Please understand while we verify them.
Template:CharaOverview HELLA WORK IN PROGRESS
Normal Moves
5P
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
+ Gatlings.
5K
5K except now you kill them even harder.
+ Great range, quick recovery
+ Good for whiff punish
+ Gatlings
+ Special Cancel
+ Still links into 5p, 2p, and 5k, but you have gatlings so.
c.S
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
+ Gatlings
+ Special Cancel
- Poor recovery
- Can be low profiled
f.S
Dash f.S is an extremely long range poke because of sliding momentum from dash.
+ Easiest confirm off of c.S
+ Plus on block
+ Links to c.S and 5k. Easier to link than normal Slayer. This gives EX Slayer crazy ground combo conversions.
+ Gatlings
+ Special Cancel
5H
Staggers on CH. Combo and blockstring button mostly. Air Slide properties removed, doesn't have AC ground bounce on air either.
+ Jump cancellable
+ 5F active with good hitbox, can catch backdash attempts when timed correctly
+ Gatlings
+ Special Cancel
6P
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
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.
6H
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
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.
+ Overhead
+ Can be feinted into throw by holding the button
- Unsafe and short
- Unsafe to feint
- Spins his arm the in the wrong direction
2P
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.
2K
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.
+ Special Cancel
+ Easy to hitconfirm.
+ Slight evasive properties.
2S
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.
+ Good stretching exercise
+ Gatlings.
+ Special cancel
2H
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
2D
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
+ Special Cancel
j.P
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
j.K
Amazing all-purpose air normal. Extremely low recovery; very easy to use.
+ Gatlings
j.S
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.
+ Gatlings
- Gives worse damage than jK in air combos.
- Inconsistent behavior in combos.
- Long counterhit state.
j.H
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.
+ Gatlings into j.D
+ 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.
j.D
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
Universal Mechanics
Ground Throw
Untechable chunky damage throw.
+ Is a guilty gear throw.
- Not actually a very good knockdown.
Additional Frame Data: Knocks down opponent on hit. Forced prorate 50%.
Air Throw
Untechable air throw.
+ Knocks down right in front of Slayer for crossup shenanigans.
- No means of converting otherwise.
Additional Frame Data: Knocks down opponent on hit. Forced prorate 50%.
Dead Angle Attack
Extremely slow, unsafe Dead Angle.
+ Has a good amount of invul.
- No means of converting.
- Generally weaker than all of Slayer's other reversal options.
Special Moves
Mappa Hunch
236P/K/P after Dandy Step
P is an essential harassment tool with a bad hitbox and workable 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 [Undertow]
236P/K~236P
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
236P/K~236S 236P/K~236H~236S~S
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
214P236P/K~236P/S~236P236P/K~236H~236S~P
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
236P/K~236K 236P/K~236P/S~236K
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/whiff. Be very careful, or have meter to RC with.
- Much lower reward than EX Slayer's other options on hit.
It's Late
236P/K~236P/S~236S 236P/K~236H~236S~H 236P/K~236H~236S~S~H
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
236P/K~236P/S~236H
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 while leaving him safe in most cases.
- 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
236P/K~236H 236P/K~236H~S
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.
- 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.
It's Late
Dandy Step -> H or 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)
63214H/Dandy Step -> H/
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.
Undertow
632146P
Slow attack that's super plus on block.
- Ground bounces on counter hit.
- More research needed.
Footloose Journey
j.214K
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 236P/K~236D 236P/K~236P/S~236D
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
236P/K~236H~D 236P/K~236H~236S~D
Absurdly powerful 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 also being level 6, making it completely safe unless the opponent somehow Slashbacks it.
- Allows for a strong strike/throw mix in conjunction with Mappa>Dandy>Bite/FB Pilebunker.
Overdrives
Dead on Time
632146S
Slayer's dead on time, but invincible throughout the entire startup.
- Has startup invulnerability, but can be interrupted when done from far away.
- Freezes opponent inputs for two frames from the super flash.
- Wallsticks on counter-hit for big damage. This is even more threatening now that it can be done on wakeup.
- Has an FRC point to punish bursts or convert when done from the corner or close to it.
- Deals 0 stun.
Royal Hunt
236236H
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
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
But in hope I breathe
Of course I do not believe
You're All Dead, and Gone
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.
Combo | Position | Meter | Damage | Works on: | Difficulty | Notes |
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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. |
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5P
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5K
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c.S
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f.S
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5H
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6P
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6K
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6[K]
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6H
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5D
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5[D]
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2P
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2K
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2S
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2H
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2D
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j.P
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j.K
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j.2K
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j.S
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j.H
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j.D
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Universal Mechanics
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. |
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P Mappa Hunch 236P
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K Mappa Hunch 236K
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Mappa Hunch Feint 236[P/K]
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P Dandy Step 214P
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K Dandy Step 214K
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S Dandy Step 214S
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H Dandy Step 214H
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Pilebunker Dandy > P
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Crosswise Heel Dandy > K
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Under Pressure Dandy > S
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It's Late Dandy > H
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It's Late Under Pressure > H
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Bloodsucking Universe 236H
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Undertow 632146P
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Footloose Journey j.214K
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Force Breaks
Overdrives
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •