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GGXRD-R Slayer Portrait.png

Defense Modifier: x0.96

Guts Rating: 1


Stun Resistance: 70

Jump Startup: 4F

Backdash Time 28F / Invul: 1-20F

Wakeup (Face Up/Down): 26F / 20F

Forward Dash Time: 18F (24F for long one)

Forward Dash Invincibility 5F onwards Strike, 7-12F Full

Movement Options
  • Double Jump, 1 Air Dash, Dash Type: Teleport Dash
  • 66 gives short dash, 6[6] gives long dash (double distance), can go through opponent.
Close-quarters, Punish


Dandy fist vampire
Assassin guild long retired
His foes swift expire

Slayer is often portrayed as a character who understands a great deal more than other members of the cast.

Having lived much longer, he possesses a strengthened sense of perspective, and as such, he generally remains calm and dignified regardless of the situation in which he finds himself. Despite this, he is not without passion. Slayer is a lover of refined things; poetry, romance, and often stops to admire the beauty he sees in the world of Guilty Gear, and in those younger than himself.

Slayer is a close combat, boxer character with slippery movement and explosive damage. His range is limited to his fists and legs, but he is difficult to challenge once he gets in. Many of his attacks specialize in invulnerability, mixup, and counter hits, spreading doubt and confusion in the opponent's mind. Make the wrong guess and Slayer will have a feast.

Strengths and Weaknesses[edit]

Strengths Weaknesses
  • Supreme damage on individual hits, giving great stun potential.
  • High effective health and ability to gain more with command grab.
  • Excellent tension gain and overdrives.
  • Strong mixup and okizeme with crossups, high/lows, and frame traps.
  • Great corner carry on counter hit confirms.
  • Moves a lot which can make him hard to contest without projectiles.
  • Backdash Cancel limits opponent's options on both offence and defence.
  • Relatively simple confirms with good hitboxes and active frames.
  • Thin hurtbox on the ground.
  • Limited ground gatlings.
  • Poor pokes with high startups and recovery.
  • Mixups are somewhat telegraphed.
  • Highest reward combo starters are usually mids.
  • Lacking reward from weaker attacks without meter.
  • Movement options are very linear.
  • Needs to be in close to get significant reward.
  • No true projectiles.
  • Large hurtbox.

Unique Mechanics[edit]

Teleport Dash[edit]

Depart sight and mind
O'er sides from front or behind
Be a lord refined

Slayer has unique forward and back dashes that teleport him along the ground for a set distance and time. Slayer's forward dashes, like Raven's, 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.

Normal Moves[edit]

GGXRD Slayer 5P.png
Shall we begin?
Damage Guard Startup Active Recovery Frame Adv.
16 Mid 5 6 6 0
  • Slayer's fastest anti-air normal
  • Large variety of gatlings

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.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 2S, 5D, 2D

  • 5P > 6H

Frame trap with a 6F gap if the opponent blocks 5P in the air. Gives best reward after anti-air Counter Hit 5P.

GGXRD Slayer 5K.png
A gentleman's kick
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 7 3 8 +3
  • Dominant poke

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.

You could say that Slayer's plan in every matchup is to stay in 5K range. 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.

Gatling Options: 6P, 6H, 5D, 2D

  • 5K > 6H

A good frame trap with a 3-8F gap. Relatively safe way to move forward. Mix up between 5K and 5K – 6H to catch people jumping or to bait reversals.

GGXRD Slayer c.S.png
Your best friend
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 5 4 14 -4
  • Strong and fast combo starter
  • Used with dash crossups

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. Linking f.S, 2K, and 2H to c.S 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.

Gatling Options: 6P, 6K, fS, 6H, 5D, 2D

  • cS > 6K - Provides a fairly safe mixup and gives a full combo after 6K Counter Hit. Punishes opponents that expect to Instant Block and throw
  • cS > f.S - Beware of reversals.
  • cS > f.S - Primary blockstring at close range. Good for tick throws and adding RISC. However, there is a 2 frame gap on Instant Block.

GGXRD Slayer f.S.png
Your best friend's friend
Damage Guard Startup Active Recovery Frame Adv.
32 Mid 13 2 6 +6
  • Slow startup, fast recovery
  • Very strong frame trap

fS's main purpose is to give a safe ender for cS. It also moves Slayer forward a short distance, which keeps the pressure going. Because fS leaves Slayer at +6 frame advantage, it provides an opportunity to open up the opponent with slower moves like 6H or FDC Bite.

fS is burst safe without needing to jump cancel. If your opponent respects the ~100 damage and knockdown you get from cS > fS combos, you can try ending your combo on fS. If they don't burst, you still have +7/8 frame advantage.

Gatling Options: 6H, 5D

  • fS , cS - Slayer's most important link. There is a generous 3F window on Standing hit and 4F window on Crouching hit. After Instant Block, there is a 2F gap. Be aware that Faultless Defense may cause you to perform f.S > f.S instead.
  • fS , 5K/2K - A link used to gatling into 2D. After Instant Block, there is a 4F gap with 5K and 3F gap with 2K.

GGXRD Slayer 5H.png
"Enough playing, then!"
Damage Guard Startup Active Recovery Frame Adv.
50 Mid 13 5 18 -4
  • Good range and long blockstun
  • Amazing pressure starter
  • Staggers on ground hit; minimum is about 20F on normal hit and 32F on Counter Hit

5H is Slayer's only Attack Level 4 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 adding RISC 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.

Gatling Options: 2H, 5D, 2D

  • 5H > 2D - Frame trap with excellent damage on 2D Counter Hit. However, the opponent can jump or backdash 2D if you space this to make 2D safe on block.

GGXRD Slayer 2P.png
Why would you punch like that?
Damage Guard Startup Active Recovery Frame Adv.
10 Mid 5 2 6 +2
  • Good horizontal range
  • Slayer's fastest mash option

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.

Slayer's 2P does not have a good gatling to confirm into 2D, which makes his defensive mashing a bit weaker than other characters'. Since it is harder to get knockdown, your aim is to create space, usually mashing 2P until you enter a good position for 5K.

Gatling Options: 5P, 2P, 6P, 2S, 5D, 2D

GGXRD Slayer 2K.png
So casual
Damage Guard Startup Active Recovery Frame Adv.
20 Low 6 2 8 +4
  • Slayer's main Low

2K is one of the best Lows in XRD, with fast startup, above average range, and good frame advantage. 2K is Slayer's main Low since 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.

Gatling Options: 6P, 5D, 2D

  • 2K , c.S > 2D - Main confirm after 2K, usually after mixup. 2K > cS is a 1 frame link.

GGXRD Slayer 2S.png
Don't even try this at home
Damage Guard Startup Active Recovery Frame Adv.
34 Mid 10 9 12 -7
  • Anti-air with good vertical reach

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 startup but shrinks during active frames. You might find that 2S trades with some air attacks during its earlier active frames but sometimes wins completely during later active frames.

Gatling Options: 6P, 2H, 5D, 2D

GGXRD Slayer 2H.png
Y'know I had to do it to 'em.
Damage Guard Startup Active Recovery Frame Adv.
48 Low 13 2 25 -10
  • Long range attack that launches the opponent
  • Foot invulnerable from frames 5 to 14
  • Counter Hit: launches opponent higher, untechable

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. This also means Slayer cannot combo after 2H in many cases. Nevertheless, 2H can make your opponent think twice about dashing in or mashing Lows on defense.

While most Lows will not hit Slayer during invulnerable frames, be wary of exceptions like Axl's 2H or Chipp's 2D.

  • 2H > Dead On Time - Dead On Time is the only move with enough speed and range to hit after 2H normal hit midscreen.

GGXRD Slayer 6P.png
I'm sorry, was that supposed to hit me?
Damage Guard Startup Active Recovery Frame Adv.
45 Mid 18 6 14 -1
  • Tall hitbox that reaches all the way to the floor
  • Invulnerable above the knees from frames 1 to 23
  • Opponent wall bounces on hit, if possible
  • Counter Hit: untechable after wall bounce

Slayer's 6P is one of the most feared moves in XRD 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.

The opponent will not always wall bounce on hit. If you are too close when 6P hits or the wall is too far (such as when you are in the corner), the opponent will reach the ground without bouncing.

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. General rules: *During active frames, 6P will trade with almost any Low, often ending in Slayer's favor.

  • Slightly before active frames, 6P can almost be treated as low profile and will lose to fast Lows and low-reaching air normals.
  • During earlier startup frames, 6P will avoid some Mids but not Lows.

GGXRD Slayer 6K.png
A little twirl
Damage Guard Startup Active Recovery Frame Adv.
30 High / Air 20 5 4+4 After Landing[Total 32] +1
  • Overhead that baits throw for Counter Hit
  • Airborne from frame 6
  • Hold down K to feint, 6[K]

Valuable for hitting High without using Dandy Step or jumping. As of Patch 1.04 Slayer's 6K is +5 on most of the cast when they are crouching, allowing him to link a c.S or a 2P. Otherwise 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 RISC to flashing. Despite this, opponents may be caught off guard by the High and 30 damage adds up.

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, Blitz Shield, 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.

GGXRD Slayer 6H.png
Probably your favorite normal
Damage Guard Startup Active Recovery Frame Adv.
50 Mid 17 6 15 -2
  • Large sweeping kick that catches jumps and backdashes
  • Moves Slayer forward
  • Hits Crouching but does not hit most low profile moves
  • Untechable on air hit
  • Counter Hit: Staggers opponent, about 34F minimum

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.

GGXRD Slayer 2D.png
A gentleman's slide
Damage Guard Startup Active Recovery Frame Adv.
30 Low 9 21 9 -11
  • Combo Ender. Sets up okizeme.
  • Sliding sweep attack. Done far enough or meaty enough is un-punishable, and can even be plus on block. Combos off cS, 5K and 2K on crouchers.
  • Very hard to throw when sliding in on wakeup.

GGXRD Slayer 5D.png
Damage Guard Startup Active Recovery Frame Adv.
28 High 24 3 20 -9

Standard Dust attack. This attack is especially useful mid combo for Slayer.

GGXRD Slayer j.P.png
Air combo filler/starter
Damage Guard Startup Active Recovery Frame Adv.
13 High / Air 5 3 9 -
  • Slayer's safest air normal

jP 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 jP cannot cancel into double jump. Gatling into jK/S when needed.

Gatling Options: jP, jK, j2K, jS, jH, jD

GGXRD Slayer j.K.png
A little stretch goes a long way
Damage Guard Startup Active Recovery Frame Adv.
24 High / Air 6 9 16 -
  • Fast, with good horizontal and upward reach

Versatile air combo starter that connects after almost any ground starter at any height. Important to use at greater heights when jS or jH cannot reach.

Note that jK does not have good downward reach. It is possible for IAD jK to whiff on Crouching characters.

Gatling Options: jP, j2K, jS, jD

GGXRD Slayer j.S.png
Damage Guard Startup Active Recovery Frame Adv.
20×N High / Air 4[8] {2(2)2(4)}×4 34 -
  • Fast, with good downward reach
  • Hits multiple times, up to 3-4 on hit and 8 on block

jS 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, jS is the ideal starter to use since it combos into jH.

Gatling Options: 6P, 2H, 5D, 2D

GGXRD Slayer j.H.png
This is my space
Damage Guard Startup Active Recovery Frame Adv.
36 High / Air 13 5 18 -
  • Massive hitbox but slow startup

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.2K and j.D, both of which can be unsafe on block.

If you start an air combo with 5H and you are too far for j.S to hit, you will need to use j.H instead.

Gatling Options: j2K, jD

GGXRD Slayer j.D.png
And stay down!
Damage Guard Startup Active Recovery Frame Adv.
40 High / Air 7 5 32 + 5 Landing Recovery -
  • Gives knockdown
  • Good downward reach
  • Counter Hit: staggers on grounded opponent

jD is needed to get knockdown for many combos. Unfortunately, after longer combos or at greater heights, it is possible to tech jD, making it necessary to learn the proper air combo extensions. Details on setting up jD for knockdown will be discussed below in the j2K section.

jD is another candidate for IAD since it reaches downward slightly more than jS. However, it needs to be canceled into j2K or Footloose Journey, both of which can be unsafe on block.

Gatling Options: j2K

GGXRD Slayer j.2K.png
I'm sorry, did you think this combo was over?
Damage Guard Startup Active Recovery Frame Adv.
22 All 13 3 18 -
  • Mostly used in combos to extend them. Also useful to alter jumping arc and landing time. If YRCed at start-up directs Slayer down, making 9, j2K YRC a small jump.

Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GGXRD Slayer GroundThrow.png
The old smoke in the face trick
Damage Guard Startup Active Recovery Frame Adv.
0,68 Ground Throw: 85750 1 - - +13
  • Can be RCed to start a combo

Air Throw[edit]
Air Throw
GGXRD Slayer AirThrow.png
Where do you think you're going?
Damage Guard Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 1 - - -
  • Can be RCed, but very hard to do much after - you can connect with falling jH.
Dead Angle Attack[edit]
Dead Angle Attack
GGXRD Slayer 6P.png
Give their blockstrings the cold shoulder
Damage Guard Startup Active Recovery Frame Adv.
25 All 18 6 17 -9

Blitz Shield Charge Attack[edit]
Blitz Attack
GGXRD-R Slayer BlitzAttack.png
One can never have too many combo starters
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged - - (15-48)+13 3 Hit: 11
Whiff: 20
Max Charge 60 Mid 50+13 3 Hit: 11
Whiff: 20

Fully charged blitz is a nice starter for stun combos

Special Moves[edit]

Mappa Hunch[edit]
Mappa Hunch
GGXRD Slayer MappaHunch.png
It sounds like he says punch
Version Damage Guard Startup Active Recovery Frame Adv.
P 40 Mid 11 3 17 -1
K 40 Mid 14 6 15 -2
  • Combo Ender
  • K Mappa travels a good distance. 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 grants enough Hit Stun for Slayer to follow up with a normal like 2K or 5K.
  • When YRCd it moves Slayer closer to the opponent and is at advantage!
  • No longer able to feint.

Bloodsucking Universe[edit]
Bloodsucking Universe
GGXRD Slayer BloodsuckingUniverse.png
on hit
GGXRD Slayer BloodsuckingUniverse2.png
on whiff
Damage Guard Startup Active Recovery Frame Adv.
0,72 Ground Throw: 161000 7 2 Total 42 -

a.k.a. "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. He also gains a temporary buff to his special moves, making the situation more dangerous.

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.

  • Grants a buff that causes any special and Overdrive to be a guaranteed counterhit.
    • 2.1 patch now allows specials to be whiffed while retaining the counterhit buff.
    • Buff lasts for 180 frames (3 seconds) on a single bite.
    • Buff timer now stacks with itself instead of resetting on a successful rebite. Maximum is 600 frames (10 seconds).
    • Buff goes away on block or hit.
  • Slayer is healed for 50% of the damage dealt. The healing ignores guts, so if Slayer is low on health this can be a significant amount.
  • Can be RCed for followup.
  • Causes Stagger that the oppenent can mash out of.
  • Normally this is used during either a forward or backwards dash cancel.

Dandy Step[edit]
Dandy Step
GGXRD Slayer DandyStep.png
Let's get this party started!
Version Damage Guard Startup Active Recovery Frame Adv.
P - - - - Total 30 -
K - - - - Total 38 -
  • Starting move to many of Slayer's specials.
  • Moves Slayer back then forward.
  • P Version moves Slayer slightly back and is Strike Invulnerable from frames 1 through 3, followup moves possible after frame 15.
  • K version goes farther back and is Strike Invulnerable from frames 1 through 6, followup moves possible after frame 27.
  • A follow up is not required. You can simply use this to for movement.
  • Very powerful movement option if YRCd.

Dandy Step > P
GGXRD Slayer Pilebunker.png
The reason you play Slayer.
Version Damage Guard Startup Active Recovery Frame Adv.
P 70 Mid 4 3 36 -20
K 80 Mid 4 3 36 -20
  • 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!
  • K version wallstick makes it the standard corner combo filler.
  • Throw this out in neutral if you are feeling ballsy.

Pilebunker behaves differently depending on which Dandy Step you used.

  • Regular hit after P Dandy = Opponent is sent flying across the screen.
  • Regular hit after K Dandy = Same as P except will wall stick if close enough to the corner.
  • Counter Hit after P Dandy = Wallbounces
  • Counter Hit after K Dandy = Ground Roll

Crosswise Heel[edit]
Crosswise Heel
Dandy Step > K
GGXRD Slayer CrosswiseHeel.png
Let's go for a little ride.
Damage Guard Startup Active Recovery Frame Adv.
27,32 Mid 6 4(9)7 16+5 After Landing -14
  • Good invul similar to a dragon punch
  • Tempting to use as a combo starter, but too unsafe on block to throw out carelessly
  • Solid anti-air, especially when you adjust your spacing with BDC
  • Standard midscreen filler for Slayer, as it easily leads into his BnB air combos.
  • K version has additional untechable time

Under Pressure[edit]
Under Pressure
Dandy Step > S
GGXRD Slayer UnderPressure.png
Damage Guard Startup Active Recovery Frame Adv.
36 Mid 5 2 12 ±0
  • Staggers on hit.
  • 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 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.

It's Late[edit]
It's Late
Under Pressure > S or H
GGXRD Slayer ItsLate.png
Damage Guard Startup Active Recovery Frame Adv.
52 High 14 6 10 +3
  • 1-13 frame throw invincibility.
  • On CH causes a ground bounce leading to monstrous high damage combos.
  • A move your opponent must respect at all times.

Helter Skelter[edit]
Helter Skelter
Dandy Step > H
GGXRD Slayer HelterSkelter.png
You may be a lover but you ain't no dancer
Damage Guard Startup Active Recovery Frame Adv.
32 All 25 6 13 +12
  • New in Xrd. Gives Slayer another option after Dandy Step.
  • Mainly used on an opponent's wakeup.
  • Slayer is airborne after the bounce leading to various air to ground options.
  • Or you can land and do a 2K to catch them low.
  • Slight delay before the actual attack just after Slayer lands

Footloose Journey[edit]
Footloose Journey
GGXRD Slayer FootlooseJourney.png
Damage Guard Startup Active Recovery Frame Adv.
40×6 All 5 [2(2)]×6 14 After Landing -
  • 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.
  • Can be YRCd with the momentum being preserved allowing Slayer to close the gap fairly quickly.

GGXRD Slayer Undertow.png
Damage Guard Startup Active Recovery Frame Adv.
60 Unblockable 39 1 22 -
  • A very slow unblockable, though you can cancel into it. Largely a gimmick, but can be used to cash in on downbacking, RISC-loaded opponents.
  • A typical setup is to end K Pilebunker slump into Undertow -- it is tight enough to catch mashing, but wont usually catch FD jumps. RC for another corner pile combo and a probable stun.
  • Once the opponent is used to the animation, use the generous YRC window and punch them in the face with 5HS/6HS instead, or go for a throw.


Hard to follow up outside of corner without CH. Even then, probably will require RC.

70% Initial prorate makes RCing this a less efficient use of meter.

In the corner:

  • Undertow RC K Pilebunker ...

Might be good to push for stun/kill.

  • Undertow (CH), Dead on Time RC K Pilebunker ...

Expensive, somewhat tricky to time and confirm, but it's a fair chunk of damage.

  • Undertow (RISC CH), 5K (RISC CH) > K Pilebunker ...

If the opponent really likes blocking, this is the way to go.


Dead on Time[edit]
Dead on Time
GGXRD Slayer DeadOnTime.png
You're Dead
Damage Guard Startup Active Recovery Frame Adv.
140 [175] All 7+0 8 36+21 After Landing -47
  • Doesn't have the insane range of AC/R, but it's back to 7f+0f startup, meaning up close the opponent cannot switch to blocking after the flash.
  • A moderate reward / high risk move. Punish projectiles and careless neutral with it.
  • Extreme damage when you dump 100 meter to RC this.
  • BDC for a painful reversal.
  • Links from the bite and 2H (close or CH)

Eternal Wings[edit]
Eternal Wings
GGXRD Slayer EternalWings.png
To the Heavens!
Damage Guard Startup Active Recovery Frame Adv.
88 Mid 5+4 18 36+7 After Landing -42
  • Full Invincible from frames 1 through 26.
  • Rarely seen used on wakeup. More of high damage combo piece.

Straight-Down Dandy[edit]
Straight-Down Dandy
GGXRD Slayer UpAndCloseDandy.png
Down to Hell!
Damage Guard Startup Active Recovery Frame Adv.
100 [120] Mid 8+3 Until Landing 20 After Landing -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Instant Kill[edit]

All Dead
in IK mode: 236236H
GGXRD Slayer AllDead.png
She came without a farthing

A babe without a name So much ado 'bout nothing

Is what she'd try to say
GGXRD Slayer AllDead2.png
Damage Guard Startup Active Recovery Frame Adv.
6 30 -19
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • Uses the animation of his 5D.


71% complete
Page Status Completion Score
Overview TODO: add hitboxes and colors 16/24
Combos Combos are formatted to standard but are missing details like damage and meter gain data among others 7/10
Okizeme 0/10
Strategy TODO: add additional links, add MU information, add counter strategy 4/12
Frame Data 44/44

For a list of criteria for appraising character pages see this page.


Ambox notice.png To edit frame data, edit values in GGXRD-R2/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.
Guilty Gear Xrd REV 2e
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes

Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc