GGACR/Slayer

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Overview[edit]
Overview

Slayer is a read-heavy character who scores obscene levels of damage off of counter hits, which he can set using great conditioning tools once he gets into range. Solid whiff punishes, great juking tools, Backdash Cancel (BDC), and his overall high strength at mid to close range make Slayer a menace once he really gets into the opponent's head. In particular, BDC allows Slayer to transfer the invincibility from his back (or forward) teleport dashes into his special moves. Not only does this give his offense additional prowess, it also allows him to circumvent blocking with one very powerful defensive tool.

Slayer spends meter well, too: his supers are all very powerful and either start or extend combos, and his Force Breaks like Big Bang Upper (236D) and FB Pilebunker (Dandy Step > D) are terrifying threats in neutral or pressure. It's common to get more than 60% damage from a single combo if the starter is good.

On the flip side, Slayer has limited gatlings as opposed to the rest of the cast, and is a bit reliant on links for real conversions. Lacking a run or a projectile, his mobility is more restricted than other characters 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 each of his special moves has a different use when combined with BDC.

Slayer can be a make-or-break character, but his strengths are truly frightening, and one good read can give him the chance to end a round.


"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 and stun potential: Very high damage output from any of his confirms or singular attacks. Counter hits lead to more guaranteed combos and higher stun rates without needing to invest in long combos for the most part.
  • Backdash Cancel (BDC): The ability to transfer BD invul lets Slayer circumvent blocking, and allows for a powerful 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 for conversions and restores his own life.
  • Limited mobility and issues with keep-away: A tall hurtbox, teleport dash, and slow walkspeed means Slayer needs to juke often to get in, along with difficulty closing-in vs. extended buttons or projectiles.
  • Limited ground gatlings/Reliance on links: Limited grounded pressure game can be difficult to access without links; relies on air combos for further damage output.
  • 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.
  • Patient workarounds: 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

Normal Moves[edit]

5P[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
16 Mid 5 4 4 +2 [+7 on hit] -

[edit]

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

5K[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
22 Mid 6 3 8 +1 [+7 on hit] -

[edit]

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)

c.S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
30 Mid 7 4 10 0 [+7 on hit] -

[edit]

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

f.S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
30 Mid 13 2 8 +4 [+7 on hit] -

[edit]

More likely to be combo/blockstring fodder than used by itself as it's less of a poke, 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

5H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
45 Mid 13 5 18 -4 -

[edit]

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

6P[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
45 Mid 18 6 14 -1 1~6F Upper Body
7~23F Above Knees

[edit]

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.

6K[edit]

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
Normal 22 High/Air 21 5 1+3 after landing +5 8~21F Lower Body
Feint
6[K]
- - - - 27 total + 3 after landing - 8~Until L Feet

[edit]

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 and very solid meaty

- Slow and low reward

- No combos off of it without a strict link or counter hit

6H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
40 Mid 21 6 13 +0 [+6 on hit] -

[edit]

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

5D[edit]

2P[edit]

2K[edit]

2S[edit]

2H[edit]

2D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
34 L 7 15 12 -8 -

[edit]

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

j.P[edit]

j.K[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
22 High/Air 6 5 6 - -

[edit]

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.

j.2K[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
22 High/Air 13 3 16 - -

[edit]

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 re-jump combos.

+ Moves Slayer forward and stabilizes air combos.

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

- Slow, bad on whiff, and easy to anti-air

- Silly animation

j.S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
16x4 High/Air 3 2(2)2(4)2(2)2 6 - -

[edit]

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.

j.H[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
36 High/Air 14 5 7 - -

[edit]

Slayer's first big-damage air button. Strong air-to-ground option, that is risky to anti-air; 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, air throws, and the like if not timed right.

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

j.D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
40 High/Air 7 5 19+5 after landing - -

[edit]

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]

Ground Throw[edit]

Air Throw[edit]

Dead Angle Attack[edit]


Special Moves[edit]

Mappa Hunch[edit]

236P/K

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
P 40 Mid 11 3 17 -1 -
K 40 Mid 14 6 16 -3 -
P Feint
[P]
- - - - 23 Total - -
K Feint
[K]
- - - - 27 Total - -

[edit]

P is an 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.

K is the 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.

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.
  • K is good for getting in against overly respectful opponents.
  • Substantially more reach.

P/K Dandy Step[edit]

214P/K

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
P - - - - 30 Total - 1~3F Strike
K - - - - 38 Total - 1~6F Strike

[edit]

P Dandy 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.
  • Has a FRC point that leaves you far.

K Dandy 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
  • Has a FRC point that leaves you even further away.

S/H Dandy Step[edit]

214S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
S - - - - 30 Total - 6~13F Above Knees
14~17F Upper Body
H - - - - 40 Total - 15~22F Above Knees
23~27F Upper Body

S Dandy 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 Dandy's distance and startup compared to S-Dandy increased.

  • Good for escaping the corner or doing dumb things.
  • Has upper body invincibility after frame 15.
  • Can cancel into followups from 32F onwards

Pilebunker[edit]

Dandy Step -> P

Crosswise Heel[edit]

Dandy Step -> K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
23, 27 Mid 6 4(9)7 16+5 after landing -14 3~18F Above Feet
19~25F Upper Body

[edit]

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.

Under Pressure[edit]

Dandy Step -> S

It's Late[edit]

Dandy Step -> H or Under Pressure -> H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
Dandy Step -> H 52 High 18 6 9 +4 [+8 on hit] 5~17F Throw
Under Pressure -> H 52 High 14 6 12 +1 1~13F Throw

[edit]

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.

Slightly faster when used after Under Pressure, but 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.

Bloodsucking Universe (Chi wo Suu Uchuu)[edit]

236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
55 92 pixels 7 2 - - -

[edit]

Command throw which steals a bit of life.

  • Fairly slow for a command throw at frame 7.
  • Staggers on hit for followups, which back then used to be the bane of anyone's existence due to Bite Loops, but not so much anymore due to continuous nerfs per iteration.
  • 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.

Undertow[edit]

632146P

Footloose Journey[edit]

j.214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
26x3 All 5 2(2)x6 11 after landing - -

[edit]

An accessory to Slayer's air movement that also doubles as an 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.
  • Flies extremely far and fast if done in the starting frames of an airdash; good for escaping from the corner.
  • 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.


Force Breaks[edit]

Big Bang Upper[edit]

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
80 Mid 10 6 35 -22 1~1F Upper Body
2~3F Above Knees
4~13F Above Feet

[edit]

YOLO move supreme. A massive, lunging, 10f 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.
  • 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, that it cannot be special cancelled or BDC'd into, and is in full counterhit state during the entire move.

FB Pilebunker[edit]

Dandy Step -> D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
90 Mid 3 3 31 -3 -

[edit]

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 due to also being level 6, 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.

FB Dandy Step[edit]

214D


Overdrives[edit]

Dead on Time[edit]

632146S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
140 all 7+1 10 31 + 21 after landing -43 7~9F Strike

[edit]

Fast, nearly full-screen lunging strike. Hits like a truck and punishes and blows through quite a bit.

  • Freezes opponent inputs for two frames from the super flash.
  • Strike invincible frames 7~9, 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.
  • Deals 0 stun.

Eternal Wings[edit]

236236H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
88 Mid 5+2 18 36 + 7 after landing -42 1~24F Strike

[edit]

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.

Up and Close Dandy[edit]

j.214214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
100[160] Mid[All] 7+2 until landing [6] 20 after landing - 1~10F Strike

[edit]

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.


Instant Kill[edit]

All Dead[edit]

During IK Mode: 236236H


Colors[edit]

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
Default P
Default K
Default S
Default H
Default 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
EX P
EX K
EX S
EX H
EX D
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
Slash P
Slash K
Slash S
Slash H
Slash 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
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Slayer normal h.png
AC Slayer normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
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.


Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Antero
GGACR Slayer normal p.png
Finland GGPO - Active Great sense for his opponent's habits. Also goes by "aantsi". FT7 vs -M-'s Zappa FT7 vs Aerisu's Millia FT7 vs Sword's Justice FT7 vs FreD's Testament Tournament set vs Lottelion's Testament Tournament set vs Zett's Dizzy
En
GGACR Slayer normal p.png
Japan Mikado Twitter Retired to Xrd - Fighting Satou's Johnny keeponrock.in
Hase
GGACR Slayer ex s.png
Japan Mikado Twitter Retired to Xrd - keeponrock.in
Tanabata
GGACR Slayer normal s.png
Japan Mikado - Retired Shimmy god Fighting Satou's Johnny

NOTE: These tables are still WIP[edit]


External References[edit]

Navigation[edit]

Ambox notice.png To edit frame data, edit values in GGACR/Slayer/Data.