GGXRD-R2/Slayer/Strategy: Difference between revisions

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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.
Many of Slayer's best attacks have below average range and his movement is relatively restricted. Specifically, Slayer's backdash has very long recovery, he cannot cancel his forward dash into FD or normals, and his airdash length is shorter than average. On the other hand, Slayer has very strong counterpokes and close range pressure. Effective spacing with Slayer is all about moving into ranges where you are able to take advantage of these strengths and force the opponent to take risks to beat his counterpokes.


Slayer's 3 main ranges are:
Slayer's 3 main ranges are:
# Close (pressure)
# Close (pressure focus)
# Mid (counterpoke)
# Mid (counterpoke focus)
# Far (various)
# Far (various)


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'''Close range'''
'''Close range'''
* cS range
* cS and throw range
* Slayer's pressure here often ends in + frames, including his high/low mixups with 6K and Under Pressure
* Important moves:
* Important moves: cS > fS, 2K, 6K, 6P, Under Pressure, forward dash (better outside of corner)
** Blockstrings: cS > fS, IAD, 5K, 2K, P Dandy > Under Pressure
* Opponent may defend with 2P, throw, backdash > throw
** Mixups: IAD, 6K, Under Pressure > It's Late/2K, Bite, forward dash
* BDC P Mappa, BDC Bite, and sometimes BDC P Dandy can beat mashing
** Anti-reversals (throw, backdash, DP): 2K, 6P, P Dandy, BDC
* Slayer's pressure often ends in + frames, including his high/low mixups with 6K/2K, IAD, and Under Pressure, so he can often reset his pressure at little risk. Use pressure resets to build Tension, increase the opponent's RISC, and make your overheads and throws more unpredictable
* Opponents may favor 5P/2P/etc. mash, throw, backdash > throw to end pressure. Faultless Defense also quickly pushes Slayer out of Close range, but the extra frame advantage can make it safer to reset with Under Pressure or IAD.
* At midscreen, take advantage of IAD and forward dash for quick crossups
* BDC P Mappa, BDC Bite, and sometimes BDC P Dandy can beat mashing. Look to use BDC at Close range when you are at slight frame disadvantage.




'''Mid range'''
'''Mid range'''
* About 1 backdash away from Close range
* About 1 backdash length behind Close range
* Important moves: 5K, 6H, IAD, 2H, 2D, Pilebunker, dash > Bite, long forward dash
* Important moves:
* Counterpoke with Dandy Step, IAD, or 6P. Note that 6P will whiff unless they poke or move forward
** Pokes (better if opponent waits): 5K, 6H, Mappa, 2H, 2D
* BDC and P Dandy can avoid pokes. 5K, 6P, 6H, and forward dash can beat counters to BDC and P Dandy
** Counterpokes (better if opponent pokes): 6P, Dandy Step, IAD, forward dash
* Slayer's counterpokes are very rewarding but have slow startup. Note that 6P will whiff unless they poke or move forward. Forward dash is also much more effective if it can cross up.
* BDC and P Dandy can avoid pokes to punish their recovery. 5K, 6P, 6H, and forward dash can beat counters to BDC and P Dandy
* Pay attention to the opponent's movement. Counterpokes can be intercepted by running or jumping forward. Sometimes Slayer's pokes can be whiff punished by backdashing or jumping back.




'''Moving between Close and Mid range'''
'''Moving between Close and Mid range'''
*
* Many of Slayer's strong Mid range options naturally move him closer (6H, IAD, dash). 5K can cancel into 6H, IAD, or Dandy Step. 5K is also +3 on block and difficult to punish, so it's a strong tool for moving from Mid to Close range.
* Some characters have stronger defensive options at Slayer's Close range (e.g., Potemkin Buster, Millia 5H, several characters' cS). If the opponent has a good Close range option to beat pressure resets (e.g., P Dandy, BDC, or IAD),




'''Far range'''
'''Far range'''
* About 2 backdashes away from Close range or 1 backdash away from Mid range
* About 2 backdash lengths behind Close range, or 1 backdash length behind Mid range
* You can whiff Under Pressure for meter and to bait opponent to come to you
* You can whiff Under Pressure for meter and to bait the opponent to come to you
* K Mappa and K Pilebunker can reach
* K Mappa and K Pilebunker can reach


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[[Category: Guilty Gear Xrd REV 2]]
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[[Category:Slayer]]
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Revision as of 01:49, 21 February 2019


General Tactics

Spacing

GGXRD Slayer ranges.jpg


Many of Slayer's best attacks have below average range and his movement is relatively restricted. Specifically, Slayer's backdash has very long recovery, he cannot cancel his forward dash into FD or normals, and his airdash length is shorter than average. On the other hand, Slayer has very strong counterpokes and close range pressure. Effective spacing with Slayer is all about moving into ranges where you are able to take advantage of these strengths and force the opponent to take risks to beat his counterpokes.

Slayer's 3 main ranges are:

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

Slayer is strongest at Close and Mid range.


Close range

  • cS and throw range
  • Important moves:
    • Blockstrings: cS > fS, IAD, 5K, 2K, P Dandy > Under Pressure
    • Mixups: IAD, 6K, Under Pressure > It's Late/2K, Bite, forward dash
    • Anti-reversals (throw, backdash, DP): 2K, 6P, P Dandy, BDC
  • Slayer's pressure often ends in + frames, including his high/low mixups with 6K/2K, IAD, and Under Pressure, so he can often reset his pressure at little risk. Use pressure resets to build Tension, increase the opponent's RISC, and make your overheads and throws more unpredictable
  • Opponents may favor 5P/2P/etc. mash, throw, backdash > throw to end pressure. Faultless Defense also quickly pushes Slayer out of Close range, but the extra frame advantage can make it safer to reset with Under Pressure or IAD.
  • At midscreen, take advantage of IAD and forward dash for quick crossups
  • BDC P Mappa, BDC Bite, and sometimes BDC P Dandy can beat mashing. Look to use BDC at Close range when you are at slight frame disadvantage.


Mid range

  • About 1 backdash length behind Close range
  • Important moves:
    • Pokes (better if opponent waits): 5K, 6H, Mappa, 2H, 2D
    • Counterpokes (better if opponent pokes): 6P, Dandy Step, IAD, forward dash
  • Slayer's counterpokes are very rewarding but have slow startup. Note that 6P will whiff unless they poke or move forward. Forward dash is also much more effective if it can cross up.
  • BDC and P Dandy can avoid pokes to punish their recovery. 5K, 6P, 6H, and forward dash can beat counters to BDC and P Dandy
  • Pay attention to the opponent's movement. Counterpokes can be intercepted by running or jumping forward. Sometimes Slayer's pokes can be whiff punished by backdashing or jumping back.


Moving between Close and Mid range

  • Many of Slayer's strong Mid range options naturally move him closer (6H, IAD, dash). 5K can cancel into 6H, IAD, or Dandy Step. 5K is also +3 on block and difficult to punish, so it's a strong tool for moving from Mid to Close range.
  • Some characters have stronger defensive options at Slayer's Close range (e.g., Potemkin Buster, Millia 5H, several characters' cS). If the opponent has a good Close range option to beat pressure resets (e.g., P Dandy, BDC, or IAD),


Far range

  • About 2 backdash lengths behind Close range, or 1 backdash length behind Mid range
  • You can whiff Under Pressure for meter and to bait the opponent to come to you
  • K Mappa and K Pilebunker can reach

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 add FD to every BDC jump input.


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


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

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