Difference between revisions of "GGACR/Slayer"

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Revision as of 02:54, 24 May 2020

GGACR Slayer Nameplate.png
GGAC Slayer Portrait.png

Defense Modifier: x 0.96
Guts Rating: 2
Stun Resistance: 70
Prejump: 4
Backdash Time: 28
Backdash Invincibility: 1-19
Wakeup (Face Up/Down): 54 / 48

Movement Options
Double Jump, 1 Airdash, Dash Type: Teleport
Colors
default P
default K
default S
default H
default D
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ex P
ex K
ex S
ex H
ex D
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slash P
slash K
slash S
slash H
slash D
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reload P
reload K
reload S
reload H
reload D
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Overview

Slayer focuses on controlling space with his solid pokes and punish tools, which allows him to effectively land hits on opponents who are too tempted to just mash buttons on him while also being able to build up respectable presence that can allow him to pressure his foes freely. Playing both as and against Slayer is a huge mind game in its own, as Slayer can easily blow his foe up if they get careless as well as somehow dropping your defenses too carelessly, especially to throws or any other mixup tools Slayer has. Slayer can also build up a lot of stun on his opponents with said singular hits, which really ups his whiff-punish game.

However, Slayer is by no means easy despite his little need for execution in regards to long combos, since he requires the ability to know your attacks' effective ranges, and the ability to read your opponent very closely. Slayer lacks solid gatlings on his normals which causes his up-close game to easily be compromised by lack of quick deft execution for his grounded offense and neutral. Not to mention his unique teleport dashes that can phase past his foe while handy for okizeme and cross-ups, limits his standard mobility and makes him quite the nitpick when it comes to his optimal attack range as his walking speed is slow. In order to combo effectively with Slayer on the ground, knowing how to link his normals into each other is crucial.

Not only that, but while Slayer has a lot of utility in his physical space control, a lot of his tools are otherwise easy to punish if used carelessly, especially since he lacks a true projectile and needs to be in an optimal range to both punish his foe and to avoid being counter hit himself. BDC (Back Dash Cancelling) with him is also no easy feat since while he can use the said backdash to maintain invincibility frames from it to transfer it into his next-cancelled action, that specific feat requires a decent amount of practice to get down for practical application.

Overall, Slayer can really force your opponent into tight spots with his effective punishing + counter hit tools which can lead into solid damage (that's not as strong as in previous games), though haphazard management with the gaps in his tools in mind make him rather double-edged in that aspect.

Playstyle
GGACR Slayer Icon.png Slayer focuses on controlling space with his solid pokes and punish tools, which allows him to effectively land hits on opponents who are too tempted to just mash buttons on him while also being able to build up respectable presence that can allow him to pressure his foes freely.
Pros Cons
  • High damage from either combos or singular hit confirms.
  • Excellent pokes and anti-air options.
  • Effective punishing tools.
  • Amazing Overdrives in both damage and range.
  • BDC and moveset contribute to a powerful mixup and frame trap game.
  • Can restore his own life.
  • Limited mobility on top of slow walkspeed.
  • Difficult to get in vs. zoning matchups.
  • Limited grounded-gatling options.
  • Extended-combo-reward on hit is lacking without a counter hit.
  • BDC requires solid execution and timing to master effectively.
  • Most of his tools can easily be low-profiled, on top of some tools being unsafe if used haphazardly.
Guilty Bits Character Intro



Normal Moves

5P
GGAC Slayer 5P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
16 Mid CJR 5 4 4 +2 [+7 on hit]

Fast, standard 5p that is complemented by Slayer's height, functioning as a very quick Anti-Air. 4F active, can combo into itself, making it easy to confirm off of, and goes into both ground & air BNB combos.


+ Fast anti-air normal (5F startup)

+ Fastest recovery normal for Slayer (4F), no problem on whiff

+ Various gatling options

+ Jump cancellable into full combo

5K
GGAC Slayer 5K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
22 Mid SJR 6 3 8 +1 [+7 on hit]

The best spacing tool. 5k links into itself, can combo into 2k->2d for an easy knockdown, and can be confirmed into Mappa Hunch (meterless), FB dandy followups (25%) or Dead On Time (50%).

+ Great range, quick recovery

+ Good for whiff punish

+ Good starter, flexible gatlings into air, damage or knockdown combo

+ Combos to 6p on crouching, good for corner combos


- No meterless KD at max range w/o meter (5k->2d exists but is too hard/spacing dependent to be reliable)

c.S
GGAC Slayer cS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 Mid SJR 7 4 10 0 [+7 on hit]

A normal more used for its flexibility than its speed, Slayer close slash reaches from just above the knees to near-head level, letting you combo opponents alike. While inferior to 5p in recovery time, it has deceptively long hitstun, letting you link other normals or even combo c.s into P-dandy->Pilebunker on normal hit.

+ Can be combo'd into and out of

+ Long hitstun makes for easy hit confirm

+ Pushback is minor, allowing for bite setup, frame traps etc.

+ Good throw option-select

+ BNB does a lot of damage (c.sf.s link c.sf.s 2K2D)


- Poor recovery

- Can be low profiled

f.S
GGAC Slayer fS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
30 Mid SJR 13 2 8 +4 [+7 on hit]

More likely to be combo/blockstring fodder than used by itself, this move is + on block, and allows for frame traps and combos into 2k 2h->2d/BBU etc. very nicely. Watch out for Slayers that throw this out from full screen, that is a misinput Dead on Time.

+ Easiest confirm off of c.s

+ Plus on block

+ links to c.s when in range for big damage BNB, works on standing but is easier on crouching.

+ used after c.s on airborne opponents that are heavy or low to the ground to raise their height


- Bad startup, can be mashed out of

- Hard to react to when you expected c.s

5H
GGAC Slayer 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
45 Mid SJR 13 5 18 -4

Big damage normal that is mostly used in combos, or occasionally as a hard call-out due to its slide properties and ability to combo to Pilebunker (FB optional). Unlike AC/AC+, this move now causes an airborne opponent to slide.

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.



+ Slide on air hit means easy confirms to specials and supers alike.

+ Jump cancellable

+ Although minus on block, can gatling to 2D/2H, or special cancel to continue pressure via mappa(feint) or dandy

+ 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

- Overhead options are limited to close range 5h->5D or FB Dandy->It's late

6P
GGAC Slayer 6P.png
Lets you Anti-Air the floor
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
45 Mid RF 18 6 14 -1

Invincible above the knees, great to use on opponents that are trying to IAD on you, but also good for setting up a wall of hitbox for opponents to kill themselves on. Causes wallbounce.

+ Untechable on counterhit; leads to big combos almost everywhere on the screen.

+ Very active and counterpokes well.

+ Trades abusively.


- Slow to low-profile.

- Slow startup.

6K
GGAC Slayer 6K.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Normal 22 High, Air R 21 5 1+3 after landing +5
Feint
6[K]
- - - - - 27 total + 3 after landing -

Tricky overhead that is faster than 5D and safer than 5D, but has less reward. It is less telegraphed than It's Late but again has inferior reward.

+ Can be Feinted by holding down the K button.

+ Goes over many lows

+ Advantageous on block

- Slow and low reward

6H
GGAC Slayer 6H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 Mid SJRF 21 6 13 +0 [+6 on hit]

More of a frame-trap or preemptive anti-air, this move has a large, forward-moving hitbox that leads to easy special/super confirms and potentially big combos. Linking normals/specials is possible on late or air hit.

+ Causes bounce on air hit.

+ Situational low crush, as Slayer lifts his front leg out of the way.

+ Hilariously high damage potential

- Slow

- Long recovery on whiff

- Vulnerable to low-profile

5D
GGAC Slayer 5D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Normal 22 High R 24 3 20 -9
Feint
5[D]
- - - - - 34 total -

Universal overhead. Leads into strong combos with impossible dust, but slow, short-ranged and unsafe on block.

+ Overhead

+ Can be feinted into throw by holding the button

- Unsafe and short

- Unsafe to feint

- Spins his arm the in the wrong direction

2P
GGAC Slayer 2P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
14 Mid CR 4 2 5 +3 [+7 on hit]

A fairly fast crouching jab with good range that links into various moves on ground hit for a knockdown or damage.

+ Fast startup and recovery.

+ Links into Big Bang Upper on air hit, but...


- ... has no special cancels, yet gatlings into 5D.

- Awkward mash timings.

- Can be low-profiled.

}}

2K
GGAC Slayer 2K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
18 L R 6 2 11 -1 [+6 on hit]

Hits low and has fairly easy hitconfirms.

+ Fast startup and decent recovery.

+ Links into itself and 5K.

+ Late gatlings into 2S, 2H and 2D.

+ Easy to hitconfirm.

+ Slight evasive properties.


- Low damage combo starter.

- Relatively short range.

- No special cancels.

2S
GGAC Slayer 2S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
32 Mid SJR 8 6 15 -7

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.

+ Good stretching exercise

- Negative on block.

2H
GGAC Slayer 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
42 L R 13 2 22 -5

Long range low-crush that causes stagger on hit. Launches opponent into the air if they are sliding.

+ Links into 2D and BBU on ground hit, and on air hit/sliding hit links into jK, jS, jD or BBU.

+ Hits behind Slayer and has good range.

+ Dodges lows.

- Relatively slow

- Long recovery and no cancel options

2D
GGAC Slayer 2D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
34 L R 7 15 12 -8

Slayer's main knockdown tool for grounded opponents. Has good startup and range, but gives very variable-quality knockdowns.

+ Extremely long active frames

+ Can be spaced to be safe or positive on block, or even to extend combos(BBU > 2D > c.S > air combo)

+ Leads into strong metered combos on late hits or counter hit with 2D 2P BBU.

- Unsafe on earliest hit

- Really bad cancel options

j.P
GGAC Slayer jP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
10 High, Air CR 5 3 7 -

Overall, a really good air button. Faster than jK but has less speed. Can be used to bait bursts and raising Slayer's hurtbox from jump and BDC jumps.

+ Fast startup, low recovery

+ Gatlings into itself and jK, which can be used to option-select against bursts and for easy air-combo hitconfirms.

- Low damage

j.K
GGAC Slayer jK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
22 High, Air SJR 6 5 6 -

Amazing all-purpose air normal. Extremely low recovery; very easy to use.

+ Links into every air button except jH, and combos into jH with a doublejump.

+ 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.

j.2K
GGAC Slayer j2K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
22 High, Air R 13 3 16 -

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.

+ Links into everything, and delay-links into jK for some cool rejump combos.

+ Moves Slayer forward and stabilizes air combos.

+ Can be used to stall in the air to throw off antiair timings.

- Slow, bad on whiff, and easy to antiair

- Silly animation

j.S
GGAC Slayer jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
16x4 High, Air SJR 3 2(2)2(4)2(2)2 6 -

Not actually a 3f normal because the first active is on his back leg. For all effects and purposes is a 7f normal. Links into jK, jS, and jD in air combos. Jump cancelleable on 3rd and 4th hits.

+ Vacuum effect on air hit; standardizes combo situations well.

+ Easy confirms into j.214214S.

+ Multihits.

- Gives worse damage than jK in air combos.

- Inconsistent behavior in combos.

- Long counterhit state.

j.H
GGAC Slayer jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
36 High, Air SR 14 5 7 -

Slayer's first big-damage air button. Strong air-to-ground option, that is risky to antiair; causes ground bounce on counter-hit.

+ Large downward hitbox that stays active for a good amount of time.

+ Links into every other air move on hit. Gatlings into j2K.

+ High damage and stun potential on counterhit.

+ High damage if used in combos.

- Slow startup. Can be stuffed by faster moves, airthrows, and the like.

- Harder to route into in combos than all his other buttons.

j.D
GGAC Slayer jD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
40 High, Air SJR 7 5 19+5 after landing -

Slayer's second big-damage air button, and his main knockdown tool for air combos. Special cancels into j2K, which gives combo extensions when jD is done while falling from high enough. jD2K jK is the foundation of many of Slayer's rejump combos, and jD2K jD does quite good damage.

+ 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.

- Long recovery


Universal Mechanics

Ground Throw
GGAC Slayer throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
52 49 pixels - - - - -

Untechable.
+ Is a guilty gear throw.
- Not actually a very good knockdown.

Additional Frame Data: Knocks down opponent on hit. Forced prorate 50%.

Air Throw
GGAC Slayer airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 88 pixels - - - - -

Untechable air throw.
+ Knocks down right in front of Slayer for crossup shenanigans.
- No means of converting otherwise.

Additional Frame Data: Knocks down opponent on hit. Forced prorate 50%.

Dead Angle Attack
GGAC Slayer 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
25 All R 18 6 17 -9

Extremely slow, unsafe Dead Angle.
+ Has a good amount of invul.
- No means of converting.
- Generally weaker than all of Slayer's other reversal options.

Additional Frame Data: Fully invincible 1~23F. Throw invincible 24~36F. Knocks down opponent on hit. Initial prorate 50%.


Special Moves

Mappa Hunch
236P/K
GGAC Slayer 236P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
P 40 Mid R 11 3 17 -1

Essential harassment tool with a bad hitbox and subpar reward on hit, but is Slayer's main way of quickly moving forwards while throwing a punch.

  • Quickly covers some horizontal space. P version is 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.

Additional Frame Data: Untechable for 25F.

K 40 Mid R 14 6 16 -3

Farther reaching punch. Good for covering distance.

  • Quickly covers good horizontal space.
  • Slayer's fastest meterless backdash-cancel option.
  • 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.

Additional Frame Data: Untechable for 27F.

P Feint
hold P
- - - - - 23 Total -

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.
  • Comes with P Mappa Hunch's short range, but can carry some momentum.

Additional Frame Data: Slayer is in CH state during move

K Feint
hold K
- - - - - 27 Total -

Same as the P Feint, but with more range.

  • Good for getting in against overly respectful opponents.
  • Substantially more reach.

Additional Frame Data: Slayer is in CH state during move

Dandy Step
214P/K/S/H
GGAC Slayer 214P.png
GGACR Slayer DandyStepS.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
- - F - - 30 Total -

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.
  • Can cancel into followups from 16F onwards.
K - - F - - 38 Total -

Distance compared to P D-Step increased. Moves significantly forward from the initial position.

  • Has a 6f of startup invincibility to make larger moves whiff with.
  • Can cancel into followups from 20F onwards
S - - - - - 30 Total -

Moves forward and then faces the opposite direction.

  • Good for crossing up.
  • Has upper body invincibility after frame 6.
  • Can cancel into followups from 22F onwards
H - - - - - 40 Total -

Distance and startup compared to S-D Step increased.

  • Good for escaping the corner or doing dumb things.
  • Has upper body invincibility after frame 15.
  • Can cancel into followups from 32F onwards

Pilebunker
Dandy Step -> P
GGAC Slayer 214PP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
80 Mid R 3 3 33 -17

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.
    • Mainly otherwise converts near the corner/with meter.
  • Huge (if inconsistent) damage potential
  • Extremely unsafe on block/whiff.
  • Can encourage irresponsible decision making. Use wisely.

Additional Frame Data: Slides opponent on hit (untechable for 50F, slides for 26F). Wall sticks opponent on CH (untechable for 112F, sticks for 37F). Forced prorate 80%. Dizzy modifier x0.

Crosswise Heel
Dandy Step -> K
GGAC Slayer 214PK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
23, 27 Mid R 6 4(9)7 16+5 after landing -14

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: Above feet invincible 3~18F. Upper body invincible 19~25F. Slayer is airborne from 19F onwards. Floats opponent on hit (1st hit untechable for 32F, 2nd hit for 42F). Slayer is in CH state until landing. 1st hit has hitstop 6F. 2nd hit has forced prorate 85%.

Under Pressure
Dandy Step -> S
GGAC Slayer 214PS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
36 Mid R 5 2 15 -3

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). Untechable for 24F. Can cancel into It's Late from 8F onwards.

It's Late
It's Late
Dandy Step/Under Pressure > H
GGAC Slayer 214PH.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Dandy Step > H 52 High R 18 6 9 +4 [+8 on hit]

Fast, plus-on-block overhead with very low recovery.

  • 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: Throw invincible 5~17F. Hitstun on standing hit 22F. Slides opponent on CH (untechable 72F, slides for 32F). Slams down opponent and fully untechable on air hit.

Under Pressure > H 52 High R 14 6 12 +1

Slightly faster version which 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: Throw invincible 1~13F. Ground bounces opponent on CH (untechable for 90F). Slams down opponent and fully untechable on air hit.

Bloodsucking Universe
236H
GGAC Slayer 63214H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
55 92 pixels F 7 2 - -

Command throw which steals a bit of life.

  • Fairly slow for a command throw at frame 7.
  • Staggers on hit for followups.
  • Can be FRC'd immediately after hit for better conversions.
  • A useful wakeup tactic when BDC'd.
  • Comes with the risk of being in CH state during recovery.

Additional Frame Data: Forced prorate 60%. Staggers opponent on hit (Max 13F). Recovery on whiff is 40F. Slayer gains health equal to 75% of damage dealt to opponent. FRC timing 26~27F (2F after successful throw). Slayer is in CH state during recovery.

Undertow
632146P
GGAC Slayer 632146P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
60 Mid RF 28 3 13 -2

Slow super armor attack. 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.jHD2K jK 5H on counterhit.

Additional Frame Data: Ground bounces opponent on hit (untechable for 36F, on CH for 62F). Initial prorate 50%. Can absorb one (non-super) hit for half damage from 5~28F. FRC timing 24~27F.

Footloose Journey
j.214K
GGAC Slayer j214K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
26x3 All R 5 2(2)x6 11 after landing -

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.
  • Mainly 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. Order of hits is (front then back) x 3.


Force Breaks

Big Bang Upper
Big Bang Upper
236D
GGAC Slayer 236D.png
To the Heavens
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
80 Mid R 10 6 35 -22

YOLO move supreme.

  • Massive, lunging, 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.
  • Frame 10 attack that moves forward very quickly.
  • 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 and that it cannot be special cancelled into.

Additional Frame Data: Upper body invincible on 1F. Above knees invincible 2~3F. Above feet invincible 4~13F. Floats opponent high on hit (untechable for 62F). Slayer is in CH state from 1~42F. Uppercut portion of the attack has a startup of 12F. Dizzy modifier x0. Big Bang Upper must be performed from neutral; cannot be canceled into.

FB Pilebunker
Dandy Step -> D
GGAC Slayer 214PP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
90 Mid R 3 3 31 -3

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, making it completely safe unless the opponent somehow Slashbacks it.
  • 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). Blockstun on standing block 30F. Dizzy modifier x0. Wallsticks on hit.

FB Dandy Step
214D
GGACR Slayer 214D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
- - - - - Total 30 -

P 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.

Additional Frame Data: Strike invincible 1~12F. Low profile 13~17F. Can cancel into followups from 10F onwards.


Overdrives

Dead on Time
632146S
GGAC Slayer 632146S.png
The One and Only
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
140 all RF 7+1 10 31 + 21 after landing -43

Nearly Fullscreen travel strike. Punishes and blows through quite a bit.

  • Freezes opponent inputs for two frames from the super flash.
  • Strike invincible as it starts and until the freeze ends.
  • 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.
  • Doesn't deal any dizzy damage and is not as strong as previous iterations.

Additional Frame Data: Strike invincible 7~9F. Wall sticks opponent on hit (untechable for 50F, sticks for 32F) (on CH untechable for 112F, sticks for 60F). Slayer is in CH state until landing. Initial prorate 75%. Dizzy modifier x0. Opponent cannot input any commands from super flash until after the 1st active frame. FRC timing 15~17F.

Eternal Wings
236236H
GGAC Slayer 236236H.png
So Honey...
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
88 Mid R 5+2 18 36 + 7 after landing -42

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: Strike invincible 1~24F. Floats opponent and fully untechable on hit. Slayer is in CH state until landing.

Direct Hit Dandy
j.214214S
GGAC Slayer j214214S.png
GG in one image
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
100[160] Mid[All] R[-] 7+2 until landing [6] 20 after landing -

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 aithrown on startup if the opponent when for an airthrow tech trap or read the move.

Additional Frame Data: Strike invincible 1~10F. Head portion has hitstop 7F, staggers opponent on ground hit (Max 46F). Wall bounces opponent on air CH (untechable for 100F). Data listed in [ ] is for the back part (tail). The tail is a projectile.


Instant Kill

All Dead
in IK mode: 236236H
GGAC Slayer IK.png
GGAC Slayer IK2.png
Poetry is Power
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent.
Fatal all - 10+10 10 25 -16

But in hope I breathe
Of course I do not believe
You're All Dead, and Gone


Roadmap

Dustloop Wiki:Roadmap/GGACR

Navigation


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System Explanations

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