Yeah just WA instead (though you might need to test if he actually is close enough to connect it, I’ve seen Wild Assault fail to connect on a lot of Pilebunker wall sticks because of its ridiculous recovery)
@@Kael4king10 yeah I recreated the combo myself and tested for WA, it‘s close enough to work but as always with Pilebunker wallbreak lines the long recovery time takes some getting used to
if you delay the 2s on the second combo you can get a second pilebunker loop then you can do Cs-2s-214p (don't pilebunker) to wallsplat, then you can dash forward and get just enough meter to super
His dandy step moves upon a counter hit especially his P-Dandy make you go through the opponent. I feel like it has some of that effect applied when using in combos.
@@Murakami2077 There are some setups where you can do c.S into P pilebunker and still get the same cross-up travel that lets you follow up afterwards. For example, Pilebunker > forward RRC > c.S > P Pilebunker > staple pilebunker loop combo
"They removed pilebunker loops!" and then we realized it was just moved to midscreen instead of the corner.
In summary: PILEBUNKER.
You can do the second one at round start btw, minus the Super ender
Yeah just WA instead (though you might need to test if he actually is close enough to connect it, I’ve seen Wild Assault fail to connect on a lot of Pilebunker wall sticks because of its ridiculous recovery)
@@eloquence_4143 WA works, I've done it a couple times
@@Kael4king10 yeah I recreated the combo myself and tested for WA, it‘s close enough to work but as always with Pilebunker wallbreak lines the long recovery time takes some getting used to
@@eloquence_4143the framedata says that on any bunker stick you can get uncharged WA but it's a 1-2 frame window
you can do it without WA and with super ender...
very fun and balanced gameplay thank you arcsys
if you delay the 2s on the second combo you can get a second pilebunker loop then you can do Cs-2s-214p (don't pilebunker) to wallsplat, then you can dash forward and get just enough meter to super
Why did Slayer slide and go to the left over May when he did his first file bunker?
very specific spacing using 2S makes May get hit by the back side of pilebunker’s hitbox, making slayer slide behind his opponent for extended combos
His dandy step moves upon a counter hit especially his P-Dandy make you go through the opponent. I feel like it has some of that effect applied when using in combos.
For that effect of going along with the opponent you need to do the K version of Dandy Step. The P version is only used when finishing the loop
@@Murakami2077 There are some setups where you can do c.S into P pilebunker and still get the same cross-up travel that lets you follow up afterwards. For example, Pilebunker > forward RRC > c.S > P Pilebunker > staple pilebunker loop combo
Is this auto timed? The second one feels impossible to nail
What part are you struggling with getting the second one. The s to link?
Hopefully they’d fixed this bug in the next update.
Why? It’s cool?
I think its intentional
Brother it’s a feature loool
🤤