small-ish note at 16:00 in the "green light" spacing you also have to worry about P Mappa which will be 0 on block with some spacing between the 2 characters if you stand where Ky is standing. if Ky moves back, regular P Mappa whiffs but he can do FDC P Mappa for the same effect
Hey can you talk about potemkin? like general tips, neutral, set ups, his best moves to use while approaching, etc? i’ve reached celestial with him a few times but i keep facing potemkins who do crazy things and kara’s super easy on controller. Any advice would be very appreciated 🙏
big fan of this, strategy based on spacing feels easiest for me to implement, i much prefer getting this over info on small scale interactions and rps scenarios on that note do you have any advice for where bridget should aim to stand vs axl lol
thank you very much for this! do you have anything to say about his dandy offense? obv it's all fake and mashable and reactable but he can frametrap pilebunker off of level 4s and when he has meter thats a guard crush 50/50, playing asuka and just having to hold that feels awful and like im missing something
My issue with Slayer is them doing a near full screen K mappa and also the "free" mixup from dandy followups. I think his offense is actually pretty strong since he has quite a few in built methods to open you up. Maybe im missing something.
If your character has a projectile just wait it out until they do it and 6P. And learn the dandy step OS. You can 2P both versions of dandy step and if it whiffs you can still block in time if they do masters hammer. Blocking the mix is a different story because the OH/low hit on the same frame.
So you have a problem with Chipp, Anji, GL as well, as they follow somewhat the same structure for their mix ups. The "best" part of slayer mix is actually the confusing dash and side switches to open you up.
@@MrXBOCAX not really, goldlewis and anji don't really have k mappa to get instantly in your face to start doing stuff. Chipp is annoying but for other reasons. The closest character to slayer in my experience is weirdly Elphelt with her buttrush and rekka, she thankfully does much less dmg though. Maybe at the higher level it's difference but i'm random dude that never got celestial, i mostly care about the basic bitch stuff.
6:40 but what about when they're really good at spacing it? Against some Slayers, i either trade or even get counterhit when we both go for 2P afterward 😢
this is nice. even outside the context of slayer I think this teaches me a lot about how to approach studying/labbing matchups that I struggle with to actually come up with a gameplan
Me as slayer player seeing this and thinking how I can crush the green zone with 2s, kara p.mappa, walk 2D to get trades for a knockdown and p.mappa follow to get oki, 5H to crush f.S, K.dandy follow up mixups and 6K. Thanks Hotashi.
I mean, if Ky is occupying space like that, he can get whiff-punished by Slayer's 5K. That thing is better than Nago's. If you're relying on distance to react to Mappa and just 6P, then Slayer can just use P Mappa and run offense since you whiffed 6P. Slayer feels like he's more related to Gio when it comes to whiff-punishing and pressure.
@@sirnarwhal9911 Slayer has Nagi strungs, Bedman Normals and Gio Neutral(aside from dp so bad ground to air) to be honest. I do think all of slayer normals should get their damage reduced but keep the special damage as it is or slightly buffed would solve a lot of problem of against slayer MUs.
Another thing worth to point out though, It's hard to bully a Slayer on distance if he counts with meter, he can just Super Mappa Hunch from the other side of the map and that thing is an instant punish if timed right, you get insta cornered and a lot of damage from just one bar
Almost every character can do that-- its rarely worth it. Most characters have passive ways to cover space and discourage that kind of yolo slingshot maneuver.
@@fortidogi8620slayer isn’t most characters . Super Mappa might be his best move cause of how much it does for him . His only reversal, gets him out of the corner, can confirm to most combos & whiff punish from anywhere
If you ask me, Super Mappa Hunch anywhere but on defense requires you to open yourself to be hit and is strictly worse return than most of his other clean hits such as Mappa Hunch into RC. It's a consideration to be sure, but I think Slayers would be more incentivized to try and earn their way in and save the meter to make the approach safe + build RISC, or to cash out on their read.
As a Slayer main I'm torn... On the one hand, more counterplay means more people will actually be willing to fight me. On the other, I've had a few people play like this already, just constantly spacing me out with FS, 6P and fireballs and it SUCKS...
Play the long game = more patient Learn how to do kara p dandy to approach with either it's late or bump ahead We build meter fast, so try and stall with p mappa, jump iad back and wait. Other than Happy Chaos, Asuka, Bridget and maybe Jack o, it's quite hard for other characters to win from afar. Some other characters shut you down very well, like Ky, sol, JO, GL, and a big majority of the cast if they know how to interact with you. You can k dandy to force them to whiff after they're used to just spacing you out, with the correct timing, you use bump ahead and go for oki, if they panick and jump you can it's late and be super plus, and follow up with your advantage.
Hell yes thanks for this. Btw can we get one of these for Johnny? All the top players say he's bad and that you just have to learn the knowledge checks, but man that dude wrecks me all the time and his dustloop page didn't have counterplay the last time I checked.
FD and dashblock are the cornerstones of your game against Johnny. Dashblock helps against pokes and FD spaces him out of pressure. Low profiles like 6P or sweeps help against a lot of his neutral tools, but his 2S is a spooky callout for them, so mix up your options. I play a good Johnny in netplay brackets weekly, and this is what I find helps me.
Just block mist finer and make sure to rush him if he cards. A johnny relies completely on scaring you until you respect him, so just dont respect him. Sooner or later, he will do something risky, and you can capitalize. I play and play against johnny a lot, and im gonna say this, there are more gaps than you think.
Content like this is golden. Not only this gave me an understanding for what to watch for when playing VS slayer, but I can use this template when formulating a plan against other MUs. Thanks Hotashi - Onedollaand5cent
"how does slayer get through fireball fireball fireball" While its true he suffers against that early in the round it stops being the case when he has 50 meter. His reversal super is incredibly obnoxious.
@@UnpronounceabIeName Most fireballs have a looot of recovery, ky here would be 46, for example, even testament is around 40 with uncharged, that plus the fact that it will generally be predictable enough, I don't think most fireball characters can bait it like that
@@UnpronounceabIeName Does he though? It's 15 startup and i cant think of a fireball faster than 39f (testament crow). That's a 24f reaction, which is pretty easy.