Slayer Guide: Pile Bunker Loop Combos! - Guilty Gear Strive Slayer Gameplay Combo Guide (Backshots)

Поділитися
Вставка
  • Опубліковано 23 жов 2024

КОМЕНТАРІ • 28

  • @horizon5431
    @horizon5431 4 місяці тому +63

    Slayer backshots go crazy 😩💦💯

  • @DRANBOLT
    @DRANBOLT 4 місяці тому +27

    thanks for this! needed some clarity on why backshot loops werent working sometimes

  • @Xirbtt
    @Xirbtt 4 місяці тому +27

    0:43 Ah yes a simple round start combo... that requires 50% tension.

    • @doctorduck5741
      @doctorduck5741 Місяць тому

      round start just refers to the position of the players on the stage, could be used for when you break wall without super.

  • @AceLeader101
    @AceLeader101 4 місяці тому +11

    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.

  • @therevman5940
    @therevman5940 4 місяці тому +7

    Slayer's a freak forreal

  • @GuyFromCanada
    @GuyFromCanada 4 місяці тому +8

    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)

    • @KachiPorraa
      @KachiPorraa 4 місяці тому +2

      I love that's the term that is being used

    • @justabomb8629
      @justabomb8629 4 місяці тому

      You can just 2H Pbunker frc > 2H > Pbunker again for free backshots

    • @GuyFromCanada
      @GuyFromCanada 4 місяці тому

      @@justabomb8629 it’s awesome, he’s such a dumb character

  • @agentjp106
    @agentjp106 4 місяці тому

    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

  • @marcpmas
    @marcpmas 4 місяці тому +1

    Very useful. Thanks!

  • @drzero7
    @drzero7 4 місяці тому +1

    OH I thought I had to WAIT for that RC, 2S hit, not do immediately. THat 2S hitbox is huge huh.

  • @lobotomisedsalamander4158
    @lobotomisedsalamander4158 4 місяці тому

    I was trying to get into these of universe counter but yeah this admittedly much easier

  • @Joseph-Angelo
    @Joseph-Angelo 4 місяці тому +2

    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.

  • @timmymartinez8427
    @timmymartinez8427 4 місяці тому

    Thanks for the awesome combos

  • @Quinnsil
    @Quinnsil 4 місяці тому +1

    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

    • @horizon5431
      @horizon5431 4 місяці тому +1

      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.

    • @Zock-
      @Zock- 2 місяці тому

      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

  • @SilentHillBaby
    @SilentHillBaby 4 місяці тому +1

    i just cantget the c.S>2S>2H to hit after the first loop though, any tips? the 2H doesnt land at all

    • @SilentHillBaby
      @SilentHillBaby 4 місяці тому +2

      i figured it out, you have to delay the 2S ALOT

    • @JacopoJayVuga
      @JacopoJayVuga 4 місяці тому

      @@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

  • @JDo-db1ju
    @JDo-db1ju 4 місяці тому

    Where's all the practical zero tension combos and air to air stuff at?

    • @oatmeal5672
      @oatmeal5672 4 місяці тому +4

      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

  • @WitnessesSay
    @WitnessesSay 4 місяці тому +3

    Highly skilled players versus one trick slayer mains (even match)

    • @SirTriton
      @SirTriton Місяць тому

      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).

  • @ikkem
    @ikkem 3 місяці тому

    4:05