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'''Forward Dash Invincibility''' 5F onwards Strike, 7-12F Full | '''Forward Dash Invincibility''' 5F onwards Strike, 7-12F Full | ||
;Movement Options | ;Movement Options | ||
:Double Jump, 1 Air Dash, Dash Type: Teleport | :Double Jump, 1 Air Dash, Dash Type: Teleport | ||
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Revision as of 17:35, 7 October 2019
Slayer |
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Forward Dash Time: 18F (24F for long one) Forward Dash Invincibility 5F onwards Strike, 7-12F Full
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Overview
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
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Unique Mechanics
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. 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
5P | |||||
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Fast startup, great active frames, and Slayer's normal with the most gatling and cancel variety. Works great as a situational anti air as the arm has no hurtbox at all, but Slayer's head is hittable at all times. This will make 5P directly lose or trade with most aerial attacks in the game when challenged from above, but will work as a successful anti air when Slayer's head is spaced horizontally away from your opponents attack, or when challenging low and more frontal hitting airdash attacks. 5P can be used during pressure as well or as a situational ground poke with many great whiff cancels. Can be crouched under, but because of it's short total duration this means your opponent has to act preemptively to capitalize on this move whiffing. Gatling Options: All except c.S, f.S, 6K and 2H |
5K
5K |
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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
A good frame trap with a 4-7F gap. Relatively safe way to move forward. Mix up between 5K and 5K – 6H to catch people jumping or to bait reversals. |
c.S
c.S |
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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
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f.S
f.S | |||||
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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
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5H
5H | |||||
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5H is on the slower side and also fully extends forward during startup, but has great active frames that defend well in many midscreen battles. Hitbox reaches all the way down to floor so it can be used as a call out vs low profile attacks, or as a counterhit tool against opponents who chase down Slayer's dandy step or backdash too much. Will win many trades and has nice damage potential. As a pressure tool 5H is strong, and it's wide variety of cancels will make your opponent less confident in challenging this move on block. Canceling into 5H is limited to 5P, but as long as your opponent is hesitating to press buttons, you can throw out this move in pressure quite often. If 5H gets interrupted a lot, you can collect reward with the other frametrap tools you have at disposal. Gatling Options: 2H, 5D, 2D |
2P
2P |
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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 |
2K
2K |
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2K is a good low 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. As a poke 2K has slightly less range and slightly more limited cancels than 5K, but does not have 5K's weakness to low profile moves, and is also one frame faster. 2K also moves Slayer's hurtbox back more than 5K, so at certain spacings it can challenge pokes that 5K can't, even when at a frame disadvantage. Gatling Options: 6P, 5D, 2D Has reduced pushback, so it's your most reliable option for comboing into a 2D knockdown if you're not in range for c.S |
2S
2S |
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2S is a solid anti air, with great active frames and incredible vertical reach, hitting your opponent at the peak of their jump. You need to be early when anti-airing with this normal, as Slayer stands up from his crouching state before getting upperbody invul. This means it will often lose to low reaching aerial attacks that are already active above Slayer. On hit Slayer gets great damage and oki potential. Gatling Options: 6P, 2H, 5D, 2D |
2H
6P
6P |
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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.
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6K
6K |
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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. |
6H
6H |
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6H has built in forward movement and long horizontal reach making it a great midscreen poke in many matchups. What 6H lacks in speed, it makes up for with great return on hit and fast recovery frames. The early part of 6H reaches diagonally upwards in the air, and can tag airborne and standing opponents if they are close enough. The later hit of 6H has long horizontal reach and will hit crouching opponents. The later hitbox is +1 on block, so you can collect frameadvantage on crouch or by spacing 6H horizontally.
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2D
2D |
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5D
5D |
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Standard Dust attack. This attack is especially useful mid combo for Slayer. |
j.P
j.P |
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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 |
j.K
j.K |
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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 |
j.S
j.S |
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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 |
j.H
j.H |
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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 |
j.D
j.D |
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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 |
j.2K
j.2K |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Air throw is in many situations your best and only anti air option for when your opponent is right above you where 2S and 5P don't reach. Almost always buffer j.H into j.D when going for air throw attempts incase it gets blocked, so you can double jump to escape a punish or cancel into footloose journey if you think you can continue pressure that way. Can be RRC'ed for follow ups if you are fast enough. |
Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Mappa Hunch
Mappa Hunch 236P/K |
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Bloodsucking Universe
Bloodsucking Universe 63214H |
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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.
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Dandy Step
Dandy Step 214P/K |
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Pilebunker
Pilebunker Dandy Step > P |
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Crosswise Heel
Crosswise Heel Dandy Step > K |
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Under Pressure
Under Pressure Dandy Step > S |
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It's Late
It's Late Under Pressure > S or H |
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Helter Skelter
Helter Skelter Dandy Step > H |
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Footloose Journey
Footloose Journey j.214K |
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Undertow
Undertow 632146P |
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Combos 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:
Might be good to push for stun/kill.
Expensive, somewhat tricky to time and confirm, but it's a fair chunk of damage.
If the opponent really likes blocking, this is the way to go. |
Overdrives
Dead on Time
Dead on Time 632146S |
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Eternal Wings
Eternal Wings 236236H |
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Straight-Down Dandy
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.