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* '''Limited ground gatlings''': Limited grounded pressure game can be difficult to access without links. | * '''Limited ground gatlings''': Limited grounded pressure game can be difficult to access without links. | ||
* '''Counter-hit or meter dependent''': Extended-combo-reward on hit is lacking without a CH or meter dump. | * '''Counter-hit or meter dependent''': Extended-combo-reward on hit is lacking without a CH or meter dump. | ||
* '''BDC Difficulty | * '''BDC Difficulty''': Backdash Cancel requires solid execution and timing to master effectively. | ||
* | * Most of his tools can easily be low-profiled, on top of some tools being unsafe if used haphazardly due to having obvious reactionary answers. | ||
}} | }} | ||
}} | }} | ||
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{{#lst:{{PAGENAME}}/Data|5P}} | {{#lst:{{PAGENAME}}/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= Fast, standard | {{Description|7|text= Fast, standard 5P that is complemented by Slayer's height, functioning as a very quick Anti-Air. 4F active, can combo into itself, making it easy to confirm off of, and goes into both ground & air BNB combos. | ||
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{{#lst:{{PAGENAME}}/Data|5K}} | {{#lst:{{PAGENAME}}/Data|5K}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= The best spacing tool. | {{Description|7|text= The best spacing tool. 5K links into itself, can combo into 2K->2D for an easy knockdown, and can be confirmed into Mappa Hunch (meterless), FB dandy followups (25%) or Dead On Time (50%). | ||
+ Great range, quick recovery | + Great range, quick recovery | ||
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+ Good starter, flexible gatlings into air, damage or knockdown combo | + Good starter, flexible gatlings into air, damage or knockdown combo | ||
+ Combos to | + Combos to 6P on crouching, good for corner combos | ||
- No meterless KD at max range w/o meter ( | - No meterless KD at max range w/o meter (5K->2D exists but is too hard/spacing dependent to be reliable) | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
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{{#lst:{{PAGENAME}}/Data|c.S}} | {{#lst:{{PAGENAME}}/Data|c.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= A normal more used for its flexibility than its speed, Slayer close slash reaches from just above the knees to near-head level, letting you combo opponents alike. While inferior to | {{Description|7|text= A normal more used for its flexibility than its speed, Slayer close slash reaches from just above the knees to near-head level, letting you combo opponents alike. While inferior to 5P in recovery time, it has deceptively long hitstun, letting you link other normals or even combo c.S into P Dandy->Pilebunker on normal hit. | ||
+ Can be combo'd into and out of | + Can be combo'd into and out of | ||
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+ Good throw option-select | + Good throw option-select | ||
+ BNB does a lot of damage (c. | + BNB does a lot of damage (c.S f.S link c.S f.S {{clr|2|2K}}{{clr|5|2D}}) | ||
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{{#lst:{{PAGENAME}}/Data|f.S}} | {{#lst:{{PAGENAME}}/Data|f.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= More likely to be combo/blockstring fodder than used by itself, this move is + on block, and allows for frame traps and combos into | {{Description|7|text= More likely to be combo/blockstring fodder than used by itself, this move is + on block, and allows for frame traps and combos into 2K 2H->2D/BBU etc. very nicely. Watch out for Slayers that throw this out from full screen, that is a misinput Dead on Time. | ||
+ Easiest confirm off of c. | + Easiest confirm off of c.S | ||
+ Plus on block | + Plus on block | ||
+ links to c. | + links to c.S when in range for big damage BNB, works on standing but is easier on crouching. | ||
+ used after c. | + used after c.S on airborne opponents that are heavy or low to the ground to raise their height | ||
- Bad startup, can be mashed out of | - Bad startup, can be mashed out of | ||
- Hard to react to when you expected c. | - Hard to react to when you expected c.S | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
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{{Description|7|text= Long range low-crush that causes stagger on hit. Launches opponent into the air if they are sliding. | {{Description|7|text= Long range low-crush that causes stagger on hit. Launches opponent into the air if they are sliding. | ||
+ Links into {{clr|5|2D}} and BBU on ground hit, and on air hit/sliding hit links into | + Links into {{clr|5|2D}} and BBU on ground hit, and on air hit/sliding hit links into j.K, j.S, j.D or BBU. | ||
+ Hits behind Slayer and has good range. | + Hits behind Slayer and has good range. | ||
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{{#lst:{{PAGENAME}}/Data|j.P}} | {{#lst:{{PAGENAME}}/Data|j.P}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= Overall, a really good air button. Faster than | {{Description|7|text= Overall, a really good air button. Faster than j.K but has less speed. Can be used to bait bursts and raising Slayer's hurtbox from jump and BDC jumps. | ||
+ Fast startup, low recovery | + Fast startup, low recovery | ||
+ Gatlings into itself and | + Gatlings into itself and j.K, which can be used to option-select against bursts and for easy air-combo hitconfirms. | ||
- Low damage | - Low damage | ||
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{{Description|7|text= Amazing all-purpose air normal. Extremely low recovery; very easy to use. | {{Description|7|text= Amazing all-purpose air normal. Extremely low recovery; very easy to use. | ||
+ Links into every air button except | + Links into every air button except j.H, and combos into j.H with a doublejump. | ||
+ Fast startup and extremely low recovery for an air normal. | + Fast startup and extremely low recovery for an air normal. | ||
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{{Description|7|text= 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}}. | {{Description|7|text= 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}}. | ||
+ Links into everything, and delay-links into | + Links into everything, and delay-links into j.K for some cool rejump combos. | ||
+ Moves Slayer forward and stabilizes air combos. | + Moves Slayer forward and stabilizes air combos. | ||
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*Can still convert if tagged low enough with the second. | *Can still convert if tagged low enough with the second. | ||
*Horribly unsafe if baited. | *Horribly unsafe if baited. | ||
*Can still be | *Can still be airthrown on startup if the opponent when for an airthrow tech trap or read the move. | ||
'''Additional Frame Data:''' ''Strike invincible 1~10F. Head portion has hitstop 7F, staggers opponent on ground hit (Max 46F). Wall bounces opponent on air CH (untechable for 100F). Data listed in [ ] is for the back part (tail). The tail is a projectile.'' | '''Additional Frame Data:''' ''Strike invincible 1~10F. Head portion has hitstop 7F, staggers opponent on ground hit (Max 46F). Wall bounces opponent on air CH (untechable for 100F). Data listed in [ ] is for the back part (tail). The tail is a projectile.'' |
Revision as of 07:02, 21 October 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums |
Slayer is a space controlling monster who scores obscene levels of damage off of counter hits, effectively being a conditioning monster once he gets into range. Solid whiff punishes, great juking tools, BDC, and overall being very strong at mid to close range can make Slayer a monster once he really gets into the opponent's head. In particular, BDC (Backdash cancel) allows Slayer to transfer the invincibility from his back (or forward) teleport dashes into the next move he does, which not only gives his offense additional prowess, but allows him to circumvent blocking with one a very powerful defensive tool.
On the flip side, Slayer has limited solid gatlings as opposed to the rest of the cast, and is a bit reliant on links for real conversions. His mobility is very limited and he has trouble dealing with zoning, and can easily eat it just as bad as he deals it if he makes a poor move. BDC can take quite a bit of time to perform consistently, and that added on top of his reliance on links can make Slayer a make-or-break character.
However, put together, Slayer's strengths can be truly frightening, and one good read can give Slayer the chance to end the game.
"You need to stop looking up all the time. Sooner or later, you're going to trip on something." | |
Lore: | Founder and former head of the Assassin's Guild, and fisticuffs vampire extraordinaire, Slayer spends his days writing bad poetry and roaming the Earth for good, gentlemanly bouts. In AC, he decides that his time spend meddling in the mortal realm has been long overextended, so he sets out to send off his salutations by crossing fists with those he's grown fond of over the years, and in particular, seems to find a touch of surprise in crossing fists with the P.W.A.B... |
Voice: | Iemasa Kayumi |
Slayer Slayer focuses on controlling space with his solid pokes and punish tools, which allows him to effectively land hits on opponents who are too tempted to just mash buttons on him while also being able to build up respectable presence that can allow him to pressure his foes freely.
- High damage: Very high damage output from launch, counter hit, and Overdrive confirms/conversions.
- Backdash Cancel (BDC): The ability to transfer BD invul lets Slayer circumvent blocking, and allows for a powerful mixup/frame trap game.
- Excellent buttons: Pokes and anti-air options are generally fairly safe, have good hitboxes, and lead to good damage.
- Effective punish tools: Dandy Step followups, higher reward CH buttons, and overdrives all can effectively lay the hurt on a single punish.
- Excellent Overdrives: DOT, Eternal Wings, and DHD all lead to substantial damage and have incredible reach.
- Bite: Command throw opens up and restores his own life.
- Limited mobility: A tall hurtbox, teleport dash, and slow walkspeed means Slayer needs to juke often to get in.
- Difficulty with zoning: Has no real means of dealing with extended buttons or projectiles besides going around them.
- Limited ground gatlings: Limited grounded pressure game can be difficult to access without links.
- Counter-hit or meter dependent: Extended-combo-reward on hit is lacking without a CH or meter dump.
- BDC Difficulty: Backdash Cancel requires solid execution and timing to master effectively.
- 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.
Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6K |
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6H |
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5D |
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2P |
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}}
2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.2K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Special Moves
Mappa Hunch 236P/K |
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Dandy Step 214P/K/S/H |
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Pilebunker Dandy Step -> P |
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Crosswise Heel Dandy Step -> K |
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Under Pressure Dandy Step -> S |
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It's Late Dandy Step/Under Pressure > H |
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Bloodsucking Universe 236H |
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Undertow 632146P |
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Footloose Journey j.214K |
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Force Breaks
Big Bang Upper 236D |
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FB Pilebunker Dandy Step -> D |
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FB Dandy Step 214D |
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Overdrives
Dead on Time 632146S |
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Eternal Wings 236236H |
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Direct Hit Dandy j.214214S |
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Instant Kill
All Dead in IK mode: 236236H |
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Roadmap
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •