Difference between revisions of "GGXRD-R2/Slayer/Strategy"

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(Tips and Tricks: Added section "The Importance of FD Jump")
 
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==General Tactics==
 
==General Tactics==
  
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=== Spacing ===
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[[File:GGXRD_Slayer_ranges.jpg|none]]
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Slayer's best attacks have below average range and his movement is relatively restricted, so it's difficult to poke with him. On the other hand, Slayer has very strong counterpokes and close range pressure.
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Slayer's 3 main ranges are:
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# Close (pressure)
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# Mid (counterpoke)
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# Far (various)
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Slayer is strongest at Close and Mid range.
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'''Close range'''
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* cS range
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* Slayer's pressure here often ends in + frames, including his high/low mixups with 6K and Under Pressure
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* Important moves: cS > fS, 2K, 6K, 6P, Under Pressure, forward dash (better outside of corner)
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* Opponent may defend with 2P, throw, backdash > throw
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* BDC P Mappa, BDC Bite, and sometimes BDC P Dandy can beat mashing
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'''Mid range'''
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* About 1 backdash away from Close range
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* Important moves: 5K, 6H, IAD, 2H, 2D, Pilebunker, dash > Bite, long forward dash
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* Counterpoke with Dandy Step, IAD, or 6P. Note that 6P will whiff unless they poke or move forward
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* BDC and P Dandy can avoid pokes. 5K, 6P, 6H, and forward dash can beat counters to BDC and P Dandy
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'''Moving between Close and Mid range'''
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*
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'''Far range'''
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* About 2 backdashes away from Close range or 1 backdash away from Mid range
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* You can whiff Under Pressure for meter and to bait opponent to come to you
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* K Mappa and K Pilebunker can reach
  
 
==Blockstrings==
 
==Blockstrings==
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=== The Importance of FD Jump ===
 
=== The Importance of FD Jump ===
  
BDC jump often allows Slayer to avoid attacks, but attacks can still catch the beginning of Slayer's jump. Slayer can BDC during any string with a gap, but these strings often use air unblockable moves that must be blocked in the air with FD. Basically, you will want to include FD with every BDC jump input.
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BDC jump often allows Slayer to avoid attacks, but attacks can still catch the beginning of Slayer's jump. Slayer can BDC during any string with a gap, but these strings often use air unblockable moves that must be blocked in the air with FD. Basically, you will want to add FD to every BDC jump input.
  
  
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* Doing crouch block then BDC can give a 214 input
 
* Doing crouch block then BDC can give a 214 input
 
* Using P or K would then cancel your jump into Dandy Step
 
* Using P or K would then cancel your jump into Dandy Step
* Using S+H will bypass this problem}}
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* Using S+H allows you to consistently FD after BDC jump}}
  
  
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Note that back jump is both wider and taller than neutral or forward jump. FD jump is the smallest and has the same hurtbox in any direction.
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Back jump is both wider and taller than neutral or forward jump. FD jump is the smallest and has the same hurtbox in any direction. To maximize the power of BDC jump, you must add FD!
  
 
==Fighting Slayer==
 
==Fighting Slayer==
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{{Navbar-GGXRD-R2}}
 
{{Navbar-GGXRD-R2}}
[[Category:Guilty Gear]]
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[[Category: Guilty Gear Xrd REV 2]]
[[Category:Guilty Gear Characters]]
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[[Category:Slayer]]

Latest revision as of 19:34, 14 March 2018


General Tactics[edit]

Spacing[edit]

GGXRD Slayer ranges.jpg


Slayer's best attacks have below average range and his movement is relatively restricted, so it's difficult to poke with him. On the other hand, Slayer has very strong counterpokes and close range pressure.

Slayer's 3 main ranges are:

  1. Close (pressure)
  2. Mid (counterpoke)
  3. Far (various)

Slayer is strongest at Close and Mid range.


Close range

  • cS range
  • Slayer's pressure here often ends in + frames, including his high/low mixups with 6K and Under Pressure
  • Important moves: cS > fS, 2K, 6K, 6P, Under Pressure, forward dash (better outside of corner)
  • Opponent may defend with 2P, throw, backdash > throw
  • BDC P Mappa, BDC Bite, and sometimes BDC P Dandy can beat mashing


Mid range

  • About 1 backdash away from Close range
  • Important moves: 5K, 6H, IAD, 2H, 2D, Pilebunker, dash > Bite, long forward dash
  • Counterpoke with Dandy Step, IAD, or 6P. Note that 6P will whiff unless they poke or move forward
  • BDC and P Dandy can avoid pokes. 5K, 6P, 6H, and forward dash can beat counters to BDC and P Dandy


Moving between Close and Mid range


Far range

  • About 2 backdashes away from Close range or 1 backdash away from Mid range
  • You can whiff Under Pressure for meter and to bait opponent to come to you
  • K Mappa and K Pilebunker can reach

Blockstrings[edit]

Okizeme[edit]

Tips and Tricks[edit]

The Importance of FD Jump[edit]

BDC jump often allows Slayer to avoid attacks, but attacks can still catch the beginning of Slayer's jump. Slayer can BDC during any string with a gap, but these strings often use air unblockable moves that must be blocked in the air with FD. Basically, you will want to add FD to every BDC jump input.


Ambox notice.png Input your BDC jump as 447S+H
  • Doing crouch block then BDC can give a 214 input
  • Using P or K would then cancel your jump into Dandy Step
  • Using S+H allows you to consistently FD after BDC jump



Jump Hurtbox Comparison

Slayer jump hurtboxes.jpg


Back jump is both wider and taller than neutral or forward jump. FD jump is the smallest and has the same hurtbox in any direction. To maximize the power of BDC jump, you must add FD!

Fighting Slayer[edit]


Guilty Gear Xrd REV 2e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc