GGXRD/Slayer/Combos

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< GGXRD‎ | Slayer
Combo Notation Guide
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 236D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
(N) = only use the Nth attack of the move (for example, if c.S(1) is written, you only use the first hit of c.S)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


  • Mappa - 236P or 236K
  • K CWH - K Crosswise heel, 214K~K
  • P Pile - P Pilebunker, 214P~P
  • K Pile - K Pilebunker, 214K~P
  • TK K Pile - dash cancel into K Pilebunker, 2147K~P

Midscreen

  • 2K > Mappa
  • (5P > ) 5K > Mappa

Max meterless damage.

  • (2K, ) c.S > 2D

Knockdown, always works.

  • (2K, ) c.S > f.S, c.S > 2D

Knockdown, needs opponent close.

  • (2K, ) c.S > f.S, c.S > f.S (, 5K/2K ) > Mappa

Damage, close opponent.

Spacing dictates your combo options heavily. Knockdowns are preferably but hard to get without a crouching opponent. K Mappa deals slightly more damage but leaves you at less advantage, particularly if the opponent is close by. It also leaves you closer for Bite/c.S.


On a crouching opponent, you get slightly more hits before a knockdown:

  • (2K,) 2K > 2D
  • (2K, ) c.S > f.S, c.S > f.S, 5K/2K > 2D
  • meaty 6K, 2K>c.S>2D
  • meaty It's Late, 2K>2D

Mind the spacing! You also want to avoid being careless with 2D; it's very unsafe on block at that range.


  • K CWH, 5H jc jS>jH>jD>j2K,jK jc jS>jH>jD

Slayer has quite a bit of variety to his air combos. This is the standard one, but if you have hits before CWH, the second air string will likely drop. Some characters are harder to hit with this as well, try delaying the first jD. Other useful strings include jS>jK>jS and jK>jP>jK

For damage, you simply Roman Cancel Mappa and go into the above combo.


It's Late will counter hit people trying to throw it on wakeup. The brutal ground bounce can be followed up with whatever you like

  • It's Late (CH), 6H>P Pile

Bad but easy combo

  • It's Late (CH), K CWH, 6H, P CWH, jP>jK>jD
  • It's Late (CH), K Pilebunker, K Pilebunker, 2D

Works even from midscreen, but is very hard.

  • It's Late (CH), 6H, c.S>f.S jc jS>jH>jD>j2K, jP jK jc jK jD


  • P Pile (CH), 6H>P Pile

Finicky at some screen positions / character weights

  • K Pile (CH), 669, jH, c.S jc...

Basic but not very damaging

  • K Pile (CH), 6[6] TK K Pilebunker, 5H>2H, c.S jc...

Works from ~1/2 screen


Slayer has some strong antiairs that lead into decent damage:

  • 5P/2S jc jP>jK>jP>jK>j2K, jP>jK jc jK>jD

Subject to much ad-lib due to opponent's character and height

  • 5P (airborne CH) > 6H > P Pile (> RC, K Pile... )

CH brings the pain

  • 2S (airborne CH) > K CWH, 5H jc ...

You usually need to improvise the aircombo here

  • 2S (airborne CH) > K CWH, 6H > P Pile (> RC, K Pile... )

Or just do this


Slayer's 6P demolishes both ground and aerial offense, and has strong if tricky damage potential on a counter hit:

  • 6P (CH), 6[6], cS jc ...

The timing here is tricky - moving too early moves the wall and the opponent wont bounce

  • 6P (CH), K CWH, 5H jc ...
  • 6P (CH), K CWH, 6H > P Pile
  • 6P (CH), K Pile, K Pile, 2D

Technically a corner combo, but you can connect it or a variant from quite far away.

  • 6P (Airborne CH), K CWH, 6H, K CWH, jK...

A tricky juggle, much easier on light characters.

Corner

In the corner, utilizing the wallstick on his K pilebunker, Slayer's combos become truly devastating:

  • K Pile, 5H>2H, c.S jc ...

The basic recipe in the corner. The aircombo will vary a lot depending on how long a combo you've got behind you

  • 5D6, c.S>6H>K Pile, 5H>2H, c.S jc ...

K Pilebunker maintains the slump from dust

Other finishers to a slumped opponent include 5H>2D, 5H>2H into a reset attempt such as 6P or airthrow, 6P (Corner bounce enables crossups), Undertow (632146P, unblockable), forward dash Bite (6632147H, slump inexplicably offers no throw invul)

Your metered damage is simply a Mappa RC confirm into one of the above. Keep in mind the effect the hits have on your air combo.


  • 6P, c.S>f.S jc ...

6P is useful for catching backdashes, and gives you a meterless combo in the corner

  • 5D6 Tigerknee K Pile, K pile, 5H>2H, c.S jc jP>jK>jD

A fancier dust combo that uses the jump cancel on the homing dash. Tigerknee means to input the dandystep 2147K, to get a jump.


When you hit an airborne opponent with K Pile, they will slump long enough for you to connect with a second K Pile:

  • 2H>RC, K Pile, K Pile, 5H>2H, c.S jc...

Many of the midscreen combos will easily convert into Pilebunker loops by replacing K CWH with K Pile, for example:

  • 2S (airborne CH) > K Pile, K Pile, 5H>2D

Or Roman Cancelling a P Pilebunker:

  • 5P (airborne CH) > 6H > P Pile > RC, K Pile, K Pile, 5H>2H, c.S jc jP>jK>jD


K Pilebunker also has some interesting properties that involve the spacing of the opponent from the corner:

At approximately 3/4ths of the screen into the corner, an opponent hit by K Pilebunker will float ever so slightly before entering wallstick, enabling a second K Pilebunker:

  • K Pile, K Pile, 5H>2H>RC, K Pile, 5D6> TK K Pile, K Pile, 2D

Halfway into the corner from that, the float is not enough for a K Pilebunker, but it is sufficient for a P Pilebunker:

  • K Pile, P Pile>RC, K Pile, 5D6>TK K Pile, K Pile, 2D

If still closer to the corner, but not fully cornered, the minimal float is enough for an otherwise impossible 5D:

  • K Pile, 5D6>TK K Pile, K Pile, 5H>2D

You just need to be careful of the 5D range


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