GGACR/Slayer/Combos

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< GGACR‎ | Slayer


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
BDC = Back Dash Cancel
GL = Gatling Link
Mappa = Mappa Hunch - 236[P]or[K]
Bite = Bloodsucking Universe - 236H
PB = Pilebunker - Dandy Step > P
FB PB = Force Break Pilebunker - Dandy Step > D
CWH = Crosswise Heel - Dandy Step > K
UP = Under Pressure - Dandy Step > S
IL = It's Late - Dandy Step > Under Pressure > H
BBU = Big Bang Upper - 236D
DHD = Direct Hit Dandy - 214214S
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa

Combo List

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

These combos are the most "Basic" that Slayer's combos get, and they are still generally pretty close to normal Slayer BnB's. Slayer sadly doesn't have very many easy combos so it usually takes a bit of practice to get Slayer's combos going. Either way, these are going to be the easiest, and most consistent combos starting out. Some of the combos sacrifice a good knockdown in exchange for simplicity.

Basic Grounded CombosVariations listed below
Medium


2K > 2S > 2D
2K > 2D

  • Low starter: 2K > 2S > 2D
  • Mash Starter: 2P > 2P > 2K > 2D
  • Overhead Starter: 6K > 2P > 2K > 2D

This is the simplest and easiest grounded combo that goes into knockdown. It's quite similar to Slayer's core combos but sacrifices some nuance so that it's simpler. These combos will work on everyone but at farther range some of them may drop.

2K > 2S, 2S > 2D, and 2K > 2D are all delayed gatlings, meaning you need to press the next button during the recovery of the last move. The window for 2K is right when Slayer is retracting his legs, the window for 2S is when Slayer starts to stand back up.

Everything that isn't a delayed gatling is a link, so 2P > 2P, 2P > 2K, and 6K > 2P is a link, meaning you have to wait until the move ends before pressing the next button. These links can be tricky to get starting out but can be pretty reliable once you get used to them.


Basic air routingAir combos into Knockdown
Easy


CWH/2S/5P/etc. > j.K > j.2K > j.D
Slayer's air routing is very complicated but this will almost always work and it works on every character. Getting knockdown is important as Slayer and this is a good place to start.

You can route into this every time you put the opponent in the air relatively close to you. Your main starters are going to be Crosswise Heel, 2S, and 5P. 2S and 5P are jump cancelable allowing you to immediately jump and follow the opponent in the air. Crosswise Heel, however is not jump cancelable so you have to time your jump after the move hits. You can just hold 9 to jump immediately when the move is over but you will still have to time the j.K.

Against heavies after CWH you may need to do: CWH > 2S > j.K > j.2K > j.D


Basic Counter Hit 6P routingCounter poke routing
Easy


CH 6P > K dandy > Pilebunker
Corner variation: CH 6P > 5H > Undertow > j.K > j.2K > j.D

6P is a great counter poke and conversions on counter hit can be difficult. This combo does a nice bit of damage and is very simple.

You need to delay the K dandy so that the wallbounce works properly, if you don't, the opponent won't hit the wall and will just fall down

6P wall bounces so you have to do a different combo in the corner. For this combo, after the Undertow, you may need to do a super jump rather than a normal jump.


Basic Counter Hit It's Late routingBig starter
Easy


Dandy > S (whiff) > CH It's Late > 6H > K dandy > Pilebunker
Again, combos after Counter hit It's Late can be tricky, this one is the easiest and most universal combo that still deals a decent amount of damage. This combo refers to the follow-up version of It's late (Dandy > S > H), not the raw version (Dandy > H). Both versions have different properties on counter hit, the follow-up version is much easier to combo after on counter hit.

You will find this hit on okizeme most of the times by doing a meaty or slightly delayed meaty It's late on the opponents wake up if they mash throw or another button.

Core BnB's (WIP)

Core grounded combosStarters listed below
Medium


starter > 2K > 2S/2HS > 2D

  • Overhead starter: 6K/IL > (2P) > 2K > 2S/2HS > 2D
    • The 2P is here because 6K 2K can be a difficult link, you can also do 6K/IL > 5K
  • Low starter: 2K > 2S/2HS > 2D
    • 2K > 2S is better on block so you usually want to go for 2S unless you are at a far range
  • Punish starter: c.S f.S 5K 2K 2HS 2D
  • Poke starter: 5K 2K 2HS 2D
  • Mash starter: 2P 2P 2K 2S/2HS 2D
  • Metered Extension: Starter > 2K > 2H > BBU routing

Slayer has many different ways to link into knockdown and some links are more difficult, spacing dependent or otherwise. The starters listed here are the most stable starters in regards to difficulty and spacing. You can omit 2S/2H and just go straight into 2K > 2D for less damage but it's a bit easier with more range than 2S
2S and 2HS are both useful but in different ways. 2K > 2HS is a 2F link which makes it more difficult, but 2K > 2H will always combo no matter what range. 2K > 2S is easier at a 4F window and can whiff at farther ranges. 2H is -5 on block without any special cancels and a significant gap, making your pressure usually end if blocked, whereas 2K > 2S has a small gap along with jump and special cancels allowing you to confirm a hit and continue pressure. 2H should be used in most situations as long as you can hit the 2F window, however, after using 2K as a starter on oki, 2S is a better option due to it's properties on block.


Core BBU routing
Medium


2K > 2HS > BBU > 6HS > Iad j.K > 2S > Air routing
2K > 2HS > BBU > 2D > c.S > (f.S) > Air routing

  • 2D combo doesn't work on Dizzy, f.S omitted on certain characters due to spacing
  • BBU > 6HS is a 2F link. You want to hold 6 during the duration of the BBU and press the HS right when the opponent is about to re-enter the screen. BBU > 6HS is a 1f link on Baiken only.

2HS has proration and BBU has a lot of GB- so this combo will scale quite a bit. Focus on using this combo for corner carry rather than damage. This combo also works after a raw BBU, and you can spend more meter after raw BBU because it doesn't scale the combo as much.

After 6H you can opt for easier followups depending on character, Starter > BBU > 6HS > K mappa > (2P) > 5P > air routing is pretty consistent on most characters and is easier than the iad. If the K mappa is dropping you can delay the cancel by TK'ing the special input during the recovery of 6HS.



Core air routingRefer to this whenever "air routing" is mentioned
Easy


Base combo: CWH/2S/5P/etc. > j.K > j.2K > j.K > j.c > j.K > j.2K > j.D (> j.2K > j.D)
Light Variation: CWH/2S/5P/etc. > j.K > j.2K > j.K > j.c > j.K > j.D > j.2K > j.D
Heavy Variation: CWH/2S/5P/etc. > j.P > j.K > j.2K > j.K > j.c > j.P > j.K > j.2K > j.D

  • You can replace the first or third j.K with j.S if the opponent is too low or is getting pushed to far away

Slayer's air routing is very complicated and can be done in many different ways. The above combo recipe is a simple starting point for air routing Slayer has that leads into knockdown. You can delay your air-links a lot early in a combo given that all of Slayer's air buttons have long untech time, this allows many different routes on different characters. You have to do different routes for light and heavy characters along with some characters having difficult hurtboxes that require more varied routing. Also, keep in mind, you may need to cut your air routes short if done later in a combo.

Your main goal midscreen with air routing as Slayer is to bring the opponent to the corner and knock them down with j.D. Air routes generally scale the guard bar a lot so corner carry and knockdown consistency is usually prioritized over damage, however optimized combos can do significant damage.


Counter Hit 6P routingCounter Hit Counter Poke


CH 6P > 6H > Iad j.K > 5P/2S > air routing
CH 6P > iad j.H/j.K > 2S > air routing

  • The wall bounce on CH 6P can be finicky sometimes, and if you are cornered, the opponent will not bounce off the wall
  • You need to wait a bit after the CH 6P hits to go into 6H/IAD j.H to ensure that the opponent bounces off of the wall
  • Followups after 6H or IAD j.H can sometimes drop based on spacing

6P is a great counter-poke, however, comboing off of counterhit 6P can be quite tricky midscreen. 6H is generally going to be a more stable route, however, iad j.H can be more stable depending on what you are comfortable with. You have to delay the iad j.H quite a bit to make sure the opponent hits the wall, and you may have to slightly delay 6H.


Corner Undertow RoutingThe big damage stuff


Starter > 5H > Undertow > sj.H > j.D > j.2K > j.K > 5P > air ender
Starters for Undertow combos require the opponent to be hit mid air (or wall stuck/ground slide) while in the corner. This can come from CH 6P, 6P FRC, CH Pilebunker, CH j.H, CH It's Late, and many other starters. Routing into 5H > Undertow is the core for getting big damage out of your combos. You can also route into Undertow from a late j.K > land > 5H > Undertow. Even when used later in an air combo, this still adds a good bit of damage

  • If you do 5H > Undertow later in a combo (like after an air string) sj.H may not work. Instead, go for a simple sj.K/j.K > j.2K > j.D knockdown
  • Post Undertow is generally where combos get optimized with things like 2-hit Chokka and Undertow > 6H (a 1f link) since it is one of the most consistent launches Slayer has.
  • Undertow doesn't scale guard bar much meaning spending meter after Undertow is generally really good for damage, especially if the starter is good.

Using your meter

6P FRCCorner Conversions


IL/6K > 5K > 6P FRC > 5H > Undertow > Undertow air combo (see above)

  • 5K > 6P gatling only combos on crouching hit which is why this generally only works after overheads

6P FRC opens up a wide variety of options on hit. Generally, the most damaging is to do a microwalk into 5H > Undertow after the 6P FRC. It is also possible to do 6P FRC > 6H, but this generally won't do as much damage, although it can be more consistent in a few cases. 6P FRC > 6H > P dandy > FB Pile > 5H > Undertow > Undertow air combo is a relatively simple and very high damaging combo even though it uses 50% meter.

Big Bang UpperDamage or stabilization


BBU > 6HS > Iad j.K > 2S > Air routing
BBU > 2D > c.S > (f.S) > Air routing
(Corner): BBU > 5H > Undertow > Undertow air routing

BBU is very good to fill combos with, and due to it's speed, range, and launch properties, it can do wonders stabilizing combos. Here are some common spots BBU can be used:

  • After 2H to give corner carry, or if in the corner, to route into 5H > Undertow
  • After an IAD j.K > land to stabilize combos that you may not be able to follow up
  • After Undertow for a simple and highly damaging option which makes followups easy
  • After 2P air hit. 2P > BBU is a 1f link but it counts the negative edge input of BBU so it's not super difficult. 2P air hit comes up a lot after CH 2D and K mappa air hits.
  • After CWH for a simple followup or stabilization on an odd hit

As was said above, after BBU its best to route into 6H or 2D into an air combo. When in the corner, you can route into 5H > Undertow. BBU > 6H > IAD j.K > 5H > Undertow can also work if you are close to the corner.

FB Dandy stepSick confirms


5K > FB dandy step > CWH > air combo

FB Dandy step is used to give good combos where you otherwise might not be able to. Long range 5K hits or low starters can convert into FB dandy for good confirms, just link into 5K and FB dandy > CWH will work from it. In the corner, routing into FB dandy > CWH is quite good since on most of the cast you can followup with 5H > Undertow.

The benefit of using FB dandy over BBU is flexibility. BBU will generally give more damage, but FB dandy can give CWH conversions from a max range 5K.

For a quick and easy conversion, you can use FB Dandy > Pilebunker. This also works from 2S which makes 2K > 2S > FB Dandy > Pilebunker work.

Routing into FB dandy FB Pilebunker can give you followup combos from the wall stick as long as the opponent is close to the corner but not completely in the corner when the FB pilebunker hits. This can be very very strong if you have the position awareness to convert.

FB Pilebunker(corner) Damage Damage Damage


Starter > 6H > P Dandy > FB Pilebunker > 5H > Undertow
FB Pilebunker is one of the most efficient damage sources Slayer has. It deals a ton of damage and uses very little guard bar meaning it doesn't scale damage that much. It also wallsticks on normal hit allowing for strong followups in the corner.

FB pile is most commonly used after 6H in the corner. Some character's hurtboxes may require you to change your timing of FB pilebunker after 6H, someitmes using K dandy instead of P dandy can help.

Dead on TimeLong range confirm


DoT gives Slayer the opportunity to convert from insanely long distances. Things like a far range whiff punish canceled into DoT can give you damage when you normally wouldn't get anything. In the corner, DoT will knockdown the opponent but if they are out of the corner enough, they will be able to tech out of the corner.

DoT FRC, while being a 75% use of meter, is an insanely strong tool opening up highly damaging combos from nearly anywhere on screen. A common combo would be:

  • 5K > DoT > FRC > j.K > 5.H > Undertow > Undertow air ender.

The j.K isn't particularly needed here but it helps stabalize hurtboxes as the 5H can whiff sometimes if you don't use it.

Chokkagata Dandy (air superThe final boss of damage


Starter > 5H > Undertow > j.D > Chokka > 5H > Undertow > j.K > j.2K > j.D
Chokka has some of the highest damage potential in the game with 2-hits, but even without them it is still a very efficient source of damage. Routing into Chokka early in an air combo can convert into 5H > Undertow or just add a good bit of damage onto an otherwise pretty damageless combo. Chokka can also be useful for closing out rounds, as the body hit has a bunch of untech time and a wall bounce allowing Slayer to set up for guts crushes and other such things.

Chokka is most consistently useful after Undertow. Starter > 5H > Undertow > j.D > Chokka > 5H > Undertow > j.K > j.2K > j.D is a very damaging combo that isn't too hard to pull off.

2-Hit Chokka is an insanely powerful combo tool allowing Slayer to deal up to 250 damage in an instant, although it is insanely character specific requiring precise timing and positioning. There are some 2-hit chokka setups below.

Link Table

Slayer has many different links at his disposal. Many of Slayer's normals have special hitstun outside of attack level which allows him to link his grounded buttons together. Below is a link table akin to a gatling table. Some links are gonna be useless and some are going to be impractical from spacing, but these all work.

  • Pink: Normal gatling that combos
  • Green: 3f+ window link
  • Blue: 2F link
  • Orange: 1F link (2f on crouch)
  • Red: 1F link (only on crouch if ground link)
Ground Links
P K S H D
5PGGAC Slayer 5P.pngGuardMidStartup5Recovery4Advantage+2 5P, 2P 5K, 2K c.S, 2S - 2D
2PGGAC Slayer 2P.pngGuardMidStartup4Recovery5Advantage+3 5P, 2P 5K, 2K c.S, 2S - 2D
6PGGAC Slayer 6P.pngGuardMidStartup18Recovery14Advantage-1 - - - - -
5KGGAC Slayer 5K.pngGuardMidStartup6Recovery8Advantage+1 5P, 2P, 6P 5K, 2K c.S, 2S - 2D
2KGGAC Slayer 2K.pngGuardLowStartup6Recovery11Advantage-1 5P, 2P 5K, 2K c.S, 2S* 2H* 2D*
6KGGAC Slayer 6K.pngGuardHigh/AirStartup21Recovery1+3 after landingAdvantage+5 5P, 2P 5K, 2K c.S - 2D
c.SGGAC Slayer cS.pngGuardMidStartup7Recovery10Advantage0 5P, 2P 5K, 2K c.S, f.S, 2S - 2D
f.SGGAC Slayer fS.pngGuardMidStartup13Recovery8Advantage+4 5P, 2P 5K, 2K c.S, 2S - 2D
2SGGAC Slayer 2S.pngGuardMidStartup8Recovery15Advantage-7 - - - 2H* 2D*
5HGGAC Slayer 5H.pngGuardMidStartup13Recovery18Advantage-4 - - - 2H -
2HGGAC Slayer 2H.pngGuardLowStartup13Recovery22Advantage-5** 5P, 2P, 6P 5K, 2K, 6K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D
6HGGAC Slayer 6H.pngGuardMidStartup21Recovery13Advantage+0*** 5P, 2P 5K, 2K c.S - 2D
5DGGAC Slayer 5D.pngGuardHighStartup24Recovery20Advantage-9 - - - - -
2DGGAC Slayer 2D.pngGuardLowStartup7Recovery12Advantage-8 - - - - -
Air Links
P K S H D
j.PGGAC Slayer jP.pngGuardHigh/AirStartup5Recovery7Advantage- j.P j.K - - -
j.KGGAC Slayer jK.pngGuardHigh/AirStartup6Recovery6Advantage- j.P j.K, j.2K j.S - j.D
j.2KGGAC Slayer j2K.pngGuardHigh/AirStartup13Recovery16Advantage- j.P j.K, j.2K j.S j.H j.D
j.SGGAC Slayer jS.pngGuardHigh/AirStartup3Recovery6Advantage- j.P j.K, j.2K j.S - j.D
j.HGGAC Slayer jH.pngGuardHigh/AirStartup14Recovery7Advantage- j.P j.K, j.2K j.S - j.D
j.DGGAC Slayer jD.pngGuardHigh/AirStartup7Recovery19+5 after landingAdvantage- - j.2K - - -
Other Notable Links
P K S H D Notes
Air hit 2PGGAC Slayer 2P.pngGuardMidStartup4Recovery5Advantage+3 5P 5K c.S, 2S - 236D 236D is technically a 1F link, but can be a 2F link thanks to negative edge doubling the input if D is released the frame after it's pressed.
6PGGAC Slayer 6P.pngGuardMidStartup18Recovery14Advantage-1 5P, 2P 5K c.S - - Wall bounce links in corner
632146PGGAC Slayer 632146P.pngGuardMidStartup28Recovery13Advantage-2 - - - 6H, j.H - j.H is a 3F window, but when super jumping into it the super jump and j.H have a shared 2F leniency.
236DGGAC Slayer 236D.pngGuardMidStartup10Recovery35Advantage-22 - - - 6H - 6H can be 3F+ if opponent is higher in the air when hit
Dandy > DGGAC Slayer 214PP.pngGuardMidStartup3Recovery31Advantage-3 2P - - - - 2P is Light weight corner only. It can be more lenient and work on other weight classes if spaced further from corner.
X* = X is a delay gatling but the window is limited requiring precision
**2H is +26 on hit but it's a stagger so it combos into just about everything unless the opponent wiggles out
***6H will usually hit late on crouch making it more plus
  • Air links will become harder later in combos, and may even become impossible
  • Check the Gatling table for more information on cancels


Combo theory parts (WIP)

Consistent/simple core combos

(corner, crouching) 6K/IL 5K 6P 2P 5P air stuff (corner, crouching, meter) 6K/IL 5K 6P FRC 5H Undertow j.K j.2K j.D (crouching, meter) 6K/IL 5K FB Dandy CWH air stuff (Counter hit) CH 2D 2P 5P air stuff (corner, counter hit) CH 6P 5H Undertow air stuff (counter hit) CH Pile 6H iad j.K land 5H undertow

2D RC 5H Undertow >etc 6P air hit 2p 5P Etc.


air enders late in combos from 5P/2S/c.s/5K/whatever, usually gonna be in the corner at this point in the combo

  • j.K j.2K j.D
  • j.PK j.2K j.D
  • j.S(1) j.2K j.D
  • j.S(2) j.D
  • j.S(2) j.2K j.D
  • j.D

Different air routes

  • starter > j.K delay j.2K j.K land 2S/5P > air routing
  • starter > j.K j.K j.c j.S j.2K j.D j.2K j.K 5P > air ender
  • starter > j.K j.2K j.K j.c j.K j.D j.2K j.K land 5P > air ender
  • Starter > j.K j.pk j.c j.K j.D j.2K j.K land 5P > air ender
  • Starter > j.S(2) j.K land 5P/2S > air routing

any time you rejump with a really low to the ground j.K and you are in the corner, you can do land 5H > Undertow/2H for more damage. Undertow is preferred but sometimes you have to do 2H depending on spacing and character. Sometimes late in a combo you are able to do land > 5H P dandy Pile for a damaging ender, this usually requires a difficult link however,


Post Undertow corner early in combo

  • sj.H j.D j.2K j.K > air route
  • sj.K j.2K j.d j.2K j.K > air route

late in combo

  • j.K j.c j.K j.2K j.D
  • sj.K j.2K j.D j.2K j.D


CWH/anti air > etc Undertow > etc


Difficult and character specific combos

I think I should structure air stuff with a bunch of different pieces with context. Post 6H, post Undertow, post anti air/air to air/cwh (close to opponent in the air, opponent is really high, off of 6H ground bounce)

3 parts to most air things. Low to the ground, high from the ground, late rejump

heavier chars want more hits to raise opponent height, lighter characters want less hits to lower height and not let them get out of range early in combos many things with delays and such are possible, later in combos you have to keep it simpler to secure knockdown

low height- after anti air, or CWH, or whatever (combos that work better on lights are towards the top, combos that work better on heavies are towards the bottom, however, all these pieces can be used depending on the situation, character hutbox, spacing, weight, etc.)(j.K can be replaced with j.S in most cases, but j.K is usually more consistent, although again it heavily depends on all the variables):

  • j.K j.2K j.K j.c etc
  • j.K delay j.2K delay j.K rejump
  • j.K j.PK j.c etc
  • j.S(2) j.K land etc
  • j.S(2) j.D j.2K etc
  • j.PK j.2K j.K rejump/j.c
  • j.K j.K j.2K jump link j.K/S etc.
  • j.K j.c j.K etc

Higher height- usually after one part of the previous section, usually after a double jump already, high in the air

  • j.K j.2K j.D
  • j.K j.D j.2K j.D
  • j.K dj j.H j.D etc

rejumps- early in combos you can just do low height combos late in combos you have to keep it tight j.S(2) j.D j.K j.2K j.D falling j.K BBU falling j.K 5H 2H (Undertow in corner) falling j.S c.S/5P j.D

Documents

Something you should have a look at is the great combo theory guide by Daydream.

Link

Character Specific Combos

Character Specific Combos will be added here as the pages are fleshed out. These will also be linked from the Matchups page.

Grounded Combo Theory

Slayer has very few regular gatling chains. The most important one is cS fS, but 5K 6P is also a gatling and combos on a crouching opponent. There are multiple gatlings into 5D but they mostly exist as execution pitfalls that make dropping combos easier. Slayer's crouching gatling series 2K 2S 2H/2D are all delayed gatlings/'gatling links' and need to be input later than regular gatlings.

  • fS, 5K and 2K link into anything 7f and slower, i.e. they link into 5K, 2K, 2D, cS.
  • cSfS > cSfS > 2K2D works on standing. However being farther away in grounded combos can cause 2K to whiff and drop your combo. The fS cS link is very tight, fS 2K routes are generally recommended for consistency.
  • 5K 6P is a gatling and COMBOS ON CROUCH
  • 2S 2H and 2K 2H are delayed gatlings and are pretty important. 2S 2H does not always work on standing, but 2K 2H will always work. Ground hit 2H links into 2D or Big Bang Upper.

Big Bang upper is your launcher and to go into it on grounded you need to route into 2H. So e.g.

  • cS > fS > 2K > 2H > BBU
  • 5K > 2K >2H > BBU

However it is important to remember that even though BBU is amazingly fast and far, 2H BBU will not always work.


Air Combo theory

Some Notation

  • rejump = When Slayer lands and then leaves the ground for the second time in the middle of a combo.
  • move1/move2 = you can use either move, or should use one depending on preference or relative altitude/spacing.
  • etc. = means there are lots of variations to finish the combo that can be selected based on character matchup or just personal preference.

All of Slayer's air combos are links except for gatlings into j2K, jP > jP and jP > jK, all of which are regular gatlings. The notation doesn't specify which combos are links and which ones are gatlings since it is always clear from the context.

Basic Concepts

  • jK links into everything except jH and gatlings into j2K
  • jS has almost the same routing choices as jK but consumes more of Slayer's jump arc. It's generally needed late in combos when the vacuum effect is needed, but has plenty of creative uses. jS(1) j2K is useful for pulling opponents closer.
  • jP gatlings into jK and itself. Generally you will use it as jPK.
  • jH links into everything except jH and has more hitstun than jK/jS so is easier for rejumps. Since jH is slower it consumes more jump arc.
  • j2K links into EVERYTHING including jH
  • In the beginning of combos everything can be HEAVILY delayed

The most basic "Head Empty, No Thoughts" air combo is jK2K jK dj.jK2K jD. It works on almost everyone and if someone is too heavy for it to work on you can make it work by replacing some jK with jPK, or doing jK2K delay jK delay djc j.K2K jD. Likewise if someone is too light for it to work you can add delays after j2K to help them fall down or just terminate the combo sooner.

Doing Damage

The main methods of doing damage in air combos are:

Routing into jK chokkagata/DHD/j.214214S

  • jK > DHD is optimal and routes into stuff like jK DHD 5H Undertow/2H > etc
  • jS > DHD is significantly easier to do but is generally less damage.

Routing into Undertow

  • After a very close air hit 5H, usually in the corner, Slayer can cancel into undertow for big damage.
  • 5H > UT > sjH > jD > j2K > jK is the optimized meterless undertow extension, you can end on a rejump, or route into another air hit 5H into pilebunker.

-Undertow has a lot of different variations for followups, and undertow itself will be the meat of the damage in your combo. If you cannot do the optimized extension, just pick a jump normal (jK or jS) and do a route into jD for knockdown.

Routing into a rejump

  • Generally this will be a falling jK 5H for high damage or jK 5K/2S for ease and stability.
  • In any combo past 6 hits where jD is used and not double jumped, jK 5H will become a 1-3f link depending on how long the combo has gone on.

jK > 5H is kind of hard and every instance where you do jK 5H you can also do something like falling jK 5K/2S jK2KjD or even falling jK > land > jPK.

- Re jumps aren't necessary and if you have doubts it's better to just replace the final jK with a jD and take your amazingly good knockdown. Key rejump archetypes:

Double Jump Altitude Rejumps
  • Crosswise Heel > jK2K jK dj.jK > jD > j2K > jK > 5H > P Pile
  • CWH > jKK dj.jK2K jD2K jK (land) 5K > jSD
  • CWH > jKPK > dj.jK2K jD2K jK > (land) 5K jK2KD

You can start this archetype of combo from any of your launchers e.g. BBU > 2D 5K jK > etc, or counterhit jH 5K jK > etc , corner 6P 2P2S > etc, and so on.

Single Jump Rejumps

These are 3-hit rejumps that you do super early in combos and are a lot like Xrd's 5H IAD jD2K jPD cSfS rejump route. Super basic stuff but they often make use of HEAVY delays and are super char specific. There are quite a few variants of this rejump and around 3 variants are listed below.

Examples are:

  • Corner 6P > 2P5P jK > delay j2K > delay jK (land) 2S jK dj.jKD j2KD
  • Corner 6P > 2P5P > jK2KjH > 2S > jK > dj.jK2K jD2K > jD (The jK2KH rejump is heavies only)
  • Corner 6P > 2P 2S jKD2K jK/jS 5K jK2K jK dj.jS(1)2K jD2K jD
  • CWH > jS(3)K > 2S jK > rejump > etc
  • (50% to corner) CWH 5H K mappa 2P BBU walk 5H 2H jKD2K jS 5K jSD -- Hase combo lol
Superjump Rejumps

Another 3-4 hit rejump that is generally only done from undertow or air hit 5H2H early in combos. This type has the highest damage potential of Slayer's meteless air combos. They are also almost always corner routes. The high damage variant is the sj.jH jD j2K jK variant (abbreviated sj.jHD2K jK) and the stable variant is sj.jK delay j2KD jK.

Examples:

  • Corner CH 6P > 5H Undertow > sj.jHD2K jK 5H2H jK2KD
  • Corner 2K > 5K > FB-Dandy CWH > 5H Undertow sj.jHD2K 5K jK2KD
  • Near Corner 2H BBU 5H Undertow > sj.jHD2K > jK > 5H > P UP > IL (or P-Pile from the 5H)
  • air hit 5H > 2H > sj > jS > j2K > jK > cS > rejump combo

Note that 5H P-Pile knockdowns are bad and you don't get meaty dandy mixups from it Earlier in combos it is possible to end with 5H PDandy > S > H. Later it is recommended to either skip the 5H altogether or do 5H2H jKD if better oki is needed.

6H > IAD > jK Rejumps

These are the +R version of the legendary AC Slayer basketball combos you may have heard about. Your main methods of going into this combo-type are BBU, Counterhit It's Late, DoT FRC, jump callouts with 6H, or CH jH.

There are two styles of this and the two main variables of import here are

  1. How heavy is the opponent
  2. How high the opponent was 6H connected

The lower they are the more it is preferred to route into 6H IAD jK 2S > rejump. When they are super low 6H > IAD > jK > 5H is possible but is character specific.

If they are higher up OR you are fiending for high-difficulty high-damage you have to route into one of the more difficult BnBs in:

  • 6H delayed airdash jK jK 5H > etc

This Hase combo is only desirable because it lets you go into 220-ish damage from stuff like CH jH, but it also requires Hase levels of practice to get consistent at. One trick that can help is to hold 8 or 7 during 6H hitstop and then input 66 near the end of hitstop. In general this is just difficult and the only way around it is to practice or route into an easier combo archetype.


1 rejump per combo is pretty good, and 2 rejumps are decently stylish. 3 is possible in AC but I really don't know if you can still do those in +R.

Metered Combos

Big Bang Upper

Not all BBUs are created equal. Your combo after BBU cannot be the same every time and you need to ad-lib a bit based on how it hits. You generally want to BBU 6H but sometimes the combo is not possible. It is generally advised to be holding forward after a BBU connects so that Slayer walks forwards while offscreen. Whether BBU 6H works, or the timing at which you have to press 6H subtly changes based on how BBU hits. Low altitude far range connections are generally the worst, so in those cases you have to be careful.

Alternatively, another common follow up to BBU is 2D. BBU > 2D > cS/2P/etc has much more lenient timing than 6H in almost every situation, but for a less rewarding combo. It does not work on Dizzy.

Chokkagata/Straight Down Dandy

2 hit chokkagata is viable in this game. Regular Hit Chokkagata is a great meter dump but you have to route into it early or use it in an low-proration combo to dump extreme damage properly. Use it at single jump or superjump height. It routes into 2S > air combo or 5H > pain

Other Combo tools

(air hit) 2P BBU

- Mainly used after corner 6P or to make crosswise heel combos damaging.

CH It's Late(slide) > 6H > IAD or 2H or D CWH (forcebreak)

- Character dependent. E.g. on Ky you have to do CH IL > 6H and on Sol you have to do CH IL > 2H. In this game Dandy > H will ground slide and not ground bounce. - If you are too far away for CH IL > 2H to work you have to spend meter. - On regular hit Dandy > H will always link into 2K to enable 2K > 2D or 2K > 2H > BBU > pain

5K > FB Dandy > Pilebunker/Crosswise heel

For when you are out of range of 5K > 2K > 2H > BBU. Is also super useful for converting into corner carry from 2P mash. Example combos:

  • 5K5K FB-Dandy CWH
  • 2P2P5K FB-Dandy Pilebunker
  • 2P2P5K FB-Dandy CWH jK2K jK dj.jS(1)2K jD
Any dandy > CWH > 5H > K-mappa > 2P > BBU

This combo archetype is pretty subtle. Sometimes you have to do 5H jump startup delay cancel into K mappa to make it work, sometimes it just works. Anyway this is pretty good and it makes you look like Hase.

DoT FRC

This is for dunking on fools. It's also the main way you turn midscreen pilebunker counterhits into actual damage. The bad news is that it takes 75 meter and you have to learn a 2f FRC timing that moves around depending on which frame DoT hits on. The good news is that if you have 100 meter you will get DoT RRC and can still continue to combo.

Examples:

  • CH Pile wallsplat DoT FRC 5H Undertow sj.jHD2K jK 5H P-UP IL or P-pile
  • 5H DoT FRC 6H P-Dandy FB-Pile 5H Undertow sj.jHD2K jS cS jK2KD (Video)
CH 6P 6H IAD / K mappa 2P BBU

Self explanatory. Near the corner you can do 6H Dandy

6H ground bounce P/K/S Dandy FB Pilebunker 6H/5H

Haha but don't actually do FB Pile 6H it's extremely spacing specific do FB Pile 5H instead.

Raw BBU in neutral > BBU > BBU > BBU > 5H P-pile

The one combo to rule them all.


Shoutout to Pebbles for the seminar

Combos by Starter

Naturally this is incomplete and Slayer's combo structure in general allows infinite, subtle variations. The difficulty section of the combos are lies right now, so just be aware of that. As for general notation;

  • jc = jump cancel
  • djc = double jump cancel
  • cS = close slash
  • fS = far slash
  • e.t.c = means there's lots of variations to finish the combo and i couldn't be bothered to list them all. Experiment a little and find them yourself.

5K

Combo Position Tension Gain Works on: Notes Video
5K > 5K > 2K > 2d midscreen gain everyone video
5K > 2K > 2S > 2d midscreen gain everyone video
5K > c.S > f.S > 2K > 2D midscreen gain everyone video
5K > c.S > f.S > 2K > 2H > 2d midscreen gain everyone video
5K > 6P > 2P > 5P > j.K > jc > j.K > j.2K > j.D > j.2K > j.D corner gain AB, AN, AX, BA, BR, CH, DI, ED, IN, JA, JO, KL, KY, MA, MI, OR, PO, RO, SL, SO, TE, VE, ZA Crouch confirm video
5K > 6P > 2P > 2S > j.K > j.2K > j.K > jc > j.K > j.2K > j.D > j.2K > j.D corner gain AB, AN, AX, BA, BR, CH, DI, ED, IN, JA, JO, KL, KY, MA, MI, OR, PO, RO, SL, SO, TE, VE, ZA Crouch confirm video
5K > 6P > 2P > 2S > j.K > j.K > jc > j.K > j.2K > j.D > j.2K > j.D corner gain AN, AX, BA, BR, CH, DI, ED, IN, JA, JU, KL, MA, MI, OR, PO, SL, SO, TE, VE, ZA Crouch confirm video
5K > 6P > 5K > j.K > j.K > j.K > 5H > 2H > j.K > j.D corner gain AN, AX, CH, DI, IN, JA, JU, KL, MI, OR, PO, SL, SO Crouch confirm video
5K > 6P > 2P > 2S > j.K > j.K > j.K > 5H > 2H > j.K > j.2K > j.D corner gain AB, AN, AX, ED, JO, KY, PO, RO, SL, TE, VE, ZA Crouch confirm video
5K > 6P > 2P > c.S > j.K > j.K > j.K > 5H > 632146P > j.K > j.2K > j.D corner gain AB, AN, CH, JO, KY, OR, RO, SL, TE, VE, ZA Crouch confirm
5K > 6P > 5K > j.K > j.2K > j.K > 5H > 632146P > j.K > j.2K > j.D corner gain AX, DI, IN, JA, JU, KL, MI, OR, SL, SO Crouch confirm, Optimal for DI, IN, JU, MI, OR, SO video
5K > 6P > 2P > 2S > j.K > j.2K > j.K > 5H > 632146P > j.K > j.2K > j.D corner gain AB, AN, AX, JO, KY, RO, SL, TE, VE, ZA Crouch confirm video
5K > 6P > 2P > j.K > j.D > j.2K > j.K > 2S > j.K > j.2K > j.K > jc > jS(1) > j.2K > j.D corner gain BA, BR, JA, KL, MA, Crouch confirm, Optimal for BR, JA, KL, MA video
5K > 6P > c.S > j.S(2) > j.K > 2S > j.K > jc > j.K > j.D > j.2K > j.K > 2S > j.K > j.2K > j.D corner gain BA Crouch confirm, Optimal for BA video
5K > 6P > c.S > f.S > j.K > j.2K > j.K > 5H > 2H > 5H > 2H > j.K > j.2K > j.D > corner gain PO Crouch confirm, Optimal for PO video
5K > 6P > c.S > f.S > j.S > j.K > 5H > 632146P > j.K > j.2K > j.K > jc > j.S(1) > j.2K > j.D corner gain AN, JO, KY, RO, SL, TE, ZA Crouch confirm, Optimal for JO, KY, RO video
5K > 6P > c.S > j.S(2) > j.K > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner gain AB, AN, AX, CH, ED, VE Crouch confirm, Optimal for AX, ED video
5K > 6P > c.S > f.S > j.K > j.2K > j.K > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner gain AB, AN, CH, SL, TE, VE, ZA Crouch confirm, Optimal for AB, AN, CH, SL, TE, VE, ZA video
5K > 2K > 2H > 236D > 6H > iad > j.K > j.2K > j.D midscreen -25 everyone video
5K > 2K > 2H > 236D > 6H > iad > j.K > 5H > 2H > sj > j.K > j.2K > j.D midscreen -25 everyone
5K > 2K > 2H > 236D > 6H > iad > j.K > 5H > 2H > j.K > j.2K > j.D midscreen -25 AN, AX, CH, ED, FA, JO, JU, KY, PO, RO, SL, TE, ZA
5K > 2K > 2H > 236D > 6H > iad > j.K > 5H > 632146P > j.K > j.2K > j.D midscreen -25 everyone Optimal for everyone video
5K > 214D~K > 5H > 632146P > sj > j.2K > j.D > j.2K > j.D corner -25 AB, AN, AX, BR, CH, DI, ED, FA, IN, JA, JO, JU, KL, KY, MA, MI, OR, PO, RO, SL, SO, TE, VE, ZA video
5K > c.S > f.S > 214D~K > 5H > 632146P > j.K > j.2K > j.D corner -25 everyone video
5K > c.S > f.S > 214D~K > 5H > 632146P > sj > j.H > j.2K > j.D corner -25 AN, AX, CH, ED, FA, JU, KY, OR, PO, RO, SL, SO, TE, VE, ZA video
5K > c.S > f.S > 214D~K > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner -25 AB, AN, AX, BR, CH, DI, ED, FA, IN, JA, JU, KL, MY, MI, OR, PO, RO, SL, SO, TE, VE, ZA video
5K > 214D~K > 5H > 632146P > sj > j.H > j.D > j.2K > j.K > 5H > 214P~P corner -25 everyone Optimal for AB, AX, CH, DI, ED, FA, JU, OR, SO, VE video
5K > 214D~K > 5H > 632146P > 6H > iad > j.K > 5H > 632146P >j.K > j.2K > j.D corner -25 AN, BR, JO, KY, PO, RO, SL, TE, ZA Optimal for AN, JO, KY, PO, RO, SL, TE, ZA video
5K > c.S > 214P~D > 2P > 2S > j.K > j.2K > j.K > jc > j.K > j.2K > j.D corner -25 BA, BR, IN, JA, KL, MA, MI Optimal for JA, KL, MI
5K > c.S > 214P~D > 2P > 2S > j.K > j.2K > j.K > 2S > sj > j.K > j.2K > j.D corner -25 BA, BR, IN, MA Optimal for BA, BR, IN video
5K > 6P FRC > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner -25 AB, AN, AX, CH, DI, ED, IN, JA, JU, KL, KY, MI, OR, PO, RO, SL, SO, TE, VE, ZA Crouch confirm, Optimal for SO video
5K > 6P FRC > 6H > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner -25 AB, AN, AX, BA, BR, CH, DI, ED, IN, JA, JO, JU, KL, KY, MA, MI, OR, PO, RO, SL, TE, VE, ZA Crouch confirm video
5K > 6P FRC > 5H > 632146P > sj > j.H > j.D > j.2K > j.K > 5H > 214P~P corner -25 AB, AN, AX, BA, BR, CH, DI, ED, IN, JA, JU, KL, KY, MA, MI, OR, RO, SL, VE, ZA Crouch confirm video
5K > 6P FRC > 6H > 5H > 632146P > sj > j.H > j.D > j.2K > j.K > c.S > j.S > j.D corner -25 AB, AN, AX, BR, DI, IN, JA.,JU, KL< MA, MI, OR, SL, TE, VE, ZA Crouch confirm video
5K > 6P FRC > 5H > 632146P > 6H > iad > j.K > 5H > 632146P > j.K > j.2K > j.D corner -25 BA, ED, JA, JO, JU, KL, KY, MA, PO, RO, SL, TE, VE, ZA Crouch confirm, Optimal for JO, PO, RO, SL video
5K > 6P FRC > 6H > 5H > 632146P > sj > j.H > j.D > j.2K > j.K > 5H > 214P~P corner -25 AB, AN, AX, BA, BR, CH, DI, ED, IN, JA, JU, KL, KY, MA, MI, OR, TE, VE, ZA Crouch confirm, Optimal for AB, AN, AX, BA, BR, CH, DI, ED, IN, JA. JU, KL, KY, MA, MI, OR, TE, VE, ZA video
5K > c.S > 236236H > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner -50 AB, AN, AX, CH, DI, ED, IN, KY, MI, TE, Optimal on AN, AX, BA, BR, CH, DI, ED, IN, MI, TE. Need testing on unlisted characters.
5K > 6P FRC > 6H > 214K~D > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner -50 AB, AN, AX, BA, BR, CH, DI, ED, IN, JA. JU, KL, MY, MA, MI, PO, RO, SL, TE, VE, ZA Crouch confirm video
5K > 6P FRC > 6H > 214P~D > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner -50 AB, AN, AX, BA, BR, CH, DI, ED, IN, JA. JU, KL, MY, MA, MI, PO, RO, SL, TE, VE, ZA Crouch confirm, Optimal for AB, AN, AX, BA, BR, CH, DI, IN, JA, JU, KL, MA, OR, RO, SL, SO, VE, ZA video
5K > 6P FRC > 5H > 632146P > 6H > 214K~D > 5H > 632146P > j.2 > > j.2K > j.D corner -50 ED, KY, MI, PO, TE Crouch confirm, Optimal for ED, KY, MI, PO, TE, Needs testing on more characters. video

6K

Combo Position Tension Gain Works on: Notes Video
6K > 2P > 2K > 2D midscreen gain everyone video
6K > 5K > 2K > 2D midscreen gain everyone video
6K > 2K > 2S > 2D midscreen gain everyone Optimal for everyone video
6K > 5K > 6P > 2P > 2S > j.P > j.K > j.2K > j.K > jc > j.K > j.2K > j.D corner gain AB, AN, CH, ED, FA, JO, KY, PO Crouch confirm, Optimal for JO, Need more testing on other characters.
6K > 5K > 6P > 2P > 2S > j.K > j.2K > j.K > jc > j.K > j.D > j.2K > j.D corner gain AB, AN, AX, CH, DI, ED, FA, IN, JA, JU, KY, MI, OR, PO, SL, SO, TE, VE, ZA Crouch confirm, Optimal for AN, CH, ED, MI, OR, PO
6K > 5K > 6P > 2P > 2S > j.K > j.K > jc > j.K > j.2K > j.D > j.2K > j.D corner gain BA, BR, DI, FA, JA, KL, MA, SO Crouch confirm, Optimal for BA, JA, KL, MA, SO
6K > 5K > 6P > 5K > j.S > j.2K > j.K > 5H 632146P > j.K > j.2K > j.D corner gain BR, DI, FA, IN, JU, TE Crouch confirm, Optimal for BA, JA, KL, MA, SO video
6K > 5K > 6P > 2P > 2S > j.S > j.2K > j.K > 5H 632146P > j.K > j.2K > j.D corner gain AB, AX, KY, RO, SL, VE, ZA Crouch confirm, Optimal for AB, AX, KY, RO, SL, VE, ZA
6K > 2K > 2H > 236D > 6H > iad > j.K > 5P > j.K > j.2K > j.K > jc > j.K > j.2K > j.D > j.2K > j.D midscreen -25 Everyone Optimal for AB, JA, Need more testing on other characters. video
6K > 2K > 2H > 236D > 6H > iad > j.K > 5H > 2H > j.K > j.2k > j.D midscreen -25 AN, AX, ED, JO, JU, KY, PO, RO, SL, SO, TE Optimal for JO, JU, KY, RO, SL, TE
6K > 5K > 6P FRC > 6H > 5H > 632146P > sj > j.H > j.D > j.2K > j.D corner -25 AB, AN, AX, BA, CH, CHI. DI, FA, IN, KY, MI, PO, ZA Crouch confirm, Need more testing on other characters.
6K > 5K > 6P FRC > 6H > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner -25 BA, BR, CH, ED, IN, KY, MI, PO Crouch confirm, Optimal for FA, Need more testing on other characters.
6K > 5K > 6P FRC > 5H > 632146P > 6H > iad > j.K > 5H > 632146P > j.D corner -25 BA, BR, ED, IN, KY, PO Crouch confirm, Optimal for ED, Need more testing on other characters.
6K > 5K > 6P FRC > 5H > 632146P > 6H > iad > j.K > 5H > 632146P > j.K > j.2k > j.D corner -25 BA, BR, KY, PO, RO, TE, VE, ZA Crouch confirm, Optimal for BA, BR, PO, RO, TE, VE, Need more testing on other characters.
6K > 5K > 6P FRC > 6H > 5H > 632146P > sj > j.H > j.D > j.2K > j.K > 5H > 214K~P corner -25 AB, AN, AX, CH, DI, IN, KY, MI, ZA Crouch confirm, Optimal for AB, AN, AX, CH, DI, IN, KY, MI, ZA, Need more testing on other characters.
6K > 5K > 6P FRC > 6H > 214K~D > 5H > 632146P > sj > j.H > j.2K > j.D corner -50 AB, AN, AX, BA, BR, CH, IN, KY, MI, PO, ZA Crouch confirm, Need more testing on other characters.

2K

Combo Position Tension Gain Works on: Notes Video
2K > 5K > 2K > 2D midscreen gain everyone video
2K > 2P > 2K > 2D midscreen gain everyone video
2K > 2S > 2D midscreen gain everyone video
2K > 2H > 2K > 2H > 2D midscreen gain everyone Optimal for everyone video
2K > 5K > 6P FRC > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner -25 AB, AN, AX, BA, BR, CH, DI, ED, IN, JO, KY, MI, PO, SO, ZA Crouch confirm, Optimal for AB, AN, AX, BA, CH, DI, JO, PO, SO, ZA, Need more testing on other characters video
2K > 5K > 6P FRC > 6H > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner -25 ED, IN, KY, MI Crouch confirm, Optimal for IN, MI, Need more testing on other characters video
2K > 5K > 6P FRC > 5H > 632146P > 6H > iad > 5H > 632146P > j.K > j.2K > j.D corner -25 BR, ED, KY Crouch confirm, Optimal for BR, ED, Need more testing on other characters video
2K > 5K > 6P FRC > 6H > 214K~D > 5H > 632146P > sj > j.H > j.2K > j.D corner -50 AB, AN, AX, BA, BR, CH, IN, KY, MI, PO, ZA Crouch confirm, Optimal for AB, AN, AX, BA, BR, CH, IN, KY, MI, PO, ZA, Need more testing on other characters video

2P

Combo Position Tension Gain Works on: Notes Video
2P > 5K > 2K > 2D midscreen gain everyone video
2P > 2K > 2S > 2D midscreen gain everyone Optimal on everyone video
2P > 5K > 2H > 236D > 6H > iad > j.K > 5H > 2H > j.K > j.2K > j.D corner -25 AB, AN, AX, CH, ED, JO, KY, PO, SO, ZA Optimal for CH, KY, Need more testing on other characters. video
2P > 2K > 2H > 236D > 6H > iad > j.K > 5H > 2H > sj > j.K > j.2K > j.D corner -25 AB, BR, CH, ED, KY, PO Need more testing on other characters. video
2P > 2K > 2H > 236D > 6H > iad > j.K > 5H > 632146P >j.K > j.2K > j.D corner -25 AB, BR, CH, ED, KY, PO Need more testing on other characters. video
2P > 5K > 6P FRC > 6H > 214K~D > 5H > 632146P > sj > j.H > j.2K > j.D corner -50 AB, AN, AX, BA, BR, ED, KY, PO, ZA Crouch confirm, Optimal for AB, AN, AX, BA, BR, ED, KY, PO, ZA, Need more testing on other characters. video

c.S

Combo Position Tension Gain Works on: Notes Video
c.S > f.S > 5K > 2K > 2H > 2D midscreen gain ED, KY Need more testing on other characters.
c.S > f.S > j.K > j.2K > jc > j.K > j.2K > j.D midscreen gain AB, AN, BR, DI, ED, IN, JU, KL, KY, MA, MI Anti-air backdash, Optimal for MI, Need more testing on other characters. video
c.S > f.S > j.P > j.K > j.2K > j.K > jc > j.S > j.2K > j.D > j.2K > j.D midscreen gain AB, AN, ED, JO, KY Anti-air backdash, Need more testing on other characters. video
c.S > f.S > j.K > j.2K > j.K > jc > j.S > j.2K > j.D > j.2K > j.D midscreen gain AB, AN, AX, CH, ED, FA, SO, TE, VE Anti-air backdash, Optimal for AX, CH, FA, SO, TE, VE, Need more testing on other characters. video
c.S > f.S > j.K > j.2K > j.K > jc > j.D > j.2K > j.K > 2S > j.K > j.2K > j.D midscreen gain BA, BR, DI, IN, JA, JU, KL, MA Anti-air backdash, Optimal for BA, BR, DI, IN, JA, JU, KL, MA, Need more testing on other characters. video
c.S > f.S > j.S > j.K > 2S > j.K > j.2K > j.K > jc > j.K > j.2K > j.D > j.2K > j.D midscreen gain AB, AN, ED, JO, KY Anti-air backdash, Optimal for AB, AN, ED, JO, KY, Need more testing on other characters. video
c.S > f.S > j.K > j.2K > j.K > jc > j.S > j.2K > j.D > j.2K > j.K > 2S > j.K > j.2K > j.D corner gain AN, CH, ED, FA, TE, VE Anti-air backdash, Need more testing on other characters. video
c.S > f.S > j.K > j.2K > j.K > jc > j.K > j.D > j.2K > j.k > 2S > j.K > j.2k > j.D corner gain BA, BR, CH, DI, FA, IN, JA, JU, KL, MA, TE, VE Anti-air backdash, Optimal for BA, BR, CH, DI, FA, IN, JA, KL, MA, TE, VE, Need more testing on other characters. video
c.S > f.S > j.K > j.2K > j.K > 5H > 632146P > j.K > j.2K > j.D corner gain AN, JU Anti-air backdash, Optimal for AN, JU, Need more testing on other characters. video
c.S > f.S > j.K > j.2K > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner gain ED Anti-air backdash, Optimal for ED, Need more testing on other characters. video
c.S > f.S > j.D > j.214214S > c.S > f.S > 2K > 2D midscreen -50 AN, AX, CH, DI, ED, IN, JA, JO, JU, KY, MI, OR, PO, RO, SL, SO, TE, VE Optimal for AN, AX, CH, DI, ED, IN, JA, JO, JU, KY, MI, OR, PO, RO, SL, SO, TE, VE

Raw It's Late

Combo Position Tension Gain Works on: Notes Video
It's Late > 5K > 2K > 2D midscreen gain everyone video
It's Late > 2K > 2S > 2D midscreen gain everyone Optimal for everyone video
CH It's Late > 2H > j.K > j.K > jc > j.K > j.D > j.2K > j.K > 5K > j.D midscreen gain AB, MA Optimal for MA. Need more testing on other characters.
CH It's Late > 5K > 236K > 5P > j.K > j.2K > j.K > jc> j.K > j.2K > j.D midscreen gain AN, ED, KL, MA, TE, VE, ZA Optimal for KL, ZA. Need more testing on other characters.
CH It's Late > c.S > 236K > 2P > 5P > j.K > j.2K > j.K > jc> j.K > j.2K > j.D > j.2K > j.D midscreen gain AN, ED, JO, SL, TE Need more testing on other characters.
CH It's Late > c.S > 236K > c.S > j.K > j.2K > j.K > jc > j.K > j.2K > j.D midscreen gain AB, BR, FA Need more testing on other characters.
CH It's Late > c.S > 236K > c.S > j.S(2) > j.K > 5H > 2H > j.K > j.2K > j.K > jc > j.S > j.2K > j.D > j.2K > j.D midscreen gain AB Optimal for AB. Need more testing on other characters.
CH It's Late > 236K > 5K > 236K > c.S > j.K > j.2K > j.K > jc > j.2H > j.2K > j.D > j.2K > j.D midscreen gain CH, IN, JA Optimal for CH, IN, JA. Need more testing on other characters.
CH It's Late > 6H > iad > j.H > 6H > iad > j.K > j.H > 632146P > j.K > j.2K > j.D midscreen gain AX, BA, BR, DI, ED, FA, JO, JU, KY, MA, OR, RO, SO, TE, VE Optimal for AX, JO, JU, RO. Need more testing on other characters.
CH It's Late > 6H > iad > j.H > 6H > iad > j.K > 5H > 632146P > sj > j.H > j.D > j.2K > j.D midscreen gain ED, MA, OR, SO Need more testing on other characters.
CH It's Late > 6H > iad > j.H > 6H > iad > j.K > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D midscreen gain BA, BR, DI, ED, FA, KY, MA, OR, SO, TE, VE Optimal for BA, BR, DI, ED, FA, KY, MA, OR, SO, TE, VE. Need more testing on other characters.
CH It's Late > 6H > iad > j.k > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner gain BA, ED, JO, PO Optimal for JO, PO. Need more testing on other characters.
CH It's Late > 5H > 632146P > sj > j.H > j.D > j.2K > j.K > 5H > 632146P > j.D corner gain AB, AX, BA, BR, SL, TE, ZA Optimal forAB, AX, BA, BR, SL, ZA. Need more testing on other characters.
It's Late > 5K > 6P > 5K > j.K > j.2K > j.K > jc > j.K > j.2K > j.D > j.2K > j.D corner gain AN, AX, BA, DI, SL, SO, ZA Crouch confirm, Optimal for AN, AX, BA, DI, SL, SO, ZA. Need more testing on other characters.
It's Late > 2K > 2H > 236D > 6H > iad > j.K > 5P > j.K > j.2K > j.K > jc > j.K > j.2K > j.D > j.2K > j.D corner gain AB, AN, AX, ED, JO, PO, SL, SO, ZA Need more testing on other characters.
It's Late > 2K > 2H > 236D > 6H > iad > j.K > 5H > 214K~P corner gain AB, AN, AX, ED, JO, KY, PO, SL, SO, ZA Optimal for AB, AN, AX, ED, JO, KY, PO, SL, SO, ZA. Need more testing on other characters.
CH It's Late > 236D > 6H > iad > j.K > 5H > 214K~P corner gain AB, AN, AX, ED, JO, KL, PO, SL, ZA Optimal for AB, AN, SL. Need more testing on other characters.
CH It's Late > 236K > 2P > 236D > 6H > iad > j.K > 5H > 2H > sj > j.K > j.2K > j.D corner gain AX, ED, JK, PO, ZA Optimal for AX, ED, KL, PO, ZA. Need more testing on other characters.
CH It's Late > 236K > 2P > 236D > 6H > iad > j.K > 5H > 2H > j.K > j.2K > j.D corner gain ED, JO, PO Optimal for JO. Need more testing on other characters.
It's Late > 5K > 6P FRC > 5H > 6H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner -25 AB, AN, KY Crouch confirm, Optimal for AB, AN. Need more testing on other characters.
It's Late > 5K > 6P FRC > 5H > 632146P > 6H > iad > j.2K > 5H > 632146P > j.D corner -25 ED, KY Crouch confirm, Optimal for KY. Need more testing on other characters.
It's Late > 5K > 6P FRC > 5H > 632146P > 6H > jad > j.K > j.K > 5H > 632146P > j.S > j.2K > j.D corner -25 ED, JO Crouch confirm, Optimal for ED, JO, Need more testing on other characters. video
It's Late > 5K > 6P FRC > 5H > 632146P > 6H > iad > j.K > 5H > 632146P > j.K > j.2K > j.D corner -25 ZA Crouch confirm, Optimal for ZA. Need more testing on other characters.
It's Late > 5K > 6P FRC > 236K > 2P > 236D > 6H > iad > j.K > j.2K > j.D midscreen -50 AN, JO, KY Crouch confirm, Optimal for AN, JO, KY. Need more testing on other characters.
It's Late > 5K > 6P FRC > 6H > 214K~D > 5H > 632146P > sj > j.H > j.2K > j.D corner -50 AB, AX, ED, KY, ZA Crouch confirm, Optimal for AB, AX, ED, KY, ZA. Need more testing on other characters.

Crosswise Heel

Combo Position Tension Gain Works on: Notes Video
Crosswise Heel > j.K > j.K > jc > j.2K > j.D > j.D > j.2K > 5P > j.K > j.2K > j.D midscreen gain BA, BR, JA, JU, KL, MA, MI Need more testing on other characters.
Crosswise Heel > j.K > jc > j.S > j.2K > j.D > j.2K > j.K > 5H > 2H > j.K > j.2K > j.D midscreen gain AN, AX, BA, BR, ED, JA, JU, KL, MA, MI Optimal for AN, BA, BR, ED, JA, JU, KL, MA, MI. Need more testing on other characters.
Crosswise Heel > walk 2S > j.S > j.2K > j.K > 5H > 2H > j.K > j.2K > j.K > jc > j.K > j.2K > j.D > j.2K > j.D midscreen gain AX, JO, KY, OR, PO, RO, ZA Optimal for AX, JO, KY. OR, PO, RO, ZA. Need more testing on other characters.
Crosswise Heel > 2D > c.S > j.S(2) > j.K > 5H > 2H > j.K > j.2K > j.K > jc > j.K > j.2K > j.D > j.2K > j.D midscreen gain ED Need more testing on other characters.
Crosswise Heel > 5H > 632146P > 6H > iad > j.K > 5H > 632146P > j.K > j.2K > j.D corner gain BR, ED, JU, KL, KY, MA, RO Optimal for BR, ED, JU, KL, KY, MA, RO. Need more testing on other characters.
Crosswise Heel > 5H > 236K > 2P > 236D > 6H > iad > j.K > 5H > 214P~P midscreen gain AB, AN, AX, BR, CH, DI, ED, FA, IN, JA, JO, JU, KL, KY, MA, OR, PO, RO, SO, ZA Optimal for JO. Need more testing on other characters.
Crosswise Heel > 5H > 236K > 2P > 236D > 6H > iad > j.K > 5H > 2H > j.K > j.2K > j.D midscreen gain AB, AN, AX, BR, CH, DI, ED, FA, IN, JA, JO, JU, KL, KY, MA, OR, PO, RO, SO, ZA Optimal for AB, AN, AX, BR, CH, DI, ED, FA, IN, JA, JU, KL, KY, MA, OR, PO, RO, SO, ZA. Need more testing on other characters.
Crosswise Heel > 5H > 632146S FRC > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D midscreen gain AB, AN, ED, KY Optimal for AB, AN, ED, KY. Need more testing on other characters.

2D

Combo Position Tension Gain Works on: Notes Video
CH 2D Late > 2P > 236D > 6H > iad > j.K > 5H > 632146P > sj > j.K > j.2K > j.D midscreen -25 AB, AN, AX, ED, JO, SO, ZA Optimal for AB, AN, AX, ED, JO, SO, ZA. Need more testing on other characters.
2D RC > c.S > f.S > j.S > j.2K > j.K > 5H > 632146P > sj > j.K > j.2K > j.D midscreen -50 AB, AN, AX, ED, JO, KY, ZA Optimal for AB, AN, AX, ED, JO, KY, ZA. Need more testing on other characters.

6P

Combo Position Tension Gain Works on: Notes Video
CH 6P > iad > j.H > 5P > j.k > j.2K > j.K > jc > j.K > j.2K > j.D > j.2K > j.D midscreen gain AB, AN, AX, ED, SO, ZA Optimal for ED. Need more testing on other characters.
CH 6P > iad > j.H > 6H > iad > j.k > 5H > 632146P > j.K > jc > j.H > j.2K > j.D midscreen gain AB, AN, AX, ZA Optimal for AB, AN, AX, ZA. Need more testing on other characters.
CH 6P > walk 6H > iad > j.k > 5H > 632146P > sj > j.H > j.D > j.2K > j.D midscreen gain SO, ZA Optimal for SO. Need more testing on other characters.
6P > c.S > f.S > j.k > j.2K > j.K > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner gain ED Optimal for ED. Need more testing on other characters.
CH 6P > 5H > 632146P > 6H > iad > j.K > 5H > 632146P > j.K > j.2K > j.D corner gain KY Optimal for KY. Need more testing on other characters.
6P FRC > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner -25 AB, AN, AX, SL, SO, ZA Optimal for AB, AN, AX, SL, SO, ZA. Need more testing on other characters.
6P FRC > 5H > 2H > 5H > 2H > 5H > 2H > 5H > 2H > j.K > j.2k > j.D corner -25 PO Optimal for PO, Need more testing on other characters. video
6P FRC > 6H > 5H > 632146P > 6H > iad > j.K > 5H > 632146P > j.K > j.2k > j.D corner -25 KY Optimal for KY. Need more testing on other characters.
6P > 5K > neutral j > j.K > j.214214S > 5H > 632146P > sj > j.K > j.2K > j.D corner -50 AB, AN, AX, SO, ZA Optimal for AB, AN, AX, SO, ZA. Need more testing on other characters.
6P FRC > 6H > iad > j.S > j.214214S > 214S~D > 5K > j.S(2) > j.K > 2S > j.K > j.2K > j.D corner -100 AB, AN, AX, SO, ZA Optimal for AB, AN, AX, SO, ZA. Need more testing on other characters.

j.H

Combo Position Tension Gain Works on: Notes Video
j.H > 5k > 214D~K > 5H > 632146P > sj > j.H > j.2K > j.D j.2K > j.D corner -25 AB, AN, AX, SO, ZA Optimal for SO, ZA. Need more testing on other characters.
j.H > 5k > 214D~K > 5H > 632146P > sj > j.H > j.D j.K > 214P~P corner -25 AB, AN, AX Optimal for AB, AN, AX. Need more testing on other characters.

6H

Combo Position Tension Gain Works on: Notes Video
6H > 2K > 2H > 2D midscreen gain everyone Optimal for AN, BA, BR, CH, DI, ED, FA, IN, JA, JO, KL, KY, MA, MI, OR, PO, RO, SO, TE, VE, ZA.
6H > iad > j.D > j.2K > j.K > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D midscreen gain AB, AX, JU, SL Optimal for AX, SL. Need more testing on other characters.
6H > iad > j.D > j.2K > j.K > 5H > 632146P > sj > j.H > j.D > j.2K > j.K > 5H > 214K~P midscreen gain AB, JU Optimal for AX, JU. Need more testing on other characters.
6H > iad > j.D > j.2K > c.S > j.S(2) > j.K > 5H > 632146P > j.K > j.2K > j.D midscreen gain ??? Need hella testing.
6H > iad > j.D > j.2K > j.K > 5H > 632146P > j.K > j.2K > jc > j.K > j.D > j.2K > j.D corner gain KY Optimal for KY. Need hella testing on everyone.
6H > 214D~K > 5H > 632146P > 6H > iad > j.K > 5H > 632146P > j.K > j.2K > j.D corner -25 KY Optimal for KY. Need hella testing on everyone.
6H > j.H > j.K > jc > j.S > j.214214S > 5H > 632146P > sj > j.H > j.2K > j.D > j.2K > j.D corner -50 ED Optimal for ED. Need hella testing on everyone.

5D

Combo Position Tension Gain Works on: Notes Video
5D > fd > j.D > 2S > j.K > j.2K > j.K > 5H > 632146P > j.K > j.2K > j.D midscreen gain AN, AX, KY, ZA Impossible Dust. Optimal for AN, AX, KY, ZA. Need hella testing on everyone.

236P

Combo Position Tension Gain Works on: Notes Video
CH 236P > 2K > 2H > 2D midscreen gain AB, AN, JO Optimal for AN, AN, JO, Need hella testing on everyone. video
CH 236P > 236D > 6H > iad > j.K > 5H > 2H > j.K > j.2K > j.D midscreen -25 AB, AN Optimal for AB, AN. Need hella testing on everyone.

236K

Combo Position Tension Gain Works on: Notes Video
CH 236K > 2K > 2H > 2D midscreen gain AB, AN, JO Optimal for AN, AN, JO, Need hella testing on everyone. video
CH 236K > 236D > 6H > iad > j.K > 5H > 2H > j.K > j.2K > j.D midscreen -25 AB, AN Optimal for AB, AN. Need hella testing on everyone. K Mappa has a slightly longer recovery than P Mappa, so this combo only works on crouchers

FB Pilebunker

Combo Position Tension Gain Works on: Notes Video
CH FB Pilebunker > FDC IAD > j.H > 5H > 632146P > sj > j.H > j.2K > 2D > j.2K > 2D midscreen -25 AB, AN, MI Optimal for AB, AN, MI. Need hella testing on everyone.
CH FB Pilebunker > 5H > 632146P > 6H > iad > j.K > 5H > 632146P > j.K > j.2K > j.D corner -25 MI Optimal for MI. Need hella testing on everyone.
CH FB Pilebunker > dash 6H > iad > j.S > j.214214S(2) > 5H > 632146P > sj > j.H > j.2K > 2D > j.2K > 2D midscreen -75 AN Optimal for AN. Need hella testing on everyone.
CH FB Pilebunker > walk 6H > iad > j.S > j.214214S(2) > 6H > 214S~D > 6H > iad > j.K > 5H > 214P~P midscreen -00 MI Optimal for MI. Need hella testing on everyone.

236D

Combo Position Tension Gain Works on: Notes Video
236D > 6H > iad > j.K > 5H > 2H > j.K > j.2K > j.K > 632146P > sj > j.H > j.2K > 2D > j.2K > 2D midscreen -25 AB, KY Need hella testing on everyone.
236D > 6H > iad > j.H > 6H > iad > j.K > 2S > j.K > j.2K > j.K > j.2K > j.D > j.2K > j.D midscreen -25 AB, KY Need hella testing on everyone.
236D > 6H > iad > j.H > 6H > iad > j.K > 5H > 632146P > j.K > j.2K > j.D midscreen -25 AB, KY
236D] > 6H > 5H > 632146P > 6H > iad > j.K > 5H > 632146P > j.K > j.2K > 2D midscreen -25 KY Optimal for KY. Need hella testing on everyone.

632146S

Combo Position Tension Gain Works on: Notes Video
632146S frc > 6H > iad > j.K > 5H > 632146P > sj > j.H > j.2K > 2D > j.2K > j.D midscreen -75 AB, AN, KY Optimal for AB, AN, KY. Need hella testing on everyone.
CH 632146S > 5H > 632146P > sj > j.H > j.D > j.2K > j.K > c.S > j.S > j.D corner -50 AB, AN, KY Optimal for AB, AN, KY. Need hella testing on everyone.

old stuff need organizing or something

Combos for when you catch your opponent mashing.

Midscreen

CH 6P > K Mappa > 5p > jc > jS (2 hits) > DHD > 5H > S pile

CH 6P > (micro walk) 6H > K mappa > 2P > 2S > jc > jK > e.t.c


CH 6P > (micro walk) 6H > K mappa > 5p > jc > jS (2 hits) > DHD > 5H > S pile

Counter Hit jH

jH ground bounces on counterhit, allowing for a diverse and damaging range of combos.

Corner

CH jH > 5k > jK > delay j2K > delay jK > 5H (Slide)

Midscreen

CH jH > 5K > jK > delay j2K > delay jK > BBU > e.t.c

CH jH > 5K > jK > delay j2K > delay jK > (land) 2S > jK > j2K > jK > djc >

Ch jH > delay 5K > jc > jS (2 hits) > j2K > delay jK > (land) 2S > jc > jK > j2K > jK > djc > jK > j2K > jD

All 5K routes also work as a burst punish.

2S

2S is Slayers most reliable anti air for opponents directly above you.

Midscreen

2S > jc > jK > j2K > jK > jc > jK > jD > j2K > jD (Ol' reliable)

2S (Max height) > jc > jK > jp > jK > djc > jK > jD > j2K > jK > (land) cS > jc > jK > j2K > jK > jc > jK > j2K > jD

2S > jc > jK > delay j2K > delay jK > BBU > e.t.c

2S > jc > jK > delay j2K > delay jK > (land) 2s > jc > jK > j2K > jK > jc > jK > j2K > jD


Undertow

Undertow can be used for some jank (and not advised) Oki, as such its gonna hit raw occasionally.

Midscreen

CH Undertow > 6H > jc > jS (3 hits)> j2K > jk > djc > jK > j2K > jD

Corner

2 hit air super setups are valuable in that they are the most damaging option in many of Slayer’s corner air routes. Although they are somewhat difficult at first, the damage payout makes learning them worth it. Routing is generally done after an Undertow in the corner, which can be routed into off of things like CH It’s Late or a ground slide off of air hit 5H. Some setups will lose knockdown and will end the combo, while others will keep the knockdown. For those that keep the knockdown, combo extensions are possible as the character is falling down from the hitstun of the air super, and so the air super is almost always the optimal choice. For those that do not keep the knockdown, doing the 2 hit air super isn’t always an optimal choice since it’s a decision made by the player between high damage and knockdown.

Combo Position Tension Gain Works on: Notes
632146P > j.P > j.K > jc > j.K > j.S(1) > j.214214S corner -50 AB No knockdown. Can also be done with j.S(2) depending on timing and spacing Video
632146P > j.S(2) > j.214214S corner -50 AN, JO Knockdown. Loses Corner. JO may need j.S(3) depending on spacing AN, JO
632146P > j.P > j.K > jc > j.S(3) > j.214214S corner -50 AX, BR, CH, IN, KL, MI, SL, TE, ZA Knockdown and loses corner: MI, SL, TE, ZA. AX, BR, CH, IN, KL, MI, SL, TE, ZA
632146P > j.P > j.K > jc > j.S(2) > j.214214S corner -50 BA, KY, MA No knockdown. BA, KY, MA
632146P > j.K > jc > j.S(2) > j.214214S corner -50 DI, FA, RO No knockdown on DI, RO. Knockdown and loses corner on FA. DI
632146P > sj > j.S(2) > j.214214S corner -50 ED, JA, JU No knockdown. ED, JA, JU
632146P > sj > j.k > j.S(2) > j.214214S corner -50 HOS, SO, MI Knockdown, keeps corner. HOS, SO
632146P > j.k > jc > j.S(2) > j.214214S corner -50 HOS, SO Knockdown. May need j.S(3) if farther from corner and will lose corner.
632146P > j.P > j.k > sj > j.k > j.S(2) > j.214214S corner -50 PO No knockdown. Video
632146P > j.P > j.P > j.k > sj > j.S(2) > j.214214S corner -50 RO No knockdown. Video
632146P > sj > j.P > j.k > j.S(1) > j.214214S corner -50 VE No knockdown. Video
632146P > delay j > j.S(2) > j.214214S corner -50 MI, TE Knockdown. Loses corner. On TE if done too close to corner, j.214214S can become techable

Counter Hit Pilebunker

A classic big damage starter for Slayer.

Corner

CH K pile > K mapppa > 5P > jc > jP > jK > j2K > delayed jK > 5H > P pile

CH K pile > BBU > party time

Big Bang Upper combos

Another good starter for Slayer, despite the majority of its use as combo filler.

Corner

BBU > 5H > Undertow > sjc > jK > j2K > jK > djc > jK > j2K > jD

BBU > 5H > Undertow > sjc > jK > j2K > DHD > 5H > S pile/CWH

BBU > 5H > 2H > jc > jK > j2K > jK > djc > jK > j2K > jD

BBU > 5H > 2H > jc > jK > j2K > DHD > 5H > S pile/CWH

BBU > 6H > jc > jS (3 Hits) > j2K >jK > (land) 5P > jK > j2K > jD

Midscreen

BBU > BBU > BBU > BBU > 5H > P pile

BBU > 2D > cS > fS > jc > jS > jD > j2K > jD

BBU > 2D > cS > fS > jc > jk > delay j2K > delay > jk > BBU > e.t.c

BBU > 2D > cS > fS > jc > jk > j2K > delay > jk > jc > jK > j2K > jD > j2K > jD

BBU > 2D > 2P > BBU > e.t.c

BBU > 5H > K Mappa > 2P > BBU (Hase shit)


It's Late

It's late can lead to some big boy damage in the corner

Corner

It's late > 5K > 6P > 2p > 5p > jc > jK > j2K > jK > jc > jS > jD

After you link it's late > 5K > 6P you can go into all the 6P routes listed before.


Counter hit It's Late

Your opponent is probably gonna burst before you can do these.

Corner

CH it's late > 5H > 2H > jc > jK > j2K > jK > jc > jK > j2K > jD

CH it's late > 5H > Undertow > sjc > jK > j2K > jD

CH it's Late > 6H > FB pile (may need to be delayed depending on character weight) > BBU > party time

Midscreen

CH it's late > 6H (char specific)> IAD > jH > (land) 6H > IAD > jK > (land) 5H > Undertow > sjc > 5H > DHD > 5H > P pile - My good friend SLayer, where has he gone

  • CH it's late (slide) 6H works on: AX, BA, BR, DI, ED, FA, HOS, JO, JU, KY, MA, RO, SO, TE, VE and fails on the rest

CH it's late > 2H > e.t.c

  • CH it's late (slide) 2H works on: Everyone, but is a difficult (1-3f) link on: AN, ED, PO, VE. On these characters it will fail unless IL is right up in their faces when it hits

CH it's late > K mappa > 2p > BBU

  • Works on everyone besides AB, AN, SL

CH it's late > FB CWH > e.t.c

  • Universal

CH it's late > BBU > e.tc

  • Universal but requires close proximity

CH it's late > K mappa > 5K > K mappa > air combo

  • Weird looking, works on BA, DI, IN, JA, JU, MA, PO, VE

Video Examples

5H > K Mappa juggle, can be used from launches like BBU, CWH, 2D RC, etc.

GGACR Slayer 5H Mappa Mappa.png

References

Hase

Navigation

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Systems Pages