Mitsurugi
Inscrit le: 30 Mai 2007 Messages: 103
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Posté le: Ven Aoû 31, 2007 12:45 pm Sujet du message: |
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Encore de nouvelles traductions d'articles provenant d'Arcadia. Ces magazines sont de vraies mines d'or. Merci à Teyah.
Teyah, sur Dustloop, a écrit: | ==============================
Page 03: Slayer vs. Testament
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Slayer Basics:
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Learning how to deal with and get around Testament's Zeinest (Webs) and Hitomi (Trees) is the basics of this matchup. Jumping in with a j. K on the way up, and a j. HS on the way down, the j. K will trigger Zeinests before Slayer is in range to get hit, and if j. H is blocked, the Hitomi will pass harmlessly underneath, this is the best way to approach them from the air.
Against this tactic, Testament has the option of K Phantom Soul and 6K, early on, you can IB the Phantom Soul for additional tension, and double jump to avoid the 6K. Once you have the tension, you can try to look for an opening to turn things around with a Big Bang Upper, or a K Dandy Step -> Pile Bunker.
Kenchan's comments:
Slight disadvantage. Testament has the upper hand in general, but Dead on Time and Big Bang Upper are just too good. Slayer hits like a truck, so it's definitely still a fight.
Picture: Against Okizeme that uses Zeinest, you can use K Dandy Step FRC to evade.
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Exploiting Gaps
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If Testament gatlings f. S or 2S into 2D, if you Instant Block (IB) the attack before the 2D, you can counterattack with P Dandy Step (214P) -> Pile Bunker. If he does 5S or 2S into 2H, doing the above to get a Pile Bunker is effective, however, countering with Big Bang Upper also works. If Testament gatlings any normal into H EXE Beast, you can reaction back K Dandy Step -> Pile Bunker to punish. However, if he did 2H -> H EXE Beast, you need to IB the 2HS.
Picture: Opening up gaps in Testament's gatlings using Instant Block to make him wary is important.
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Aim for the Dead on Time:
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If Slayer manages to land a CH Dead on time, that single hit might very well end up deciding the outcome of the match, so aim to punish an opponent for making careless autopilot decisions. Some common situations that result in a CH, if Testamnet does any gatling canceled into Set Zeinest or Set Hitomi, if he just tries to set a Zeinest in a neutral situation, there's many attacks that cancel into 2HS and 2D, so if you see any of those attacks, get used to entering the motion for Dead on Time after blocking them, so that if he cancels into a Set, you just need to tap the button to punish. Note, if Testament decides to Set a Hitomi (Tree)in a neutral state, the animation is quite hard to see, so it's not something you aim for often.
Picture: Look to attack when he tries to Set something. When you have more than 50% tension, you should be priming the super motion, all the time. (ED note: ALL THE TIME )
Note at the bottom: Slayer's Big Bang Upper can trigger a Zeinest and still be capable of hitting, so use it with good timing to bust through attacks that hit high, like Testament's f.S, 6K, and 2H.
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Arcadia Page 04:
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Slayer Section
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Blue Burst Bait after 2HS
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For the combo, 2K -> 2H -> Big Bang Upper, if the opponent uses the invincibility of a Blue Burst to dodge the BBU, they can land and counterattack.
Against this, and this only works when really close, after 2K -> 2H, you can bait a Blue Burst. After the 2HS, walk forward a tad, then a 2P -> BBU will connect. If the opponent expected a BBU after the 2H and bursted accordinly, the 2P will whiff right underneath them, and the followup BBU after the 2P whiff will catch them on the way down. Note, on Sol, 2P will only link after the 2H if the 2H was done as a standalone. Also, against Millia, Baiken, Bridget, and A.B.A., the 2P will not connect, so this bait can't be used against these 4 characters.
Picture: After baiting the Burst, use a BBU to deal out big damage off this one opportunity.
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Okizeme with Meaty 2D
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Because hitting with the latter half of Slayer's 2D, actually gives him frame advantage, using meaty 2D for Okizeme is effective. The goal, is to score an initial knockdown with 2D, after which you should forward dash to your opponents back, then followup with a meaty 2D. Being at your opponents back makes it hard to IB, and even if the 2D is blocked,it's easy to press the attack.
Picture: If you see the 2D hit, RC it on reaction and link a 2P.
Combo Box:
2D -> RC on reaction to hit -> [2P -> c.S] followup combos.
I: super jump j.S -> [j.D -> j.2K] -> j.K -> (land) c.S SJC j. S
->[j.D->j.2K] -> j.D
Works on: May, Jam, Bridget
II: jump [j.S (1 hit) -> j.2K] -> j.K -> (land) 2S SJC [j.K->j.2K]->j.K JC
[j.S(1 hit)->j.2K] -> [j.D->j.2K]->D
Works on: Sol
III: sj.S -> [j.D->j.2K]->j.K -> (land) c.S JC [j.S->j.2K]->j.D
Works on: Millia, Dizzy, I-no
IV: jump [j.S(2hits)->j.2K]->j.K -> (land) super jump [j.K -> j.2K]->j.K JC
[j.S (3 hits) -> 2K] -> [j.D -> j.2K] -> j.D
Works on: Potemkin
V: jump S (2 hits) -> j.K -> (land) 2S SJC [j.K -> j.2K] -> j.K JC [j.S (1
hit)->j.2K]->[j.D->j.2K] ->j.D
Works on: Ky, Chipp, Eddie (after RC, replace c.S with 5K), Faust, Anji,
Axl, Testament, Johnny (replace SJC j.K with j.P->j.K), Venom (after RC,
replace c.S with 5K), Slayer, Zappa, A.B.A. (after RC, replace c.S with 5P),
Order Sol
VI: jump [j.K->j.2K]->j.K JC j.K -> [j.D->j.2K]->j.D
Works on: Baiken
VII: jump S (2 hits) -> j.K -> (land) super jump j.S -> [j.D -> j.2K] -> j.D
Works on: Robo-Ky
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