GGACR/Slayer/Frame Data: Difference between revisions

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Revision as of 22:08, 29 October 2020

  Overview   Combos   Strategy/Counter Strategy   Full Frame Data   Forums   Videos    

System Data

GGACR Slayer Icon.png Slayer Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGACR Slayer Portrait.png ×0.96 2 ×0.875 1/5F 70
Backdash Duration Backdash Invulnerability Face Up Wakeup Face Down Wakeup Gravity Modifier
28 1~19F 26F 20F ×1.0
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
12 10 25 25 4
Jump Duration Jump vY Jump Gravity Forwards Jump vX Backwards Jump vX
41 22 1.1 6.5 6.5
Backdash vX High Jump Duration High Jump vY High Jump Gravity Forwards High Jump vX Backwards High Jump vX
0 53 26 1 6 6
Air Dash Backwards Startup Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
6F 4.5 2.75 0 0.4 95
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
9F 11 15 14 8 60
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
4F 1 2 49 88 160
Special Forwards Dash Unique Movement Options
18F (5~14F strike invuln, 7~12F throw invuln) Teleport Dash


Normals

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
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
  • Upper body invincible 1~6F, above knees invincible 7~23F
  • Wall bounces opponent on hit (untechable for 26F)
  • Initial prorate 90%
  • FRC timing 18~20F
6K
  • Initial prorate 90%
  • Lower body invincible 8~21F
  • Slayer is airborne from 8~24F
6[K]
  • Feet invincible and airborne from 8F onwards
  • 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
  • Feet invincible 3~4F and 12~15F
  • Initial prorate 90%
  • Histun on standing hit 18F
  • Can gatlings from 11~14F
2S
  • Upper body invincible 5~9F
  • Untechable for 48F on air CH
  • Can gatlings from 11~21F
2H
  • Feet invincible 5~14F
  • 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

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
Throw
  • Knocks down opponent on hit
  • Forced prorate 50%
Air Throw
  • Slams down opponent and fully untechable
  • Forced prorate 50%
DAA
  • Fully invincible 1~23F
  • Throw invincible 24~36F
  • Knocks down opponent on hit
  • Initial prorate 50%

Specials

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 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
  • Strike invincible 1~3F
  • FRC timing 9~12F
  • Can cancel into followups from 16F onwards
K Dandy Step
214K
  • Strike invincible 1~6F
  • FRC timing 15~18F
  • Can cancel into followups from 20F onwards
S Dandy Step
214S
  • Above knees invincible 6~13F
  • Upper body invincible 14~17F
  • 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
  • Above knees invincible 15~22F
  • Upper body invincible 23~27F
  • 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
  • Above feet invincible 3~18F
  • Upper body invincible 19~25F
  • 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
  • Throw invincible 5~17F
  • 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
  • Throw invincible 1~13F
  • 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

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 Bang Upper
236D
  • Upper body invincible on 1F
  • Above knees invincible 2~3F
  • Above feet invincible 4~13F
  • 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
FB Dandy Step
214D
  • Strike invincible 1~12F
  • Low profile 13~17F
  • Can cancel into followups from 10F onwards

Overdrives

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
Dead on Time
632146S
  • Strike invincible 7~9F
  • 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
  • Strike invincible 1~24F
  • Floats opponent and fully untechable on hit
  • Slayer is in CH state until landing
Up and Close Dandy
j.214214S
  • Strike invincible 1~10F
  • 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

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
All Dead
in IK Mode: 236236H
  • IK Mode activation: 80F
  • Strike invincible 10~17F

Gatling Table

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


  • 5D can be only canceled into Homing Jump on ground hit
  • 2K has a "late" gatling window of F11-14, and thus the gatlings may feel like links, rather than "true gatlings"
  • 2S has a "late" gatling window of F11-21, and thus the gatlings may feel like links, rather than "true gatlings"
  • Chart imported from AC Slayer, please note any +R changes as necessary
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGACR/Slayer/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.