GGXRD-R2/Slayer/Okizeme: Difference between revisions

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=== Dandy step > under pressure ===
=== Dandy step > under pressure ===
After you knock down your opponent, you usually want to quickly follow it up with under pressure (whiff), and continue into several mixups as your opponent is rising. This is a very annoying mixup for your opponent to deal with, and it builds a lot of valuable tension for Slayer. Generally, your opponent will try to retaliate against this mixup to stop Slayer from building too much of an advantage, using blitz, backdash, reversals, wakeup throw etc, but with the right reads as Slayer, you can make fighting back even more painful.
After you knock down your opponent, you usually want to quickly follow it up with under pressure (whiff), and continue into several mixups as your opponent is rising. The following mixups are very annoying for your opponent to deal with, and it builds a lot of valuable tension for you. Generally, your opponent will try to retaliate against this mixup to stop Slayer from building too much of an advantage, using blitz, backdash, reversals, wakeup throw etc, but with the right reads as Slayer, you can make fighting back very painful.


'''Under pressure(whiff) > It's late.'''
'''Under pressure(whiff) > It's late.'''
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'''Under pressure(whiff) > throw/bdc bite.'''
'''Under pressure(whiff) > throw/bdc bite.'''
* Useful for adding more layers to your mixup and making it really hard to defend against.
* Useful for adding more layers to your mixup and making it really hard to defend against.


=== Throw oki ===
=== Throw oki ===

Revision as of 21:09, 26 September 2022

Slayer

NOTICE: THIS PAGE IS A SKELETON. THE CONTENT ON THIS PAGE IS TO GUIDE WRITERS IN CREATING NEW CONTENT FOR THE PAGE.

Introduction

A short paragraph explaining in the broadest terms what the character's oki is like.

This section should be accessible to players who are fresh out of the tutorial and to people who do not play this character. It's OK to have this section be a little redundent when compared with the more detailed sections of the oki page. The goal here is to provide an overview that somebody can read with little to no experience with the character and walk away with a basic understanding of the character's goals during an oki situation.


Dandy step > under pressure

After you knock down your opponent, you usually want to quickly follow it up with under pressure (whiff), and continue into several mixups as your opponent is rising. The following mixups are very annoying for your opponent to deal with, and it builds a lot of valuable tension for you. Generally, your opponent will try to retaliate against this mixup to stop Slayer from building too much of an advantage, using blitz, backdash, reversals, wakeup throw etc, but with the right reads as Slayer, you can make fighting back very painful.

Under pressure(whiff) > It's late.

  • This is a fast overhead that is plus on block, fully throw invulnerable, and leads to 2D knockdown on hit that sets up the same mixup again. On CH this leads to massive amounts of damage, tension gain and stun, so punish your opponent severely for disrespecting this move. You can also intentionally delay this move a lot to catch wakeup backdash and uncharged blitz, while still sort of using it as an overhead mixup.

Under pressure(whiff) > 2K.

  • This is the go-to low option that you use together with It's late to mix your opponent with high-lows. Plus on block, a bit more rewarding on block and hit, however not throw-invulnerable. You can use this to bait your opponent into trying something more risky, and counter-hit them with It's late.

Under pressure(whiff) > forward dash c.S f.S

  • Decently fast crossup that has good combos and block-pressure. If done pointblank, will usually crossup to be outside your opponents throw range. You can also do for example UP (whiff) > 2K, then forward dash for a crossup right after hitting them with a low.

Under pressure(whiff) > throw/bdc bite.

  • Useful for adding more layers to your mixup and making it really hard to defend against.

Throw oki

Throw oki is not as advantageous a 2D or j.D knockdown, but still leads to good mixups.

P dandy > Under pressure(not whiffing!)

  • That's right. You can simply use under pressure itself as a meaty. This does not have throw-invuln, but is already spaced outside throw range after ground throw. This move whiff-cancels into it's late, which is useful for catching backdashes if they first dodge It's late. You can also just do this on any knockdown, as it is hard to throw or IB on reaction. You don't even have to do under pressure! You can do an empty P dandy and go for a throw mixup. There are several possibilites...

6K

  • Overhead and airborne, so it cannot be ground thrown by your opponent. Also sometimes goes over 2Ks and 2Ps and such. A bit slower than It's late, but has better combos and block pressure, and you don't need to setup dandy step to do it. Since you are not doing dandy step, you are sacrificing a little bit of tension gain.

forward dash c.S

  • Still a fast option, but can be thrown by your opponent on reaction, so you have use more tricky movement to punish these attempts.

Choosing an Oki Route

Explain the thought process that goes into picking an oki route.

This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.

Video Examples

Either embed individual videos, or link off to playlists of videos which cover oki.

Faceup/Facedown Knockdown Chart

Move Knockdown Type
2H Facedown
2D Facedown
jD Faceup
6P, Dead Angle Facedown after wall bounce
Faceup without wall bounce
6H
(knockdown on air hit only)
Faceup
Ground Throw Facedown
Air Throw Faceup
Blitz Attack Facedown
P Dandy > Pilebunker Facedown on counterhit
Faceup on normal hit
K Dandy > Pilebunker Faceup
Crosswise Heel Faceup
It's Late Faceup
Footloose Journey Faceup
Undertow Faceup
Dead On Time Faceup
Eternal Wings Facedown
Straight Down Dandy Faceup

Any move not listed that can knockdown (for example, many moves that only knockdown if they counterhit an airborne opponent) leads to Faceup knockdown.

Navigation

Slayer

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