glad he's back, but his old 6p is gone. a finger on my monkey's paw has just curled. i figured they'd take away purple bat stomp before that k mappa knocking down is kind of wild to me. same with the bison slide being cancelable the new backdash invicibility seems more situationally useful than useful in every situation like before. a lot more attacks are at disadvantage on block, so i can see why it was altered not sure about the new vamp hand. the old 2S was nice as an anti-air option, but pulling in people into bite range might be useful dead on time (641236+S) just got turned into bionic arm, but we gave up the air super for it. i'm not sure how i feel about that
I'm in love with everything about him. I got into fighting games because Slayer is cool. Nice to have him in a game where my old man hands can actually play without hurting myself (Thanks dash macro)
one thing you didn’t cover is that after you break the wall with super or wild assault and get the hkd , you can whiff k mappa for your oki. you get a high/low mix, a bite or if you think they gonna reversal you, you have time to block reversal super or dp. I’ve been getting sm mileage out of this.
Pilebunker loops are a funny side effect of all the things they've put on pilebunker to make it fit into strive. •Guard crush for that big heavy feel of a move that's really powerful. •Tonnes of recovery to negate the forced 30f of guard crush recovery and make sure the move is negative on block. •Sliding knockdown so that on CH the added frame advantage for pilebunker can combo into mappa and also to prevent all the recovery making it negative on hit. •Standard strive QOL stuff to ensure that you don't get situations where a move sends someone the wrong way. All these things come together to create an unintended but awesome application for pilebunker in combos. It's highly likely that in any patch that affects slayer in the future pilebunker might receive a damage reduction on repetitive hits or slightly lower damage to compensate for him being able to do more than one with the right routes and given arcsys approach to stuff that just looks cool it's unlikely they'll remove the ability to loop meterlessly.
If backshot loops were unintended than they would likely get removed. ArcSys aren't unknown to delete cool stuff because of their 4head mentality (everything Sol lost throughout the patches is a testament to that)
Hey man thanks for the guide. This gives me answers for things I wanna improve on with Slayer based on how I played him yesterday. Can't wait to see you cook with him!
Strikes me as a character with a lot of optimization coming his way, especially with those reverse pile bunkers. Reminds me of Xrd Kum's clap super, where you position the enemy behind yourself so after they tumble, you get to just keep hitting them and having them pull you both to the corner. Also, I know it seems like a very "noobish" thing to point out, but Last Horizon does SO much damage, and is so simple to combo into, that I feel like it may actually prove relevant in high level. I know normally, you're looking to spend that 50 to do something unsafe or confirm into a good damage with HKD, but if a Slayer finds themselves getting positive bonus with a decent chunk of meter in the bank, I don't think it's unlikely for them to end up with 100 meter, and a way to just end the game. Guts thresholds are going to be VERY important for it, though.
I don't think last horizon will matter much. There will be occasions like Nago blood super, but Slayer should be burning a lot of meter unless he's absolutely stomping the match. Unlike Gio, him stocking meter doesn't help defensively, so I really see no incentive for him to use that as any real matchup defining strategy. It doesn't have invincibility or is unblockable either so it's not even a good YOLO. Raging Demon, this really ain't.
@@slimegirlgaming2142 she wouldnt though Her primary gameplay gimmick is based on wallbounce loops, something that is not viable in strive As a general big body sure, but as Kum, the character who's most consistent combos are loops, and relies on a timing based mechanic to enhance move properties, no shes not fit for strive, she'd need to be strivified REALLY hard
@@V2ULTRAKill Her primary gameplay gimmick is the tuning ball. Shinken loops are a part of her identity, sure, but saying she wouldn't work in Strive is like saying Sol wouldn't work in Strive because Sidewinder loops wouldn't work.
@@V2ULTRAKill loop is just a gimmick. It'd be like saying Leo is unplayable because he doesn't have a rekka in Strive, despite that being a core part of his offense in xrd.
@@V2ULTRAKillevery character gets gutted for strive , they could easily just remove that move or change its properties. Sounds like you just don’t want her in the game.
Hey! I wanted to ask about the combo you show off at 18:35. I'm pretty consistent with hitting the final close slash, but the 2s after it nearly always misses and the opponent recovers. Is there any advice you could give for that?
I wish I could for the life of me get this "Backshot" combo to work. I mean, I get everything to *hit* but i can never get my second dandy step to go behind the opponent no matter what timing for inputs I try, I just end up Pilebunkering the opponent away from the corner. I've had better luck using 2S > PDandy > Pilebunker but thats less damage.
It's height and spacing dependent, can be easier to get on bigger opponents to I feel like. Depending on the starter and route you need to use either K or P dandy and may need to delay bunker slightly. There are also some specific delays after the c.S pickup depending on the route. An easy one to train with imo is CH ! c.S 5[D] c.S 214PP c.S 2S 214PP. It needs no delays, it's short, lots of damage and easier than the others
Hey what is his best anti air options? I might just have slow reactions and air to air is the answer but his 6p is kinda sticky so guessing/bait jumps make me just flail with jD or punished into sliding across the floor like a snake on fire
18:54 I can't seem to hit the last string of the Pile Bunker loop. I keep getting otg on the last c.S after the backshot Pile Bunker and can't seem to figure out what I'm doing wrong. Any advice?
This level of understanding comes from experience, but also critically thinking about the 4 phases of matches that he mentioned. Also, thinking critically about how decisions impact each moment and what it can lead to. It gets pretty deep, but all matches are interactions. You train yourself to recognize common interactions and have the best decisions ready. For example, sol wakes up dp. When you knock him down, you can dash up and do nothing to bait the dp. Things like that....
watch matches from good players and analyze what they do and more importantly why they’re doing it. If you can’t come up with answers on your own, ask good players for advice. Also play to learn and improve. imo the only time you should play to win is if you’re in a tournament or similar setting. if you don’t understand something in a match, save the replay and break down the interaction, even take notes.
How do y'all learn the "rythm" of inputs? I find myself spamming an input so thst itll come out and that, obviously, messes me up. Unfortunately, if I try to just move from one input to another it never seems to come out. Whats the timing? Or is it just a matter of more practice until it sticks?
@@TH3L3M0NAs he said, learn to be more relaxed while playing so that youre doing fluid motions instead of punching on the controller, sometimes not doing anything Is better than overdoing stuff and getting punished for it.
@@GMStarworld alrighty so follow up question. Is the timing to continue combos the same across the roster or do different characters have different timings?
@@Helldragon789 It depends on the move, some moves can be canceled into each other really fast, others slowly and some not at all, but general rule is to wait until the character swings to perform the next move.
@@Helldragon789 timing depends on the length of the startup for a move, as well as whether they are falling or are in a unique state. If the moves go into each other (e.g. gatling combos), the timing usually isn't hard to get, but if it requires you to not do anything for a certain amount of frames, can be difficult. Overall, most combos have minorly different timing, and at least for the easy ones, you can get the gist of just by looking at the animation.
It's certainly easier to remember all the details compared to CF since there's no overdrives to remember. I think it's pretty fun in that everything has answers, so it's just not a helpless wash. The rest is just personal preference.
Who woulda thought we would see Slayer with a wack backdash and nothing out of the backdash except for a wack special that gives nothing on regular hit, has no invul and is punishable on block Strivification back at it again baby
why does Slayer have pile bunker loops but Gio can even have back dp loops when she didn't even do that half the damage he does ? Don't mind me i'm just whining because i miss dp loops man give it back please 😭
So true, I like both her and slayer but she doesnt even have a fraction of his mixups and lower damage overall, a few buffs to either her frame data(not startup though, that would be busted) or her DP loops seems fair to me.
She has a lot of mix too, maybe not with guard crush but she has some amazing high/low options off a lot of stuff. Plus the flip kick combos. I get it though since the Pile bunker loops are pretty flashy. I'm out here just wanting a combo off far slash on normal hit 🥹
How are you feeling about Slayer?
(also pls subscribe)
Happy
I'm trash with him, dropped from floor 6 on elphelt to floor 3 while using him, but he feels so so good that i had fun the whole time lol
Getting rid of BDC but giving him FDCs is objectively very funny, A+
glad he's back, but his old 6p is gone. a finger on my monkey's paw has just curled. i figured they'd take away purple bat stomp before that
k mappa knocking down is kind of wild to me. same with the bison slide being cancelable
the new backdash invicibility seems more situationally useful than useful in every situation like before. a lot more attacks are at disadvantage on block, so i can see why it was altered
not sure about the new vamp hand. the old 2S was nice as an anti-air option, but pulling in people into bite range might be useful
dead on time (641236+S) just got turned into bionic arm, but we gave up the air super for it. i'm not sure how i feel about that
I'm in love with everything about him. I got into fighting games because Slayer is cool. Nice to have him in a game where my old man hands can actually play without hurting myself (Thanks dash macro)
LK describing the FG phases is like Hisoka explaining bungee gum. I already know, i see it coming a mile away, and i appreciate it every time.
Fun fact: the reason why Hisoka explains Bungee Gum each time is because in Japanese, Rubber(bungee) and Gum use the same word iirc.
Safejump has the properties of both safe and jump
DP RC has the properties of dragon punch and roman cancel.
Fun fact
Bungee gum posses the properties of both rubber and gum
with the hair and beard Knight looks somewhere between 16 and 66
he is real life nago
Appreciate the Symphony of the Night Underground Caverns music at the start
Yis. X3
One of my favorite games
"The input is not easy" Understatement of the century
At least we have the dash macro in Strive
I like to look into LK's eyes when he has to explain how 6P's work for the 84th time, just to see if he's ok.
one thing you didn’t cover is that after you break the wall with super or wild assault and get the hkd , you can whiff k mappa for your oki. you get a high/low mix, a bite or if you think they gonna reversal you, you have time to block reversal super or dp. I’ve been getting sm mileage out of this.
Yeah I didn't lab wall break too much, in matches some chars were just dead already 🥹
@@LordKnightfgclegend
LMAOO I mean if they dead before you can break the wall that’s better 😭 trim the fat type shit
nice tech!
Moms a gorilla grandmas a gorilla ima gorilla
Dandy
Mom's a gorilla
Grandma's a gorilla too.
I'm a gorilla.
Dandy~
Never have I felt so dandy playing strive :)
Pilebunker loops are a funny side effect of all the things they've put on pilebunker to make it fit into strive.
•Guard crush for that big heavy feel of a move that's really powerful.
•Tonnes of recovery to negate the forced 30f of guard crush recovery and make sure the move is negative on block.
•Sliding knockdown so that on CH the added frame advantage for pilebunker can combo into mappa and also to prevent all the recovery making it negative on hit.
•Standard strive QOL stuff to ensure that you don't get situations where a move sends someone the wrong way.
All these things come together to create an unintended but awesome application for pilebunker in combos.
It's highly likely that in any patch that affects slayer in the future pilebunker might receive a damage reduction on repetitive hits or slightly lower damage to compensate for him being able to do more than one with the right routes and given arcsys approach to stuff that just looks cool it's unlikely they'll remove the ability to loop meterlessly.
If backshot loops were unintended than they would likely get removed. ArcSys aren't unknown to delete cool stuff because of their 4head mentality (everything Sol lost throughout the patches is a testament to that)
*I'M NOT GONNA SUGARCOAT IT*
Your Strive tutorials are the clearest to follow. Thank you for this.
Told myself I'd come back to Strive if they brought my man back -- this guide helped me catch up just a little bit more! Thanks LK! 🦇
Hey man thanks for the guide. This gives me answers for things I wanna improve on with Slayer based on how I played him yesterday. Can't wait to see you cook with him!
Castlevania OST in the background is fitting 👀
Color 5 gang rise up the emerald green looks so clean👀
and the magenta lining
Strikes me as a character with a lot of optimization coming his way, especially with those reverse pile bunkers. Reminds me of Xrd Kum's clap super, where you position the enemy behind yourself so after they tumble, you get to just keep hitting them and having them pull you both to the corner.
Also, I know it seems like a very "noobish" thing to point out, but Last Horizon does SO much damage, and is so simple to combo into, that I feel like it may actually prove relevant in high level. I know normally, you're looking to spend that 50 to do something unsafe or confirm into a good damage with HKD, but if a Slayer finds themselves getting positive bonus with a decent chunk of meter in the bank, I don't think it's unlikely for them to end up with 100 meter, and a way to just end the game. Guts thresholds are going to be VERY important for it, though.
I don't think last horizon will matter much. There will be occasions like Nago blood super, but Slayer should be burning a lot of meter unless he's absolutely stomping the match. Unlike Gio, him stocking meter doesn't help defensively, so I really see no incentive for him to use that as any real matchup defining strategy.
It doesn't have invincibility or is unblockable either so it's not even a good YOLO.
Raging Demon, this really ain't.
@@HellecticMojo u can kara cancel hands of doom into supers tho. It's still trash as a reversal, but at least it's something XD
Commenting for the algorithm. Keep it up LK!
The Castlevania music is a nice choice!
Thanks. Been waiting for Slayer for 3 years. Can't wait to play him again.
I think it's funny how he can wallstick in literally three hits on counter hit lol
That castlevania theme 🙂↕️
Probably the coolest returning character for me
Especially since my beloved Haehyun would not work in strive
Kum would absolutely work in Strive. I'd say she was built for it. We need a big body neutral wall that isn't *B E H E M O T H TYPHOON*
@@slimegirlgaming2142 she wouldnt though
Her primary gameplay gimmick is based on wallbounce loops, something that is not viable in strive
As a general big body sure, but as Kum, the character who's most consistent combos are loops, and relies on a timing based mechanic to enhance move properties, no shes not fit for strive, she'd need to be strivified REALLY hard
@@V2ULTRAKill Her primary gameplay gimmick is the tuning ball. Shinken loops are a part of her identity, sure, but saying she wouldn't work in Strive is like saying Sol wouldn't work in Strive because Sidewinder loops wouldn't work.
@@V2ULTRAKill loop is just a gimmick. It'd be like saying Leo is unplayable because he doesn't have a rekka in Strive, despite that being a core part of his offense in xrd.
@@V2ULTRAKillevery character gets gutted for strive , they could easily just remove that move or change its properties. Sounds like you just don’t want her in the game.
I only hear the mario jump sfx whenever Slayer jumps and it bothers me greatly while watching this.
btw his forward dash also passes trough opponent, like his p dandy step.
Time in Africa moves forward by a second
i dont want to play slayer i just love lord knight ❤
he's so stupid i love him
Lucky page refresh 😭
7:12 god damn it LK. God damn it.
LordKnight i hope you main slayer so bad. Love your guides. Just subscribed.
Me studying to counter this dreaded dandy
i get to double up on vampires in the same fighting game
Nah homeboy gonna be top tier
Hey! I wanted to ask about the combo you show off at 18:35. I'm pretty consistent with hitting the final close slash, but the 2s after it nearly always misses and the opponent recovers. Is there any advice you could give for that?
And never forget 6 k (hold) his stronger moove
accidently sniped this on a slayer train
I wish I could for the life of me get this "Backshot" combo to work. I mean, I get everything to *hit* but i can never get my second dandy step to go behind the opponent no matter what timing for inputs I try, I just end up Pilebunkering the opponent away from the corner. I've had better luck using 2S > PDandy > Pilebunker but thats less damage.
It's height and spacing dependent, can be easier to get on bigger opponents to I feel like. Depending on the starter and route you need to use either K or P dandy and may need to delay bunker slightly. There are also some specific delays after the c.S pickup depending on the route. An easy one to train with imo is CH ! c.S 5[D] c.S 214PP c.S 2S 214PP. It needs no delays, it's short, lots of damage and easier than the others
It's kind of rough but a good generalization is to aim for them to be just above shoulder height, but it's funky.
Where’s the iconic 6p 😭
In jail.
your character is busted anyways DIE
Bro he's already broken with all the bait and teleport. Put that shit in jail now!!
Now LK looks more like a gorilla game blogger than a virtuoso Millia player
Hey what is his best anti air options? I might just have slow reactions and air to air is the answer but his 6p is kinda sticky so guessing/bait jumps make me just flail with jD or punished into sliding across the floor like a snake on fire
my goat
4:05 for any leo players, leo 2d cleanly beats slayer 2h
The rich get richer huh
What is the music used in the later half of the video?
18:54 I can't seem to hit the last string of the Pile Bunker loop. I keep getting otg on the last c.S after the backshot Pile Bunker and can't seem to figure out what I'm doing wrong. Any advice?
Wait Johnny can dash jump cancel special cancel too ?!?!
Waiting for a One punch man mod for slayer. 🤞
Lord goat
How do you level up to understanding the game in this detail? I play a lot and bounce between floor 9 and 10 generally.
By thinking about what you are doing, looking into your weaknesses and trying to improve on each one.
This level of understanding comes from experience, but also critically thinking about the 4 phases of matches that he mentioned. Also, thinking critically about how decisions impact each moment and what it can lead to. It gets pretty deep, but all matches are interactions. You train yourself to recognize common interactions and have the best decisions ready. For example, sol wakes up dp. When you knock him down, you can dash up and do nothing to bait the dp. Things like that....
Experience, and not just pure playtime but actively analyzing and discussing situations and why things work the way they do
@@plyme5297 ^ this. Well put ❤️
watch matches from good players and analyze what they do and more importantly why they’re doing it. If you can’t come up with answers on your own, ask good players for advice. Also play to learn and improve. imo the only time you should play to win is if you’re in a tournament or similar setting. if you don’t understand something in a match, save the replay and break down the interaction, even take notes.
How do y'all learn the "rythm" of inputs?
I find myself spamming an input so thst itll come out and that, obviously, messes me up. Unfortunately, if I try to just move from one input to another it never seems to come out.
Whats the timing? Or is it just a matter of more practice until it sticks?
Practice. It's better under inputting than over doing it
@@TH3L3M0NAs he said, learn to be more relaxed while playing so that youre doing fluid motions instead of punching on the controller, sometimes not doing anything Is better than overdoing stuff and getting punished for it.
@@GMStarworld alrighty so follow up question. Is the timing to continue combos the same across the roster or do different characters have different timings?
@@Helldragon789 It depends on the move, some moves can be canceled into each other really fast, others slowly and some not at all, but general rule is to wait until the character swings to perform the next move.
@@Helldragon789 timing depends on the length of the startup for a move, as well as whether they are falling or are in a unique state. If the moves go into each other (e.g. gatling combos), the timing usually isn't hard to get, but if it requires you to not do anything for a certain amount of frames, can be difficult.
Overall, most combos have minorly different timing, and at least for the easy ones, you can get the gist of just by looking at the animation.
Pretty fun character to lose 20-0 with
HELL YEAH
Is there any specific timing for the pile bunker loop i cant get slayer to pilebunk them back into the corner after the rc on the first pilebunker
Hey in case you haven’t figured it out yet you have to do a forward red rc and then instantly cs to get the combo to land
Young Timothy Miller Brian Robinson Joseph
Is this game easier than Blazblue? Is it as fun?
It's certainly easier to remember all the details compared to CF since there's no overdrives to remember.
I think it's pretty fun in that everything has answers, so it's just not a helpless wash.
The rest is just personal preference.
W
castlevania ost. Basado
Hall Susan Harris Sarah Rodriguez Frank
I think they took away his Mario 2 Luigi flailing jump-kicks right? Sad times.
Nah he has it, pretty sure its js
Is there any way someone can translate this to xbox
Who woulda thought we would see Slayer with a wack backdash and nothing out of the backdash except for a wack special that gives nothing on regular hit, has no invul and is punishable on block
Strivification back at it again baby
have you tried the block button
@@LordKnightfgc But that's not why you play Slayer, hello???
@@X_The_YJust play leo or sol If you hate blocking, smh.
Unban me.
Dead game
More alive than any GG. Cope seethe mald
why does Slayer have pile bunker loops but Gio can even have back dp loops when she didn't even do that half the damage he does ? Don't mind me i'm just whining because i miss dp loops man give it back please 😭
So true, I like both her and slayer but she doesnt even have a fraction of his mixups and lower damage overall, a few buffs to either her frame data(not startup though, that would be busted) or her DP loops seems fair to me.
She has a lot of mix too, maybe not with guard crush but she has some amazing high/low options off a lot of stuff. Plus the flip kick combos.
I get it though since the Pile bunker loops are pretty flashy. I'm out here just wanting a combo off far slash on normal hit 🥹
@@LordKnightfgc Slayer here making us go "Dang wish my character had that".