Slayer |
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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
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Overview
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.
Strengths
- 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
Weaknesses
- 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
5P
5P Shall we begin? |
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5K
5K A gentleman's kick |
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c.S
c.S Your best friend |
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f.S
f.S Your best friend's friend |
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5H
5H "Enough playing, then!" |
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2P
2P Why would you punch like that? |
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2K
2K So casual |
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2S
2S Don't even try this at home |
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2H
2H You know I had to do it to em. |
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j.P
j.P Air combo filler/starter |
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j.K
j.K A little stretch goes a long way |
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j.S
j.S AHAHAHAHA!!! |
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j.H
j.H This is my space |
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j.D
j.D And stay down! |
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6P
6P Slayer disappears from existence for 23 frames |
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6K
6K A little twirl |
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6H
6H Probably your favorite normal |
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j.2K
j.2K I'm sorry, did you think this combo was over? |
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2D
2D A gentleman's slide |
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5D
5D Liftoff! |
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Universal Mechanics
Ground Throw
Ground Throw The old smoke in the face trick |
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Air Throw
Air Throw Where do you think you're going? |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Mappa Hunch
Mappa Punch 236P/K |
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Bloodsucking Universe
Bloodsucking Universe 63214H on hit on whiff |
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Dandy Step
Dandy Step 214P/K Let's get this party started! |
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Pilebunker
Pilebunker Dandy Step > P The reason you play Slayer. |
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Crosswise Heel
Crosswise Heel Dandy Step > K Let's go for a little ride. |
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Under Pressure
Under Pressure Dandy Step > S |
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It's Late
It's Late Under Pressure > S or H COUNTER! |
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Helter Skelter
Helter Skelter Dandy Step > H |
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Footloose Journey
Footloose Journey j.214K |
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Undertow
Undertow 632146P |
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Overdrives
Dead on Time
Dead on Time 632146S |
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Eternal Wings
Eternal Wings 236236H To the Heavens! |
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Up and Close Dandy
Up and Close Dandy j.214214S Down to Hell! |
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Instant Kill
All Dead in IK mode: 236236H |
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