GGXRD-R2/Slayer/Combos

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< GGXRD-R2‎ | Slayer
Revision as of 17:03, 11 August 2019 by Pivotkraner (talk | contribs)
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
Mappa = Mappa Hunch - 236[P]or[K]
P Pile = P Pilebunker - 214P > P
K Pile = K Pilebunker - 214K > P
CWH = Crosswise Heel - 214[P]or[K] > K
UP = Under Pressure - 214[P]or[K] > S
IL = It's Late > 214[P]or[K] > [S]or[H]
Helter = Helter Skelter - 214[P]or[K] > H
Bite = Bloodsucking Universe - 63214H
DOT = Dead on Time - 632146S
EW = Eternal Wings - 236236H
SDD = Straight-Down Dandy - j214214S
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Combo List

Meterless BNBs

Combo Position Damage Tension gain Works on Difficulty Notes
5K or 2K xx Mappa [1] Midscreen --- --- All [1] Very Easy P Mappa ender lets you play footsies with disjointed normals, and K Mappa leaves you close, but at a frame disadvantage.
2K, c.S > f.S, 2K > 2D [1] Midscreen --- --- All [2] Easy Only works up-close.
c.S > f.S, 2K > 2D [1] Midscreen --- --- All [2] Easy Knockdown confirm that leads to oki.
c.S > f.S, 5K xx Mappa [1] Midscreen --- --- All [2] Easy When your opponent is too far away for a 2D knockdown.
c.S > f.S, c.S > f.S > 2K > 2D [1] Midscreen --- --- All [2] Easy Crouching only for most characters.
c.S > f.S JC j.S > j.H > j.D > j.2K, j.K > DJC j.S > j.H > j.D [1] Midscreen --- --- All [3] Medium Air hit-confirm.
5Px2 or 2S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D [1] Midscreen --- --- All [2] Easy Anti air combo that works most of the time.
It's Late, c.S > f.S, 2K > 2D [1] Midscreen --- --- Crouching [3] Medium It's Late, c.S is a crouch only link, will not work meaty.
It's Late, 2K > 2D [1] Midscreen --- --- All [3] Medium It's Late, 2K only works if you time It's Late meaty
6K, c.S > f.S, 2K > 2D [1] Midscreen --- --- Crouching [3] Medium 6K, c.S is a crouch and CH only link.
6P xx K Mappa [1] Midscreen --- --- All [1] Very easy Won't work point blank. Doesn't give you a knockdown, but lets you go for an air throw reset or RRC combo.
6P, c.S > f.S JC j.S > j.H > j.D > j.2K, j.K > DJC j.S > j.H > j.D [3] Corner --- --- All --- You might need to delay some of the air hits to get the proper height.
6H xx Pile [1] Midscreen --- --- All [2] Easy Works close and on CH. Will also work on air hit.
f.S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D [1] Midscreen --- --- All [2] Easy Air hit f.S, universal go-to combo after blocking a burst.




Counter-hit BNBs

Combo Position Damage Tension gain Works on Difficulty Notes
CH 2K or 5K, 5K xx Mappa [1] Midscreen --- --- All [2] Easy Hit confirm into Mappa. 5K and 2K go into each other on CH.
CH 2D, c.S > f.S f.S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D [1] Midscreen --- --- All [2] Easy 2D has to be spaced to hit during later active frames.
CH Mappa, 5K xx Mappa [1] Midscreen --- --- All [2] Easy
CH Mappa, 2K > 2D [1] Midscreen --- --- All --- Knockdown route, has to be close
CH 2S IAD j.H ▷ c.S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D [1] Midscreen --- --- All --- Damaging anti air combo from 2S.
CH 2S xx K Pile, K Pile, 5H > 2H, c.S JC j.S > j.H > j.D [2] Near corner --- --- All --- Damaging anti air combo from 2S.
CH P Pile, 6H xx P Pile [1] Midscreen --- --- All ---
CH P Pile, 5H JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D [3] Corner --- --- All ---
CH 6P XX K CWH, 6H xx P Pile [1] Midscreen --- --- All ---
CH 6P, 5H JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D [3] Corner --- --- All ---
CH K Pile, long forward dash, K Pile, 5H > 2H, c.S JC j.S > j.H > j.D [2] Near corner or [3] Corner --- --- All [3] Medium Works from around round start. Stuns most characters when spending 50% on next mixup.
CH It's Late, K Pile, K Pile, 5H > 2H, c.S JC j.S > j.H > j.D [2] Near corner or [3] Corner --- --- All [3] Medium CH confirm. Stuns most characters when spending 50% on next mixup.




50% Tension BNBs

Combo Position Damage Tension gain Works on Difficulty Notes
5K, K Mappa RRC 5D6, 5Hx2 xx K Pile, 5H > 2H > c.S JC j.K > j.D [2] Near corner or [3] Corner --- --- All --- ~1-2 hits before RRC
c.S > f.S, 5K xx K Mappa RRC 5D6, 5Hx2 xx K Pile, 5H > 2D [2] Near corner or [3] Corner --- --- All --- ~3-4 hits before RRC
c.S > f.S, c.S > f.S xx K Mappa RRC 5D6, 5Hx2 xx K Pile, 6P [2] Near corner or [3] Corner --- --- All --- ~5-6 hits before RRC
c.S > f.S JC j.D > SDD ▷ c.S > f.S, 2K > 2D [1] Midscreen --- --- Standing ---
Bite, DOT [1] Midscreen --- --- All ---
Bite RRC K Pile, K Pile, 5H > 2H, c.S JC j.S > j.H > j.D [1] Midscreen --- --- All Works from around round start
Throw RRC c.S > f.S JC j.P > j.K DJC j.S > j.H > j.D > j.2K, j.D [1] Midscreen --- --- All ---
Throw RRC K Pile, 5H > 2H, c.S JC j.K DJC j.H > j.D [3] Corner --- --- Lights ---

5D6 > 5HH > K Pile wallsplat enders:

  • ... K Pile > 5H > 2H > c.S > j.K~D. This only works with 1-2 hits before RRC.
  • ... K Pile > 5H > 2D. Solid knockdown. If the combo scales too high you might want to go for a different ender as 2D will black beat.
  • ... K Pile > 6P. Gives a lot of frameadvantage on knockdown and will also let you setup crossups.
  • ... K Pile > 5H > Burst dead on time. High-damage ender when you want to dump resources on your opponent.

Combo Theory

In Xrd, most combos end in a knockdown and ideally lead to okizeme.

Slayer has many knockdown options that lead to okizeme (mainly through 2D, jD, or Dandy Step) but in some cases he will need to spend meter to get okizeme. Because of how Slayer lands hits and the launch/bounce properties on some of his moves, many of his combos have to be improvised so take the time to study his combo tools. Here are some of Slayer's important combo starters, fillers, and enders:

6H

  • Can hit very high up and has long untech time on air hit, so 6H is great for filler after launching the opponent (CH 2H, K Cross air hit, EW)
  • On ground hit, combos into P Pile at close range or Mappa
  • On air hit, combos into Pile, Cross, and Under Pressure/IL. Cross and Under Pressure allow air combos afterwards but Pile is much more consistent
  • If 6H hits high enough (tip of the foot), you can combo into K Pile

2H

  • Launches the opponent off the ground. Easy followup in the corner with 5K, cS, or 5P depending on the combo. Big damage from fast normals that gatling into 2H (5H, 2S, 5P/2P)
  • Good with RC since it allows K Pile > K Pile or K Cross > 6H

5D

aka Dust

  • By holding 6 after it hits, 5D[6], you get the side Dust animation that temporarily grants extra cancel options. Slayer's 5D[6] combo is usually 5H > 5H > K Pile
  • Side Dust allows consistent corner carry if the spacing is bad or ambiguous for K Pile followups. For example, you can do 2D > delay 2D [wallstick] > K Pile sometimes for a close K Pile followup
  • Faster startup than K Pile (24f vs 31f), which is important when extending combos. Also helpful if you RC too late

Mappa RC

  • Start from any special-cancelable ground normal (any K or S, 5H, 6H) or just Mappa. Very versatile!
  • End in K Pile, K Cross, or 5D
  • If Mappa hits them airborne, you can do an air combo instead
  • Any level 4 move allows the same RC followups: 5H, 6H, IL

P Pilebunker RC

  • P Pilebunker launches the opponent off the ground but pushes them away. P Pile is good for ending combos but needs a counterhit or RC to be a combo starter
  • Useful for corner combos since the launch pushes them high enough for P Pile RC > K Pile > 5D
  • Doesn't allow okizeme midscreen but you can do normal Dandy Step okizeme in the corner

K Pilebunker

  • Very high damage punish but needs to be close to corner for the wallstick. You can also RC then dash to carry them to the corner!
  • The wallstick is techable if they stick too high. In some cases, you will have to delay your K Dandy for a lower wallstick
  • Wallstick followups depend on the opponent's height and your spacing from the wall. A 2nd K Pile is generally the best, but you can substitute with 5D or 5H > 2H. At bad heights, you may need to use 6H (too high) or 2D (too low)

Crosswise Heel

  • High damage punish that works midscreen (21f startup for P version, 33f startup for K version).
  • Basic combos: use a jump cancelable normal (5P, 5K, any S, 5H) or air normal then end in a low-altitude jD
  • Advanced combos: if the spacing/height are right, you can time a juggle with Mappa, 6H > Dandy, or EW

Blitz Attack

  • Good damage since it allows a followup and has less proration than Pile/Cross, but slow startup (28f+) limits its use similarly to K Pile
  • Blitz Attack removes burst on hit, so the opponent generally can't burst until the followup hits. Helpful for hard baiting bursts with cancels into Dandy Step

Burst DOT

  • Very strong ender, usually deals around 40 damage at low life and can combo from almost anything
  • Easy to use from 5D[6] > 5H > 5H > K Pile > 5H > Burst DOT

Counterhits

Slayer specializes in counterhits. Many of his moves do not lead to a combo on a normal hit in return for leading to a high damage combo on a counterhit.

Video Examples

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