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
Strengths | 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
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. Gatlings
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.
Solid way to get a knockdown if you're slightly out of c.S range. Combos
A safe ender for random 5K hits since P Mappa Hunch leaves you out of reversal range.
Easy way to confirm into Mappa Hunch. |
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. Gatlings
Provides a fairly safe mixup and gives a full combo after 6K Counter Hit. Punishes opponents that expect to Instant Block and throw c.S – f.S. Beware of reversals.
Primary blockstring at close range. Good for tick throws and adding RISC. However, there is a 2 frame gap on Instant Block.
Universal knockdown ender. Combos
Basic combo on Standing characters.
Basic combo on Crouching characters. |
f.S
f.S |
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f.S's main purpose is to give a safe ender for c.S. It also moves Slayer forward a short distance, which keeps the pressure going. Because f.S leaves Slayer at +6 frame advantage, it provides an opportunity to open up the opponent with slower moves like 6H or FDC Bite. f.S is burst safe without needing to jump cancel. If your opponent respects the ~100 damage and knockdown you get from c.S > f.S combos, you can try ending your combo on f.S. If they don't burst, you still have +7/8 frame advantage. Combos
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.
A link used to gatling into 2D. After Instant Block, there is a 4F gap with 5K and 3F gap with 2K. |
5H
5H |
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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. Gatlings
Used in optimal corner combos. Adds an easy 40 RISC on block at the cost of giving up pressure.
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. Combos
Basic combo after wallstick from 5D or K Dandy Step Pilebunker. j.SKD and j.SHD are more damaging but they do not always combo.
Optimal confirm on Counter Hit. You can try Crosswise Heel midscreen if you think your opponent cannot break stagger fast enough. |
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. Gatlings
Converts to an air combo from anti-air 2P and allows a gatling into 5K.
Mash 2P.
Used in the corner to gatling into 2H. Unfortunately, 2S's horizontal range is short so this isn't a reliable gatling route into 2D, especially since 2S is very unsafe on whiff. |
2K
2K |
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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. Gatlings
Easy knockdown, especially after Under Pressure mixup. In other cases, 5K – 2D and 2K > c.S > 2D add a bit more damage. Combos
Main confirm after 2K, usually after mixup. 2K > c.S is a 1 frame link.
General combo starter. See possible followups below in the Mappa Hunch section. |
2S
2S |
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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. Gatlings
Used in the corner from 2P starter.
Used to get knockdown from 2P starter. Best used against characters with wider hurtboxes to guarantee a hit. Combos
Anti-air combo starter. Depending on the height 2S hits the opponent, j.S might not hit but j.K will always hit.
Optimal confirm on Counter Hit. If you sense that the opponent will definitely attack, such as after an IAD, then confirm into K Dandy Step. Otherwise, you can choose to just cancel into an air combo like the normal hit combo. |
2H
2H |
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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. Combos
Dead On Time is the only move with enough speed and range to hit after 2H normal hit midscreen.
Alternative use of Tension. Much easier to confirm than Dead On Time and more damaging in the corner.
Basic Counter Hit confirm. Can be difficult on heavier characters.
Basic corner combo. More discussion on this in the Pilebunker section below. |
j.P
j.P |
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j.P 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 j.P cannot cancel into double jump. Gatling into j.K/S when needed. Gatlings
Blockstring on airborne opponents. Sometimes used to build height in air combos.
Used to extend combos with double jump. Can also be used as a blockstring on airborne opponents.
Used in advanced combos.
Knockdown ender for longer combos. |
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 j.S or j.H cannot reach. Note that j.K does not have good downward reach. It is possible for IAD j.K to whiff on Crouching characters. Gatlings
Used to build height in air combos. Pair with the j.P – j.K gatling when a second j.K is desired for more damage or height.
Used to gatling to j.H. Can also be used as a blockstring during IAD or on airborne opponents.
Easy knockdown ender for shorter combos, particularly when you think j.2K cannot connect. |
j.S
j.S |
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j.S 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, j.S is the ideal starter to use since it combos into j.H. Gatlings
Good for blockstrings. Often used when j.H cannot reach to gatling into j.D.
Standard combo gatling. |
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. Gatlings
Standard combo gatling. IAD j.H does not have enough blockstun for Slayer to continue into a ground combo so you should gatling to j.D. Ending with Footloose Journey also provides a knockdown. |
j.D
j.D |
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j.D is needed to get knockdown for many combos. Unfortunately, after longer combos or at greater heights, it is possible to tech j.D, making it necessary to learn the proper air combo extensions. Details on setting up j.D for knockdown will be discussed below in the j.2K section. j.D is another candidate for IAD since it reaches downward slightly more than j.S. However, it needs to be canceled into j.2K or Footloose Journey, both of which can be unsafe on block. Gatlings
Your primary method of extending air combos besides canceling into double jump. Most combos are designed to build enough height for this gatling to combo properly. Combos
Gives knockdown. Not a great blockstring but this is your only option that does not use Tension.
Gives a better knockdown than Footloose Journey but less safe on block. |
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.
Combos
Only combos if opponent bounces. A decent way to get knockdown but can be difficult to confirm that the opponent bounces. A late confirm will whiff or OTG and allow the opponent to punish.
Simple Counter Hit confirm. If 6P hits the opponent near round start positions, you will get the wallstick from Pilebunker.
Standard Counter Hit confirm when the wall is too far for Pilebunker wallstick.
Only combos when close to the wall, otherwise you will get 6P > f.S, which does not combo. Depending on how and when 6P hits, f.S can whiff on lighter characters.
Combos at further distances compared to the above c.S > f.S combo. 2P will need to be delayed if the opponent was airborne, such as after jump or backdash.
Counter Hit corner confirm. Much easier if you skip the second 6P. |
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. Combos
Standard Counter Hit confirm.
Doesn't work on: Potemkin, Kum, Bedman, Slayer, and Johnny
Used in the corner to get an air combo off of 6K. Doesn't work on: I-No, Axl, Ramlethal, Dizzy, Slayer, Johnny, Potemkin, Kum, and Bedman. |
6H
6H |
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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. Combos
The classic Slayer combo. Used primarily when 6H hits an airborne opponent since Pilebunker will always be able to reach. Also works on grounded opponents but is much more difficult.
More damaging combo than Pilebunker but only at closer ranges. You will have to improvise with the followup.
Optimal Counter Hit confirm. A full combo can deal 200 damage without Tension.
Used whenever the opponent is in the air in the corner, such as after Counter Hit 2H or It's Late. Using Under Pressure is more stable than Crosswise Heel and deals similar damage. Keep in mind that you need to be close enough to get c.S instead of f.S. |
j.2K
j.2K |
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2D
2D |
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5D
5D |
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Combos 5D is an important corner combo tool:
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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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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Up and Close Dandy
Straight-Down Dandy j.214214S |
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Follow the Help:Writing_Character_Pages guidelines |
Instant Kill
All Dead in IK mode: 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.