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==Overview== | ==Overview== | ||
''Dandy fist vampire<br />'' | ''Dandy fist vampire<br />'' | ||
''Assassin | ''Assassin guild long retired<br />'' | ||
''His foes swift expire<br />'' | ''His foes swift expire<br />'' | ||
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<br clear=all/> | <br clear=all/> | ||
==Normal Moves== | ==Normal Moves== | ||
======<font style="visibility:hidden" size="0">5P</font>====== | ======<font style="visibility:hidden" size="0">5P</font>====== |
Revision as of 01:07, 15 October 2017
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) Forward Dash Invincibility 5-12F Strike, 7-12F Full
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Overview
Dandy fist vampire
Assassin guild long retired
His foes swift expire
Slayer is a close combat character with slippery movement and explosive damage. His range is limited to his fists and legs, but he is difficult to challenge once he gets in. Many of his attacks specialize in invulnerability, mixup, and counter hits, spreading doubt and confusion in the opponent's mind. Make the wrong guess and Slayer will have a feast.
Strengths
- Supreme damage on individual hits, giving amazing stun potential
- High health and ability to gain more with command grab
- Excellent tension gain and overdrives
- Solid mixup and okizeme with crossups and high/low
- Oppressive frame traps
- Great corner carry on counterhit and Dandy Step combos
- Wide variety of movement options
- Backdash Cancel limits opponent's options on both offense and defense
- Relatively simple confirms with good hitboxes and active frames
- Thin hurtbox on the ground
Weaknesses
- Lacking reward from weaker attacks without spending meter
- Limited ground gatlings, often difficult to confirm knockdown
- Mixup is telegraphed and low reward outside of okizeme or counterhits
- Many moves are unsafe, either from slow startup or frame disadvantage
- Can struggle to get in against long range characters
- Pressure gets riskier at further ranges and is vulnerable to low profile moves and reversals
- Tall hurtbox
Dandy Step
Sliding on the floor
A delightful sight and more
Bring the night's encore
Slayer's signature special move slides him backward then swings forward, leading to one of 5 attacks. Dodge an attack then strike with a fierce Pilebunker! Slice through the darkness with Crosswise Heel! Bring the end with Under Pressure and pound your enemy with It's Late! Intrigue with the mystery of Helter Skelter!
Teleport Dash
Depart sight and mind
O'er sides from front or behind
Be a lord refined
Slayer has unique forward and back dashes that teleport him along the ground for a set distance and time. Both dashes have long invulnerability; no other forward dashes but Slayer's have this! His forward dash is even able to move through an opponent and cross up! Unfortunately, unlike conventional forward dashes, he is unable to cancel his into normal moves until the dash's duration completely ends. This forces him to take a different approach to pressuring opponents.
Like other characters, Slayer can still jump out of his forward dash. However, while other characters cannot jump out of their backdashes, Slayer can! By canceling his dashes into jumps, he can end the dash early and perform a special move. If he cancels his backdash, he still retains up to 6 frames of invulnerability! This technique is called Backdash Canceling (BDC). BDC allows Slayer to always block after jumping or catch the enemy with an invincible counterhit. When used to cancel into his Bite command grab or Dead on Time overdrive, Slayer can quickly turn the tables on his opponent with an unstoppable BDC Bite or BDC Dead on Time.
If he cancels his forward dash with Forward Dash Canceling (FDC), he does not retain any invulnerability. However, FDC makes his jump travel further. It can also trick the opponent into attempting to attack, providing a great opening for FDC Dandy Step!
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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