GGACR/Slayer: Difference between revisions

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{{MFlag|verify}}<!-- Needs expert verification -->
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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{CharaOverview
{{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.
|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.


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|voice_actor= Iemasa Kayumi
|voice_actor= Iemasa Kayumi
|quote= You need to stop looking up all the time. Sooner or later, you're going to trip on something.
|quote= You need to stop looking up all the time. Sooner or later, you're going to trip on something.
| fastestAttack = [[#2P|2P]] (4F)
| reversal = [[#Eternal Wings|236236H]] (7F)
|summary= 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.  
|summary= 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=
|pros=
* '''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.
*'''High Damage and Stun:''' 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.
*'''Backdash Cancel (BDC)''': The ability to transfer BD invul allows Slayer to do many things, such as circumvent blocking, approach while invulnerable and frame trap opponents effectively.
* '''Excellent buttons:''' Pokes and anti-air options are generally fairly safe, have good hitboxes, and lead to good damage.
*'''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.
*'''Great Pressure''': Slayer has very strong pressure with many ways to reset and punish opponents on a good read. After conditioning them to sit still, Slayer can open them back up with his fast command grab and crossup teleport dash.
* '''Excellent Overdrives:''' DOT, Eternal Wings, and DHD all lead to substantial damage and have incredible reach.
*'''Punish Tools:''' Dandy Step followups, very rewarding counterhit buttons and incredibly strong overdrives all can effectively lay the hurt on a single punish.
* '''Excellent read-based pressure''' Strong pressure with many ways to reset pressure and punish opponents on a good read.
*'''Meter Burn:''' DOT, Eternal Wings, and DHD all lead to substantial damage and have incredible reach. {{clr|5|236D}} is a great move for combo starting or filling, while FB Pilebunker wallsticks on hit for massive damage followups.  
 
|cons=
|cons=
* '''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 Mobility''' A tall hurtbox, teleport dash, and short airdash means Slayer needs to juke around his opponents defenses to get in. His reliance on a physical approach also makes him weak against zoners.  
* '''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.
*'''Limited Grounded Gatlings:''' Slayer has a limited grounded pressure game due to his lack of proper gatlings on the ground. As a result, it can be difficult to access stronger pressure without links. Most of Slayer's best combos also require tricky links.
* '''Counter hit or meter dependent:''' Extended-combo-reward on hit is lacking without a CH or meter dump.
*'''Counter Hit or Resource Dependent:''' Extended-combo-reward on hit is lacking without a counterhit 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.
*'''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.
}}
|unique_mechanic1_name= Teleport Dashes and Backdash Cancel
{{FP Box|header=Guilty Bits Character Intro
|unique_mechanic1= Slayer's forward dash and backdash take the form of short-range teleports. These teleports transport him a fixed distance and have lots of invulnerability frames, which gives Slayer unique methods of moving around his opponent's attacks. Slayer can still airdash normally, however.
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|qdUwjzHcTnY|450}}{{Closediv}}{{Closediv}}
 
As an added function, Slayer can jump in the middle of a teleport, which immediately exits it while keeping the invulnerability frames. With quick timing, Slayer can even {{keyword|Tiger Knee}} certain special moves to transfer them some of the invulnerability. Slayers backdash is fully invulnerable for 19 frames, which makes it very easy for Slayer to give any of his special moves large periods of invulnerability on their startup. This is called '''Backdash Cancelling''' by the community, and is a very powerful tool for Slayer to use. Correctly performing this allows Slayer to dramatically increase the whiff-punishment qualities of certain moves, reversal out of bad situations, or frame trap his opponents.
 
More information on performing this technique can be found on the [[{{PAGENAME}}/Strategy|Strategy]] page.
}}
}}
{{FrameChartKey}}


== Normal Moves ==
==Normal Moves==
===<big>{{clr|1|5P}}</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
<div class="attack-container">
Line 49: Line 56:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5P}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 4
|recovery = 4
}}
==== ====
==== ====
Very fast anti-air with disjoint on his arm. Works well in a pinch.
Very fast anti-air with disjoint on his arm. Works well in a pinch.
 
*+7 on hit
* Fast anti-air normal.
*Very fast recovery normal, whiffing is no problem.
* Very fast recovery normal, whiffing is no problem.
*Has delay gatlings into {{clr|1|5P}}/{{clr|1|2P}}/{{clr|2|5K}}/{{clr|2|2K}}. All combo on hit.
* Chains into itself on hit.
*Whiffs most crouching opponents and a couple standing opponents (hits PO crouching, whiffs on KL and ZA standing).
* Whiffs most crouching opponents and a couple standing opponents (hits PO crouching, whiffs on KL and ZA standing).
 
Jump cancellable with good untech time allowing routing into Slayer's air combos or rejumping to extend a combo.
Jump cancellable with good untech time allowing routing into Slayer's air combos or rejumping to extend a combo.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|5|5D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|5|5D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


 
'''Additional Frame Data:''' ''Hitstun on standing hit 14F. Untechable for 15F (CH for 16F).''
* Hitstun on standing hit 14F
{{CloseCard}}
* Untechable for 15F (CH for 16F)
</div>
</div>
</div>


===<big>{{clr|2|5K}}</big>===
===<big>{{clr|2|5K}}</big>===
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5K}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 8
}}
==== ====
==== ====
An incredible poke with great frame data and cancels.
An incredible poke with great frame data and cancels.
 
*+7 on hit
* Good range and speed, making it work well as a punish.
*Good range and speed, making it work well as a punish.
* Good starter with a wide range of combo options.
*Good starter with a wide range of combo options.
* Plus on block along with jump and special cancels to keep the pressure going.
*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).
*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).
* Vulnerable to low profile.
*Vulnerable to low profile.
 
{{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}}.
{{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}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


 
'''Additional Frame Data:''' ''Hitstun on standing hit 17F. Untechable for 17F (CH for 20F).''
* Hitstun on standing hit 20F
{{CloseCard}}
* Untechable for 17F (CH for 20F)
</div>
</div>
</div>


===<big>{{clr|3|c.S}}</big>===
===<big>{{clr|3|c.S}}</big>===
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|c.S}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="c.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 4
|recovery = 10
}}
==== ====
==== ====
A normal more used for its flexibility than its speed, it is useful in combos and pressure with a decent hitbox.
A normal more used for its flexibility than its speed, it is useful in combos and pressure with a decent hitbox.
 
*+7 on hit
* Pushback is minor, allowing for bite setup, frame traps etc.
*Pushback is minor, allowing for bite setup, frame traps etc.
* Gatlings into {{clr|3|f.S}} for a frame trap which is plus on block.
*Gatlings into {{clr|3|f.S}} for a frame trap which is plus on block.
* Good throw option-select.
*Good throw option-select.
* Poor recovery.
*Poor recovery.
* Vulnerable to low profile.
*Vulnerable to low profile.
 
For combos, you most of the time want to gatling into {{clr|3|f.S}} and link from there, but {{clr|3|c.S}} has deceptively long hitstun, allowing links into {{clr|2|5K}} and {{clr|2|2K}} on hit. {{clr|3|c.S}} also has standing/character specific combos with (standing) {{clr|3|c.s}} > {{clr|5|j.D}} > {{clr|3|j.214214S}} or (character specific) {{clr|3|c.S}} > {{clr|4|j.H}} > {{clr|2|j.2K}}, and an unexpected combo in {{clr|3|c.S}} > {{clr|1|P}} Dandy > Pilebunker.
For combos, you most of the time want to gatling into {{clr|3|f.S}} and link from there, but {{clr|3|c.S}} has deceptively long hitstun, allowing links into {{clr|2|5K}} and {{clr|2|2K}} on hit. {{clr|3|c.S}} also has standing/character specific combos with (standing) {{clr|3|c.s}} > {{clr|5|j.D}} > {{clr|3|j.214214S}} or (character specific) {{clr|3|c.S}} > {{clr|4|j.H}} > {{clr|2|j.2K}}, and an unexpected combo in {{clr|3|c.S}} > {{clr|1|P}} Dandy > Pilebunker.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}}, {{clr|5|5D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|f.S}}, {{clr|5|5D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


* Hitstun on standing hit 20
'''Additional Frame Data:''' ''Hitstun on standing hit 20F. Untechable for 17F (CH for 22F).''
* Untechable for 17F (CH for 22)
{{CloseCard}}
</div>
</div>
</div>


===<big>{{clr|3|f.S}}</big>===
===<big>{{clr|3|f.S}}</big>===
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|f.S}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="f.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 2
|recovery = 8
}}
==== ====
==== ====
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.
More likely to be combo/blockstring fodder than used by itself as it's less of a poke than his other buttons. Watch out for Slayers that throw this out from full screen, that is a misinput Dead on Time.
 
*+7 on hit
* Plus on block.
*Plus on block.
* Slow startup, can be mashed out of.
*Slow startup, can be mashed out of.
* Vulnerable to low profile
*Vulnerable to low profile
 
Links to {{clr|3|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 {{clr|2|5K}} or {{clr|2|2K}} and go from there. It is also used after {{clr|3|c.S}} on airborne opponents that are heavy or low to the ground to raise their height.  
Links to {{clr|3|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 {{clr|2|5K}} or {{clr|2|2K}} and go from there. It is also used after {{clr|3|c.S}} on airborne opponents that are heavy or low to the ground to raise their height.  


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|6K}}, {{clr|5|5D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


 
'''Additional Frame Data:''' ''Hitstun on standing hit 16F.''
* Hitstun on standing hit 16F
{{CloseCard}}
</div>
</div>
</div>


===<big>{{clr|4|5H}}</big>===
===<big>{{clr|4|5H}}</big>===
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|5H}}
{{#cargo_query:tables=MoveData_GGACR
|}
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 5
|recovery = 18
}}
==== ====
==== ====
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.
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.
*Slide on air hit allows for strong follow up combos.
* Jump cancellable even in recovery frames, allowing for delay special cancels with a TK.
*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.
*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 {{clr|5|2D}}/{{clr|4|2H}}, or special cancel to continue pressure.
*Although minus on block, it can gatling to {{clr|5|2D}}/{{clr|4|2H}}, or special cancel to continue pressure.
* 5F active with good hitbox, can catch backdash attempts when timed correctly.
*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.).
*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.
*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.
*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, {{clr|4|5H}} > {{clr|4|2H}} is a common conversion. When deep in the corner, {{clr|4|5H}} > Undertow is the higher damage option vs. an airborne opponent. {{clr|4|5H}} > {{clr|2|K}} Mappa can sometimes hit, allowing for followups after K mappa. {{clr|4|5H}} BBU will almost always work if you are in range, and {{clr|4|5H}} > FB Dandy > CWH can also pick up.
You can convert from the slide back to an air combo by connecting another move before the slide ends. When further away, {{clr|4|5H}} > {{clr|4|2H}} is a common conversion. When deep in the corner, {{clr|4|5H}} > Undertow is the higher damage option vs. an airborne opponent. {{clr|4|5H}} > {{clr|2|K}} Mappa can sometimes hit, allowing for followups after K mappa. {{clr|4|5H}} > BBU will almost always work if you are in range, and {{clr|4|5H}} > FB Dandy > CWH can also pick up.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


'''Additional Frame Data:''' ''Slides opponent on air hit (untechable for 30F, slides for 30F).''
{{CloseCard}}


* Slides opponent on air hit (untechable for 30F, slides for 30F)
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
</div>
</div>
</div>
 
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 253: Line 271:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_6P.png|Lets you Anti-Air the floor
GGAC_Slayer_5D.png|He's got seven hands,<br>and they're ALL OVERHEADS
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Slayer_6P-Hitbox.png
GGXXACPR_Slayer_5D-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
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<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR|version=yes}}
|-
|-
{{#lst:{{PAGENAME}}/Data|6P}}
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="5D" or input="5[D]")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 24
|active  = 3
|recovery = 20
}}
==== ====
==== ====
Invincible above the knees making it great at anti-airing instant air dashes. The good active frames and amazing upper body invincibility make {{clr|1|6P}} an amazing counter poke that people can kill themselves on.  
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 {{clr|5|[D]}}, opening up some gimmicky mixups with a low or throw.
*Has a lot of gatlings into it.
*Unsafe and short.
*Unsafe to feint.
'''Additional Frame Data:''' ''Hold D until 20F to get Feint. Can cancel Feint to 2K or 2D on 32F.''
{{CloseCard}}


* Untechable on counterhit; leads to big combos almost everywhere on the screen.
===<big>{{clr|1|6P}}</big>===
* 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 {{clr|1|2P}} and {{clr|2|5K}}. On counter hit it can be converted into {{clr|4|5H}} > Undertow for big combos in the corner. With Frc, you can get {{clr|4|6H}} into {{clr|4|5H}}/ iad/ {{clr|1|P}} Dandy FB Pilebunker. Counter hit midscreen it can go into IAD {{clr|4|j.H}} or {{clr|4|6H}} for powerful corner carry.
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----
 
 
* Wall bounces opponent on hit (untechable for 26F)
* FRC timing 18~20F
* Initial prorate 90%
</div>
</div>
</div>
 
===<big>{{clr|2|6K}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 296: Line 311:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_6K.png|The Heel Drop with Low Crush
GGAC_Slayer_6P.png|Lets you Anti-Air the floor
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Slayer_6K-1-Hitbox.png|Frames 21-24
GGXXACPR_Slayer_6P-Hitbox.png
GGXXACPR_Slayer_6K-2-Hitbox.png|Frame 25
</gallery>
</gallery>
</tabber>
</tabber>
Line 308: Line 322:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{AttackVersion|name=Normal}}
{{#cargo_query:tables=MoveData_GGACR
{{#lst:{{PAGENAME}}/Data|6K}}
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|-
|where=chara="{{SUBPAGENAME}}" and input="6P"
{{AttackVersion|name=Feint|subtitle={{clr|2|6[K]}}}}
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|6[K]}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 6
|recovery = 14
}}
==== ====
==== ====
Tricky overhead that is surprisingly fast along with being very plus on block.
Invincible above the knees making it great at anti-airing instant air dashes. The good active frames and amazing upper body invincibility make {{clr|1|6P}} an amazing counter poke that people can kill themselves on.  


* Can be Feinted by holding down {{clr|2|K}}.
*Untechable on counterhit; leads to big combos almost everywhere on the screen.
* Goes over many lows.
*Very active, helping it as an anti-air and counter poke, along with being able to bait backdashes on wakeup.
* It can be gatling'd into from {{clr|3|f.S}}, {{clr|2|5K}}, and {{clr|3|2S}} allowing a surprising mixup.
*Tons of upper body invincibility allowing it to counter poke through many different attacks.
* {{clr|2|6K}} has so little recovery it can be used as a safejump against some characters' reversals if done meaty.
*Has an FRC point right at the start of the active frames, allowing for high damage corner combos.
* Can convert into knockdown midscreen or big combos in the corner with meter.
*Slow to startup and slow to low-profile.
* Airborne move that can be airthrown by perceptive opponents.
*Has no cancels outside of an FRC point.
* Has no cancels.
* Slow startup for a pressure reset, but fast startup for an overhead.


On hit you can convert into {{clr|2|5K}} or {{clr|2|2K}} and go from there. In the corner you can get big damage crouch confirms with {{clr|2|6K}} > {{clr|2|5K}} > {{clr|1|6P}} FRC {{clr|4|6H}} etc.
On hit it wall bounces allowing for air conversions in the corner with {{clr|1|2P}} and {{clr|2|5K}}. On counter hit it can be converted into {{clr|4|5H}} > Undertow for big combos in the corner. With FRC, you can get {{clr|4|6H}} > {{clr|4|5H}}/IAD/{{clr|1|P}} Dandy > FB Pilebunker. Counter hit midscreen it can go into IAD {{clr|4|j.H}} or {{clr|4|6H}} for powerful corner carry.
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


'''Additional Frame Data:''' ''Wall bounces opponent on hit (untechable for 26F). FRC timing 18~20F. Initial prorate 90%.''
{{CloseCard}}


{{clr|2|6K}}
===<big>{{clr|2|6K}}</big>===
* Initial prorate 90%
* Slayer is airborne from 8~24F
{{clr|2|6[K]}}
*Airborne from 8F until landing
*Hold K until 10F to feint
</div>
</div>
</div>
 
===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 349: Line 356:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_6H.png|The Heel Drop that just hurts a lot
GGAC_Slayer_6K.png|The Heel Drop with Low Crush
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Slayer_6H-1-Hitbox.png|Frame 21
GGXXACPR_Slayer_6K-1-Hitbox.png|Frames 21-22
GGXXACPR_Slayer_6H-2-Hitbox.png|Frames 22-26
GGXXACPR_Slayer_6K-2-Hitbox.png|Frames 23-25
</gallery>
</gallery>
</tabber>
</tabber>
Line 361: Line 368:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR|version=yes}}
|-
|-
{{#lst:{{PAGENAME}}/Data|6H}}
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="6K" or input="6[K]")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 21
|active  = 5
|recovery = 1
|specialRecovery = 3
}}
==== ====
==== ====
A slow, preemptive anti-air/frame trap that allows for big damage conversions, or tight pressure resets.
Tricky overhead that is surprisingly fast along with being very plus on block.
 
* 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 {{clr|2|j.K}} > {{clr|1|5P}}/ {{clr|3|c.S}}/ {{clr|3|2S}} for a rejump, and in the corner you can convert into {{clr|4|5H}} > Undertow/ iad > delayed {{clr|2|j.K}} > {{clr|4|5H}} > Undertow/ {{clr|1|P}} Dandy > FB Pilebunker. Grounded hit can convert into {{clr|1|P}} Dandy > Crosswise Heel, and grounded Counter hit allows iad > {{clr|4|j.H}}/{{clr|2|j.K}} to connect.
*Can be Feinted by holding down {{clr|2|K}}.
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
*Goes over many lows.
----
*It can be gatling'd into from {{clr|3|f.S}}, {{clr|2|5K}}, and {{clr|3|2S}} allowing a surprising mixup.
*{{clr|2|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 {{clr|2|5K}} or {{clr|2|2K}} and go from there. In the corner you can get big damage crouch confirms with {{clr|2|6K}} > {{clr|2|5K}} > {{clr|1|6P}} FRC > {{clr|4|6H}} etc.


* Hitstun on standing hit 24F
'''Additional Frame Data:''' ''Initial prorate 90%. Slayer is airborne from 8~24F. Hold K until 10F to feint. Feint airborne from 8F until landing.''
* FRC timing 17~18F
{{CloseCard}}
* 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)
</div>
</div>
</div>


===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 397: Line 406:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_5D.png|He's got seven hands,<br>and they're ALL OVERHEADS
GGAC_Slayer_6H.png|The Heel Drop that just hurts a lot
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Slayer_5D-Hitbox.png
GGXXACPR_Slayer_6H-1-Hitbox.png|Frame 21
GGXXACPR_Slayer_6H-2-Hitbox.png|Frames 22-26
</gallery>
</gallery>
</tabber>
</tabber>
Line 408: Line 418:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
{{CargoHeader-GGACR}}
|-
|-
{{AttackVersion|name=Normal}}
{{#cargo_query:tables=MoveData_GGACR
{{#lst:{{PAGENAME}}/Data|5D}}
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|-
|where=chara="{{SUBPAGENAME}}" and input="6H"
{{AttackVersion|name=Feint|subtitle={{clr|5|5[D]}}}}
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|5[D]}}
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 21
|active  = 6
|recovery = 13
}}
==== ====
==== ====
A slow, preemptive anti-air/frame trap that allows for big damage conversions, or tight pressure resets.


Universal overhead. Leads into strong combos with impossible dust, but it's slow, short-ranged, and unsafe on block.
*+6 on hit
 
*Causes ground bounce on air hit.
* Overhead.
*Situational low crush, as Slayer lifts his front leg out of the way.
* It can be feinted by holding down {{clr|5|[D]}}, opening up some gimmicky mixups with a low or throw.
*Hilariously high damage potential.
* Has a lot of gatlings into it.
*Jump and special cancelable with a lot of blockstun and hitstun.
* Unsafe and short.
*Moves Slayer forward.
* Unsafe to feint.
*Slow startup and long recovery on whiff.
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
*Vulnerable to low-profile.
----


On air hit midscreen you can convert into IAD  > delayed {{clr|2|j.K}} > {{clr|1|5P}}/{{clr|3|c.S}}/{{clr|3|2S}} for a rejump, and in the corner you can convert into {{clr|4|5H}} > Undertow/IAD > delayed {{clr|2|j.K}} > {{clr|4|5H}} > Undertow/{{clr|1|P}} Dandy > FB Pilebunker. Grounded hit can convert into {{clr|1|P}} Dandy > Crosswise Heel, and grounded Counter hit allows IAD > {{clr|4|j.H}}/{{clr|2|j.K}} to connect.


{{clr|5|5[D]}}
'''Additional Frame Data:''' ''Hitstun on standing hit 24F. FRC timing 17~18F. Ground bounces opponent on air hit (untechable for 36F, on CH for 62F). Hits crouching opponents on 22F (tested on Sol). Staggers opponent on ground CH (max 47F).
* Hold D until 20F to get Feint
{{CloseCard}}
* Can cancel to 2K or 2D on 32F
</div>
</div>
</div>


===<big>{{clr|1|2P}}</big>===
===<big>{{clr|1|2P}}</big>===
Line 453: Line 465:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2P}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 4
|active  = 2
|recovery = 5
}}
==== ====
==== ====
A fast crouching jab with surprising range while also being plus on block, {{clr|1|2P}} is your go to mash button out of pressure.  
A fast crouching jab with surprising range while also being plus on block, {{clr|1|2P}} is your go to mash button out of pressure.  


* Fast startup and recovery.
*+7 on hit
* Can be safe to reversals if done meaty.
*Fast startup and recovery.
* Not special or jump cancelable.
*Can be safe to reversals if done meaty.
* Vulnerable to low profile.
*Not special or jump cancelable.
{{clr|1|2P}} has enough untech that it links into {{clr|1|5P}} and Big Bang Upper on air hit. It also links into {{clr|2|2K}} and {{clr|2|5K}} on ground hit allowing for knockdown conversions.
*Vulnerable to low profile.
 
{{clr|1|2P}} has enough untech that it links into {{clr|3|2S}} and Big Bang Upper on air hit. It also links into {{clr|2|2K}} and {{clr|2|5K}} on ground hit allowing for knockdown conversions.
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|5|5D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|5|5D}}


* Hitstun on standing hit 13F
'''Additional Frame Data:''' ''Hitstun on standing hit 13F. Untechable for 16F (CH for 18F).''
* Untechable for 16F (CH for 18F)
{{CloseCard}}
</div>
</div>
</div>


===<big>{{clr|2|2K}}</big>===
===<big>{{clr|2|2K}}</big>===
Line 494: Line 510:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2K}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 2
|recovery = 11
}}
==== ====
==== ====
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.
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.
*+6 on hit
* Slight evasive properties.
*Fast startup and decent recovery.
* Low damage combo starter.
*Slight evasive properties.
* Relatively short range.
*Low damage combo starter.
* No special cancels.
*Relatively short range.
*No special cancels.


Your main combo after {{clr|2|2K}} is to delay gatling into {{clr|4|2H}}/{{clr|3|2S}} > {{clr|5|2D}}. {{clr|3|2S}} is easier to combo and has better properties on block, but {{clr|4|2H}} combos at any range {{clr|2|2K}} hits, and can be easily converted into BBU. You can also link {{clr|2|2K}} into itself and {{clr|2|5K}}, allowing for slightly stronger confirms.
Your main combo after {{clr|2|2K}} is to delay gatling into {{clr|4|2H}}/{{clr|3|2S}} > {{clr|5|2D}}. {{clr|3|2S}} is easier to combo and has better properties on block, but {{clr|4|2H}} combos at any range {{clr|2|2K}} hits, and can be easily converted into BBU. You can also link {{clr|2|2K}} into itself and {{clr|2|5K}}, allowing for slightly stronger confirms.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Delay Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Delay Gatling Options]]: {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


'''Additional Frame Data:''' ''Initial prorate 90%. Can gatling from 11~14F. Hitstun on standing hit 18F.''
{{CloseCard}}


* Initial prorate 90%
* Can gatling from 11~14F
* Hitstun on standing hit 18F
</div>
</div>
</div>
===<big>{{clr|3|2S}}</big>===
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
<div class="attack-container">
Line 538: Line 558:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2S}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 6
|recovery = 15
}}
==== ====
==== ====
Anti-air option for opponents trying to float above you.
Anti-air option for opponents trying to float above you.


* Untechable for 48f on counterhit and can lead into enormous damage.
*Untechable for 48F on counterhit and can lead into enormous damage.
* Hits farther horizontally than you might think.
*Hits farther horizontally than you might think.
* Slayer's leg is a disjoint making this move low profile to an extent.
*Slayer's leg is a disjoint making this move low profile to an extent.
* Special and jump cancelable.
*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 {{clr|2|j.K}} into a re-jump with {{clr|1|5P}}/ {{clr|3|c.S}}/ {{clr|3|2S}}. On ground hit you will mostly delay gatling into {{clr|5|2D}} for knockdown, but you can also cancel into DoT for big damage with meter.
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 {{clr|2|j.K}} into a re-jump with {{clr|1|5P}}/{{clr|3|c.S}}/{{clr|3|2S}}. On ground hit you will mostly delay gatling into {{clr|5|2D}} for knockdown, but you can also cancel into DoT for big damage with meter.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Delay Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Delay Gatling Options]]: {{clr|2|6K}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


'''Additional Frame Data:''' ''Can gatling from 11~21F.''
{{CloseCard}}


* Untechable for 48F on air CH
* Can gatling from 11~21F
</div>
</div>
</div>
===<big>{{clr|4|2H}}</big>===
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
<div class="attack-container">
Line 580: Line 603:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2H}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 2
|recovery = 22
}}
==== ====
==== ====
Long range low-crush that causes stagger on hit.  
Long range low-crush that causes stagger on hit.  


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


Links into {{clr|5|2D}} and BBU on ground hit, and on air hit/sliding hit links into {{clr|2|j.K}}/ {{clr|3|j.S}}/ {{clr|5|j.D}}/ BBU.
Links into {{clr|5|2D}} and BBU on ground hit, and on air hit/sliding hit links into {{clr|2|j.K}}/{{clr|3|j.S}}/{{clr|5|j.D}}/BBU.
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


'''Additional Frame Data:''' ''Forced prorate 80%. Staggers opponent on ground hit (max 49F). Untechable for 40F. Hitstop 0F. Pulls in opponent on air hit. Dizzy modifier x0.25.''
{{CloseCard}}


* 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
</div>
</div>
</div>
===<big>{{clr|5|2D}}</big>===
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
<div class="attack-container">
Line 618: Line 641:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Slayer_2D-1-Hitbox.png|Frames 7-14
GGXXACPR_Slayer_2D-1-Hitbox.png|Frames 7-8, 12-13, 16-17
GGXXACPR_Slayer_2D-2-Hitbox.png|Frames 15-21
GGXXACPR_Slayer_2D-2-Hitbox.png|Frames 9-11, 14-15, 18-19
GGXXACPR_Slayer_2D-3-Hitbox.png|Frames 20-21
</gallery>
</gallery>
</tabber>
</tabber>
Line 625: Line 649:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|2D}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 15
|recovery = 12
}}
==== ====
==== ====
Slayer's main knockdown tool for grounded opponents. Has good startup, range, and active frames
Slayer's main knockdown tool for grounded opponents. Has good startup, range, and active frames


* Extremely long 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).
*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.
*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 > {{clr|5|2D}} > {{clr|3|c.S}} > air combo'').
*Can be spaced to be safe or positive on block, or even to extend combos(''BBU > {{clr|5|2D}} > {{clr|3|c.S}} > air combo'').
* Unsafe on earliest hit.
*Unsafe on earliest hit.
* No cancel options.
*No cancel options.


Grounded hit will be a knockdown ender. You can RC into {{clr|4|5H}} if you ''really'' want a combo off of {{clr|5|2D}}. {{clr|5|2D}} also Leads into air combos on late hits or counter hit with {{clr|5|2D}} > {{clr|1|2P}} > {{clr|1|5P}}/ BBU etc.
Grounded hit will be a knockdown ender. You can RC into {{clr|4|5H}} if you ''really'' want a combo off of {{clr|5|2D}}. {{clr|5|2D}} also leads into air combos on late hits or counter hit with {{clr|5|2D}} > {{clr|1|2P}} > {{clr|1|5P}}/BBU etc.
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


'''Additional Frame Data:''' ''Knocks down opponent on ground hit. Untechable for 26F (CH for 76F).''
{{CloseCard}}


* Knocks down opponent on ground hit
* Untechable for 26F (CH for 76F)
</div>
</div>
</div>
===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|1|j.P}}</big>===
<div class="attack-container">
<div class="attack-container">
Line 660: Line 688:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Slayer_jP-1-Hitbox.png|Frames 5-6
GGXXACPR_Slayer_jP-1-Hitbox.png
GGXXACPR_Slayer_jP-2-Hitbox.png|Frames 7-9
</gallery>
</gallery>
</tabber>
</tabber>
Line 667: Line 694:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.P}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 3
|recovery = 7
}}
==== ====
==== ====
Overall, a really good air button. Can be used to bait bursts and raising Slayer's hurtbox from jump and BDC jumps.
Overall, a really good air button. Can be used to bait bursts and raising Slayer's hurtbox from jump and BDC jumps.


* Fast startup, low recovery.
*Fast startup, low recovery.
* Gatlings into itself and {{clr|2|j.K}}, helping out in combos
*Gatlings into itself and {{clr|2|j.K}}, helping out in combos
* Low damage.
*Low damage.


Most of the times you use this in combos as {{clr|1|j.P}}{{clr|2|K}} to help with combo stability on some characters.
Most of the times you use this in combos as {{clr|1|j.P}}{{clr|2|K}} to help with combo stability on some characters.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


'''Additional Frame Data:''' ''Untechable for 14F (CH for 16F).''
{{CloseCard}}


* Untechable for 14F (CH for 16F)
</div>
</div>
</div>
===<big>{{clr|2|j.K}}</big>===
===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
<div class="attack-container">
Line 700: Line 732:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Slayer_jK-1-Hitbox.png|Frames 6-7
GGXXACPR_Slayer_jK-1-Hitbox.png|Frames 6-8
GGXXACPR_Slayer_jK-2-Hitbox.png|Frames 8-10
GGXXACPR_Slayer_jK-2-Hitbox.png|Frames 9-10
</gallery>
</gallery>
</tabber>
</tabber>
Line 707: Line 739:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.K}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 5
|recovery = 6
}}
==== ====
==== ====
Amazing all-purpose air normal. Extremely low recovery; very easy to use.
Amazing all-purpose air normal. Extremely low recovery; very easy to use.


* Fast startup and extremely low recovery for an air normal.
*Fast startup and extremely low recovery for an air normal.
* Great hitbox and range.
*Great hitbox and range.
* Decent damage, and with good planning can set up high-damage {{clr|4|5H}} combos.
*Decent damage, and with good planning can set up high-damage {{clr|4|5H}} combos.
* Not much for downward hitbox.
*Not much for downward hitbox.
* Middling damage by itself.
*Middling damage by itself.


Links into every air button (including itself) except {{clr|4|j.H}}, and combos into {{clr|4|j.H}} with a double jump.
Links into every air button (including itself) except {{clr|4|j.H}}, and combos into {{clr|4|j.H}} with a double jump.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.2K}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.2K}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


'''Additional Frame Data:''' ''Untechable for 19F (CH for 24F).''
{{CloseCard}}


* Untechable for 19F (CH for 24F)
</div>
</div>
</div>
===<big>{{clr|2|j.2K}}</big>===
===<big>{{clr|2|j.2K}}</big>===
<div class="attack-container">
<div class="attack-container">
Line 748: Line 785:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.2K}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.2K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 13
|active  = 3
|recovery = 16
}}
==== ====
==== ====
An extremely versatile air-combo tool. +14 on air hit, so it links into every one of Slayer's air combo buttons, and kicks opponents upwards. Every air normal has a gatling into {{clr|2|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 {{clr|2|j.2K}}.


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


Links into everything, and delay-links into {{clr|2|j.K}} for some cool re-jump combos. Optimal combos usually try to avoid {{clr|2|j.2K}} where they can due to its poor scaling, but its ability to re-jump can not be understated.
Links into everything, and delay-links into {{clr|2|j.K}} for some cool re-jump combos. Optimal combos usually try to avoid {{clr|2|j.2K}} where they can due to its poor scaling, but its ability to re-jump can not be understated.
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


'''Additional Frame Data:''' ''Floats opponent on ground hit (untechable for 33F, on CH for 40F). On air hit, untechable for 33F (on CH for 44F).''
{{CloseCard}}


* Floats opponent on ground hit (untechable for 33F, on CH for 40F)
* On air hit, untechable for 33F (on CH for 44F)
</div>
</div>
</div>
===<big>{{clr|3|j.S}}</big>===
===<big>{{clr|3|j.S}}</big>===
<div class="attack-container">
<div class="attack-container">
Line 776: Line 817:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_jS.png|Just laugh it all away, real gentlemen do anyway.
GGAC_Slayer_jS.png|Just laugh it all away, real gentlemen do anyway
</gallery>
</gallery>
|-|
|-|
Line 790: Line 831:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.S}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 3
|active  = 2
|inactive2  = 2
|active3  = 2
|inactive4  = 4
|active5  = 2
|inactive6  = 2
|active7  = 2
|recovery = 6
}}
==== ====
==== ====
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.
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.
*Vacuum effect on air hit; standardizes combo situations well.
* Easy confirms into {{clr|3|j.214214S}}.
*Easy confirms into {{clr|3|j.214214S}}.
* Multihits.
*Multihits.
* Fast and reaches low.
*Fast and reaches low.
* Gives worse damage than {{clr|2|j.K}} in air combos.
*Gives worse damage than {{clr|2|j.K}} in air combos.
* Inconsistent behavior in combos.
*Inconsistent behavior in combos.
* Long counterhit state.
*Long counterhit state.


Links into {{clr|2|j.K}}, {{clr|3|j.S}}, and {{clr|5|j.D}} in air combos.  
Links into {{clr|2|j.K}}, {{clr|3|j.S}}, and {{clr|5|j.D}} in air combos.  


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.2K}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.2K}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


'''Additional Frame Data:''' ''Pulls in opponent on hit. Can jump cancel from 13F onwards. Untechable for 19F (on CH for 22F). Hitstop 6F.''
{{CloseCard}}


* 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
</div>
</div>
</div>
===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
<div class="attack-container">
Line 837: Line 885:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.H}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 5
|recovery = 7
}}
==== ====
==== ====
Slayer's first big-damage air button. Strong air-to-ground option, that is risky to anti-air; causes ground bounce on counter-hit.
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.
*Large downward hitbox that stays active for a good amount of time.
* High damage and stun potential on counter hit.
*High damage and stun potential on counter hit.
* High damage if used in combos.
*High damage if used in combos.
* Slow startup. Can be stuffed by faster moves, air throws, and the like if not timed right.
*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.
*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 {{clr|4|6H}} and go from there. If you aren't ready for the counter hit, {{clr|3|c.S}} is a pretty good pickup as well due to it linking on normal hit.
Links into every other air move on hit. On an air-to-ground counter hit you generally have enough time to link into {{clr|4|6H}} and go from there. If you aren't ready for the counter hit, {{clr|3|c.S}} is a pretty good pickup as well due to it linking on normal hit.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.2K}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.2K}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


 
'''Additional Frame Data:''' ''Ground bounces opponent on CH (untechable for 60F). Untechable for 23F. Initial prorate 80%.''
* Ground bounces opponent on CH (untechable for 60F)
{{CloseCard}}
* Initial prorate of 80%
* Untechable for 23F
</div>
</div>
</div>


===<big>{{clr|5|j.D}}</big>===
===<big>{{clr|5|j.D}}</big>===
Line 882: Line 932:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.D}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 5
|recovery = 19
|specialRecovery = 5
}}
==== ====
==== ====
Slayer's second big-damage air button, and his main knockdown tool for air combos.  
Slayer's second big-damage air button, and his main knockdown tool for air combos.  


* Very fast for how deep it hits.
*Very fast for how deep it hits.
* Causes stagger on Counter Hit.
*Causes stagger on Counter Hit.
* High damage if used in combos.
*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.
*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.
*Long recovery.


Gatlings into {{clr|2|j2K}}, which gives combo extensions when {{clr|5|j.D}} is done while falling from high enough. {{clr|5|jD}} > {{clr|2|j2K}} > {{clr|2|jK}} is the foundation of many of Slayer's rejump combos, and {{clr|5|jD}} > {{clr|2|j2K}} > {{clr|5|jD}} does quite good damage.
Gatlings into {{clr|2|j.2K}}, which gives combo extensions when {{clr|5|j.D}} is done while falling from high enough. {{clr|5|j.D}} > {{clr|2|j.2K}} > {{clr|2|j.K}} is the foundation of many of Slayer's rejump combos, and {{clr|5|j.D}} > {{clr|2|j.2K}} > {{clr|5|j.D}} does quite good damage.


[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.2K}}
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|2|j.2K}}
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


 
'''Additional Frame Data:''' ''Slams down opponent on air hit (untechable for 20F). Staggers opponent on ground CH (max 39F).''
* Slams down opponent on air hit (Untechable time 20F)
{{CloseCard}}
* 5F Landing recovery
* Staggers opponent on ground CH (max 39F)
</div>
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


Line 914: Line 967:
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_throw.png|Just a cheap-shot-foot-tap alone used to do a big chunk, I'll never know why
GGAC_Slayer_throw.png|Just a cheap-shot-foot-tap alone used to do a big chunk, I'll never know why
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Ground Throw}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====  
==== ====  
Untechable chunky damage throw.<br>
Untechable chunky damage throw.
 
* Is a guilty gear throw.<br>
* Not actually a very good knockdown.<br>


Mixing up between a real okizeme (has to be blocked) with {{clr|3|c.S}}/ {{clr|2|2K}} and fake okizeme (can be escaped) like crossup {{clr|3|c.S}} or {{clr|2|6K}} is really important to make your throw knockdown valuable despite it sucking. Due to wakeup timings, you are at least +10 (JU) and at most +20 (ZA) allowing different moves to be a real meaty.  
*Is a guilty gear throw.
*Not actually a very good knockdown.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
Mixing up between a real okizeme (has to be blocked) with {{clr|3|c.S}}/{{clr|2|2K}} and fake okizeme (can be escaped) like crossup {{clr|3|c.S}} or {{clr|2|6K}} is really important to make your throw knockdown valuable despite it sucking. Due to wakeup timings, you are at least +10 (JU) and at most +20 (ZA) allowing different moves to be a real meaty.
----


 
'''Additional Frame Data:''' ''Knocks down opponent on hit. Forced prorate 50%.''
* Knocks down opponent on hit
{{CloseCard}}
* Forced prorate 50%
</div>
</div>
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_airThrow.png|No more of this.
GGAC_Slayer_airThrow.png|No more of this
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Air Throw}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Untechable air throw.<br>
Untechable air throw.
 
* Knocks down right in front of Slayer for crossup shenanigans.<br>
* No means of converting otherwise.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
*Knocks down right in front of Slayer for crossup shenanigans.
----
*No means of converting otherwise.


'''Additional Frame Data:''' ''Slams down opponent and fully untechable. Forced prorate 50%.''
{{CloseCard}}


* Slams down opponent and fully untechable
* Forced prorate 50%
</div>
</div>
</div>
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===
<div class="attack-container">
<div class="attack-container">
Line 995: Line 1,029:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Slayer_6P-Hitbox.png
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,000: Line 1,035:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|DAA}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="DAA"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 6
|recovery = 17
}}
==== ====
==== ====
Extremely slow, unsafe Dead Angle.<br>
Extremely slow, unsafe Dead Angle.
 
* Has a good amount of invul.<br>
* No means of converting.<br>
* Generally weaker than all of Slayer's other reversal options.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
*Has a good amount of invul.
----
*Can link into {{clr|1|2P}} on CH against corner.
*Generally weaker than all of Slayer's other reversal options.


 
'''Additional Frame Data:''' ''Knocks down opponent on hit. Initial prorate 50%.''
* Knocks down opponent on hit
{{CloseCard}}
* Initial prorate 50%
</div>
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


== Special Moves ==
==Special Moves==
===<big>Mappa Hunch</big>===
===<big>Mappa Hunch</big>===
<span class="input-badge">'''{{clr|1|236P}}/{{clr|2|K}}'''</span>
<span class="input-badge">'''{{clr|1|236P}}'''</span> or <span class="input-badge">'''{{clr|2|236K}}'''</span> '''(Hold OK)'''
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,030: Line 1,067:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_236P.png|One sucker punch is just enough.
GGAC_Slayer_236P.png|One sucker punch is just enough
</gallery>
</gallery>
|-|
|-|
Line 1,041: Line 1,078:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
{{CargoHeader-GGACR|version=yes}}
|-
|-
{{AttackVersion|name={{clr|1|P}}}}
{{#cargo_query:tables=MoveData_GGACR
{{#lst:{{PAGENAME}}/Data|236P}}
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|-
|where=chara="{{SUBPAGENAME}}" and (input="236P" or input="236K" or input="236[P]" or input="236[K]")
{{AttackVersion|name={{clr|2|K}}}}
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|236K}}
|delimiter=\n{{!}}-\n
|-
}}
{{AttackVersion|name={{clr|1|P}} Feint|subtitle={{clr|1|[P]}}}}
{{#lst:{{PAGENAME}}/Data|236[P]}}
|-
{{AttackVersion|name={{clr|2|K}} Feint|subtitle={{clr|2|[K]}}}}
{{#lst:{{PAGENAME}}/Data|236[K]}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 11
|active  = 3
|recovery = 17
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 6
|recovery = 16
}}
==== ====
==== ====
{{clr|1|P}} is an essential harassment tool with a bad hitbox and subpar reward on hit.  
{{clr|1|P}} version is an essential harassment tool with a bad hitbox and subpar reward on hit.  
*Quickly covers some horizontal space. {{clr|1|P}} version is very short.
*Quickly covers some horizontal space. Very short.
*Slayer's fastest meterless backdash-cancel option.
*Slayer's fastest meterless backdash-cancel option.
*Links into {{clr|1|2P}} or {{clr|2|5K}} on air hit.
*Links into {{clr|1|2P}} or {{clr|2|5K}} on air hit. Links into BBU on counter hit.
*Links into BBU on counter hit.
*Generally fairly safe unless you end up point blank.
*Generally fairly safe unless you end up point blank.


BDC {{clr|1|P}} Mappa ({{clr|1|442369P}}) is amazing at harrasing opponents in pressure with it's quick startup, decent range, and invul transfer from the backdash. FDC {{clr|1|P}} Mappa ({{clr|1|662369P}}) can function as an in-between of {{clr|2|K}} and {{clr|1|P}} Mappa Hunch with the useful invincibility from forward dash.
BDC {{clr|1|P}} Mappa ({{clr|1|442369P}}) is amazing at harrasing opponents in pressure with it's quick startup, decent range, and invul transfer from the backdash. FDC {{clr|1|P}} Mappa ({{clr|1|662369P}}) can function as an in-between of {{clr|2|K}} and {{clr|1|P}} Mappa Hunch with the useful invincibility from forward dash.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Untechable for 25F.''
----
----
 
{{clr|2|K}} version is the farther reaching punch with the same poor hitbox and reward on hit. Good for covering distance.
 
* Untechable for 25F
</div>
----
{{clr|2|K}} is the farther reaching punch with the same poor hitbox and reward on hit. Good for covering distance.
*Quickly covers good horizontal space.
*Quickly covers good horizontal space.
*Converts into the same options as the {{clr|1|P}} version
*Converts into the same options as the {{clr|1|P}} version
*Punishable on instant block or against characters with 3f normals, but properly spaced you can make this up to +2.
*Punishable on instant block or against characters with 3F normals, but properly spaced you can make this up to +2.
 
BDC {{clr|2|K}} Mappa ({{clr|2|442369K}}) is great at goint through pokes at farther range, or even going through projectiles in some occasions. FDC {{clr|2|K}} Mappa ({{clr|2|662369K}}) can cover near fullscreen distance, and the invincibility from forward dash can be used to go through projectiles and pokes as well.
 
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


BDC {{clr|2|K}} Mappa ({{clr|2|442369K}}) is great at going through pokes at farther range, or even going through projectiles in some occasions. FDC {{clr|2|K}} Mappa ({{clr|2|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
'''Additional Frame Data:''' ''Untechable for 27F.''
</div>
----
----
Feints Mappa Hunch by holding the attack button down.
Feints Mappa Hunch by holding the attack button down.
Line 1,091: Line 1,122:
*{{clr|2|K}} is good for getting in against overly respectful opponents.
*{{clr|2|K}} is good for getting in against overly respectful opponents.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Slayer is in CH state during move.''
----
{{CloseCard}}
 
 
* Slayer is in CH state during move
</div>
</div>
</div>


===<big>{{clr|1|P}}/{{clr|2|K}} Dandy Step</big>===
===<big>{{clr|1|P}}/{{clr|2|K}} Dandy Step</big>===
<span class="input-badge">'''{{clr|1|214P}}/{{clr|2|K}}'''</span>
<span class="input-badge">'''{{clr|1|214P}}'''</span> or <span class="input-badge">'''{{clr|2|214K}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_214P.png|A great way to start things up.
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_214P.png|A great way to start things up
</gallery>
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
{{CargoHeader-GGACR|version=yes}}
|-
|-
{{AttackVersion|name={{clr|1|P}}}}
{{#cargo_query:tables=MoveData_GGACR
{{#lst:{{PAGENAME}}/Data|214P}}
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|-
|where=chara="{{SUBPAGENAME}}" and (input="214P" or input="214K")
{{AttackVersion|name={{clr|2|K}}}}
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|214K}}
|delimiter=\n{{!}}-\n
}}
|}
|}
==== ====
==== ====
Line 1,133: Line 1,152:
BDC {{clr|1|P}} Dandy ({{clr|1|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 {{clr|1|P}} Dandy ({{clr|1|662147P}}) is useful as a pseudo reset or tricky movement option with decent invincibility throughout.
BDC {{clr|1|P}} Dandy ({{clr|1|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 {{clr|1|P}} Dandy ({{clr|1|662147P}}) is useful as a pseudo reset or tricky movement option with decent invincibility throughout.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''FRC timing 9~12F. Can cancel into followups from 16F onwards.''
----
 
 
* FRC timing 9~12F
* Can cancel into followups from 16F onwards
</div>
----
----
{{clr|2|K}} Dandy moves significantly forward from the initial position.  
{{clr|2|K}} Dandy moves significantly forward from the initial position.  
*Has a 6f of startup invincibility to make larger moves whiff with.
*Has a 6F of startup invincibility to make larger moves whiff with.
*Has a FRC point that leaves you even further away.
*Has a FRC point that leaves you even further away.
*Varied followups that work well depending on the situation.
*Varied followups that work well depending on the situation.
Line 1,148: Line 1,161:
BDC {{clr|2|K}} Dandy ({{clr|2|442147K}}) is used when you really want to make something big whiff, the momentum from {{clr|2|K}} Dandy carries you back to where you started though, so beware. FDC {{clr|2|K}} Dandy ({{clr|2|662147K}}) is also useful as a pseudo reset and a tricky movement option with a bit more invincibility and range.
BDC {{clr|2|K}} Dandy ({{clr|2|442147K}}) is used when you really want to make something big whiff, the momentum from {{clr|2|K}} Dandy carries you back to where you started though, so beware. FDC {{clr|2|K}} Dandy ({{clr|2|662147K}}) is also useful as a pseudo reset and a tricky movement option with a bit more invincibility and range.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''FRC timing 15~18F. Can cancel into followups from 20F onwards.''
----
{{CloseCard}}
 
 
* FRC timing 15~18F
* Can cancel into followups from 20F onwards
</div>
</div>
</div>


===<big>{{clr|3|S}}/{{clr|4|H}} Dandy Step</big>===
===<big>{{clr|3|S}}/{{clr|4|H}} Dandy Step</big>===
<span class="input-badge">'''{{clr|3|214S}}/{{clr|4|H}}'''</span>
<span class="input-badge">'''{{clr|3|214S}}'''</span> or <span class="input-badge">'''{{clr|4|214H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGACR_Slayer_DandyStepS.png|Just play around with it.
GGACR_Slayer_DandyStepS.png|Just play around with it
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
{{CargoHeader-GGACR|version=yes}}
|-
|-
{{AttackVersion|name={{clr|3|S}}}}
{{#cargo_query:tables=MoveData_GGACR
{{#lst:{{PAGENAME}}/Data|214S}}
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|-
|where=chara="{{SUBPAGENAME}}" and (input="214S" or input="214H")
{{AttackVersion|name={{clr|4|H}}}}
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|214H}}
|delimiter=\n{{!}}-\n
}}
|}
|}
{{clr|3|S}} Dandy moves forward and then faces the opposite direction.  
{{clr|3|S}} Dandy moves forward and then faces the opposite direction.  
*Good for crossing up.  
*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.
*Slayer's hitbox becomes very wide during the motion blur part of the animation.


On it's own, {{clr|3|S}} Dandy is useful as a surprising crossup or to go through projectiles. BDC ({{clr|3|21447S}}) can give it some start up invincibility, and FDC ({{clr|3|662147S}}) can give it a bit more range.
On it's own, {{clr|3|S}} Dandy is useful as a surprising crossup or to go through projectiles. BDC ({{clr|3|21447S}}) can give it some start up invincibility, and FDC ({{clr|3|662147S}}) can give it a bit more range.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Can pass through opponent from 10~16F. Slayer is in CH state during move. Can cancel into followups from 22F onwards.''
----
 
 
* Can pass through opponent from 10~16F
* Slayer is in CH state during move
* Can cancel into followups from 22F onwards
</div>
----
----
{{clr|4|H}} Dandy's distance and startup compared to S-Dandy increased.  
{{clr|4|H}} Dandy's distance and startup compared to S-Dandy increased.  
*Good for escaping the corner or doing dumb things.  
*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
*A crucial tool in some matchups to go around projectiles


BDC {{clr|4|H}} Dandy ({{clr|4|21447H}}) helps cover it's long start up with some invincibility. FDC {{clr|4|H}} Dandy ({{clr|4|66214H}}) goes almost fullscreen, giving a different approach to neutral.
BDC {{clr|4|H}} Dandy ({{clr|4|21447H}}) helps cover it's long start up with some invincibility. FDC {{clr|4|H}} Dandy ({{clr|4|66214H}}) goes almost fullscreen, giving a different approach to neutral.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Can pass through opponent from 19~26F. Slayer is in CH state during move. Can cancel into followups from 32F onwards.''
----
{{CloseCard}}
 
 
* Can pass through opponent from 19~26F
* Slayer is in CH state during move
* Can cancel into followups from 32F onwards
</div>
</div>
</div>


===<big>Pilebunker</big>===
===<big>Pilebunker</big>===
<span class="input-badge">'''Dandy Step -> {{clr|1|P}}'''</span>
<span class="input-badge">'''Dandy Step > {{clr|1|P}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,224: Line 1,207:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_214PP.png|The Money Maker.
GGAC_Slayer_214PP.png|The Money Maker
</gallery>
</gallery>
|-|
|-|
Line 1,235: Line 1,218:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Dandy P }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Dandy > P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 3
|active  = 3
|recovery = 33
}}
==== ====
==== ====
Big, stupid backswing blow that has an enormous hitbox and does a hefty amount of damage.  
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.
*Fast, huge move meant to fish for counter hits.
**Mainly otherwise converts near the corner/with meter.
**Otherwise mainly converts near the corner/with meter.
*Huge (if inconsistent) damage potential.
*Huge (if inconsistent) damage potential.
*Extremely unsafe on block/whiff.
*Extremely unsafe on block/whiff.
Line 1,248: Line 1,240:
*Can encourage irresponsible decision making. Use wisely.
*Can encourage irresponsible decision making. Use wisely.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Slides opponent on hit (untechable for 50F, slides for 26F). Forced prorate 80%. Wall sticks opponent on CH (untechable for 112F, sticks for 37F). Dizzy modifier x0.''
----
{{CloseCard}}
 
 
* 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
</div>
</div>
</div>


===<big>Crosswise Heel</big>===
===<big>Crosswise Heel</big>===
<span class="input-badge">'''Dandy Step -> {{clr|2|K}}'''</span>
<span class="input-badge">'''Dandy Step > {{clr|2|K}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,267: Line 1,250:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_214PK.png|That sideways slash that no one knows where it comes from.
GGAC_Slayer_214PK.png|That sideways slash that no one knows where it comes from
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Slayer_CrossWiseHeel-Hitbox_1.png|Frames 6-9
GGXXACPR_Slayer_CrossWiseHeel-Hitbox_1.png|1st hit (Frame 6)
GGXXACPR_Slayer_CrossWiseHeel-Hitbox_2.png|Frames 19-25
GGXXACPR_Slayer_CrossWiseHeel-Hitbox_2.png|1st hit (Frame 7)
GGXXACPR_Slayer_CrossWiseHeel-Hitbox_3.png|1st hit (Frame 8)
GGXXACPR_Slayer_CrossWiseHeel-Hitbox_4.png|1st hit (Frame 9)
GGXXACPR_Slayer_CrossWiseHeel-Hitbox_5.png|2nd hit (Frames 19-25)
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,279: Line 1,265:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Dandy K }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Dandy > K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 4
|inactive2 = 9
|active3 = 7
|recovery = 16
|specialRecovery = 5
}}
==== ====
==== ====
Anti-Air followup and combo starter that launches on hit.
Anti-Air followup and combo starter that launches on hit.
Line 1,290: Line 1,288:
*Puts Slayer in Counter Hit state until he lands.
*Puts Slayer in Counter Hit state until he lands.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Slayer is airborne from 19F onwards. Floats opponent on hit (1st untechable for 32F, 2nd hit for 42F). 1st hit has hitstop 6F. 2nd hit has forced prorate 85%.
----
{{CloseCard}}
 
 
* 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
</div>
</div>
</div>


===<big>Under Pressure</big>===
===<big>Under Pressure</big>===
<span class="input-badge">'''Dandy Step -> {{clr|3|S}}'''</span>
<span class="input-badge">'''Dandy Step > {{clr|3|S}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,321: Line 1,309:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Dandy S }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Dandy > S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 2
|recovery = 15
}}
==== ====
==== ====
The safe , low-reward option out of Dandy Step.
The safe, low-reward option out of Dandy Step.
*Staggers on counter-hit.
*Staggers on counter-hit.
*Reasonably strong hitbox.
*Reasonably strong hitbox.
*Cancels to It's Late, for a threat which discourages button pressing.
*Cancels to It's Late, for a threat which discourages button pressing.
*Weak to instant block and low low-profile attacks.
*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.
*Characters with 3F normals can still punish this and hit between cancels to It's Late if they mash quickly enough.
 
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
----


 
'''Additional Frame Data:''' ''Staggers opponent on ground CH (max 39F). Can cancel into It's Late from 8F onwards. Untechable for 24F.''
* Staggers opponent on ground CH (max 39F)
{{CloseCard}}
* Can cancel into It's Late from 8F onwards
* Untechable for 24F
</div>
</div>
</div>


===<big>It's Late</big>===
===<big>It's Late</big>===
<span class="input-badge">'''Dandy Step -> {{clr|4|H}} or Under Pressure -> {{clr|4|H}}'''</span>
<span class="input-badge">'''Dandy Step > {{clr|4|H}}'''</span> or <span class="input-badge">'''Under Pressure > {{clr|4|H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,356: Line 1,345:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Slayer_ItsLate-Hitbox_1.png|Frames 18-20
GGXXACPR_Slayer_ItsLate-Hitbox_1.png|Frames 18-20 [14-16]
GGXXACPR_Slayer_ItsLate-Hitbox_2.png|Frames 21-23
GGXXACPR_Slayer_ItsLate-Hitbox_2.png|Frames 21-23 [17-19]
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,363: Line 1,352:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR|version=yes}}
{{CargoHeader-GGACR|version=yes}}
|-
|-
{{AttackVersion|name=Dandy Step -> {{clr|4|H}}}}
{{#cargo_query:tables=MoveData_GGACR
{{#lst:{{PAGENAME}}/Data|Dandy H}}
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|-
|where=chara="{{SUBPAGENAME}}" and (input="Dandy > H" or input="Dandy > S > H")
{{AttackVersion|name=Under Pressure -> {{clr|4|H}}}}
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
{{#lst:{{PAGENAME}}/Data|Dandy S H}}
|delimiter=\n{{!}}-\n
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 18
|active  = 6
|recovery = 9
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 14
|active  = 6
|recovery = 12
}}
==== ====  
==== ====  
Fast, plus-on-block overhead with very low recovery.
Fast, plus-on-block overhead with very low recovery.
*+8 on hit
*Excellent meaty tool due to plus frames.
*Excellent meaty tool due to plus frames.
*Throw invincible, to discourage players mashing throw.
*Throw invincible, to discourage players mashing throw.
Line 1,378: Line 1,379:
*Avoid being predictable with this, as it can easily be reversal'd or backdashed through.
*Avoid being predictable with this, as it can easily be reversal'd or backdashed through.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Hitstun on standing hit 22F. Slams down opponent and fully untechable on air hit. Slides opponent on CH (untechable for 72F, slides for 32F).''
----
 
 
* Hitstun on standing hit 22F
* Slams down opponent and fully untechable on air hit
* Slides opponent on CH (untechable for 72F, slides for 32F)
</div>
----
----
Slightly faster when used after Under Pressure, but is +1 instead.
Slightly faster when used after Under Pressure, but is +1 instead.
Line 1,391: Line 1,385:
*Floor bounces on counter hit, catching players who don't have a fast enough button between this and Under Pressure.
*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.
*Again loses to reversals and backdashes, with no real way to bait them other than not doing it.
'''Additional Frame Data:''' ''Ground bounces opponent on CH (untechable for 90F). Slams down opponent and fully untechable on air hit.''
{{CloseCard}}


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
===<big>Bloodsucking Universe</big>===
----
 
 
* Ground bounces opponent on CH (untechable for 90F)
* Slams down opponent and fully untechable on air hit
</div>
</div>
</div>
 
===<big>Bloodsucking Universe</big> (Chi wo Suu Uchuu)===
<span class="input-badge">'''{{clr|4|236H}}'''</span>
<span class="input-badge">'''{{clr|4|236H}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_63214H.png|Yummy, but not as tasty before.
GGAC_Slayer_63214H.png|This move does not have a blood effect in +R nor AC
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236H }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236H "
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Command throw which steals a bit of life.
Command throw which steals a bit of life.
*Fairly slow for a command throw at frame 7.
*Fairly slow for a command throw at frame 7.
*Regains health equal to 75% of damage. Occasionally makes Slayer survive one more hit, especially if used at low health.
*Staggers on hit for followups, which back then used to be the bane of anyone's existence due to Bite Loops, but not so much anymore due to continuous nerfs per iteration.
*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.
*Can be FRC'd immediately after hit for better conversions.
Line 1,432: Line 1,416:
BDC Bite ({{clr|4|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 ({{clr|4|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 {{clr|4|66214H}} needed to hit the Bite.
BDC Bite ({{clr|4|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 ({{clr|4|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 {{clr|4|66214H}} needed to hit the Bite.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Forced prorate 60%. Staggers opponent on hit (max 35F). FRC timing 26~27F (2F after a succesful throw). Recovery on whiff is 37F.''
----
{{CloseCard}}
 
 
* 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
</div>
</div>
</div>


===<big>Undertow</big>===
===<big>Undertow</big>===
Line 1,464: Line 1,437:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|632146P }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="632146P "
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 3
|recovery = 13
}}
==== ====  
==== ====  
Slow super armor attack for 1 hit only. Generally deferred to combos but can be used to open up a masher.
Slow super armor attack for 1 hit only. Generally deferred to combos but can be used to open up a masher.
Line 1,473: Line 1,455:
*Allows for extreme damage if used in combos, mostly out of air hit {{clr|4|5H}}.
*Allows for extreme damage if used in combos, mostly out of air hit {{clr|4|5H}}.
*Can be FRC'd right before it goes active to throw or net a different punish.
*Can be FRC'd right before it goes active to throw or net a different punish.
*Combos into ''sj.j{{clr|4|jH}}{{clr|4|D}}{{clr|2|2K}} jK {{clr|4|5H}}'' on counterhit.
*Combos into ''sj.{{clr|H|H}} > {{clr|D|j.D}} > {{clr|2|2K}} > jK > {{clr|4|5H}}'' on counterhit.


BDC ({{clr|4|63214469H}}) can cover the startup of the armor with invincibility, but it's still slow.
BDC ({{clr|4|63214469H}}) can cover the startup of the armor with invincibility, but it's still slow.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Ground bounces opponent on hit (untechable for 36F, on CH for 62F). Initial prorate 50%. FRC timing 24~27F.''
----
{{CloseCard}}
 
 
* 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
</div>
</div>
</div>


===<big>Footloose Journey</big>===
===<big>Footloose Journey</big>===
Line 1,508: Line 1,481:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.214K}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.214K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 1,520: Line 1,497:
*Sometimes used as Slayer is falling in order to score a fuzzy or a launch.
*Sometimes used as Slayer is falling in order to score a fuzzy or a launch.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Floats opponent on hit (untechable for 24F). Hitstop 7F.''
----
{{CloseCard}}
 
 
* Floats opponent on hit (untechable for 24F)
* Order of hits is (front then back) x 3
* Hitstop 7F
</div>
</div>
</div>
<br style="clear:both;"/>
<br style="clear:both;"/>


== Force Breaks ==
==Force Breaks==
===<big>Big Bang Upper</big>===
===<big>Big Bang Upper</big>===
<span class="input-badge">'''{{clr|5|236D}}'''</span>
<span class="input-badge">'''{{clr|5|236D}}'''</span>
Line 1,545: Line 1,514:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Slayer_236D-1-Hitbox.png|Frames 11-12
GGXXACPR_Slayer_236D-1-Hitbox.png|Frames 10-11
GGXXACPR_Slayer_236D-2-Hitbox.png|Frames 13-14
GGXXACPR_Slayer_236D-2-Hitbox.png|Frames 12-13
GGXXACPR_Slayer_236D-3-Hitbox.png|Frames 15-16
GGXXACPR_Slayer_236D-3-Hitbox.png|Frames 14-15
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,553: Line 1,522:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
  {{FrameDataHeader-GGACR}}
  {{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236D }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="236D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 6
|recovery = 35
}}
==== ====
==== ====
YOLO move supreme. A massive, lunging, 10f anti-air hitbox attack that launches well above the top of the screen for easy-peasy conversions.
YOLO move supreme. A massive, lunging, 10f anti-air hitbox attack that launches well above the top of the screen for easy-peasy conversions.
Line 1,564: Line 1,542:
*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.
*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.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Floats opponent high on hit (untechable for 62F). Dizzy modifier x0. Slayer is in CH state from 1~42F. Uppercut portion of the attack has a startup of 12F.''
----
{{CloseCard}}
 


* Floats opponent high on hit (untechable for 62F)
===<big>FB Dandy Step</big>===
* Dizzy modifier x0
<span class="input-badge">'''{{clr|5|214D}}'''</span>
* 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
</div>
</div>
</div>
 
===<big>FB Pilebunker</big>===
<span class="input-badge">'''Dandy Step -> {{clr|5|D}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Slayer_214PP.png|Spend a little, get a lot like the older days
GGACR_Slayer_214D.png|Just carry it forward, it does wonders
</gallery>
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|Dandy D }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="214D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====  
==== ====
Absurdly powerful version of Pilebunker.
Forward moving Dandy Step but with substantial invincibility.
*''Frame 3'' attack which will lead to big conversions on hit due to wallstick.
*A big chunk of startup invul makes for a stronger reversal than BDC alone.
*Keeps the opponent in blockstun for 30 frames and pushes them back very far.
*Cancels into Dandy follow ups sooner than other Dandy Steps.
*Is only -3 on block due to also being level 6, making it completely safe unless the opponent somehow Slashbacks it.
*Can still be thrown if you're cornered when it starts.
*Fast enough that the invul that carries over from FB Dandy Step makes it essentially uncontestable.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
BDC FB Dandy ({{clr|5|442147D}}) if you want more startup invincibility to go through more active moves. FDC FB Dandy ({{clr|5|662147D}}) helps you cover quite good distance with a lot of strike invincibility.
----


'''Additional Frame Data:''' ''Can cancel into followups from 10F onwards.''
{{CloseCard}}


* Wall sticks opponent and fully untechable on hit (sticks for 27F, on CH for 45F)
===<big>FB Pilebunker</big>===
* Dizzy modifier x0
<span class="input-badge">'''Dandy Step > {{clr|5|D}}'''</span>
* Blockstun on standing block 30F
* Attack Level 6
</div>
</div>
</div>
 
===<big>FB Dandy Step</big>===
<span class="input-badge">'''{{clr|5|214D}}'''</span>
<div class="attack-container">
<div class="attack-container">
<div class="attack-gallery">
<div class="attack-gallery">
Line 1,624: Line 1,581:
Images =  
Images =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGACR_Slayer_214D.png|Just carry it forward, it does wonders
GGAC_Slayer_214PP.png|Spend a little, get a lot like the older days
</gallery>
</gallery>
|-|
|-|
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGACR_Slayer_DandyD_Hitbox.png|Slightly higher than P version
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,634: Line 1,592:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|214D }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Dandy > D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
{{#invoke:FrameChart|drawFrameData
Forward moving Dandy Step but with substantial invincibility.
|startup  = 3
*A big chunk of startup invul makes for a stronger reversal than BDC alone.
|active  = 3
*Cancels into Dandy follow ups sooner than other Dandy Steps.
|recovery = 31
*Can still be thrown if you're cornered when it starts.
}}
 
==== ====  
BDC FB Dandy ({{clr|5|442147D}}) if you want more startup invincibility to go through more active moves. FDC FB Dandy ({{clr|5|662147D}}) helps you cover quite good distance with a lot of strike invincibility.
Absurdly powerful version of Pilebunker.
 
*''Frame 3'' attack which will lead to big conversions on hit due to wallstick.
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
*Keeps the opponent in blockstun for 30 frames and pushes them back very far.
----
*Is only -3 on block due to also being level 6, but still punishable on IB.
*Fast enough that the invul that carries over from FB Dandy Step makes it essentially uncontestable.


'''Additional Frame Data:''' ''Wall sticks opponent and fully untechable on hit (sticks for 27F, on CH for 45F). Dizzy modifier x0. Blockstun 30F.''
{{CloseCard}}


* Can cancel into followups from 10F onwards
==Overdrives==
</div>
</div>
</div>
<br style="clear:both;"/>
 
== Overdrives ==
===<big>Dead on Time</big>===
===<big>Dead on Time</big>===
<span class="input-badge">'''{{clr|3|632146S}}'''</span>
<span class="input-badge">'''{{clr|3|632146S}}'''</span>
Line 1,675: Line 1,634:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|632146S }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="632146S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active  = 10
|recovery = 31
|specialRecovery = 21
}}
==== ====  
==== ====  
Fast, nearly full-screen lunging strike. Hits like a truck and punishes and blows through quite a bit.
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.  
*Strike invincible frames 7~9, as it starts and until the freeze ends.  
*In CH state until landing, but travels far enough that some characters cannot punish reliably.
*Wallsticks on counter-hit for big damage.
*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.
*Has an FRC point to punish bursts or convert when done from the corner or close to it.
Line 1,689: Line 1,658:
BDC DoT ({{clr|3|63214469S}}) can give the start up invincibility until the move's own invincibility kicks in.
BDC DoT ({{clr|3|63214469S}}) can give the start up invincibility until the move's own invincibility kicks in.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Wall sticks opponent on hit (untechable for 50F, sticks for 32D)(on CH untechable for 112F, sticks for 60F). Opponent cannot input any commands from super flash until after the 1st active frame. Forced prorate 75%. FRC timing 15~17F.''
----
{{CloseCard}}
 
 
* 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
</div>
</div>
</div>


===<big>Eternal Wings</big>===
===<big>Eternal Wings</big>===
Line 1,721: Line 1,679:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|236236H }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and type="super" and input="236236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 18
|recovery = 36
|specialRecovery = 7
}}
==== ====
==== ====
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.
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.
Line 1,732: Line 1,700:
*Puts Slayer in an extremely punishable position if blocked/whiffed.
*Puts Slayer in an extremely punishable position if blocked/whiffed.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Floats opponent and fully untechable on hit. Slayer is in CH state until landing.''
----
{{CloseCard}}
 
 
* Floats opponent and fully untechable on hit
* Slayer is in CH state until landing
</div>
</div>
</div>


===<big>Up and Close Dandy</big>===
===<big>Up and Close Dandy</big>===
Line 1,754: Line 1,715:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Slayer_ChokkagataDandy-Hitbox.png|Tail also has a projectile hitbox not shown here
GGXXACPR_Slayer_ChokkagataDandy-Hitbox_1.png|
GGXXACPR_Slayer_ChokkagataDandy-Hitbox_2.png|Projectile during its late active frames
</gallery>
</gallery>
</tabber>
</tabber>
Line 1,760: Line 1,722:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|j.214214S }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.214214S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
==== ====
==== ====
Line 1,774: Line 1,740:
*Can still be airthrown on startup if the opponent went for an airthrow tech trap or read the move.
*Can still be airthrown on startup if the opponent went for an airthrow tech trap or read the move.


<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
'''Additional Frame Data:''' ''Head portion has hitstop 7F, staggers opponent on ground hit (max 46F). Data listed in [] is for the back part (tail). Wall bounces opponent on air CH (untechable for 100F). The tail is a projectile''
----
{{CloseCard}}
 


* Head portion has hitstop 7F, staggers opponent on ground hit (Max 46F)
==Instant Kill==
* Data listed in [] is for the back part (tail)
* Wall bounces opponent on air CH (untechable for 100F)
* The tail is a projectile
</div>
</div>
</div>
<br style="clear:both;"/>
 
== Instant Kill ==
===<big>All Dead</big>===
===<big>All Dead</big>===
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span>
<span class="input-badge">'''During IK Mode: {{clr|4|236236H}}'''</span>
Line 1,807: Line 1,763:
<div class="attack-info">
<div class="attack-info">
{| class="wikitable attack-data"
{| class="wikitable attack-data"
{{FrameDataHeader-GGACR}}
{{CargoHeader-GGACR}}
|-
|-
{{#lst:{{PAGENAME}}/Data|IK }}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
|}
{{#invoke:FrameChart|drawFrameData
|startup  = 20
|active  = 10
|recovery = 25
}}
==== ====
==== ====
<blockquote>
<blockquote>
  But in hope I breathe<br/>
  But in hope I breathe<br/>
  Of course I do not believe<br/>
  Of course I don't believe<br/>
  You're All Dead, and Gone<br/>
  You're All Dead, and Gone<br/>
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* IK Mode activation: 80F
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''IK Mode activation time 80F.''
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==Colors==
==Colors==
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==External References==


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==Navigation==
<center>{{Character Label|GGACR|Slayer|42px}}</center>
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[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Slayer]]
[[Category:Slayer]]

Revision as of 17:10, 17 August 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: 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, approach while invulnerable and frame trap opponents effectively.
  • Excellent Buttons: Pokes and anti-air options are generally fairly safe, have good hitboxes, and lead to good damage.
  • Great Pressure: Slayer has very strong pressure with many ways to reset and punish opponents on a good read. After conditioning them to sit still, Slayer can open them back up with his fast command grab and crossup teleport dash.
  • Punish Tools: Dandy Step followups, very rewarding counterhit buttons and incredibly strong overdrives all can effectively lay the hurt on a single punish.
  • Meter Burn: DOT, Eternal Wings, and DHD all lead to substantial damage and have incredible reach. 236D is a great move for combo starting or filling, while FB Pilebunker wallsticks on hit for massive damage followups.
  • Limited Mobility A tall hurtbox, teleport dash, and short airdash means Slayer needs to juke around his opponents defenses to get in. His reliance on a physical approach also makes him weak against zoners.
  • Limited Grounded Gatlings: Slayer has a limited grounded pressure game due to his lack of proper gatlings on the ground. As a result, it can be difficult to access stronger pressure without links. Most of Slayer's best combos also require tricky links.
  • Counter Hit or Resource Dependent: Extended-combo-reward on hit is lacking without a counterhit 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.

Slayer's forward dash and backdash take the form of short-range teleports. These teleports transport him a fixed distance and have lots of invulnerability frames, which gives Slayer unique methods of moving around his opponent's attacks. Slayer can still airdash normally, however.

As an added function, Slayer can jump in the middle of a teleport, which immediately exits it while keeping the invulnerability frames. With quick timing, Slayer can even Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. certain special moves to transfer them some of the invulnerability. Slayers backdash is fully invulnerable for 19 frames, which makes it very easy for Slayer to give any of his special moves large periods of invulnerability on their startup. This is called Backdash Cancelling by the community, and is a very powerful tool for Slayer to use. Correctly performing this allows Slayer to dramatically increase the whiff-punishment qualities of certain moves, reversal out of bad situations, or frame trap his opponents.

More information on performing this technique can be found on the Strategy page.
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
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2P (4F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.236236H (7F)
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

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 Mid 5 4 4 +2 1
Total: 12

Very fast anti-air with disjoint on his arm. Works well in a pinch.

  • +7 on hit
  • Very fast recovery normal, whiffing is no problem.
  • Has delay gatlings into 5P/2P/5K/2K. All combo on hit.
  • Whiffs most crouching opponents and a couple standing opponents (hits PO crouching, whiffs on KL and ZA standing).

Jump cancellable with good untech time allowing routing into Slayer's air combos or rejumping to extend a combo.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 5D

Additional Frame Data: Hitstun on standing hit 14F. Untechable for 15F (CH for 16F).

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
Total: 16

An incredible poke with great frame data and cancels.

  • +7 on hit
  • Good range and speed, making it work well as a punish.
  • Good starter with a wide range of combo options.
  • Plus on block along with jump and special cancels to keep the pressure going.
  • No meterless KD at max range w/o meter (5K > 2D exists but is too hard/spacing dependent to be reliable).
  • Vulnerable to low profile.

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

Gatling Options: 6P, 6K, 5D

Additional Frame Data: Hitstun on standing hit 17F. Untechable for 17F (CH for 20F).

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
Total: 20

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

  • +7 on hit
  • Pushback is minor, allowing for bite setup, frame traps etc.
  • Gatlings into f.S for a frame trap which is plus on block.
  • Good throw option-select.
  • Poor recovery.
  • Vulnerable to low profile.

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

Gatling Options: f.S, 5D

Additional Frame Data: Hitstun on standing hit 20F. Untechable for 17F (CH for 22F).

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
Total: 22

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

  • +7 on hit
  • Plus on block.
  • Slow startup, can be mashed out of.
  • Vulnerable to low profile

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

Gatling Options: 6K, 5D

Additional Frame Data: Hitstun on standing hit 16F.

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
Total: 35

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

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

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

Gatling Options: 2H, 5D, 2D

Additional Frame Data: Slides opponent on air hit (untechable for 30F, slides for 30F).

5D

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
Total: 37

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

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

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

Additional Frame Data: Wall bounces opponent on hit (untechable for 26F). FRC timing 18~20F. Initial prorate 90%.

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
Total: 29

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

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

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

Additional Frame Data: Initial prorate 90%. Slayer is airborne from 8~24F. Hold K until 10F to feint. Feint airborne from 8F until landing.

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
Total: 39

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

  • +6 on hit
  • Causes ground bounce on air hit.
  • Situational low crush, as Slayer lifts his front leg out of the way.
  • Hilariously high damage potential.
  • Jump and special cancelable with a lot of blockstun and hitstun.
  • Moves Slayer forward.
  • Slow startup and long recovery on whiff.
  • Vulnerable to low-profile.

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

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

2P

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
14 Mid 4 2 5 +3 1
Total: 10

A fast crouching jab with surprising range while also being plus on block, 2P is your go to mash button out of pressure.

  • +7 on hit
  • Fast startup and recovery.
  • Can be safe to reversals if done meaty.
  • Not special or jump cancelable.
  • Vulnerable to low profile.

2P has enough untech that it links into 2S and Big Bang Upper on air hit. It also links into 2K and 5K on ground hit allowing for knockdown conversions.

Gatling Options: 5P, 2P, 6P, 5D

Additional Frame Data: Hitstun on standing hit 13F. Untechable for 16F (CH for 18F).

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
Total: 18

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

  • +6 on hit
  • Fast startup and decent recovery.
  • Slight evasive properties.
  • Low damage combo starter.
  • Relatively short range.
  • No special cancels.

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

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

Additional Frame Data: Initial prorate 90%. Can gatling from 11~14F. Hitstun on standing hit 18F.

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
Total: 28

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

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

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

Delay Gatling Options: 6K, 2H, 5D, 2D

Additional Frame Data: Can gatling from 11~21F.

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
Total: 36

Long range low-crush that causes stagger on hit.

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

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

Additional Frame Data: Forced prorate 80%. Staggers opponent on ground hit (max 49F). Untechable for 40F. Hitstop 0F. Pulls in opponent on air hit. Dizzy modifier x0.25.

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
Total: 33

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

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

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

Additional Frame Data: Knocks down opponent on ground hit. Untechable for 26F (CH for 76F).

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
Total: 31

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

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

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

Additional Frame Data: Floats opponent on ground hit (untechable for 33F, on CH for 40F). On air hit, untechable for 33F (on CH for 44F).

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
Total: 24

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

Additional Frame Data: Pulls in opponent on hit. Can jump cancel from 13F onwards. Untechable for 19F (on CH for 22F). 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
Total: 25

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

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

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

Gatling Options: j.2K

Additional Frame Data: Ground bounces opponent on CH (untechable for 60F). Untechable for 23F. Initial prorate 80%.

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
Total: 35

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

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

Gatlings into j.2K, which gives combo extensions when j.D is done while falling from high enough. j.D > j.2K > j.K is the foundation of many of Slayer's rejump combos, and j.D > j.2K > j.D does quite good damage.

Gatling Options: j.2K

Additional Frame Data: Slams down opponent on air hit (untechable for 20F). Staggers opponent on ground CH (max 39F).


Universal Mechanics

Ground Throw

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
52 49 pixels

Untechable chunky damage throw.

  • Is a guilty gear throw.
  • Not actually a very good knockdown.

Mixing up between a real okizeme (has to be blocked) with c.S/2K and fake okizeme (can be escaped) like crossup c.S or 6K is really important to make your throw knockdown valuable despite it sucking. Due to wakeup timings, you are at least +10 (JU) and at most +20 (ZA) allowing different moves to be a real meaty.

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

Air Throw

Dead Angle Attack


Special Moves

Mappa Hunch

236P or 236K (Hold OK)

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
Total: 30
Total: 35

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

  • Quickly covers some horizontal space. Very short.
  • Slayer's fastest meterless backdash-cancel option.
  • Links into 2P or 5K on air hit. Links into BBU on counter hit.
  • Generally fairly safe unless you end up point blank.

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

Additional Frame Data: Untechable for 25F.


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

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

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

Additional Frame Data: Untechable for 27F.


Feints Mappa Hunch by holding the attack button down.

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

Additional Frame Data: Slayer is in CH state during move.

P/K Dandy Step

214P or 214K

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.

Additional Frame Data: FRC timing 9~12F. Can cancel into followups from 16F onwards.


K Dandy moves significantly forward from the initial position.

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

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

Additional Frame Data: FRC timing 15~18F. Can cancel into followups from 20F onwards.

S/H Dandy Step

214S or 214H

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.
  • Slayer's hitbox becomes very wide during the motion blur part of the animation.

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

Additional Frame Data: Can pass through opponent from 10~16F. Slayer is in CH state during move. Can cancel into followups from 22F onwards.


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

  • Good for escaping the corner or doing dumb things.
  • A crucial tool in some matchups to go around projectiles

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

Additional Frame Data: Can pass through opponent from 19~26F. Slayer is in CH state during move. Can cancel into followups from 32F onwards.

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
Total: 38

Big, stupid backswing blow that has an enormous hitbox and does a hefty amount of damage.

  • Fast, huge move meant to fish for counter hits.
    • Otherwise mainly converts near the corner/with meter.
  • Huge (if inconsistent) damage potential.
  • Extremely unsafe on block/whiff.
  • Able to be low profiled.
  • Can encourage irresponsible decision making. Use wisely.

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

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
Total: 46

Anti-Air followup and combo starter that launches on hit.

  • Tall hitbox complemented with a high amount of upper body invuln.
  • So much so that this becomes a burst safe combo and reset tool.
  • Very unsafe, but unaware opponents may not realize that the recovery is most substantial in the air.
  • Puts Slayer in Counter Hit state until he lands.

Additional Frame Data: Slayer is airborne from 19F onwards. Floats opponent on hit (1st untechable for 32F, 2nd hit for 42F). 1st hit has hitstop 6F. 2nd hit has forced prorate 85%.

Under Pressure

Dandy Step > 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
36 Mid 5 2 15 -3 3
Total: 21

The safe, low-reward option out of Dandy Step.

  • Staggers on counter-hit.
  • Reasonably strong hitbox.
  • Cancels to It's Late, for a threat which discourages button pressing.
  • Weak to instant block and low low-profile attacks.
  • Characters with 3F normals can still punish this and hit between cancels to It's Late if they mash quickly enough.

Additional Frame Data: Staggers opponent on ground CH (max 39F). Can cancel into It's Late from 8F onwards. Untechable for 24F.

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
Total: 32
Total: 31

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

  • +8 on hit
  • Excellent meaty tool due to plus frames.
  • Throw invincible, to discourage players mashing throw.
  • Occasional air combo ender.
  • Avoid being predictable with this, as it can easily be reversal'd or backdashed through.

Additional Frame Data: Hitstun on standing hit 22F. Slams down opponent and fully untechable on air hit. Slides opponent on CH (untechable for 72F, slides for 32F).


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

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

Additional Frame Data: Ground bounces opponent on CH (untechable for 90F). Slams down opponent and fully untechable on air hit.

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.
  • Regains health equal to 75% of damage. Occasionally makes Slayer survive one more hit, especially if used at low health.
  • Staggers on hit for followups, which back then used to be the bane of anyone's existence due to Bite Loops, but not so much anymore due to continuous nerfs per iteration.
  • Can be FRC'd immediately after hit for better conversions.
  • Comes with the risk of being in CH state during recovery.

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

Additional Frame Data: Forced prorate 60%. Staggers opponent on hit (max 35F). FRC timing 26~27F (2F after a succesful throw). Recovery on whiff is 37F.

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
Total: 43

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.H > j.D > 2K > jK > 5H on counterhit.

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

Additional Frame Data: Ground bounces opponent on hit (untechable for 36F, on CH for 62F). Initial prorate 50%. FRC timing 24~27F.

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.

Additional Frame Data: Floats opponent on hit (untechable for 24F). 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
Total: 50

YOLO move supreme. A massive, lunging, 10f anti-air hitbox attack that launches well above the top of the screen for easy-peasy conversions.

  • Has an absurd amount of upper body invincibility on startup, allowing it to squeeze under most moves in the game.
  • Despite being -22, there's so much pushback on this move that it may very well go unpunished.
  • Combos into itself repeatedly and can be made burst safe.
  • Comes with the weaknesses of zero dizzy damage, that it cannot be special cancelled or BDC'd into, and is in full counterhit state during the entire move.

Additional Frame Data: Floats opponent high on hit (untechable for 62F). Dizzy modifier x0. Slayer is in CH state from 1~42F. Uppercut portion of the attack has a startup of 12F.

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.

Additional Frame Data: Can cancel into followups from 10F onwards.

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
Total: 36

Absurdly powerful version of Pilebunker.

  • Frame 3 attack which will lead to big conversions on hit due to wallstick.
  • Keeps the opponent in blockstun for 30 frames and pushes them back very far.
  • Is only -3 on block due to also being level 6, but still punishable on IB.
  • Fast enough that the invul that carries over from FB Dandy Step makes it essentially uncontestable.

Additional Frame Data: Wall sticks opponent and fully untechable on hit (sticks for 27F, on CH for 45F). Dizzy modifier x0. Blockstun 30F.

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
Total: 69

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

  • Strike invincible frames 7~9, as it starts and until the freeze ends.
  • In CH state until landing, but travels far enough that some characters cannot punish reliably.
  • Wallsticks on counter-hit for big damage.
  • Has an FRC point to punish bursts or convert when done from the corner or close to it.
  • Deals 0 stun.

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

Additional Frame Data: Wall sticks opponent on hit (untechable for 50F, sticks for 32D)(on CH untechable for 112F, sticks for 60F). Opponent cannot input any commands from super flash until after the 1st active frame. Forced prorate 75%. FRC timing 15~17F.

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
Total: 67

Slayer's most reliable, but very unsafe reversal. Since it activates 2 frames after the superflash, an opponent dashing at Slayer or mashing buttons during the super flash can still FD and block.

  • Strike invincible for nearly half a second.
  • Launches far up for a full conversion on hit.
  • Not the slowest reversal, but easily safejumped/meaty baited.
  • Puts Slayer in an extremely punishable position if blocked/whiffed.

Additional Frame Data: Floats opponent and fully untechable on hit. Slayer is in CH state until landing.

Up and Close Dandy

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.

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

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.


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