GGACR/Slayer

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The contents of this page may or may not be accurate. Please understand while we verify them.
Overview[edit]
Overview

Slayer is a space controlling monster who scores obscene levels of damage off of counter hits, effectively being a conditioning monster once he gets into range. Solid whiff punishes, great juking tools, BDC, and overall being very strong at mid to close range can make Slayer a monster once he really gets into the opponent's head. In particular, BDC (Backdash cancel) allows Slayer to transfer the invincibility from his back (or forward) teleport dashes into the next move he does, which not only gives his offense additional prowess, but allows him to circumvent blocking with one a very powerful defensive tool.

On the flip side, Slayer has limited solid gatlings as opposed to the rest of the cast, and is a bit reliant on links for real conversions. His mobility is very limited and he has trouble dealing with zoning, and can easily eat it just as bad as he deals it if he makes a poor move. BDC can take quite a bit of time to perform consistently, and that added on top of his reliance on links can make Slayer a make-or-break character.

However, put together, Slayer's strengths can be truly frightening, and one good read can give Slayer the chance to end the game.


"You need to stop looking up all the time. Sooner or later, you're going to trip on something."
Lore:Founder and former head of the Assassin's Guild, and fisticuffs vampire extraordinaire, Slayer spends his days writing bad poetry and roaming the Earth for good, gentlemanly bouts. In AC, he decides that his time spend meddling in the mortal realm has been long overextended, so he sets out to send off his salutations by crossing fists with those he's grown fond of over the years, and in particular, seems to find a touch of surprise in crossing fists with the P.W.A.B...
Voice:Iemasa Kayumi
Playstyle
GGACR Slayer Icon.png Slayer focuses on controlling space with his solid pokes and punish tools, which allows him to effectively land hits on opponents who are too tempted to just mash buttons on him while also being able to build up respectable presence that can allow him to pressure his foes freely.
Pros Cons
  • High damage: Very high damage output from launch, counter hit, and Overdrive confirms/conversions.
  • Backdash Cancel (BDC): The ability to transfer BD invul lets Slayer circumvent blocking, and allows for a powerful mixup/frame trap game.
  • Excellent buttons: Pokes and anti-air options are generally fairly safe, have good hitboxes, and lead to good damage.
  • Effective punish tools: Dandy Step followups, higher reward CH buttons, and overdrives all can effectively lay the hurt on a single punish.
  • Excellent Overdrives: DOT, Eternal Wings, and DHD all lead to substantial damage and have incredible reach.
  • Bite: Command throw opens up and restores his own life.
  • Limited mobility: A tall hurtbox, teleport dash, and slow walkspeed means Slayer needs to juke often to get in.
  • Difficulty with zoning: Has no real means of dealing with extended buttons or projectiles besides going around them.
  • Limited ground gatlings: Limited grounded pressure game can be difficult to access without links.
  • Counter-hit or meter dependent: Extended-combo-reward on hit is lacking without a CH or meter dump.
  • BDC Difficulty: Backdash Cancel requires solid execution and timing to master effectively.
  • Most of his tools can easily be low-profiled, on top of some tools being unsafe if used haphazardly due to having obvious reactionary answers.
Guilty Bits Character Intro
GGACR Slayer Nameplate.png
GGAC Slayer Portrait.png
Prejump:4f
Weight:Middleweight (1.0x)
Backdash:28f (1~>19f invuln)
Movement Options:Double Jump, 1 Airdash, Ground Dash (Teleport)
Guts Rating:2
Defense Modifier:x0.96
Stun Resistance:70
Wakeup Time:54f (Face Up) / 48f (Face Down)
Colors
Color sets can be toggled through by hitting the Respect button.
Default P
Default K
Default S
Default H
Default D
GGACR Slayer normal p.png
GGACR Slayer normal k.png
GGACR Slayer normal s.png
GGACR Slayer normal h.png
GGACR Slayer normal d.png
EX P
EX K
EX S
EX H
EX D
GGACR Slayer ex p.png
GGACR Slayer ex k.png
GGACR Slayer ex s.png
GGACR Slayer ex h.png
GGACR Slayer ex d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Slayer slash p.png
GGACR Slayer slash k.png
GGACR Slayer slash s.png
GGACR Slayer slash h.png
GGACR Slayer slash d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
GGACR Slayer reload p.png
GGACR Slayer reload k.png
GGACR Slayer reload s.png
GGACR Slayer reload h.png
GGACR Slayer reload d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
AC Slayer normal h.png
AC Slayer normal d.png
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Normal Moves[edit]

[edit]
5P
GGAC Slayer 5P.png
Quick Anti-Air
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
16 Mid CJR 5 4 4 +2 [+7 on hit]

Fast, standard 5P that is complemented by Slayer's height, functioning as a very quick Anti-Air. 4F active, can combo into itself, making it easy to confirm off of, and goes into both ground & air BNB combos.


+ Fast anti-air normal (5F startup)

+ Fastest recovery normal for Slayer (4F), no problem on whiff

+ Various gatling options

+ Jump cancellable into full combo

[edit]
5K
GGAC Slayer 5K.png
Strong Poke,
combos into itself
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
22 Mid SJR 6 3 8 +1 [+7 on hit]

The best spacing tool. 5K links into itself, can combo into 2K->2D for an easy knockdown, and can be confirmed into Mappa Hunch (meterless), FB dandy followups (25%) or Dead On Time (50%).

+ Great range, quick recovery

+ Good for whiff punish

+ Good starter, flexible gatlings into air, damage or knockdown combo

+ Combos to 6P on crouching, good for corner combos


- No meterless KD at max range w/o meter (5K->2D exists but is too hard/spacing dependent to be reliable)

[edit]
c.S
GGAC Slayer cS.png
Strong combo tool
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 Mid SJR 7 4 10 0 [+7 on hit]

A normal more used for its flexibility than its speed, Slayer close slash reaches from just above the knees to near-head level, letting you combo opponents alike. While inferior to 5P in recovery time, it has deceptively long hitstun, letting you link other normals or even combo c.S into P Dandy->Pilebunker on normal hit.

+ Can be combo'd into and out of

+ Long hitstun makes for easy hit confirm

+ Pushback is minor, allowing for bite setup, frame traps etc.

+ Good throw option-select

+ BNB does a lot of damage (c.S f.S link c.S f.S 2K2D)


- Poor recovery

- Can be low profiled

[edit]
f.S
GGAC Slayer fS.png
Less of a poke than a combo tool, moves Slayer forwards
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 Mid SJR 13 2 8 +4 [+7 on hit]

More likely to be combo/blockstring fodder than used by itself, this move is + on block, and allows for frame traps and combos into 2K 2H->2D/BBU etc. very nicely. Watch out for Slayers that throw this out from full screen, that is a misinput Dead on Time.

+ Easiest confirm off of c.S

+ Plus on block

+ links to c.S when in range for big damage BNB, works on standing but is easier on crouching.

+ used after c.S on airborne opponents that are heavy or low to the ground to raise their height


- Bad startup, can be mashed out of

- Hard to react to when you expected c.S

[edit]
5H
GGAC Slayer 5H.png
The Dandy Haymaker
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
45 Mid SJR 13 5 18 -4

Big damage normal that is mostly used in combos, or occasionally as a hard call-out due to its slide properties and ability to combo to Pilebunker (FB optional). Unlike AC/AC+, this move now causes an airborne opponent to slide.

You can convert from the slide back to an air combo by connecting another move before the slide ends. When further away, 5h->2h is a common conversion. When deep in the corner, 5h->Undertow is the higher damage option vs. an airborne opponent.



+ Slide on air hit means easy confirms to specials and supers alike.

+ Jump cancellable

+ Although minus on block, can gatling to 2D/2H, or special cancel to continue pressure via mappa(feint) or dandy

+ 5F active with good hitbox, can catch backdash attempts when timed correctly

+ Can Anti-Air opponents in strange situations (Ky cross-up Greed Sever, Anji's stomp, etc.)


- Big startup, opponents can jump out of pressure when not conditioned

- Overhead options are limited to close range 5h->5D or FB Dandy->It's late

[edit]
6P
GGAC Slayer 6P.png
Lets you Anti-Air the floor
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
45 Mid RF 18 6 14 -1

Invincible above the knees, great to use on opponents that are trying to IAD on you, but also good for setting up a wall of hitbox for opponents to kill themselves on. Causes wallbounce.

+ Untechable on counterhit; leads to big combos almost everywhere on the screen.

+ Very active and counterpokes well.

+ Trades abusively.


- Slow to low-profile.

- Slow startup.

[edit]
6K
GGAC Slayer 6K.png
The Heel Drop with Low Crush
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Normal 22 High, Air R 21 5 1+3 after landing +5
Feint
6[K]
- - - - - 27 total + 3 after landing -

Tricky overhead that is faster than 5D and safer than 5D, but has less reward. It is less telegraphed than It's Late but again has inferior reward.

+ Can be Feinted by holding down the K button.

+ Goes over many lows

+ Advantageous on block

- Slow and low reward

[edit]
6H
GGAC Slayer 6H.png
The Heel Drop that just hurts a lot
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 Mid SJRF 21 6 13 +0 [+6 on hit]

More of a frame-trap or preemptive anti-air, this move has a large, forward-moving hitbox that leads to easy special/super confirms and potentially big combos. Linking normals/specials is possible on late or air hit.

+ Causes bounce on air hit.

+ Situational low crush, as Slayer lifts his front leg out of the way.

+ Hilariously high damage potential

- Slow

- Long recovery on whiff

- Vulnerable to low-profile

[edit]
5D
GGAC Slayer 5D.png
He's got seven hands,
and they're ALL OVERHEADS
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Normal 22 High R 24 3 20 -9
Feint
5[D]
- - - - - 34 total -

Universal overhead. Leads into strong combos with impossible dust, but slow, short-ranged and unsafe on block.

+ Overhead

+ Can be feinted into throw by holding the button

- Unsafe and short

- Unsafe to feint

- Spins his arm the in the wrong direction

[edit]
2P
GGAC Slayer 2P.png
Privileged, quick jab
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
14 Mid CR 4 2 5 +3 [+7 on hit]

A fairly fast crouching jab with good range that links into various moves on ground hit for a knockdown or damage.

+ Fast startup and recovery.

+ Links into Big Bang Upper on air hit, but...


- ... has no special cancels, yet gatlings into 5D.

- Awkward mash timings.

- Can be low-profiled.

}}

[edit]
2K
GGAC Slayer 2K.png
Pretty good range for a 2K
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18 L R 6 2 11 -1 [+6 on hit]

Hits low and has fairly easy hitconfirms.

+ Fast startup and decent recovery.

+ Links into itself and 5K.

+ Late gatlings into 2S, 2H and 2D.

+ Easy to hitconfirm.

+ Slight evasive properties.


- Low damage combo starter.

- Relatively short range.

- No special cancels.

[edit]
2S
GGAC Slayer 2S.png
Don't jump at Slayer
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
32 Mid SJR 8 6 15 -7

Anti-air option for opponents trying to float above you.

+ Untechable for 48f on counterhit and can lead into enormous damage.

+ Hits farther horizontally than you might think.

+ Good stretching exercise

- Negative on block.

[edit]
2H
GGAC Slayer 2H.png
Back to the Batwave
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
42 L R 13 2 22 -5

Long range low-crush that causes stagger on hit. Launches opponent into the air if they are sliding.

+ Links into 2D and BBU on ground hit, and on air hit/sliding hit links into j.K, j.S, j.D or BBU.

+ Hits behind Slayer and has good range.

+ Dodges lows.

- Relatively slow

- Long recovery and no cancel options

[edit]
2D
GGAC Slayer 2D.png
Every FG has that one character with it
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
34 L R 7 15 12 -8

Slayer's main knockdown tool for grounded opponents. Has good startup and range, but gives very variable-quality knockdowns.

+ Extremely long active frames

+ Can be spaced to be safe or positive on block, or even to extend combos(BBU > 2D > c.S > air combo)

+ Leads into strong metered combos on late hits or counter hit with 2D 2P BBU.

- Unsafe on earliest hit

- Really bad cancel options

[edit]
j.P
GGAC Slayer jP.png
Fairly disjointed air-jab, good for air-to-air contests
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
10 High, Air CR 5 3 7 -

Overall, a really good air button. Faster than j.K but has less speed. Can be used to bait bursts and raising Slayer's hurtbox from jump and BDC jumps.

+ Fast startup, low recovery

+ Gatlings into itself and j.K, which can be used to option-select against bursts and for easy air-combo hitconfirms.

- Low damage

[edit]
j.K
GGAC Slayer jK.png
Basically an air-to-air missile
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
22 High, Air SJR 6 5 6 -

Amazing all-purpose air normal. Extremely low recovery; very easy to use.

+ Links into every air button except j.H, and combos into j.H with a doublejump.

+ Fast startup and extremely low recovery for an air normal.

+ Great hitbox and range.

+ Decent damage, and with good planning can set up high-damage 5H combos.

- Not much for downward hitbox.

- Middling damage by itself.

[edit]
j.2K
GGAC Slayer j2K.png
The flip that extends combos
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
22 High, Air R 13 3 16 -

An extremely versatile air-combo tool. +14 on air hit, so it links into every one of Slayer's air combo buttons, and kicks opponents upwards. Every air normal has a gatling into j.2K.

+ Links into everything, and delay-links into j.K for some cool rejump combos.

+ Moves Slayer forward and stabilizes air combos.

+ Can be used to stall in the air to throw off antiair timings.

- Slow, bad on whiff, and easy to antiair

- Silly animation

[edit]
j.S
GGAC Slayer jS.png
Dohohohohoho~
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
16x4 High, Air SJR 3 2(2)2(4)2(2)2 6 -

Not actually a 3f normal because the first active is on his back leg. For all effects and purposes is a 7f normal. Links into jK, jS, and jD in air combos. Jump cancelleable on 3rd and 4th hits.

+ Vacuum effect on air hit; standardizes combo situations well.

+ Easy confirms into j.214214S.

+ Multihits.

- Gives worse damage than jK in air combos.

- Inconsistent behavior in combos.

- Long counterhit state.

[edit]
j.H
GGAC Slayer jH.png
"And every day I pray, and thank the lord that I no longer must suffer from AC Slayer j.H"
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
36 High, Air SR 14 5 7 -

Slayer's first big-damage air button. Strong air-to-ground option, that is risky to antiair; causes ground bounce on counter-hit.

+ Large downward hitbox that stays active for a good amount of time.

+ Links into every other air move on hit. Gatlings into j2K.

+ High damage and stun potential on counterhit.

+ High damage if used in combos.

- Slow startup. Can be stuffed by faster moves, airthrows, and the like.

- Harder to route into in combos than all his other buttons.

[edit]
j.D
GGAC Slayer jD.png
The aerial knockdown WMD
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 High, Air SJR 7 5 19+5 after landing -

Slayer's second big-damage air button, and his main knockdown tool for air combos. Special cancels into j2K, which gives combo extensions when jD is done while falling from high enough. jD2K jK is the foundation of many of Slayer's rejump combos, and jD2K jD does quite good damage.

+ Very fast for how deep it hits.

+ Causes stagger on Counter Hit.

+ High damage if used in combos.

- Gives Slayer landing recovery, which makes it worse as an air-to-ground move.

- Long recovery


Universal Mechanics[edit]

[edit]
Ground Throw
GGAC Slayer throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
52 49 pixels - - - - -

Untechable.
+ Is a guilty gear throw.
- Not actually a very good knockdown.

Additional Frame Data: Knocks down opponent on hit. Forced prorate 50%.

[edit]
Air Throw
GGAC Slayer airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 88 pixels - - - - -

Untechable air throw.
+ Knocks down right in front of Slayer for crossup shenanigans.
- No means of converting otherwise.

Additional Frame Data: Knocks down opponent on hit. Forced prorate 50%.

[edit]
Dead Angle Attack
GGAC Slayer 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
25 All R 18 6 17 -9

Extremely slow, unsafe Dead Angle.
+ Has a good amount of invul.
- No means of converting.
- Generally weaker than all of Slayer's other reversal options.

Additional Frame Data: Fully invincible 1~23F. Throw invincible 24~36F. Knocks down opponent on hit. Initial prorate 50%.


Special Moves[edit]

[edit]
Mappa Hunch
236P/K
GGAC Slayer 236P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
P 40 Mid R 11 3 17 -1

Essential harassment tool with a bad hitbox and subpar reward on hit, but is Slayer's main way of quickly moving forwards while throwing a punch.

  • Quickly covers some horizontal space. P version is very short.
  • Slayer's fastest meterless backdash-cancel option.
  • Links into 2P or 5K on air hit.
  • Links into BBU on counter hit.
  • Generally fairly safe unless you end up point blank.

Additional Frame Data: Untechable for 25F.

K 40 Mid R 14 6 16 -3

Farther reaching punch. Good for covering distance.

  • Quickly covers good horizontal space.
  • Slayer's fastest meterless backdash-cancel option.
  • Converts into the same options as the P version
  • Punishable on instant block or against characters with 3f normals, but properly spaced you can make this up to +2.

Additional Frame Data: Untechable for 27F.

P Feint
hold P
- - - - - 23 Total -

Feints Mappa Hunch by holding the attack button down.

  • Usually used for throw mixups or to get in on an opponent too scared to challenge.
  • Comes with P Mappa Hunch's short range, but can carry some momentum.

Additional Frame Data: Slayer is in CH state during move

K Feint
hold K
- - - - - 27 Total -

Same as the P Feint, but with more range.

  • Good for getting in against overly respectful opponents.
  • Substantially more reach.

Additional Frame Data: Slayer is in CH state during move

[edit]
Dandy Step
214P/K/S/H
GGAC Slayer 214P.png
GGACR Slayer DandyStepS.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
- - F - - 30 Total -

Moves back and then forward. Moves slightly forward from the initial position.

  • Has a small amount of startup invincibility to make small moves whiff with.
  • Can cancel into followups from 16F onwards.
K - - F - - 38 Total -

Distance compared to P D-Step increased. Moves significantly forward from the initial position.

  • Has a 6f of startup invincibility to make larger moves whiff with.
  • Can cancel into followups from 20F onwards
S - - - - - 30 Total -

Moves forward and then faces the opposite direction.

  • Good for crossing up.
  • Has upper body invincibility after frame 6.
  • Can cancel into followups from 22F onwards
H - - - - - 40 Total -

Distance and startup compared to S-D Step increased.

  • Good for escaping the corner or doing dumb things.
  • Has upper body invincibility after frame 15.
  • Can cancel into followups from 32F onwards
[edit]
Pilebunker
Dandy Step -> P
GGAC Slayer 214PP.png
The Money Maker
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
80 Mid R 3 3 33 -17

Big, stupid backswing blow that has an enormous hitbox and does a hefty amount of damage.

  • Fast, huge move meant to fish for counter hits.
    • Mainly otherwise converts near the corner/with meter.
  • Huge (if inconsistent) damage potential
  • Extremely unsafe on block/whiff.
  • Can encourage irresponsible decision making. Use wisely.

Additional Frame Data: Slides opponent on hit (untechable for 50F, slides for 26F). Wall sticks opponent on CH (untechable for 112F, sticks for 37F). Forced prorate 80%. Dizzy modifier x0.

[edit]
Crosswise Heel
Dandy Step -> K
GGAC Slayer 214PK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
23, 27 Mid R 6 4(9)7 16+5 after landing -14

Anti-Air followup and combo starter that launches on hit.

  • Tall hitbox complemented with a high amount of upper body invuln.
  • So much so that this becomes a burst safe combo and reset tool.
  • Very unsafe, but unaware opponents may not realize that the recovery is most substantial in the air.
  • Puts Slayer in Counter Hit state until he lands.

Additional Frame Data: Above feet invincible 3~18F. Upper body invincible 19~25F. Slayer is airborne from 19F onwards. Floats opponent on hit (1st hit untechable for 32F, 2nd hit for 42F). Slayer is in CH state until landing. 1st hit has hitstop 6F. 2nd hit has forced prorate 85%.

[edit]
Under Pressure
Dandy Step -> S
GGAC Slayer 214PS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
36 Mid R 5 2 15 -3

The safe , low-reward option out of Dandy Step.

  • Staggers on counter-hit.
  • Reasonably strong hitbox
  • Cancels to It's Late, for a threat which discourages button pressing.
  • Weak to instant block and low low-profile attacks.
  • Characters with 3f normals can still punish this and hit between cancels to It's Late if they mash quickly enough.

Additional Frame Data: Staggers opponent on ground CH (max 39F). Untechable for 24F. Can cancel into It's Late from 8F onwards.

It's Late[edit]
It's Late
Dandy Step/Under Pressure > H
GGAC Slayer 214PH.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Dandy Step > H 52 High R 18 6 9 +4 [+8 on hit]

Fast, plus-on-block overhead with very low recovery.

  • Excellent meaty tool due to plus frames.
  • Throw invincible, to discourage players mashing throw.
  • Occasional air combo ender.
  • Avoid being predictable with this, as it can easily be reversal'd or backdashed through.

Additional Frame Data: Throw invincible 5~17F. Hitstun on standing hit 22F. Slides opponent on CH (untechable 72F, slides for 32F). Slams down opponent and fully untechable on air hit.

Under Pressure > H 52 High R 14 6 12 +1

Slightly faster version which is +1 instead.

  • Still a strong meaty due to throw invincibility and plus frames.
  • Floor bounces on counter hit, catching players who don't have a fast enough button between this and Under Pressure.
  • Again loses to reversals and backdashes, with no real way to bait them other than not doing it.

Additional Frame Data: Throw invincible 1~13F. Ground bounces opponent on CH (untechable for 90F). Slams down opponent and fully untechable on air hit.

[edit]
Bloodsucking Universe
236H
GGAC Slayer 63214H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
55 92 pixels F 7 2 - -

Command throw which steals a bit of life.

  • Fairly slow for a command throw at frame 7.
  • Staggers on hit for followups.
  • Can be FRC'd immediately after hit for better conversions.
  • A useful wakeup tactic when BDC'd.
  • Comes with the risk of being in CH state during recovery.

Additional Frame Data: Forced prorate 60%. Staggers opponent on hit (Max 13F). Recovery on whiff is 40F. Slayer gains health equal to 75% of damage dealt to opponent. FRC timing 26~27F (2F after successful throw). Slayer is in CH state during recovery.

[edit]
Undertow
632146P
GGAC Slayer 632146P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 Mid RF 28 3 13 -2

Slow super armor attack. Generally deferred to combos but can be used to open up a masher.

  • Ground bounces if opponent is airborne/in ground slide.
  • Allows for extreme damage if used in combos, mostly out of air hit 5H.
  • Can be FRC'd right before it goes active to throw or net a different punish.
  • Combos into sj.jjHD2K jK 5H on counterhit.

Additional Frame Data: Ground bounces opponent on hit (untechable for 36F, on CH for 62F). Initial prorate 50%. Can absorb one (non-super) hit for half damage from 5~28F. FRC timing 24~27F.

[edit]
Footloose Journey
j.214K
GGAC Slayer j214K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
26x3 All R 5 2(2)x6 11 after landing -

Extended damage air combo ender which sacrifices knockdown.

  • Multi hit move which launches Slayer upwards, based on his aerial momentum when the move is input.
  • Mainly used to score a kill when the opponent has little health remaining.
  • Horribly unsafe if done rising, as it does not recover until Slayer lands.
  • Sometimes used as Slayer is falling in order to score a fuzzy or a launch.

Additional Frame Data: Floats opponent on hit (untechable for 24F). Hitstop 7F. Order of hits is (front then back) x 3.


Force Breaks[edit]

Big Bang Upper[edit]
Big Bang Upper
236D
GGAC Slayer 236D.png
To the Heavens
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
80 Mid R 10 6 35 -22

YOLO move supreme.

  • Massive, lunging, anti-air hitbox attack that launches well above the top of the screen for easy-peasy conversions.
  • Has an absurd amount of upper body invincibility on startup, allowing it to squeeze under most moves in the game.
  • Frame 10 attack that moves forward very quickly.
  • Despite being -22, there's so much pushback on this move that it may very well go unpunished.
  • Combos into itself repeatedly and can be made burst safe.
  • Comes with the weaknesses of zero dizzy damage and that it cannot be special cancelled into.

Additional Frame Data: Upper body invincible on 1F. Above knees invincible 2~3F. Above feet invincible 4~13F. Floats opponent high on hit (untechable for 62F). Slayer is in CH state from 1~42F. Uppercut portion of the attack has a startup of 12F. Dizzy modifier x0. Big Bang Upper must be performed from neutral; cannot be canceled into.

[edit]
FB Pilebunker
Dandy Step -> D
GGAC Slayer 214PP.png
Spend a little, get a lot
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
90 Mid R 3 3 31 -3

Absurdly powerful version of Pilebunker.

  • Frame 3 attack which will lead to big conversions on hit due to wallstick.
  • Keeps the opponent in blockstun for 30 frames and pushes them back very far.
  • Is only -3 on block, making it completely safe unless the opponent somehow Slashbacks it.
  • Fast enough that the invul that carries over from FB Dandy Step makes it essentially uncontestable.

Additional Frame Data: Wall sticks opponent and fully untechable on hit (sticks for 27F, on CH for 45F). Blockstun on standing block 30F. Dizzy modifier x0. Wallsticks on hit.

[edit]
FB Dandy Step
214D
GGACR Slayer 214D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
- - - - - Total 30 -

P Dandy Step but with substantial invincibility.

  • A big chunk of startup invul makes for a stronger reversal than BDC alone.
  • Cancels into Dandy follow ups sooner than other Dandy Steps.
  • Can still be thrown if you're cornered when it starts.

Additional Frame Data: Strike invincible 1~12F. Low profile 13~17F. Can cancel into followups from 10F onwards.


Overdrives[edit]

[edit]
Dead on Time
632146S
GGAC Slayer 632146S.png
The One and Only
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
140 all RF 7+1 10 31 + 21 after landing -43

Nearly Fullscreen travel strike. Punishes and blows through quite a bit.

  • Freezes opponent inputs for two frames from the super flash.
  • Strike invincible as it starts and until the freeze ends.
  • Wallsticks on counter-hit for big damage.
  • Has an FRC point to punish bursts or convert when done from the corner or close to it.
  • Doesn't deal any dizzy damage and is not as strong as previous iterations.

Additional Frame Data: Strike invincible 7~9F. Wall sticks opponent on hit (untechable for 50F, sticks for 32F) (on CH untechable for 112F, sticks for 60F). Slayer is in CH state until landing. Initial prorate 75%. Dizzy modifier x0. Opponent cannot input any commands from super flash until after the 1st active frame. FRC timing 15~17F.

[edit]
Eternal Wings
236236H
GGAC Slayer 236236H.png
So Honey...
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
88 Mid R 5+2 18 36 + 7 after landing -42

Slayer's most reliable, but very unsafe reversal. Since it activates 2 frames after the superflash, an opponent dashing at Slayer or mashing buttons during the super flash can still FD and block.

  • Strike invincible for nearly half a second.
  • Launches far up for a full conversion on hit.
  • Not the slowest reversal, but easily safejumped/meaty baited.
  • Puts Slayer in an extremely punishable position if blocked/whiffed.

Additional Frame Data: Strike invincible 1~24F. Floats opponent and fully untechable on hit. Slayer is in CH state until landing.

[edit]
Direct Hit Dandy
j.214214S
GGAC Slayer j214214S.png
GG in one image
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
100[160] Mid[All] R[-] 7+2 until landing [6] 20 after landing -

Potentially the most damaging move in the game.

  • Excellent tool out of an airtech when done unexpectedly.
  • A whopping possible 260 base damage if both hits connect.
  • Leads to a free conversion on grounded hit with stagger.
  • Freakish untechable time if hit with only the first hitbox.
  • Can still convert if tagged low enough with the second.
  • Horribly unsafe if baited.
  • Can still be airthrown on startup if the opponent when for an airthrow tech trap or read the move.

Additional Frame Data: Strike invincible 1~10F. Head portion has hitstop 7F, staggers opponent on ground hit (Max 46F). Wall bounces opponent on air CH (untechable for 100F). Data listed in [ ] is for the back part (tail). The tail is a projectile.


Instant Kill[edit]

All Dead
in IK mode: 236236H
GGAC Slayer IK.png
GGAC Slayer IK2.png
Poetry is Power
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Fatal all - 10+10 10 25 -16

But in hope I breathe
Of course I do not believe
You're All Dead, and Gone


External References[edit]

Navigation[edit]


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