GGACR/Slayer: Difference between revisions

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<center>{{Character Label|GGACR|Slayer|32px}}</center>
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Revision as of 01:55, 13 March 2022


Overview
Overview

Slayer is a read-heavy character who scores obscene levels of damage off of counter hits, which he can set using great conditioning tools once he gets into range. Solid whiff punishes, great juking tools, Backdash Cancel (BDC), and his overall high strength at mid to close range make Slayer a menace once he really gets into the opponent's head. In particular, BDC allows Slayer to transfer the invincibility from his back (or forward) teleport dashes into his special moves. Not only does this give his offense additional prowess, it also allows him to circumvent blocking with one very powerful defensive tool.

Slayer spends meter well, too: his supers are all very powerful and either start or extend combos, and his Force Breaks like Big Bang Upper (236D) and FB Pilebunker (Dandy Step > D) are terrifying threats in neutral or pressure. It's common to get more than 60% damage from a single combo if the starter is good.

On the flip side, Slayer has limited gatlings as opposed to the rest of the cast, and is a bit reliant on links for real conversions. Lacking a run or a projectile, his mobility is more restricted than other characters and he has trouble dealing with zoning, and can easily eat it just as bad as he deals it if he makes a poor move. BDC can take quite a bit of time to perform consistently, and each of his special moves has a different use when combined with BDC.

Slayer can be a make-or-break character, but his strengths are truly frightening, and one good read can give him the chance to end a round.

 Slayer  Slayer focuses on controlling space with his solid pokes and punish tools, all while setting up an offensive pressure game based on slippery movement and powerful counterhits.

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 allows Slayer to do many things, such as circumvent blocking and frame trap opponents effectively.
  • 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.
  • Excellent read-based pressure Strong pressure with many ways to reset pressure and punish opponents on a good read.
  • 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/Reliance on links: Limited grounded pressure game can be difficult to access without links and most of his combos require tricky links.
  • Counter hit or meter dependent: Extended-combo-reward on hit is lacking without a CH or meter dump.
  • 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.
GGACR Slayer Nameplate.png
GGACR Slayer Portrait.png
Damage Received Mod
×0.96
Guts Rating
2/5
Gravity Mod
×1
Stun Resistance
70
Prejump
4F
Backdash
28F (1~19F Full Invuln)
Forwards Dash
18F (5~14F strike invuln, 7~12F throw invuln)
Wakeup Timing
26F (Face Up)/ 20F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Unique Movement Options
Teleport Dash
Fastest Attack
Reversals
Guilty Bits Character Intro

Normal Moves

5P

5K

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. Invuln Level
22 Mid 6 3 8 +1 2

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).
  • Vulnerable to low profile.

5K links into itself on hit, links into 2K, and can cancel into Mappa for meterless combos. FB Dandy > CWH, and DoT are good metered options out of 5K.

Gatling Options: 6P, 6K, 5D



  • Hitstun on standing hit 17F
  • Untechable for 17F (CH for 20F)

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. Invuln Level
30 Mid 7 4 10 0 3

A normal more used for its flexibility than its speed, it is useful in combos and pressure with a decent hitbox.

  • Pushback is minor, allowing for bite setup, frame traps etc.
  • Gatlings into f.S for a frame trap which is plus on block.
  • Good throw option-select.
  • Poor recovery.
  • Vulnerable to low profile.

For combos, you most of the time want to gatling into f.S and link from there, but c.S has deceptively long hitstun, allowing links into 5K and 2K on hit. c.S also has standing/character specific combos with (standing) c.s > j.D > j.214214S or (character specific) c.S > j.H > j.2K, and an unexpected combo in c.S > P Dandy > Pilebunker.

Gatling Options: f.S, 5D



  • Hitstun on standing hit 20
  • Untechable for 17F (CH for 22)

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. Invuln Level
30 Mid 13 2 8 +4 3

More likely to be combo/blockstring fodder than used by itself as it's less of a poke than his other buttons. Watch out for Slayers that throw this out from full screen, that is a misinput Dead on Time.

  • Plus on block.
  • Slow startup, can be mashed out of.
  • Vulnerable to low profile

Links to c.S when in range for big damage BNB, but it's very difficult on a standing opponent (easier on crouch). You generally want to combo into 5K or 2K and go from there. It is also used after c.S on airborne opponents that are heavy or low to the ground to raise their height.

Gatling Options: 6K, 5D



  • Hitstun on standing hit 16F

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. Invuln Level
45 Mid 13 5 18 -4 5

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

  • Slide on air hit allows for strong follow up combos.
  • Jump cancellable even in recovery frames, allowing for delay special cancels with a TK.
  • Hitbox starts high and goes all the way to the ground, hitting high and low profile alike.
  • Although minus on block, it can gatling to 2D/2H, or special cancel to continue pressure.
  • 5F active with good hitbox, can catch backdash attempts when timed correctly.
  • Can Anti-Air opponents in strange situations (Ky cross-up Greed Sever, Anji's stomp, etc.).
  • Big startup, opponents can jump out of pressure when not conditioned.
  • Has a lot of pushback on hit or block, making some cancels not connect depending on the spacing.

You can convert from the slide back to an air combo by connecting another move before the slide ends. When further away, 5H > 2H is a common conversion. When deep in the corner, 5H > Undertow is the higher damage option vs. an airborne opponent. 5H > K Mappa can sometimes hit, allowing for followups after K mappa. 5H BBU will almost always work if you are in range, and 5H > FB Dandy > CWH can also pick up.

Gatling Options: 2H, 5D, 2D



  • Slides opponent on air hit (untechable for 30F, slides for 30F)

6P

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. Invuln Level
45 Mid 18 6 14 -1 1~6F Upper Body
7~23F Above Knees
5

Invincible above the knees making it great at anti-airing instant air dashes. The good active frames and amazing upper body invincibility make 6P an amazing counter poke that people can kill themselves on.

  • Untechable on counterhit; leads to big combos almost everywhere on the screen.
  • Very active, helping it as an anti-air and counter poke, along with being able to bait backdashes on wakeup.
  • Tons of upper body invincibility allowing it to counter poke through many different attacks.
  • Has an FRC point right at the start of the active frames, allowing for high damage corner combos.
  • Slow to startup and slow to low-profile.
  • Has no cancels outside of an FRC point.

On hit it wall bounces allowing for air conversions in the corner with 2P and 5K. On counter hit it can be converted into 5H > Undertow for big combos in the corner. With Frc, you can get 6H into 5H/ iad/ P Dandy FB Pilebunker. Counter hit midscreen it can go into IAD j.H or 6H for powerful corner carry.



  • Wall bounces opponent on hit (untechable for 26F)
  • FRC timing 18~20F
  • Initial prorate 90%

6K

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. Invuln Level
6K 22 High/Air 21 5 1+3 after landing +5 8~21F Lower Body 3
6[K] Total 24+3 after landing 8~24F Feet

Tricky overhead that is surprisingly fast along with being very plus on block.

  • Can be Feinted by holding down K.
  • Goes over many lows.
  • It can be gatling'd into from f.S, 5K, and 2S allowing a surprising mixup.
  • 6K has so little recovery it can be used as a safejump against some characters' reversals if done meaty.
  • Can convert into knockdown midscreen or big combos in the corner with meter.
  • Airborne move that can be airthrown by perceptive opponents.
  • Has no cancels.
  • Slow startup for a pressure reset, but fast startup for an overhead.

On hit you can convert into 5K or 2K and go from there. In the corner you can get big damage crouch confirms with 6K > 5K > 6P FRC 6H etc.



6K

  • Initial prorate 90%
  • Slayer is airborne from 8~24F

6[K]

  • Airborne from 8F until landing
  • Hold K until 10F to feint

6H

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. Invuln Level
40 Mid 21 6 13 +0 5

A slow, preemptive anti-air/frame trap that allows for big damage conversions, or tight pressure resets.

  • Causes ground bounce on air hit.
  • Situational low crush, as Slayer lifts his front leg out of the way.
  • Hilariously high damage potential.
  • Jump and special cancelable with a lot of block stun and hit stun.
  • Moves Slayer forward
  • Slow startup.
  • Long recovery on whiff.
  • Vulnerable to low-profile.

On air hit midscreen you can convert into iad > delayed j.K > 5P/ c.S/ 2S for a rejump, and in the corner you can convert into 5H > Undertow/ iad > delayed j.K > 5H > Undertow/ P Dandy > FB Pilebunker. Grounded hit can convert into P Dandy > Crosswise Heel, and grounded Counter hit allows iad > j.H/j.K to connect.



  • Hitstun on standing hit 24F
  • FRC timing 17~18F
  • Ground bounces opponent on air hit (untechable for 36F, on CH for 62F)
  • Hits crouching opponents on 22F (tested on Sol)
  • Staggers opponent on ground CH (Max 47F)

5D

2P

2K

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. Invuln Level
18 Low 6 2 11 -1 3~4F, 12~15F Feet 2

Your go-to low option with a variety of delay gatlings for pressure and combo conversions. A critical tool in Slayer's combo game as it allows most hits to route into knockdown meterless.

  • Fast startup and decent recovery.
  • Slight evasive properties.
  • Low damage combo starter.
  • Relatively short range.
  • No special cancels.

Your main combo after 2K is to delay gatling into 2H/2S > 2D. 2S is easier to combo and has better properties on block, but 2H combos at any range 2K hits, and can be easily converted into BBU. You can also link 2K into itself and 5K, allowing for slightly stronger confirms.

Delay Gatling Options: 2S, 2H, 5D, 2D



  • Initial prorate 90%
  • Can gatling from 11~14F
  • Hitstun on standing hit 18F

2S

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. Invuln Level
32 Mid 8 6 15 -7 5~9F Upper Body 3

Anti-air option for opponents trying to float above you.

  • Untechable for 48f on counterhit and can lead into enormous damage.
  • Hits farther horizontally than you might think.
  • Slayer's leg is a disjoint making this move low profile to an extent.
  • Special and jump cancelable.
  • Negative on block.

On a normal air hit you want to make sure you jump cancel into your air button right away so they don't tech out. On air counter hit you can get many different conversions, but most common is iad > delay j.K into a re-jump with 5P/ c.S/ 2S. On ground hit you will mostly delay gatling into 2D for knockdown, but you can also cancel into DoT for big damage with meter.

Delay Gatling Options: 2H, 5D, 2D



  • Untechable for 48F on air CH
  • Can gatling from 11~21F

2H

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. Invuln Level
42 Low 13 2 22 -5 5~14F Below Knees 5

Long range low-crush that causes stagger on hit.

  • Hits behind Slayer and has good range.
  • Dodges lows like crazy.
  • Launches opponent into the air and pulls them toward you if they are sliding.
  • Relatively slow.
  • Long recovery and no cancel options.

Links into 2D and BBU on ground hit, and on air hit/sliding hit links into j.K/ j.S/ j.D/ BBU.



  • Forced prorate 80%
  • Untechable for 40F
  • Staggers opponent on ground hit (Max 49F)
  • Hitstop 0F
  • Pulls in opponent on air hit (???)
  • Dizzy modifier x0.25

2D

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. Invuln Level
34 Low 7 15 12 -8 5

Slayer's main knockdown tool for grounded opponents. Has good startup, range, and active frames

  • Extremely long active frames.
  • Good as a hard backdash callout, or to win against invulnerable moves (things like FB Dandy or Anji's fuujin).
  • Great for stopping people from dash blocking or dashing into you.
  • Can be spaced to be safe or positive on block, or even to extend combos(BBU > 2D > c.S > air combo).
  • Unsafe on earliest hit.
  • No cancel options.

Grounded hit will be a knockdown ender. You can RC into 5H if you really want a combo off of 2D. 2D also Leads into air combos on late hits or counter hit with 2D > 2P > 5P/ BBU etc.



  • Knocks down opponent on ground hit
  • Untechable for 26F (CH for 76F)

j.P

j.K

j.2K

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. Invuln Level
22 High/Air 13 3 16 3

An extremely versatile air-combo tool. +14 on air hit, so it links into every one of Slayer's air combo buttons, and kicks opponents upwards. Every air normal has a gatling into j.2K.

  • Moves Slayer forward and stabilizes air combos.
  • Can be used to stall in the air to throw off anti-air timings.
  • Has a lot of Gaurd bar -, meaning it scales down combo damage very quickly.
  • Slow, bad on whiff, and easy to anti-air due to it extending Slayer's hitbox downwards.

Links into everything, and delay-links into j.K for some cool re-jump combos. Optimal combos usually try to avoid j.2K where they can due to its poor scaling, but its ability to re-jump can not be understated.



  • Floats opponent on ground hit (untechable for 33F, on CH for 40F)
  • On air hit, untechable for 33F (on CH for 44F)

j.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. Invuln Level
16×4 High/Air 3 2(2)2(4)2(2)2 6 3

Not actually a 3f normal because the first active is on his back leg. For all effects and purposes is a 7f normal. Jump cancelleable on 3rd and 4th hits.

  • Vacuum effect on air hit; standardizes combo situations well.
  • Easy confirms into j.214214S.
  • Multihits.
  • Fast and reaches low.
  • Gives worse damage than j.K in air combos.
  • Inconsistent behavior in combos.
  • Long counterhit state.

Links into j.K, j.S, and j.D in air combos.

Gatling Options: j.2K



  • Pulls in opponent on hit
  • Can jump cancel from 13F onwards
  • Untechable for 19F (on CH for 22F)
  • Order of hits is (back hit, forward hit)x2, so forward hit startup is 7F (3+2+(2))
  • Hitstop 6F

j.H

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. Invuln Level
36 High/Air 14 5 7 3

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

  • Large downward hitbox that stays active for a good amount of time.
  • High damage and stun potential on counter hit.
  • High damage if used in combos.
  • Slow startup. Can be stuffed by faster moves, air throws, and the like if not timed right.
  • Harder to route into in combos than all his other buttons.

Links into every other air move on hit. On an air-to-ground counter hit you generally have enough time to link into 6H and go from there. If you aren't ready for the counter hit, c.S is a pretty good pickup as well due to it linking on normal hit.

Gatling Options: j.2K



  • Ground bounces opponent on CH (untechable for 60F)
  • Initial prorate of 80%
  • Untechable for 23F

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. Invuln Level
40 High/Air 7 5 19+5 after landing 3

Slayer's second big-damage air button, and his main knockdown tool for air combos.

  • Very fast for how deep it hits.
  • Causes stagger on Counter Hit.
  • High damage if used in combos.
  • Gives Slayer landing recovery, which makes it worse as an air-to-ground move, but it can be canceled into Footloose to make it safe.
  • Long recovery.

Gatlings into j2K, which gives combo extensions when j.D is done while falling from high enough. jD > j2K > jK is the foundation of many of Slayer's rejump combos, and jD > j2K > jD does quite good damage.

Gatling Options: j.2K



  • Slams down opponent on air hit (Untechable time 20F)
  • 5F Landing recovery
  • Staggers opponent on ground CH (max 39F)


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. Invuln Level
236P 40 Mid 11 3 17 -1 5
236K 40 Mid 14 6 16 -3 5
236[P] Total 23
236[K] Total 27

P is an essential harassment tool with a bad hitbox and subpar reward on hit.

  • 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.

BDC P Mappa (442369P) is amazing at harrasing opponents in pressure with it's quick startup, decent range, and invul transfer from the backdash. FDC P Mappa (662369P) can function as an in-between of K and P Mappa Hunch with the useful invincibility from forward dash.



  • Untechable for 25F

K is the farther reaching punch with the same poor hitbox and reward on hit. Good for covering distance.

  • Quickly covers good horizontal space.
  • Converts into the same options as the P version
  • Punishable on instant block or against characters with 3f normals, but properly spaced you can make this up to +2.

BDC K Mappa (442369K) is great at going through pokes at farther range, or even going through projectiles in some occasions. FDC K Mappa (662369K) can cover near fullscreen distance, and the invincibility from forward dash can be used to go through projectiles and pokes as well.



  • Untechable for 27F

Feints Mappa Hunch by holding the attack button down.

  • Usually used for throw mixups or to get in on an opponent too scared to challenge.
  • P comes with P Mappa Hunch's short range, but can carry some momentum.
  • K is good for getting in against overly respectful opponents.


  • Slayer is in CH state during move

P/K Dandy Step

214P/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. Invuln Level
214P Total 30 1~3F Strike
214K Total 38 1~6F Strike

P Dandy moves back and then forward. Moves slightly forward from the initial position.

  • Has a small amount of startup invincibility to make small moves whiff with.
  • Has a FRC point that leaves you far.
  • Varied followups that work well depending on the situation.

BDC P Dandy (442147P) is great at beating short to mid range pokes, since the BDC will allow you to do follow ups at farther ranges backward than if you didn't BDC. FDC P Dandy (662147P) is useful as a pseudo reset or tricky movement option with decent invincibility throughout.



  • FRC timing 9~12F
  • Can cancel into followups from 16F onwards

K Dandy moves significantly forward from the initial position.

  • Has a 6f of startup invincibility to make larger moves whiff with.
  • Has a FRC point that leaves you even further away.
  • Varied followups that work well depending on the situation.

BDC K Dandy (442147K) is used when you really want to make something big whiff, the momentum from K Dandy carries you back to where you started though, so beware. FDC K Dandy (662147K) is also useful as a pseudo reset and a tricky movement option with a bit more invincibility and range.



  • FRC timing 15~18F
  • Can cancel into followups from 20F onwards

S/H Dandy Step

214S/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. Invuln Level
214S Total 30 6~13F Above Knees
14~17F Upper Body
214H Total 40 15~22F Above Knees
23~27F Upper Body

S Dandy moves forward and then faces the opposite direction.

  • Good for crossing up.
  • Has upper body invincibility after frame 6.
  • Slayer's hitbox becomes very wide during the motion blur part of the animation.

On it's own, S Dandy is useful as a surprising crossup or to go through projectiles. BDC (21447S) can give it some start up invincibility, and FDC (662147S) can give it a bit more range.



  • Can pass through opponent from 10~16F
  • Slayer is in CH state during move
  • Can cancel into followups from 22F onwards

H Dandy's distance and startup compared to S-Dandy increased.

  • Good for escaping the corner or doing dumb things.
  • Has upper body invincibility after frame 15.
  • A crucial tool in some matchups to go around projectiles

BDC H Dandy (21447H) helps cover it's long start up with some invincibility. FDC H Dandy (66214H) goes almost fullscreen, giving a different approach to neutral.



  • Can pass through opponent from 19~26F
  • Slayer is in CH state during move
  • Can cancel into followups from 32F onwards

Pilebunker

Dandy Step -> P

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. Invuln Level
80 Mid 3 3 33 -17 5

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.
  • Able to be low profiled.
  • Can encourage irresponsible decision making. Use wisely.


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

Crosswise Heel

Dandy Step -> K

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. Invuln Level
23, 27 Mid 6 4(9)7 16+5 after landing -14 3~18F Above Feet
19~25F Upper Body
3

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.


  • Slayer is airborne from 19F onwards
  • Floats opponent on hit (1st untechable for 32F, 2nd hit for 42F)
  • 1st hit has hitstop 6F
  • 2nd hit has forced prorate of 85%
  • Slayer is in CH state until landing

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. Invuln Level
Dandy > H 52 High 18 6 9 +4 5~17F Throw 5
Dandy > S > H 52 High 14 6 12 +1 1~13F Throw 5

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.


  • Hitstun on standing hit 22F
  • Slams down opponent and fully untechable on air hit
  • Slides opponent on CH (untechable for 72F, slides for 32F)

Slightly faster when used after Under Pressure, but is +1 instead.

  • Still a strong meaty due to throw invincibility and plus frames.
  • Floor bounces on counter hit, catching players who don't have a fast enough button between this and Under Pressure.
  • Again loses to reversals and backdashes, with no real way to bait them other than not doing it.


  • Ground bounces opponent on CH (untechable for 90F)
  • Slams down opponent and fully untechable on air hit

Bloodsucking Universe

236H

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. Invuln Level
55 92 pixels 7 2 29

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.
  • Comes with the risk of being in CH state during recovery.

BDC Bite (442369H) can be useful as a wakeup reversal, or on oki after a Dandy Step to throw people off with a strike invincible grab. FDC Bite (66236H) is mostly useful during pressure to catch people by surprise from a decent range. If you are too close you might cross up with your forward dash, making 66214H needed to hit the Bite.



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

Undertow

632146P

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. Invuln Level
60 Mid 28 3 13 -2 5~28F Armor 3

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.

BDC (63214469H) can cover the startup of the armor with invincibility, but it's still slow.



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

Footloose Journey

j.214K

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. Invuln Level
26×3 All 5 2(2)×6 Until landing+11 4

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.


  • Floats opponent on hit (untechable for 24F)
  • Order of hits is (front then back) x 3
  • Hitstop 7F


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. Invuln Level
80 Mid 10 6 35 -22 1~1F Upper Body
2~3F Above Knees
4~13F Above Feet
5

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.


  • Floats opponent high on hit (untechable for 62F)
  • Dizzy modifier x0
  • Slayer is in CH state from 1~42F
  • Big Bang Upper must be performed from neutral; cannot be canceled into
  • Uppercut portion of the attack has a startup of 12F

FB Pilebunker

Dandy Step -> 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. Invuln Level
90 Mid 3 3 31 -3 5

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.


  • Wall sticks opponent and fully untechable on hit (sticks for 27F, on CH for 45F)
  • Dizzy modifier x0
  • Blockstun on standing block 30F
  • Attack Level 6

FB Dandy Step

214D

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. Invuln Level
Total 30 1~12F Strike
13~17F Low Profile

Forward moving Dandy Step but with substantial invincibility.

  • A big chunk of startup invul makes for a stronger reversal than BDC alone.
  • Cancels into Dandy follow ups sooner than other Dandy Steps.
  • Can still be thrown if you're cornered when it starts.

BDC FB Dandy (442147D) if you want more startup invincibility to go through more active moves. FDC FB Dandy (662147D) helps you cover quite good distance with a lot of strike invincibility.



  • Can cancel into followups from 10F onwards


Overdrives

Dead on Time

632146S

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. Invuln Level
140 All 7+1 10 31+21 after landing -43 7~9F Strike 5

Fast, nearly full-screen lunging strike. Hits like a truck and punishes and blows through quite a bit.

  • Strike invincible frames 7~9, as it starts and until the freeze ends.
  • Wallsticks on counter-hit for big damage.
  • Has an FRC point to punish bursts or convert when done from the corner or close to it.
  • Deals 0 stun.

BDC DoT (63214469S) can give the start up invincibility until the move's own invincibility kicks in.



  • Wall sticks opponent on hit (untechable for 50F, sticks for 32D)(on CH untechable for 112F, sticks for 60F)
  • Dizzy modifier x0
  • Slayer is in CH state until landing
  • Opponent cannot input any commands from super flash until after the 1st active frame
  • Forced prorate 75%
  • FRC timing 15~17F

Eternal Wings

236236H

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. Invuln Level
88 Mid 5+2 18 36+7 after landing -42 1~24F Strike 5

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.


  • Floats opponent and fully untechable on hit
  • Slayer is in CH state until landing

Up and Close Dandy

j.214214S

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. Invuln Level
100 [160] Mid [All] 7+2 Until landing [6] 20 after landing 1~10F Strike 5

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.


  • Head portion has hitstop 7F, staggers opponent on ground hit (Max 46F)
  • Data listed in [] is for the back part (tail)
  • Wall bounces opponent on air CH (untechable for 100F)
  • The tail is a projectile


Instant Kill

All Dead

During IK Mode: 236236H


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.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. 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

Navigation

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To edit frame data, edit values in GGACR/Slayer/Data.
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