GGXRD/Slayer: Difference between revisions

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*Very high damage output, especially in the corner
*Very high damage output, especially in the corner
*Solid mixup and okizeme
*Solid mixup and okizeme
*Can escape pressure fairly easily thanks to BDC options<br/>
*Can escape pressure fairly easily thanks to BDC options
*Great Overdrives<br/>
;Weaknesses
;Weaknesses
*Struggles in neutral situations, must work his way in to be a threat
*Struggles in neutral situations, must work his way in to be a threat

Revision as of 08:41, 29 May 2015

Slayer
GGXRD Slayer Portrait.png

Defense Modifier: x0.96

Guts Rating: 1

Stun Resistance: 70

Jump Startup: 4F

Backdash Time: 28F

Backdash Invincibility: 1-20F

Forward Dash Time: 18F (24F for long one)

Movement Options
Double Jump, 1 Air Dash, Dash Type: Teleport Dash
66 and 6[6] and different travel distance, can go through opponent.
Full Frame Data
GGXRD/Slayer/Frame Data

Overview

Vampire Empire

Strengths
  • Very high damage output, especially in the corner
  • Solid mixup and okizeme
  • Can escape pressure fairly easily thanks to BDC options
  • Great Overdrives
Weaknesses
  • Struggles in neutral situations, must work his way in to be a threat
  • Cannot pressure opponent for long periods of time without them escaping
Backdash Cancel (BDC)

BDC is a technique Slayer uses to give all of his ground special attacks invincibility on startup (speculated 6F)! Execute a backdash, immediately jump, and cancel the jump's startup into a special attack. This technique is difficult for new players to and

Move List

Normal Moves

5P
5P
GGXRD Slayer 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Mid CSJ YRP 5 6 6 -2
  • Fast poke, cancels into itself and jump, most of the cast can crouch under.
  • Can be used as an AA, on regular AA hit can be followed up by jP into air combo, on AA CH combos into 6HS.
5K
5K
GGXRD Slayer 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 7 3 8 3
  • One of the main pokes, good range, special and jump cancellable, +3 on block makes it good for frame-traps.
c.S
c.S
GGXRD Slayer c.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 5 4 14 -4
  • Main tool for close-quarter combat. Fast, starts combos, cancels into specials, jumps and several normals.
f.S
f.S
GGXRD Slayer f.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid SJ YRP 13 2 6 6
  • Rarely used on it's own, mostly after cS. Has +6 on block, thus making it very good for frame traps among other things. cS fS on block can be punished between hist on IB. Links into cS quite easily, making Sx4 a combo. Jump-cancellable, so you can IAD in after it to continue pressure.
5H
5H
GGXRD Slayer 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid SJ YRP 13 5 18 -4
  • Far-reaching poke, also used in combos. Staggers on ground hit.
2P
2P
GGXRD Slayer 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid CS YRP 5 2 6 2
  • Good poke for situations where S might turn into it's far variation.
2K
2K
GGXRD Slayer 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Low S YRP 6 2 8 4
  • Good poke, far reaching low attack with +4 on block (frame traps), special cancel for combos. Links into cS at point-blank range.
2S
2S
GGXRD Slayer 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 10 9 12 -7
  • Sort of an AA, no invuls but tall hit-box. On AA CH hits leads into heavy damage. Combos off 2P on the ground.
2H
2H
GGXRD Slayer 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
48 Low - YRP 13 2 21 -4
  • Low-crush attack - use it to counter those pesky low pokes people throw at you. Can lead into combos in the corner (cS/5P into air combo), CH launches them high and away from Slayer so he can't get much.
j.P
j.P
GGXRD Slayer j.P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
13 High / Air CS YRP 5 3 9
  • Fast air attack, good for air-to-air.
j.K
j.K
GGXRD Slayer j.K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 High / Air SJ YRP 6 9 16
  • Air attack with good horizontal reach. Used in combos and in IADs with jS.
j.S
j.S
GGXRD Slayer j.S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20×n High / Air SJ YRP 4[8] [2(2)2(4)]×4 34
  • [ ] Indicates during forward attack
  • Good fast air attack, hits below Slayer. Good for IADs in, combos.
j.H
j.H
GGXRD Slayer j.H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 High / Air S YRP 13 5 18
  • Main air-to-ground attack.
j.D
j.D
GGXRD Slayer j.D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High / Air SJ YRP 7 5 32 / 5 Landing Recovery
  • Good air-to-ground, plummets on hit. Used in combos to get knockdown.
6P
6P
GGXRD Slayer 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
45 Mid - YRP 18 6 14 -1
  • A bit slow, but good invuls make it decent AA attack, also it crushes a lot of ground attacks. Combos into 236K on mid-screen CH. In the corner combos on regular hit as well.
6K
6K
GGXRD Slayer 6K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High / Air - YRP 20 5 4+7 After Landing[Total 30] -2
  • [ ] Indicates feint motion
  • Fast overhead, but needs tension or CH to be followed up. Can be YRCed to get a small hop leaving you just off ground with ability to use air attacks.
6H
6H
GGXRD Slayer 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid S YRP 17 6 15 -2
  • Good poke with tremendous reach, quite fast for it's size. Special cancellable.
j.2K
j.2K
GGXRD Slayer j.2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 All S YRP 13 3 18
  • Mostly used in combos to extend them. Also useful to alter jumping arc and landing time. If YRCed at start-up directs Slayer down, making 9, j2K YRC a small jump.
2D
2D
GGXRD Slayer 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low - YRP 9 21 9 -11
  • Sliding sweep attack. Done far enough or meaty enough is un-punishable, and can even be plus on block. Combos off cS, 5K and 2K on crouchers.
5D
5D
GGXRD Slayer 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 High - YRP 24 3 20 -9
  • A dust is a dust =)


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Slayer GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,68 Ground Throw: 85750 - R 1 13
  • Can be RCed to start a combo
Air Throw
Air Throw
GGXRD Slayer AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 - R 1
  • Can be RCed, but very hard to do much after - you can connect with falling jH.
Dead Angle Attack
Dead Angle Attack
GGXRD Slayer 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 18 6 17 -9
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Special Moves

Mappa Hunch
Mappa Hunch
236P/K
GGXRD Slayer MappaHunch.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P 40 Mid - YRP 11 3 17 -1
K 40 Mid - YRP 14 6 15 -2
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Bloodsucking Universe
Bloodsucking Universe
63214H
GGXRD Slayer BloodsuckingUniverse.png
on hit
GGXRD Slayer BloodsuckingUniverse2.png
on whiff
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,72 Ground Throw: 161000 - YRP 7 2 - -
  • This move heals about the same damage you have done.
  • Can Be RCed for followup.
  • Causes Stagger that the oppenent can mash out of.
  • Normally this is used during either a forward or backwards dash cancel.

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Dandy Step
Dandy Step
214P/K
GGXRD Slayer DandyStep.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P - - - YRP - - Total 30 -
K - - - YRP - - Total 38 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Pilebunker
Pilebunker
Dandy Step > P
GGXRD Slayer Pilebunker.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
80 Mid - YRP 4 3 36 -20
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crosswise Heel
Crosswise Heel
Dandy Step > K
GGXRD Slayer CrosswiseHeel.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
27,32 Mid - YRP 6 4(9)7 16+5 After Landing -14
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Under Pressure
Under Pressure
Dandy Step > S
GGXRD Slayer UnderPressure.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 Mid - YRP 5 2 12 ±0
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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It's Late
It's Late
Under Pressure > S or H
GGXRD Slayer ItsLate.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
52 High - YRP 14 6 12 3
  • 1-13 frame throw invincibility.

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Helter Skelter
Helter Skelter
Dandy Step > H
GGXRD Slayer HelterSkelter.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 All - YRP 25 6 13 12
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Footloose Journey
Footloose Journey
j.214K
GGXRD Slayer FootlooseJourney.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40×6 All - YRP 5 [2(2)]×6 14 After Landing -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Undertow
Undertow
632146P
GGXRD Slayer Undertow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Unblockable - YRP 39 1 22 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Overdrives

Dead on Time
Dead on Time
632146S
GGXRD Slayer DeadOnTime.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
140 All - YRP 7+0 8 31+21 After Landing -41
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Eternal Wings
Eternal Wings
236236H
GGXRD Slayer EternalWings.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
88 Mid - YRP 5+4 18 36+7 After Landing -42
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Up and Close Dandy
Up and Close Dandy
j.214214S
GGXRD Slayer UpAndCloseDandy.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
100 Mid - YRP 8+3 Until Landing 20 After Landing
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Instant Kill

All Dead
in IK mode: 236236H
GGXRD Slayer AllDead.png
GGXRD Slayer AllDead2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+9[5+5] 6 30 -19
  • [ ] Indicates during Hell Fire
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Strategy

General Tactics

Tips and Tricks

Combos


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc