Slayer is a close combat, boxer character with slippery movement and explosive damage. His range is limited to his fists and legs, but he is difficult to challenge once he gets in. Many of his attacks specialize in invulnerability, mixup, and counter hits, spreading doubt and confusion in the opponent's mind. Make the wrong guess and Slayer will have a feast.
|Lore:||Dandy fist vampire|
Old Assassin's Guild leader
|Slayer is a brawler who baits opponents with elusive ground movement and blows them up with explosive punishes.|
Slayer has unique forward and back dashes that teleport him along the ground for a set distance and time. Slayer's forward dashes, like Raven's, grant him invulnerability through their duration. His forward dash is able to move through an opponent and cross up. Unfortunately, unlike conventional forward dashes, he is unable to cancel his forward dash into normal moves until the dash's duration completely ends. This forces him to take a different approach to pressuring opponents.
Like other characters, Slayer can still jump out of his forward dash. Unlike other characters Slayer can jump out of his backdash. By canceling his dashes into jumps and his jumps into special moves, Slayer can retain up to 7 frames of invulnerability into any special move. This technique is called Backdash Canceling (BDC).
BDC allows Slayer to avoid being hit during jump startup or catch his enemy with an invincible counterhit. When used to cancel into his Bite command grab or Dead on Time overdrive, Slayer can quickly turn the tables on his opponent with an unstoppable BDC Bite or BDC Dead on Time.
If he cancels his forward dash in this way, he does not retain any invulnerability. However, it is still a useful movement option when the time comes.
- Slayer's fastest anti-air normal
- Large variety of gatlings
Fast startup, great active frames, and Slayer's normal with the most gatling and cancel variety.
Works great as a situational anti air as the arm has no hurtbox at all, but Slayer's head is hittable at all times. This will make 5P directly lose or trade with most aerial attacks in the game when challenged from above, but will work as a successful anti air when Slayer's head is spaced horizontally away from your opponents attack, or when challenging low and more frontal hitting airdash attacks.
5P can be used during pressure as well or as a situational ground poke with many great whiff cancels. Can be crouched under, but because of it's short total duration this means your opponent has to act preemptively to capitalize on this move whiffing.
Gatling Options: All except c.S, f.S, 6K and 2H
- Dominant poke
5K is one of Slayer's best normals. While other normals with this range have long recovery frames, Slayer's 5K recovers fast enough to be +3 on block. Furthermore, it has a good hurtbox, making it effective against mashing.
5K will not connect against moves with upper body invulnerability or low profile. However, 5K's speed requires the opponent to use these moves preemptively to punish it. Moves like Sol's 6P will win but are also riskier to whiff than Slayer's 5K.
You could say that Slayer's plan in every matchup is to stay in 5K range. 5K works well with 2H, 6H, 6P, and Dandy Step since opponents will be tempted to escape Slayer's pressure once he leaves 5K range. Repeated use of 5K creates space between Slayer and his opponent, which can make 2H, 6H, 6P, and Dandy Step difficult to punish.
Gatling Options: 6P, 6H, 5D, 2D
- 5K > 6H
A good frame trap with a 4-7F gap. Relatively safe way to move forward. Mix up between 5K and 5K – 6H to catch people jumping or to bait reversals.
- Strong and fast combo starter
- Used with dash crossups
c.S is Slayer's main tool at close range. 4 active frames makes c.S the ideal meaty for teleport oki. It is also a key component of many combos due to its 5 frame startup and good vertical hitbox that hits Crouching and airborne opponents.
Keep in mind that nothing gatlings into c.S: you must learn to link into it. Linking f.S, 2K, and 2H to c.S is crucial to playing Slayer.
c.S is vulnerable to backdashes in the corner because of its long recovery. If you expect a backdash, delay your c.S or use 6P/6H.
Gatling Options: 6P, 6K, f.S, 6H, 5D, 2D
- c.S > 6K - Provides a fairly safe mixup and gives a full combo after 6K Counter Hit. Punishes opponents that expect to Instant Block and throw
- c.S > f.S - Beware of reversals.
- c.S > f.S - Primary blockstring at close range. Good for tick throws and adding RISC. However, there is a 2 frame gap on Instant Block.
- Fast recovery.
- Moves Slayer forward.
- +6 on block leading to solid frametraps.
Mostly used after c.S as a two-hit confirm.
- On ground-hit will link into c.S, 2K or 5K for a small combo extension, or a full air-combo on air-hit.
- On block you mainly frametrap by delaying into another c.S if you are close enough, but when futher away you have to use 2K or 5K, or even P mappa.
- Decent range
- Great active frames
- Good hitconfirms and pressure.
- Staggers on ground hit; minimum is about 20F on normal hit and 32F on Counter Hit
5H is used to stop people dashing in on Slayer. Good reward on hit and will reach all the way to floor to beat low profile moves. Is fairly slow and extends forward a lot, so best to use this move preemptively and when you have a good read on your opponents approach.
5H is strong as a pressure tool and has a wide variety of cancels to keep your opponent guessing. Canceling into 5H is limited to 5P, but as long as your opponent is hesitating to press buttons, you can throw out this move in pressure quite often to see what they will do about it.
Gatling Options: 2H, 5D, 2D
- Good horizontal range
- Slayer's fastest mash option
2P is a very important defensive normal. 2P is mostly superior to 5P for the ground game since 2P hits Crouching characters and has fewer active frames, which grants better frame advantage and faster mashing. 2P is also Slayer's fastest normal with frame advantage, which makes it great for tick throws.
Slayer's 2P does not have a good gatling to confirm into 2D, which makes his defensive mashing a bit weaker than other characters'. Since it is harder to get knockdown, your aim is to create space, usually mashing 2P until you enter a good position for 5K.
Gatling Options: 5P, 2P, 6P, 2S, 5D, 2D
- Slayer's main Low
2K is a good low with fast startup, above average range, and good frame advantage. 2K is Slayer's main Low since the other 2 Lows (2H, 2D) are usually unsafe and not special cancelable.
As a poke 2K has slightly less range and slightly more limited cancels than 5K, but does not have 5K's weakness to low profile moves, and is also one frame faster.
2K also moves Slayer's hurtbox back more than 5K, so at certain spacings it can challenge pokes that 5K can't, even when at a frame disadvantage.
Gatling Options: 6P, 5D, 2D
Has reduced pushback, so it's your most reliable option for comboing into a 2D knockdown if you're not in range for c.S
- Anti-air with good vertical reach
2S is a solid anti air, with great active frames and incredible vertical reach, hitting your opponent at the peak of their jump.
You need to be early when anti-airing with this normal, as Slayer stands back up for 5 frames before crouching down again. This means it will often lose to low reaching aerial attacks that are already active above Slayer.
On hit Slayer often gets good reward.
Gatling Options: 6P, 2H, 5D, 2D
- Long range attack that launches the opponent
- Foot invulnerable from frames 5 to 14
- Counter Hit: launches opponent higher, untechable
2H gives Slayer great control of ground space. Though 2H has very slow recovery, its massive range makes it difficult or even impossible to punish on reaction. This also means Slayer cannot combo after 2H in many cases. Nevertheless, 2H can make your opponent think twice about dashing in or mashing Lows on defense.
While most Lows will not hit Slayer during invulnerable frames, be wary of exceptions like Axl's 2H or Chipp's 2D.
- 2H > Dead On Time - Dead On Time is the only move with enough speed and range to hit after 2H normal hit midscreen.
- Tall hitbox that almost reaches all the way to the floor
- Upperbody invulnerable 1~6
- Above knees invulnerable 7~23
- Normal hit: Wallbounce
- Counter hit: Wallbounce, but also gives additional height and untechable time for combos.
- 6P can fail to wallbounce midscreen if the opponent is too close to Slayer.
Slayer's 6P is a slow, but versatile low profile move with great counterhit return.
In neutral it can anti-air late airdash approaches or go under most high hitting pokes in the game. Because of it's slow startup and Slayers feet extending forwards, it will often lose to lows.
6P's active frames often catches backdashes in the corner, and the low profile properties can even go under certain reversals when timed correctly.
6P is also a good frametrap option with many gatlings going into it, but when blocked will have no cancels, and Slayer has to force his turn again to continue pressure.
- Overhead that baits throw for Counter Hit
- Airborne from frame 6
- Hold down K to feint, 6[K]
Valuable for hitting High without using Dandy Step or jumping. As of Patch 1.04 Slayer's 6K is +5 on most of the cast when they are crouching, allowing him to link a c.S or a 2P. Otherwise Slayer can only combo after 6K on Counter Hit, during oki, or with Roman Cancel, so 6K's best reward comes from baiting throws or increasing RISC to flashing. Despite this, opponents may be caught off guard by the High and 30 damage adds up.
6K is slow enough that mashing can beat it in neutral. If your opponent is aware enough to use OS Throw or has a fast 5H/6H, it becomes difficult to use 6K outside of oki. Some Lows will even beat 6K, so do not be surprised if you cannot earn Counter Hits this way.
On oki, you can time a meaty 6K for more frame advantage, it will also be safe against most backdashes. However, using 6K this early also makes it more obvious for the opponent to reversal.
6K feint, written as 6[K], is mainly used to set up a Throw since the opponent will not be put into blockstun. It can also bait opponents trying to Instant Block, Blitz Shield, or Dead Angle. Once the opponent expects a Throw after 6[K] and tries to react with their own Throw, you can start using BDC.
- Large sweeping kick that catches jumps and backdashes
- Moves Slayer forward
- Hits Crouching but does not hit most low profile moves
- Untechable on air hit
- Counter Hit: Staggers opponent, about 34F minimum, will win many trades.
6H has built in forward movement and long horizontal reach making it a great midscreen poke in many matchups. What 6H lacks in speed, it makes up for with great return on hit and fast recovery frames.
The early part of 6H reaches diagonally upwards in the air, and can tag airborne and standing opponents if they are close enough. The later hit of 6H has long horizontal reach and will hit crouching opponents. The later hitbox is +1 on block, so you can collect frameadvantage on crouch or by spacing 6H horizontally.
- Frametrap by canceling into P under pressure for a 2f gap.
- Hit-confirmable into dead on time or mappa.
- Hit-confirm into P pile if you are already in dandy step.
- Combo Ender. Sets up okizeme.
- Sliding sweep attack. Done far enough or meaty enough is un-punishable, and can even be plus on block. Combos off c.S, 5K and 2K on crouchers.
- Very hard to throw when sliding in on wakeup.
Standard Dust attack. This attack is especially useful mid combo for Slayer.
- Slayer's safest air to air normal
- Used a lot with air movement to make Slayer significantly smaller and harder to hit.
jP is the ideal normal for air combat since it recovers much faster than Slayer's other air normals. Often used to fish for random hits and to force the opponent to block.
Note that jP cannot cancel into double jump. Gatling into jK/S when needed.
Gatling Options: jP, jK, j2K, jS, jH, jD
- Fast, with good horizontal and upward reach
Versatile air combo starter that connects after almost any ground starter at any height. Important to use at greater heights when jS or jH cannot reach.
Note that jK does not have good downward reach. It is possible for IAD jK to whiff on Crouching characters.
Gatling Options: jP, j2K, jS, jD
- Fast and very active.
- Can often cross-up the opponent from IAD.
- j.S is used together with IAD to punish ground normals and to begin pressure if your opponent is stand blocking.
- Is unsafe to abuse as it can often whiff and is one of the easiest air-normals to anti-air.
For air combos, jS is the ideal starter to use since it combos into jH.
Gatling Options: jK, j2K, jH
- Massive hitbox but slow startup
j.H is incredible for hitting grounded opponents and even beats some anti-airs. However, it cannot cancel into double jump and only gatlings into j.2K and j.D, both of which can be unsafe on block.
If you start an air combo with 5H and you are too far for j.S to hit, you will need to use j.H instead.
Gatling Options: j2K, jD
- Fast and good downward reach.
- Knocks down airborne opponents
- Counter Hit: staggers on grounded opponent
In neutral, j.D is mostly used together with IAD to go over ground pokes and can even stuff out some anti airs. From IAD j.D it is mostly comboed into a delayed footloose journey.
j.D is also the primary way to end air juggles in a knockdown or as a way to extend your combos with j.2K.
Gatling Options: j2K
- Mostly used in combos to extend them. Also useful to alter jumping arc and landing time. If YRCed at start-up directs Slayer down, making 9, j2K YRC a small jump.
- Can be RCed to start a combo
- Solid anti air.
Air throw is in many situations your best and only anti air option for when your opponent is right above you where 2S and 5P will lose. Almost always buffer j.H into j.D when going for air throw attempts incase it gets blocked, so you can double jump to escape a punish or cancel into footloose journey if you think you can continue pressure that way. Can be RRC'ed for follow ups if you are fast enough.
Dead Angle Attack
- Slow and unsafe on block, but is still a very viable option to get out of pressure.
Fully charged blitz is a nice starter for stun combos
- Combo Ender
- K Mappa travels a good distance. Great tool for closing in on zoners.
- Also great for catching back dash attempts and if it hits them out of it Slayer can follow up with a 5P jump canceled air combo.
- On Ground Counter Hit grants enough Hit Stun for Slayer to follow up with a normal like 2K or 5K.
- When YRCd it moves Slayer closer to the opponent and is at advantage!
- No longer able to feint.
a.k.a. "Bite". Slayer's command throw. Puts the opponent in a stagger state, which is mashable, but leaves Slayer in an advantageous position where he can try several different followups - 6H, 2H, IAD, another bite, etc. He also gains a temporary buff to his special moves, making the situation more dangerous.
Dash bite (6632147H) greatly increases the threat range for this move and is an important part of Slayer's offense. The input is well worth practicing.
BDC Bite (6321447H) is more difficult to do but is a powerful defensive tool. If done perfectly (hit 7H within 1 frame of the dash) it is strike invulnerable all the way until it grabs i.e. a true reversal - but a slightly imperfect BDC Bite will get the job done in most situations also. Used most often on wakeup or after a K Mappa Hunch where the characters recover at the same time and opponent is likely to try to jab you.
- Grants a buff that causes any special and Overdrive to be a guaranteed counterhit.
- 2.1 patch now allows specials to be whiffed while retaining the counterhit buff.
- Buff lasts for 180 frames (3 seconds) on a single bite.
- Buff timer now stacks with itself instead of resetting on a successful rebite. Maximum is 600 frames (10 seconds).
- Buff goes away on block or hit.
- Slayer is healed for 50% of the damage dealt. The healing ignores guts, so if Slayer is low on health this can be a significant amount.
- Can be RCed for followup.
- Causes Stagger that the oppenent can mash out of.
- Normally this is used during either a forward or backwards dash cancel.
- Starting move to many of Slayer's specials.
- Moves Slayer back then forward.
- P Version moves Slayer slightly back and is Strike Invulnerable from frames 1 through 3, followup moves possible after frame 15.
- K version goes farther back and slides MUCH farther forward (about 75% of the screen). Additionally, it is Strike Invulnerable from frames 1 through 6, followup moves possible after frame 27.
- A follow up is not required. You can simply use this for movement.
- Very powerful movement option if YRCd.
Dandy Step > P
- Solid damage
- Used for whiff-punishing or fishing for counterhits.
- Unsafe on block.
Pilebunker will behave differently based on which dandy step you use:
P Dandy step > P
- Normal hit: Opponent is sent flying across the screen.
- Counterhit: Wallbounce.
K Dandy step > P
- Normal hit: Opponent is sent flying across the screen, but will also wallstick near the corner.
- Counterhit: Ground tumble.
Dandy Step > K
Used as a two-hit anti-air follow up from dandy step.
First hit: Slayer low profiles very close to the ground. Automatically goes into the next hit.
Second hit: Slayer is airborne and launches the opponent.
- Counterhit-state recovery, which makes this move very unsafe on whiff or block.
- K version has additional untechable time.
Dandy Step > S
Used in neutral to build meter and to fish for whiff-punishes.
- Fast and safe on block
- Good hitbox
Cancel into this during blockstrings to begin/reset pressure. Has follow-up It's late which is an overhead with a 3f gap.
- Instant blocking and throw option selecting will punish the gap between Under pressure and It's late if you use this move inside throw-range.
- You can work around your opponent by being unpredictable with your timing and follow ups, and having good spacing.
Under Pressure > S or H
Overhead follow up from Under pressure. Often used as a meaty by first whiffing Under pressure on your opponents wakeup and timing It's late as the first hit. Create mixups with 2K, teleport dashes and throws to open up your opponent.
- Plus on block
- 1-19 frame throw invincibility.
- On CH causes a ground bounce leading to monstrous high damage and stun combos.
Dandy Step > H
- Dandy step follow up that crosses up the opponent.
- Can be blitzed or blocked on reaction if the opponent expects it.
- Helter Skelter YRC as a meaty will let Slayer block reversals and also apply safe mixups.
- The smoke created from Helter Skelter YRC makes the next mixup hard to see.
- Multi-hitting air-special.
- Used quickly after an airdash to traverse across the screen horizontally.
- Footloose journey can be used as a combo ender to add extra damage as a round finisher instead of going for a knockdown.
- Can be used as a meterless combo starter near the corner, or as a midscreen knockdown by doing footloose low enough to only land the first hit.
- A very slow unblockable, though you can cancel into it. Largely a gimmick, but can be used to cash in on downbacking, RISC-loaded opponents.
- A typical setup is to end K Pilebunker slump into Undertow -- it is tight enough to catch mashing, but wont usually catch FD jumps. RC for another corner pile combo and a probable stun.
- Once the opponent is used to the animation, use the generous YRC window and punch them in the face with 5H/6H instead, or go for a throw.
Hard to follow up outside of corner without CH. Even then, probably will require RC.
70% Initial prorate makes RCing this a less efficient use of meter.
In the corner:
- Undertow RC K Pilebunker ...
Might be good to push for stun/kill.
- Undertow (CH), Dead on Time RC K Pilebunker ...
Expensive, somewhat tricky to time and confirm, but it's a fair chunk of damage.
- Undertow (RISC CH), 5K (RISC CH) > K Pilebunker ...
If the opponent really likes blocking, this is the way to go.
Dead on Time
- Good range
- 7+0f startup, which means your opponent will get hit if they didn't block before the flash.
- Can be used to go through and punish projectiles and careless blockstrings.
- Doesn't have invincibility on startup, but you can BDC first to turn it into a true reversal.
- Burst version of this super is a true reversal regardless of BDC, and does significant amounts of damage.
- Counterhit-state recovery and is very unsafe on block.
- Fully Invincible from frames 1 through 26.
- Arguably one of the easiest wakeup reversals to perform as Slayer.
- Counterhit-state recovery and is very unsafe on block.
- Great counterhit-starter and combo extender leading to a lot of meter and stun.
- Briefly halts Slayers air movement before shooting straight down, can be used as a last resort divekick to get in.
- Only strike invul during startup, so will lose to airthrow and often trade with late anti airs.
- Consists of two hitboxes: The body-hit and tail-hit.
- Used at the end of air combos to add extra damage before leading to a knockdown.
- Can also be used to extend or start grounded combos.
- Huge hitbox, but the hit is behind Slayer.
- On an airborne opponent results in enough untech to continue your air juggle.
- Damage in brackets  is for the tail-hit of SDD
It is possible to sometimes connect with both hits, quickly resulting in big amounts of damage and knockdown.
in IK mode: 236236H
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- Uses the animation of his 5D.
- We know that life is
- A vile, bloodcurdling nightmare
- The silent treatment
|To edit frame data, edit values in GGXRD-R2/Slayer/Data.|
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Click [★] for character's full frame data