GGReload/Slayer

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Slayer
GGReload Slayer Portrait.jpg

Defense Modifier: x0.96

Guts Rating: 2

Weight: Medium (x1.00)

Stun Resistance: 70

Jump Startup: 4F

Backdash Time: 28F / Invul: 1~19F

Wake-Up (Face Up/Down): 37F / 31F

Movement Options
Double Jump, 1 Airdash, Dash Type: Teleport
Colors
P K S H D Start
Normal
GGReload Slayer P.png
GGReload Slayer K.png
GGReload Slayer S.png
GGReload Slayer H.png
GGReload Slayer D.png
GGReload Slayer Start.png
SP
GGReload Slayer P(Sp).png
GGReload Slayer K(Sp).png
GGReload Slayer S(Sp).png
GGReload Slayer H(Sp).png
GGReload Slayer D(Sp).png
GGReload Slayer Start(Sp).png

Overview

Slayer is a vampire feared for his ability to convert into massive damage on hit. Given a counter-hit or enough meter, he can easily kill the opponent from a single hit, even going as far as possessing ToD's and setups into Instant Kill due to his enormous stun output.

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 huge damage or death, though haphazard management with the gaps in his tools in mind make him rather double-edged in that aspect.

Strengths and Weaknesses


Strengths Weaknesses
  • Monstrous damage and stun output from either combos or singular hit confirms
  • Excellent pokes and anti-air options, provided by solid-ranged attacks and/or effective punishing tools
  • Amazing Overdrives in both damage and range
  • BDC and moveset contribute to a powerful mixup and frame trap game, allowing him to control neutral very well
  • Does not require too much heavy execution for his one/two-hit counter options; combo execution into longer combos is a bonus
  • Can restore his own life
  • Not one, but two infinites!
  • Limited mobility outside of teleport dash and Dandy Step; makes it difficult to get in vs. zoning matchups as well as having a lack of a true projectile and slow walkspeed
  • Grounded-pressure, mixup and combo game on the fly are below par due to limited grounded gatling options and the need to maintain space (be it a certain poking range or being risky with up close); requires the execution to link his normals together for grounded combos
  • Certain options are very unsafe (on startup or on recovery) if haphazardly used outside of okizeme, respected pressure or out of the corner; easily punished with good use of instant-blocking
  • BDC requires solid execution and timing to master effectively

Unique Mechanics


Teleport Dash

Slayer has unique forward and back dashes that teleport him along the ground for a set distance and time. Slayer's forward dashes grant him invulnerability through their duration. His forward dash is able to move through an opponent and cross up. Unfortunately, unlike conventional forward dashes, he is unable to cancel his forward dash into normal moves until the dash's duration completely ends. This forces him to take a different approach to pressuring opponents.

Like other characters, Slayer can still jump out of his forward dash. However, while other characters cannot jump out of their backdashes, Slayer can. By canceling his dashes into jumps, he can end the dash early and perform a special move. If he cancels his backdash, he still retains up to 6 frames of invulnerability. This technique is called Backdash Canceling (BDC). BDC allows Slayer to always block after jumping or catch the enemy with an invincible counterhit. When used to cancel into his Bite command grab or Dead on Time overdrive, Slayer can quickly turn the tables on his opponent with an unstoppable BDC Bite or BDC Dead on Time.

If he cancels his forward dash with Forward Dash Canceling (FDC), he does not retain any invulnerability. However, FDC makes his jump travel further. It can also trick the opponent into attempting to attack. FDC is also used to execute a theoretically infinite number of Bites in a row.



Normal Moves

5P
GGAC Slayer 5P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 Mid CSJR 5 6 6 -2

With its short 5F startup, 6 active frames, and ability to gatling into itself, 5P is great for mashing against attacks that rush forward like Sol's Riot Stamp or May's Horizontal Dolphin. 5P has an incredibly tall hitbox but whiffs on Crouching characters in most cases, so it is used less often in ground-to-ground combat. Compared to Slayer's other anti-air normals (2S and 6P), 5P has the tallest hurtbox, which often leads to unfavorable trades with heavier, lower-reaching air attacks. However, 5P's fast recovery makes it difficult to bait and punish.

5K
GGAC Slayer 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SJR 7 3 8 +3

5K is one of Slayer's best normals. While other normals with this range have long recovery frames, Slayer's 5K recovers fast enough to be +3 on block. Furthermore, it has a good hurtbox, making it effective against mashing. 5K will not connect against moves with upper body invulnerability or low profile. However, 5K's speed requires the opponent to use these moves preemptively to punish it. Moves like Sol's 6P will win but are also riskier to whiff than Slayer's 5K. 5K works well with 2H, 6H, 6P, and Dandy Step since opponents will be tempted to escape Slayer's pressure once he leaves 5K range. Repeated use of 5K creates space between Slayer and his opponent, which can make 2H, 6H, 6P, and Dandy Step difficult to punish.

c.S
GGAC Slayer cS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SJR 5 4 14 -4

c.S is Slayer's main tool at close range. 4 active frames makes c.S the ideal meaty for teleport oki. It is also a key component of many combos due to its 5 frame startup and good vertical hitbox that hits Crouching and airborne opponents. Keep in mind that nothing gatlings into c.S: you must learn to link into it. This is crucial to playing Slayer. c.S is vulnerable to backdashes in the corner because of its long recovery. If you expect a backdash, delay your c.S or use 6P/6H.

f.S
GGAC Slayer fS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 Mid SJR 13 2 7 +5

f.S's main purpose is to give a safe ender for c.S. It also moves Slayer forward a short distance, which keeps the pressure going. Because f.S leaves Slayer at +5 frame advantage, it provides an opportunity to open up the opponent with slower moves like 6H or FDC Bite. f.S is burst safe without needing to jump cancel. If your opponent respects the ~100 damage and knockdown you get from c.S > f.S combos, you can try ending your combo on f.S. If they don't burst, you still have 6/7F advantage.

5H
GGAC Slayer 5H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 Mid SJR 13 5 18 -4

5H is an Attack Level 5 normal that is jump cancelable. 5H reaches all the way to the ground, unlike 6H, which makes it a good option against certain low profile moves. 5H has great potential for cranking the guard gauge and can be unpredictable with its wide variety of followups. However, its hurtbox is fully extended during startup, which makes it vulnerable to 2P mash. Fortunately, 2P mash has little or no reward if 5H is spaced. It helps to hit with 5K, f.S, 2P, or 2K for frame advantage before using 5H. If the opponent expects 5H after those moves and mashes 2P, you can try 2H instead for a counter-hit.

Staggers opponent on hit (max 35F).

6P
GGAC Slayer 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
45 Mid RF 18 6 14 -1

Slayer's 6P is one of his most feared moves because of its powerful counter-hit potential. Very few moves are able to hit Slayer during 6P active frames and very few moves are able to avoid 6P's tall hitbox. Additionally, a good conversion from Counter Hit 6P gives Slayer a high amount of Tension and puts his opponent in the corner. 6P can be effective for oki in the corner. Depending on your timing, 6P can catch backdashes, avoid or beat reversals, or end with frame advantage. Sometimes you can simply do Under Pressure then 6P to get the desired effect. Note that 6P's “above the knees” invulnerability is literally above Slayer's knees: Slayer's knees are only completely lowered near the end of startup frames. When speed is important, try 5P instead. Experienced players usually avoid challenging 6P until it enters recovery and loses invulnerability. You should still keep in mind which moves will safely punish 6P and which moves will trade.

1~6F Upper body invul. 7~23F Above knees invul. Wall bounces opponent on hit.

6K
GGAC Slayer 6K.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Normal 22 High R 16 5 3+4L +2
Feint
6[K]
- - - - - 21+4L -

Valuable for hitting High without using Dandy Step or jumping. Slayer can only combo after 6K on counter-hit, during oki, or with Roman Cancel, so 6K's best reward comes from baiting throws or increasing the guard gauge to flashing. Despite this, opponents may be caught off guard by the High. 6K is slow enough that mashing can beat it in neutral. If your opponent is aware enough to use OS Throw or has a fast 5H/6H, it becomes difficult to use 6K outside of oki. Some Lows will even beat 6K, so do not be surprised if you cannot earn Counter Hits this way. On oki, you can time a meaty 6K for more frame advantage, it will also be safe against most backdashes. However, using 6K this early also makes it more obvious for the opponent to reversal. 6K feint, written as 6[K], is mainly used to set up a Throw since the opponent will not be put into blockstun. It can also bait opponents trying to Instant Block or Dead Angle. Once the opponent expects a Throw after 6[K] and tries to react with their own Throw, you can start using BDC.

4~14F Lower body invul. 4~23F Airborne.

6H
GGAC Slayer 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
50 Mid SR 17 6 15 -2

6H is versatile and highly rewarding. With its amazing hitbox, forward movement, and fast recovery, you will often use 6H when the opponent is afraid to attack. If the opponent reacts too late with a counter poke, the lengthy stagger ensures that you win the trade. 6H will hit airborne opponents in the first active frames and will hit crouching characters in the later active frames, allowing it to be up to +3 on block. Because of this, you do not always have to special cancel 6H during pressure. You will quickly learn that 6H is too slow if the opponent is prepared and extremely vulnerable to many 2Ks or 2Ds or even 2Ps. Make good use of your other moves to counter-hit and encourage the opponent to run away instead of attacking, which will then allow you to use more 6H.

Staggers opponent on CH (max 47F). Knocks down opponent on air hit. Very long untechable time on air hit.

5D
GGAC Slayer 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
22 High R 22 3 20 -9

Standard Dust attack.

2P
GGAC Slayer 2P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
14 Mid CSR 5 2 6 +2

2P is a very important defensive normal. 2P is mostly superior to 5P for the ground game since 2P hits Crouching characters and has fewer active frames, which grants better frame advantage and faster mashing. 2P is also Slayer's fastest normal with frame advantage, which makes it great for tick throws. It also converts into a knockdown from 5K > 2D.

2K
GGAC Slayer 2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 L SR 6 2 12 ±0

2K is Slayer's main low, with fast startup, above average range, and good frame advantage, in addition to the fact that the other 2 Lows (2H, 2D) are usually unsafe and not special cancelable. It is a very common combo starter, especially with Mappa Hunch > Roman Cancel. 2K is less useful than 5K as a poke since 5K has more range and better gatlings. However, 2K does not have 5K's weakness to upper body invulnerability and low profile moves.

3~4F, 12~15F Foot invul. Initial proration 90%.

2S
GGAC Slayer 2S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SJR 10 9 12 -7

2S competes with 6P as the preferred anti-air, depending on the matchup. Compared to 6P, 2S has much better reward on normal hit midscreen, 3 more active frames, and significantly faster startup. Slayer's hurtbox is tall during 2S's startup but shrinks during active frames. Not only that, but its invulnerability frames don't cover the move's startup. This means that 2S will trade with some air attacks during its earlier active frames but sometimes win completely during later active frames.

6~11F Upper body invul.

2H
GGAC Slayer 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
52 L R 13 2 27 -10

2H gives Slayer great control of ground space. Though 2H has very slow recovery, its massive range makes it difficult or even impossible to punish on reaction. 2H can make your opponent think twice about dashing in or mashing Lows on defense.

6~11F Foot invul. Floats opponent on ground CH.

2D
GGAC Slayer 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 L R 9 21 10 -12

Sliding sweep attack, and combo ender that sets up okizeme. Done far enough or meaty enough it is un-punishable, and can even be plus on block. Great meaty on wakeup as it is very hard to throw.

j.P
GGAC Slayer jP.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
13 High, Air CSR 5 3 9 -

j.P is the ideal normal for air combat since it recovers much faster than Slayer's other air normals. Often used to fish for random hits and to force the opponent to block. Note that j.P cannot cancel into double jump. Gatling into j.K/j.S when needed.

j.K
GGAC Slayer jK.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 High, Air SJR 6 9 16 -

Versatile air combo starter that connects after almost any ground starter at any height. Important to use at greater heights when j.S or j.H cannot reach. Note that j.K does not have good downward reach. It is possible for IAD j.K to whiff on crouching characters.

j.S
GGAC Slayer jS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20*3 High, Air SJR 4 See notes 34 -

j.S is Slayer's preferred normal with IAD since it is fast, keeps the opponent in blockstun until Slayer reaches the ground, and rarely whiffs. However, it is extremely unsafe on whiff, often giving the opponent a free counter-hit. For air combos, j.S is the ideal starter to use since it combos into j.H.

Active frames {2(2)2(4)}*3,2(2)2. 1st and 2nd hit can not be Jump Cancelled. Max 3 hits. Order of hits is (back hit, forward hit) x2, so forward hit startup is 7F (3+2+(2)).

j.H
GGAC Slayer jH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 High, Air SR 13 5 18 -

j.H is incredible for hitting grounded opponents and even beats some anti-airs. However, it cannot cancel into double jump and only gatlings into j.D, which can be unsafe on block.

Slams down and ground bounces opponent on CH. Initial proration 80%.

j.D
GGAC Slayer jD.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 High, Air SJR 13 5 18+5L -

j.D is needed to get knockdown for many combos. Unfortunately, after longer combos or at greater heights, it is possible to tech j.D, making it necessary to learn the proper air combo extensions.

Slams down and knocks down opponent on air hit. Staggers opponent on ground CH (max 39F).


Universal Mechanics

Ground Throw
GGAC Slayer throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
68 Throw: 49 Pixels - - - - -

Knocks down opponent on hit. Initial proration 50%.

Air Throw
GGAC Slayer airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Throw: 110 Pixels - - - - -

Knocks down opponent on hit. Initial proration 50%.

Dead Angle Attack
GGAC Slayer 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 All R 18 6 17 -9

Uses the same animation as 6P and shares its large invincibility frames, but is punishable on block.

1~23F Full invul. 24~36F Throw invul. Knocks down opponent on hit. Initial proration 50%.


Special Moves

Mappa Hunch
236P/K
GGAC Slayer 236P.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
P 40 Mid R 11 3 18 -2
K 40 Mid R 14 6 17 -4

Combo ender and movement tool. K Mappa travels a good distance especially, and is a great tool for closing in on zoners. Also great for catching back dash attempts and if it hits them out of it Slayer can follow up with a 5P jump canceled air combo. On ground counter-hit it grants enough for Slayer to follow up with a normal like 2K or 5K.

Dandy Step
214P/K
GGAC Slayer 214P.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
P - - F - - Total 30 -

Starting move to many of Slayer's specials. P Version moves Slayer slightly back and positions him slightly further from where he started.

1~3F Strike invul. 16F onwards can cancel into followup.

K - - F - - Total 38 -

K version goes further back. Note that for both versions a follow up is not required. You can simply use this to for movement.

1~6F Strike invul. 20F onwards can cancel into followup.

Pilebunker
Dandy Step -> P
GGAC Slayer 214PP.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
P Dandy 80 Mid R 15+4 3 33 -17
K Dandy 80 Mid R 19+4 3 33 -17

High Damage followup to Dandy Step. Sends opponent flying on regular hit. Wallbounces on counter-hit leading to some of the highest damage output combos in the game and getting the opponent very close to a Bear Stun. However it is highly punishable and has no invincibility whatsoever, so it's dangerous to carelessly throw out in neutral.

Blows away opponent on hit. Knocks down opponent on hit. Wall bounces opponent on CH. Dizzy modifier x1.5

Crosswise Heel
Dandy Step -> K
GGAC Slayer 214PK.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
P Dandy 27,32 Mid R 15+6 4(9)7 16+5L -14
K Dandy 27,32 Mid R 19+6 4(9)7 16+5L -14

Decent anti-air with good upper body invul, especially when you adjust your spacing with BDC. Launches on hit, so it might be tempting to use as a combo starter, but too unsafe on block to throw out carelessly.

3~18F Above feet invul. Floats opponent on hit. Slayer is in CH state until landing. 1st hit has hitstop 6F.

Under Pressure
Dandy Step -> S
GGAC Slayer 214PS.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
P Dandy 36 Mid R 15+6 2 13 -1
K Dandy 36 Mid R 19+6 2 13 -1

As the name implies, this move is a decent pressure/pressure reset tool for Slayer, but the true value lies in the oki it sets up: whiff Under Pressure when the opponent is knocked down, and proceed to either go high with It's Late, low with 2K, cross up with dash or throw with BDC Bite. Good hitbox, it can even beat Sol's 2D. BDC P Under Pressure is a good way to halt your opponent's advance. Beware, some characters can outright punish this move on Instant Block. Most will at least interrupt your pressure if you use it predictably.

Staggers opponent on ground CH (max 39F). 8F onwards can cancel into followup (It’s Late).

It's Late
Under Pressure > S
GGAC Slayer 214PH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
52 High R 14 6 12 +1

Causes a ground bounce on counter-hit leading to monstrous high damage combos. A move your opponent must respect at all times.

1-13F Throw invul. Slams down and knocks down opponent on air hit. Ground bounces and knocks down opponent on CH.

Bloodsucking Universe
63214H
GGAC Slayer 63214H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30 Throw: 92 Pixels - 8 2 - -

Commonly known as "Bite". Slayer's command throw. Puts the opponent in a stagger state, which is mashable, but leaves Slayer in an advantageous position where he can try several different followups - 6H, 2H, IAD, another bite, etc. In fact, the stagger is long enough that it allows for a theoretically infinite number of bites (the infamous Biteloop). He also gains a bit of health. Dash bite (6632147H) greatly increases the threat range for this move and is an important part of Slayer's offense. The input is well worth practicing. BDC Bite (6321447H) is more difficult to do but is a powerful defensive tool. If done perfectly (hit 7H within 1 frame of the dash) it is strike invulnerable all the way until it grabs i.e. a true reversal - but a slightly imperfect BDC Bite will get the job done in most situations also. Used most often on wakeup or after a K Mappa Hunch where the characters recover at the same time and opponent is likely to try to jab you.

Staggers opponent on hit (max 36F). On whiff, recovery 27F. Slayer gains health equal to 50% of damage dealt to opponent. Initial proration 75%. Dizzy modifier x1.5.

Undertow
632146P
GGAC Slayer 632146P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Unblockable R 31 3 30 -

A very slow unblockable, though you can cancel into it. Largely a gimmick, but can be used to cash in on downbacking opponents with their guard gauges cranked up, although there's not much reward in that.

Knocks down opponent on ground hit. Initial proration 70%.

Footloose Journey
j.214K
GGAC Slayer j214K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36*3 All R 5 2(2)*6 Until L+11 -

Alters Slayers movement in the air. Can be used to travel a large portion of the stage horizontally quickly to get some distance or used to stay in place for a brief moment if used after a vertical jump.

Floats opponent on hit. Hitstop 7F. Order of hits is (front then back) x3.


Overdrives

Dead on Time
632146S
GGAC Slayer 632146S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
140 All R 7+0 7 31+21L -41

A moderate reward / high risk move. Punish projectiles and careless neutral with it. Extreme damage when you dump 100 meter to RC this. Not a reversal due to its late and very few invincibility frames, but you can BDC it to make it one. If performed while in IK mode, it will actually count as an Instant Kill attack!

7~9F Strike invul. Wall bounces opponent on hit. Slayer is in CH state until landing. Dizzy modifier x0.

Eternal Wings
236236H
GGAC Slayer 236236H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
88 Mid R 5+2 18 36+7L -42

An actual reversal with generous invulnerability frames, still rarely used due to Slayer's other defensive options.

1~24F Strike invul. Knocks down opponent on hit. Slayer is in CH state until landing.

Up and Close Dandy
j.214214S
GGAC Slayer j214214S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
Head: 100
Tail: 160
Head: HLF
Tail: All
Head: R
Tail: -
10+3 Head: Until L
Tail: 6
Until L+20 -

Slayer shoots down from the sky at an angle. Staggers on ground hit, wallbounces on counter-hit. The purple trail ("tail") is actually a projectile with an hitbox.

1~12F Strike invul. Head refers to Slayer himself, Tail refers to the backfire. Head has hitstop 10F. Tail is a projectile. Staggers opponent on ground hit (max 41F), Head wall bounces and knocks down opponent on CH.


Instant Kill

All Dead
in IK mode: 236236H
GGAC Slayer IK.png
GGAC Slayer IK2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
DESTROY All - 10+10 10 25 -16


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