(→2P) |
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Line 44: | Line 44: | ||
|name=5P | |name=5P | ||
|image=GGXRD_Slayer_5P.png | |image=GGXRD_Slayer_5P.png | ||
|caption= | |caption=Shall we begin? | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 69: | Line 69: | ||
|name=5K | |name=5K | ||
|image=GGXRD_Slayer_5K.png | |image=GGXRD_Slayer_5K.png | ||
|caption= | |caption=A gentleman's kick | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 93: | Line 93: | ||
|name=c.S | |name=c.S | ||
|image=GGXRD_Slayer_c.S.png | |image=GGXRD_Slayer_c.S.png | ||
|caption= | |caption=Your best friend | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 117: | Line 117: | ||
|name=f.S | |name=f.S | ||
|image=GGXRD_Slayer_f.S.png | |image=GGXRD_Slayer_f.S.png | ||
|caption= | |caption=Your friend's friend | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 141: | Line 141: | ||
|name=5H | |name=5H | ||
|image=GGXRD_Slayer_5H.png | |image=GGXRD_Slayer_5H.png | ||
|caption= | |caption=Enough playing, then | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 165: | Line 165: | ||
|name=2P | |name=2P | ||
|image=GGXRD_Slayer_2P.png | |image=GGXRD_Slayer_2P.png | ||
|caption= | |caption=No one else punches like this | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 192: | Line 192: | ||
|name=2K | |name=2K | ||
|image=GGXRD_Slayer_2K.png | |image=GGXRD_Slayer_2K.png | ||
|caption= | |caption=So casual | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 216: | Line 216: | ||
|name=2S | |name=2S | ||
|image=GGXRD_Slayer_2S.png | |image=GGXRD_Slayer_2S.png | ||
|caption= | |caption=Don't even try this at home | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|name=2H | |name=2H | ||
|image=GGXRD_Slayer_2H.png | |image=GGXRD_Slayer_2H.png | ||
|caption= | |caption=This land is my land | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 266: | Line 266: | ||
|name=j.P | |name=j.P | ||
|image=GGXRD_Slayer_j.P.png | |image=GGXRD_Slayer_j.P.png | ||
|caption= | |caption=Air combo filler/starter | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 290: | Line 290: | ||
|name=j.K | |name=j.K | ||
|image=GGXRD_Slayer_j.K.png | |image=GGXRD_Slayer_j.K.png | ||
|caption= | |caption=A little stretch goes a long way | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 314: | Line 314: | ||
|name=j.S | |name=j.S | ||
|image=GGXRD_Slayer_j.S.png | |image=GGXRD_Slayer_j.S.png | ||
|caption= | |caption=AHAHAHAHA!!! | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 339: | Line 339: | ||
|name=j.H | |name=j.H | ||
|image=GGXRD_Slayer_j.H.png | |image=GGXRD_Slayer_j.H.png | ||
|caption= | |caption=This is my space | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 363: | Line 363: | ||
|name=j.D | |name=j.D | ||
|image=GGXRD_Slayer_j.D.png | |image=GGXRD_Slayer_j.D.png | ||
|caption= | |caption=And stay down! | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 388: | Line 388: | ||
|name=6P | |name=6P | ||
|image=GGXRD_Slayer_6P.png | |image=GGXRD_Slayer_6P.png | ||
|caption= | |caption=I'm sorry, was that supposed to hit me? | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 415: | Line 415: | ||
|name=6K | |name=6K | ||
|image=GGXRD_Slayer_6K.png | |image=GGXRD_Slayer_6K.png | ||
|caption= | |caption=Skip to my lou | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|name=6H | |name=6H | ||
|image=GGXRD_Slayer_6H.png | |image=GGXRD_Slayer_6H.png | ||
|caption= | |caption=Good evening, ladies and gentleman. My name is 6H and I am your host. | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|name=j.2K | |name=j.2K | ||
|image=GGXRD_Slayer_j.2K.png | |image=GGXRD_Slayer_j.2K.png | ||
|caption= | |caption=I'm sorry, did you think this combo was over? | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
Line 490: | Line 490: | ||
|name=2D | |name=2D | ||
|image=GGXRD_Slayer_2D.png | |image=GGXRD_Slayer_2D.png | ||
|caption= | |caption=A gentleman's slide | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|name=5D | |name=5D | ||
|image=GGXRD_Slayer_5D.png | |image=GGXRD_Slayer_5D.png | ||
|caption= | |caption=Liftoff! | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD |
Revision as of 07:53, 31 July 2015
Slayer |
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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)
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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 |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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6K
6K |
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6H
6H |
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j.2K
j.2K |
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2D
2D |
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5D
5D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Mappa Hunch
Mappa Hunch 236P/K |
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Bloodsucking Universe
Bloodsucking Universe 63214H |
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Dandy Step
Dandy Step 214P/K |
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Pilebunker
Pilebunker Dandy Step > P |
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Crosswise Heel
Crosswise Heel Dandy Step > K |
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Under Pressure
Under Pressure Dandy Step > S |
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It's Late
It's Late Under Pressure > S or H |
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Helter Skelter
Helter Skelter Dandy Step > H |
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Footloose Journey
Footloose Journey j.214K |
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Undertow
Undertow 632146P |
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Overdrives
Dead on Time
Dead on Time 632146S |
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Eternal Wings
Eternal Wings 236236H |
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Up and Close Dandy
Up and Close Dandy j.214214S |
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Instant Kill
All Dead in IK mode: 236236H |
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Strategy
Slayer wants to lull his opponents into a false sense of security, then punish mistakes with big damage and explosive pressure.
On offense, Slayer can maintain an aggressive posture for quite some time by chaining frame-positive moves into dashes or IAD pressure while mixing up with throws and grounded crossups.
In the neutral, Slayer is hard to pin down thanks to the visual ambiguity of his dashes. Additionally, he can BDC and FDC into jumps, mappas, and dandy steps to vary his spacing and generate pressure.
On defense, Slayer has a powerful option unique only to him. Correct application of BDCs will get slayer out of almost any pressure
General Tactics
Learn BDC bite. Without it, Slayer is half a character. Practice it with both 6321447H and 44632147H. The timing and spacing are different with both, and both are important. The first gives you a near-instant bite with little movement, the second gives you more invincibility frames and moves you backwards. They are applicable in different situations and should be treated like different moves.
Look for anti-air 5P whenever possible. It's got a great hitbox, and can lead to good damage and knockdown.
Tips and Tricks
Buffer 632144 on wakeup whenever you're facing an opponents oki.
During the initial frames of the backdash, you can decide between the following options:
- 7H for bloodsucking universe (beats safejumps and most up-close meaties)
- 69S for BDC Dead-on-Time (beats everything that isn't blocking/invincible)
- 7/8/9 into FD (super-safe, often gets you land-throw)
- 96 for invincible-jump into IAD
- 85SH for BDC blitz guard (standing OR jumping)
- 7P/K for BDC dandy (better with meter for YRC)
- 2369P/K for BDC Mappa (beats meaty pokes with low active frames and medium recovery)
Once you get used to doing this on wakeup, you can start doing this in the middle of opponent's blockstrings. Most of the cast has gatling into IAD pressure, and invincible command grab is a perfect answer to most of it.
Once your opponent learns to respect your bite game, they will give you some space. From there, you can start throwing 2P and 5P and build those pokes into better frame advantage and pressure.