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{{InvisibleHeader}}{{NavTabs|game=GGXRD-R2|chara=Slayer|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/290-slayer/|videos={{HoribunaXRDLink|SL}}}} | {{InvisibleHeader}}{{NavTabs|game=GGXRD-R2|chara=Slayer|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/290-slayer/|videos={{HoribunaXRDLink|SL}}}} | ||
======<span style="visibility:hidden;font-size:0">overview</span>====== | |||
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|header=Overview | |||
|content=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. | |||
{{Bio | |||
| name = Slayer | |||
| game = GGXRD-R2 | |||
| lore =''Dandy fist vampire<br />'' | |||
| | |||
''Dandy fist vampire<br />'' | |||
''Assassin guild long retired<br />'' | ''Assassin guild long retired<br />'' | ||
''His foes swift expire<br />'' | ''His foes swift expire<br />'' | ||
}} | |||
{{StrengthsAndWeaknesses | |||
| intro = {{Character Label|GGXRD-R2|Slayer|24px}} is a brawler who baits opponents with elusive ground movement and blows them up with explosive punishes. | |||
Slayer is a | | pros = | ||
| | |||
* High damage and stun output when spending resources. | * High damage and stun output when spending resources. | ||
* Above average health. | * Above average health. | ||
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* Disjointed hurtboxes on many attacks. | * Disjointed hurtboxes on many attacks. | ||
* Frameadvantage on many attacks. | * Frameadvantage on many attacks. | ||
| | | cons = | ||
* Low reward without resources or counterhit. | * Low reward without resources or counterhit. | ||
* Many attacks are unsafe. | * Many attacks are unsafe. | ||
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* Has many attacks that extends Slayer hurtbox before becoming active. | * Has many attacks that extends Slayer hurtbox before becoming active. | ||
* Several offensive options have reactionary answers. | * Several offensive options have reactionary answers. | ||
}} | |||
| | |subheader1=Teleport Dash | ||
|content2=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. | |||
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. | 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. | ||
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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. | 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. | ||
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| content={{CharaInfo | |||
| game=GGXRD-R2 | |||
| fullname=Slayer | |||
| defense = {{#lst:{{PAGENAME}}/Data|defense}} | |||
| guts = {{#lst:{{PAGENAME}}/Data|guts}} | |||
| weight = {{#lst:{{PAGENAME}}/Data|weight}} | |||
| stunres = {{#lst:{{PAGENAME}}/Data|stunres}} | |||
| prejump = {{#lst:{{PAGENAME}}/Data|prejump}} | |||
| backdash = {{#lst:{{PAGENAME}}/Data|backdash}} | |||
| wakeup = {{#lst:{{PAGENAME}}/Data|wakeup}} | |||
| movement = {{#lst:{{PAGENAME}}/Data|movement}} | |||
| colorsize=90 | |||
}} | |||
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==Normal Moves== | ==Normal Moves== |
Revision as of 23:15, 9 July 2020
Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums | Videos |
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.
Lore: | Dandy fist vampire Assassin guild long retired |
Slayer Slayer is a brawler who baits opponents with elusive ground movement and blows them up with explosive punishes.
- High damage and stun output when spending resources.
- Above average health.
- High stun resistance.
- High tension gain.
- Strong pressure and okizeme potential.
- Several unique movement options.
- Unique backdash properties gives access to some of the best defensive tools in XRD.
- Simple to play effectively.
- Disjointed hurtboxes on many attacks.
- Frameadvantage on many attacks.
- Low reward without resources or counterhit.
- Many attacks are unsafe.
- Closing gaps midscreen can be difficult.
- Several moves can be low profiled.
- Hard to work around fast moves and good whiff cancels.
- Has to work around many defensive options.
- Combos have several guaranteed burst points.
- Has many attacks that extends Slayer hurtbox before becoming active.
- Several offensive options have reactionary answers.
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
5P |
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5K |
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c.S |
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f.S |
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5H |
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2P |
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2K |
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2S |
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2H |
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6P |
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6K |
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6H |
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2D |
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5D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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j.2K |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Blitz Attack |
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Special Moves
Mappa Hunch 236P/K |
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Bloodsucking Universe 63214H |
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Dandy Step 214P/K |
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Pilebunker Dandy Step > P |
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Crosswise Heel Dandy Step > K |
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Under Pressure Dandy Step > S |
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It's Late Under Pressure > S or H |
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Helter Skelter Dandy Step > H |
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Footloose Journey j.214K |
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Undertow 632146P |
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Overdrives
Dead on Time 632146S |
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Eternal Wings 236236H |
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Straight-Down Dandy j.214214S |
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Instant Kill
All Dead in IK mode: 236236H |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.