GGACR/Slayer: Difference between revisions

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|content=Slayer is a space controlling monster who scores obscene levels of damage off of counter hits, effectively being a conditioning monster once he gets into range. Solid whiff punishes, great juking tools, BDC, and overall being very strong at mid to close range can make Slayer a menace once he really gets into the opponent's head. In particular, BDC (Backdash cancel) allows Slayer to transfer the invincibility from his back (or forward) teleport dashes into the next move he does, which not only gives his offense additional prowess, but allows him to circumvent blocking with one very powerful defensive tool.
|content=Slayer is a space controlling monster who scores obscene levels of damage off of counter hits, effectively being a conditioning monster 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 the next move he does. Not only does this give his offense additional prowess, it also allows him to circumvent blocking with one very powerful defensive tool.


On the flip side, Slayer has limited solid 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 limited 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 that added on top of his reliance on links can make Slayer a make-or-break character.
On the flip side, Slayer has limited solid 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 limited 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. With the addition of his reliance on links, Slayer can be a make-or-break character.


However, put together, Slayer's strengths can be truly frightening, and one good read can give Slayer the chance to end the game.
However, put together, Slayer's strengths can be truly frightening, and one good read can give Slayer the chance to end the game.

Revision as of 18:09, 28 December 2020

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Overview
Overview

Slayer is a space controlling monster who scores obscene levels of damage off of counter hits, effectively being a conditioning monster 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 the next move he does. Not only does this give his offense additional prowess, it also allows him to circumvent blocking with one very powerful defensive tool.

On the flip side, Slayer has limited solid 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 limited 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. With the addition of his reliance on links, Slayer can be a make-or-break character.

However, put together, Slayer's strengths can be truly frightening, and one good read can give Slayer the chance to end the game.

"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...
Voice:Iemasa Kayumi

 Slayer  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 and stun potential: Very high damage output from any of his confirms or singular attacks. Counter hits lead to more guaranteed combos and higher stun rates without needing to invest in long combos for the most part.
  • Backdash Cancel (BDC): The ability to transfer BD invul lets Slayer circumvent blocking, and allows for a powerful frame-trap game.
  • Excellent buttons: Pokes and anti-air options are generally fairly safe, have good hitboxes, and lead to good damage.
  • Effective punish tools: Dandy Step followups, higher reward CH buttons, and overdrives all can effectively lay the hurt on a single punish.
  • Excellent Overdrives: DOT, Eternal Wings, and DHD all lead to substantial damage and have incredible reach.
  • Bite: Command throw opens up and restores his own life.
  • Limited mobility and issues with keep-away: A tall hurtbox, teleport dash, and slow walkspeed means Slayer needs to juke often to get in, along with difficulty closing-in vs. extended buttons or projectiles.
  • Limited ground gatlings: Limited grounded pressure game can be difficult to access without links; relies on air combos for further damage output.
  • Counter hit or meter dependent: Extended-combo-reward on hit is lacking without a CH or meter dump.
  • BDC Difficulty: Backdash Cancel requires solid execution and timing to master effectively.
  • Patient workarounds: Most of his tools can easily be low-profiled, on top of some tools being unsafe if used haphazardly due to having obvious reactionary answers.
Guilty Bits Character Intro


GGACR Slayer Nameplate.png
GGACR Slayer Portrait.png

Normal Moves

5P

5K

c.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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.S f.S link c.S f.S 2K2D)


- Poor recovery

- Can be low profiled

f.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

More likely to be combo/blockstring fodder than used by itself as it's less of a poke, 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

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

6K

6H

5D

2P

2K

2S

2H

2D

j.P

j.K

j.2K

j.S

j.H

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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

Air Throw

Dead Angle Attack


Special Moves

Mappa Hunch

236P/K

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
P
K
P Feint
hold P
K Feint
hold K

P is an 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.

K is the 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.

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.
  • K is good for getting in against overly respectful opponents.
  • Substantially more reach.

P/K Dandy Step

214P/K

S/H Dandy Step

214S/H

Pilebunker

Dandy Step -> P

Crosswise Heel

Dandy Step -> K

Under Pressure

Dandy Step -> S

It's Late

Dandy Step > H or Under Pressure > H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Dandy Step > H
Under Pressure > H

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.

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.

Bloodsucking Universe/Chi wo Suu Uchuu

236H

Undertow

632146P

Footloose Journey

j.214K


Force Breaks

Big Bang Upper

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability

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 or BDC'd into.

FB Pilebunker

Dandy Step -> D

FB Dandy Step

214D


Overdrives

Dead on Time

632146S

Eternal Wings

236236H

Direct Hit Dandy

j.214214S


Instant Kill

All Dead

in IK mode: 236236H


Notable Players

NOTE: These tables are still WIP

External References

Navigation

To edit frame data, edit values in GGACR/Slayer/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.