GGACR/Slayer

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Overview

Template:CharaOverview

Guilty Bits Character Intro

Normal Moves

5P

5K

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

An incredible poke with great frame data and cancels

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

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

Gatling Options: 6P, 6K, 5D

c.S

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

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

  • Can be combo'd into and out of with f.S
  • Long hitstun makes for easy hit confirm
  • Pushback is minor, allowing for bite setup, frame traps etc.
  • Gatlings into f.S for a frame trap which is plus on block
  • Good throw option-select
  • Poor recovery
  • Can be low profiled

c.S 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, but most of the time you want to go into f.S and link from there.

Gatling Options: f.S, 5D

f.S

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

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

  • Easiest confirm off of c.S
  • Plus on block
  • Slow startup, can be mashed out of
  • Can be low profiled

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 2K > 2H > 2D/BBU etc. 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

5H

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

Big damage normal that is mostly used in combos, or occasionally as a hard call-out due to its slide properties and ability to combo to Pilebunker (FB optional). It is also one of Slayer's few hitboxes that cannot be low or high profiled. Unlike AC/AC+, this move now causes an airborne opponent to slide.

You can convert from the slide back to an air combo by connecting another move before the slide ends. When further away, 5H > 2H is a common conversion. When deep in the corner, 5H > Undertow is the higher damage option vs. an airborne opponent.

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

Gatling Options: 2H, 5D, 2D

6P

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

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

On hit it wall bounces allowing for air conversions in the corner, and on counter hit (or FRC) it can be converted into 6H > P Dandy FB Pilebunker or IAD j.K for big combos in the corner. Counter hit midscreen it can go into IAD j.H or 6H for powerful corner carry.

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


6K

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

Tricky overhead that is surprisingly fast along with being very plus on block. It can be gatling'd into from f.S, 5K, and 2S allowing a surprising mixup which is even stronger with the ability to feint it by holding down [6K]. 6K also goes over a lot of lows. On hit you can convert into buttons like 2K, or other crouching specific combos. In the corner you can get big damage with combos like 6K > 5K > 6P FRC 6H etc.

  • Can be Feinted by holding down the K button
  • Goes over many lows
  • Very plus on block along with gatlings into it
  • 6K has so little recovery it can be used as a safejump against some characters' reversals if done meaty
  • Can convert into knockdown midscreen or big combos in the corner
  • Airborne move that can be airthrown by perceptive opponents
  • Has no cancels
  • Can be mashed out of


6H

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

A slow, preemptive anti-air/frame trap. On block, you can jump cancel instant air dash for a tight reset or special cancel into things like Dandy Step and Mappa Hunch for a frame trap.

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

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


5D

2P

2K

2S

2H

2D

j.P

j.K

j.2K

j.S

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. Invulnerability

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

+ Large downward hitbox that stays active for a good amount of time.

+ Links into every other air move on hit. Gatlings into j2K.

+ High damage and stun potential on counterhit.

+ High damage if used in combos.

- Slow startup. Can be stuffed by faster moves, air throws, and the like if not timed right.

- Harder to route into in combos than all his other buttons.

j.D


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Special Moves

Mappa Hunch

236P/K

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

P is an essential harassment tool with a bad hitbox and subpar reward on hit, but is Slayer's main way of quickly moving forwards while throwing a punch.

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

K is the farther reaching punch. Good for covering distance.

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

Feints Mappa Hunch by holding the attack button down.

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

P/K Dandy Step

214P/K

S/H Dandy Step

214S/H

Pilebunker

Dandy Step -> P

Crosswise Heel

Dandy Step -> K

Under Pressure

Dandy Step -> S

It's Late

Dandy Step -> H or Under Pressure -> H

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

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

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

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

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

Bloodsucking Universe (Chi wo Suu Uchuu)

236H

Undertow

632146P

Footloose Journey

j.214K

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

An accessory to Slayer's air movement that also doubles as an extended damage air combo ender which sacrifices knockdown.

  • Multi hit move which launches Slayer upwards, based on his aerial momentum when the move is input.
  • Flies extremely far and fast if done in the starting frames of an airdash; good for escaping from the corner.
  • Used to score a kill when the opponent has little health remaining.
  • Horribly unsafe if done rising, as it does not recover until Slayer lands.
  • Sometimes used as Slayer is falling in order to score a fuzzy or a launch.


Force Breaks

Big Bang Upper

236D

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

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

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

FB Pilebunker

Dandy Step -> D

FB Dandy Step

214D


Overdrives

Dead on Time

632146S

Eternal Wings

236236H

Up and Close Dandy

j.214214S


Instant Kill

All Dead

During IK Mode: 236236H


Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

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