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Okay let’s talk about Master’s Hammer. It’s a mid-hitting low-invul guard crush that crosses up with forward DS up close but has hitboxes on both sides of Slayer’s hand. So no matter what direction he’s coming at you it’s nearly impossible to whiff. The only way to avoid it is by preemptively jumping, and the only ways you can hit him out of it are using a preemptive reversal or praying your 5p can hit him out of it on reaction. If you jumped it, good luck getting a punish in, since it recovers in only 16 frames. So if you press a button too late or pick a slower, more rewarding option, you WILL get hit by C.S. Because it’s Slayer. Of course he’s mashing C.S when he whiffs something. But what happens when you block it? It’s a guard crush so naturally you’re taking a fat chunk of chip damage, but then you just watch in horror as Slayer gets to do basically anything he wants, considering he happens to be *+26.* So you’re really at his mercy with that. If you think having 25 frame startup is a weakness of Master’s Hammer, keep in mind that he gets invulnerable frames from frames 4-23, so the speed doesn’t end up mattering anyways. Overall it’s one of his best moves, and by some miracle it doesn’t end up invalidating any of his other options from Dandy Step because all of them are bonkers.
Blocking dandy step for me is quite easy. What i hate about slayer is 5K and 2H. 5k zone so far, hit so fast to catch gap and every connection latter give verry good reward. 2H just stupid. high lvl and low lvl, every slayer just gona spam it.
I personally like to chicken block Dandy Step because the only option that could hit is the overhead which on block leaves me at a distance from Slayer, also jumping away from Master's hammer can get you a big counterhit since it only hits grounded i believe
By the way, RU-vid just enabled the ability to upload "shorts" up to 3 minutes, but since it's still rolling out the sometimes display as a regular video Can't be fixed on my end but it should display correctly eventually 😅
Making more people aware of dandy step counterplay is for the greater good. Though, it does sadden me that more slayers will now know the ways I have been taking advantage of dandy step.
really like your analysis of how he gets more access to his already strong tools, just one change that you forgot to mention that i think is also important is the kmf range buff. its not a whole lot but it comes up after those max range 5h hits and the 2 buffs compliment each other a lot, just rewarding him for his pokes more
It is very pleasant and, most importantly, honest to listen to complaints from Ramlethal privileged player. Ramlethal has not been a bad, even mid tier character in any of the game's patches since its release. The main point is that no one seems to complain about your favorite character, which is important. Millia and Johnny are also threats. Who will be next? Bedman or Zato1? Actually, your behavior is disgusting and sickening to watch.
I’ve been maining Johnny since his release and I’ve always thought he was strong. He’s by no means broken, but definitely a high tier minimum. The biggest issue I see is that 90% of players don’t know the matchup. For example: 6K > 214H. This string is very strong because it frametraps everything, even jumps, and can lead to a full combo on counter or RC. However, every character in the game can 6P the gap in the cancel. You have to be fast on your 6P but if you get it Johnny gets counter hit. Another thing I often see is that people don’t punish mist finer. All versions are unsafe unless you block them from long range or get hit by a card. Not to mention, all his main pokes have massive extended hurtboxes and are pretty laggy. Seriously, I often get away with murder against a lot of people
I just Johnny is just a good character that people find annoying. I don't find him overpowered at all. I don't hate fighting Johnny. Johnny being able to dash block like every other character is a good thing. Johnny techning throws on his throw attempts instead of straight up losing if the opponent throws is a good thing. Johnny just does the same stuff he did before the buffs but it's actually functional now. Many of his weaknesses are still there just the window to execute them is smaller. The just ironed Johnny but and I don't think he's a problem rn
my personal gripe with Johnny is that he just sort of gets neutral for free like he does not have to try at all, I find his frames and reach the main issue
I think if they are going to balance him, they should nerf his reversal by making it no longer invincible and make it take like 7 frames to travel fullscreen, instead of 1 frame, and make 2h minus 23 and cant be canceled on block, plus make his damage get scaled very fast.
I don’t even mind Johnny in the state he is now since he’s fun to play against (to an extent) but the signature johnny main levels of downplay I still see makes me wanna see him in the trenches
@@turnerbytrade6700I’m not talking about Johnny alone. What I was saying is that Arc seems to have this tendency in strive to give characters guard crush moves and to have their offense pressure mostly tied to those guard crush moves. Simply saying, they’ve been using guard crush for multiple characters already as a way to force the opponent to block.