GGACR/Slayer/EX

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

Overview

EX Slayer loses some of his unique tools in exchange for powerful rekka pressure and regular gatlings. With these combined, EX Slayer is much more consistent, being able to convert even max range pokes into pressure or high damage. Some of his Dandy Step followups become part of his rekka series, while others, such as Crosswise Heel and Pilebunker, become independent moves altogether. However, he loses his teleport dashes in exchange for a delayed forward dash and a more traditional backdash.

Playstyle
EX Slayer is a rushdown-focused rekka character who thrives off of converting strong pokes, stagger pressure, and up-close mixup tools into big damage.
Pros Cons
  • Great Conversions: Very high damage output from any of his starters, with consistent and strong knockdowns. Counter hits lead to guaranteed combos and higher stun rates without needing to invest in long combos.
  • Excellent Buttons: EX Slayer retains strong hitboxes from Accent Core Plus, particularly his jH, which has no hurtbox on the legs.
  • Rekka Pressure: EX Slayer's rekka series is very versatile, allowing for sequences that have high/low or strike/throw mixups with safe ways to end or reset pressure.
  • Meter Versatility: EX Slayer's myriad meter spending options allow him many options to spend his bar on. These include high damage combo extensions with Big Bang Upper, evasive maneuvers with Pilebunker's first FRC point, and a safe neutral call-out with Royal Hunt.
  • Limited mobility and issues with keep-away: EX Slayer's forward dash has a touch of startup, and his forward airdash is slow despite the distance it covers. Without access to normal Slayer's BDC, approaching can be a hassle sometimes.

HELLA WORK IN PROGRESS

Normal Moves

5P

5K

c.S

f.S

5H

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
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

+ Untechable 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.

6K

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
40 Mid 21 6 13 +0 [+6 on hit] -

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

+ Special Cancel

- Slow

- Long recovery on whiff

- Vulnerable to low-profile

5D

2P

2K

2S

2H

2D

j.P

j.K

j.S

j.H

j.D


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Special Moves

Mappa Hunch

236P or 236K or H Dandy Step -> P

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 40 Mid 11 3 17 -2 -
K 40 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.

Overhead

Mappa Hunch -> 236P

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
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.

Successive/Under Pressure

Mappa Hunch -> 236S or S Dandy Step -> S

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
236P/K~236S 20 Mid 7 3 13 -2 -
236P/K~236H~236S~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.

Pilebunker

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

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
214P 80 Mid 22 3 33 -17 1~22 Strike
236P/K~236P/S~236P 40 Mid 13 3 33 -17 -
236P/K~236H~236S~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.

Low

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

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
20 Mid 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.

It's Late/Overhead

P Overhead -> 236S or Successive -> 236S or S 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
236P/K~236P/S~236S 40 High 19 6 12 +1 -
236P/K~236H~S~H 52 High 18 6 9 +4 [+8 on hit] 5~17F Throw
236P/K~236H~S~S~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.

Mix-up

P Overhead -> 236H or Successive -> 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. Invulnerability
- - - - Total 18 - 5-13F strike invuln, 7-13F throw invuln

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.

Dandy Step

Mappa Hunch -> 236H or H Dandy Step -> S

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
236P/K~236H - - - - 38 Total - 1~6F Strike
236P/K~236H~S - - - - 30 Total - 6~13F Above Knees 14~17F 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.

Undertow

632146P or H Dandy Step -> K

Bloodsucking Universe

63214H or H Dandy Step -> 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
55 92 pixels 7 2 - - -

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

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.

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
26x3 All 5 2(2)x6 11 after landing - -

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.


Crosswise Heel

214K or S Dandy Step -> 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
214K 35, 40 Mid 4 4(9)7 37 -30 1~4 All
236P/K~236H~S~K 23, 27 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.

Force Breaks

Big Bang Upper

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

FB Pilebunker

H Dandy Step -> D or S Dandy Step -> D


Overdrives

Dead on Time

632146S

Royal Hunt

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. Invulnerability
80 Mid 5+0 11 19 -11 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.

V-Shaped 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. Invulnerability
72 [160], 40 All [All], Mid 10+3 Until Landing [6], (11) 17 43 -41 1~13F Strike, 1~29F Strike (second half)

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.


Instant Kill

All Dead

During IK mode: 236236H


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?

General Tactics

System Data


Normals

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
5P


  • Histun on standing hit 14F
  • Untechable for 15F (CH for 16F)
5K


  • Histun on standing hit 17F
  • Untechable for 17F (CH for 20F)
c.S


  • Histun on standing hit 20F
  • Untechable for 17F (CH for 22F)
f.S


  • Histun on standing hit 16F
5H


  • Slides opponent on air hit (untechable for 30F, slides for 30F)
6P


  • Wall bounces opponent on hit (untechable for 26F)
  • Initial prorate 90%
  • FRC timing 18~20F
6K


  • Initial prorate 90%
  • Slayer is airborne from 8~24F
6[K]


  • Airborne from 8F until landing
  • hold K until 10F to get Feint
6H


  • Histun on standing hit 24F
  • Ground bounces opponent on air hit (untechable for 36F, on CH for 62F)
  • Staggers opponent on ground CH (Max 47F)
  • FRC timing 17~18F
  • Hits crouching opponents on 22F (tested on Sol)
5D


5[D]


  • hold D until 20F to get Feint
  • Can cancel to 2K or 2D on 32F
2P


  • Histun on standing hit 13F
  • Untechable for 16F (CH for 18F)
2K


  • Initial prorate 90%
  • Histun on standing hit 18F
  • Can gatlings from 11~14F
2S


  • Untechable for 48F on air CH
  • Can gatlings from 11~21F
2H


  • Forced prorate 80%
  • Staggers opponent on ground hit (Max 49F)
  • Pulls in opponent on air hit (???)
  • Untechable for 40F
  • Hitstop 0F
  • Dizzy modifier x0.25
2D


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


  • Untechable for 14F (on CH for 16F)
j.K


  • Untechable for 19F (on CH for 24F)
j.2K


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


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


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


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

Universal Mechanics

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Throw


  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw


  • Slams down opponent and fully untechable
  • Forced prorate 50%
DAA


  • Knocks down opponent on hit
  • Initial prorate 50%

Specials

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
P Mappa Hunch
236P


  • Untechable for 25F
K Mappa Hunch
236K


  • Untechable for 27F
Mappa Hunch Feint
236[P/K]


  • Slayer is in CH state during move
P Dandy Step
214P


  • FRC timing 9~12F
  • Can cancel into followups from 16F onwards
K Dandy Step
214K


  • FRC timing 15~18F
  • Can cancel into followups from 20F onwards
S Dandy Step
214S


  • Can pass through opponent from 10~16F
  • Can cancel into followups from 22F onwards
  • Slayer is in CH state during move
H Dandy Step
214H


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


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


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


  • Staggers opponent on ground CH (max 39F)
  • Untechable for 24F
  • Can cancel into It's Late from 8F onwards
It's Late
Dandy > H


  • Hitstun on standing hit 22F
  • Slides opponent on CH (untechable 72F, slides for 32F)
  • Slams down opponent and fully untechable on air hit
It's Late
Under Pressure > H


  • Ground bounces opponent on CH (untechable for 90F)
  • Slams down opponent and fully untechable on air hit
Bloodsucking Universe
236H


  • Forced prorate 60%
  • Staggers opponent on hit (Max 13F)
  • Recovery on whiff is 40F
  • Slayer gains health equal to 75% of damage dealt to opponent
  • FRC timing 26~27F (2F after successful throw)
  • Slayer is in CH state during recovery
Undertow
632146P


  • Ground bounces opponent on hit (untechable for 36F, on CH for 62F)
  • Initial prorate 50%
  • Can absorb one (non-super) hit for half damage from 5~28F
  • FRC timing 24~27F
Footloose Journey
j.214K


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

Force Breaks

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Big Bang Upper
236D


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


  • Wall sticks opponent and fully untechable on hit (sticks for 27F, on CH for 45F)
  • Blockstun on standing block 30F
  • Dizzy modifier x0
  • Attack Level 6
FB Dandy Step
214D


  • Can cancel into followups from 10F onwards

Overdrives

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
Dead on Time
632146S


  • Wall sticks opponent on hit (untechable for 50F, sticks for 32F) (on CH untechable for 112F, sticks for 60F)
  • Slayer is in CH state until landing
  • Initial prorate 75%
  • Dizzy modifier x0
  • Opponent cannot input any commands from super flash until after the 1st active frame
  • FRC timing 15~17F
Eternal Wings
236236H


  • Floats opponent and fully untechable on hit
  • Slayer is in CH state until landing
Up and Close Dandy
j.214214S


  • 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

Instant Kill

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Inv.Invincibility GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes.
All Dead
in IK Mode: 236236H


  • IK Mode activation: 80F

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D j, su
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H j, su
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D -
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D j, sp
2K* - - c.S, f.S, 2S 2H 5D, 2D sp
6K - - - - - -
c.S 6P 6K f.S, 2S 5H, 2H 5D, 2D j, sp
f.S - - 2S 5H, 2H 5D, 2D j, sp
2S - - - 5H, 2H 5D, 2D j, sp
5H - - - - 5D, 2D j, sp
2H - - - - - -
6H - - - - - sp
5D - - - - - homing jump
2D - - - - - sp
Air Gatlings
P K S H D Cancel
j.P j.P j.k j.S j.H j.D -
j.K j.P - j.S - j.D j, sp
j.S - j.k - j.H - j, sp
j.H - - - - j.D sp
j.D - - - - - sp


  • 5D can be only canceled into Homing Jump on ground hit
  • 2K gatling is later than usual, but not as late as regular slayer.
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)



External References

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