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An incredible poke with great frame data and cancels | |||
* | * Good range and speed, making it work well as a punish | ||
* Good starter with a wide range of combo options | |||
* Good starter | * Plus on block along with jump and special cancels to keep the pressure going | ||
* No meterless KD at max range w/o meter ({{clr|2|5K}} > {{clr|5|2D}} exists but is too hard/spacing dependent to be reliable) | |||
* Plus on block along with | * Can be low profiled | ||
* No meterless KD at max range w/o meter ( | |||
* Can be low profiled | {{clr|2|5K}} links into itself on hit, links into {{clr|2|2K}}, and can cancel into Mappa for meterless combos. FB Dandy, CWH, and DoT are good metered options out of {{clr|2|5K}}. | ||
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|5|5D}} | [[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|5|5D}} |
Revision as of 01:17, 12 August 2021
Please understand while we verify them.
Normal Moves
5P
Very fast anti-air with disjoint on his arm. Works well in a pinch.
- Fast anti-air normal (5F startup)
- Fastest recovery normal for Slayer (4F), no problem on whiff
- Chains into itself for easy confirms
- Jump cancellable with good untech time allowing routing into Slayer's air combos or rejumping to extend a combo
- Whiffs most crouching opponents and a couple standing opponents (hits PO crouching, whiffs on KL and ZA standing)
Gatling Options: 6P, 5D
5K
An incredible poke with great frame data and cancels
- 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)
- Can be low profiled
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
c.S
A normal more used for its flexibility than its speed, it is useful in combos and pressure with a decent hitbox. The gatling into f.S is incredibly useful as a frame trap to build respect in the opponent, allowing you to eventually mix them with other options such as Bite. It also 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 with f.S
- Long hitstun makes for easy hit confirm
- Pushback is minor, allowing for bite setup, frame traps etc.
- Gatlings into f.S for a frame trap which is plus on block
- Has standing/character specific combos with c.s > j.D > j.214214S or c.S > j.H > j.2K
- Good throw option-select
- Poor recovery
- Can be low profiled
Gatling Options: f.S, 5D
f.S
More likely to be combo/blockstring fodder than used by itself as it's less of a poke, this move is plus 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, very difficult 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
- Slow startup, can be mashed out of
- Can be low profiled
Gatling Options: 6K, 5D
5H
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). It is also one of Slayer's few hitboxes that cannot be low or high profiled. 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
- 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 with things like 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
- Has a lot of pushback on hit or block, making some cancels not connect depending on the spacing
Gatling Options: 2H, 5D, 2D
6P
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. 6P is also a good way to bait backdashes on oki.
On hit it wall bounces allowing for air conversions in the corner, and on counter hit (or FRC) it can be converted into 6H > P Dandy FB Pilebunker or IAD j.K for big combos in the corner. Counter hit midscreen it can go into IAD j.H or 6H for powerful corner carry.
- Untechable on counterhit; leads to big combos almost everywhere on the screen.
- Very active, helping it as an anti-air and counter poke.
- 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.
6K
Tricky overhead that is surprisingly fast along with being very plus on block. It can be gatling'd into from f.S, 5K, and 2S allowing a surprising mixup which is even stronger with the ability to feint it by holding down [6K]. 6K also goes over a lot of lows. On hit you can convert into buttons like 2K, or other crouching specific combos. In the corner you can get big damage with combos like 6K > 5K > 6P FRC 6H etc.
- Can be Feinted by holding down the K button
- Goes over many lows
- Very plus on block along with gatlings into it
- 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
- Airborne move that can be airthrown by perceptive opponents
- Has no cancels
- Can be mashed out of
6H
A slow, preemptive anti-air/frame trap. On block, you can jump cancel instant air dash for a tight reset or special cancel into things like Dandy Step and Mappa Hunch for a frame trap.
On air hit midscreen you can convert into iad > delayed j.K for a rejump, and in the corner you can convert into 5H > Undertow, iad > delayed j.K > 5H > Undertow, and with meter, 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.
- 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
- Slow startup
- Long recovery on whiff
- Vulnerable to low-profile
5D
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.
- Overhead
- Can be feinted into a low or throw
- Has a lot of gatlings into it
- Unsafe and short
- Unsafe to feint
2P
A fast crouching jab with surprising range while also being plus on block, 2P is your go to mash button out of pressure.
- Fast startup and recovery.
- Has enough untech that it Links into 5P and Big Bang Upper on air hit
- Links into 2K on ground hit allowing for knockdown conversions
- Can be safe to reversals if done meaty
- Not special or jump cancelable
- Can be low-profiled.
Gatling Options: 6P, 5D
2K
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
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
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 j.K, j.S, j.D or BBU.
+ Hits behind Slayer and has good range.
+ Dodges lows.
- Relatively slow
- Long recovery and no cancel options
2D
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
Overall, a really good air button. Faster than j.K 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 j.K, which can be used to option-select against bursts and for easy air-combo hitconfirms.
- Low damage
j.K
Amazing all-purpose air normal. Extremely low recovery; very easy to use.
+ Links into every air button except j.H, and combos into j.H 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
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 j.K for some cool re-jump combos.
+ Moves Slayer forward and stabilizes air combos.
+ Can be used to stall in the air to throw off anti-air timings.
- Slow, bad on whiff, and easy to anti-air
- Silly animation
j.S
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
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.
+ 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, air throws, and the like if not timed right.
- Harder to route into in combos than all his other buttons.
j.D
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
Untechable chunky damage throw.
+ Is a guilty gear throw.
- Not actually a very good knockdown.
Additional Frame Data: Knocks down opponent on hit. Forced prorate 50%.
Air Throw
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
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.
Special Moves
Mappa Hunch
236P/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
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.
- Can cancel into followups from 16F onwards.
- Has a FRC point that leaves you far.
K Dandy 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
- Has a FRC point that leaves you even further away.
S/H Dandy Step
214S/H
S Dandy 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 Dandy's distance and startup compared to S-Dandy 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
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.
Crosswise Heel
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.
Under Pressure
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.
It's Late
Dandy Step -> H or 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
Command throw which steals a bit of life.
- Fairly slow for a command throw at frame 7.
- 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.
- A useful wakeup tactic when BDC'd.
- Comes with the risk of being in CH state during recovery.
Undertow
632146P
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.jjHD2K jK 5H on counterhit.
Footloose Journey
j.214K
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.
Force Breaks
Big Bang Upper
236D
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.
FB Pilebunker
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, 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.
FB Dandy Step
214D
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.
Overdrives
Dead on Time
632146S
Fast, nearly full-screen lunging strike. Hits like a truck and punishes and blows through quite a bit.
- Freezes opponent inputs for two frames from the super flash.
- Strike invincible frames 7~9, 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.
- Deals 0 stun.
Eternal Wings
236236H
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.
Up and Close Dandy
j.214214S
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.
Instant Kill
All Dead
During IK Mode: 236236H
But in hope I breathe
Of course I do not believe
You're All Dead, and Gone
Colors
To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
- Only selectable on the Arcade and PC-Rollback versions of the game.
- Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.
External References
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •