From Dustloop Wiki
GGXRD-R Slayer Portrait.png

Defense Modifier: x0.96

Guts Rating: 1

Weight: Medium

Stun Resistance: 70

Jump Startup: 4F

Backdash Time 28F / Invul: 1-20F

Forward Dash Time: 18F (24F for long one)

Forward Dash Invincibility 5F onwards Strike, 7-12F Full

Movement Options
  • Double Jump, 1 Air Dash, Dash Type: Teleport Dash
  • 66 gives short dash, 6[6] gives long dash (double distance), can go through opponent.


Dandy fist vampire
Assassin lead long retired
His foes swift expire

Slayer is a close combat character with slippery movement and explosive damage. His range is limited to his fists and legs, but he is difficult to challenge once he gets in. Many of his attacks specialize in invulnerability, mixup, and counter hits, spreading doubt and confusion in the opponent's mind. Make the wrong guess and Slayer will have a feast.


  • Supreme damage on individual hits, giving amazing stun potential
  • Solid standard poking and/or frame advantage tools which can effectively control space
  • High health and ability to gain more with command grab
  • Excellent tension gain and overdrives
  • Solid mixup and okizeme with crossups and high/low, which lead to oppressive frame traps
  • Great corner carry on counter hits and Dandy Step followup confirms
  • Wide variety of movement options
  • Backdash Cancel limits opponent's options on both offense and defense
  • Relatively simple confirms with good hitboxes and active frames
  • Thin hurtbox on the ground
  • Can restore his own life


  • Lacking reward from weaker attacks without spending meter
  • Limited ground gatlings causes effort to be put into confirming either grounded pressure or combos into knockdowns; grounded-normal-chains require knowledge and execution to link them together effectively
  • Many non-fast-poking moves are unsafe, either from slow startup or frame disadvantage
  • Mixup is somewhat telegraphed and low reward outside of okizeme or counter hits
  • Can struggle to get in against long range characters, especially due to non-standard mobility options on ground
  • Tools have less reward at further ranges, which leave him vulnerable to lows and reversals; often either needs to get in close or maintain a specific distance
  • Lack of a true projectile means he must take risks to maintain optimal punish distance, tied with having slow walking speed
  • Backdash Cancel requires practice to train for practical usage
  • Tall hurtbox

Dandy Step

Sliding on the floor
A delightful sight and more
Bring the night's encore

Slayer's signature special move slides him backward then swings forward, leading to one of 5 attacks. Dodge an attack then strike with a fierce Pilebunker! Slice through the darkness with Crosswise Heel! Bring the end with Under Pressure and pound your enemy with It's Late! Intrigue with the mystery of Helter Skelter!

Teleport Dash

Depart sight and mind
O'er sides from front or behind
Be a lord refined

Slayer has unique forward and back dashes that teleport him along the ground for a set distance and time. Both dashes have long invulnerability; no other forward dashes but Slayer's have this! His forward dash is even able to move through an opponent and cross up! Unfortunately, unlike conventional forward dashes, he is unable to cancel his into normal moves until the dash's duration completely ends. This forces him to take a different approach to pressuring opponents.

Like other characters, Slayer can still jump out of his forward dash. However, while other characters cannot jump out of their backdashes, Slayer can! By canceling his dashes into jumps, he can end the dash early and perform a special move. If he cancels his backdash, he still retains up to 6 frames of invulnerability! This technique is called Backdash Canceling (BDC). BDC allows Slayer to always block after jumping or catch the enemy with an invincible counterhit. When used to cancel into his Bite command grab or Dead on Time overdrive, Slayer can quickly turn the tables on his opponent with an unstoppable BDC Bite or BDC Dead on Time.

If he cancels his forward dash with Forward Dash Canceling (FDC), he does not retain any invulnerability. However, FDC makes his jump travel further. It can also trick the opponent into attempting to attack, providing a great opening for FDC Dandy Step!

Normal Moves

GGXRD Slayer 5P.png
Shall we begin?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Mid CSJ YRP 5 6 6 -2
  • Slayer's fastest anti-air normal
  • Large variety of gatlings

With its short 5F startup, 6 active frames, and ability to gatling into itself, 5P is great for mashing against attacks that rush forward like Sol's Riot Stamp or May's Horizontal Dolphin. 5P has an incredibly tall hitbox but whiffs on Crouching characters in most cases, so it is used less often in ground-to-ground combat.

Compared to Slayer's other anti-air normals (2S and 6P), 5P has the tallest hurtbox, which often leads to unfavorable trades with heavier, lower-reaching air attacks. However, 5P's fast recovery makes it difficult to bait and punish.


  • 5P – 5P

Very useful for fishing for anti-airs and confirming into your air combo.

  • 5P – 5K
  • 5P – 2K

Completely tight blockstring, even on Instant Block.

  • 5P – 2S

Alternative to 5P – 5P for your anti-air combo. Sometimes fails to combo if the opponent is too high.

  • 5P – 6H

Frame trap with a 6F gap if the opponent blocks 5P in the air. Gives best reward after anti-air Counter Hit 5P.


  • 5P > j.P

Anti-air combo starter. Uses j.P because j.S rarely hits and other air normals are too slow.

GGXRD Slayer 5K.png
A gentleman's kick
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 7 3 8 +3
  • Dominant poke

5K is one of Slayer's best normals. While other normals with this range have long recovery frames, Slayer's 5K recovers fast enough to be +3 on block. Furthermore, it has a good hurtbox, making it effective against mashing.

5K will not connect against moves with upper body invulnerability or low profile. However, 5K's speed requires the opponent to use these moves preemptively to punish it. Moves like Sol's 6P will win but are also riskier to whiff than Slayer's 5K.

You could say that Slayer's plan in every matchup is to stay in 5K range. 5K works well with 2H, 6H, 6P, and Dandy Step since opponents will be tempted to escape Slayer's pressure once he leaves 5K range. Repeated use of 5K creates space between Slayer and his opponent, which can make 2H, 6H, 6P, and Dandy Step difficult to punish.


  • 5K – 6H

A good frame trap with a 3-8F gap. Relatively safe way to move forward. Mix up between 5K and 5K – 6H to catch people jumping or to bait reversals.

  • 5K – 2D

Solid way to get a knockdown if you're slightly out of c.S range.


  • 5K > P Mappa Hunch

A safe ender for random 5K hits since P Mappa Hunch leaves you out of reversal range.

  • (Counter Hit) 5K > 5K > Mappa Hunch

Easy way to confirm into Mappa Hunch.

GGXRD Slayer c.S.png
Your best friend
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 5 4 14 -4
  • Strong and fast combo starter
  • Used with dash crossups

c.S is Slayer's main tool at close range. 4 active frames makes c.S the ideal meaty for teleport oki. It is also a key component of many combos due to its 5 frame startup and good vertical hitbox that hits Crouching and airborne opponents.

Keep in mind that nothing gatlings into c.S: you must learn to link into it. Linking f.S, 2K, and 2H to c.S is crucial to playing Slayer.

c.S is vulnerable to backdashes in the corner because of its long recovery. If you expect a backdash, delay your c.S or use 6P/6H.


  • c.S – 6K

Provides a fairly safe mixup and gives a full combo after 6K Counter Hit. Punishes opponents that expect to Instant Block and throw c.S – f.S. Beware of reversals.

  • c.S – f.S

Primary blockstring at close range. Good for tick throws and adding RISC. However, there is a 2 frame gap on Instant Block.

  • c.S – 2D

Universal knockdown ender.


  • c.S > f.S > c.S > 2D

Basic combo on Standing characters.

  • c.S > f.S > c.S > f.S > 5K/2K > 2D

Basic combo on Crouching characters.

GGXRD Slayer f.S.png
Your best friend's friend
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid SJ YRP 13 2 6 +6
  • Slow startup, fast recovery
  • Very strong frame trap

f.S's main purpose is to give a safe ender for c.S. It also moves Slayer forward a short distance, which keeps the pressure going. Because f.S leaves Slayer at +6 frame advantage, it provides an opportunity to open up the opponent with slower moves like 6H or FDC Bite.

f.S is burst safe without needing to jump cancel. If your opponent respects the ~100 damage and knockdown you get from c.S > f.S combos, you can try ending your combo on f.S. If they don't burst, you still have +7/8 frame advantage.


  • f.S > c.S

Slayer's most important link. There is a generous 3F window on Standing hit and 4F window on Crouching hit. After Instant Block, there is a 2F gap. Be aware that Faultless Defense may cause you to perform f.S > f.S instead.

  • f.S > 5K/2K

A link used to gatling into 2D. After Instant Block, there is a 4F gap with 5K and 3F gap with 2K.

GGXRD Slayer 5H.png
"Enough playing, then!"
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid SJ YRP 13 5 18 -4
  • Good range and long blockstun
  • Amazing pressure starter
  • Staggers on ground hit; minimum is about 20F on normal hit and 32F on Counter Hit

5H is Slayer's only Attack Level 4 normal that is jump cancelable. 5H reaches all the way to the ground, unlike 6H, which makes it a good option against certain low profile moves.

5H has great potential for adding RISC and can be unpredictable with its wide variety of followups. However, its hurtbox is fully extended during startup, which makes it vulnerable to 2P mash. Fortunately, 2P mash has little or no reward if 5H is spaced.

It helps to hit with 5K, f.S, 2P, or 2K for frame advantage before using 5H. If the opponent expects 5H after those moves and mashes 2P, you can try 2H instead for a Counter Hit.


  • 5H – 2H

Used in optimal corner combos. Adds an easy 40 RISC on block at the cost of giving up pressure.

  • 5H – 2D

Frame trap with excellent damage on 2D Counter Hit. However, the opponent can jump or backdash 2D if you space this to make 2D safe on block.


  • (Corner only) 5H > 2H > c.S > j.KD

Basic combo after wallstick from 5D or K Dandy Step Pilebunker. j.SKD and j.SHD are more damaging but they do not always combo.

  • (Counter Hit) 5H > K Dandy Step > Pilebunker

Optimal confirm on Counter Hit. You can try Crosswise Heel midscreen if you think your opponent cannot break stagger fast enough.

GGXRD Slayer 2P.png
Why would you punch like that?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid CS YRP 5 2 6 +2
  • Good horizontal range
  • Slayer's fastest mash option

2P is a very important defensive normal. 2P is mostly superior to 5P for the ground game since 2P hits Crouching characters and has fewer active frames, which grants better frame advantage and faster mashing. 2P is also Slayer's fastest normal with frame advantage, which makes it great for tick throws.

Slayer's 2P does not have a good gatling to confirm into 2D, which makes his defensive mashing a bit weaker than other characters'. Since it is harder to get knockdown, your aim is to create space, usually mashing 2P until you enter a good position for 5K.


  • 2P – 5P

Converts to an air combo from anti-air 2P and allows a gatling into 5K.

  • 2P – 2P

Mash 2P.

  • 2P – 2S

Used in the corner to gatling into 2H. Unfortunately, 2S's horizontal range is short so this isn't a reliable gatling route into 2D, especially since 2S is very unsafe on whiff.

GGXRD Slayer 2K.png
So casual
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Low S YRP 6 2 8 +4
  • Slayer's main Low

2K is one of the best Lows in XRD, with fast startup, above average range, and good frame advantage. 2K is Slayer's main Low since the other 2 Lows (2H, 2D) are usually unsafe and not special cancelable. It is a very common combo starter, especially with Mappa Hunch > Roman Cancel.

2K is less useful than 5K as a poke since 5K has more range and better gatlings. However, 2K does not have 5K's weakness to upper body invulnerability and low profile moves.


  • 2K – 2D

Easy knockdown, especially after Under Pressure mixup. In other cases, 5K – 2D and 2K > c.S > 2D add a bit more damage.


  • 2K > c.S > 2D

Main confirm after 2K, usually after mixup. 2K > c.S is a 1 frame link.

  • 2K > Mappa Hunch

General combo starter. See possible followups below in the Mappa Hunch section.

GGXRD Slayer 2S.png
Don't even try this at home
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 10 9 12 -7
  • Anti-air with good vertical reach

2S competes with 6P as the preferred anti-air, depending on the matchup. Compared to 6P, 2S has much better reward on normal hit midscreen, 3 more active frames, and significantly faster startup.

Slayer's hurtbox is tall during 2S startup but shrinks during active frames. You might find that 2S trades with some air attacks during its earlier active frames but sometimes wins completely during later active frames.


  • 2S – 2H

Used in the corner from 2P starter.

  • 2S – 2D

Used to get knockdown from 2P starter. Best used against characters with wider hurtboxes to guarantee a hit.


  • 2S > j.SHD
  • 2S > j.K > dj.KD

Anti-air combo starter. Depending on the height 2S hits the opponent, j.S might not hit but j.K will always hit.

  • (Counter Hit) 2S > K Dandy Step > Pilebunker/Crosswise Heel

Optimal confirm on Counter Hit. If you sense that the opponent will definitely attack, such as after an IAD, then confirm into K Dandy Step. Otherwise, you can choose to just cancel into an air combo like the normal hit combo.

GGXRD Slayer 2H.png
You know I had to do it to em.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
48 Low - YRP 13 2 25 -8
  • Long range attack that launches the opponent
  • Foot invulnerable from frames 5 to 14
  • Counter Hit: launches opponent higher, untechable

2H gives Slayer great control of ground space. Though 2H has very slow recovery, its massive range makes it difficult or even impossible to punish on reaction. This also means Slayer cannot combo after 2H in many cases. Nevertheless, 2H can make your opponent think twice about dashing in or mashing Lows on defense.

While most Lows will not hit Slayer during invulnerable frames, be wary of exceptions like Axl's 2H or Chipp's 2D.


  • 2H > Dead On Time

Dead On Time is the only move with enough speed and range to hit after 2H normal hit midscreen.

  • 2H > Roman Cancel > K Dandy Step > Pilebunker/Crosswise Heel

Alternative use of Tension. Much easier to confirm than Dead On Time and more damaging in the corner.

  • (Counter Hit) 2H > 6H > P Dandy Step > Pilebunker

Basic Counter Hit confirm. Can be difficult on heavier characters.

  • (Corner) 2H > c.S/5K > j.KD

Basic corner combo. More discussion on this in the Pilebunker section below.

GGXRD Slayer j.P.png
Air combo filler/starter
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
13 High / Air CS YRP 5 3 9
  • Slayer's safest air normal

j.P is the ideal normal for air combat since it recovers much faster than Slayer's other air normals. Often used to fish for random hits and to force the opponent to block.

Note that j.P cannot cancel into double jump. Gatling into j.K/S when needed.


  • j.P – j.P

Blockstring on airborne opponents. Sometimes used to build height in air combos.

  • j.P – j.K

Used to extend combos with double jump. Can also be used as a blockstring on airborne opponents.

  • j.P – j.S

Used in advanced combos.

  • j.P – j.D

Knockdown ender for longer combos.

GGXRD Slayer j.K.png
A little stretch goes a long way
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 High / Air SJ YRP 6 9 16
  • Fast, with good horizontal and upward reach

Versatile air combo starter that connects after almost any ground starter at any height. Important to use at greater heights when j.S or j.H cannot reach.

Note that j.K does not have good downward reach. It is possible for IAD j.K to whiff on Crouching characters.


  • j.K – j.P

Used to build height in air combos. Pair with the j.P – j.K gatling when a second j.K is desired for more damage or height.

  • j.K – j.S

Used to gatling to j.H. Can also be used as a blockstring during IAD or on airborne opponents.

  • j.K – j.D

Easy knockdown ender for shorter combos, particularly when you think j.2K cannot connect.

GGXRD Slayer j.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20×n High / Air SJ YRP 4[8] [2(2)2(4)]×4 34
  • Fast, with good downward reach
  • Hits multiple times, up to 3-4 on hit and 8 on block

j.S is Slayer's preferred normal with IAD since it is fast, keeps the opponent in blockstun until Slayer reaches the ground, and rarely whiffs. However, it is extremely unsafe on whiff, often giving the opponent a free Counter Hit.

For air combos, j.S is the ideal starter to use since it combos into j.H.


  • j.S – j.K

Good for blockstrings. Often used when j.H cannot reach to gatling into j.D.

  • j.S – j.H

Standard combo gatling.

GGXRD Slayer j.H.png
This is my space
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 High / Air S YRP 13 5 18
  • Massive hitbox but slow startup

j.H is incredible for hitting grounded opponents and even beats some anti-airs. However, it cannot cancel into double jump and only gatlings into j.2K and j.D, both of which can be unsafe on block.

If you start an air combo with 5H and you are too far for j.S to hit, you will need to use j.H instead.


  • j.H – j.D

Standard combo gatling. IAD j.H does not have enough blockstun for Slayer to continue into a ground combo so you should gatling to j.D. Ending with Footloose Journey also provides a knockdown.

GGXRD Slayer j.D.png
And stay down!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High / Air SJ YRP 7 5 32 / 5 Landing Recovery
  • Gives knockdown
  • Good downward reach
  • Counter Hit: staggers on grounded opponent

j.D is needed to get knockdown for many combos. Unfortunately, after longer combos or at greater heights, it is possible to tech j.D, making it necessary to learn the proper air combo extensions. Details on setting up j.D for knockdown will be discussed below in the j.2K section.

j.D is another candidate for IAD since it reaches downward slightly more than j.S. However, it needs to be canceled into j.2K or Footloose Journey, both of which can be unsafe on block.


  • j.D – j.2K

Your primary method of extending air combos besides canceling into double jump. Most combos are designed to build enough height for this gatling to combo properly.


  • IAD j.D > Footloose Journey

Gives knockdown. Not a great blockstring but this is your only option that does not use Tension.

  • IAD j.D > j.2K > j.D

Gives a better knockdown than Footloose Journey but less safe on block.

GGXRD Slayer 6P.png
Slayer disappears from existence for 23 frames
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
45 Mid - YRP 18 6 14 -1
  • Tall hitbox that reaches all the way to the floor
  • Invulnerable above the knees from frames 1 to 23
  • Opponent wall bounces on hit, if possible
  • Counter Hit: untechable after wall bounce

Slayer's 6P is one of the most feared moves in XRD because of its powerful Counter Hit potential. Very few moves are able to hit Slayer during 6P active frames and very few moves are able to avoid 6P's tall hitbox. Additionally, a good conversion from Counter Hit 6P gives Slayer a high amount of Tension and puts his opponent in the corner.

6P can be effective for oki in the corner. Depending on your timing, 6P can catch backdashes, avoid or beat reversals, or end with frame advantage. Sometimes you can simply do Under Pressure then 6P to get the desired effect.

The opponent will not always wall bounce on hit. If you are too close when 6P hits or the wall is too far (such as when you are in the corner), the opponent will reach the ground without bouncing.

Note that 6P's “above the knees” invulnerability is literally above Slayer's knees: Slayer's knees are only completely lowered near the end of startup frames. When speed is important, try 5P instead.

Experienced players usually avoid challenging 6P until it enters recovery and loses invulnerability. You should still keep in mind which moves will safely punish 6P and which moves will trade. General rules: *During active frames, 6P will trade with almost any Low, often ending in Slayer's favor.

  • Slightly before active frames, 6P can almost be treated as low profile and will lose to fast Lows and low-reaching air normals.
  • During earlier startup frames, 6P will avoid some Mids but not Lows.


  • 6P > Dead On Time

Only combos if opponent bounces. A decent way to get knockdown but can be difficult to confirm that the opponent bounces. A late confirm will whiff or OTG and allow the opponent to punish.

  • (Counter Hit, midscreen only) 6P > K Dandy Step > Pilebunker

Simple Counter Hit confirm. If 6P hits the opponent near round start positions, you will get the wallstick from Pilebunker.

  • (Counter Hit, midscreen only) 6P > K Dandy Step > pause > Crosswise Heel

Standard Counter Hit confirm when the wall is too far for Pilebunker wallstick.

  • (Corner only) 6P > c.S > f.S > j.SKD

Only combos when close to the wall, otherwise you will get 6P > f.S, which does not combo. Depending on how and when 6P hits, f.S can whiff on lighter characters.

  • (Corner only) 6P > 2P > 2S > j.KD

Combos at further distances compared to the above c.S > f.S combo. 2P will need to be delayed if the opponent was airborne, such as after jump or backdash.

  • (Counter Hit, corner only) 6P > 6P > 5H > j.SHD

Counter Hit corner confirm. Much easier if you skip the second 6P.

GGXRD Slayer 6K.png
A little twirl
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High / Air - YRP 20 5 4+4 After Landing[Total 30] +1
  • Overhead that baits throw for Counter Hit
  • Airborne from frame 6
  • Hold down K to feint, 6[K]

Valuable for hitting High without using Dandy Step or jumping. As of Patch 1.04 Slayer's 6K is +5 on most of the cast when they are crouching, allowing him to link a c.S or a 2P. Otherwise Slayer can only combo after 6K on Counter Hit, during oki, or with Roman Cancel, so 6K's best reward comes from baiting throws or increasing RISC to flashing. Despite this, opponents may be caught off guard by the High and 30 damage adds up.

6K is slow enough that mashing can beat it in neutral. If your opponent is aware enough to use OS Throw or has a fast 5H/6H, it becomes difficult to use 6K outside of oki. Some Lows will even beat 6K, so do not be surprised if you cannot earn Counter Hits this way.

On oki, you can time a meaty 6K for more frame advantage, it will also be safe against most backdashes. However, using 6K this early also makes it more obvious for the opponent to reversal.

6K feint, written as 6[K], is mainly used to set up a Throw since the opponent will not be put into blockstun. It can also bait opponents trying to Instant Block, Blitz Shield, or Dead Angle. Once the opponent expects a Throw after 6[K] and tries to react with their own Throw, you can start using BDC.


  • (Counter Hit) 6K > c.S > 2D

Standard Counter Hit confirm.

  • (Crouching Hit) 6K > c.S > f.S > 5K > 2D

Doesn't work on: Potemkin, Kum, Bedman, Slayer, and Johnny

  • (Crouching Hit) 6K > 2P > 2S > 2H

Used in the corner to get an air combo off of 6K. Doesn't work on: I-No, Axl, Ramlethal, Dizzy, Slayer, Johnny, Potemkin, Kum, and Bedman.

GGXRD Slayer 6H.png
Probably your favorite normal
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid S YRP 17 6 15 -2
  • Large sweeping kick that catches jumps and backdashes
  • Moves Slayer forward
  • Hits Crouching but does not hit most low profile moves
  • Untechable on air hit
  • Counter Hit: Staggers opponent, about 34F minimum

6H is versatile and highly rewarding. With its amazing hitbox, forward movement, and fast recovery, you will often use 6H when the opponent is afraid to attack. If the opponent reacts too late with a counter poke, the lengthy stagger ensures that you win the trade.

6H will hit airborne opponents in the first active frames and will hit Crouching characters in the later active frames, allowing it to be up to +3 on block. Because of this, you do not always have to special cancel 6H during pressure.

You will quickly learn that 6H is too slow if the opponent is prepared and extremely vulnerable to many 2Ks or 2Ds or even 2Ps. Make good use of your other moves to Counter Hit and encourage the opponent to run away instead of attacking, which will then allow you to use more 6H.


  • 6H > P Dandy Step > Pilebunker

The classic Slayer combo. Used primarily when 6H hits an airborne opponent since Pilebunker will always be able to reach. Also works on grounded opponents but is much more difficult.

  • 6H > P Dandy Step > Crosswise Heel

More damaging combo than Pilebunker but only at closer ranges. You will have to improvise with the followup.

  • (Counter Hit) 6H > K Dandy Step > Pilebunker/Crosswise Heel

Optimal Counter Hit confirm. A full combo can deal 200 damage without Tension.

  • (Corner only, air hit) 6H > P Dandy Step > Under Pressure > c.S > j.SHD

Used whenever the opponent is in the air in the corner, such as after Counter Hit 2H or It's Late. Using Under Pressure is more stable than Crosswise Heel and deals similar damage. Keep in mind that you need to be close enough to get c.S instead of f.S.

GGXRD Slayer j.2K.png
I'm sorry, did you think this combo was over?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 All S YRP 13 3 18
  • Mostly used in combos to extend them. Also useful to alter jumping arc and landing time. If YRCed at start-up directs Slayer down, making 9, j2K YRC a small jump.
GGXRD Slayer 2D.png
A gentleman's slide
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low - YRP 9 21 9 -11
  • Combo Ender. Sets up okizeme.
  • Sliding sweep attack. Done far enough or meaty enough is un-punishable, and can even be plus on block. Combos off cS, 5K and 2K on crouchers.
  • Very hard to throw when sliding in on wakeup.
GGXRD Slayer 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 High - YRP 24 3 20 -9
  • A dust is a dust =)
  • No longer able to feint.


5D is an important corner combo tool:

  • K Pilebunker (airborne or not fully cornered) , 5D6 ...
  • 5D6, 5H > 5H > K Pilebunker, 5H > 2H, c.S jc <aircombo>
  • 5D6 > TK K Pilebunker (Tigerknee to cancel the homing dash), K Pilebunker, 5H > 2H, c.S jc <aircombo>

Universal Mechanics

Ground Throw
Ground Throw
GGXRD Slayer GroundThrow.png
The old smoke in the face trick
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,68 Ground Throw: 85750 - R 1 13
  • Can be RCed to start a combo
Air Throw
Air Throw
GGXRD Slayer AirThrow.png
Where do you think you're going?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 - R 1
  • Can be RCed, but very hard to do much after - you can connect with falling jH.
Dead Angle Attack
Dead Angle Attack
GGXRD Slayer 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 18 6 17 -9
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Slayer BlitzAttack.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Uncharged 50 Mid - R (15-48)+13 3 Hit: 11
Whiff: 20
Max Charge 50 Mid - R 50+13 3 Hit: 11
Whiff: 20

Fully charged blitz is a nice starter for stun combos

Special Moves

Mappa Hunch
Mappa Punch
GGXRD Slayer MappaHunch.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P 40 Mid - YRP 11 3 17 -1
K 40 Mid - YRP 14 6 15 -2
  • Combo Ender
  • K Mappa travels a good distance. Great tool for closing in on zoners.
  • Also great for catching back dash attempts and if it hits them out of it Slayer can follow up with a 5P jump canceled air combo.
  • On Ground Counter Hit grants enough Hit Stun for Slayer to follow up with a normal like 2K or 5K.
  • When YRCd it moves Slayer closer to the opponent and is at advantage!
  • No longer able to feint.
Bloodsucking Universe
Bloodsucking Universe
GGXRD Slayer BloodsuckingUniverse.png
on hit
GGXRD Slayer BloodsuckingUniverse2.png
on whiff
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,72 Ground Throw: 161000 - RP 7 2 - -
  • This move heals about the same damage you have done.
  • Can Be RCed for followup.
  • Causes Stagger that the oppenent can mash out of.
  • Normally this is used during either a forward or backwards dash cancel.
Dandy Step
Dandy Step
GGXRD Slayer DandyStep.png
Let's get this party started!
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P - - - YRP - - Total 30 -
K - - - YRP - - Total 38 -
  • Starting move to many of Slayer's specials.
  • Moves Slayer back then forward.
  • P Version moves Slayer slightly back and is Strike Invulnerable from frames 1 through 3, followup moves possible after frame 15.
  • K version goes farther back and is Strike Invulnerable from frames 1 through 6, followup moves possible after frame 27.
  • A follow up is not required. You can simply use this to for movement.
  • Very powerful movement option if YRCd.
Dandy Step > P
GGXRD Slayer Pilebunker.png
The reason you play Slayer.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
80 Mid - YRP 4 3 36 -20
  • High Damage followup to Dandy Step.
  • Sends opponent flying on regular hit.
  • Wallbounces on Counter Hit leading to some of the highest damage output combos in the game!
  • K version wallstick makes it the standard corner combo filler.
  • Throw this out in neutral if you are feeling ballsy.

Pilebunker behaves differently depending on which Dandy Step you used.

  • Regular hit after P Dandy = Opponent is sent flying across the screen.
  • Regular hit after K Dandy = Same as P except will wall stick if close enough to the corner.
  • Counter Hit after P Dandy = Wallbounces
  • Counter Hit after K Dandy = Ground Roll
Crosswise Heel
Crosswise Heel
Dandy Step > K
GGXRD Slayer CrosswiseHeel.png
Let's go for a little ride.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
27,32 Mid - YRP 6 4(9)7 16+5 After Landing -14
  • Good invul similar to a dragon punch
  • Tempting to use as a combo starter, but too unsafe on block to throw out carelessly
  • Solid anti-air, especially when you adjust your spacing with BDC
  • Standard midscreen filler for Slayer, as it easily leads into his BnB air combos.
  • K version has additional untechable time
Under Pressure
Under Pressure
Dandy Step > S
GGXRD Slayer UnderPressure.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 Mid - YRP 5 2 12 ±0
  • Staggers on hit.
  • As the name implies, this move is a decent pressure/pressure reset tool for Slayer, but the true value lies in the oki it sets up: wiff Under Pressure when the opponent is knocked down, and proceed to either go high with It's Late, low with 2K, cross up with dash or throw with BDC Bite.
  • Good hitbox, it can even beat Sol 2D. BDC P Under Pressure is a good way to halt your opponent's advance.
  • Beware, some characters can outright punish this move on Instant Block. Most will at least interrupt your pressure if you use it predictably.
It's Late
It's Late
Under Pressure > S or H
GGXRD Slayer ItsLate.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
52 High - YRP 14 6 12 +3
  • 1-13 frame throw invincibility.
  • On CH causes a ground bounce leading to monstrous high damage combos.
  • A move your opponent must respect at all times.
Helter Skelter
Helter Skelter
Dandy Step > H
GGXRD Slayer HelterSkelter.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 All - YRP 25 6 13 +12
  • New in Xrd. Gives Slayer another option after Dandy Step.
  • Mainly used on an opponent's wakeup.
  • Slayer is airborne after the bounce leading to various air to ground options.
  • Or you can land and do a 2K to catch them low.
  • Slight delay before the actual attack just after Slayer lands
Footloose Journey
Footloose Journey
GGXRD Slayer FootlooseJourney.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40×6 All - YRP 5 [2(2)]×6 14 After Landing -
  • Alters Slayers movement in the air.
  • Can be used to travel a large portion of the stage horizontally quickly to get some distance or used to stay in place for a brief moment if used after a vertical jump.
  • Can be YRCd with the momentum being preserved allowing Slayer to close the gap fairly quickly.
GGXRD Slayer Undertow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Unblockable - YRP 39 1 22 -
  • A very slow unblockable, though you can cancel into it. Largely a gimmick, but can be used to cash in on downbacking, RISC-loaded opponents.
  • A typical setup is to end K Pilebunker slump into Undertow -- it is tight enough to catch mashing, but wont usually catch FD jumps. RC for another corner pile combo and a probable stun.
  • Once the opponent is used to the animation, use the generous YRC window and punch them in the face with 5HS/6HS instead, or go for a throw.


Hard to follow up outside of corner without CH. Even then, probably will require RC.

70% Initial prorate makes RCing this a less efficient use of meter.

In the corner:

  • Undertow RC K Pilebunker ...

Might be good to push for stun/kill.

  • Undertow (CH), Dead on Time RC K Pilebunker ...

Expensive, somewhat tricky to time and confirm, but it's a fair chunk of damage.

  • Undertow (RISC CH), 5K (RISC CH) > K Pilebunker ...

If the opponent really likes blocking, this is the way to go.


Dead on Time
Dead on Time
GGXRD Slayer DeadOnTime.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
140 All - YRP 7+0 8 31+21 After Landing -41
  • Doesn't have the insane range of AC/R, but it's back to 7f+0f startup, meaning up close the opponent cannot switch to blocking after the flash.
  • A moderate reward / high risk move. Punish projectiles and careless neutral with it.
  • Extreme damage when you dump 100 meter to RC this.
  • BDC for a painful reversal.
  • Links from the bite and 2H (close or CH)
Eternal Wings
Eternal Wings
GGXRD Slayer EternalWings.png
To the Heavens!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
88 Mid - YRP 5+4 18 36+7 After Landing -42
  • Full Invincible from frames 1 through 26.
  • Rarely seen used on wakeup. More of high damage combo ender.
Up and Close Dandy
Up and Close Dandy
GGXRD Slayer UpAndCloseDandy.png
Down to Hell!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
100 Mid - YRP 8+3 Until Landing 20 After Landing
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Instant Kill

All Dead
in IK mode: 236236H
GGXRD Slayer AllDead.png
GGXRD Slayer AllDead2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+9[5+5] 6 30 -19
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • Uses the animation of his 5D.
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.
  • After punching the enemy to the beyond, Slayer in a very dandy style demonstrates one of his Haiku's (a Japanese poetic form).

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Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data

Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc