GGReload/Slayer/Frame Data

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System Data[edit]

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


Normals[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
5P 16 1.4 - - 1 Mid CSJR 5 6 6 -2
5K 28 2.6 - - 3 Mid SJR 7 3 8 +3
c.S 28 2.6 - - 3 Mid SJR 5 4 14 -4
f.S 32 2.6 - - 3 Mid SJR 13 2 7 +5
5H 50 3.8 - - 5 Mid SJR 13 5 18 -4
  • Staggers opponent on hit (max 35F)
5D 22 2.6 - - 3 High R 22 3 20 -9
6P 45 3.8 - - 5 Mid RF 18 6 14 -1
  • 1-6F Upper body inv
  • 7-23F Above knees inv
  • Wall bounces opponent on hit
6K 22 2.6 - - 3 High R 16 5 3+4L +2
  • 4-14F Lower body inv
  • 4-23F Airborne
6H 50 3.8 - - 5 Mid SR 17 6 15 -2
  • Staggers opponent on CH (max 47F)
  • Knocks down opponent on air hit
  • Very long untechable time on air hit
2P 14 1.4 - - 1 Mid CSR 5 2 6 +2
2K 16 2.6 - - 3 L SR 6 2 12 ±0
  • 3-4F, 12-15F Foot inv
  • Initial proration 90%
2S 28 2.6 - - 3 Mid SJR 10 9 12 -7
  • 6-11F Upper body inv
2H 52 3.8 - - 5 L R 13 2 27 -10
  • 6-11F Foot inv
  • Floats opponent on ground CH
2D 30 2.6 - - 5 L R 9 21 10 -12
j.P 13 1.4 - - 1 High, Air CSR 5 3 9 -
j.K 24 2.6 - - 3 High, Air SJR 6 9 16 -
j.S 20*3 2.6 - - 3 High, Air SJR 4 See notes 34 -
  • Active frames {2(2)2(4)}*3,2(2)2
  • 1st and 2nd hit can not be Jump Canceled
  • Max 3 hits
  • Order of hits is (back hit, forward hit) x2, so forward hit startup is 7F (3+2+(2))
j.H 36 2.6 - - 3 High, Air SR 13 5 18 -
  • Slams down and ground bounces opponent on CH
  • Initial proration 80%
j.D 40 2.6 - - 3 High, Air SJR 13 5 18+5L -
  • Slams down and knocks down opponent on air hit
  • Staggers opponent on ground CH (max 39F)
Ground Throw 68 - - - - Throw: 49 Pixels - - - - -
  • Knocks down opponent on hit
  • Initial proration 50%
Air Throw 60 - - - - Throw: 110 Pixels - - - - -
  • Knocks down opponent on hit
  • Initial proration 50%
DAA 25 2.6 - - 3 All R 18 6 17 -9
  • 1-23F Full inv
  • 24-36F Throw inv
  • Knocks down opponent on hit
  • Initial proration 50%

Specials[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
P Dandy Step
214P
- 2.5/- - - - - F - - Total 30 -
  • 1-3F Strike inv
  • 16F onwards can cancel into followup
K Dandy Step
214K
- 2.5/- - - - - F - - Total 38 -
  • 1-6F Strike inv
  • 20F onwards can cancel into followups
Pilebunker
Dandy Step > P
80 3.0/7.2 - - 5 Mid R 15+4 3 33 -17
  • Blows away opponent on hit
  • Knocks down opponent on hit
  • Wall bounces opponent on CH
  • Dizzy modifier x1.5
Crosswise Heel
Dandy Step > K
27,32 3.0/4.8 - - 3 Mid R 15+6 4(9)7 16+5L -14
  • 3-18F Above feet inv
  • Floats opponent on hit
  • Slayer is in CH state until landing
  • 1st hit has hitstop 6F
Under Pressure
Dandy Step > S
36 1.5/4.8 - - 3 Mid R 15+6 2 13 -1
  • Staggers opponent on ground CH (max 39F)
  • 8F onwards can cancel into followup (It’s Late)
It’s Late
Under Pressure > S
52 1.5/4.8 - - 5 High R 14 6 12 +1
  • 1-13F Throw inv
  • Slams down and knocks down opponent on air hit
  • Ground bounces and knocks down opponent on CH
Bloodsucking Universe
63214H
30 - - - - Throw: 92 Pixels - 8 2 - -
  • 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
Feint
6[K]
- - - - - - - - - 21+4L -
  • 4F onwards airborne
  • 1-5F Slayer is in CH state
  • Activate by holding K for 5F
Undertow
632146P
60 2.0/7.2 - - 3 Unblockable R 31 3 30 -
  • Knocks down opponent on ground hit
  • Initial proration 70%
Footloose Journey
j.214K
36*3 2.0/3.6 - - 4 All R 5 2(2)*6 Until L+11 -
  • Floats opponent on hit
  • Hitstop 7F
  • Order of hits is (front then back) x3
P Mappa Hunch
236P
40 2.0/4.8 - - 5 Mid R 11 3 18 -2
K Mappa Hunch
236K
40 2.0/4.8 - - 5 Mid R 14 6 17 -4

Overdrives[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
Dead on Time
632146S
140 - - - 5 All R 7+0 7 31+21L -41
  • 7-9F Strike inv
  • Wall bounces opponent on hit
  • Slayer is in CH state until landing
  • Dizzy modifier x0
Eternal Wings
236236H
88 - - - 5 Mid R 5+2 18 36+7L -42
  • 1-24F Strike inv
  • Knocks down opponent on hit
  • Slayer is in CH state until landing
Up and Close Dandy
j.214214S
Head: 100
Tail: 160
- - - 5 Head: HLF
Tail: All
Head: R
Tail: -
10+3 Head: Until L
Tail: 6
Until L+20 -
  • 1-12F Strike inv
  • Head refers to Slayer himself, Tail refers to the backfire
  • Head has hitstop 10F
  • Staggers opponent on ground hit (max 41F)
  • Head wall bounces and knocks down opponent on CH
  • Tail is a projectile
Dead on Time
in IK Mode: 236236H
DESTROY - - - - All - 10+10 10 25 -16
  • 7-9F Strike inv
  • Wall bounces opponent on hit
  • Slayer is in CH state until landing
  • Dizzy modifier x0

Instant Kill[edit]

Version Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery Frame Adv.
All Dead
  • IK Mode activation: 80F
  • 10-17F Strike inv

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P - - - - - -
2P - - - - - -
6P - - - - - -
5K - - - - - -
2K - - - - - -
6K - - - - - -
c.S - - - - - -
f.S - - - - - -
2S - - - - - -
5H - - - - - -
2H - - - - - -
6H - - - - - -
5D - - - - - homing jump
2D - - - - - -


Air Gatlings
P K S H D Cancel
j.P - - - - - -
j.K - - - - - -
j.2K - - - - - -
j.S - - - - - -
j.H - - - - - -
j.D - - - - - -
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]


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System Explanations

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