Slayer Tech: Kara Specials and Pilebunker Loops

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  • Опубликовано: 28 сен 2024

Комментарии • 122

  • @me_lolo
    @me_lolo  3 месяца назад +5

    yo goons, if you want the frame bar mod then check out this video ruclips.net/video/YSG3tiIS8ZE/видео.html
    also peep my video going over reliable loop combos
    also quick side note: kara p dandy is very applicable but very hard to execute. should be interesting to see what becomes of it... (one example: bite into kara p dandy high low, not meaty but very scary if they are respecting you, which they should there)

    • @lazarm6967
      @lazarm6967 3 месяца назад

      Can this get me banned or no?

  • @OccuredJakub12
    @OccuredJakub12 4 месяца назад +280

    I'm glad that instead of taking away Slayer tech they made it more visible when you successfully do it. This is what "making the game easier to understand, not simpler" means!

    • @tabkg5802
      @tabkg5802 4 месяца назад +17

      They DID take away the tech tho? BDC don't exist and FDC are much less lenient. It's nice that they kept it but still

    • @me_lolo
      @me_lolo  4 месяца назад +52

      100% agree, this clearly demonstrates he's fairly technical and has a long way to go for optimization. they did an amazing job imo. I promise to anyone that these combos are not as easy as they look.

    • @OccuredJakub12
      @OccuredJakub12 4 месяца назад +25

      @@tabkg5802 Well BDC would be broken in STRIVE and they still gave him a unique special that basically replaces it

    • @tabkg5802
      @tabkg5802 4 месяца назад

      @@OccuredJakub12 it wouldn't be any more broken that white wild assault, red wild assault, Nago or HC during S1 and S2

    • @plasticfacedvillian4779
      @plasticfacedvillian4779 4 месяца назад +11

      To be fair, we can't act as if GGST isn't much simpler than Xrd. New fighting games are usually simpler than their older counterparts. I don't know why people don't want to admit that

  • @JackKahunaLagunaFGC
    @JackKahunaLagunaFGC 4 месяца назад +48

    Possibly the best intro to a video I've ever heard

    • @me_lolo
      @me_lolo  4 месяца назад

      if you know you know

  • @BedlessSleeper
    @BedlessSleeper 3 месяца назад +15

    He has a special mechanic inbuilt into his character that gives Slayer 17,000 additional inertia if he special cancels specifically FROM a dash>superjump cancel. So if he does a dash>superjump>special kara, he gains that additional inertia. Its really awkward that it HAS to be from dash>super jump and not just any dash kara. I wish it didn't require jump.
    Also to note: I personally find it much easier to do my 236x karas by pretending they are 268HS Behemoths. Makes it much easier. So just do 236dashmacro~9p/k. [Dash macro can be done on 3/6]
    Also also note: I have reason to believe Slayer travels further when doing the kara from 9sj instead of 8sj, but it probably only matters in very niche situations, if true. Will require more testing.
    [This mechanic is identical to Potemkin/Sol, but their mechanic is specifically only required to be done from their respective 6k/6s karas, making them incredibly easier]

    • @aidanyork1018
      @aidanyork1018 3 месяца назад +2

      I'm a Johnny player that never knew about this karra stuff so now I have to STOP LEARNING SLAYER AND GO SEE WHAT I'VE BEEN MISSING
      ...
      But I was struggling with this tech for an hour and this comment just made me get it instantly so thank you so much

    • @seannomoney20
      @seannomoney20 3 месяца назад

      ​@@aidanyork1018 one of my most recent videos was me doing a combo with johnny that requires a kara cancel to pull off

    • @seannomoney20
      @seannomoney20 3 месяца назад

      ​@@aidanyork1018you can also kara cancel johnny's dash into specials like card throw or anything else

  • @theuhlol__
    @theuhlol__ 4 месяца назад

    Yeah I was so confused when I did the purple thing, I thought it was backdash canceling but I did not know he had Kara canceling to be honest with you

  • @ryangolden5865
    @ryangolden5865 3 месяца назад

    What is the timing of this I seem to get just jk a lot even tho I’m doing up and k together after the dash

  • @hero_henshinx8829
    @hero_henshinx8829 3 месяца назад +1

    trying to kara cancel this stuff on controller is hell ngl

    • @grantm.5975
      @grantm.5975 3 месяца назад

      Yeah, I've tried it on leverless and controller and I think leverless is way easier to hit this on. Ending on the 9 position (like a tiger knee) does really help with these, its way easier to get it consistent that way.

  • @Street-Pigeons
    @Street-Pigeons 4 месяца назад +2

    Is this possible on joystick
    I use joystick

    • @tatzeta
      @tatzeta 4 месяца назад +1

      yes, just hit diagonals instead of straight up to make it easier for yourself

  • @peIuches
    @peIuches 4 месяца назад

    i love you

  • @mohg6994
    @mohg6994 4 месяца назад

    How do I get the frame data, I’ve been looking for the setting for a while and can’t find it

    • @nickmanchild8902
      @nickmanchild8902 4 месяца назад

      If I’m not mistaken, what he’s using is a game banana mod called SF6 frame counter in training room or something like that

    • @me_lolo
      @me_lolo  4 месяца назад

      check out tiger_pop’s channel on yt he’s got a guide that is up to date

  • @Tak_Fox
    @Tak_Fox 4 месяца назад +38

    for kara bite, out of any lag buffering half circle then doing dash + up is good, but if doing it raw, you can actually get it a few frames faster if you start the input with dash. either DM6248H, or the one ive been finding pretty consistent, DM6284H or DM63924H. both should give earliest possible bite raw. if coming from a bufferable window though theres no difference between this version and half circle first. small difference really, but maybe useful down the line
    you can also kara super off the backdash + 6s move with 63214DM6S, which probably has limited application but is pretty cool

    • @disrupticon
      @disrupticon 3 месяца назад +1

      Screenshotted this comment and tried it hours later. HAD to come back to admit that for some reason I’m having trouble with the videos version of the Kara input, but THIS comment gave me something to use instead of forcing block in a corner for bite. Just great to have another tool I can use so I had to come say thank you for the alternate information.

    • @kingkittens
      @kingkittens Месяц назад +1

      Thank you, this genuinely saved me 🙏

  • @Ixs4i
    @Ixs4i 4 месяца назад +13

    hitbox user here, can confirm the kara bsu is quite consistent and easy on it. could be kinda finicky depending on your layout, but its pretty simple to plink dash up and hs to get it.
    edit: about the pilebunker loops, i saw one on twitter that gets 3 bunkers in one shot, its something like
    ch. masters hammer, delay 2s>kpb, c.s>2s>kpb, c.s>2s>2h>ppb splat
    and apparently its autotimed after the first bunker so theres that for a relatively optimal pilebunker loop

  • @sleepfgc
    @sleepfgc 4 месяца назад +11

    Does the previous version of the framedata mod just works with slayer, or was there an updated one for his patch? Btw great video!

    • @me_lolo
      @me_lolo  4 месяца назад +5

      ty and there’s an updated version
      check out tiger_pop’s guide

    • @sleepfgc
      @sleepfgc 4 месяца назад

      @@me_lolo Thanks a lot!

    • @Norirane
      @Norirane 4 месяца назад

      There's an update on the mods github page.

  • @evilded2
    @evilded2 4 месяца назад +16

    Mighty fine kara tech.

  • @harryvpn1462
    @harryvpn1462 4 месяца назад +19

    I found he can actually get pile bunker loops off of any hit by doing rc 5[D] c.s 214P delay P, but the link after the pilebunker is HARD, and dmg difference isnt much compared to easier routes

    • @me_lolo
      @me_lolo  4 месяца назад +3

      well yeah I covered that, it is very scaling dependent and such

  • @Swash_Buckler
    @Swash_Buckler 3 месяца назад +2

    Slayer has been adapted to strive so perfectly. People are annoyed that bdc is gone, but to me it's overshadowed by them taking reverse pile bunker and turning it into an extremely satisfying and drip combo tool. Before it was an annoying interaction that would potentially lose you the round, but now I'm having a ton of fun practicing confirms into it and cant wait for the day that i land this shit in a match.

  • @CrowFGC
    @CrowFGC 4 месяца назад +1

    How do you have the frame viewer? I thought it’s been stuck on Elphelt patch

  • @pikachuattack542
    @pikachuattack542 4 месяца назад +6

    You can route very easily into the clean hit of his super if you do cS fS twice, into HS, and then super.
    Doesn't work in the corner tho, but it works on both normal block and on hit!

    • @me_lolo
      @me_lolo  4 месяца назад +2

      oh this is probably very good

  • @YulianaIlina
    @YulianaIlina Месяц назад

    Hi all, Mappa ->66RRC->2S->214K-P is autotimed PB loop, one of my favorite, really easy to get consistent with

  • @snoopyadoo8819
    @snoopyadoo8819 3 месяца назад

    I cannot get the dandy overhead counterhit follow up without swapping sides on the follow up double close slash, what am i doing wrong

  • @vintajecheese7803
    @vintajecheese7803 4 месяца назад +1

    On grounded hits, if you can route into f.S you can cancel the first hit to guarantee a bite for the universe power up

  • @fenswillrise3947
    @fenswillrise3947 4 месяца назад +3

    You can also go into loops off of counter hit 2d. Altho 2s is your starter for that

  • @Pand_a1
    @Pand_a1 4 месяца назад

    Can anyone give me advice on how to do Kara consistently in dpad

  • @ocelot5424
    @ocelot5424 3 месяца назад

    How you can land the 2S on the pilebunker loop? The enemy always recovers after the 5S when im trying to do that

    • @me_lolo
      @me_lolo  3 месяца назад

      depends a lot on the combo, peep the video with the staples for more

  • @andreadicastro8525
    @andreadicastro8525 4 месяца назад +1

    I found out that using WA he can get pilebunker loops too and also from RRC, off of WA as long as you do it from a 2H you can do something like 5S 2H 236S C.S 214P~P and go into them, same off of RRC, Just C.S 214P~P scales way way way better than going into ot after 5[D]

  • @blindhero2999
    @blindhero2999 4 месяца назад

    Welp, time to buy a new controller.

  • @AdeptusForge
    @AdeptusForge 4 месяца назад +1

    Has any use been found for FDC dandy step? From what I can tell, its purely momentum and there's no invuln or anything else applied.

  • @xav9793
    @xav9793 3 месяца назад

    Omg i Actually felt a lil bad there at the end

  • @juanokug4
    @juanokug4 2 месяца назад

    i still don't get how to get a pickup from c.s into 2h. I cannot for the life of me do it, I've tried a ton of different timings and it doesn't work

    • @me_lolo
      @me_lolo  2 месяца назад

      the only way to get a loop off of this meterlessly is to do a microdelay bwa on the 2h into 2s kdandy p (then end with cs 2s/2h pdandy p depending on what side you want them on)

    • @juanokug4
      @juanokug4 2 месяца назад

      @@me_lolo bwa?

  • @SkrymSkript
    @SkrymSkript 3 месяца назад

    How do you get the Kara Command Grab consistently (like 80% of the time I never get the actual dash LOL)? Is it a speed thing with the half-circle so that the dash gets buffered inbetween the half circle?

    • @me_lolo
      @me_lolo  3 месяца назад +1

      pretty much, yeah. most important thing is to return to neutral before pressing the dash macro.

    • @SkrymSkript
      @SkrymSkript 3 месяца назад

      @@me_lolo ahh aight aight, thanks

  • @xcreenplay7264
    @xcreenplay7264 4 месяца назад +3

    were did you get the frame data mod,mines longer works with the new update

    • @me_lolo
      @me_lolo  4 месяца назад +2

      agreed, I think a lot of people had oversimplification concerns but clearly that’s not the case!

    • @GoodTato
      @GoodTato 4 месяца назад +5

      @@me_lolo Wrong reply?

    • @Lanzetsu
      @Lanzetsu 4 месяца назад

      @@me_lolo Yeah we wanted the info about the frame data mod

  • @finallyanime
    @finallyanime 4 месяца назад +1

    Wow that otg is so insane from pb loop

  • @captainphoton1693
    @captainphoton1693 4 месяца назад +2

    OK so the Kara is a mechanic he hit back in +R. At least.
    In older games it actualy make you invincible during the special.
    You acn also do it from the quarter circle back specials.
    You do not need to tap up. You can just do the quarter circle, dash, finish the quarter circle on front top then button.
    Same for the quarter circle back but put a neutral in between. So what you can do is the gg input. Half circle back forward. But instead you do forward up. With a dash in between.

    • @roarkviolet1912
      @roarkviolet1912 4 месяца назад

      My bad, I misread your comment.
      I had a whole paragraph on how dash jump cancel works on characters who have an uninteruptable forward dash because I thought you meant you didn't need a jump input, i hadn't realised you meant forward jump ↗️ instead of neutral jump ⬆️.

    • @captainphoton1693
      @captainphoton1693 4 месяца назад

      @@roarkviolet1912 all 3 jumps work BTW. It's just about making the input easier.

    • @MC-ns8gb
      @MC-ns8gb 4 месяца назад +1

      Hitting forward up is really inconsistent on dpad so it's probably better to just stick to tapping up

    • @MC-ns8gb
      @MC-ns8gb 4 месяца назад

      At least for Kara bsu and Kara dandy step, Kara mappa is pretty easy to do regardless

    • @likejeeperz5487
      @likejeeperz5487 Месяц назад

      You're doing God's work, thank you!

  • @PwnerGeist
    @PwnerGeist 4 месяца назад

    First thing i cheked for was back dash cancelling and thought man that sucks ......what about forward and boom here we are.

  • @NikELbErGErBergel
    @NikELbErGErBergel 4 месяца назад

    5:39 ive been trying to hit the overhead combo but they keep falling down in front of me after the 2nd close slash, any advice?

  • @oatmeal5672
    @oatmeal5672 4 месяца назад

    There are actually some pretty easy autotimed backhit pb loops off of ch 2h and 5h
    Ch 5h 214P 2S 214KP c.s 2s 214KP c.s 2H 214PP works

  • @roarkviolet1912
    @roarkviolet1912 4 месяца назад

    You can also do the typical rekka super kara with dandy step, although im not sure where to yse it other than a reaction option to beat reversals when going for stuff like k dandy into S/K

  • @ShikiRyougi05
    @ShikiRyougi05 4 месяца назад

    What in the world did this man say at the beginning??

  • @Protomango
    @Protomango 4 месяца назад

    Thanks for the video! I have a question about kara canceling. Are there any alternative methods in Strive, or is this the only way to access it. I wanna punch purple too

    • @me_lolo
      @me_lolo  4 месяца назад

      I believe some people have other methods, but I don't know them off the top of my head.

    • @vintajecheese7803
      @vintajecheese7803 4 месяца назад +1

      If you do 23669P/K you'll get the purple indicator

    • @Protomango
      @Protomango 4 месяца назад

      @vintajecheese7803 I'm gonna try these both when I get home, thanks :)

  • @ChaseC87
    @ChaseC87 4 месяца назад

    When I'm attempting the Pile Bunker loops, I keep getting the otg roll away animation with the c.S follow-up after a Pile Bunker knockdown. I can't seem to get the timing down. I've tried mashing c.S, slightly delaying c.S, really delaying c.S. I can't get any consistency. Any advice?

    • @me_lolo
      @me_lolo  4 месяца назад +2

      it most likely means you are doing the dandy p slightly too late, depending on the route. it can be very strict for some. im considering uploading a video with some staples since some have been found since this one

    • @ChaseC87
      @ChaseC87 4 месяца назад +1

      @@me_lolo I thought as much. I've absolutely MASHED c.S to try and get the pick up off the ground after PB, to try and possibly get the earliest frame, and it never works. Then I'll try to time it and I'll get a successful pick up after about a dozen attempts. Just can't seem to get it down. Would love to see a vid on those staples!
      Edit: I've figured it out. The type of otg you get is based off of how high your opponent is above you when you hit the back part of the Pile Bunker to slide along with them. The setup I was struggling with was the corner loop using RRC to c.S > DS.P PB > otg pickup. I was delaying the c.S after RRCing a bit too much. This change kept my opponent just a liiiiitle bit more above me while I slid along with them for the otg pickup, making it much easier to hit consistently since their recovery animation had been delayed just a bit more.

  • @smuggles2124
    @smuggles2124 4 месяца назад

    Nice video bro, really nice to hear you talk about the nuances of the routing and stuff

  • @SophistictaedDevil
    @SophistictaedDevil 4 месяца назад

    Great video, sucks that kara bsu is hard as hell to do on pad.

    • @MC-ns8gb
      @MC-ns8gb 4 месяца назад

      Right? Kara mappa is easy but it feels impossible to get anything else out

  • @Cornin33
    @Cornin33 4 месяца назад

    Do you think it would be possible to use the combo at 5:00 to set up a mix with Dandy step or is it more viable to do something like Oki?

    • @me_lolo
      @me_lolo  4 месяца назад +1

      I have no idea to be honest. I think messing with left rights with his normal dash on those kinds of knockdowns could be good if you got good at timing and microspacing it as the slayer

    • @darkwrath9927
      @darkwrath9927 4 месяца назад +1

      Definitely possible. You'd probably want to do a dash cancel or P Dandy Step mix off the otg c.S. But a safe jump might just be better overall

  • @peterkim8525
    @peterkim8525 4 месяца назад

    very nice video lolo

  • @vixw8700
    @vixw8700 4 месяца назад

    nice intro

  • @tabkg5802
    @tabkg5802 4 месяца назад

    0:37 that's legacy tech. Johnny could jump cancel his dash previously too but dunno if he could kara it into specials

    • @desperado3347
      @desperado3347 4 месяца назад

      johnny's was added in a recent patch to make his dash less commital

    • @tabkg5802
      @tabkg5802 4 месяца назад

      @@desperado3347 yeah, but he had it in earlier games from the beginning

  • @sucinistro
    @sucinistro 4 месяца назад

    Thanks for the vid mate, was looking for something like that, those loops look sick

  • @balintkristof8442
    @balintkristof8442 4 месяца назад +2

    So, I see you are using the dash macro. How do you input this without the dash macro? I'm willingly not using it, because other fighting games don't have a dash macro, and I don't want to learn bad habits.

    • @ThePoodle
      @ThePoodle 4 месяца назад +1

      It would be close to impossible. Except for mappa. It's ok to use dm, especially if you are only using it in this one circumstance, dont even think of it as a dash.

    • @tscole12
      @tscole12 4 месяца назад +1

      If you didn’t use the macro you would have to input double forward in less than a frame btw, just use the macro only for combos

    • @grantm.5975
      @grantm.5975 3 месяца назад

      I totally understand the sentiment of not wanting to learn bad habits, but I don't find myself reaching for the dash macro in other games. Once you get used to both you can switch between the two on the fly, without every really mixing them up. It's like being bilingual, in a way.

  • @fern2266
    @fern2266 4 месяца назад

    as always lolo is the goat

  • @Sanazuki
    @Sanazuki 4 месяца назад

    How do I get the frame data tool bar?

  • @TheLoneAlpaca
    @TheLoneAlpaca 4 месяца назад

    great job being someone to clearly break down something like this so early!

  • @garretwoeller7669
    @garretwoeller7669 4 месяца назад

    Glad Slayer is good too bad he feels awful compared to other versions

    • @spike4124
      @spike4124 4 месяца назад +2

      Counterpoint, pilebunker

    • @garretwoeller7669
      @garretwoeller7669 4 месяца назад

      @@spike4124 counterpoint it's objectively worse then it used to be yes it looks cooler but it's negative on block

    • @balintkristof8442
      @balintkristof8442 4 месяца назад +10

      ​@@garretwoeller7669what are you talking about, it was always negative.

    • @garretwoeller7669
      @garretwoeller7669 4 месяца назад

      @@balintkristof8442 well shit goes to show how much more it is now because I remember plenty of times I got out of a situation where they could've punish and sure as shit tried but failed so hey I learned it negative in the old games too damn bad it's more noticeable now.

    • @garretwoeller7669
      @garretwoeller7669 4 месяца назад +1

      @dingusdongus4498 bruh tourist if I played the older games for years before strive was even announced how can I be a tourist when strive is the tourist game?