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Revision as of 16:41, 14 November 2019

Slayer
GGAC Slayer Portrait.png
Movement Options
Double Jump, 1 Airdash, Dash Type: Teleport
Colors

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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Overview

Slayer for a long time, was a dandy vampire feared for his ability to convert into massive damage on hit.

While his overall damage has been toned down for this iteration, his overall gameplan and tools are still intact.

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. Playing both as and against Slayer is a huge mind game in its own, as Slayer can easily blow his foe up if they get careless as well as somehow dropping your defenses too carelessly, especially to throws or any other mixup tools Slayer has. Slayer can also build up a lot of stun on his opponents with said singular hits, which really ups his whiff-punish game.

However, Slayer is by no means easy despite his little need for execution in regards to long combos, since he requires the ability to know your attacks' effective ranges, and the ability to read your opponent very closely. Slayer lacks solid gatlings on his normals which causes his up-close game to easily be compromised by lack of quick deft execution for his grounded offense and neutral. Not to mention his unique teleport dashes that can phase past his foe while handy for okizeme and cross-ups, limits his standard mobility and makes him quite the nitpick when it comes to his optimal attack range as his walking speed is slow. In order to combo effectively with Slayer on the ground, knowing how to link his normals into each other is crucial.

Not only that, but while Slayer has a lot of utility in his physical space control, a lot of his tools are otherwise easy to punish if used carelessly, especially since he lacks a true projectile and needs to be in an optimal range to both punish his foe and to avoid being counter hit himself. BDC (Back Dash Cancelling) with him is also no easy feat since while he can use the said backdash to maintain invincibility frames from it to transfer it into his next-cancelled action, that specific feat requires a decent amount of practice to get down for practical application.

Overall, Slayer can really force your opponent into tight spots with his effective punishing + counter hit tools which can lead into solid damage (that's not as strong as in previous games), though haphazard management with the gaps in his tools in mind make him rather double-edged in that aspect.


 Slayer -- Info Needed --

Pros
Cons

-- Info Needed --

-- Info Needed --

Guilty Bits Character Intro

{{#evt: service=youtube

id=https://youtu.be/qdUwjzHcTnY

}}



Normal Moves

5P
GGAC Slayer 5P.png
GGXXACPR Slayer 5P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 Mid 5 4 4 +2 +7 1 3 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CJR 9 14 15 11
GGAC Slayer 5P.png
A first gentleman's jab
GGXXACPR Slayer 5P-Hitbox.png
•Untechable on CH for 16F
•Can gatling from 10~12F


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
GGAC Slayer 5K.png
GGXXACPR Slayer 5K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 Mid 6 3 8 +1 +7 2 6 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 17 17 12
GGAC Slayer 5K.png
The kick that starts it all
GGXXACPR Slayer 5K-Hitbox.png
•Untechable on CH for 20F (※1)


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
GGAC Slayer cS.png
GGXXACPR Slayer cS-1-Hitbox.png

Frames 7-8

GGXXACPR Slayer cS-2-Hitbox.png

Frames 9-10

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 7 4 10 0 +7 3 10 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 20 17 13
GGAC Slayer cS.png
Your best friend number 1
GGXXACPR Slayer cS-1-Hitbox.pngGGXXACPR Slayer cS-2-Hitbox.png
Frames 7-8 • Frames 9-10
•Untechable on CH for 22F (※1)


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.

+ BNB does a lot of damage (c.s f.s link c.s f.s 2k 2d)


- Poor recovery

- Can be low profiled

f.S
GGAC Slayer fS.png
GGXXACPR Slayer fS-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 Mid 13 2 8 +4 +7 3 10 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 16 14 13
GGAC Slayer fS.png
Your best friend number 2
GGXXACPR Slayer fS-Hitbox.png


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

5H
GGAC Slayer 5H.png
GGXXACPR Slayer 5H-1-Hitbox.png

Frames 13-14

GGXXACPR Slayer 5H-2-Hitbox.png

Frames 15-17

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 Mid 13 5 18 -4 -3 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJR 18 19 30 + Slide 30 15
GGAC Slayer 5H.png
The Dandy Haymaker
GGXXACPR Slayer 5H-1-Hitbox.pngGGXXACPR Slayer 5H-2-Hitbox.png
Frames 13-14 • Frames 15-17


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
GGAC Slayer 6P.png
Lets you Anti-Air the floor
GGXXACPR Slayer 6P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 Mid 18 6 14 -1 Launch 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 90% 1~6F Upper Body
7~23F Above Knees
RF 18 Launch 26 + WBounce 15 18~20F
GGAC Slayer 6P.png
Lets you Anti-Air the floor
GGXXACPR Slayer 6P-Hitbox.png


Invincible above the knees, great to use on opponents that are trying to IAD on you. Causes wallbounce.

6K
GGAC Slayer 6K.png
GGXXACPR Slayer 6K-1-Hitbox.png

Frames 21-24

GGXXACPR Slayer 6K-2-Hitbox.png

Frame 25

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


6K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 High/Air 21 5 1+3 after landing +5 +6 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 8~21F Lower Body R 13 14 14 13
GGAC Slayer 6K.png
The Heel Drop with low crush
GGXXACPR Slayer 6K-1-Hitbox.pngGGXXACPR Slayer 6K-2-Hitbox.png
Frames 21-22 • Frames 23-25
•Slayer is airborne 8~24F
•Hold K until 11F to get Feint
Feint
6[K]


6[K]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 24+3 after landing
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
8~24F Feet
GGAC Slayer 6K.png
•Slayer is airborne 8~24F
6H
GGAC Slayer 6H.png
GGXXACPR Slayer 6H-1-Hitbox.png

Frame 21

GGXXACPR Slayer 6H-2-Hitbox.png

Frames 22-26

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 21 6 13 +0 +6 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SJRF 18 24 26 + GBounce 15 17~18F
GGAC Slayer 6H.png
The Heel Drop that just hurts a lot
GGXXACPR Slayer 6H-1-Hitbox.pngGGXXACPR Slayer 6H-2-Hitbox.png
Frames 21-23 • Frames 24-26
•Hits crouching opponents on 24F (tested on Sol)


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.

-Long recovery on whiff

-Vulnerable to 6P

5D
GGAC Slayer 5D.png
GGXXACPR Slayer 5D-Hitbox.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Normal


5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 High 24 3 20 -9 3 8 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 13 Launch 48 14 13
GGAC Slayer 5D.png
GGXXACPR Slayer 5D-Hitbox.png
•Hold D until 22F to get Feint
Feint
5[D]


5[D]
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 34
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Slayer 5D.png
•Can cancel to 2K or 2D on last frame
2P
GGAC Slayer 2P.png
GGXXACPR Slayer 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
14 Mid 4 2 5 +3 +7 1 3 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CR 9 13 16 11
GGAC Slayer 2P.png
Privileged, quick jab...?
GGXXACPR Slayer 2P-Hitbox.png
•Untechable on CH for 18F
•Can gatling from 9~10F
2K
GGAC Slayer 2K.png
GGXXACPR Slayer 2K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 Low 6 2 11 -1 +6 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 3~4F, 12~15F Feet R 11 18 12 12
GGAC Slayer 2K.png
Pretty good range for 2K
GGXXACPR Slayer 2K-Hitbox.png
•Can gatling from 11~14F
2S
GGAC Slayer 2S.png
GGXXACPR Slayer 2S-1-Hitbox.png

Frames 8-10

GGXXACPR Slayer 2S-2-Hitbox.png

Frames 11-13

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
32 Mid 8 6 15 -7 -6 3 10 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 5~9F Upper Body SJR 13 14 14 13
GGAC Slayer 2S.png
Don't jump at Slayer
GGXXACPR Slayer 2S-1-Hitbox.pngGGXXACPR Slayer 2S-2-Hitbox.png
Frames 8-9 • Frames 10-13
•Untechable for 44F on air CH
•Can gatling from 11~18F


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

2H
GGAC Slayer 2H.png
GGXXACPR Slayer 2H-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 Low 13 2 22 -5 +26 Stagger 5 15 15
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 Forced 80% 5~14F Below Knees R 18 Stagger 49 41 0
GGAC Slayer 2H.png
GGXXACPR Slayer 2H-Hitbox.png
•Pulls in opponent on air hit
•Dizzy modifier x0.25
•Stagger lasts for max 49F


Causes stagger on hit. Launches opponent into the air if they are sliding.

2D
GGAC Slayer 2D.png
GGXXACPR Slayer 2D-1-Hitbox.png

Frames 7-14

GGXXACPR Slayer 2D-2-Hitbox.png

Frames 15-21

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
34 Low 7 15 12 -8 Down 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 R 18 Down 26 15
GGAC Slayer 2D.png
Every FG has that one character with it
GGXXACPR Slayer 2D-1-Hitbox.pngGGXXACPR Slayer 2D-2-Hitbox.pngGGXXACPR Slayer 2D-3-Hitbox.png
Frames 7-8, 12-13, 16-17 • Frames 9-11, 14-15, 18-19 • Frames 20-21
•Untechable on CH for 76F (※1)
j.P
GGAC Slayer jP.png
GGXXACPR Slayer jP-1-Hitbox.png

Frames 5-6

Frames 7-9

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 High/Air 5 3 7 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CR 9 10 14 11
GGAC Slayer jP.png
GGXXACPR Slayer jP-1-Hitbox.png
•Untechable on CH for 16F
j.K
GGAC Slayer jK.png
GGXXACPR Slayer jK-1-Hitbox.png

Frames 6-7

GGXXACPR Slayer jK-2-Hitbox.png

Frames 8-10

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 High/Air 6 5 6 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 19 13
GGAC Slayer jK.png
Basically an air-to-air missile
GGXXACPR Slayer jK-1-Hitbox.pngGGXXACPR Slayer jK-2-Hitbox.png
Frames 6-8 • Frames 9-10
•Untechable on CH for 24F (※1)
j.2K
GGAC Slayer j2K.png
GGXXACPR Slayer j2K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22 High/Air 13 3 16 3 8 15
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.60 R 13 Launch 33 13
GGAC Slayer j2K.png
The flip that extends combos
GGXXACPR Slayer j2K-Hitbox.png
•Untechable on CH for 44F (※1)
j.S
GGAC Slayer jS.png
GGXXACPR Slayer jS-1-Hitbox.png

Frames 3-4

GGXXACPR Slayer jS-2-Hitbox.png

Frames 7-8

GGXXACPR Slayer jS-3-Hitbox.png

Frames 13-14

GGXXACPR Slayer jS-4-Hitbox.png

Frames 17-18

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16×4 High/Air 3 2(2)2(4)2(2)2 6 3 8×4 6×4
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×4 SJR 13 14 19 6
GGAC Slayer jS.png
GGXXACPR Slayer jS-1-Hitbox.pngGGXXACPR Slayer jS-2-Hitbox.pngGGXXACPR Slayer jS-3-Hitbox.pngGGXXACPR Slayer jS-4-Hitbox.png
Frames 3-4 • Frames 7-8 • Frames 13-14 • Frames 17-18
•Pulls in opponent on hit
•Untechable on CH for 22F (※1)
•Can jump cancel from 13F onwards
•Order of hits is (back hit, forward hit)×2, forward hit startup is 7F


Vaccum effect on hit.

j.H
GGAC Slayer jH.png
GGXXACPR Slayer jH-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 High/Air 14 5 7 3 8 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% SR 13 14 23 13
GGAC Slayer jH.png
GGXXACPR Slayer jH-Hitbox.png
•Ground bounces on CH (untechable for 60F) (※1)


Causes ground bounce on counter-hit.

j.D
GGAC Slayer jD.png
GGXXACPR Slayer jD-1-Hitbox.png

Frames 7-8

GGXXACPR Slayer jD-2-Hitbox.png

Frames 9-11

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 High/Air 7 5 19+5 after landing 3 8 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 20 13
GGAC Slayer jD.png
The aerial knockdown WMD
GGXXACPR Slayer jD-1-Hitbox.pngGGXXACPR Slayer jD-2-Hitbox.png
Frames 7-8 • Frames 9-11
•Slams down opponent on air hit
•Staggers on ground CH (max 35F)


On Counter Hit: Causes stagger.


Universal Mechanics

Ground Throw
GGAC Slayer throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
52 49 pixels 6, 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Down
GGAC Slayer throw.png


Untechable.

Air Throw
GGAC Slayer airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Slayer airThrow.png


Untechable.

Dead Angle Attack
GGAC Slayer 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 18 6 17 -9 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~23F All
24~36F Throw
R 13 Launch Down 13
GGAC Slayer 6P.png
GGXXACPR Slayer 6P-Hitbox.png



Special Moves

Mappa Hunch
236P/K
GGAC Slayer 236P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
P


236P
P Mappa Hunch
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 11 3 17 -1 0 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 R 18 19 25 15
GGAC Slayer 236P.png
GGXXACPR Slayer Mappa-Hitbox.png
•Hold P until 10F to get Feint
K


236K
K Mappa Hunch
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 14 6 16 -3 -2 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/4.80 R 18 19 27 15
GGAC Slayer 236P.png
GGXXACPR Slayer Mappa-Hitbox.png
•Hold K until 11F to get Feint
P Feint
hold P


236[P]
P Mappa Hunch Feint
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 23
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/-
GGAC Slayer 236P.png
•Slayer is in CH state during move
K Feint
hold K


236[K]
K Mappa Hunch Feint
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 27
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/-
GGAC Slayer 236P.png
•Slayer is in CH state during move
Dandy Step
214P/K/S/H
GGAC Slayer 214P.png
Slayer214S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214P
P Dandy Step
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 30
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/- 1~3F Strike F 9~12F
GGAC Slayer 214P.png
•Can cancel into followups from 16F onwards


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

K


214K
K Dandy Step
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 38
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/- 1~6F Strike F 15~18F
GGAC Slayer 214P.png
A great way to start things up
•Can cancel into followups from 20F onwards

Distance compared to P D Step increased.

S


214S
S Dandy Step
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 30
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/- 6~13F Above Knees
14~17F Upper Body
GGACR Slayer DandyStepS.png
•Can pass through opponent from 10~16F
•Can cancel into followups from 22F onwards
•Slayer is in CH state during move

Moves forward and then faces the opposite direction.

H


214H
H Dandy Step
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 40
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/- 15~22F Above Knees
23~27F Upper Body
GGACR Slayer DandyStepS.png
Just play around with it
•Can pass through opponent from 19~26F
•Can cancel into followups from 32F onwards
•Slayer is in CH state during move

Distance compared to S D Step increased.

Pilebunker
Dandy Step -> P
GGAC Slayer 214PP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Dandy > P
Pilebunker
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
80 Mid 3 3 33 -17 Down 5 20 10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/7.20 Forced 80% R 18 Launch 50 + Slide 26 15
GGAC Slayer 214PP.png
The Money Maker
GGXXACPR Slayer Pilebunker-Hitbox.png
•Wall sticks on CH (untechable for 100F, sticks for 37F)
•Dizzy modifier x0


Crosswise Heel
Dandy Step -> K
GGAC Slayer 214PK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Dandy > K
Crosswise Heel
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
23, 27 Mid 6 4(9)7 16+5 after landing -14 +17 Launch 3 10×2 7,10
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.00/4.80×2 100%, Forced 85% 3~18F Above Feet
19~25F Upper Body
R 13 Launch 32, 42 6, 13
GGAC Slayer 214PK.png
That sideways slash that no one knows where it comes from
GGXXACPR Slayer CrossWiseHeel-Hitbox 1.pngGGXXACPR Slayer CrossWiseHeel-Hitbox 2.pngGGXXACPR Slayer CrossWiseHeel-Hitbox 3.pngGGXXACPR Slayer CrossWiseHeel-Hitbox 4.pngGGXXACPR Slayer CrossWiseHeel-Hitbox 5.png
1st hit (Frame 6) • 1st hit (Frame 7) • 1st hit (Frame 8) • 1st hit (Frame 9) • 2nd hit (Frames 19-25)
•Slayer is airborne from 19F onwards
•Slayer is in CH state until landing


Launches on hit.

Under Pressure
Dandy Step -> S
GGAC Slayer 214PS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Dandy > S
Under Pressure
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
36 Mid 5 2 15 -3 -2 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/7.20 R 13 14 24 13
GGAC Slayer 214PS.png
GGXXACPR Slayer UnderPressure-Hitbox.png
•Staggers opponent on ground CH (max 39F)
•Can cancel into It's Late from 8F onwards


Staggers on counter-hit.

It's Late
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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Dandy Step > H


Dandy > H
It's Late
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
52 High 18 6 9 +4 +8 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/7.20 5~17F Throw R 18 22 34 15
GGAC Slayer 214PH.png
GGXXACPR Slayer ItsLate-Hitbox 1.pngGGXXACPR Slayer ItsLate-Hitbox 2.png
•Slides on CH (untechable 60F, slides for 32F)
•Slams down opponent on air hit
Under Pressure > H


Dandy > S > H
It's Late
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
52 High 14 6 12 +1 +2 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/7.20 1~13F Throw R 18 19 30 15
GGAC Slayer 214PH.png
It's far/not too late?
GGXXACPR Slayer ItsLate-Hitbox 1.pngGGXXACPR Slayer ItsLate-Hitbox 2.png
Frames 18-20 [14-16] • Frames 21-23 [17-19]
•Groundbounces on CH (untechable for 78F)
•Slams down opponent on air hit

Causes ground slide on counter-hit when performed by itself. Causes bounce on counter-hit if performed after Under Pressure.

Bloodsucking Universe
236H
GGAC Slayer 63214H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236H
Bloodsucking Universe
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 92 pixels 7 2 29 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/6.00 Forced 60% F Stagger 33 26~27F on hit
GGAC Slayer 63214H.png
There is no blood effect in AC nor +R
•Slayer gains health equal to 75% of damage dealt to opponent
•Slayer is in CH state during recovery
•Staggers for max 33F


Gains a bit of life on hit.

Undertow
632146P
GGAC Slayer 632146P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146P
Undertow
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 Mid 28 3 13 -2 +21 Launch 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/7.20 50% 5~28F Armor RF 13 Launch 26 + GBounce 13 24~27F
GGAC Slayer 632146P.png
"Guarding is useless", he says, using a move that's no longer unblockable
GGXXACPR Slayer Undertow-Hitbox.png
•Untechable on CH for 62F


Has super armor. Ground bounces if opponent is airborne.

Footloose Journey
j.214K
GGAC Slayer j214K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.214K
Footloose Journey
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26×3 All 5 2(2)×6 Until landing+11 4 14×3 6×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/3.60×3 R 16 Launch 24 7
GGAC Slayer j214K.png
GGXXACPR Slayer FootlooseJourney-Hitbox 1.pngGGXXACPR Slayer FootlooseJourney-Hitbox 2.png
Front hitbox: (Frames 5-6, 13-14, 21-22) • Back hitbox: (Frames 9-10, 17-18, 25-26)
•Order of hits is (front then back)× 3


Force Breaks

Big Bang Upper
Big Bang Upper
236D
GGAC Slayer 236D.png
Sends them offscreen
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236D
Big Bang Upper
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
80 Mid 10 6 35 -22 5 20 18
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~1F Upper Body
2~3F Above Knees
4~13F Above Feet
R 18 Launch 66 15
GGAC Slayer 236D.png
To the Heavens
GGXXACPR Slayer 236D-1-Hitbox.pngGGXXACPR Slayer 236D-2-Hitbox.pngGGXXACPR Slayer 236D-3-Hitbox.png
Frames 11-12 • Frames 13-14 • Frames 15-16
•Slayer is in CH state from 1~42F
•Uppercut portion of the attack has a startup of 12F
•Dizzy modifier x0
•Cannot be canceled into


Big Bang Upper

FB Pilebunker
Dandy Step -> D
GGAC Slayer 214PP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Dandy > D
FB Pilebunker
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
90 Mid 3 3 31 -3 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
R 30 Launch 80 + WStick 27
GGAC Slayer 214PP.png
Spend a little, get a lot like the older days
GGACR Slayer DandyD Hitbox.png
Slightly higher than P version
•On CH untechable for 240F (sticks for 45F)
•Dizzy modifier x0
•Custom Blockstun


Wallsticks on hit.

FB Dandy Step
214D
GGACR Slayer 214D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
214D
FB Dandy Step
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Total 30
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~12F Strike
13~17F Low Profile
GGACR Slayer 214D.png
Just carry it forward, it does wonders
•Can cancel into followups from 10F onwards


Moves forwards.


Overdrives

Dead on Time
632146S
GGAC Slayer 632146S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
632146S
Dead on Time
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
140 All 7+1 10 31+21 after landing -43 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
Forced 75% 7~9F Strike RF 18 Launch 50 + WStick 32 15 15~17F
GGAC Slayer 632146S.png
The One and Only to leave on time
GGXXACPR Slayer DeadOnTime-Hitbox.png
•Untechable on CH for 100F, sticks for 60F
•Slayer is in CH state until landing
•Dizzy modifier x0
•Opponent cannot input any commands from super flash until after the 1st active frame


Wallsticks on counter-hit.

Eternal Wings
236236H
GGAC Slayer 236236H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
236236H
Eternal Wings
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
88 Mid 5+2 18 36+7 after landing -42 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~24F Strike R 18 Launch 120 15
GGAC Slayer 236236H.png
GGXXACPR Slayer EternalWings-Hitbox.png
•Slayer is in CH state until landing


Direct Hit Dandy
j.214214S
GGAC Slayer j214214S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
j.214214S
Up and Close Dandy
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
100 [160] Mid [All] 7+2 Until landing [6] 20 after landing 5 20 [20] 6 [6]
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~10F Strike R[-] 18 Stagger 46 [19] 100 [18] 7 [15]
GGAC Slayer j214214S.png
GGXXACPR Slayer ChokkagataDandy-Hitbox 1.pngGGXXACPR Slayer ChokkagataDandy-Hitbox 2.png
• Projectile during its late active frames
•Wall bounces on CH (untechable for 200F)
•Data listed in [ ] is for the back part (tail)
•The tail is a projectile


data in [ ] is hitting with the back part (Tail). The Tail is a projectile. When hitting with Slayer, it is untechable. When hitting with the tail, it is techable.


Instant Kill

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.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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


Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation


To edit frame data, edit values in GGACR/Slayer/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.