If you get a backshot setup in the corner, like where you normally side switch and get a wall break, if you don't want the wall break and want togo for more knockdown pressure, you can skip the 2s and just do c.S > 2HS into punch dandy into bunker which normally gives me another back shot. This is the one though where it only gives you a knockdown though so you can't extend it further.
It’s a little niche, but I’ve found success using FRRC after 2H + pilebunker So for example: c.S > 2S > 2H >214K-P > FRRC~214P > c.S > 2S > 214P-P WS Or 2H (not point blank)> 214P-P > FRRC~214P > c.S > 2S 214K-P > c.S > 6H > 236K WS ^Both combos assuming midscreen The launcher from 2H seems very useful for setting up backshots (I hate that’s the term we’re using lmao)
Very helpful video! Turns out my issue was I kept using P-step instead of k, and it wouldn't connect. Gotta also fix the muscle memory of using the P-step that I got from learning his normal combos
If you drift RC every time will the timing still work? Even when the mappa hunch leaves you close enough to not need it? My muscle memory always does drift RC lol
Drift RC still seems to work pretty consistently. There's a slight chance you won't pick them up with C.S during the loop, but it's hard to tell if that's because of the drift or just timing. I just mash the dandy step and pilebunkers to get them as fast as possible and it usually doesn't drop.
@@SilentHillBaby puzzling myself. So: you have to hit c.S as soon as you stop moving from the "following" pilebunker and then delay the 2S>2H>...? I have no problem with the OTG c.S but the 2S a lot of times just whiffs
Meterless backshot combos come off of counterhits. Don't worry, he has plenty. You can check out kinetic orochi's guide for a couple examples of meterless backshot loops
I mean depends on the matchup. Slayer is still very much too strong but he has a singular weakness: his approach is so incredibly predictable because he has nothing besides mappa hunch or a jumpin that are both minus on block (i think). His dandy steps can be hit if the character has decently ranged moves. The reason i say depends on the matchup is that not all characters really have a ‘good’ way to punish his approach (chip for example could theoretically punish his approach but the gamble you need to due to his close range nature basically makes it so if you misstime it you just die). Characters like axl, Johnny, goldlewis and testament have decently ranged moves that can hit slayer easily at range making it little risk. Highly skilled players should be able to deal with a slayer easily (depending on the character they play).
Slayer backshots go crazy 😩💦💯
thanks for this! needed some clarity on why backshot loops werent working sometimes
I still don’t get it
0:43 Ah yes a simple round start combo... that requires 50% tension.
round start just refers to the position of the players on the stage, could be used for when you break wall without super.
If you get a backshot setup in the corner, like where you normally side switch and get a wall break, if you don't want the wall break and want togo for more knockdown pressure, you can skip the 2s and just do c.S > 2HS into punch dandy into bunker which normally gives me another back shot. This is the one though where it only gives you a knockdown though so you can't extend it further.
Slayer's a freak forreal
It’s a little niche, but I’ve found success using FRRC after 2H + pilebunker
So for example: c.S > 2S > 2H >214K-P > FRRC~214P > c.S > 2S > 214P-P WS
Or
2H (not point blank)> 214P-P > FRRC~214P > c.S > 2S 214K-P > c.S > 6H > 236K WS
^Both combos assuming midscreen
The launcher from 2H seems very useful for setting up backshots (I hate that’s the term we’re using lmao)
I love that's the term that is being used
You can just 2H Pbunker frc > 2H > Pbunker again for free backshots
@@justabomb8629 it’s awesome, he’s such a dumb character
Very helpful video! Turns out my issue was I kept using P-step instead of k, and it wouldn't connect. Gotta also fix the muscle memory of using the P-step that I got from learning his normal combos
Very useful. Thanks!
OH I thought I had to WAIT for that RC, 2S hit, not do immediately. THat 2S hitbox is huge huh.
I was trying to get into these of universe counter but yeah this admittedly much easier
Combo (Round Start Midscreen Distance):
236K > 66RRC > 2S > 214K-P > C.s > 2S > 214K-P > C.s > F.s > 5H > 236K > WS > 214P-P
You don't need to Delay the Pilebunker.
Thanks for the awesome combos
If you drift RC every time will the timing still work? Even when the mappa hunch leaves you close enough to not need it? My muscle memory always does drift RC lol
Drift RC still seems to work pretty consistently. There's a slight chance you won't pick them up with C.S during the loop, but it's hard to tell if that's because of the drift or just timing. I just mash the dandy step and pilebunkers to get them as fast as possible and it usually doesn't drop.
I figured this out if you're inconsistent. After the drift rc take a small like quarter second step back then to 2c and it works every time for me
i just cantget the c.S>2S>2H to hit after the first loop though, any tips? the 2H doesnt land at all
i figured it out, you have to delay the 2S ALOT
@@SilentHillBaby puzzling myself. So: you have to hit c.S as soon as you stop moving from the "following" pilebunker and then delay the 2S>2H>...? I have no problem with the OTG c.S but the 2S a lot of times just whiffs
Where's all the practical zero tension combos and air to air stuff at?
Meterless backshot combos come off of counterhits. Don't worry, he has plenty. You can check out kinetic orochi's guide for a couple examples of meterless backshot loops
Highly skilled players versus one trick slayer mains (even match)
I mean depends on the matchup. Slayer is still very much too strong but he has a singular weakness: his approach is so incredibly predictable because he has nothing besides mappa hunch or a jumpin that are both minus on block (i think). His dandy steps can be hit if the character has decently ranged moves. The reason i say depends on the matchup is that not all characters really have a ‘good’ way to punish his approach (chip for example could theoretically punish his approach but the gamble you need to due to his close range nature basically makes it so if you misstime it you just die). Characters like axl, Johnny, goldlewis and testament have decently ranged moves that can hit slayer easily at range making it little risk. Highly skilled players should be able to deal with a slayer easily (depending on the character they play).
4:05