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Slayer is a read-heavy character who scores obscene levels of damage off of counter hits, which he can set using great conditioning tools once he gets into range. Solid whiff punishes, great juking tools, Backdash Cancel (BDC), and his overall high strength at mid to close range make Slayer a menace once he really gets into the opponent's head. In particular, BDC allows Slayer to transfer the invincibility from his back (or forward) teleport dashes into his special moves. Not only does this give his offense additional prowess, it also allows him to circumvent blocking with one very powerful defensive tool.
Slayer spends meter well, too: his supers are all very powerful and either start or extend combos, and his Force Breaks like Big Bang Upper (236D) and FB Pilebunker (Dandy Step > D) are terrifying threats in neutral or pressure. It's common to get more than 60% damage from a single combo if the starter is good.
On the flip side, Slayer has limited gatlings as opposed to the rest of the cast, and is a bit reliant on links for real conversions. Lacking a run or a projectile, his mobility is more restricted than other characters and he has trouble dealing with zoning, and can easily eat it just as bad as he deals it if he makes a poor move. BDC can take quite a bit of time to perform consistently, and each of his special moves has a different use when combined with BDC.Slayer can be a make-or-break character, but his strengths are truly frightening, and one good read can give him the chance to end a round.
|"You need to stop looking up all the time. Sooner or later, you're going to trip on something."|
|Lore:||Founder and former head of the Assassin's Guild, and fisticuffs vampire extraordinaire, Slayer spends his days writing bad poetry and roaming the Earth for good, gentlemanly bouts. In AC, he decides that his time spend meddling in the mortal realm has been long overextended, so he sets out to send off his salutations by crossing fists with those he's grown fond of over the years, and in particular, seems to find a touch of surprise in crossing fists with the P.W.A.B...|
|Slayer focuses on controlling space with his solid pokes and punish tools, all while setting up an offensive pressure game based on slippery movement and powerful counterhits.|
Teleport Dashes and Backdash Cancel
Slayer's forward dash and backdash take the form of short-range teleports. These teleports transport him a fixed distance and have lots of invulnerability frames, which gives Slayer unique methods of moving around his opponent's attacks. Slayer can still airdash normally, however.
As an added function, Slayer can jump in the middle of a teleport, which immediately exits it while keeping the invulnerability frames. With quick timing, Slayer can even Tiger KneeA method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. certain special moves to transfer them some of the invulnerability. Slayers backdash is fully invulnerable for 19 frames, which makes it very easy for Slayer to give any of his special moves large periods of invulnerability on their startup. This is called Backdash Cancelling by the community, and is a very powerful tool for Slayer to use. Correctly performing this allows Slayer to dramatically increase the whiff-punishment qualities of certain moves, reversal out of bad situations, or frame trap his opponents.
More information on performing this technique can be found on the Strategy page.
Guilty Bits Character Intro
|StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames|
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|ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames|
|InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames|
|RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames|
|Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames|
Very fast anti-air with disjoint on his arm. Works well in a pinch.
- +7 on hit
- Very fast recovery normal, whiffing is no problem.
- Has delay gatlings into 5P/2P/5K/2K. All combo on hit.
- Whiffs most crouching opponents and a couple standing opponents (hits PO crouching, whiffs on KL and ZA standing).
Jump cancellable with good untech time allowing routing into Slayer's air combos or rejumping to extend a combo.
Gatling Options: 5P, 2P, 6P, 5K, 2K, 5D
Additional Frame Data: Hitstun on standing hit 14F. Untechable for 15F (CH for 16F).
An incredible poke with great frame data and cancels.
- +7 on hit
- Good range and speed, making it work well as a punish.
- Good starter with a wide range of combo options.
- Plus on block along with jump and special cancels to keep the pressure going.
- No meterless KD at max range w/o meter (5K > 2D exists but is too hard/spacing dependent to be reliable).
- Vulnerable to low profile.
5K links into itself on hit, links into 2K, and can cancel into Mappa for meterless combos. FB Dandy > CWH, and DoT are good metered options out of 5K.
Gatling Options: 6P, 6K, 5D
Additional Frame Data: Hitstun on standing hit 17F. Untechable for 17F (CH for 20F).
A normal more used for its flexibility than its speed, it is useful in combos and pressure with a decent hitbox.
- +7 on hit
- Pushback is minor, allowing for bite setup, frame traps etc.
- Gatlings into f.S for a frame trap which is plus on block.
- Good throw option-select.
- Poor recovery.
- Vulnerable to low profile.
For combos, you most of the time want to gatling into f.S and link from there, but c.S has deceptively long hitstun, allowing links into 5K and 2K on hit. c.S also has standing/character specific combos with (standing) c.s > j.D > j.214214S or (character specific) c.S > j.H > j.2K, and an unexpected combo in c.S > P Dandy > Pilebunker.
Gatling Options: f.S, 5D
Additional Frame Data: Hitstun on standing hit 20F. Untechable for 17F (CH for 22F).
More likely to be combo/blockstring fodder than used by itself as it's less of a poke than his other buttons. Watch out for Slayers that throw this out from full screen, that is a misinput Dead on Time.
- +7 on hit
- Plus on block.
- Slow startup, can be mashed out of.
- Vulnerable to low profile
Links to c.S when in range for big damage BNB, but it's very difficult on a standing opponent (easier on crouch). You generally want to combo into 5K or 2K and go from there. It is also used after c.S on airborne opponents that are heavy or low to the ground to raise their height.
Gatling Options: 6K, 5D
Additional Frame Data: Hitstun on standing hit 16F.
Big damage normal that is mostly used in combos, or occasionally as a hard call-out due to its slide properties. Unlike AC/AC+, this move now causes an airborne opponent to slide.
- Slide on air hit allows for strong follow up combos.
- Jump cancellable even in recovery frames, allowing for delay special cancels with a TK.
- Hitbox starts high and goes all the way to the ground, hitting high and low profile alike.
- Although minus on block, it can gatling to 2D/2H, or special cancel to continue pressure.
- 5F active with good hitbox, can catch backdash attempts when timed correctly.
- Can Anti-Air opponents in strange situations (Ky cross-up Greed Sever, Anji's stomp, etc.).
- Big startup, opponents can jump out of pressure when not conditioned.
- Has a lot of pushback on hit or block, making some cancels not connect depending on the spacing.
You can convert from the slide back to an air combo by connecting another move before the slide ends. When further away, 5H > 2H is a common conversion. When deep in the corner, 5H > Undertow is the higher damage option vs. an airborne opponent. 5H > K Mappa can sometimes hit, allowing for followups after K mappa. 5H > BBU will almost always work if you are in range, and 5H > FB Dandy > CWH can also pick up.
Gatling Options: 2H, 5D, 2D
Additional Frame Data: Slides opponent on air hit (untechable for 30F, slides for 30F).
Universal overhead. Leads into strong combos with impossible dust, but it's slow, short-ranged, and unsafe on block.
- It can be feinted by holding down [D], opening up some gimmicky mixups with a low or throw.
- Has a lot of gatlings into it.
- Unsafe and short.
- Unsafe to feint.
Additional Frame Data: Hold D until 20F to get Feint. Can cancel Feint to 2K or 2D on 32F.
Invincible above the knees making it great at anti-airing instant air dashes. The good active frames and amazing upper body invincibility make 6P an amazing counter poke that people can kill themselves on.
- Untechable on counterhit; leads to big combos almost everywhere on the screen.
- Very active, helping it as an anti-air and counter poke, along with being able to bait backdashes on wakeup.
- Tons of upper body invincibility allowing it to counter poke through many different attacks.
- Has an FRC point right at the start of the active frames, allowing for high damage corner combos.
- Slow to startup and slow to low-profile.
- Has no cancels outside of an FRC point.
On hit it wall bounces allowing for air conversions in the corner with 2P and 5K. On counter hit it can be converted into 5H > Undertow for big combos in the corner. With FRC, you can get 6H > 5H/IAD/P Dandy > FB Pilebunker. Counter hit midscreen it can go into IAD j.H or 6H for powerful corner carry.
Additional Frame Data: Wall bounces opponent on hit (untechable for 26F). FRC timing 18~20F. Initial prorate 90%.
Tricky overhead that is surprisingly fast along with being very plus on block.
- Can be Feinted by holding down K.
- Goes over many lows.
- It can be gatling'd into from f.S, 5K, and 2S allowing a surprising mixup.
- 6K has so little recovery it can be used as a safejump against some characters' reversals if done meaty.
- Can convert into knockdown midscreen or big combos in the corner with meter.
- Airborne move that can be airthrown by perceptive opponents.
- Has no cancels.
- Slow startup for a pressure reset, but fast startup for an overhead.
On hit you can convert into 5K or 2K and go from there. In the corner you can get big damage crouch confirms with 6K > 5K > 6P FRC > 6H etc.
Additional Frame Data: Initial prorate 90%. Slayer is airborne from 8~24F. Hold K until 10F to feint. Feint airborne from 8F until landing.
A slow, preemptive anti-air/frame trap that allows for big damage conversions, or tight pressure resets.
- +6 on hit
- Causes ground bounce on air hit.
- Situational low crush, as Slayer lifts his front leg out of the way.
- Hilariously high damage potential.
- Jump and special cancelable with a lot of blockstun and hitstun.
- Moves Slayer forward.
- Slow startup and long recovery on whiff.
- Vulnerable to low-profile.
On air hit midscreen you can convert into IAD > delayed j.K > 5P/c.S/2S for a rejump, and in the corner you can convert into 5H > Undertow/IAD > delayed j.K > 5H > Undertow/P Dandy > FB Pilebunker. Grounded hit can convert into P Dandy > Crosswise Heel, and grounded Counter hit allows IAD > j.H/j.K to connect.
Additional Frame Data: Hitstun on standing hit 24F. FRC timing 17~18F. Ground bounces opponent on air hit (untechable for 36F, on CH for 62F). Hits crouching opponents on 22F (tested on Sol). Staggers opponent on ground CH (max 47F).
A fast crouching jab with surprising range while also being plus on block, 2P is your go to mash button out of pressure.
- +7 on hit
- Fast startup and recovery.
- Can be safe to reversals if done meaty.
- Not special or jump cancelable.
- Vulnerable to low profile.
2P has enough untech that it links into 2S and Big Bang Upper on air hit. It also links into 2K and 5K on ground hit allowing for knockdown conversions.
Gatling Options: 5P, 2P, 6P, 5D
Additional Frame Data: Hitstun on standing hit 13F. Untechable for 16F (CH for 18F).
Your go-to low option with a variety of delay gatlings for pressure and combo conversions. A critical tool in Slayer's combo game as it allows most hits to route into knockdown meterless.
- +6 on hit
- Fast startup and decent recovery.
- Slight evasive properties.
- Low damage combo starter.
- Relatively short range.
- No special cancels.
Your main combo after 2K is to delay gatling into 2H/2S > 2D. 2S is easier to combo and has better properties on block, but 2H combos at any range 2K hits, and can be easily converted into BBU. You can also link 2K into itself and 5K, allowing for slightly stronger confirms.
Delay Gatling Options: 2S, 2H, 5D, 2D
Additional Frame Data: Initial prorate 90%. Can gatling from 11~14F. Hitstun on standing hit 18F.
Anti-air option for opponents trying to float above you.
- Untechable for 48F on counterhit and can lead into enormous damage.
- Hits farther horizontally than you might think.
- Slayer's leg is a disjoint making this move low profile to an extent.
- Special and jump cancelable.
On a normal air hit you want to make sure you jump cancel into your air button right away so they don't tech out. On air counter hit you can get many different conversions, but most common is IAD > delay j.K into a re-jump with 5P/c.S/2S. On ground hit you will mostly delay gatling into 2D for knockdown, but you can also cancel into DoT for big damage with meter.
Delay Gatling Options: 6K, 2H, 5D, 2D
Additional Frame Data: Can gatling from 11~21F.
Long range low-crush that causes stagger on hit.
- Hits behind Slayer and has good range.
- Dodges lows like crazy.
- Launches opponent into the air and pulls them toward you if they are sliding.
- Relatively slow.
- Long recovery and no cancel options.
Links into 2D and BBU on ground hit, and on air hit/sliding hit links into j.K/j.S/j.D/BBU.
Additional Frame Data: Forced prorate 80%. Staggers opponent on ground hit (max 49F). Untechable for 40F. Hitstop 0F. Pulls in opponent on air hit. Dizzy modifier x0.25.
Slayer's main knockdown tool for grounded opponents. Has good startup, range, and active frames
- Extremely long active frames.
- Good as a hard backdash callout, or to win against invulnerable moves (things like FB Dandy or Anji's fuujin).
- Great for stopping people from dash blocking or dashing into you.
- Can be spaced to be safe or positive on block, or even to extend combos(BBU > 2D > c.S > air combo).
- Unsafe on earliest hit.
- No cancel options.
Grounded hit will be a knockdown ender. You can RC into 5H if you really want a combo off of 2D. 2D also leads into air combos on late hits or counter hit with 2D > 2P > 5P/BBU etc.
Additional Frame Data: Knocks down opponent on ground hit. Untechable for 26F (CH for 76F).
Overall, a really good air button. Can be used to bait bursts and raising Slayer's hurtbox from jump and BDC jumps.
- Fast startup, low recovery.
- Gatlings into itself and j.K, helping out in combos
- Low damage.
Most of the times you use this in combos as j.PK to help with combo stability on some characters.
Gatling Options: j.P, j.K
Additional Frame Data: Untechable for 14F (CH for 16F).
Amazing all-purpose air normal. Extremely low recovery; very easy to use.
- Fast startup and extremely low recovery for an air normal.
- Great hitbox and range.
- Decent damage, and with good planning can set up high-damage 5H combos.
- Not much for downward hitbox.
- Middling damage by itself.
Links into every air button (including itself) except j.H, and combos into j.H with a double jump.
Gatling Options: j.2K
Additional Frame Data: Untechable for 19F (CH for 24F).
An extremely versatile air-combo tool. +14 on air hit, so it links into every one of Slayer's air combo buttons, and kicks opponents upwards. Every air normal has a gatling into j.2K.
- Moves Slayer forward and stabilizes air combos.
- Can be used to stall in the air to throw off anti-air timings.
- Has a lot of GB-, meaning it scales down combo damage very quickly.
- Slow, bad on whiff, and easy to anti-air due to it extending Slayer's hitbox downwards.
Links into everything, and delay-links into j.K for some cool re-jump combos. Optimal combos usually try to avoid j.2K where they can due to its poor scaling, but its ability to re-jump can not be understated.
Additional Frame Data: Floats opponent on ground hit (untechable for 33F, on CH for 40F). On air hit, untechable for 33F (on CH for 44F).
Not actually a 3F normal because the first active is on his back leg. For all effects and purposes is a 7F normal. Jump cancelleable on 3rd and 4th hits.
- Vacuum effect on air hit; standardizes combo situations well.
- Easy confirms into j.214214S.
- Fast and reaches low.
- Gives worse damage than j.K in air combos.
- Inconsistent behavior in combos.
- Long counterhit state.
Links into j.K, j.S, and j.D in air combos.
Gatling Options: j.2K
Additional Frame Data: Pulls in opponent on hit. Can jump cancel from 13F onwards. Untechable for 19F (on CH for 22F). Hitstop 6F.
Slayer's first big-damage air button. Strong air-to-ground option, that is risky to anti-air; causes ground bounce on counter-hit.
- Large downward hitbox that stays active for a good amount of time.
- High damage and stun potential on counter hit.
- High damage if used in combos.
- Slow startup. Can be stuffed by faster moves, air throws, and the like if not timed right.
- Harder to route into in combos than all his other buttons.
Links into every other air move on hit. On an air-to-ground counter hit you generally have enough time to link into 6H and go from there. If you aren't ready for the counter hit, c.S is a pretty good pickup as well due to it linking on normal hit.
Gatling Options: j.2K
Additional Frame Data: Ground bounces opponent on CH (untechable for 60F). Untechable for 23F. Initial prorate 80%.
Slayer's second big-damage air button, and his main knockdown tool for air combos.
- Very fast for how deep it hits.
- Causes stagger on Counter Hit.
- High damage if used in combos.
- Gives Slayer landing recovery, which makes it worse as an air-to-ground move, but it can be canceled into Footloose to make it safe.
- Long recovery.
Gatlings into j.2K, which gives combo extensions when j.D is done while falling from high enough. j.D > j.2K > j.K is the foundation of many of Slayer's rejump combos, and j.D > j.2K > j.D does quite good damage.
Gatling Options: j.2K
Additional Frame Data: Slams down opponent on air hit (untechable for 20F). Staggers opponent on ground CH (max 39F).
Untechable chunky damage throw.
- Is a guilty gear throw.
- Not actually a very good knockdown.
Mixing up between a real okizeme (has to be blocked) with c.S/2K and fake okizeme (can be escaped) like crossup c.S or 6K is really important to make your throw knockdown valuable despite it sucking. Due to wakeup timings, you are at least +10 (JU) and at most +20 (ZA) allowing different moves to be a real meaty.
Additional Frame Data: Knocks down opponent on hit. Forced prorate 50%.
Untechable air throw.
- Knocks down right in front of Slayer for crossup shenanigans.
- No means of converting otherwise.
Additional Frame Data: Slams down opponent and fully untechable. Forced prorate 50%.
Extremely slow, unsafe Dead Angle.
- Has a good amount of invul.
- Can link into 2P on CH against corner.
- Generally weaker than all of Slayer's other reversal options.
Additional Frame Data: Knocks down opponent on hit. Initial prorate 50%.
236P or 236K (Hold OK)
P version is an essential harassment tool with a bad hitbox and subpar reward on hit.
- Quickly covers some horizontal space. Very short.
- Slayer's fastest meterless backdash-cancel option.
- Links into 2P or 5K on air hit. Links into BBU on counter hit.
- Generally fairly safe unless you end up point blank.
BDC P Mappa (442369P) is amazing at harrasing opponents in pressure with it's quick startup, decent range, and invul transfer from the backdash. FDC P Mappa (662369P) can function as an in-between of K and P Mappa Hunch with the useful invincibility from forward dash.
Additional Frame Data: Untechable for 25F.
K version is the farther reaching punch with the same poor hitbox and reward on hit. Good for covering distance.
- Quickly covers good horizontal space.
- Converts into the same options as the P version
- Punishable on instant block or against characters with 3F normals, but properly spaced you can make this up to +2.
BDC K Mappa (442369K) is great at going through pokes at farther range, or even going through projectiles in some occasions. FDC K Mappa (662369K) can cover near fullscreen distance, and the invincibility from forward dash can be used to go through projectiles and pokes as well.
Additional Frame Data: Untechable for 27F.
Feints Mappa Hunch by holding the attack button down.
- Usually used for throw mixups or to get in on an opponent too scared to challenge.
- P comes with P Mappa Hunch's short range, but can carry some momentum.
- K is good for getting in against overly respectful opponents.
Additional Frame Data: Slayer is in CH state during move.
P/K Dandy Step
214P or 214K
P Dandy moves back and then forward. Moves slightly forward from the initial position.
- Has a small amount of startup invincibility to make small moves whiff with.
- Has a FRC point that leaves you far.
- Varied followups that work well depending on the situation.
BDC P Dandy (442147P) is great at beating short to mid range pokes, since the BDC will allow you to do follow ups at farther ranges backward than if you didn't BDC. FDC P Dandy (662147P) is useful as a pseudo reset or tricky movement option with decent invincibility throughout.
Additional Frame Data: FRC timing 9~12F. Can cancel into followups from 16F onwards.
K Dandy moves significantly forward from the initial position.
- Has a 6F of startup invincibility to make larger moves whiff with.
- Has a FRC point that leaves you even further away.
- Varied followups that work well depending on the situation.
BDC K Dandy (442147K) is used when you really want to make something big whiff, the momentum from K Dandy carries you back to where you started though, so beware. FDC K Dandy (662147K) is also useful as a pseudo reset and a tricky movement option with a bit more invincibility and range.
Additional Frame Data: FRC timing 15~18F. Can cancel into followups from 20F onwards.
S/H Dandy Step
214S or 214H
S Dandy moves forward and then faces the opposite direction.
- Good for crossing up.
- Slayer's hitbox becomes very wide during the motion blur part of the animation.
On it's own, S Dandy is useful as a surprising crossup or to go through projectiles. BDC (21447S) can give it some start up invincibility, and FDC (662147S) can give it a bit more range.
Additional Frame Data: Can pass through opponent from 10~16F. Slayer is in CH state during move. Can cancel into followups from 22F onwards.
H Dandy's distance and startup compared to S-Dandy increased.
- Good for escaping the corner or doing dumb things.
- A crucial tool in some matchups to go around projectiles
BDC H Dandy (21447H) helps cover it's long start up with some invincibility. FDC H Dandy (66214H) goes almost fullscreen, giving a different approach to neutral.
Additional Frame Data: Can pass through opponent from 19~26F. Slayer is in CH state during move. Can cancel into followups from 32F onwards.
Dandy Step -> P
Big, stupid backswing blow that has an enormous hitbox and does a hefty amount of damage.
- Fast, huge move meant to fish for counter hits.
- Otherwise mainly converts near the corner/with meter.
- Huge (if inconsistent) damage potential.
- Extremely unsafe on block/whiff.
- Able to be low profiled.
- Can encourage irresponsible decision making. Use wisely.
Additional Frame Data: Slides opponent on hit (untechable for 50F, slides for 26F). Forced prorate 80%. Wall sticks opponent on CH (untechable for 112F, sticks for 37F). Dizzy modifier x0.
Dandy Step -> K
Anti-Air followup and combo starter that launches on hit.
- Tall hitbox complemented with a high amount of upper body invuln.
- So much so that this becomes a burst safe combo and reset tool.
- Very unsafe, but unaware opponents may not realize that the recovery is most substantial in the air.
- Puts Slayer in Counter Hit state until he lands.
Additional Frame Data: Slayer is airborne from 19F onwards. Floats opponent on hit (1st untechable for 32F, 2nd hit for 42F). 1st hit has hitstop 6F. 2nd hit has forced prorate 85%.
Dandy Step -> S
The safe, low-reward option out of Dandy Step.
- Staggers on counter-hit.
- Reasonably strong hitbox.
- Cancels to It's Late, for a threat which discourages button pressing.
- Weak to instant block and low low-profile attacks.
- Characters with 3F normals can still punish this and hit between cancels to It's Late if they mash quickly enough.
Additional Frame Data: Staggers opponent on ground CH (max 39F). Can cancel into It's Late from 8F onwards. Untechable for 24F.
Dandy Step -> H or Under Pressure -> H
Fast, plus-on-block overhead with very low recovery.
- +8 on hit
- Excellent meaty tool due to plus frames.
- Throw invincible, to discourage players mashing throw.
- Occasional air combo ender.
- Avoid being predictable with this, as it can easily be reversal'd or backdashed through.
Additional Frame Data: Hitstun on standing hit 22F. Slams down opponent and fully untechable on air hit. Slides opponent on CH (untechable for 72F, slides for 32F).
Slightly faster when used after Under Pressure, but is +1 instead.
- Still a strong meaty due to throw invincibility and plus frames.
- Floor bounces on counter hit, catching players who don't have a fast enough button between this and Under Pressure.
- Again loses to reversals and backdashes, with no real way to bait them other than not doing it.
Additional Frame Data: Ground bounces opponent on CH (untechable for 90F). Slams down opponent and fully untechable on air hit.
Command throw which steals a bit of life.
- Fairly slow for a command throw at frame 7.
- Regains health equal to 75% of damage. Occasionally makes Slayer survive one more hit, especially if used at low health.
- Staggers on hit for followups, which back then used to be the bane of anyone's existence due to Bite Loops, but not so much anymore due to continuous nerfs per iteration.
- Can be FRC'd immediately after hit for better conversions.
- Comes with the risk of being in CH state during recovery.
BDC Bite (442369H) can be useful as a wakeup reversal, or on oki after a Dandy Step to throw people off with a strike invincible grab. FDC Bite (66236H) is mostly useful during pressure to catch people by surprise from a decent range. If you are too close you might cross up with your forward dash, making 66214H needed to hit the Bite.
Additional Frame Data: Forced prorate 60%. Staggers opponent on hit (max 35F). FRC timing 26~27F (2F after a succesful throw). Recovery on whiff is 37F.
Slow super armor attack for 1 hit only. Generally deferred to combos but can be used to open up a masher.
- Ground bounces if opponent is airborne/in ground slide.
- Allows for extreme damage if used in combos, mostly out of air hit 5H.
- Can be FRC'd right before it goes active to throw or net a different punish.
- Combos into sj.HD > 2K > jK > 5H on counterhit.
BDC (63214469H) can cover the startup of the armor with invincibility, but it's still slow.
Additional Frame Data: Ground bounces opponent on hit (untechable for 36F, on CH for 62F). Initial prorate 50%. FRC timing 24~27F.
An accessory to Slayer's air movement that also doubles as an extended damage air combo ender which sacrifices knockdown.
- Multi hit move which launches Slayer upwards, based on his aerial momentum when the move is input.
- Flies extremely far and fast if done in the starting frames of an airdash; good for escaping from the corner.
- Used to score a kill when the opponent has little health remaining.
- Horribly unsafe if done rising, as it does not recover until Slayer lands.
- Sometimes used as Slayer is falling in order to score a fuzzy or a launch.
Additional Frame Data: Floats opponent on hit (untechable for 24F). Hitstop 7F.
Big Bang Upper
YOLO move supreme. A massive, lunging, 10f anti-air hitbox attack that launches well above the top of the screen for easy-peasy conversions.
- Has an absurd amount of upper body invincibility on startup, allowing it to squeeze under most moves in the game.
- Despite being -22, there's so much pushback on this move that it may very well go unpunished.
- Combos into itself repeatedly and can be made burst safe.
- Comes with the weaknesses of zero dizzy damage, that it cannot be special cancelled or BDC'd into, and is in full counterhit state during the entire move.
Additional Frame Data: Floats opponent high on hit (untechable for 62F). Dizzy modifier x0. Slayer is in CH state from 1~42F. Uppercut portion of the attack has a startup of 12F.
Dandy Step -> D
Absurdly powerful version of Pilebunker.
- Frame 3 attack which will lead to big conversions on hit due to wallstick.
- Keeps the opponent in blockstun for 30 frames and pushes them back very far.
- Is only -3 on block due to also being level 6, but still punishable on IB.
- Fast enough that the invul that carries over from FB Dandy Step makes it essentially uncontestable.
Additional Frame Data: Wall sticks opponent and fully untechable on hit (sticks for 27F, on CH for 45F). Dizzy modifier x0. Blockstun 30F.
FB Dandy Step
Forward moving Dandy Step but with substantial invincibility.
- A big chunk of startup invul makes for a stronger reversal than BDC alone.
- Cancels into Dandy follow ups sooner than other Dandy Steps.
- Can still be thrown if you're cornered when it starts.
BDC FB Dandy (442147D) if you want more startup invincibility to go through more active moves. FDC FB Dandy (662147D) helps you cover quite good distance with a lot of strike invincibility.
Additional Frame Data: Can cancel into followups from 10F onwards.
Dead on Time
Fast, nearly full-screen lunging strike. Hits like a truck and punishes and blows through quite a bit.
- Strike invincible frames 7~9, as it starts and until the freeze ends.
- In CH state until landing, but travels far enough that some characters cannot punish reliably.
- Wallsticks on counter-hit for big damage.
- Has an FRC point to punish bursts or convert when done from the corner or close to it.
- Deals 0 stun.
BDC DoT (63214469S) can give the start up invincibility until the move's own invincibility kicks in.
Additional Frame Data: Wall sticks opponent on hit (untechable for 50F, sticks for 32D)(on CH untechable for 112F, sticks for 60F). Opponent cannot input any commands from super flash until after the 1st active frame. Forced prorate 75%. FRC timing 15~17F.
Slayer's most reliable, but very unsafe reversal. Since it activates 2 frames after the superflash, an opponent dashing at Slayer or mashing buttons during the super flash can still FD and block.
- Strike invincible for nearly half a second.
- Launches far up for a full conversion on hit.
- Not the slowest reversal, but easily safejumped/meaty baited.
- Puts Slayer in an extremely punishable position if blocked/whiffed.
Additional Frame Data: Floats opponent and fully untechable on hit. Slayer is in CH state until landing.
Up and Close Dandy
Potentially the most damaging move in the game.
- Excellent tool out of an airtech when done unexpectedly.
- A whopping possible 260 base damage if both hits connect.
- Leads to a free conversion on grounded hit with stagger.
- Freakish untechable time if hit with only the first hitbox.
- Can still convert if tagged low enough with the second.
- Horribly unsafe if baited.
- Can still be airthrown on startup if the opponent went for an airthrow tech trap or read the move.
Additional Frame Data: Head portion has hitstop 7F, staggers opponent on ground hit (max 46F). Data listed in  is for the back part (tail). Wall bounces opponent on air CH (untechable for 100F). The tail is a projectile
During IK Mode: 236236H
But in hope I breathe
Of course I do not believe
You're All Dead, and Gone
Additional Frame Data: IK Mode activation time 80F.
|To edit frame data, edit values in GGACR/Slayer/Data.|
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- Baiken [★]
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- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
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- Johnny [★]
- Justice [★]
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- Ky Kiske [★]
- May [★]
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- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
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- Venom [★]
- Zappa [★]
Click [★] for character's full frame data