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==General Matchup Notes== | ==General Matchup Notes== | ||
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<big>Round Start</big | ;<big>Round Start</big> | ||
Justice's either version of {{MiniMoveCard|game=GGACR|chara=Justice|input=41236S|label={{clr|S|S Michael Sword}}/{{clr|H|H Michael Sword}}}} are very hard for Slayer to deal with at roundstart (and in general)/. Your '''best''' bet is to mash Mappa punch and get an early lead or block to avoid getting knockedown from roundstart. If that doesn't work play the long game and inch closer to justice as best you can. | Justice's either version of {{MiniMoveCard|game=GGACR|chara=Justice|input=41236S|label={{clr|S|S Michael Sword}}/{{clr|H|H Michael Sword}}}} are very hard for Slayer to deal with at roundstart (and in general)/. Your '''best''' bet is to mash Mappa punch and get an early lead or block to avoid getting knockedown from roundstart. If that doesn't work play the long game and inch closer to justice as best you can. | ||
;<big>Handling Nukes</big> | |||
<big>Handling Nukes</big> | |||
Justice will most likely pay keep away using her massive projectiles. There are many ways to play around them and no 'one way' to deal with them. Just be patient and try not to use the same option too many times in a row. | Justice will most likely pay keep away using her massive projectiles. There are many ways to play around them and no 'one way' to deal with them. Just be patient and try not to use the same option too many times in a row. | ||
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==Navigation== | ==Navigation== | ||
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{{GGACR/Navigation}} | {{GGACR/Navigation}} |
Latest revision as of 08:01, 7 April 2024
General Matchup Notes
NOTE: Old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/46-slayer-matchups/
Things to note when discussing matchups:
-General ratio
-Optimal/inoptimal spacings
-Strong/Weak buttons
-Things to watch out for
-Character specific confirms
-etc etc
A.B.A
Round Start
Neutral
A.B.A Specific Combos GGACR/Slayer/Matchups/A.B.A
Anji Mito
Round Start
Neutral
Anji Specific Combos GGACR/Slayer/Matchups/Anji Mito
Axl Low
The Axl matchup is about patience and picking your spots to get in on him. You're playing Axl's game here. With his long range normals, and Slayer's low mobility, Axl can do a pretty good job of keeping you out. A good read, however, and you are in. Be sure to mix in throws to your pressure to discourage counter's. Don't get too predictable in your approach or pressure since Axl can make you hurt for it. This is a matchup where having your BDCs on point pays dividends and can make Axl have a difficult time pinning you down. It's a difficult matchup but definitely winnable.
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Round Start
BDC nj.p and BDC mappa hunch are good option against Axl's 2HGuardLowStartup11 [17]Recovery16Advantage-5 and RensenGuardMidStartup12Recovery39Advantage-15 roundstarts. Axl can get cheeky with roundstart 6HGuardHigh/AirStartup23Recovery9 after landingAdvantage+1 and the air cross up, Raiei SagekiGuardHigh/AirStartup28Recovery13+6 after landingAdvantage-4. As always, block and wait is a viable option. Watchout for roundstart counter against mappa -- remember that only high counter counters mids as well.
Neutral & Dealing with Axl's Pressure
Neutral against Axl is one of the biggest hurdles to overcome. Patience, patience, patience. Axl can afford to play reactively to you and, as Slayer, you are making more committal moves to get in. You want to be aware of Axl's 2HGuardLowStartup11 [17]Recovery16Advantage-5, 5HGuardMidStartup16Recovery17Advantage-2, 5PGuardMidStartup9 [13]Recovery10Advantage-1 and Rensen'sGuardMidStartup12Recovery39Advantage-15 range. These are his furthest reaching grounded pokes -- be mindful of them at all times. Remember that Axl's 2H can gatling into 2D which can be special cancelled into Rensen.
Don't be afraid to challenge after 6H, its only +1. Axl's fastest normal is 6f, 2KGuardLowStartup7Recovery6Advantage-1, and Slayer's fastest is 4f in 2P.
- Dandy step
Very difficult to use in neutral as a means to get in. D-step should very rarely be used outside of pressure situations. On a read, bdc k dandy step can cause 2h to whiff but it's pretty risky to do in general.
- It's very react-able
Axl can 2H/Rensen on reaction to d-step.
- Jump and Super jump
Learn to FDC sj.and FDC jump, double jump with momentum preserved. At tip of Rensen/2H ranges, FDC jump into double j.H with momentum preserved can net you a juicy CH on a 2H read. You want to establish FDC jump forward air dash back to keep Axl guessing since Rensen has a pretty late window to cancel into Kyokusa GekiGuardMidStartup1Recovery40Advantage-18, the AA rensen follow-up, and 2SGuardMidStartup8 [17]Recovery12Advantage-2 can still catch you at those ranges.
- Walk and block
Don't be afraid to walk forward into down-back, walk forward into down-back. Be more mindful once you are in j.S and 6H range.
- K Mappa Hunch
BDC K mappa hunch can go through 2H and Rensen, it can CH 2SGuardMidStartup8 [17]Recovery12Advantage-2 and can get you under j.SGuardHigh/Air, AllStartup11 [15]Recovery9Advantage- Make sure to add in some Mappa feints once they start using High/Mid counterGuardStartupRecoveryTotal 31Advantage- to catch mappa and watch out for the autoguardGuardMidStartup20Recovery22Advantage-11.
Axl's wake up options
Axl has an autoguardGuardMidStartup20Recovery22Advantage-11, High/MidGuardStartupRecoveryTotal 31Advantage-and LowGuardStartupRecoveryTotal 31Advantage- counter,H BentenGuardMidStartup9Recovery33Advantage-18 and FRC'able S BentenGuardMidStartup4Recovery31Advantage-18 that is throw invuln which can make Oki tricky. Button into dandy can make the autoguard attack whiff, counter's can be thrown (and Axl can explode if they guess wrong). The DP, Benten, has a fast start up and more testing is needed as far as counterplay.
Do to all of the options Axl has on wakeup, stagger pressure resets from 2HGuardLowStartup13Recovery22Advantage-5, as opposed to going for the KD, are very viable. You can 2H stagger into 6H, IAD j.H/D FLJ, dash up throw/2k/2p, another 2H etc.
Axl has true reversal super in Byakue RenshouGuardMidStartup14+1Recovery41Advantage-14 that is 14+1 startup. It is pretty easy to safejump with IAD J.H off of a j.D knockdown. The rensen like part you can FB dandy through and get a CH PB into whatever.
Slayer's wake up options
Axl usually meaties with 3PGuardLow, MidStartup11Recovery7Advantage+2, 2HGuardLowStartup11 [17]Recovery16Advantage-5, they can go for meaty 6HGuardHigh/AirStartup23Recovery9 after landingAdvantage+1 and cross up overhead in Raiei SagekiGuardHigh/AirStartup28Recovery13+6 after landingAdvantage-4. You can BDC jump out of the meaty attempts and can even get a CH with BDC P mappa. Of course, FB dandy PB is also an option but you have to be on point and cancel into PB ASAP.
Axl Specific Combos
Axl has a somewhat weird airhurtbox at certain frames which cause somethings not to work. Specific counters/punishes and Axl specific combos will eventually be added here.
Baiken
Round Start
Neutral
Baiken Specific Combos GGACR/Slayer/Matchups/Baiken
Bridget
Round Start
Neutral
Bridget Specific Combos GGACR/Slayer/Matchups/Bridget
Chipp Zanuff
Round Start
Neutral
Chipp Specific Combos GGACR/Slayer/Matchups/Chipp Zanuff
Dizzy
Round Start
Neutral
Dizzy Specific Combos GGACR/Slayer/Matchups/Dizzy
Eddie
Eddie has two phases, with and without shadow (naked). Eddie with shadow is an actual threat, without it not so much. Your immediate goal is to get rid of the shadow and then get Eddie in the corner/kill him. Don’t get put in blockstun while Eddie has shadow gauge. Slayer does big damage and Eddie takes big damage, bully your way in if you have to.
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Round Start
BDC P Dandy is pretty good at covering a lot of Eddie roundstart options like f.SGuardMidStartup6Recovery20Advantage-9, 2SGuardMidStartup9Recovery16Advantage-6 and NobiruGuardAllStartup11Recovery23Advantage- summon but it will lose to 2KGuardMidStartup7Recovery12Advantage0 and flightGuardStartupRecoveryTotal 91Advantage- > wait > j.KGuardHigh/AirStartup6Recovery8Advantage-. BDC mappa and BDC jump react are pretty good as well. If you smell a round start f.S, 6PGuardMidStartup18Recovery14Advantage-1 will CH. Roundstart is when Slayer is at his weakest with no meter and Eddie has shadow gauge available, don’t let Eddie capitalize on it.
Neutral & Dealing with Eddie's Pressure
Your number one goal in neutral is to kill the shadow. 2H, 2K, 2P are all great for that and 6P can go over Vice Shadow PGuardAllStartup7Recovery16Advantage- to kill it. You can IB the second hit of MawaruGuardAllStartup13Recovery31Advantage- and backdash out and potentially 2P/2K/2H to kill the shadow. Note that Eddie can place a drill behind the shadow to try and catch the backdash, luckily Slayer can just BDC jump. Doing abare FB Dandy PB/CWH can be worth it just to kill the shadow. CWH specifically can kill the shadow and still catch Eddie letting you 5H K mappa 5K K mappa him to the corner.
When Eddie puts you in blockstun with shadow gauge, the main mix-up is between 6KGuardHighStartup18Recovery18Advantage-9 and 5KGuardLowStartup8Recovery9Advantage-2 -- an overhead and standing low. You simply have to get a feel for what the particular Eddie player likes to go for and guess the 50/50 mix up. As the shadow gauge gets low, the Eddie is more like to go for throw, command grab or 5DGuardHighStartup26Recovery24Advantage-13.
Some Eddies also like to add flight into their shadow pressure. The main thing to remember is that Eddie's j.KGuardHigh/AirStartup6Recovery8Advantage- is their only jump canceallable normal. If you see a j.K it is likely they will go for another overhead.
Drill/FB Drill is one of the best tools Eddie has with or without shadow to stop your approach whether it be any version of dandy or mappa. You want to learn the spacing for all drills and watch for any 22 animations from Eddie. Don’t be afraid to IAD over drill, if drill is in front of you, he will either NobiruGuardAllStartup11Recovery23Advantage- to prevent your approach or Mawaru to get pressure. Try and IB Nobiru if possible to regain air movement options.
Naked blockstrings that end on 2S > Drill you can FB Dandy and punish with PB or CWH. Eddie has bad abare options, abuse him with resets using 6K and 2P.
Eddie's Wake-up Options
Burst, deadangle and that’s pretty much it. Eddie has one reversal super but it’s pretty bad and can be easily safejumped. They will typically try to superjump out.
Button into UT is pretty good against Eddie once you get a feel for how they want to burst/deadangle out.
Slayer's Wake-up Options
Drill can be hard to BDC jump out of. If Naked Eddie is doing drill as oki, just block and wait for an opening. Getting repeatedly knocked down trying to BDC out of drill just gives Eddie more time to regain shadow meter. Eddie can bait FB Dandy follow upwith Break the LawGuardMidStartup7 after appearingRecovery24+7 after landingAdvantage-17, empty FB Dandy is still great in that case. Vice MawaruGuardAllStartup14Recovery25Advantage- is also a bit more effective against Slayer since it is active for so long. Overall, if you are knocked down Eddie has ways of forcing Slayer to block.
Eddie Specific Combos
Eddie is pretty easy and general in terms of combo structure. Specific counters/punishes and Eddie specific combos will eventually be added here.
Faust
Faust has a ton of air options with great pokes that are hard to challenge. Faust doing jump back j.2K is difficult for Slayer to beat along with Faust being able to mix up his timings. You have to respect items and bomb bag a lot, don't try too hard to get in if you would get hit by them. Dandy step can be pretty good but can get caught by j.2K or Fishing line. You can use IB in the air a lot to slowly close in. You can 6P FB chop.
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Round Start
Neutral
Faust Specific Combos GGACR/Slayer/Matchups/Faust
I-No
Round Start
Neutral
I-No Specific Combos GGACR/Slayer/Matchups/I-No
Jam Kuradoberi
Round Start
Neutral
Jam Specific Combos GGACR/Slayer/Matchups/Jam Kuradoberi
Justice
Justice is one of the more difficult match-ups for Slayer, nukes control a lot of space and Justice has strong normals to challenge approaches as well. This does not mean you have no ways to fight her, but the most important thing is knowing how to deal with her Nukes.
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
- Round Start
Justice's either version of S Michael Sword/H Michael SwordGuardMidStartup11Recovery15Advantage-5 are very hard for Slayer to deal with at roundstart (and in general)/. Your best bet is to mash Mappa punch and get an early lead or block to avoid getting knockedown from roundstart. If that doesn't work play the long game and inch closer to justice as best you can.
- Handling Nukes
Justice will most likely pay keep away using her massive projectiles. There are many ways to play around them and no 'one way' to deal with them. Just be patient and try not to use the same option too many times in a row.
- Dandy step
Dandy step S and H are good ways to get behind justice and put you in the advantage, however this option comes with heavy drawbacks. It's best to use this move sparingly as a mixup.
- It's very react-able
The Justice has a lot of time to react to the move if she knows your trying to go for it.
- Slow startup
The moves have a slow startup and if your unfamiliar with the range can put you in an even worse situation.
FB Dandy step into PB, especially from FDC, is an effective way to try and snipe a Justice trying to get a low nuke/p nukeGuardAllStartup7RecoveryTotal 51Advantage-13 out. You can get baited into this with detonate/FRC into Valkyrie arcGuardStartup5RecoveryTotal 38Advantage-, Justice's counter.
- Dead on Time
You have 50% tension and you can try and DoTGuardAllStartup7+1Recovery31+21 after landingAdvantage-43 Justice and blow through nukes.
- Dashing
Dashing through the nukes it not a bad idea. Timed well and you can ignore the undetonated nukes. The Justice can detonated the nukes manually however if she catches you dashing too much. the option is also very spacing dependent and mostly works on the ground nukes as opposed to the air or arched nukes.
Air dashing can accomplish a similar thing, but it has to be timed really well or you end up eating an air nuke. Not to mention slayers air dash doesn't go super far. Air dashing should also be used sparingly.
- Super jump
Slayer can super-jump over most of the nukes if timed well, avoiding all variants. This does however give justice the ability to meet Slayer with an air to air or even air grab. The key here is to use it like all the other options. sparingly to avoid being punished for it.
- Blocking
The best and most simple strategy is simply blocking the nukes. slowly inch forward and block. Ideally you should IB(instant block) the nukes, as long as you try avoiding FD(faultless defense). Faultless pushes you back and loses meter which just gives the Justice more ground to work with and you less meter.
Jam Specific Combos /Justice
Johnny
Johnny and Slayer both have tools to annoy the other. Johnny dash up 5KGuardMidStartup6Recovery9Advantage-2 can stuff a lot of Slayer's d-step and mappa attempts and BDC can blow up Johnny for a mistimed normal. Both characters can make the other explode and neither has a real advantage in neutral. Neutral can often boil down to a stare down. If you have the life lead, Johnny has to move in at some point to attempt and hit you and vice-versa.
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Round Start
You can mappa or 2D under coinGuardAllStartup5RecoveryTotal 20Advantage+4 but 5KGuardMidStartup6Recovery9Advantage-2 and f.SGuardMidStartup8Recovery21Advantage-7 can poke you out. A lot of Johnny's like backdash > coin/f.S/lvl1 middle mist finerGuardAllStartup9+6Recovery33Advantage-19 which you can mappa as well. Best option for a neutral jumping Johnny is to wait, check for divine bladeGuardAllStartup13RecoveryUntil landing+13Advantage-7, then CWH. FDC S dandy can also be a fun option at round start.
Often whoever wins the roundstart exchange in this matchup tends to snowball the rest of the round. Choosing a safe option such as 5k, 5P or blocking (!) can be best.
Neutral & Johnny Pressure
You generally want to keep a grounded approach against Johnny since his 5P, 6PGuardMidStartup11Recovery10Advantage-2 and upper mist finerGuardMidStartup9+4Recovery17Advantage-4 are pretty effective anti-airs. Defer to using 2P and 5K over 2K as Johnny can dash over 2K up close and, if he is at lvl2, his combo will hurt. Make Johnny have to choose between stopping K mappaGuardMidStartup14Recovery16Advantage-3 or S DandyGuardStartupRecoveryTotal 30Advantage- in neutral. Slayer 5K range is where you want to operate and remember that 2P at 4 frames is faster than anything Johnny has.
Pay attention to Johnny's Mist Finer (MF) level. Level 2 is where Johnny wants to be at, is generally more threatening and takes one coin to reach. Try and avoid walking into/dandy'ing into/ mappa'ing into coin as best you can -- every wasted coin is a wasted resource for Johnny.
When he does normal > coin, you can IB the normal and S Dandy under the coin in certain situations. You generally want to look to Dandy Step > Pilebunker or BDC mappa his normals to whiff punish given he has so much whiff recovery. If he starts doing dash > normal you can use 6P or 5K to stop him -- 6P is especially effective against dash 6KGuardMidStartup16Recovery16Advantage-3. BDC mappa can be good as a whiff punish but without counter hit you may struggle to get pressure afterwards.
Watchout for Johnny's that like to Killer JokerGuardAllStartup8+10RecoveryUntil landing+14Advantage- FRC into a cross up or j.HGuardHigh/AirStartup13Recovery21Advantage-. Best way to deal with that is usually air IB into air throw or S/H Dandy'ing out of the way.
A spaced j.HGuardHigh/AirStartup13Recovery21Advantage- where the tip of j.H is hitting you is pretty hard to AA. Usually your best is to do dandy into CWH to beat it. IAD'ing Johnny however is pretty easy to anti-air with 6P, 5P and 2S. Just keep in mind that Johnny can use Divine Blade to beat and bait your anti-air attempts.
Once you have 25% to 50% tension, any close to medium range whiff from Johnny can be punished by BBU or DoT. At 50% tension, get in the habit of buffering DoT for a potential punish.
- Dealing with Johnny's Fuzzy Mash 2H
A lot of Johnny's like to fuzzy mash/abare 2HGuardMidStartup5Recovery29Advantage-16. 2H starts up in 5 frames and has pretty good range and can catch Slayer's 6K, 6H, dandy attempts in pressure re-buy situations. This is especially true if your blockstring of choice is c.Sf.S. Button > block can have you punish 2H since it is -16 on block. Button>UT will also punish 2H but UT is 50% initial prorate. You can also 2PxN to where the last 2P hits at the finger tips and 2H will whiff. Kill him for it.
- Johnny's Wake-up Options
Johnny doesn't have a lot of great wakeup options outisde of backdash and his reversal super "That's my Name"GuardMidStartup4+4Recovery22Advantage-6. Capitalize on every knockdown you get. Pilebunker enders are a good option against Johnny to maximize damage when Johnny is under 50% tension for that reason.
- Slayer's Wake-up Options
BDC sj is still an option but the second hit of Johnny's 3HGuardMidStartup11Recovery31Advantage-14 can still snipe you in the air so remember to do BDC FD jump. Escaping out of 3H may not be possible unless you do BDC 1 frame super jump (FD ASAP to reduce your jump start up by 1 -- if there is no dust like animation you'll know you did it right). Johnny can also use upcoin to try and keep you locked down but that is one less resource for him.
If Johnny has his Enkasu unblockable loops down and you aren't comfortable bdc jumping out, you will die.
Johnny Specific Combos
Johnny has an annoying air hurtbox and usually needs his own specific routes. In general, your goal is to stay under Johnny otherwise he will drop out. You can achieve this by adding j.Ps j.Ss and doing j.PK instead of just j.K. Johnny specific combos and punishes found in the link below.
Johnny Specific Combos
Kliff Undersn
Round Start
Neutral
Kliff Specific Combos GGACR/Slayer/Matchups/Kliff Undersn
Ky Kiske
Round Start
Neutral
Ky Specific Combos GGACR/Slayer/Matchups/Ky Kiske
May
- Round Start
- Neutral
- May Specific Combos
Millia Rage
- Round Start
- Neutral
- Millia Specific Combos
Order-Sol
- Round Start
- Neutral
- Order-Sol Specific Combos
Potemkin
Potemkin has high health and good defensive options against Slayer, and he can also compete with Slayer's damage. His tick throw pressure makes it difficult to use Slayer's defensive options. Slayer's most effective range in neutral is also the most dangerous against Pot due to the constant threat of Pot BusterGuard176 pixelsStartup3Recovery37Advantage-. One mistake can lead to you losing the round.
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
- Potemkin Buster
Pot BusterGuard176 pixelsStartup3Recovery37Advantage- is a constant threat when pressuring Pot, or when Pot pressures you. Pot Buster is fast enough to interrupt Slayer's common strings that he uses for combos, and has enough range to grab Dandy Step sometimes. Where other characters would only get a weak combo off their fastest moves like 2P, Pot Buster deals a lot of damage and can even lead to a combo midscreen vs Slayer.
- Details
- 3f startup command grab with great range and damage
- Corner allows for a very strong combo, which can easily deal 50% or more health
- Combined with IB, can punish a lot of common links such as 6K or It's Late into 2K
- Midscreen Pot Buster > f.SGuardMidStartup12Recovery18Advantage-11 works on Slayer, which leads to 2SGuardMidStartup13Recovery16Advantage-2 > Heat KnuckleGuardUnblockable, FD×3Startup14Recovery22Advantage- for better oki
- Counterplay
- Jump ins and jump cancels avoid Pot Buster, but beware of 6PGuardMidStartup13Recovery19Advantage-9 and fS. Sometimes, Pot can IB > Pot Buster to punish you after landing.
- Try to pay attention to their Pot Buster habits on defense and bait them for whiff punishes.
- On defense, it is easier to jump than to backdash or BDC.
- Hammerfall
HammerfallGuardMidStartup19~27Recovery33Advantage-18 is generally strong against Slayer since most of Slayer's normals cannot be canceled and only hit once. Slayer also has many moves that move him forward, so Hammerfall can punish them very easily. Pot uses Hammerfall in his pressure to stay in close range for tick throw mixups.
- Details
- Can armor a single hit, armor starts from frame 1
- Knocks down on ground hit, techable on air hit
- Has a FRC slightly after the hit, which makes Pot very + on block
- Hammerfall Break followup lets Pot cancel the move and is generally unpunishable
- Counterplay
- Punishable on block (5H or BBU), but watch out for the FRC and Hammerfall Break.
- Try to limit your use of 6P, 6H, 2D, and Mappa in neutral.
- If you want to use Dandy Step, Crosswise will almost always beat Hammerfall.
- You can spend 50 meter to RC your single hit moves, then block the Hammerfall attack.
- Potemkin's Wake-up Options
Potemkin has one of the strongest backdashes in the game which presents the threat of backdash > Pot buster into a bad time. Spaced 5PxN can help you cover backdash and hits Pot crouching. Doing empty dandy step into IAD j.S will also help you catch the back dash. Harrasing Pot with 2H stagger resets is also a viable option intead of going straight for the knockdown. You can also do knockdown into 2K OTG to have air tech or mess with their backdash/Pot buster mash.
- Slayer's Wake-up Options
Pot usually does safejumps so it is ill advised to try and attempt FB dandy to escape Oki. Pot's 5KGuardLowStartup7Recovery9Advantage-4 is active for a long time and their go-to meaty normal -- your BDC jump out attempts have to be on point. BDC biteGuard92 pixelsStartup7Recovery29Advantage- is your best bet against Pot's safejumps.
Robo-Ky
- Round Start
- Neutral
- Robo-Ky Specific Combos
Slayer
- Round Start
- Neutral
- Slayer Specific Combos
Sol Badguy
Both players are looking to get in, you have to watch meter carefully to make sure he doesn't just run away with a massive meter. It is a tough match up but not impossible.
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Round Start
Neutral
- air dashing is a good way to engage with sol if you can call out his gunflame.
Sol Badguy Specific Combos You can find Sol Specific combos and Counters, including dealing with GV/Riot Stamp RPS on Sol's wakeup.
Testament
- Round Start
- Neutral
- Testament Specific Combos
Venom
The Venom matchup is very polarizing and very momentum based. Slayer has to face-roll to get in, and if he gets in Venom has to hold all his mix due to his bad defensive options. Some rounds Slayer can just never get in and lose, or Venom makes a good read to get out of pressure. You also have to hold Venom’s pressure for the most part, only exception is fb dandy.
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Round Start
To beat iad back j.HGuardHigh/AirStartup10Recovery18Advantage- at round start:
- Hold back for a tiny bit, then Fdc K mappa, if he sets ball once he lands you get CH into 2K > 2H > 2D.
To beat PGuardStartup11Recovery15Advantage- set 5PGuardMidStartup6Recovery9Advantage-2:
- Iad j.D FLJGuardAllStartup5RecoveryUntil landing+11Advantage-, you can also j.K here, if you dont fd or press a button your hurtbox will expand downwards and get hit
To beat 2SGuardMidStartup6Recovery20Advantage-7:
- P dandy PB and 2p(lol)
Often whoever wins the roundstart exchange in this matchup tends to snowball the rest of the round. Choosing a safe option such as 5k, 5p or blocking (!) can be best.
Neutral & Venom Pressure
Don't be afraid to make gambles in neutral with BBU/FB Dandy. The risk reward will usually be in your favor and once Venom get's going, you will have to typically take some risk. Mappa is good as it can go under some ball sets and punish venom for setting balls. You have to pre-emptively IAD in order to go over Stinger AimGuardAllStartup13RecoveryTotal 37Advantage+2 or f.SGuardMidStartup9Recovery18Advantage-6. S/H dandy goes under stinger and the common ball hits, loses to carcass raidGuardAllStartup16RecoveryTotal 34Advantage+8 or angled balls. 6P through closer balls, just getting VE to block is useful. When jumping into balls, try to to IB them so you regain air actions. Forward dash goes through balls but you can still get punished depending on spacing and recovery
VE has pretty subpar AAs outside of airthrows so you can abuse IAD j.H/j.D pressure rebuys.
Bdc (super jump) iad can go over f.S and other stuff. Venom wants to block for the most part and build charge so bully him with 6K, bite, 2H stagger resets. 6P beats a lot of his best mashing/abare tools (fb stinger, f.S).2H is what you want to use when the venom wants to punish dandy step (venom pressing 2D or 2S). Simply using 6H to throw isn't awful cause it can catch is jump if you miss the throw. Double jump to air throw his double jumps trying to escape pressure. Walk re-pressure/throw is good against Venoms happy to just sit and block. You can use S dandy to go through FB balls.
Venoms's Wake-up Options
Burst, deadangle and that’s pretty much it. Venom is usually looking for a way to jump/super jump out of your pressure. Button into UT is pretty good against Venom once you get a feel for how they want to burst/deadangle out.
Slayer's Wake-up Options
With Ball enforced oki you can FB dandy through. With normal/meaty enforced oki you can bdc through. With both you can’t do much. Venom can also do some ball covered left/right which makes BDC out a bit harder.
Venom Specific Combos
Venom is pretty easy and general in terms of combo structure. Specific counters/punishes and Venom specific combos will eventually be added here.
Zappa
Zappa is a fairly difficult matchup for Slayer for some similar reasons that Faust is. Zappa dash, and several normals, have low profile that can make Slayer normals like 5K and 5P whiff in neutral. 5KGuardMidStartup9Recovery8Advantage-2 has low crush abilities that can beat Slayer normals like 2H, 2K and 2D. Zappa has a fully invulnerable past start up DPGuardMidStartup10Recovery20Advantage-12 that cannot be throw punished which can summon one of four spirits that each present their own challenge. The saving grace in this match up is that Zappa does relatively low damage and is fairly squishy.
Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top
Round Start
There isn’t much that Slayer can do against roundstart backdash > backdash > DPGuardMidStartup10Recovery20Advantage-12 summon. Trying to chase with mappa will likely get you CH by the DPGuardMidStartup10Recovery20Advantage-12. It does give you a lot of room to move forward and build meter.
Some Zappa’s will opt for f.SGuardMidStartup13Recovery10Advantage-5 > dash up DP or backdash > f.S > DPGuardMidStartup10Recovery20Advantage-12 which are similarly difficult to beat. You can try and IAD over f.S just be careful not to land into DPGuardMidStartup10Recovery20Advantage-12.
To beat 5KGuardMidStartup9Recovery8Advantage-2 at round start:
- Hold forward for a tiny bit then UndertowGuardMidStartup28Recovery13Advantage-2.
- 5KGuardMidStartup6Recovery8Advantage+1 with 6 frame start up will net you a counter hit.
To beat dash up DPGuardMidStartup10Recovery20Advantage-12:
Neutral & Zappa Pressure
Zappa’s naked f.SGuardMidStartup13Recovery10Advantage-5 and 5KGuardMidStartup9Recovery8Advantage-2 are particularly challenging for Slayer to navigate.
f.SGuardMidStartup13Recovery10Advantage-5 is active for 9 frames and turns into a low that is active an additional 3 frames when it hits the ground. You want to attempt and IAD over f.S just keep in mind that Zappa can still try and DPGuardMidStartup10Recovery20Advantage-12. You can try and BDC/FDC mappa or fb dandy past the puddle to attempt and catch Zappa approaching but your best best is to backdash or BDC p dandy to cause Zappa’s DPGuardMidStartup10Recovery20Advantage-12 to whiff and attempt and punish. This move is only available to Zappa naked and with Dog (bgs).
Zappa can sit and 5KGuardMidStartup9Recovery8Advantage-2 mash at certain ranges and harass Slayer. It has low crush and low invulnerability and can catch 2D, 2K and close 2H. Slayer 2D can catch Zappa’s recovery and Slayer’s 5K can beat it on startup but they will both lose if Zappa’s 5K is active. Spaced 5H and P Dandy UP/Pilebunker can beat 5K mash clean. Zappa retains use of P and K normals with his spirit summons so 5KGuardMidStartup9Recovery8Advantage-2 is a constant threat in the matchup.
Zappa 2KGuardLowStartup7Recovery7Advantage-1, 2SGuardMidStartup11Recovery12Advantage-7, c.SGuardMidStartup8Recovery18Advantage-10, 6PGuardLowStartup11Recovery18Advantage-7 and even 2PGuardMidStartup5Recovery9Advantage-2 and 5PGuardMidStartup5Recovery6Advantage+2 can low profile Slayer's moves like 5P and 5K. Zappa can mix in dash up normal and dash up DP. Try and use 2K and 2P to challenge Zappas dash up and in abare situations. Zappa retains use of P and K normals with his spirit summons.
Naked Zappa does not have very useable overheads so it’s usually best to stay blocking low. Watchout for Zappa’s pulling a Sol and mashing DP on block.
- Zappa Dog Pressure
Dog is a devil that is only vulnerable while acting. He can act while Zappa is in blockstun and help Zappa gain back their turn. Don't make many committal moves against Zappa with dog and try and use jump cancelable normals to end your strings to maneuver around dog's counter attacks. You want to try and jump out of dog pressure since their air hit conversions are not as potent as ground hits where Zappa + dog can infinite you. Dog only overrides Zappa’s D normals and, as such, f.SGuardMidStartup13Recovery10Advantage-5 remains accessible. Covered with dog, Zappa’s naked overheads become much more potent.
Slayer's j.S is very good at neutralizing dog. Due to j.S's multi hits that hit both behind and in front of Slayer, often times j.S can hit both Zappa and Dog.
- Zappa Triplet Pressure
Likely the most oppressive spirit summon against Slayer. Zappa can throw each ghost at you and curse you. The curse will have random three items being thrown at you: a falling flower pot from over head, a banana peel on the ground and a bouncing rock thrown from the side. Try your best to not get cursed. If you are cursed, try and outlast the curse before making risky approaches. IB the ghosts to build meter or regain air options if in the air. Zappa ghost throw is in CH state so you can try and forward dash j.H to get a CH or DoT.
- Zappa Sword Pressure
Perhaps the easiest spirit summon for Slayer to deal with thanks to BDC though smart sword use can still make it difficult. Zappa’s 2SGuardLow/Air [All]Startup9Recovery15Advantage-6 is, effectively, his only sword low-hitting normal and only hits low at the swords default ground height. The other is the second hit of 6HGuardHigh/Air→All, Low/AirStartup13Recovery2Advantage+4 but it cannot normally be combo’d out of. If the Zappa is letting the two hits of 6H go through, it’s a good chance to try and BDC jump out or FB/K Dandy out. Zappa retains use of P and K so dash in with one of those low profile moves into sword normals is very potent. All of Zappas sword specials give Slayer trouble.
- Zappa Raoh Pressure
Raoh is pretty good against Slayer. If you get to this point in the match, it is likely you die in the next hit. His DP has loads of invincibility but is super punishable so try and bait it out. Raoh can easily chip you with his projectiles and projectile super.
Zappa's Wake-up Options Burst, deadangle, a fully invulnerable past start up DPGuardMidStartup10Recovery20Advantage-12, A difficult to punish invincible superGuardMidStartup1+11Recovery30Advantage-15, and one of the best backdashes in the game. If the Zappa is just DP’ing on wakeup Slayer can safe jab with 2P or use Undertow for a bigger punish.
Slayer's Wake-up Options Dog and sword oki you can try and BDC/FB dandy out. Triplets Zappa goes for a lot of cross-ups on oki so keep that in mind.
Zappa Specific Combos & Counterplay Zappa is easy to combo and hits you get will hurt him. Specific combos and counter play to Zappa will be added here.