GGReload/Slayer/Strategy

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General Tactics

Spacing

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

Slayer's 3 main ranges are:

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

Slayer is strongest at Close and Mid range.


Close range

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


Mid range

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


Moving between Close and Mid range

  • Many of Slayer's strong Mid range options naturally move him closer (6H, IAD, dash). 5K can cancel into 6H, IAD, or Dandy Step. 5K is also +3 on block and difficult to punish, so it's a strong tool for moving from Mid to Close range.
  • Some characters have stronger defensive options at Slayer's Close range (e.g., Potemkin Buster, Millia 2D, several characters' c.S).

Far range

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

Tips and Tricks

The Importance of FD Jump

BDC jump often allows Slayer to avoid attacks, but attacks can still catch the beginning of Slayer's jump. Slayer can BDC during any string with a gap, but these strings often use air unblockable moves that must be blocked in the air with FD. Basically, you will want to add FD to every BDC jump input.

Input your BDC jump as 447S+H!

  • Doing crouch block then BDC can give a 214 input
  • Using P or K would then cancel your jump into Dandy Step
  • Using S+H allows you to consistently FD after BDC jump

Infinites

The transition from XX to #Reload should have made two infamous loops impossible but they are just harder to do now. These infinites are the Biteloop and [c.S > f.S]xN.

Biteloop

To perform a Biteloop you simply apply the same technique used for FDCs and input 6632147H repeatedly. Your execution must be clean and precise, however, as after a few bites your opponent can technically mash out of stagger if they do it near perfectly; if you're sloppy with your inputs they'll be able to get out of it. Further, once you reach the corner, the pushback becomes too big for the dash to reach the opponent, so at that point you end the loop with a combo, usually 5H xx 214P -> P.

Biteloops are a great way to rack up some damage, gain some life back, gain Tension, and carry your opponent to the wall, so while they might not be necessary to become a good Slayer it pays good dividends to practice your execution in order to be able to get at least a number of reps in during a match, especially since you'll often be utilizing BDC Bite anyways.

Given frame perfect execution and a theoretical infinite stage, a Biteloop could go on indefinitely.

[c.S > f.S]xN

The advantage of f.S on hit is large enough to allow a 1F (standing) or 2F (crouching) link back into c.S, and the forward movement of f.S is long enough to largely mitigate both attacks' pushback, allowing for several reps of c.S > f.S until the pushback becomes too high (differing character hurtboxes and crouching state are a factor in the amount of reps possible).

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