Slayer Tech: Kara Specials and Pilebunker Loops

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  • เผยแพร่เมื่อ 26 มิ.ย. 2024
  • Oh. Oooh yes. also see my video going over stable loop combos: • Slayer Pilebunker Loop...
    also i realized it's pilebunker and not piledriver after recording RIP (didnt play xrd)
    00:00 - 3:05 kara specials w/ dash
    3:05 - 3:52 pilebunker loop bnb
    3:52 - 5:26 routing into pilebunker loops
    5:26 - 9:54 dandy counterhit pb loops
    #slayer #ggst #guiltygearstrive
  • เกม

ความคิดเห็น • 116

  • @me_lolo
    @me_lolo  24 วันที่ผ่านมา +4

    yo goons, if you want the frame bar mod then check out this video th-cam.com/video/YSG3tiIS8ZE/w-d-xo.html
    also peep my video going over reliable loop combos
    also quick side note: kara p dandy is very applicable but very hard to execute. should be interesting to see what becomes of it... (one example: bite into kara p dandy high low, not meaty but very scary if they are respecting you, which they should there)

    • @lazarm6967
      @lazarm6967 22 วันที่ผ่านมา

      Can this get me banned or no?

  • @OccuredJakub12
    @OccuredJakub12 27 วันที่ผ่านมา +265

    I'm glad that instead of taking away Slayer tech they made it more visible when you successfully do it. This is what "making the game easier to understand, not simpler" means!

    • @tabkg5802
      @tabkg5802 27 วันที่ผ่านมา +15

      They DID take away the tech tho? BDC don't exist and FDC are much less lenient. It's nice that they kept it but still

    • @me_lolo
      @me_lolo  27 วันที่ผ่านมา +50

      100% agree, this clearly demonstrates he's fairly technical and has a long way to go for optimization. they did an amazing job imo. I promise to anyone that these combos are not as easy as they look.

    • @OccuredJakub12
      @OccuredJakub12 27 วันที่ผ่านมา +22

      @@tabkg5802 Well BDC would be broken in STRIVE and they still gave him a unique special that basically replaces it

    • @tabkg5802
      @tabkg5802 27 วันที่ผ่านมา

      @@OccuredJakub12 it wouldn't be any more broken that white wild assault, red wild assault, Nago or HC during S1 and S2

    • @plasticfacedvillian4779
      @plasticfacedvillian4779 26 วันที่ผ่านมา +9

      To be fair, we can't act as if GGST isn't much simpler than Xrd. New fighting games are usually simpler than their older counterparts. I don't know why people don't want to admit that

  • @JackKahunaLagunaFGC
    @JackKahunaLagunaFGC 26 วันที่ผ่านมา +43

    Possibly the best intro to a video I've ever heard

    • @me_lolo
      @me_lolo  26 วันที่ผ่านมา

      if you know you know

  • @BedlessSleeper
    @BedlessSleeper 25 วันที่ผ่านมา +12

    He has a special mechanic inbuilt into his character that gives Slayer 17,000 additional inertia if he special cancels specifically FROM a dash>superjump cancel. So if he does a dash>superjump>special kara, he gains that additional inertia. Its really awkward that it HAS to be from dash>super jump and not just any dash kara. I wish it didn't require jump.
    Also to note: I personally find it much easier to do my 236x karas by pretending they are 268HS Behemoths. Makes it much easier. So just do 236dashmacro~9p/k. [Dash macro can be done on 3/6]
    Also also note: I have reason to believe Slayer travels further when doing the kara from 9sj instead of 8sj, but it probably only matters in very niche situations, if true. Will require more testing.
    [This mechanic is identical to Potemkin/Sol, but their mechanic is specifically only required to be done from their respective 6k/6s karas, making them incredibly easier]

    • @aidanyork1018
      @aidanyork1018 23 วันที่ผ่านมา +2

      I'm a Johnny player that never knew about this karra stuff so now I have to STOP LEARNING SLAYER AND GO SEE WHAT I'VE BEEN MISSING
      ...
      But I was struggling with this tech for an hour and this comment just made me get it instantly so thank you so much

    • @seannomoney20
      @seannomoney20 14 วันที่ผ่านมา

      ​@@aidanyork1018 one of my most recent videos was me doing a combo with johnny that requires a kara cancel to pull off

    • @seannomoney20
      @seannomoney20 14 วันที่ผ่านมา

      ​@@aidanyork1018you can also kara cancel johnny's dash into specials like card throw or anything else

  • @Tak_Fox
    @Tak_Fox 27 วันที่ผ่านมา +37

    for kara bite, out of any lag buffering half circle then doing dash + up is good, but if doing it raw, you can actually get it a few frames faster if you start the input with dash. either DM6248H, or the one ive been finding pretty consistent, DM6284H or DM63924H. both should give earliest possible bite raw. if coming from a bufferable window though theres no difference between this version and half circle first. small difference really, but maybe useful down the line
    you can also kara super off the backdash + 6s move with 63214DM6S, which probably has limited application but is pretty cool

    • @disrupticon
      @disrupticon 24 วันที่ผ่านมา

      Screenshotted this comment and tried it hours later. HAD to come back to admit that for some reason I’m having trouble with the videos version of the Kara input, but THIS comment gave me something to use instead of forcing block in a corner for bite. Just great to have another tool I can use so I had to come say thank you for the alternate information.

  • @Ixs4i
    @Ixs4i 27 วันที่ผ่านมา +13

    hitbox user here, can confirm the kara bsu is quite consistent and easy on it. could be kinda finicky depending on your layout, but its pretty simple to plink dash up and hs to get it.
    edit: about the pilebunker loops, i saw one on twitter that gets 3 bunkers in one shot, its something like
    ch. masters hammer, delay 2s>kpb, c.s>2s>kpb, c.s>2s>2h>ppb splat
    and apparently its autotimed after the first bunker so theres that for a relatively optimal pilebunker loop

  • @evilded2
    @evilded2 27 วันที่ผ่านมา +16

    Mighty fine kara tech.

  • @smuggles2124
    @smuggles2124 26 วันที่ผ่านมา

    Nice video bro, really nice to hear you talk about the nuances of the routing and stuff

  • @sucinistro
    @sucinistro 27 วันที่ผ่านมา

    Thanks for the vid mate, was looking for something like that, those loops look sick

  • @grant6060
    @grant6060 24 วันที่ผ่านมา +2

    Slayer has been adapted to strive so perfectly. People are annoyed that bdc is gone, but to me it's overshadowed by them taking reverse pile bunker and turning it into an extremely satisfying and drip combo tool. Before it was an annoying interaction that would potentially lose you the round, but now I'm having a ton of fun practicing confirms into it and cant wait for the day that i land this shit in a match.

  • @pikachuattack542
    @pikachuattack542 26 วันที่ผ่านมา +6

    You can route very easily into the clean hit of his super if you do cS fS twice, into HS, and then super.
    Doesn't work in the corner tho, but it works on both normal block and on hit!

    • @me_lolo
      @me_lolo  26 วันที่ผ่านมา +2

      oh this is probably very good

  • @fenswillrise3947
    @fenswillrise3947 27 วันที่ผ่านมา +3

    You can also go into loops off of counter hit 2d. Altho 2s is your starter for that

  • @vintajecheese7803
    @vintajecheese7803 26 วันที่ผ่านมา +1

    On grounded hits, if you can route into f.S you can cancel the first hit to guarantee a bite for the universe power up

  • @finallyanime
    @finallyanime 26 วันที่ผ่านมา +1

    Wow that otg is so insane from pb loop

  • @harryvpn1462
    @harryvpn1462 27 วันที่ผ่านมา +19

    I found he can actually get pile bunker loops off of any hit by doing rc 5[D] c.s 214P delay P, but the link after the pilebunker is HARD, and dmg difference isnt much compared to easier routes

    • @me_lolo
      @me_lolo  27 วันที่ผ่านมา +3

      well yeah I covered that, it is very scaling dependent and such

  • @andreadicastro8525
    @andreadicastro8525 27 วันที่ผ่านมา +1

    I found out that using WA he can get pilebunker loops too and also from RRC, off of WA as long as you do it from a 2H you can do something like 5S 2H 236S C.S 214P~P and go into them, same off of RRC, Just C.S 214P~P scales way way way better than going into ot after 5[D]

  • @roarkviolet1912
    @roarkviolet1912 26 วันที่ผ่านมา

    You can also do the typical rekka super kara with dandy step, although im not sure where to yse it other than a reaction option to beat reversals when going for stuff like k dandy into S/K

  • @SleepinJimmy
    @SleepinJimmy 27 วันที่ผ่านมา +11

    Does the previous version of the framedata mod just works with slayer, or was there an updated one for his patch? Btw great video!

    • @me_lolo
      @me_lolo  27 วันที่ผ่านมา +5

      ty and there’s an updated version
      check out tiger_pop’s guide

    • @SleepinJimmy
      @SleepinJimmy 27 วันที่ผ่านมา

      @@me_lolo Thanks a lot!

    • @Norirane
      @Norirane 26 วันที่ผ่านมา

      There's an update on the mods github page.

  • @PwnerGeist
    @PwnerGeist 25 วันที่ผ่านมา

    First thing i cheked for was back dash cancelling and thought man that sucks ......what about forward and boom here we are.

  • @peterkim8525
    @peterkim8525 25 วันที่ผ่านมา

    very nice video lolo

  • @AdeptusForge
    @AdeptusForge 27 วันที่ผ่านมา +1

    Has any use been found for FDC dandy step? From what I can tell, its purely momentum and there's no invuln or anything else applied.

  • @CrowFGC
    @CrowFGC 26 วันที่ผ่านมา +1

    How do you have the frame viewer? I thought it’s been stuck on Elphelt patch

  • @xav9793
    @xav9793 9 วันที่ผ่านมา

    Omg i Actually felt a lil bad there at the end

  • @fern2266
    @fern2266 27 วันที่ผ่านมา

    as always lolo is the goat

  • @NikELbErGErBergel
    @NikELbErGErBergel 26 วันที่ผ่านมา

    5:39 ive been trying to hit the overhead combo but they keep falling down in front of me after the 2nd close slash, any advice?

  • @theuhlol__
    @theuhlol__ 27 วันที่ผ่านมา

    Yeah I was so confused when I did the purple thing, I thought it was backdash canceling but I did not know he had Kara canceling to be honest with you

  • @TheLoneAlpaca
    @TheLoneAlpaca 26 วันที่ผ่านมา

    great job being someone to clearly break down something like this so early!

  • @oatmeal5672
    @oatmeal5672 27 วันที่ผ่านมา

    There are actually some pretty easy autotimed backhit pb loops off of ch 2h and 5h
    Ch 5h 214P 2S 214KP c.s 2s 214KP c.s 2H 214PP works

  • @snoopyadoo8819
    @snoopyadoo8819 22 วันที่ผ่านมา

    I cannot get the dandy overhead counterhit follow up without swapping sides on the follow up double close slash, what am i doing wrong

  • @Protomango
    @Protomango 26 วันที่ผ่านมา

    Thanks for the video! I have a question about kara canceling. Are there any alternative methods in Strive, or is this the only way to access it. I wanna punch purple too

    • @me_lolo
      @me_lolo  26 วันที่ผ่านมา

      I believe some people have other methods, but I don't know them off the top of my head.

    • @vintajecheese7803
      @vintajecheese7803 26 วันที่ผ่านมา +1

      If you do 23669P/K you'll get the purple indicator

    • @Protomango
      @Protomango 26 วันที่ผ่านมา

      @vintajecheese7803 I'm gonna try these both when I get home, thanks :)

  • @captainphoton1693
    @captainphoton1693 26 วันที่ผ่านมา +1

    OK so the Kara is a mechanic he hit back in +R. At least.
    In older games it actualy make you invincible during the special.
    You acn also do it from the quarter circle back specials.
    You do not need to tap up. You can just do the quarter circle, dash, finish the quarter circle on front top then button.
    Same for the quarter circle back but put a neutral in between. So what you can do is the gg input. Half circle back forward. But instead you do forward up. With a dash in between.

    • @roarkviolet1912
      @roarkviolet1912 26 วันที่ผ่านมา

      My bad, I misread your comment.
      I had a whole paragraph on how dash jump cancel works on characters who have an uninteruptable forward dash because I thought you meant you didn't need a jump input, i hadn't realised you meant forward jump ↗️ instead of neutral jump ⬆️.

    • @captainphoton1693
      @captainphoton1693 26 วันที่ผ่านมา

      @@roarkviolet1912 all 3 jumps work BTW. It's just about making the input easier.

    • @MC-ns8gb
      @MC-ns8gb 25 วันที่ผ่านมา +1

      Hitting forward up is really inconsistent on dpad so it's probably better to just stick to tapping up

    • @MC-ns8gb
      @MC-ns8gb 25 วันที่ผ่านมา

      At least for Kara bsu and Kara dandy step, Kara mappa is pretty easy to do regardless

  • @ryangolden5865
    @ryangolden5865 23 วันที่ผ่านมา

    What is the timing of this I seem to get just jk a lot even tho I’m doing up and k together after the dash

  • @Cornin33
    @Cornin33 26 วันที่ผ่านมา

    Do you think it would be possible to use the combo at 5:00 to set up a mix with Dandy step or is it more viable to do something like Oki?

    • @me_lolo
      @me_lolo  26 วันที่ผ่านมา +1

      I have no idea to be honest. I think messing with left rights with his normal dash on those kinds of knockdowns could be good if you got good at timing and microspacing it as the slayer

    • @darkwrath9927
      @darkwrath9927 26 วันที่ผ่านมา +1

      Definitely possible. You'd probably want to do a dash cancel or P Dandy Step mix off the otg c.S. But a safe jump might just be better overall

  • @SkrymSkript
    @SkrymSkript 23 วันที่ผ่านมา

    How do you get the Kara Command Grab consistently (like 80% of the time I never get the actual dash LOL)? Is it a speed thing with the half-circle so that the dash gets buffered inbetween the half circle?

    • @me_lolo
      @me_lolo  23 วันที่ผ่านมา +1

      pretty much, yeah. most important thing is to return to neutral before pressing the dash macro.

    • @SkrymSkript
      @SkrymSkript 23 วันที่ผ่านมา

      @@me_lolo ahh aight aight, thanks

  • @tabkg5802
    @tabkg5802 27 วันที่ผ่านมา

    0:37 that's legacy tech. Johnny could jump cancel his dash previously too but dunno if he could kara it into specials

    • @desperado3347
      @desperado3347 26 วันที่ผ่านมา

      johnny's was added in a recent patch to make his dash less commital

    • @tabkg5802
      @tabkg5802 26 วันที่ผ่านมา

      @@desperado3347 yeah, but he had it in earlier games from the beginning

  • @hero_henshinx8829
    @hero_henshinx8829 23 วันที่ผ่านมา +1

    trying to kara cancel this stuff on controller is hell ngl

    • @grantm.5975
      @grantm.5975 18 วันที่ผ่านมา

      Yeah, I've tried it on leverless and controller and I think leverless is way easier to hit this on. Ending on the 9 position (like a tiger knee) does really help with these, its way easier to get it consistent that way.

  • @xcreenplay7264
    @xcreenplay7264 27 วันที่ผ่านมา +3

    were did you get the frame data mod,mines longer works with the new update

    • @me_lolo
      @me_lolo  27 วันที่ผ่านมา +2

      agreed, I think a lot of people had oversimplification concerns but clearly that’s not the case!

    • @GoodTato
      @GoodTato 27 วันที่ผ่านมา +5

      @@me_lolo Wrong reply?

    • @Lanzetsu
      @Lanzetsu 26 วันที่ผ่านมา

      @@me_lolo Yeah we wanted the info about the frame data mod

  • @ShikiRyougi05
    @ShikiRyougi05 26 วันที่ผ่านมา

    What in the world did this man say at the beginning??

  • @ChaseC87
    @ChaseC87 26 วันที่ผ่านมา

    When I'm attempting the Pile Bunker loops, I keep getting the otg roll away animation with the c.S follow-up after a Pile Bunker knockdown. I can't seem to get the timing down. I've tried mashing c.S, slightly delaying c.S, really delaying c.S. I can't get any consistency. Any advice?

    • @me_lolo
      @me_lolo  25 วันที่ผ่านมา +1

      it most likely means you are doing the dandy p slightly too late, depending on the route. it can be very strict for some. im considering uploading a video with some staples since some have been found since this one

    • @ChaseC87
      @ChaseC87 25 วันที่ผ่านมา

      @@me_lolo I thought as much. I've absolutely MASHED c.S to try and get the pick up off the ground after PB, to try and possibly get the earliest frame, and it never works. Then I'll try to time it and I'll get a successful pick up after about a dozen attempts. Just can't seem to get it down. Would love to see a vid on those staples!
      Edit: I've figured it out. The type of otg you get is based off of how high your opponent is above you when you hit the back part of the Pile Bunker to slide along with them. The setup I was struggling with was the corner loop using RRC to c.S > DS.P PB > otg pickup. I was delaying the c.S after RRCing a bit too much. This change kept my opponent just a liiiiitle bit more above me while I slid along with them for the otg pickup, making it much easier to hit consistently since their recovery animation had been delayed just a bit more.

  • @peIuches
    @peIuches 26 วันที่ผ่านมา

    i love you

  • @vixw8700
    @vixw8700 26 วันที่ผ่านมา

    nice intro

  • @blindhero2999
    @blindhero2999 25 วันที่ผ่านมา

    Welp, time to buy a new controller.

  • @ocelot5424
    @ocelot5424 24 วันที่ผ่านมา

    How you can land the 2S on the pilebunker loop? The enemy always recovers after the 5S when im trying to do that

    • @me_lolo
      @me_lolo  24 วันที่ผ่านมา

      depends a lot on the combo, peep the video with the staples for more

  • @Pand_a1
    @Pand_a1 25 วันที่ผ่านมา

    Can anyone give me advice on how to do Kara consistently in dpad

  • @mohg6994
    @mohg6994 26 วันที่ผ่านมา

    How do I get the frame data, I’ve been looking for the setting for a while and can’t find it

    • @nickmanchild8902
      @nickmanchild8902 26 วันที่ผ่านมา

      If I’m not mistaken, what he’s using is a game banana mod called SF6 frame counter in training room or something like that

    • @me_lolo
      @me_lolo  26 วันที่ผ่านมา

      check out tiger_pop’s channel on yt he’s got a guide that is up to date

  • @SophistictaedDevil
    @SophistictaedDevil 26 วันที่ผ่านมา

    Great video, sucks that kara bsu is hard as hell to do on pad.

    • @MC-ns8gb
      @MC-ns8gb 25 วันที่ผ่านมา

      Right? Kara mappa is easy but it feels impossible to get anything else out

  • @Sanazuki
    @Sanazuki 27 วันที่ผ่านมา

    How do I get the frame data tool bar?

    • @balintkristof8442
      @balintkristof8442 26 วันที่ผ่านมา

      It's a mod.

    • @Sanazuki
      @Sanazuki 26 วันที่ผ่านมา

      @@balintkristof8442 Name of the mod plz

  • @Street-Pigeons
    @Street-Pigeons 27 วันที่ผ่านมา +2

    Is this possible on joystick
    I use joystick

    • @tatzeta
      @tatzeta 26 วันที่ผ่านมา +1

      yes, just hit diagonals instead of straight up to make it easier for yourself

  • @balintkristof8442
    @balintkristof8442 26 วันที่ผ่านมา +2

    So, I see you are using the dash macro. How do you input this without the dash macro? I'm willingly not using it, because other fighting games don't have a dash macro, and I don't want to learn bad habits.

    • @ThePoodle
      @ThePoodle 26 วันที่ผ่านมา +1

      It would be close to impossible. Except for mappa. It's ok to use dm, especially if you are only using it in this one circumstance, dont even think of it as a dash.

    • @tscole12
      @tscole12 26 วันที่ผ่านมา +1

      If you didn’t use the macro you would have to input double forward in less than a frame btw, just use the macro only for combos

    • @grantm.5975
      @grantm.5975 18 วันที่ผ่านมา

      I totally understand the sentiment of not wanting to learn bad habits, but I don't find myself reaching for the dash macro in other games. Once you get used to both you can switch between the two on the fly, without every really mixing them up. It's like being bilingual, in a way.

  • @garretwoeller7669
    @garretwoeller7669 27 วันที่ผ่านมา

    Glad Slayer is good too bad he feels awful compared to other versions

    • @spike4124
      @spike4124 26 วันที่ผ่านมา +2

      Counterpoint, pilebunker

    • @garretwoeller7669
      @garretwoeller7669 26 วันที่ผ่านมา

      @@spike4124 counterpoint it's objectively worse then it used to be yes it looks cooler but it's negative on block

    • @balintkristof8442
      @balintkristof8442 26 วันที่ผ่านมา +10

      ​@@garretwoeller7669what are you talking about, it was always negative.

    • @garretwoeller7669
      @garretwoeller7669 26 วันที่ผ่านมา

      @@balintkristof8442 well shit goes to show how much more it is now because I remember plenty of times I got out of a situation where they could've punish and sure as shit tried but failed so hey I learned it negative in the old games too damn bad it's more noticeable now.

    • @garretwoeller7669
      @garretwoeller7669 26 วันที่ผ่านมา +1

      @@dingusdongus4498 bruh tourist if I played the older games for years before strive was even announced how can I be a tourist when strive is the tourist game?