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)
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!
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.
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
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]
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
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
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.
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!
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
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
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.
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]
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.
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 ⬆️.
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
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.
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?
the only way to get a loop off of this meterlessly is to do a microdelay bwa on the 2h into 2s kdandy p (then end with cs 2s/2h pdandy p depending on what side you want them on)
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?
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
@@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.
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
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
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.
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.
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.
@@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.
@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?
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)
Can this get me banned or no?
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!
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
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.
@@tabkg5802 Well BDC would be broken in STRIVE and they still gave him a unique special that basically replaces it
@@OccuredJakub12 it wouldn't be any more broken that white wild assault, red wild assault, Nago or HC during S1 and S2
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
Possibly the best intro to a video I've ever heard
if you know you know
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]
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
@@aidanyork1018 one of my most recent videos was me doing a combo with johnny that requires a kara cancel to pull off
@@aidanyork1018you can also kara cancel johnny's dash into specials like card throw or anything else
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
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.
Thank you, this genuinely saved me 🙏
Mighty fine kara tech.
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!
oh this is probably very good
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
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
well yeah I covered that, it is very scaling dependent and such
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.
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
Nice video bro, really nice to hear you talk about the nuances of the routing and stuff
You can also go into loops off of counter hit 2d. Altho 2s is your starter for that
Hi all, Mappa ->66RRC->2S->214K-P is autotimed PB loop, one of my favorite, really easy to get consistent with
Thanks for the vid mate, was looking for something like that, those loops look sick
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]
Wow that otg is so insane from pb loop
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.
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 ⬆️.
@@roarkviolet1912 all 3 jumps work BTW. It's just about making the input easier.
Hitting forward up is really inconsistent on dpad so it's probably better to just stick to tapping up
At least for Kara bsu and Kara dandy step, Kara mappa is pretty easy to do regardless
You're doing God's work, thank you!
First thing i cheked for was back dash cancelling and thought man that sucks ......what about forward and boom here we are.
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
Omg i Actually felt a lil bad there at the end
great job being someone to clearly break down something like this so early!
Does the previous version of the framedata mod just works with slayer, or was there an updated one for his patch? Btw great video!
ty and there’s an updated version
check out tiger_pop’s guide
@@me_lolo Thanks a lot!
There's an update on the mods github page.
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
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
0:37 that's legacy tech. Johnny could jump cancel his dash previously too but dunno if he could kara it into specials
johnny's was added in a recent patch to make his dash less commital
@@desperado3347 yeah, but he had it in earlier games from the beginning
very nice video lolo
How do you have the frame viewer? I thought it’s been stuck on Elphelt patch
as always lolo is the goat
trying to kara cancel this stuff on controller is hell ngl
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.
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.
Welp, time to buy a new controller.
I cannot get the dandy overhead counterhit follow up without swapping sides on the follow up double close slash, what am i doing wrong
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?
pretty much, yeah. most important thing is to return to neutral before pressing the dash macro.
@@me_lolo ahh aight aight, thanks
nice intro
were did you get the frame data mod,mines longer works with the new update
agreed, I think a lot of people had oversimplification concerns but clearly that’s not the case!
@@me_lolo Wrong reply?
@@me_lolo Yeah we wanted the info about the frame data mod
How you can land the 2S on the pilebunker loop? The enemy always recovers after the 5S when im trying to do that
depends a lot on the combo, peep the video with the staples for more
i still don't get how to get a pickup from c.s into 2h. I cannot for the life of me do it, I've tried a ton of different timings and it doesn't work
the only way to get a loop off of this meterlessly is to do a microdelay bwa on the 2h into 2s kdandy p (then end with cs 2s/2h pdandy p depending on what side you want them on)
@@me_lolo bwa?
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?
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?
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
@@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.
Great video, sucks that kara bsu is hard as hell to do on pad.
Right? Kara mappa is easy but it feels impossible to get anything else out
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
What in the world did this man say at the beginning??
i love you
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
I believe some people have other methods, but I don't know them off the top of my head.
If you do 23669P/K you'll get the purple indicator
@vintajecheese7803 I'm gonna try these both when I get home, thanks :)
Can anyone give me advice on how to do Kara consistently in dpad
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?
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
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
Is this possible on joystick
I use joystick
yes, just hit diagonals instead of straight up to make it easier for yourself
How do I get the frame data, I’ve been looking for the setting for a while and can’t find it
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
check out tiger_pop’s channel on yt he’s got a guide that is up to date
How do I get the frame data tool bar?
It's a mod.
@@balintkristof8442 Name of the mod plz
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.
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.
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
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.
Glad Slayer is good too bad he feels awful compared to other versions
Counterpoint, pilebunker
@@spike4124 counterpoint it's objectively worse then it used to be yes it looks cooler but it's negative on block
@@garretwoeller7669what are you talking about, it was always negative.
@@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.
@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?