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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==Tips and Tricks==
 
==Tips and Tricks==
  
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=== The Importance of FD Jump ===
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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 include FD with every BDC jump input.
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{{notice|'''Input your BDC jump as 447S+H'''
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* Doing crouch block then BDC can give a 214 input
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* Using P or K would then cancel your jump into Dandy Step
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* Using S+H will bypass this problem}}
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'''Jump Hurtbox Comparison'''
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[[File:Slayer jump hurtboxes.jpg|none]]
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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.
  
 
==Fighting Slayer==
 
==Fighting Slayer==

Revision as of 10:34, 13 February 2018


General Tactics

Blockstrings

Okizeme

Tips and Tricks

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.


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 will bypass this problem



Jump Hurtbox Comparison

Slayer jump hurtboxes.jpg


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.

Fighting Slayer


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc