hey fellas, quick clarification on dash kara super - the correct way to do it is NOT as is done in the video. the idea is to kara cancel the startup of his backdash cancel (44S) to gain the added invuln of his backdash on his super, so the correct input should be 63214+dash 6+S (then rc or whatever). sorry for the confusion! additionally, bite frc pb is not actually completely burst safe since between the universe counter and the bite, they can burst if absolutely mashing it. this does however make it a 50/50 burst if you do cs jump cancel instead, and again they have to be mashing to beat the other option. there is not time to react burst. it’s also still totally burst safe if the opponent is pretty much pixel perfectly in the corner. SEE BELOW! additional things I didn't mention or elaborate on: -jd is REALLY good. js jd is very consistently plus enough for cs 6h on hit from almost any height and this is good for combos -on bite BRC, the purpose of the 2h framekill is mostly so that you expire the brc slowdown and you're able to do staple bombos (like the one I just mentioned ^), but you can also go straight into cs p dandy s/h and still be +2 on block to threaten kara bite and such. if they get hit by the initial cs then cs p dandy cs 5[d] cs 214pp loop works! -2d is absolutely broken. you can time things in such a way to frametrap with p dandy and catch block/later mashes with a late cancel into bite. this button is absolutely broken, abuse it -pilebunker frc is very good. if you frrc into p dandy, you can on react confirm the combo on hit and gaplessly high/low with dandy s/k on block. you can also do prc (not fast) dash bite to beat mashing and 50/50 strike/throw the opponent, and cross them up -there are more optimal backshot wallbounce combos than the ones that I showed, such as this: streamable.com/dsrqcd shoutout to trace for some of these extra tidbits -if you want to kara super for extra meter (such as ~49 meter), do it with BSU and NOT with dandy. the input is 632146H~S -cs otg cs left/right is reactable, but there are lot of ways to vary the timing. you can delay the dash cancel or delay the cs and mix in what you do - and of course, you still get the meaty dandy high/low which is real mix. you can also do an ambiguous left/right and high/low simultaneously with cs dash cancel p dandy, but it is quite difficult to get this crossup and same side at will. you can also opt for no otg and walk into a range where it becomes ambiguous if the teleport will cross up or not, which is also real mix. you can also do a wall back before the otg, which is very strong. so same difference, but just so we're clear... -kara bite kara dandy mix combos are not the same as the regular dandy counterhit combos due to the spacing (ex: kara bite kara p dandy s jk iad js jh cs 66 214pp cs 2s 2h 214pp, autotimed although difficult to get right) -misunderstood how frame bar reads in this game; you need to delay 1f to meaty with cs if you do the cs otg cs as fast as possible or else it will whiff
Quick question, has anyone tested the possible uses for dandy step Kara super PRC? Since as dandy step and it's follow ups are technically a rekka you could Kara cancel them like pots hammerfall break Kara.
it's hella hard on all controllers tbh... lol. id recommend the tk semicircle method, should at least be doable for bite. it's 632146 + dash and then up + P (can be done while still holding forward)
Nah its doable, kara bsu is definitely harder with the inconsistency from flicking up but kara dandy step is pretty consistent if you break it up into two movements
Fantastic video, love your breakdown! A tip for everyone trying the BRC bite setup at 4:55, if you watch the animation, slayer brings his head forwards as the recovery frames end. Try to time the BRC as soon as his head comes back to a straight position, and you should hit it every time. This also works for the kara dandy setup at 9:00, if you time the 214 motion somewhere in that window, you will get the kara dandy every time as well. Thanks a lot for this video man, hope to see more slayer stuff in the future!
you very lightly touched on p mappa RPS, and i think its worth mentioning that c.S > f.S > 2H > p mappa, when delayed enough to frame trap between each normal, puts you at the perfect distance where a followup 2H will outrange 2p/5p and low crush any 2k/2S that would reach you. It also conditions them to respect the p mappa after your gatling, so now you can instead sprinkle in a dandy step without getting mashed on every time. ez sub, ty for uploading!
5K > 6H is also a deadly frame trap so as long as your opponent doesnt mash a 3f-5f response,usually their own P,K buttons.The reason for that is because 5K < 2D is a true frame trap.
Great video, wanted to point something out about the bite brc setup: BRC Slowdown doesn't appear to apply to startup frames after super-flash, which leads to c.S failing to safejab things like Ram Mortobato and Ky Ride the Lightning. You can use 2k instead. Also worth noting that 2s having no extended hurtbox on recovery lets you safejab all dps but Sin and Leo meterlessly after bite, though the situation on block isn't great.
Lovely video and makes Slayer look even more fun. Thanks for the detail in what you explained, this is the real deal and even gives me ideas for my own character.
5:07 You don't even need to do any buttons on their block to give them a chance to yellow rc the mix, you can do; bite > red rc > K dandy > p dandy > p dandy > overhead/low and it auto-times meaty, very funny looking but not a single yellow RC point for the opponent, same meter investment, they also might be inclined to burn their burst here instead, but that's a better outcome for you anyway
@mattsheehan3604 the reset, if you hit the overhead/low does a crap ton more damage, and the command grab scales your damage really hard if you rc and combo after, so you can drop it on purpose for a huge reward
Any advice on timing / getting the bite FRC PB? I can FRC into dandy off of any other hit but for some reason getting it off of bite seems way harder for me
More than a few times I have gotten a pilebunker loop pickup after hitting an airborne opponent with super and ending up on the other side of them. (Idk if everyone already knows this😂)think there’s any potential there? Thanks for the free tech!!
I was not aware of this, sounds very interesting. I know there are some spots where you can get trade combos with super such as if 6h trades with 4f normals, so there is combo potentially off it. ill look into it and thanks for letting me know boss
@@me_loloI hope you’re able to find something useful!! The only consistent spot I could ever get it to work in training mode was after like an anti air c.s. or 5p, and again thanks for putting all this out there!!🤠🤠
@@lobokaiI was very tired the first time I read that lol. I believe the answer is actually no since it’s just the jump startup that’s being cancelled and prejump is the same regardless of which jump
The low, high, and heavy slash followups after dandy step are all vulnerable (the slayer can be hit out of them). The only dandy follow up that isn't vulnerable is immediately inputed pilebunker. While the [k] and [s] (low and high) dandy step followups hit on the same frame, pilebunker begins to be active a few frames before the other followups would be. To take advantage of this, the option select here is a delay mash, or in other words holding block and trying to delay a mash attempt until the last possible second. If done correctly, when a dandy k or dandy s is performed, the slayer will be counterhit, and when the slayer does a pilebunker followup, the opponent with block. To counteract the delay mash, the slayer would have to delay the pilebunker, which of course, can be beaten by an immediate mash attempt, since pilebunker now begins to be active way later than it did originally. Since pilebunker is -14 on block, this 50/50 between delay mashing or regular mashing works in your favor.
left/right discussion: suicide against most chars, free throw on slayer. Useless. OTG meaty high/low: tested, DOES NOT WORK, the hits do not combo. Useless. dash brc: free throw unless you get LUCKY with timing. TWICE, with brc and slash. Useless. kara: not humanly inputable, only possible with machine input. Useless. frc into dandy: not humanly inputable, only possible with machine input. Useless. 2HS aka automatic death vs characters with aerial advance moves: no, it will not eat pokes. No, it is easily destroyable with lows. Only useful if you pressed it and didn't die for it, but it basically never happens, so Useless. 16:32 fake input window: you f'd up overdrive input, didn't have a clear 1 there, but it still come out. It doesn't come out if you skip 1.
hey fellas, quick clarification on dash kara super - the correct way to do it is NOT as is done in the video.
the idea is to kara cancel the startup of his backdash cancel (44S) to gain the added invuln of his backdash on his super, so the correct input should be 63214+dash 6+S (then rc or whatever). sorry for the confusion! additionally, bite frc pb is not actually completely burst safe since between the universe counter and the bite, they can burst if absolutely mashing it. this does however make it a 50/50 burst if you do cs jump cancel instead, and again they have to be mashing to beat the other option. there is not time to react burst. it’s also still totally burst safe if the opponent is pretty much pixel perfectly in the corner.
SEE BELOW!
additional things I didn't mention or elaborate on:
-jd is REALLY good. js jd is very consistently plus enough for cs 6h on hit from almost any height and this is good for combos
-on bite BRC, the purpose of the 2h framekill is mostly so that you expire the brc slowdown and you're able to do staple bombos (like the one I just mentioned ^), but you can also go straight into cs p dandy s/h and still be +2 on block to threaten kara bite and such. if they get hit by the initial cs then cs p dandy cs 5[d] cs 214pp loop works!
-2d is absolutely broken. you can time things in such a way to frametrap with p dandy and catch block/later mashes with a late cancel into bite. this button is absolutely broken, abuse it
-pilebunker frc is very good. if you frrc into p dandy, you can on react confirm the combo on hit and gaplessly high/low with dandy s/k on block. you can also do prc (not fast) dash bite to beat mashing and 50/50 strike/throw the opponent, and cross them up
-there are more optimal backshot wallbounce combos than the ones that I showed, such as this: streamable.com/dsrqcd
shoutout to trace for some of these extra tidbits
-if you want to kara super for extra meter (such as ~49 meter), do it with BSU and NOT with dandy. the input is 632146H~S
-cs otg cs left/right is reactable, but there are lot of ways to vary the timing. you can delay the dash cancel or delay the cs and mix in what you do - and of course, you still get the meaty dandy high/low which is real mix. you can also do an ambiguous left/right and high/low simultaneously with cs dash cancel p dandy, but it is quite difficult to get this crossup and same side at will. you can also opt for no otg and walk into a range where it becomes ambiguous if the teleport will cross up or not, which is also real mix. you can also do a wall back before the otg, which is very strong. so same difference, but just so we're clear...
-kara bite kara dandy mix combos are not the same as the regular dandy counterhit combos due to the spacing (ex: kara bite kara p dandy s jk iad js jh cs 66 214pp cs 2s 2h 214pp, autotimed although difficult to get right)
-misunderstood how frame bar reads in this game; you need to delay 1f to meaty with cs if you do the cs otg cs as fast as possible or else it will whiff
Quick question, has anyone tested the possible uses for dandy step Kara super PRC? Since as dandy step and it's follow ups are technically a rekka you could Kara cancel them like pots hammerfall break Kara.
edited to include something similar
Excellent topups for info
doing kara bite or dandy step is next to impossible on pad for me but everything else is great, thanks!
it's hella hard on all controllers tbh... lol. id recommend the tk semicircle method, should at least be doable for bite. it's 632146 + dash and then up + P (can be done while still holding forward)
what helps me for kara bite is 632141236 (dash on 3 or 6 whatever is better) and then 9+HS
Rebinding the dashmacro from l3 to a trigger made it way easier for me, its odd to get used to tho
Have you tried moving the dash macro to a button to your right hand like r1 or r2 ? It makes it much easier to coordinate the kara imo.
Nah its doable, kara bsu is definitely harder with the inconsistency from flicking up but kara dandy step is pretty consistent if you break it up into two movements
Fantastic video, love your breakdown! A tip for everyone trying the BRC bite setup at 4:55, if you watch the animation, slayer brings his head forwards as the recovery frames end. Try to time the BRC as soon as his head comes back to a straight position, and you should hit it every time. This also works for the kara dandy setup at 9:00, if you time the 214 motion somewhere in that window, you will get the kara dandy every time as well. Thanks a lot for this video man, hope to see more slayer stuff in the future!
you very lightly touched on p mappa RPS, and i think its worth mentioning that c.S > f.S > 2H > p mappa, when delayed enough to frame trap between each normal, puts you at the perfect distance where a followup 2H will outrange 2p/5p and low crush any 2k/2S that would reach you. It also conditions them to respect the p mappa after your gatling, so now you can instead sprinkle in a dandy step without getting mashed on every time.
ez sub, ty for uploading!
yup, it's a great spacing trap. also k dandy in the same spot is very good for the same reason.
and ty!
5K > 6H is also a deadly frame trap so as long as your opponent doesnt mash a 3f-5f response,usually their own P,K buttons.The reason for that is because 5K < 2D is a true frame trap.
Great video, wanted to point something out about the bite brc setup: BRC Slowdown doesn't appear to apply to startup frames after super-flash, which leads to c.S failing to safejab things like Ram Mortobato and Ky Ride the Lightning. You can use 2k instead. Also worth noting that 2s having no extended hurtbox on recovery lets you safejab all dps but Sin and Leo meterlessly after bite, though the situation on block isn't great.
GREAT VIDEO I NEEDED THIS SO BAD
This combo I can land 1 out of 10 times: S -> 2S -> 214 K+P -> Red Roman Cancel Hit -> immediate 2S -> 214 K+P -> C.S -> 2S -> 214P-P -> 236K
for dandy kara, the easiest thing for me is to think about it is like a potemkin garuda but with an up input at the end
this is also how my friend does it (he’s a pot player)
Love me some slayer backshots
Another way to get a dandy step mixup post bite midscreen is 5k wild assault. It's not dp safe, but it's a good option imo.
Lovely video and makes Slayer look even more fun. Thanks for the detail in what you explained, this is the real deal and even gives me ideas for my own character.
5:07
You don't even need to do any buttons on their block to give them a chance to yellow rc the mix, you can do;
bite > red rc > K dandy > p dandy > p dandy > overhead/low and it auto-times meaty, very funny looking but not a single yellow RC point for the opponent, same meter investment, they also might be inclined to burn their burst here instead, but that's a better outcome for you anyway
Why not just combo off the command grab if you are going to spend 50?
@mattsheehan3604 the reset, if you hit the overhead/low does a crap ton more damage, and the command grab scales your damage really hard if you rc and combo after, so you can drop it on purpose for a huge reward
Any advice on timing / getting the bite FRC PB? I can FRC into dandy off of any other hit but for some reason getting it off of bite seems way harder for me
unfortunately I don’t have any advice beyond practice for that one
what song is used in the video? sounds oddly like maplestory.
that would be because it is…
What mod do you use for the frame data stuff? Also really appreciate the guide
I was wondering the same thing, I found it after a quick google search. It's on Gamebanana called 'SF6 Style Frame Viewer'
Tiger pop made a guide on how to install it
More than a few times I have gotten a pilebunker loop pickup after hitting an airborne opponent with super and ending up on the other side of them. (Idk if everyone already knows this😂)think there’s any potential there? Thanks for the free tech!!
I was not aware of this, sounds very interesting. I know there are some spots where you can get trade combos with super such as if 6h trades with 4f normals, so there is combo potentially off it. ill look into it and thanks for letting me know boss
@@me_loloI hope you’re able to find something useful!! The only consistent spot I could ever get it to work in training mode was after like an anti air c.s. or 5p, and again thanks for putting all this out there!!🤠🤠
Is that maplestory in the background? Based
@@Jimcowell39 yessir
Hey there, I was just wondering if kara cancelling with forward jump covers more distance than neutral jump?
much more! it's a very important movement tool, especially with super jump out of the corner
I see, thank you very much!
@@lobokaiI was very tired the first time I read that lol. I believe the answer is actually no since it’s just the jump startup that’s being cancelled and prejump is the same regardless of which jump
@me_lolo Thank you for the follow up, I appreciate the help!
13:03 - what's an OS-able defense against forward dandy here? Only a reversal?
I assume he's talking about fuzzy mashing it
The low, high, and heavy slash followups after dandy step are all vulnerable (the slayer can be hit out of them). The only dandy follow up that isn't vulnerable is immediately inputed pilebunker. While the [k] and [s] (low and high) dandy step followups hit on the same frame, pilebunker begins to be active a few frames before the other followups would be. To take advantage of this, the option select here is a delay mash, or in other words holding block and trying to delay a mash attempt until the last possible second. If done correctly, when a dandy k or dandy s is performed, the slayer will be counterhit, and when the slayer does a pilebunker followup, the opponent with block. To counteract the delay mash, the slayer would have to delay the pilebunker, which of course, can be beaten by an immediate mash attempt, since pilebunker now begins to be active way later than it did originally. Since pilebunker is -14 on block, this 50/50 between delay mashing or regular mashing works in your favor.
Wait does his forward dash have invuln frames? I noticed you using forward dash when doing the super prc.
you actually brought up a good point and I misunderstood this interaction, I pinned another comment explaining further
I think faust has the most invul off super prc bc he’s faust lmao
Yeah his super Is just painfully slow.
is that frame data overlay a mod?
yup, check out tiger_pop's channel for an installation guide
How you do to have the dataframe info??
It’s a mod
Taken way too many strats to not be subbed yet. My b 😂
4 mr beast
left/right discussion: suicide against most chars, free throw on slayer. Useless.
OTG meaty high/low: tested, DOES NOT WORK, the hits do not combo. Useless.
dash brc: free throw unless you get LUCKY with timing. TWICE, with brc and slash. Useless.
kara: not humanly inputable, only possible with machine input. Useless.
frc into dandy: not humanly inputable, only possible with machine input. Useless.
2HS aka automatic death vs characters with aerial advance moves: no, it will not eat pokes. No, it is easily destroyable with lows. Only useful if you pressed it and didn't die for it, but it basically never happens, so Useless.
16:32 fake input window: you f'd up overdrive input, didn't have a clear 1 there, but it still come out. It doesn't come out if you skip 1.
Bro your character plays alone why do a tech video
Its made for people that wants easy wins lmao
delu