capcom poke/footsie. In very few situations will you want to do normal > normal > super or low hit confirm > super or use supers at all (Slayer is a bit of an exception). We talked about this a while back, but GG has a lot of creative ways that characters set up damage, so when you hit somebody on the ground in a normal situation, you’ll probably just want to try knocking them down. Like a standard Slayer combo would be a few links into sweep. Then you can 6K and I’ll get hit. Do some more meaty sausage links, BBU, mashing in the air, I’m dead. True story.
Having said that, hit confirming into Dead on Time is amazing. It’s really not true that Guilty Gear is that much harder than any other fighting game you can learn. I mean if you can play CvS and 3S properly, it should be cake…if you have people to play. That’s how I learned it.
If only I had tentacles…
lol? haha :lol:
Because Slayer is like… 100% spacing and patience. Most people do not have a good grasp of either!
I understand where Demo is coming from. Tekken ain’t more complicated though. Namco is simpleminded. @_@
~The Will
So why is it that I can play GG, hit pretty much all of my combos with HOS, but I can’t consistently do EWGF to save my life? Both games have their fair share of ridiculous execution requirements.
People in NC think Tekken is easy because no one in NC is on the national competitive level at Tekken. That shit is hard.
Also, the reason not everyone is playing Slayer in GG is cuz he still takes work. But he’s a top ranked character for a reason.
Quote:
“I have fallen and I can’t get up”:wgrin:
http://www.youtube.com/watch?gl=JP&hl=ja&v=GJ6Fs-qYWHY&feature=related
Hay demo we getting up this thursday? Got some new stuff I would like for you take a look at.
This.
As far as Tekken goes, a player known world wide told me himself that Tekken requires more practice and dedication than any game he’s ever played; that it took him months to merely learn how to move properly, and this was practicing for multiple hours a day. His name is Ryan Hart.
As far as GG being deep/hard to learn/hard to understand for a 2D fighter, this is my answer to that statement.
ahhhhh…Tekken for the most part is pretty straight foward in the start. I starts to get ugly when you can not find a safe way to get off the ground…reffering to first post.
Chad, call me on my cell asap!!!
James is smart and cool and nice and powerful though. Pretty sure he doesn’t afraid of anything even. He seems like Jon in that he’s decent at everything he starts to play, right off.
Ryan Hart is BEEEEEEEEEEEEEEEEEEEAASTTTTTTTTTTTTTTTTTTTT
Watching that Tekken match, to me it was defined more by whiff punishing as opposed to the wakeup game. Which relates back to how important it is to be able to move properly in that game.
True, movement is important and Tekken is hard.
Slayer has some good pokes and good damage but there are a couple of things that make him more difficult for a new player to just pick him up and play.
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You have to be able to free style most of his combos. You get a lot of hits in random situations that leave people in weird counter hit states or hit them in the air with a random j.K and have to somehow turn it into a combo, so there’s not really 1 set combo you can do all the time. For instance when you’re juggling someone you have to adjust for their height with j.S since it has a vacuum effect and decide how many hits you want to let it do before you cancel into something else to get them at the right height for his loop to work. It takes a bit.
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He might have good pokes but he doesn’t have anything that gives him a free mix up (except knock downs) like gunflame FRC, dolphin force break, charge stun edge, etc etc. You basically have to get a feel for the opponent when you are on offense because none of his shit is frame tight and they can reversal out of most of your pressure. Basically, he doesn’t have any easy mode approaches, so people that can keep you out can be difficult.
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And lastly, I could probably post a downside to every tool that Blake posted. The key to Slayer is recognizing the situation to use each of those tools and not get fucked over for it.
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Gotta learn a lot of links since all of his shit is links aka TRAINING MODE.
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Resisting the urge to use Eternal Wings as a reversal all the time, lol. Oh and using his invincible back dash on wake up, if you fuck up the timing on it you’re gonna eat a huge ass combo, and the timing is pretty hard if they’re doing a meaty. I lose a lot of matches to that.
If you couldn’t, then there’d be something wrong with the character. The point is that he has tools for pretty much every situation. Also, there’s nothing wrong with 5K at all. Like, at all.
And yeah, when the Tekken player that just won Evo tells you that Tekken is hard, it’s pretty tough to disagree.
It’s actually pretty hard to reverse out of Slayer’s regular pressure since so much of his stuff is safe. You take a big risk by trying it most of the time.
And feel free to come up with downsides to every tool I posted (we learn stuff that way). Shit, try to come up with a downside to 5K, period.
Over-reliance on it can make you not use his other tools! Uh… that’s probably it.
5k’s weakness is that it doesn’t have purplerapeenergy like most of Slayer’s good moves. Not that he has bad moves. Just undertow.