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
- 1 Overview
- 2 Normal Moves
- 3 Universal Mechanics
- 4 Special Moves
- 5 Overdrives
- 6 Instant Kill
- 7 Roadmap
- 8 Navigation
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
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.
Dead Angle Attack
|Dead Angle Attack|
Blitz Shield Charge Attack
Dandy Step > P
Dandy Step > K
Dandy Step > S
Under Pressure > S or H
Dandy Step > H
Dead on Time
|Dead on Time
in IK mode: 236236H
|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|
|Strategy||TODO: add additional links, add MU information, add counter strategy||4/12|
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|To edit frame data, edit values in GGXRD-R2/Slayer/Data. Be sure to update both the |