GGACR/Slayer

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< GGACR
Revision as of 05:16, 21 December 2019 by PrivateTarkus (talk | contribs)
GGACR Slayer Nameplate.png
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 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  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 from either combos or singular hit confirms.
  • Excellent pokes and anti-air options.
  • Effective punishing tools.
  • Amazing Overdrives in both damage and range.
  • BDC and moveset contribute to a powerful mixup and frame trap game.
  • Can restore his own life.
  • Limited mobility.
  • difficult to get in vs. zoning matchups
  • slow walkspeed
  • Limited grounded-gatling options
  • Extended-combo-reward on hit is lacking without a counter hit
  • BDC requires solid execution and timing to master effectively
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.

+ Good throw option-select

+ BNB does a lot of damage (c.sf.s link c.sf.s 2K2D)


- 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, 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
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

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

+ Can be Feinted by holding down the K button.

+ Goes over many lows

+ Advantageous on block

- Slow and low reward

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.

+ Hilariously high damage potential

- Slow

- Long recovery on whiff

- Vulnerable to low-profile

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

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

+ Overhead

+ Can be feinted into throw by holding the button

- Unsafe and short

- Unsafe to feint

- Spins his arm the in the wrong direction

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


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

+ Fast startup and recovery.

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


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

- Awkward mash timings.

- Can be low-profiled.

}}

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


Hits low and has fairly easy hitconfirms.

+ Fast startup and decent recovery.

+ Links into itself and 5K.

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

+ Easy to hitconfirm.

+ Slight evasive properties.


- Low damage combo starter.

- Relatively short range.

- No special cancels.

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.

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

+ Hits farther horizontally than you might think.

+ Good stretching exercise

- Negative on block.

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


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

+ Links into 2D and BBU on ground hit, and on air hit/sliding hit links into jK, jS, jD or BBU.

+ Hits behind Slayer and has good range.

+ Dodges lows.

- Relatively slow

- Long recovery and no cancel options

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)


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
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


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

+ Fast startup, low recovery

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

- Low damage

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)


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

+ Links into every air button except jH, and combos into jH 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
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)


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 jK for some cool rejump combos.

+ Moves Slayer forward and stabilizes air combos.

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

- Slow, bad on whiff, and easy to antiair

- Silly animation

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


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
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)


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

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

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

+ High damage and stun potential on counterhit.

+ High damage if used in combos.

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

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

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)


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

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

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

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

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

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


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

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


Special Moves

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

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

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

Additional Frame Data: Untechable for 25F.

K


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

Farther reaching punch. Good for covering distance.

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

Additional Frame Data: Untechable for 27F.

P Feint
hold P


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

Feints Mappa Hunch by holding the attack button down.

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

Additional Frame Data: Slayer is in CH state during move

K Feint
hold K


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

Same as the P Feint, but with more range.

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

Additional Frame Data: Slayer is in CH state during move

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.

  • Has a small amount of startup invincibility to make small moves whiff with.
  • Can cancel into followups from 16F onwards.
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. Moves significantly forward from the initial position.

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


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.

  • Good for crossing up.
  • Has upper body invincibility after frame 6.
  • Can cancel into followups from 22F onwards
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 and startup compared to S-D Step increased.

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


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

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

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

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


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

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

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

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


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

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

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

It's Late
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

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

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

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

Under Pressure > H


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

Slightly faster version which is +1 instead.

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

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

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


Command throw which steals a bit of life.

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

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

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


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

  • Ground bounces if opponent is airborne/in ground slide.
  • Allows for extreme damage if used in combos, mostly out of air hit 5H.
  • Can be FRC'd right before it goes active to throw or net a different punish.
  • Combos into sj.jHD2K jK 5H on counterhit.

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

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


Extended damage air combo ender which sacrifices knockdown.

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

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


Force Breaks

Big Bang Upper
Big Bang Upper
236D
GGAC Slayer 236D.png
To the Heavens
GGXXACPR Slayer 236D-1-Hitbox.png

Frames 11-12

GGXXACPR Slayer 236D-2-Hitbox.png

Frames 13-14

GGXXACPR Slayer 236D-3-Hitbox.png

Frames 15-16

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


YOLO move supreme.

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

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

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


Absurdly powerful version of Pilebunker.

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

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

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


P Dandy Step but with substantial invincibility.

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

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


Overdrives

Dead on Time
632146S
GGAC Slayer 632146S.png
The One and Only
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
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


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

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

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

Eternal Wings
236236H
GGAC Slayer 236236H.png
So Honey...
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


Slayer's most reliable, but very unsafe reversal.

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

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

Direct Hit Dandy
j.214214S
GGAC Slayer j214214S.png
GG in one image
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
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


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 aithrown on startup if the opponent when for an airthrow tech trap or read the move.

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


Instant Kill

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.