AMAZING VIDEO! I think this video is now the best reference for this MU in the JP scene (for +R at least, there were only AC videos XD) En is too good, giga chad. Thank you for the video melo!
@@randomvitor340 En was ahead of the game! What a great player. Btw, if there is any MU you'd like to see more footage of let me know. I'll be doing this for more MUs.
Current notes (need to sleep rn) - j.S to engage more - react to feint with 2P - Dont overextend pressure - keep pressure in midrange - use jump cancelable moves to move in or out of range/ bait pot - use special cancelable moves cancel to dandy step/ p mappa
Adding some of my observations: -En dances around max 2D range mixing in 2D, 6H, mappa and IAD to get in on Pot -Max range 2D seems especially strong since 2D is so fast making it hard to react with HF. -Max 2D range deincentives HF since it's easier to react to at that range -Buffer p dandy on 6H for HF -Doesn't directly challenge Pot jump ins with 2S or 6P and prefers mostly AA j.P/K or 5P -ANY slightly suspect jump in and he just IADs back out -Lots of 5P on combo or block. Maybe he autopilots jump in --> 5P to avoid having any gap where Pot can PB Slayer?? If so the additional safety it gives would be worth the slightly less dmg -5P on block also let's you IAD out (5P IAD is underused in general. Jump in -> 5p makes 5p hit a good portion of the cast even on crouch block. Something worth exploring I think). -2K2S on block --> IAD or jump out, do not go into 2H and he avoids doing specials -DoT FRC is the most important FRC for Slayer IMO. It allows so many conversions into meaningful dmg -If blocking on wakeup FD to make space to backdash or jump out -2K2S can catch backdash in the corner (the timing for it is a bit weird though having tried it myself)
RE: 5P I went and checked and deep enough jump in 5P is a true blockstring. And while 2p is also, 5P gives you a jump cancelable normal right away. Probably best to mix in where you take your dash out since 6P and backwards mega fist will CH you if they get the read. Stuff like jump in > 5p/5p5p/2p5p/2p5p5k > IAD/pmappa
All MU videos here: ua-cam.com/play/PLeHrc4YjyQLtdMQhXd0Q6TNpyuL8AOEv4.html&si=A5Tbb4JS9O6W02BE
AMAZING VIDEO!
I think this video is now the best reference for this MU in the JP scene (for +R at least, there were only AC videos XD)
En is too good, giga chad.
Thank you for the video melo!
@@randomvitor340 En was ahead of the game! What a great player.
Btw, if there is any MU you'd like to see more footage of let me know. I'll be doing this for more MUs.
@@melovech6675 Nice! I think I would like to see some slayer vs sol action from that time (not many strong jp sols on stream nowadays....) XDD
@ yes, sol was on my list. I'm real bad at the match up
@@melovech6675 me too my friend....🫂
Current notes (need to sleep rn)
- j.S to engage more
- react to feint with 2P
- Dont overextend pressure
- keep pressure in midrange
- use jump cancelable moves to move in or out of range/ bait pot
- use special cancelable moves cancel to dandy step/ p mappa
Adding some of my observations:
-En dances around max 2D range mixing in 2D, 6H, mappa and IAD to get in on Pot
-Max range 2D seems especially strong since 2D is so fast making it hard to react with HF.
-Max 2D range deincentives HF since it's easier to react to at that range
-Buffer p dandy on 6H for HF
-Doesn't directly challenge Pot jump ins with 2S or 6P and prefers mostly AA j.P/K or 5P
-ANY slightly suspect jump in and he just IADs back out
-Lots of 5P on combo or block. Maybe he autopilots jump in --> 5P to avoid having any gap where Pot can PB Slayer?? If so the additional safety it gives would be worth the slightly less dmg
-5P on block also let's you IAD out (5P IAD is underused in general. Jump in -> 5p makes 5p hit a good portion of the cast even on crouch block. Something worth exploring I think).
-2K2S on block --> IAD or jump out, do not go into 2H and he avoids doing specials
-DoT FRC is the most important FRC for Slayer IMO. It allows so many conversions into meaningful dmg
-If blocking on wakeup FD to make space to backdash or jump out
-2K2S can catch backdash in the corner (the timing for it is a bit weird though having tried it myself)
20:40 DoT FRC K mappa for corner to corner conversion 😮
RE: 5P I went and checked and deep enough jump in 5P is a true blockstring. And while 2p is also, 5P gives you a jump cancelable normal right away.
Probably best to mix in where you take your dash out since 6P and backwards mega fist will CH you if they get the read. Stuff like jump in > 5p/5p5p/2p5p/2p5p5k > IAD/pmappa