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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======

Revision as of 02:34, 27 March 2021

Overview

Template:CharaOverview HELLA WORK IN PROGRESS

Normal Moves

5P

5K

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, Slayer close slash reaches from just above the knees to near-head level, letting you combo opponents alike. While inferior to 5P in recovery time, it has deceptively long hitstun, letting you link other normals or even combo c.S into P Dandy->Pilebunker on normal hit.

+ Can be combo'd into and out of

+ Long hitstun makes for easy hit confirm

+ Pushback is minor, allowing for bite setup, frame traps etc.

+ Good throw option-select

+ BNB does a lot of damage (c.S f.S link c.S f.S 2K2D)


- Poor recovery

- Can be low profiled

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, this move is + on block, and allows for frame traps and combos into 2K 2H->2D/BBU etc. very nicely. Watch out for Slayers that throw this out from full screen, that is a misinput Dead on Time.

+ Easiest confirm off of c.S

+ Plus on block

+ links to c.S when in range for big damage BNB, works on standing but is easier on crouching.

+ used after c.S on airborne opponents that are heavy or low to the ground to raise their height


- Bad startup, can be mashed out of

- Hard to react to when you expected c.S

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). 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

+ Although minus on block, can gatling to 2D/2H, or special cancel to continue pressure via 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

- Overhead options are limited to close range 5h->5D or FB Dandy->It's late

6P

6K

6H

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
hold P
K Feint
hold 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

Direct Hit Dandy

j.214214S


Instant Kill

All Dead

in IK mode: 236236H


Combo List

I copied this from HoS page yes. This is not the Be All End All of HoS combos, this is just to give a overview of his combos, both easy and hard, most of the ones I would consider essential, and a few outliers and oddballs to get people thinking about combo theory. Its much more important to understand the combo theory of HoS with (Starter)->(Linker)->(Ender) and how each part enables different parts, than to learn these combos verbatim, but this will at least give you a place to start.

Chargeless combos (Lv1 and below)
Combo Position Meter Charge Damage Works on: Difficulty Notes
5K/2K > c.S/2S > 2D Anywhere 0 0 59 All Very Easy Scores knockdown for Charge, basic or GB crossup okizeme. Use when you don't have running momentum.
5K/2K > c.S > 2S > 2D Anywhere 0 0 75 All Easy Scores knockdown. Better GB crossup okizeme potential. Use when you do have running knockdown to space yourself for GB oki
5K > c.S > BHB lv1 (2 hits) > ACFRC, 5K > c.S > 2D Anywhere 25 0 97 All Easy 2 hit confirm from 5K for building charge. Easy version of the combo. Customizable depending on your comfort level with links post BHB, notably dropping the ACFRC for microdash and getting the KD meterless. If you don't have enough momentum to get 5K after the BHB, either dash in for it, or use 2S > 2D
CH 6K > CC, Fafnir Anywhere 25 0 94 All Very Easy Simple 6K CH combo. 6K CC gives you enough time to hit confirm block or CH, and fafnir is an easy link. Do 6K > 6H without meter. Needless to say, you can optimize this further, but this is a good starter.
CH f.S/2S > 6H Anywhere 0 0 88 All Very Easy Your main poke combo. Learn to hit confirm the CH, although doing it on normal hit isn't too bad to keep your opponent in check, just beware the counterplay.
2H > RC > 5K > c.S > 2S > 2D Anywhere 50 0 97 Any Very Easy Super easy non-CH route for 2H conversion, gets you KD, can't really complain.
CH 2H > dash j.H > j.D > dj.H > j.Dj.H > j.D > dj.H > j.D Corner 0 0 192 All Hard See Double Dustloop Notes
Air CH 5H > CC > dash j.H > j.D > dj.H > j.Dj.H > j.D > dj.H > j.D Corner 0 0 215 All Hard See Double Dustloop Notes
5D >> [9] > FD-> j.Dj.H > j.D > dj.H > j.D Anywhere 0 0 117 All Easy Impossible dust combo. Actually easier than the normal dust combo IMO.
5D >> [9] > j.H]9[ > dj.Hj.H > j.D > dj.H > j.D Anywhere 0 0 117 All Easy Secondary ID combo. Use if you find the above one too finnicky for lightweights. Some people say this is even easier than the above one, so ymmv.
Ending with 2D > BHB/RI Anywhere 0 0 78~ All Very Easy Easy combo to set up everything you need. AC the special to get charge, or don't to tech chase. Both ACRFC and RC give better route extensions off this too, so be creative.
CH 2D > 5K > c.S > 5HS > SJIAD j.K > j.S > SV Midscreen 0 0 148 All Medium Standard CH 2D float combo. Works on everyone unlike the non-CH version.
j.PxN > j.K > dj.K > j.S > SV Anywhere 0 0 80~ All Easy Basic air catch combo. Can AC the SV in relative safety against most chars.
Throw, dash j.H > j.D > dj.H > j.D Corner 0 0 100 All Easy Basic throw combo. If the opponent wallspats low or has a funky hurtbox, you can use c.S to pop them us first, then replace the first j.H with j.S. End in BRP for damage ender, or land then neutral jump 6 + j.H for a tech trap.
Throw, dash j.H > j.D > dj.H > j.Dc.S > SJ j.S > j.H > j.D Corner 0 0 121 All Medium c.S relaunch combo for throw. Gives up tech positioning, but tacks on a respectable amount of damage for a throw.
Throw, 6H Corner 0 0 81 All Easy HKD ender for throw. Up close the 6H is universal, further out it gets char specific.
Fafnir > 662S > 5H > SJIAD j.K > j.S > SV Anywhere 0 0 183 All Medium Dash 2S 5H is sometimes distance specific. Most of the time you should be able to convert it. Because Fafnir KDs, this combo works basically anytime you use fafnir.
CH Fafnir > dash j.H >j.D > dj.H > D > BRP Anywhere 0 0 192 All Medium Much easier to do than GB.
CH Fafnir > dash j.H > j.D > dj.H > j.Dj.H > j.D > dj.H > j.D Corner 25 0 238 All Hard See Double Dustloop Notes
GB > dash j.H > j.D > dj.H >j.D Anywhere 0 0 137 All Medium Dustloop off GB. To get a sense of timing of j.HS, your opponent's falling state should be head down feet up.
CH GB/Air CH 5H > delay dash c.S > 5H > SJj.S > j.H > j.D Midscreen 0 0 152-175 All Medium Timing sensitive on dashing c.S. CH 5H is much easier to do.


Notable Players

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Antero
GGACR Slayer normal p.png
Finland GGPO - Active Great sense for his opponent's habits. Also goes by "aantsi". FT7 vs -M-'s Zappa FT7 vs Aerisu's Millia FT7 vs Sword's Justice FT7 vs FreD's Testament Tournament set vs Lottelion's Testament Tournament set vs Zett's Dizzy
En
GGACR Slayer normal p.png
Japan Mikado Twitter Retired to Xrd - Fighting Satou's Johnny keeponrock.in
Hase
GGACR Slayer ex s.png
Japan Mikado Twitter Retired to Xrd - keeponrock.in
Tanabata
GGACR Slayer normal s.png
Japan Mikado - Retired Shimmy god Fighting Satou's Johnny

NOTE: These tables are still WIP


External References

Navigation

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