GGACR/Slayer/EX

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< GGACR‎ | Slayer


EX characters are not tournament legal. They only see play in novelty events and casual play between consenting parties.
Overview

Template:CharaOverview HELLA WORK IN PROGRESS

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
16 Mid 5 4 4 +2

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.

  • Fast anti-air normal (5F startup).
  • Fastest recovery normal for Slayer (4F), no problem on whiff.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 7 1 14 15
  • Untechable on CH for 16F

5K

Damage Guard Startup Active Recovery On-Block Invuln
22 Mid 6 3 8 +1

5K except now you kill them even harder.

  • Great range, quick recovery.
  • Good for whiff punish.
  • Still links into 5P, 2P, and 5K, but you have gatlings so.

Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6 6 2 17 17
  • Untechable on CH for 20F

c.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 7 4 10 0

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.

  • Can be combo'd into and out of.
  • Long hitstun makes for easy hit confirm.
  • Good throw option-select.
  • Poor recovery.
  • Can be low profiled.

Gatling Options: 6P, 6K, f.S, 2S, 5H, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 6 3 20 17
  • Untechable on CH for 22F

f.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 13 2 8 +4

Dash f.S is an extremely long range poke because of sliding momentum from dash.

  • Easiest confirm off of c.S.
  • Links to c.S and 5k. Easier to link than normal Slayer. This gives EX Slayer crazy ground combo conversions.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 6 3 16 14

5H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 13 5 18 -4

Staggers on CH. Combo and blockstring button mostly. Air Slide properties removed, doesn't have AC ground bounce on air either.

  • 5F active with good hitbox, can catch backdash attempts when timed correctly.

Gatling Options: 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 19 18
  • Staggers on ground CH (max 35F)

5D

Version Damage Guard Startup Active Recovery On-Block Invuln
5D 22 High 22 3 20 -9
5[D] Total 32

Universal overhead. Leads into strong combos with impossible dust, but slow, short-ranged and unsafe on block. This exists, but 6k is the sauce and huge damage, so only use if you really think someone isn't ready.

  • Can be feinted into throw by holding the button.
  • Unsafe and short.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
5D 8 20 3 Launch 48 14
5[D]

5D:

  • Hold D until 20F to get Feint

5[D]:

  • Can cancel to 2K or 2D on 31F

6P

Damage Guard Startup Active Recovery On-Block Invuln
45 Mid 18 6 14 -1 1~6F Upper Body
7~23F Above Knees

Invincible above the knees, great to use on opponents that are trying to IAD on you, but also good for setting up a wall of hitbox for opponents to kill themselves on. Causes wallbounce. Still has FRC point.

  • On counterhit leads to big combos almost everywhere on the screen.
  • Very active and counterpokes well.
  • Trades abusively.
  • Gatlings makes it so EX Slayer gets good conversions on normal hit too.
  • Slow to low-profile.
  • Slow startup.

Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 20 6 5 Launch 26 + WBounce
  • FRC timing 18~20F

6K

Version Damage Guard Startup Active Recovery On-Block Invuln
6K 22 High/Air 20 5 1+3 after landing +5 8~21F Lower Body
6[K] Total 23+3 after landing 8~23F Feet

EX Slayer 6k is the own zone. Easy confirm into big damage.

  • Can be Feinted by holding down the K button.
  • Goes over many lows.
  • Advantageous on block and very solid meaty.
  • Easy link into 2P for huge Huge damage. Easy link on crouching into 5K.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6K 8 7 3 14 14
6[K]

6K:

  • Slayer is airborne 8~24F
  • Hold K until 10F to get Feint

6[K]:

  • Slayer is airborne 8~23F

6H

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 21 6 13 +0

More of a frame-trap or preemptive anti-air, this move has a large, forward-moving hitbox that leads to easy special/super confirms into big damage. Using this from EX Slayer's dash covers huge horizontal space. No longer ground bounces on air hit. If it hits deep, can get Pilebunker. Otherwise Mappa into rekkas or link into air normal.

  • Situational low crush, as Slayer lifts his front leg out of the way.
  • Hilariously high damage potential.
  • Slow, long recovery on whiff.
  • Vulnerable to low-profile.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 24 32
  • Staggers on ground CH (max 47F)
  • On air CH untechable for 80F
  • FRC timing 17~18F
  • Hits crouching opponents on 22F (tested on Sol)

2P

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 4 2 5 +3

A fairly fast crouching jab with good range that links into various moves on ground hit for a knockdown or damage.

  • Fast startup and recovery.
  • Gatlings so you kill people if it hits.
  • Can be low-profiled.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 7 1 13 16
  • Untechable on CH for 18F

2K

Damage Guard Startup Active Recovery On-Block Invuln
18 Low 6 2 11 -1 3~4F, 12~15F Feet

Hits low and has fairly easy hitconfirms. Dash 2K makes it a long range fast low threat.

  • Fast startup and decent recovery.
  • Links into itself and 5K.
  • Gatlings so you kill people if it hits.
  • Easy to hitconfirm.
  • Slight evasive properties.

Delay Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 5 7 2 18 12
  • Can gatling from 11~14F

2S

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 8 6 15 -7 5~9F Upper Body

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.

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

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
10 6 3 14 14
  • Untechable for 44F on air CH
  • Can gatling from 11~21F

2H

Damage Guard Startup Active Recovery On-Block Invuln
40 Low 14 2 27 -10 6~13F Below Knees

Low Crushes. Launches really high on hit, but very little un-tech time. Has a frc point to sometimes convert off hits. Range is also less than normal Slayer's. This move sucks.

  • Dodges lows.
  • Relatively slow.
  • Long recovery and no cancel options.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
90% 15 6 5 Launch 24
  • On CH untechable for 60F
  • FRC timing 14~15F
  • Dizzy modifier x0.25

2D

Damage Guard Startup Active Recovery On-Block Invuln
34 Low 7 15 12 -8

The Slide, now with special cancel. This move is insane. Everything you could want from Slayer 2D and more. Dash 2D is a half screen low that starts your pressure or combos into big damage.

  • Extremely long active frames
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
15 6 5 Down 26
  • Untechable on CH for 76F

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 5 3 7

Overall, a really good air button. Faster than j.K but has less speed. Can be used to bait bursts and raising Slayer's hurtbox from jump and BDC jumps.

  • Fast startup, low recovery.
  • Gatlings into itself and j.K, which can be used to option-select against bursts and for easy air-combo hitconfirms.
  • Low damage.

Gatling Options: j.P, j.K, j.S, j.H, j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
3 8 1 10 14
  • Untechable on CH for 16F

j.K

Damage Guard Startup Active Recovery On-Block Invuln
22 High/Air 6 5 6

Amazing all-purpose air normal. Extremely low recovery; very easy to use.

Gatling Options: j.P, j.S, j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 14 19
  • Untechable on CH for 24F

j.S

Damage Guard Startup Active Recovery On-Block Invuln
16×4 High/Air 3 2(2)2(4)2(2)2 6

Not actually a 3F normal because the first active is on his back leg. For all effects and purposes is a 7F normal.

  • Vacuum effect on air hit; standardizes combo situations well.
  • Multihits.
  • Gives worse damage than jK in air combos.
  • Inconsistent behavior in combos.
  • Long counterhit state.

Gatling Options: j.K, j.H

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8×4 6×4 3 14 19
  • Pulls in opponent on hit
  • Untechable on CH for 22F
  • Can jump cancel from 13F onwards
  • Order of hits is (back hit, forward hit)×2, forward hit startup is 7F

j.H

Damage Guard Startup Active Recovery On-Block Invuln
36 High/Air 14 5 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. AC Slayer status, legs have no hurtbox.

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

Gatling Options: j.D

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
80% 8 6 3 14 23
  • Ground bounces on CH (untechable for 60F)

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 7 5 19+5 after landing

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.
  • Gives Slayer landing recovery, which makes it worse as an air-to-ground move.
  • Long recovery
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 6 3 14 20
  • Slams down opponent on air hit
  • Staggers on ground CH (max 39F)

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
52 49 pixels

Chunky damage 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.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
6, 7 Down

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

Untechable air throw. Knocks down right in front of Slayer for crossup shenanigans, no means of converting otherwise.

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 50% 6 Down

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 18 6 17 -9 1~23F All
24~36F Throw

Extremely slow, unsafe Dead Angle.

  • Has a good amount of invul.
  • Can link into 2P on CH against corner.
  • Generally weaker than all of Slayer's other reversal options.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
50% 10 7 3 Launch 30

Special Moves

Mappa Hunch

236P or H Dandy Step > P or 236K

Version Damage Guard Startup Active Recovery On-Block Invuln
236P 20 Mid 11 3 18 -2
236K 25 Mid 14 6 19 -6

P is an essential harassment tool with a bad hitbox and good reward on a meterless grounded hit, moving him forwards while applying pressure.

  • Quickly covers some horizontal space. P version is very short.
  • Can continue into Under Pressure>Pilebunker/It's Late on air hit.
  • Rekka chain allows cancels into BBU for big damage on ground or air hit with 25%.
  • Generally fairly safe unless you end up point blank.

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

  • Quickly covers good horizontal space.
  • Deals more damage than the P version, making it ideal for combos.
  • Converts into the same options as the P version
  • Punishable on block, but properly spaced you can make this up to -1.

P after Dandy Step is a useful tool for resetting pressure.

  • Resets rekka pressure, allowing you to go for another mixup.
  • Can be interrupted out of startup for a CH so be careful.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
236P 20 6 5 19 18
236K 20 6 5 19 18

236P: 236K:

Overhead

Mappa Hunch > 236P

Damage Guard Startup Active Recovery On-Block Invuln
40 High 24 2 20 -8

A slow, somewhat telegraphed overhead that shares an animation with Undertow. Can be combo'd into from a counterhit Mappa Hunch, otherwise can't. With meter, landing a hit with this leads to massive damage.

  • Can open up opponents not expecting it or watching for his Low option.
  • Has massive damage potential with meter thanks to being able to cancel into BBU.
  • Not particularly safe on block, but the pushback makes it difficult to punish on block without the use of IB.
  • The gap between Mappa and Overhead on block can be reversal'd reliably.
  • Can whiff on block at max distance Mappa hits.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 Launch 28 14

Low

Mappa Hunch > 236K or P Overhead > 236K or Successive > 236K

Damage Guard Startup Active Recovery On-Block Invuln
40 Low 19 3 32 -21

Slow and tricky low that's needed to give your opponent a reason to actually block low during rekkas. Knocks down on hit, atrocious on block.

  • Used mainly to check opponents that autopilot blocking high during rekkas, as this is your only low during the series.
  • Only really converts with 50% meter to RC, and can only be comboed into directly from Mappa Hunch.
  • Extremely unsafe on block, and can whiff from further ranges. Be very careful, or have meter to RC with.
  • Much lower reward than EX Slayer's other options on hit.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
8 7 3 Down 14

Successive/Under Pressure

Mappa Hunch > 236S or S Dandy Step > S

Version Damage Guard Startup Active Recovery On-Block Invuln
Mappa &gt; 236S 20 Mid 7 3 13 -2
S Dandy &gt; S 36 Mid 5 2 15 -3

EX Slayer's safest rekka followup. Not much damage, but lets you go for frame traps either by delaying the rekka itself, or going for something after this. Similar to Overhead, can lead to massive damage with 25%. Useful for confirming combos.

  • Quick and easy pressure tool.
  • Like Overhead, can also whiff if used at range after a max distance Mappa, though much safer on whiff.
  • Punishable on IB by moves that are 4 frame startup, but somewhat difficult, as it can be delayed after a normal block Mappa and still be an airtight blockstring. Don't get predictable with your timing!
  • Followups aren't particularly safe, and all five of them have their weaknesses when used after a blocked Under Pressure.

A touch more minus, though you won't be using this much anyway.

  • EX Slayer's safest option out of the double Dandy Step rekka tree.
  • Reasonably strong hitbox.
  • Cancels to It's Late, for a threat which discourages button pressing if they don't tag you out of the movement portions beforehand.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Mappa &gt; 236S 10 7 3 14 24
S Dandy &gt; S 10 7 3 14 24

Mappa > 236S:

  • Staggers on ground CH (max 39F)

S Dandy > S:

  • Staggers on ground CH (max 39F)
  • Can cancel into It's Late from 8F onwards

It's Late/Overhead

P Overhead > 236S or Successive > 236S or S Dandy Step > H or Under Pressure > H

Version Damage Guard Startup Active Recovery On-Block Invuln
Mappa &gt; 236P/S &gt; 236S 40 High 19 6 12 +1
S Dandy &gt; H 52 High 18 6 9 +4 5~17F Throw
S Dandy &gt; S &gt; H 52 High 14 6 12 +1 1~13F Throw

A quick, safe on block overhead that can be used after either Overhead or Under Pressure.

  • Leads to massive damage on CH.
  • Safe on block, but doesn't lead to much at all on normal hit without meter to RC, as it's only +2 on a standing hit and +3 on crouching.
  • An easy and reliable combo ender out of the rekka series while the opponent is airborne. Leads to fantastic oki.

Fast, plus-on-block overhead with very low recovery. Highly committal tool considering how deep you are in the Dandy Step chain.

  • Throw invincible, to discourage players mashing throw.
  • 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 like the rekka version.

  • Still has 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.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Mappa &gt; 236P/S &gt; 236S 15 6 5 19 30
S Dandy &gt; H 15 6 5 22 34
S Dandy &gt; S &gt; H 15 6 5 19 30

Mappa > 236P/S > 236S:

  • Ground bounces on CH (untechable for 78F)
  • Slams down opponent on air hit

S Dandy > H:

  • Slides on CH (untechable 60F, slides for 32F)
  • Slams down opponent on air hit

S Dandy > S > H:

  • Ground bounces on CH (untechable for 78F)
  • Slams down opponent on air hit

Pilebunker

214P or P Overhead > 236P or Successive > 236P or S Dandy Step > P

Version Damage Guard Startup Active Recovery On-Block Invuln
214P 80 Mid 22 3 33 -17 1~22F Strike
Mappa &gt; 236P/S &gt; 236P 40 Mid 13 3 33 -17
S Dandy &gt; P 80 Mid 3 3 33 -17

214P is a big, dumb punch with strike invuln up to and including its first active frame. Can be used as a reversal or as a way to bait things in neutral. Has two FRC points: a generous 4 frame window on the end of the backdash and one on the very first active frame.

  • Despite its lengthy startup, can be difficult to see if used while EX Slayer is backed in the corner.
  • Leads to monstrous damage on counterhit.
  • Can use the FRC points to turn this into a ghetto backdash, to make Pilebunker safe, or to extend corner combos into soul crushing damage.
  • Extremely unsafe on block. Pilebunker responsibly.

The Mappa rekka version is more a combo ender and a corner carry tool than anything else.

  • Combos on ground and air hit from Under Pressure and Overhead.
  • Gives pretty bad oki outside of the corner when used as a combo ender.
  • Not recommended on block even when delayed, due to how unsafe it is.
  • Again, highly unsafe on block.

Big, stupid backswing blow that has an enormous hitbox and does a hefty amount of damage. Unfortunately, not particularly useful that deep into the rekka.

  • His fastest option out of S Dandy Step, may occasionally catch the opponent blocking the wrong way.
  • Causes wall sticks on CH instead of wall bouncing.
  • Fast, huge move meant to fish for counter hits.
  • Mainly otherwise converts near the corner/with meter.
  • Huge (if inconsistent) damage potential
  • Once more, if this gets blocked you're going to die.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
214P 20 6 5 Launch 120
Mappa &gt; 236P/S &gt; 236P 20 6 5 Launch 120
S Dandy &gt; P Forced 80% 20 10 5 Launch 50 + Slide 26

214P:

  • Wallbounces on CH
  • FRC timing 11~14F, 22F

Mappa > 236P/S > 236P:

  • Wallbounces on CH

S Dandy > P:

  • Wall sticks on CH (untechable for 100F, sticks for 37F)
  • Dizzy modifier x0

Mix-up

P Overhead > 236H or Successive > 236H

Damage Guard Startup Active Recovery On-Block Invuln
Total 18 5~14F Strike
8~13F Throw

A quick teleport from Under Pressure/Overhead that allows for, as the name says, mixups. Can be used to bait reversals or button presses after either of these two moves, or in some cases, as a midscreen combo extension tool.

  • Very useful at close range, where Slayer will cross the opponent up, causing their punish attempt to whiff if the teleport is delayed.
  • Can be used midscreen for conversions via 2D>Mappa>Under Pressure>Mixup>5P link>air route, though it's a bit tougher and sometimes requires character specific adjustments.
  • Vulnerable to throws, as the period of throw invincibility is mostly gone over with the opponent in blockstun anyway.
  • Dangerous to use if Under Pressure or Overhead are IB'd, as it makes Mix-up much easier to punish.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun

Dandy Step

Mappa Hunch > 236H or H Dandy Step > S

Version Damage Guard Startup Active Recovery On-Block Invuln
Mappa &gt; 236H Total 38 1~6F Strike
Mappa &gt; 236H &gt; S Total 34 10~17F Above Knees
18~21F Upper Body

Slayer swoops backwards, and then forwards once again, leading to additional followups.

  • Can be cancelled into a variety of things, including Bloodsucking Universe and FB Pilebunker.
  • Has a bit of startup strike invuln, letting you bait out DAAs.
  • Has an FRC point similar to the one on the backswing on 214P.

Slayer slides past the opponent with some upper body invuln. Only usable after 236P/K~236H.

  • Chains into Normal Slayer's Dandy Step followups.
  • Generally an awkward tool to use, but can stop some attempts to hit out of Dandy Step thanks to the upper body invuln. Otherwise not particularly useful.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Mappa &gt; 236H
Mappa &gt; 236H &gt; S

Mappa > 236H:

  • FRC timing 15~18F
  • Can cancel into followups 19~35F

Mappa > 236H > S:

  • Can cancel into followups from 25F onwards

Undertow

632146P or H Dandy Step > K

Damage Guard Startup Active Recovery On-Block Invuln
60 Mid 31 3 13 +3

Slow attack that's plus on block. Lacks the armor of normal Slayer's Undertow.

  • Ground bounces on counter hit.
  • Might have some use as a meaty.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
70% 20 6 5 Launch 28 18
  • Ground bounces on CH (untechable for 66F)

Bloodsucking Universe

63214H or H Dandy Step > H

Damage Guard Startup Active Recovery On-Block Invuln
30 92 pixels 7 2 19

Command throw which steals a bit of life. Now launches on hit instead of staggering and does less damage.

  • Fairly slow for a command throw at frame 7.
  • Launches on hit leading into consistent confirms that do decent damage.

The Dandy Step rekka version retains all the same properties but is a bit more threatening.

  • Used to catch respectful opponents off guard, which is very powerful with the threat of FB Pilebunker.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
Forced 75% 6 Launch 60
  • Slayer gains health equal to 22(?)% of damage dealt to opponent

Crosswise Heel

214K or S Dandy Step > K

Version Damage Guard Startup Active Recovery On-Block Invuln
214K 35, 40 Mid 4 4(9)7 30+7 after landing -30 1~4F Strike
S Dandy &gt; K Mid 6 4(9)7 16+5 after landing -14 3~18F Above Feet
19~25F Upper Body

A quick, effective reversal. Can be low profiled by things like Sol's Grand Viper, I-No's Stroke, and A.B.A's slide.

  • While fast, it's invuln period is very brief: only 4 frames.
  • Highly unsafe on block and whiff, and doesn't start any sort of combo or pressure. Due to being two hits, even a CH doesn't lead to much.

Anti-Air followup and combo starter that launches on hit, but very deep in the rekka series.

  • 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.
Version Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
214K 10×2 7×2 3 Launch 32, 42
S Dandy &gt; K 3 Launch 32, 42

214K:

  • Slayer is airborne from 17F onwards
  • Slayer is in CH state until landing

S Dandy > K:

  • Slayer is airborne from 19F onwards
  • Slayer is in CH state until landing

Footloose Journey

j.214K

Damage Guard Startup Active Recovery On-Block Invuln
26×3 All 5 2(2)×6 Until landing+11

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.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
14×3 6×3 4 Launch 24
  • Order of hits is (front then back)× 3

Force Breaks

Big Bang Upper

236D or Mappa Hunch > 236D or P Overhead > 236D or Successive > 236D

Damage Guard Startup Active Recovery On-Block Invuln
80 Mid 10 6 35 -22 1~1F Upper Body
2~3F Above Knees
4~13F Above Feet

YOLO move supreme. A massive, lunging, 10F anti-air hitbox attack that launches well above the top of the screen for easy-peasy conversions. Can be cancelled into during rekkas, allowing for beefy, burst safe damage anywhere on screen for 25%.

  • 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 into without rekkas, and is in full counterhit state during the entire move.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 18 5 Launch 62
  • Slayer is in CH state from 1~42F
  • Uppercut portion of the attack has a startup of 12F
  • Dizzy modifier x0
  • Cannot be canceled into

FB Pilebunker

H Dandy Step > D or S Dandy Step > D

Damage Guard Startup Active Recovery On-Block Invuln
90 Mid 3 3 31 -3

Powerful metered version of Pilebunker.

  • Frame 3 attack which leads to big conversions on hit.
  • Keeps the opponent in blockstun for 30 frames and pushes them back very far.
  • Is only -3 on block due to custom blockstun making it safe unless the opponent Slashbacks it.
  • Allows for a strong strike/throw mix in conjunction with Mappa>Dandy>Bite/FB Pilebunker.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 Launch 80 + WStick 27
  • On CH untechable for 240F (sticks for 45F)
  • Dizzy modifier x0
  • Custom Blockstun

Overdrives

Dead on Time

632146S

Damage Guard Startup Active Recovery On-Block Invuln
140 All 7+0 10 31+21 after landing -43 7~9F Strike

Fast, nearly full-screen lunging strike. Hits like a truck and punishes and blows through quite a bit. Unlike its normal counterpart, it has no forced damage prorate.

  • Freezes opponent inputs for two frames from the super flash.
  • 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.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 Launch 50 + WStick 32
  • Untechable on CH for 100F, sticks for 60F
  • Slayer is in CH state until landing
  • Dizzy modifier x0
  • Opponent cannot input any commands from super flash until after the 1st active frame
  • FRC timing 15~17F

Royal Hunt

236236H

Damage Guard Startup Active Recovery On-Block Invuln
80 Mid 5+0 11 18 -10 1~2F Strike

Gigantic and incredibly fast super that launches the opponent into the sky for a conversion. Great for punishing moves that would be safe under most circumstances.

  • Puts the opponent at the top of the screen at whatever point they were standing, from which they fall straight down.
  • Annoying to convert off since it must be manually timed.
  • Very safe on block and whiff and is effectively unpunishable unless done point blank or against another EX Slayer with 50 tension.
  • Has no startup after super flash so it may be randomly thrown out to catch an opponent not holding back.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 6 5 Launch 68

V-Shaped Dandy

j.214214S

Damage Guard Startup Active Recovery On-Block Invuln
72 [160], 40 High/Air [All], Mid 10+3 Until Landing [6],(10)18 43 -41 1~12F Strike
Second half: 1~28F Strike

A strange combination of Up and Close Dandy and Eternal Wings. Combo extension super that's annoyingly hard to combo into.

  • Decent tool out of an airtech when done unexpectedly.
  • The second hit launches with all of Eternal Wings' untech, leading to easy combo extensions.
  • First hit staggers and gives 150% proration. This can lead to disgustingly high damage combos if you're willing to spend all your meter on an RRC.
  • The second hit will auto-correct to hit the opponent even if Slayer lands on the opposite side.
  • Can potentially hit crossup but the second hit will whiff if it does.
  • Horribly unsafe if baited, although the lack of any ground recovery may catch the opponent off guard.
  • Can still be airthrown on startup if the opponent when for an airthrow tech trap or read the move.
Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
150%, Forced 100% 15 [20], 20 6×2 [6] 5 Stagger 49 [19], Launch 38 [18], 120
  • Data listed in [ ] is for the back part (tail)
  • The tail is a projectile

Instant Kill

All Dead

During IK mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 10+10 10 25 -16 10~17F strike

But in hope I breathe
Of course I do not believe
You're All Dead, and Gone

Proration Guard Bar+ Guard Bar- Level Ground Hitstun Air Hitstun
20 5
  • IK Mode activation: 80F

Combo List

EX Slayer has very simple but incredibly damaging combos. He can pick between strong oki, more damage for weaker oki, or corner carry. Keep in mind though that even routes that sacrifice damage for oki are going to deal over 100 damage unless it was a situational starter. Generally combos are going to go Launch -> Rekka -> Finisher with a little variation based on specific starters or if you want to burn meter.

Basic Combos
Combo Position Meter Damage Works on: Difficulty Notes
2P/5K > c.S/f.S > 5H > 2D > 236K -> 236S -> 236S Anywhere 0 ~150 All Very Easy Easy combo that'll do a lot of damage and give great oki. This is going to be your main confirm and you can use it from any starter that leads into a gatling series.
2P/5K > c.S/f.S > 5H > 2D > 236K -> 236S -> 236H, 5P > jc [j.P > j.K] x 3 > j.D Midscreen 0 ~180 All Easy Higher damage but worse knockdown midscreen bnb. This can also be used from most starters and gives a slightly worse knockdown in exchange for a bit more damage. Unfortunately has issues comboing on heavier opponents. A second jump can be added for a bit more damage but no knockdown. Valuable for getting more damage out of launcher starters and killing low health opponents, especially those with high guts.
2P/5K > c.S/f.S > 5H > 2D > 236K -> 236D x 1-4 > 236K -> 236S -> 236S Anywhere 25-100 X All Easy Confirm into BBU. Can be done without an airborne opponent, making it a useful confirm on raw non CH Mappa hits or 6H starters. Generally you want to do the BBU as early as possible in the combo to get the most damage out of it. You can then loop the BBU for even more burst-safe damage before going into a rekka ender. It's also possible to do the Mix-up into air combo route. If you add 3 or 4 BBUs, you must go straight into an air combo without the rekka. Additionally, a 4th BBU will whiff outside of the corner. May want to split this into multiple combos to show all the splits in the routing.
j.214214S(1) RC > 5K > c.S/f.S > 5H > 2D > 236K -> 236S -> 236H, 5P > jc [j.P > j.K] x 3 > j.D Anywhere 100 ~350 All Easy Combo for ruining your opponent's day. Because the first hit of V-Shaped Dandy sets the combo proration at 150%, every hit after does humongous damage if you RC it. There may be something more optimal?

Full Frame Data

System Data

Forward dash can be cancelled into FD/SB or attack from 2F onwards.

Normal Moves

input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
5P 16 3 7 Mid 1 CJR 1.44 5 4 4 +2 9 14 15 11
5K 22 6 6 Mid 2 SJR 2.64 6 3 8 +1 11 17 17 12
c.S 30 10 6 Mid 3 SJR 2.64 7 4 10 0 13 20 17 13
f.S 30 10 6 Mid 3 SJR 2.64 13 2 8 +4 13 16 14 13
5H 40 20 6 Mid 5 SJR 3.84 13 5 18 -4 18 19 18 15
5D 22 8 20 High 3 R 2.64 22 3 20 -9 13 Launch 48 14 13
5[D] Total 32
6P 45 20 6 90% Mid 5 RF 3.84 18 6 14 -1 1~6F Upper Body
7~23F Above Knees
18 Launch 26 + WBounce 15
6K 22 8 7 High/Air 3 R 2.64 20 5 1+3 after landing +5 8~21F Lower Body 13 14 14 13
6[K] Total 23+3 after landing 8~23F Feet
6H 50 20 6 Mid 5 SRF 3.84 21 6 13 +0 18 24 32 15
2P 14 3 7 Mid 1 CR 1.44 4 2 5 +3 9 13 16 11
2K 18 5 7 90% Low 2 SR 2.64 6 2 11 -1 3~4F, 12~15F Feet 11 18 12 12
2S 32 10 6 Mid 3 SJR 2.64 8 6 15 -7 5~9F Upper Body 13 14 14 13
2H 40 15 6 90% Low 5 RF 3.84 14 2 27 -10 6~13F Below Knees 18 Launch 24 0
2D 34 15 6 Low 5 R 3.84 7 15 12 -8 18 Down 26 15
j.P 10 3 8 High/Air 1 CR 1.44 5 3 7 9 10 14 11
j.K 22 8 7 High/Air 3 SJR 2.64 6 5 6 13 14 19 13
j.S 16×4 8×4 6×4 High/Air 3 SJR 2.64×4 3 2(2)2(4)2(2)2 6 13 14 19 6
j.H 36 8 6 80% High/Air 3 SR 2.64 14 5 7 13 14 23 13
j.D 40 8 6 High/Air 3 SJR 2.64 7 5 19+5 after landing 13 14 20 13

Universal Mechanics

name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
Ground Throw 52 6, 7 49 pixels 4.00 Down
Air Throw 60 6 Forced 50% 88 pixels 4.00 Down
Dead Angle Attack 25 10 7 50% All 3 R 0.52 18 6 17 -9 1~23F All
24~36F Throw
13 Launch 30 13

Special Moves

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236P P Mappa Hunch 20 20 6 Mid 5 R 2.00/4.80 11 3 18 -2 18 19 18 15
236K K Mappa Hunch 25 20 6 Mid 5 R 2.00/4.80 14 6 19 -6 18 19 18 15
Mappa &gt; 236P P Overhead 40 8 7 High 3 R 2.00/4.80 24 2 20 -8 13 Launch 28 14 13
Mappa &gt; 236K Low 40 8 7 Low 3 R -/7.20 19 3 32 -21 13 Down 14 6
Mappa &gt; 236S Succesive 20 10 7 Mid 3 R 1.50/2.50 7 3 13 -2 13 14 24 13
S Dandy &gt; S Under Pressure 36 10 7 Mid 3 R 2.50/7.20 5 2 15 -3 13 14 24 13
Mappa &gt; 236P/S &gt; 236S S Overhead 40 15 6 High 5 R 1.50/4.80 19 6 12 +1 18 19 30 15
S Dandy &gt; H It's Late 52 15 6 High 5 R 2.50/7.20 18 6 9 +4 5~17F Throw 18 22 34 15
S Dandy &gt; S &gt; H It's Late 52 15 6 High 5 R 2.50/7.20 14 6 12 +1 1~13F Throw 18 19 30 15
214P Pilebunkeraa 80 20 6 Mid 5 RF 3.00/7.20 22 3 33 -17 1~22F Strike 18 Launch 120 15
Mappa &gt; 236P/S &gt; 236P Pilebunker 40 20 6 Mid 5 R -/7.20 13 3 33 -17 18 Launch 120 15
S Dandy &gt; P Pilebunker 80 20 10 Forced 80% Mid 5 R 3.00/7.20 3 3 33 -17 18 Launch 50 + Slide 26 15
Mappa &gt; 236P/S &gt; 236H Mix-up Total 18 5~14F Strike
8~13F Throw
Mappa &gt; 236H H Dandy Step F 2.50/- Total 38 1~6F Strike
Mappa &gt; 236H &gt; S S Dandy Step 2.50/- Total 34 10~17F Above Knees
18~21F Upper Body
632146P Undertow 60 20 6 70% Mid 5 R 2.00/7.20 31 3 13 +3 18 Launch 28 18 15
63214H Bloodsucking Universe 30 6 Forced 75% 92 pixels -/6.00 7 2 19 Launch 60
214K Crosswise Heel 35, 40 10×2 7×2 Mid 3 R 3.00/4.80×2 4 4(9)7 30+7 after landing -30 1~4F Strike 13 Launch 32, 42 6, 13
S Dandy &gt; K Crosswise Heel Mid 3 R 3.00/4.80×2 6 4(9)7 16+5 after landing -14 3~18F Above Feet
19~25F Upper Body
13 Launch 32, 42 6, 13
j.214K Footlose Journey 26×3 14×3 6×3 All 4 R 2.00/3.60×3 5 2(2)×6 Until landing+11 16 Launch 24 7

Force Breaks

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236D Big Bang Upper 80 20 18 Mid 5 R 10 6 35 -22 1~1F Upper Body
2~3F Above Knees
4~13F Above Feet
18 Launch 62 15
Dandy &gt; D FB Pilebunker 90 20 6 Mid 5 R 3 3 31 -3 30 Launch 80 + WStick 27

Overdrives

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
632146S Dead on Time 140 20 6 All 5 RF 7+0 10 31+21 after landing -43 7~9F Strike 18 Launch 50 + WStick 32 15
236236H Royal Hunt 80 20 6 Mid 5 R 5+0 11 18 -10 1~2F Strike 18 Launch 68 0
j.214214S V-Shaped Dandy 72 [160], 40 15 [20], 20 6×2 [6] 150%, Forced 100% High/Air [All], Mid 5 R 10+3 Until Landing [6],(10)18 43 -41 1~12F Strike
Second half: 1~28F Strike
18 Stagger 49 [19], Launch 38 [18], 120 7 [15], 15

Instant Kill

input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
input name damage gbp gbm prorate guard level cancel tension startup active recovery onBlock invuln blockstun groundHit airHit hitstop
236236H All Dead Fatal 20 All 5 10+10 10 25 -16 10~17F strike 18 15

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGAC Slayer 5P.pngGuardMidStartup5Recovery4Advantage+2 5P[+], 2P[+], 6P 5K[+], 2K[+] c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump
2PGGAC Slayer 2P.pngGuardMidStartup4Recovery5Advantage+3 5P[+], 2P[+], 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D -
6PGGAC Slayer 6P.pngGuardMidStartup18Recovery14Advantage-1 - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D -
5KGGAC Slayer 5K.pngGuardMidStartup6Recovery8Advantage+1 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump
2KGGAC Slayer 2K.pngGuardLowStartup6Recovery11Advantage-1 6P[*] - c.S[*], f.S[*], 2S[*] 2H[*] 5D[*], 2D[*] Special
6KGGAC Slayer 6K.pngGuardHigh/AirStartup20Recovery1+3 after landingAdvantage+5 - - - - - -
c.SGGAC Slayer cS.pngGuardMidStartup7Recovery10Advantage0 6P 6K f.S, 2S 5H, 2H 5D, 2D Jump, Special
f.SGGAC Slayer fS.pngGuardMidStartup13Recovery8Advantage+4 - - 2S 5H, 2H 5D, 2D Jump, Special
2SGGAC Slayer 2S.pngGuardMidStartup8Recovery15Advantage-7 - - - 5H[*], 2H[*] 5D[*], 2D[*] Jump, Special
5HGGAC Slayer 5H.pngGuardMidStartup13Recovery18Advantage-4 - - - 2H 5D, 2D Jump, Special
2HGGAC Slayer 2H.pngGuardLowStartup14Recovery27Advantage-10 - - - - - -
6HGGAC Slayer 6H.pngGuardMidStartup21Recovery13Advantage+0 - - - - - Special
5DGGAC Slayer 5D.pngGuardHighStartup22Recovery20Advantage-9 - - - - - Homing Jump
2DGGAC Slayer 2D.pngGuardLowStartup7Recovery12Advantage-8 - - - - - Special
Air Gatlings
P K S H D Cancel
j.PGGAC Slayer jP.pngGuardHigh/AirStartup5Recovery7Advantage- j.P[+] j.K[+] j.S j.H j.D -
j.KGGAC Slayer jK.pngGuardHigh/AirStartup6Recovery6Advantage- j.P - j.S - j.D Jump, Special
j.SGGAC Slayer jS.pngGuardHigh/AirStartup3Recovery6Advantage- - j.K - j.H - Jump[*], Special
j.HGGAC Slayer jH.pngGuardHigh/AirStartup14Recovery7Advantage- - - - - j.D Special
j.DGGAC Slayer jD.pngGuardHigh/AirStartup7Recovery19+5 after landingAdvantage- - - - - - Jump, Special
  • 5D can be only canceled into Homing Jump on ground hit
  • Delay gatling windows are: 2K – 11~14F; 2S – 11~21F
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff
X[*] = X is a delayed cancel, not immediately on hit like normal

Navigation

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