GGXRD-R2/Slayer: Difference between revisions

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==Overview==
==Overview==
''Dandy fist vampire<br />''
''Dandy fist vampire<br />''
''Assassin lead long retired<br />''
''Assassin guild long retired<br />''
''His foes swift expire<br />''
''His foes swift expire<br />''


Line 82: Line 82:


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==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden" size="0">5P</font>======
======<font style="visibility:hidden" size="0">5P</font>======

Revision as of 15:37, 22 August 2017

Slayer
GGXRD-R Slayer Portrait.png
Defense Modifier: x0.96

Guts Rating: 1
Weight: Medium
Stun Resistance: 70
Prejump:
Backdash Time 28F / Invul: 1-20F
Wakeup (Face Up/Down): / 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.
  

Overview

Dandy fist vampire
Assassin guild long retired
His foes swift expire

Slayer is a close combat 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

  • Supreme damage on individual hits, giving amazing stun potential
  • High health and ability to gain more with command grab
  • Excellent tension gain and overdrives
  • Solid mixup and okizeme with crossups and high/low
  • Oppressive frame traps
  • Great corner carry on counterhit and Dandy Step combos
  • Wide variety of movement options
  • Backdash Cancel limits opponent's options on both offense and defense
  • Relatively simple confirms with good hitboxes and active frames
  • Thin hurtbox on the ground

Weaknesses

  • Lacking reward from weaker attacks without spending meter
  • Limited ground gatlings, often difficult to confirm knockdown
  • Mixup is telegraphed and low reward outside of okizeme or counterhits
  • Many moves are unsafe, either from slow startup or frame disadvantage
  • Can struggle to get in against long range characters
  • Pressure gets riskier at further ranges and is vulnerable to low profile moves and reversals
  • Tall hurtbox

Dandy Step

Sliding on the floor
A delightful sight and more
Bring the night's encore

Slayer's signature special move slides him backward then swings forward, leading to one of 5 attacks. Dodge an attack then strike with a fierce Pilebunker! Slice through the darkness with Crosswise Heel! Bring the end with Under Pressure and pound your enemy with It's Late! Intrigue with the mystery of Helter Skelter!

Teleport Dash

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. Both dashes have long invulnerability; no other forward dashes but Slayer's have this! His forward dash is even able to move through an opponent and cross up! Unfortunately, unlike conventional forward dashes, he is unable to cancel his 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, providing a great opening for FDC Dandy Step!



Normal Moves

5P
5P
GGXRD Slayer 5P.png
Shall we begin?
16 Mid 5 6 6 - -
5K
5K
GGXRD Slayer 5K.png
A gentleman's kick
28 Mid 7 3 8 - -
c.S
c.S
GGXRD Slayer c.S.png
Your best friend
28 Mid 5 4 14 - -
f.S
f.S
GGXRD Slayer f.S.png
Your best friend's friend
32 Mid 13 2 6 - -
5H
5H
GGXRD Slayer 5H.png
"Enough playing, then!"
50 Mid 13 5 18 - -
2P
2P
GGXRD Slayer 2P.png
Why would you punch like that?
10 Mid 5 2 6 - -
2K
2K
GGXRD Slayer 2K.png
So casual
16 Low 6 2 8 - -
2S
2S
GGXRD Slayer 2S.png
Don't even try this at home
28 Mid 10 9 12 - -
2H
2H
GGXRD Slayer 2H.png
This land is my land
48 Low 13 2 25 - -
j.P
j.P
GGXRD Slayer j.P.png
Air combo filler/starter
13 High / Air 5 3 9 - -
j.K
j.K
GGXRD Slayer j.K.png
A little stretch goes a long way
24 High / Air 6 9 16 - -
j.S
j.S
GGXRD Slayer j.S.png
AHAHAHAHA!!!
20×n High / Air 4[8] [2(2)2(4)]×4 34 - -
j.H
j.H
GGXRD Slayer j.H.png
This is my space
36 High / Air 13 5 18 - -
j.D
j.D
GGXRD Slayer j.D.png
And stay down!
40 High / Air 7 5 32 / 5 Landing Recovery - -
6P
6P
GGXRD Slayer 6P.png
I'm sorry, was that supposed to hit me?
45 Mid 18 6 14 - -
6K
6K
GGXRD Slayer 6K.png
A little twirl
22 High / Air 20 5 4+4 After Landing[Total 30] - -
6H
6H
GGXRD Slayer 6H.png
Probably your favorite normal
50 Mid 17 6 15 - -
j.2K
j.2K
GGXRD Slayer j.2K.png
I'm sorry, did you think this combo was over?
22 All 13 3 18 - -
2D
2D
GGXRD Slayer 2D.png
A gentleman's slide
30 Low 9 21 9 - -
5D
5D
GGXRD Slayer 5D.png
Liftoff!
28 High 24 3 20 - -


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Slayer GroundThrow.png
The old smoke in the face trick
0,68 Ground Throw: 85750 1 - -
Air Throw
Air Throw
GGXRD Slayer AirThrow.png
Where do you think you're going?
0,60 Air Throw: 192500 1 - -
Dead Angle Attack
Dead Angle Attack
GGXRD Slayer 6P.png
25 All 18 6 17 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Slayer BlitzAttack.png
50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
- - 50 Mid 50+13 3 Hit: 11
Whiff: 20
- -


Special Moves

Mappa Hunch
Mappa Hunch
236P/K
GGXRD Slayer MappaHunch.png
It sounds like he says punch
40 Mid 11 3 17 - - 40 Mid 14 6 15 - -
Bloodsucking Universe
Bloodsucking Universe
63214H
GGXRD Slayer BloodsuckingUniverse.png
on hit
GGXRD Slayer BloodsuckingUniverse2.png
on whiff
0,72 Ground Throw: 161000 7 2 - -
Dandy Step
Dandy Step
214P/K
GGXRD Slayer DandyStep.png
Let's get this party started!
Total 30 - - Total 38 - -
Pilebunker
Pilebunker
Dandy Step > P
GGXRD Slayer Pilebunker.png
The reason you play Slayer.
80 Mid 4 3 36 - -
Crosswise Heel
Crosswise Heel
Dandy Step > K
GGXRD Slayer CrosswiseHeel.png
Let's go for a little ride.
27,32 Mid 6 4(9)7 16+5 After Landing - -
Under Pressure
Under Pressure
Dandy Step > S
GGXRD Slayer UnderPressure.png
36 Mid 5 2 12 - -
It's Late
It's Late
Under Pressure > S or H
GGXRD Slayer ItsLate.png
COUNTER!
52 High 14 6 12 - -
Helter Skelter
Helter Skelter
Dandy Step > H
GGXRD Slayer HelterSkelter.png
32 All 25 6 13 - -
Footloose Journey
Footloose Journey
j.214K
GGXRD Slayer FootlooseJourney.png
40×6 All 5 [2(2)]×6 14 After Landing - -
Undertow
Undertow
632146P
GGXRD Slayer Undertow.png
60 Unblockable 39 1 22 - -


Overdrives

Dead on Time
Dead on Time
632146S
GGXRD Slayer DeadOnTime.png
140 All 7+0 8 31+21 After Landing - -
Eternal Wings
Eternal Wings
236236H
GGXRD Slayer EternalWings.png
To the Heavens!
88 Mid 5+4 18 36+7 After Landing - -
Up and Close Dandy
Up and Close Dandy
j.214214S
GGXRD Slayer UpAndCloseDandy.png
Down to Hell!
100 Mid 8+3 Until Landing 20 After Landing - -


Instant Kill

All Dead
in IK mode: 236236H
GGXRD Slayer AllDead.png
GGXRD Slayer AllDead2.png
DESTROY All 9+9[5+5] 6 30 - -



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