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==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview/navigation|okizeme=true}}
{{Overview
<div id="home-content" class="home-grid">
|overview= 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.
{{card|width=4|height=1
|header=Overview
|content= Slayer is a close combat, boxer character with slippery movement and explosive damage. He has below-average mobility and 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.


'''Slayer''' is also a character who needs contributors to finish writing this summary about him.
Neutral can give Slayer a tough time since he  is forced to commit to forward advancing attacks or jumps, and he also does not have any kind of projectile. However, Slayer has some tricky movement to close the distance; Mappa Hunch is a good tool for counterhit-fishing and approaching, and Footloose Journey can also be used to give Slayer unexpected mobility.  
|lore= ''Dandy fist vampire<br />''
 
''Old Assassin's Guild leader<br />''
Once he's up close, he gets to make use of his strong mixup tools, forcing extremely oppresive pressure with Bloodsucking Universe - a command grab, and Dandy Step - an evasive step backwards with several follow ups. Dandy Step in particular has unique, powerful tools such as a potent anti-air, a whiff punisher, an overhead, and a cross-up- all very hard to defend against. When successful, Slayer takes the opportunity and converts into big damage.
''His foes swift expire<br />''
 
|quote=  
Slayer is also capable of jumping out of his backdash to retain special-move invulnerabilty, a technique known as BDC (Backdash Canceling). This allows Slayer to remain invincible during jump startup or tag enemies with invincible counterhits.
|voice_actor=  
 
|summary= is a brawler who baits opponents with elusive ground movement and blows them up with explosive punishes.
Overall, Slayer runs a straightforward up-close gameplan, and has the tools for any player seeking strong pressure and huge damage.
}}
{{GGXRD-R2/Infobox
| fastestAttack = [[#5P|5P]], [[#2P|2P]], [[#c.S|c.S]] (all 5F)
| reversal = [[#Eternal Wings|236236H]] (5+4F)
}}
{{ProsAndCons
|intro= is a brawler who baits opponents with elusive ground movement and blows them up with explosive punishes.
|pros=
|pros=
* '''Solid Normals''': Slayer has a selection of great normals, including {{clr|2|5K}}, {{clr|4|2H}}, {{clr|3|c.S}} and {{clr|2|j.K}}. His {{clr|1|6P}} is invulnerable for nearly two thirds of it's lengthy animation, letting Slayer blow through a surprisingly large number of moves.
* '''Obscene Damage Potential''': Slayer's damage increases exponentially when he has the right counterhit starter or amount of Tension. One good hit with Slayer, and the round might just be over.
* '''Close Range Prowess''': Numerous mixup options, plenty of good pressure tools and a unique teleport dash make Slayer a menace once he's gotten close.
* '''Close-range Offense''': Numerous mixup options, plenty of good pressure tools and a unique teleport dash make Slayer a menace once he's gotten close.
* '''Damage with Resources''': If Slayer gets a counterhit or decides to spend meter in a combo, watch out. Strong Slayer players can easily kill within two or three combos.
* '''Defensive Options''': Slayer's unique [[/Strategy#Backdash_Cancel_.28BDC.29_Guide|Backdash Cancelling]] allows him to zip out of dangerous situations other characters have no options against, gaining invulnerability on powerful specials that otherwise have none.
* '''Defensive Options''': Slayer's high durability lets him get away with making mistakes in neutral, and [[GGXRD-R2/Slayer/Strategy#Backdash_Cancel_.28BDC.29_Guide|Backdash Cancelling]] allows Slayer to zip out of dangerous situations and retaliate with ease.
* '''Solid Normals''': Slayer has a selection of great normals, such as {{clr|2|5K}}, {{clr|4|2H}} and {{clr|P|6P}}. His selection of strong, partially invulnerable moves also make him very effective in close-range scrambles.
*'''Evasive:''' Slayer has several disjointed attacks which can be hard for the opponent to hit. Paired with the very fast back-and-forth motions of Dandy Step, this makes him excellent at whiff punishing.
*'''Evasive:''' Slayer has several disjointed attacks which can be hard for the opponent to hit. Paired with the very fast back-and-forth motions of Dandy Step, this makes him excellent at forcing whiffs for rewarding punishes.
|cons=
|cons=
*'''Mobility:''' Slayer's teleport dash is useful for mixups and defense, but is slow. He will often have to rely on airdashing and careful movement to approach his opponents.
*'''Mobility:''' Slayer's teleport dash is useful for mixups and defense, but is not suitable for navigating neutral, making zoning and runaway tactics particularily effective against him.
*'''Safety:''' Several attacks are unsafe and can be punished by the opponent for high return, especially when instant blocked.
*'''Safety:''' Several attacks are unsafe and can be punished by the opponent for high return, especially when instant blocked.
*'''Damage without Resources''': While his resource-backed combos deal exceptionally high damage, his normal combos are significantly lower damage.  
*'''Damage without Resources''': While the right combo can be devastating with Slayer, his basic combo routes are very limited, and lead to mediocre damage.
}}
}}
{{FP_Box
</div>
|header= Teleport Dash
===Unique Mechanics===
|content=  
{{card|width=4
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.
|header=Teleport Dash
|content=Slayer has unique forward and back dashes that teleport him along the ground for a set distance and time. Slayer's forward dashes grant him invulnerability through their duration. His forward dash is able to move through an opponent and cross them up. Unfortunately, unlike conventional forward dashes, he is unable to cancel his forward dash into normal moves or FD 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).
Unlike any other character, Slayer can jump out of his ''backdash''. This gives strike i-frames to his jump startup. Further, Slayer can also transfer invulnerability frames to his special moves by canceling his backdash into a jump, and then special canceling his jump startup. This technique is called '''Backdash Canceling (BDC)''', and is a core-part of playing Slayer.


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.
BDC allows Slayer to avoid being hit during jump startup or catch his enemy with an invincible counterhit.  When used to cancel into his {{MMC|input=63214H|label=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.
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.
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Fast startup, great active frames, and Slayer's normal with the most gatling and cancel variety.
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 {{clr|1|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.
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 {{clr|1|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 away from the opponent. It can also be strong if you can cross under and behind an airborne opponent.


{{clr|1|5P}} can be used during pressure as well or as a situational ground poke with many great whiff cancels.
{{clr|1|5P}} can be used during pressure as well or as a situational ground poke with good 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.
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.


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You could say that Slayer's plan in every matchup is to stay in {{clr|2|5K}} range. {{clr|2|5K}} works well with {{clr|4|2H}}, {{clr|4|6H}}, {{clr|1|6P}}, and Dandy Step since opponents will be tempted to escape Slayer's pressure once he leaves {{clr|2|5K}} range. Repeated use of {{clr|2|5K}} creates space between Slayer and his opponent, which can make {{clr|4|2H}}, {{clr|4|6H}}, {{clr|1|6P}}, and Dandy Step difficult to punish.
You could say that Slayer's plan in every matchup is to stay in {{clr|2|5K}} range. {{clr|2|5K}} works well with {{clr|4|2H}}, {{clr|4|6H}}, {{clr|1|6P}}, and Dandy Step since opponents will be tempted to escape Slayer's pressure once he leaves {{clr|2|5K}} range. Repeated use of {{clr|2|5K}} creates space between Slayer and his opponent, which can make {{clr|4|2H}}, {{clr|4|6H}}, {{clr|1|6P}}, and Dandy Step difficult to punish.
*{{clr|2|5K}} > {{clr|4|6H}} is a good frame trap with a 4-7F gap. Relatively safe way to move forward. Mix up between {{clr|2|5K}} and {{clr|2|5K}} – {{clr|4|6H}} to catch people jumping or to bait reversals.


[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
*{{clr|2|5K}} > {{clr|4|6H}} is a good frame trap with a 4-7F gap. Relatively safe way to move forward. Mix up between {{clr|2|5K}} and {{clr|2|5K}} – {{clr|4|6H}} to catch people jumping or to bait reversals.
}}
}}


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|input=c.S
|input=c.S
|description=
|description=
{{clr|3|c.S}} is Slayer's main tool at close range. 4 active frames makes {{clr|3|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.  
{{clr|3|c.S}} is Slayer's main tool at close range. 4 active frames makes {{clr|3|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 {{clr|3|c.S}}: you must learn to link into it. Linking {{clr|3|f.S}}, {{clr|2|2K}}, and {{clr|4|2H}} to {{clr|3|c.S}} is crucial to playing Slayer.
Keep in mind that nothing gatlings into {{clr|3|c.S}}: you must learn to link into it. Linking {{clr|3|f.S}}, {{clr|2|2K}}, and {{clr|4|2H}} to {{clr|3|c.S}} is crucial to playing Slayer.


{{clr|3|c.S}} is vulnerable to backdashes in the corner because of its long recovery. If you expect a backdash, delay your {{clr|3|c.S}} or use {{clr|1|6P}}/{{clr|4|6H}}.
{{clr|3|c.S}} is vulnerable to backdashes in the corner because of its long recovery. If you expect a backdash, delay your {{clr|3|c.S}} or use {{clr|1|6P}}/{{clr|4|6H}}.
*Used with dash crossups.
*Used with dash crossups.
*{{clr|3|c.S}} > {{clr|2|6K}} - Provides a fairly safe mixup and gives a full combo after {{clr|2|6K}} Counter Hit or crouching hit.
*{{clr|3|c.S}} > {{clr|3|f.S}} - Primary blockstring at close range. Good for tick throws and adding RISC. However, there is a 2 frame gap on Instant Block.


[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|2|6K}}, {{clr|3|f.S}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
*{{clr|3|c.S}} > {{clr|2|6K}} - Provides a fairly safe mixup and gives a full combo after {{clr|2|6K}} Counter Hit. Punishes opponents that expect to Instant Block and throw
*{{clr|3|c.S}} > {{clr|3|f.S}} - Primary blockstring at close range. Good for tick throws and adding RISC. However, there is a 2 frame gap on Instant Block.
}}
}}


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Poke with good frame advantage that moves Slayer forward.
Poke with good frame advantage that moves Slayer forward.


Mostly used after {{clr|3|c.S}} as a two-hit confirm.  
Mostly used after {{clr|3|c.S}} as a two-hit confirm. On ground-hit will link into {{clr|3|c.S}}, {{clr|2|2K}} or {{clr|2|5K}}  for a small combo extension, or a full air-combo on air-hit. <br>On block you mainly frametrap by delaying into another {{clr|3|c.S}} if you are close enough, but when further away you have to use {{clr|2|2K}} or {{clr|2|5K}}, or even {{clr|P|P}} mappa.
*On ground-hit will link into {{clr|3|c.S}}, {{clr|2|2K}} or {{clr|2|5K}}  for a small combo extension, or a full air-combo on air-hit.
 
*On block you mainly frametrap by delaying into another {{clr|3|c.S}} if you are close enough, but when futher away you have to use {{clr|2|2K}} or {{clr|2|5K}}, or even P mappa.
*{{clr|S|f.S}} > {{clr|4|6H}} is a delayed gatling and whiff-cancel. It has good uses in pressure for catching escape options and building r.i.s.c.
*{{clr|4|6H}} is one of Slayer's few delayed gatlings it has uses in catching jumpouts and frametraps


[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|6H}}, {{clr|5|5D}}
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|input=5H
|input=5H
|description=
|description=
{{clr|4|5H}} is used to stop people dashing in on Slayer. A decent reward, long range normal with good hitconfirms that almost hits from round start distance. Reaches 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.
{{clr|4|5H}} is like a big {{clr|2|5K}} with better reward and range generally used to stop people dashing in on Slayer. It can hit all low profile moves for massive counterhit reward, and can even be an effective antiair since Slayer ducks down slightly. The startup is fairly slow and extends Slayer's hurtbox forward, so it's best to use this preemptively on your opponent's approach.


{{clr|4|5H}} is strong as a pressure tool and has a wide variety of cancels to keep your opponent guessing: {{clr|4|2H}} to beat low pokes, {{clr|5|5D}} to see if they're asleep at the wheel, or any of his Dandy Step followups - or simply the power of nothing, provided they're not willing to challenge. Canceling into {{clr|4|5H}} is limited to {{clr|1|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.
{{clr|4|5H}} is a strong pressure tool with a wide variety of cancels to keep your opponent guessing, such as a spaced 2D, delay {{clr|2|K}} mappa, airdash, Dandy Step, etc. Canceling your buttons into {{clr|4|5H}} is limited to {{clr|1|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. For example, frame trapping with {{clr|2|2K}} > {{clr|4|5H}}, or {{clr|1|2P}} > {{clr|4|5H}} can lose to {{clr|1|2P}}s, but you can beat that with {{clr|4|2H}} or Pilebunker.
 
* {{clr|4|5H}} > {{clr|5|2D}} is an easy hit confirm for a knockdown. If spaced out, {{clr|5|2D}} will often be plus on block.
* {{clr|4|5H}} > {{clr|4|2H}} provides huge damage in the corner since you can link into {{clr|2|5K}}, {{clr|3|c.S}}, or {{clr|1|5P}} for an air combo. You can also RRC to combo into Pilebunker or Crosswise Heel.
* {{clr|4|5H}} > {{clr|2|K}} Mappa is a decent frame trap that can also catch backdash.


[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
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|input=5D
|input=5D
|description=
|description=
Standard {{clr|5|Dust}} attack.  
Standard {{clr|5|Dust}} attack. Has some unusual low-profile properties from frame 4 onwards that can go under some 5P's and for example I-no HCL.  


This attack is especially useful mid combo as a grounded extension for Slayer, but also nets notoriously large reward as a combo starter in the corner with {{clr|5|5D[6]}} > {{clr|4|5H 5H}} > {{clr|2|K Pilebunker}}, especially with higher RISC.
This attack is especially useful as a combo extender after RRC.
}}
}}


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|input=6P
|input=6P
|description=
|description=
*Tall hitbox that almost reaches all the way to the floor
Slayer's {{clr|1|6P}} is a slow but versatile attack with lengthy above-knee invincibility and incredible reward on counter hit.
*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 {{clr|1|6P}} is a slow but versatile attack with above-knee invincibility and 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.
In neutral, it can anti-air late airdash approaches or go under most high hitting pokes in the game. Because of its slow startup and Slayers feet extending forwards, it will often lose to lows.


{{clr|1|6P}}'s active frames often catches backdashes in the corner, and the low profile properties can even go under certain reversals when timed correctly.
{{clr|1|6P}}'s active frames often catches backdashes in the corner, and the low profile properties can even go under certain reversals when timed correctly. {{clr|1|6P}} is also a good frametrap option with many gatlings going into it, but when blocked will have no cancels, leaving Slayer to have to force his turn again in order to continue pressure.


{{clr|1|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.
*Normal hit: Wallbounce
*Counter hit: Wallbounce, but also gives additional height and untechable time for combos.
*{{clr|1|6P}} can fail to wallbounce midscreen if the opponent is too close to Slayer.
}}
}}


===<big>{{clr|2|6K}}</big>===
===<big>{{clr|2|6K}}</big>===
{{InputBadge|(Hold OK)}}
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=6K
|input=6K
|description=
|description=
*Overhead that baits throw for Counter Hit
{{clr|2|6K}} is an airborne overhead that can bait throws for counter hits. It is +5 on crouch hit on most of the cast, which allows links into {{clr|3|c.S}} or {{clr|1|2P}}. On stand hit, {{clr|2|6K}} links only work from counter hit, meatying as oki, or a Roman Cancel. Regardless, you are +2 on stand hit and the 30 damage can add up.
*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 {{clr|2|6K}} is +5 on most of the cast when they are crouching, allowing him to link a {{clr|3|c.S}} or a {{clr|1|2P}}. Otherwise Slayer can only combo after {{clr|2|6K}} on Counter Hit, during oki, or with Roman Cancel, so {{clr|2|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.


{{clr|2|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 {{clr|4|5H}}/{{clr|4|6H}}, it becomes difficult to use {{clr|2|6K}} outside of oki. Some Lows will even beat {{clr|2|6K}}, so do not be surprised if you cannot earn Counter Hits this way.
{{clr|2|6K}} is slow enough that mashing can interrupt it. If your opponent is aware enough to use Throw {{keyword|OS}} or has a fast {{clr|4|5H}}/{{clr|4|6H}}, it becomes difficult to use {{clr|2|6K}} outside of oki. Some crouch normals can interrupt {{clr|2|6K}}, even from the {{clr|3|c.S}} > {{clr|2|6K}} gatling, but you can beat mashing with {{clr|3|c.S}} > {{clr|1|6P}}.


On oki, you can time a meaty {{clr|2|6K}} for more frame advantage, it will also be safe against most backdashes. However, using {{clr|2|6K}} this early also makes it more obvious for the opponent to reversal.
On oki, you can time a meaty {{clr|2|6K}} for more frame advantage while also being safe against most backdashes. However, using {{clr|2|6K}} this early also makes it more obvious for the opponent to reversal.
 
----
{{clr|2|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.
;{{clr|K|6[K]}} (Feint)
{{clr|K|6K}} Feint recovers slightly faster and is mainly used as a cheap Throw setup. It can also bait opponents trying to Instant Block, Blitz Shield, or Dead Angle. Once the opponent expects a Throw after {{clr|K|6[K]}} and tries to react with their own Throw, you can start using BDC.
}}
}}


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|input=6H
|input=6H
|description=
|description=
*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
{{clr|4|6H}} has built in forward movement and long horizontal reach making it a great midscreen poke in many matchups. What {{clr|4|6H}} lacks in speed, it makes up for with great return on hit and fast recovery frames.
{{clr|4|6H}} has built in forward movement and long horizontal reach making it a great midscreen poke in many matchups. What {{clr|4|6H}} lacks in speed, it makes up for with great return on hit and fast recovery frames.


The early part of {{clr|4|6H}} reaches diagonally upwards in the air, and can tag airborne and standing opponents if they are close enough.
It's great for catching jump out attempts and backdashes, a strong and rewarding block pressure due to starting frametraps, all while being hit-confirmable into powerful combo moves like {{MMC|input=632146S|label=Dead on Time}} or {{MMC|input=236P|label=Mappa Hunch}}. Slayer's main frametrap from {{clr|H|6H}} is canceling into {{clr|P|P}} Under Pressure for a 2f gap.
The later hit of {{clr|4|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 {{clr|4|6H}} horizontally.
 
*Frametrap by canceling into P under pressure for a 2f gap.
The early part of {{clr|4|6H}} reaches diagonally upwards in the air, and can tag airborne and standing opponents if they are close enough.<br>
*Hit-confirmable into dead on time or mappa.
The later hit of {{clr|4|6H}} has long horizontal reach and will hit crouching opponents. The later hitbox is +1 on block, so you can collect frame advantage on crouch or by spacing {{clr|4|6H}} horizontally.
*Hit-confirm into P pile if you are already in dandy step.
 
*Hits crouching opponents but does not hit most low profile moves.
*Untechable on air hit.
*Hit-confirm into {{clr|P|}} Pilebunker if you are already in dandy step.
}}
}}


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|input=2P
|input=2P
|description=
|description=
{{clr|1|2P}} is a very important defensive normal. {{clr|1|2P}} is mostly superior to {{clr|1|5P}} for the ground game since {{clr|1|2P}} hits crouching characters and has fewer active frames, which grants better frame advantage and faster mashing. {{clr|1|2P}} is also Slayer's fastest normal with frame advantage, which makes it great for tick throws.
{{clr|1|2P}} is a very important defensive normal. {{clr|1|2P}} is mostly superior to {{clr|1|5P}} for the ground game since {{clr|1|2P}} hits crouching characters, and it can be done from longer range than {{clr|3|c.S}} to avoid getting the much slower {{clr|3|f.S}}. {{clr|1|2P}} is also Slayer's fastest normal with frame advantage, which makes it great for tick throws.


Slayer's {{clr|1|2P}} does not have a good gatling to confirm into {{clr|5|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 {{clr|1|2P}} until you enter a good position for {{clr|2|5K}}.
Slayer's {{clr|1|2P}} does not have a good gatling to confirm into {{clr|5|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 {{clr|1|2P}} until you enter a good position for {{clr|2|5K}}.
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{{clr|2|2K}} is a good low with fast startup, above average range, and good frame advantage. {{clr|2|2K}} is Slayer's main Low since the other 2 Lows ({{clr|4|2H}}, {{clr|5|2D}}) are usually unsafe and not special cancelable.
{{clr|2|2K}} is a good low with fast startup, above average range, and good frame advantage. {{clr|2|2K}} is Slayer's main Low since the other 2 Lows ({{clr|4|2H}}, {{clr|5|2D}}) are usually unsafe and not special cancelable.


As a poke {{clr|2|2K}} has slightly less range and slightly more limited cancels than {{clr|2|5K}}, but does not have {{clr|2|5K}}'s weakness to low profile moves, and is also one frame faster.
As a poke, {{clr|2|2K}} has slightly less range and slightly more limited cancels than {{clr|2|5K}}, but does not have {{clr|2|5K}}'s weakness to low profile moves, and is also one frame faster.


{{clr|2|2K}} also moves Slayer's hurtbox back more than {{clr|2|5K}}, so at certain spacings it can challenge pokes that {{clr|2|5K}} can't, even when at a frame disadvantage.
{{clr|2|2K}} also moves Slayer's hurtbox back more than {{clr|2|5K}}, so at certain spacings it can challenge pokes that {{clr|2|5K}} can't, even when at a frame disadvantage.
*Has reduced pushback, so it's your most reliable option for comboing into a {{clr|5|2D}} knockdown if you're not in range for {{clr|3|c.S}}
*Has an extended cancel window past the first two active frames.
*Has reduced pushback, so it's your most reliable option for comboing into a {{clr|5|2D}} knockdown if you're not in range for {{clr|3|c.S}}.


[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|5|5D}}, {{clr|5|2D}}
Line 195: Line 207:
{{clr|3|2S}} is a solid anti air, with great active frames and incredible vertical reach, hitting your opponent at the peak of their jump.
{{clr|3|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.
You need to be early when anti-airing with this normal, as Slayer stands up for 4 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.
Is fully untechable on CH and can route into K pile loops near the corner for example.


[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|6P}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
Line 208: Line 220:
Long range attack that launches the opponent.
Long range attack that launches the opponent.


{{clr|4|2H}} gives Slayer great control of ground space. Though {{clr|4|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 {{clr|4|2H}} in many cases. Nevertheless, {{clr|4|2H}} can make your opponent think twice about dashing in or mashing Lows on defense.
{{clr|4|2H}} gives Slayer great control of ground space. Though {{clr|4|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 {{clr|4|2H}} in most cases without spending 50% for RRC (which even then can be spacing dependant). Nevertheless, {{clr|4|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 {{clr|4|2H}} or Chipp's {{clr|5|2D}}.
While most Lows will not hit Slayer during invulnerable frames, be wary of exceptions like Axl's {{clr|4|2H}} or Chipp's {{clr|5|2D}}.
*Counter Hit: launches opponent higher, untechable
*Counter Hit: launches opponent higher, untechable.
*{{clr|4|2H}} > Dead On Time - Dead On Time is the only move with enough speed and range to hit after {{clr|4|2H}} normal hit midscreen.
*{{clr|4|2H}} > Dead On Time: Dead On Time is the only move with enough speed and range to hit after {{clr|4|2H}} normal hit midscreen.
*In the corner, Slayer can reliably meterlessly combo from {{clr|H|2H}} if hit point blank.
}}
}}


Line 219: Line 232:
|input=2D
|input=2D
|description=
|description=
Sliding sweep attack. Used as a combo ender.
Sliding sweep attack. Used as a combo ender from ground combos and as a low-hitting frametrap tool. With 21 active frames it makes for an occasionally useful tool in neutral.


Done far enough or meaty enough is un-punishable, and can even be plus on block. Combos off {{clr|3|c.S}}, {{clr|2|5K}} and {{clr|2|2K}} on crouchers.
Done from far enough range or with a meaty enough it can be made safe on block, and can even be plus in some cases.
*Very hard to throw when sliding in on wakeup.
}}
}}


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|input=j.P
|input=j.P
|description=
|description=
*Used a lot with air movement to make Slayer significantly smaller and harder to hit.
{{clr|1|j.P}} is the ideal normal for air to airs since it recovers much faster than Slayer's other air normals.  
{{clr|1|j.P}} 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 {{clr|1|j.P}} cannot cancel into double jump. Gatling into {{clr|2|j.K}}/S when needed.
Often used to fish for random hits and to force the opponent to block. Note that {{clr|1|j.P}} cannot cancel into double jump. Gatling into {{clr|2|j.K}}/{{clr|S|j.S}} when needed.


*Used a lot with air movement to make Slayer significantly smaller and harder to hit.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|2|j.2K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|2|j.2K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
}}
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|input=j.K
|input=j.K
|description=
|description=
*Fast, with good horizontal and upward reach
A fast kick 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 {{clr|3|j.S}} or {{clr|4|j.H}} cannot reach.  
Versatile air combo starter that connects after almost any ground starter at any height. Important to use at greater heights when {{clr|3|j.S}} or {{clr|4|j.H}} cannot reach.  


Note that {{clr|2|j.K}} does not have good downward reach. It is possible for IAD {{clr|2|j.K}} to whiff on Crouching characters.
Note that {{clr|2|j.K}} does not have good downward reach. It is possible for {{keyword|IAD}} {{clr|2|j.K}} to whiff on Crouching characters.


[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.2K}}, {{clr|3|j.S}}, {{clr|5|j.D}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.2K}}, {{clr|3|j.S}}, {{clr|5|j.D}}
Line 253: Line 266:
|input=j.2K
|input=j.2K
|description=
|description=
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, {{clr|2|j.2K}} YRC a small jump.
Interrupts Slayer's air momentum and causes him to pop upwards even on whiff.
 
Mostly used in combos to extend them. Also useful to alter jumping arcs and landing time. If YRCed during startup, directs Slayer down, making 9 > {{clr|2|j.2K}} YRC a short hop.
}}
}}


Line 260: Line 275:
|input=j.S
|input=j.S
|description=
|description=
*Fast and very active.
A fast and very active air normal used for combos, IAD punishes, and crossups.
*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.
For air combos, {{clr|3|j.S}} is the ideal starter to use since it combos directly into {{clr|4|j.H}}.
*Is unsafe to abuse as it can often whiff and is one of the easiest air-normals to anti-air.


For air combos, {{clr|3|j.S}} is the ideal starter to use since it combos into {{clr|4|j.H}}.
In offensive situations, {{clr|S|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 this way however, as it can often whiff and is Slayer's easiest air normal to anti-air.


[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|2|j.2K}}, {{clr|4|j.H}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|j.K}}, {{clr|2|j.2K}}, {{clr|4|j.H}}
Line 285: Line 299:
|input=j.D
|input=j.D
|description=
|description=
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.
In neutral, {{clr|D|j.D}} is mostly used together with IAD to go over ground pokes and can even stuff out some anti airs. From IAD, {{clr|D|j.D}} is mostly comboed into a delayed {{MMC|input=j.214K|label=Footloose Journey}}.
 
{{clr|D|j.D}} is also the primary way to end air juggles in a knockdown or as a way to extend your combos with {{clr|K|j.2K}}.


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.
*Fast and good downward reach.
*Fast and good downward reach.
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|j.2K}}
[[/Frame Data#Gatling Table|Gatling Options]]: {{clr|2|j.2K}}
}}
}}
Line 298: Line 312:
|input=Ground Throw
|input=Ground Throw
|description=
|description=
Slayer's ground throw is a part of his mixup game from Under Pressure into high/low/throw. Generally, the knockdown is only long enough to get a meaty and not much else. On offense, it's more rewarding for slayer to land a {{MMC|input=63214H|label=Bite}} whenever possible, though.
*Can be RCed to start a combo
*Can be RCed to start a combo
}}
}}
Line 305: Line 321:
|input=Air Throw
|input=Air Throw
|description=
|description=
Air throw is in many situations your best and only anti air option for when your opponent is right above you where {{clr|3|2S}} and {{clr|1|5P}} will lose.
Air throw is in many situations Slayer's best and only anti air option for when the opponent is right above him where {{clr|3|2S}} and {{clr|1|5P}} will lose.
Almost always buffer {{clr|4|j.H}} into {{clr|5|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.
Almost always buffer {{clr|4|j.H}} into {{clr|5|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 if you think you can continue pressure that way.
 
*Can be RRC'ed for follow up combos.
}}
}}


Line 330: Line 348:
{{GGXRD-R2 Move Card|input=236P,236K|versioned=input
{{GGXRD-R2 Move Card|input=236P,236K|versioned=input
|description=
|description=
*Combo Ender
Counterhit fishing move, approach tool, and 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 {{clr|1|5P}} jump canceled air combo.  
{{clr|P|P}} Mappa is a great frame trap against opponents mashing on tick throws, such as with {{clr|P|2P}} > {{clr|P|P}} Mappa or {{clr|K|2K}} > {{clr|P|P}} Mappa. On hit, the spacing is great for {{clr|P|P}} Dandy whiff punishes.
*On Ground Counter Hit grants enough Hit Stun for Slayer to follow up with a normal like {{clr|2|2K}} or {{clr|2|5K}}.
 
*When YRCd it moves Slayer closer to the opponent and is at advantage!
{{clr|K|K}} Mappa travels a good distance forward, making it great for closing in. {{clr|K|K}} Mappa is also great for catching back dash attempts. If it hits on the last active frame, you get an air combo with {{clr|1|5P}}/{{clr|S|c.S}}.  
*No longer able to feint.
 
*On counter hit, you can follow up with a normal like {{clr|2|2K}} or {{clr|2|5K}}.
*{{clr|K|K}} Mappa YRC can be used to close in on the opponent.
*Mappa RRC > {{clr|K|K}} Dandy Pilebunker/Crosswise Heel is a common combo starter.
}}
}}


Line 343: Line 364:
|input=214P,214K|versioned=input
|input=214P,214K|versioned=input
|description=
|description=
*Starting move to many of Slayer's specials.
Dandy Step is a critical part of Slayer's gameplay and has evasive notoriety, leading into many of his most damaging whiff punishes and counterhit rewards.
*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.
'''{{clr|P|P}} Dandy''' moves Slayer slightly back then a bit forwards. This is the fastest way to access dandy step follow ups, and is used a lot in neutral and offense, and can even be done during gaps in the opponent's blockstrings as a defensive tool.<br>
*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.
'''{{clr|K|K}} Dandy''' goes farther back and slides MUCH farther forward (about 75% of the screen). It has double the invuln of {{clr|P|P}} dandy, but followups are only possible after a much lengthier frame 27. Because of the long forward momentum it can be good for getting back in on the opponent in neutral and to chase backdashes.
*Very powerful movement option if YRCd.
 
*Powerful movement option when YRCd on the way back.
*Empty Dandy step followed up with a ground throw can be a sneaky way to open up a defensive player.
}}
}}


Line 356: Line 379:
|input=P Dandy > P,K Dandy > P|versioned=input
|input=P Dandy > P,K Dandy > P|versioned=input
|description=
|description=
High damage move used for whiff punishing or fishing for counterhits. Sends opponent across the screen. Very unsafe on block.
High damage move used for whiff punishing or fishing for counterhits. Sends opponent across the screen on hit.  
 
Very unsafe on block or whiff, so it's generally best to only go for it with enough meter to ensure safety. Outside of its neutral applications, Pilebunker is a critically important combo tool in the majority of Slayer's grounded routes.


Pilebunker will behave differently based on which dandy step you use:
Pilebunker will behave differently based on which dandy step you use:
*From P Dandy Step will wallbounce on CH
*From {{clr|P|P}} Dandy Step will wallbounce on counter hit
*From K Dandy Step will wallstick on normal hit, tumble on CH.
*From {{clr|K|K}} Dandy Step will wallstick on normal hit, tumble on CH.
}}
}}


Line 368: Line 393:
|input=Dandy > K
|input=Dandy > K
|description=
|description=
Used as a two-hit anti-air follow up from dandy step.
High risk Dandy step follow up that is one of Slayer's best midscreen, normal-hit starters. Used as a two-hit anti-air follow up from dandy step, but can also go through many ground pokes due to it's very low hurtbox. Automatically goes into the next hit where Slayer is airborne and launches the opponent.  


'''First hit:''' Slayer low profiles very close to the ground. Automatically goes into the next hit.
*Counterhit state recovery, which makes this move very unsafe on whiff or block.
 
*{{clr|K|K}} dandy version has additional 2f untechable time.
'''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.
}}
}}


Line 382: Line 404:
|input=Dandy > S
|input=Dandy > S
|description=
|description=
Used in neutral to build meter and to fish for whiff-punishes.
Incredible pressure and mixup tool. On Okizeme, Intentionally whiffing Under Pressure allows slayer to set up his 4-way mixup. Occasionally used in neutral to build meter and to fish for whiff-punishes.  
*Fast and safe on block
 
*Good hitbox
Cancelling into Under Pressure during blockstrings allows Slayer to begin or reset pressure. Following up into the overhead "It's Late" can frametrap with a 3f gap. Slayer can also leverage the threat of the overhead followup to go low with {{clr|K|2K}} from a blocked Under Pressure, since it's 0 on block.
 
When Slayer scores a close range knockdown (usually from {{clr|D|2D}}) is where Under Pressure begins to shine. Whiffing Under Pressure acts as a {{keyword|frame kill}} that sets up a 4 way mixup; Slayer can go low with {{clr|K|2K}}, do a throw-invulnerable meaty overhead with It's Late, crossup with forward dash {{clr|S|c.S}}, or an invincible command grab in BDC {{MMC|input=63214H|label=Bite}}.


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 gives many characters an opportunity to hit Slayer out of the startup of It's Late or the recovery of Under Pressure and turn the tables on him.
*Instant blocking gives many characters an opportunity to hit Slayer out of the startup of It's Late or the recovery of Under Pressure and turn the tables on him.
*You can work around your opponent by being unpredictable with your timing and follow ups, and having good spacing.
*You can work around your opponent by being unpredictable with your timing and follow ups, and having good spacing.
Line 396: Line 419:
|input=Under Pressure > H
|input=Under Pressure > H
|description=
|description=
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.
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.  
*Plus on block
 
It's Late allows Slayer to confirm a hit into more whiffed Under Pressure mixups, or go for highly damaging combos on counter hit. Even if its blocked, it's plus enough to allow Slayer to continue his frametrap pressure, or leverage the threat of frametraps to go for Bite. Be aware that's no longer plus when the opponent instant blocks it, which will allow them to take their turn back.
 
Notably, It's Late is completely throw invulnerable, which is the main way Slayer will score counter hits against opponents expecting to throw a low from an empty Under Pressure.
 
*On CH causes a ground bounce leading to monstrous high damage and stun combos.
*On CH causes a ground bounce leading to monstrous high damage and stun combos.
}}
}}
Line 406: Line 433:
|input=Dandy > H
|input=Dandy > H
|description=
|description=
*Dandy step follow up that crosses up the opponent.
Dandy step follow up that crosses up the opponent, mostly used for mixups on okizeme.
*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.
Can be blitzed or blocked on reaction if the opponent expects it, but is very advantaged on block anyway, so it's not much of a risk if you use it in a way where the startup won't be interrupted. Helter Skelter YRC as a meaty option will let Slayer block reversals and also apply safe mixups.
 
*The smoke created from Helter Skelter YRC makes the next mixup hard to see.
*The smoke created from Helter Skelter YRC makes the next mixup hard to see.
*Universally confirms into {{clr|H|j.H}} on normal hit, following into more [[/Combos#Normal_hit_Helter_Skelter_.3E_jH|character specific routes]].
*Forces crouching on normal hit.
}}
}}


Line 417: Line 447:
|input=632146P
|input=632146P
|description=
|description=
*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 very slow unblockable, though it can be canceled into. Largely a gimmick, but can be used to cash in on scared, 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 {{clr|4|5H}}/{{clr|4|6H}} instead, or go for a throw.


'''Combos'''
A practical setup is to end {{clr|K|K}} Pilebunker slump into Undertow - it's tight enough to catch mashing, but wont usually catch FD jump outs. RC it for another corner Pilebunker combo and probable stun. Once the opponent is used to the animation, you can use the generous YRC window and punch them in the face with {{clr|4|5H}}/{{clr|4|6H}} instead, or go for a throw.


Hard to follow up outside of corner without CH. Even then, probably will require RC.
Even though this move has 70% initial damage proration, it's one of your best stun starters when extended with RRC in the corner.
 
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), {{clr|2|5K}} (RISC CH) > K Pilebunker ...
If the opponent really likes blocking, this is the way to go.
}}
}}


Line 441: Line 459:
|input=63214H
|input=63214H
|description=
|description=
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 - {{clr|4|6H}}, {{clr|4|2H}}, IAD, another bite, etc. He also gains a temporary buff to his special moves, making the situation more dangerous.
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: {{clr|4|6H}}, {{clr|4|2H}}, IAD, another bite, etc. He also gains a temporary buff to his special moves, making the situation more dangerous for the opponent.


Dash bite ({{clr|4|6632147H}}) greatly increases the threat range for this move and is an important part of Slayer's offense. The input is well worth practicing.
Dash bite ({{clr|4|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 ({{clr|4|6321447H}}) is more difficult to do but is a powerful defensive tool. If done perfectly (hit {{clr|4|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.
BDC Bite ({{clr|4|6321447H}}) is more difficult to do but is a powerful defensive tool. If done perfectly (hit {{clr|4|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 Slayer's wakeup or after a blocked {{clr|K|K}} Mappa Punch where both characters recover at roughly the same time and the opponent is likely to try to jab.


*Grants a buff that causes any special and Overdrive to be a guaranteed counterhit.
*Slayer is healed for 50% of the damage dealt. The healing ignores [[GGXRD-R2/Damage#Guts|guts]] scaling, so if Slayer is low this can be a significant amount of effective health.
**Buff persists even through whiffing specials
*Causes Stagger that the opponent can mash out of.
**Buff lasts for 180 frames (3 seconds) on a single bite.
*Can be RCed for a guaranteed followup.
**Buff timer stacks with itself instead of resetting on a successful rebite. Maximum is 600 frames (10 seconds).
----
**Buff goes away on block or hit.
;Temporary Buff
*Slayer is healed for 50% of the damage dealt. The healing ignores [[GGXRD-R2/Damage#Guts|guts]], so if Slayer is low on health this can be a significant amount.
On success, Bite grants a special buff to Slayer that lasts for 180 frames (3 seconds) and is indicated by lightning change on him. The buff causes any special and Overdrive to be a guaranteed counterhit that consumes the buff.
*Can be RCed for followup.
*Buff persists even through whiffing specials
*Causes Stagger that the oppenent can mash out of.
*Buff timer stacks with itself instead of resetting on a successful re-bite. Maximum is 600 frames (10 seconds).
*Normally this is used during either a forward or backwards dash cancel.
*Buff does not end when Slayer blocks or is hit.
*Buff ends when slayer's next attack is blocked or hits.
}}
}}


Line 463: Line 482:
|input=j.214K
|input=j.214K
|description=
|description=
*Multi-hitting air-special.
Multi-hitting air-special that alters Slayer's air momentum, boosting in whatever direction Slayer is already going.
*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.
When used immediately from a forward airdash ({{clr|2|j.656214K}}), it propels Slayer nearly fullscreen very quickly. This can be a good movement option, especially when YRCed to get in against zoners, escape corners, or mix up Slayer's otherwise very linear grounded approach. It can also be used with backwards airdash ({{clr|2|j.21454K}}) to quickly retreat.
*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.
 
Footloose can also be used as a combo ender to add extra damage for kill confirms instead of going for a knockdown.
 
*In the corner, 2-hit footloose leads to air-hit {{clr|3|c.S}}-style pickups.
*A 1-hit footloose will knockdown, and can even be comboed from if it is low enough.
}}
}}


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|input=632146S
|input=632146S
|description=
|description=
*Good range
Dead on Time has some unique utility. While its startup is not fully invincible, BDC allows Dead on Time to infamously become a true reversal. It has 7+0f startup, which means your opponent will get hit at close range if they weren't already blocking before the flash.
*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.
Dead on Time's speed and range has niche uses in combos, such as from Eternal Wings normal hit or at spacings where {{clr|K|5K}} whiffs.
*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.
*Burst Dead on Time is a true reversal without BDC, and does significant amounts of damage.
*Counterhit-state recovery and is very unsafe on block.
*Has counter hit state recovery before landing and is very unsafe on block.
*Can be used as a cheap crossup {{tt|with teleport dash|A {{clr|3|41236647S}} input should do the trick.}}. Your opponent must be blocking the correct direction before the superflash.  
}}
}}


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|input=236236H |type=super
|input=236236H |type=super
|description=
|description=
*Arguably one of the easiest wakeup reversals to perform as Slayer.
Arguably one of the easiest wakeup reversals to perform as Slayer. Can be YRCed before it connects, allowing you to steal your turn during some wakeup situations if you have 75% tension. Isn't as damaging as BDC dead on time, but leads to much better oki and corner combos.
*Counterhit-state recovery and is very unsafe on block.
*Counterhit-state recovery and is very unsafe on block.
*Great counterhit-starter and combo extender leading to a lot of meter and stun.
*Great counterhit-starter and combo extender leading to a lot of meter and stun.
Line 498: Line 522:
|input=j.214214S
|input=j.214214S
|description=
|description=
*Briefly halts Slayers air movement before shooting straight down, can be used as a last resort divekick to get in.
Briefly halts Slayers air movement before shooting straight down towards the ground. Can be used as a last resort divekick to get in or punish a careless anti air attempt. Only strike invul during startup, so will lose to airthrow and often trade with late anti airs.
*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.
Straight-Down Dandy Consists of two hitboxes - The body-hit and tail-hit.


'''Body hit:'''
'''Body hit:'''
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The silent treatment<br>
The silent treatment<br>
</blockquote>
</blockquote>
IK activation (and deactivation) has foot invulnerability from frame 5 onwards, giving very niche Gold IK punishes against the most low-hitting attacks, for example Potemkin slidehead. The attack itself also has some upperbody invulnerability from frame 1, but does not seem to go under anything that normally won't hit crouchers, for example I-no HCL or most 5P's.
* The IK uses Slayer's 5D animation, but has slightly longer reach.
* Red IK can be used as a niche, but very optimal punish against certain attacks. For example, it can be used to punish Faust S super or Leo H super on whiff, generally by forward dashing through them first. You can even punish Sol dragon uninstall if you can land a good knockdown. It's otherwise very hard to use red IK for much else.
}}
}}


==Navigation==
==Navigation==
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<center>{{Character Label|GGXRD-R2|Slayer|size=42px}}</center>
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{{GGXRD-R2/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
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[[Category:Guilty Gear|Slayer]]

Latest revision as of 08:51, 14 April 2024

Overview

Overview

Slayer is a close combat, boxer character with slippery movement and explosive damage. He has below-average mobility and 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.

Neutral can give Slayer a tough time since he is forced to commit to forward advancing attacks or jumps, and he also does not have any kind of projectile. However, Slayer has some tricky movement to close the distance; Mappa Hunch is a good tool for counterhit-fishing and approaching, and Footloose Journey can also be used to give Slayer unexpected mobility.

Once he's up close, he gets to make use of his strong mixup tools, forcing extremely oppresive pressure with Bloodsucking Universe - a command grab, and Dandy Step - an evasive step backwards with several follow ups. Dandy Step in particular has unique, powerful tools such as a potent anti-air, a whiff punisher, an overhead, and a cross-up- all very hard to defend against. When successful, Slayer takes the opportunity and converts into big damage.

Slayer is also capable of jumping out of his backdash to retain special-move invulnerabilty, a technique known as BDC (Backdash Canceling). This allows Slayer to remain invincible during jump startup or tag enemies with invincible counterhits.

Overall, Slayer runs a straightforward up-close gameplan, and has the tools for any player seeking strong pressure and huge damage.
Slayer
GGXRD-R Slayer Portrait.png
Defense
x0.96
Guts Rating
1
Weight
[100] Medium
Stun Resistance
70
Prejump
4F
Backdash
28F (1~20F invuln)
Wakeup Timing
26F (Face Up)/ 20F (Face Down)
Unique Movement Options
Run replaced with Teleport Dash
Fastest Attack
5P, 2P, c.S (all 5F)
Reversals
236236H (5+4F)

 Slayer is a brawler who baits opponents with elusive ground movement and blows them up with explosive punishes.

Pros
Cons
  • Obscene Damage Potential: Slayer's damage increases exponentially when he has the right counterhit starter or amount of Tension. One good hit with Slayer, and the round might just be over.
  • Close-range Offense: Numerous mixup options, plenty of good pressure tools and a unique teleport dash make Slayer a menace once he's gotten close.
  • Defensive Options: Slayer's unique Backdash Cancelling allows him to zip out of dangerous situations other characters have no options against, gaining invulnerability on powerful specials that otherwise have none.
  • Solid Normals: Slayer has a selection of great normals, such as 5K, 2H and 6P. His selection of strong, partially invulnerable moves also make him very effective in close-range scrambles.
  • Evasive: Slayer has several disjointed attacks which can be hard for the opponent to hit. Paired with the very fast back-and-forth motions of Dandy Step, this makes him excellent at forcing whiffs for rewarding punishes.
  • Mobility: Slayer's teleport dash is useful for mixups and defense, but is not suitable for navigating neutral, making zoning and runaway tactics particularily effective against him.
  • Safety: Several attacks are unsafe and can be punished by the opponent for high return, especially when instant blocked.
  • Damage without Resources: While the right combo can be devastating with Slayer, his basic combo routes are very limited, and lead to mediocre damage.

Unique Mechanics

Teleport Dash

Slayer has unique forward and back dashes that teleport him along the ground for a set distance and time. Slayer's forward dashes grant him invulnerability through their duration. His forward dash is able to move through an opponent and cross them up. Unfortunately, unlike conventional forward dashes, he is unable to cancel his forward dash into normal moves or FD until the dash's duration completely ends. This forces him to take a different approach to pressuring opponents.

Unlike any other character, Slayer can jump out of his backdash. This gives strike i-frames to his jump startup. Further, Slayer can also transfer invulnerability frames to his special moves by canceling his backdash into a jump, and then special canceling his jump startup. This technique is called Backdash Canceling (BDC), and is a core-part of playing Slayer.

BDC allows Slayer to avoid being hit during jump startup or catch his enemy with an invincible counterhit. When used to cancel into his BiteGGXRD Slayer BloodsuckingUniverse.pngGuardGround Throw: 161000Startup7RecoveryTotal 42Advantage- 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.

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
16 Mid 5 6 6 0

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 away from the opponent. It can also be strong if you can cross under and behind an airborne opponent.

5P can be used during pressure as well or as a situational ground poke with good 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: 5P, 2P, 6P, 5K, 2K, 2S, 5H, 6H, 5D, 2D

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
28 Mid 7 3 8 +3

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.

  • 5K > 6H is a good frame trap with a 4-7F gap. Relatively safe way to move forward. Mix up between 5K and 5K6H to catch people jumping or to bait reversals.

Gatling Options: 6P, 6H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
28 Mid 5 4 14 -4

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.

  • Used with dash crossups.
  • c.S > 6K - Provides a fairly safe mixup and gives a full combo after 6K Counter Hit or crouching hit.
  • 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.

Gatling Options: 6P, 6K, f.S, 6H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
32 Mid 13 2 6 +6

Poke with good frame advantage that moves Slayer forward.

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 further away you have to use 2K or 5K, or even P mappa.

  • f.S > 6H is a delayed gatling and whiff-cancel. It has good uses in pressure for catching escape options and building r.i.s.c.

Gatling Options: 6H, 5D

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
50 Mid 13 5 18 -4

5H is like a big 5K with better reward and range generally used to stop people dashing in on Slayer. It can hit all low profile moves for massive counterhit reward, and can even be an effective antiair since Slayer ducks down slightly. The startup is fairly slow and extends Slayer's hurtbox forward, so it's best to use this preemptively on your opponent's approach.

5H is a strong pressure tool with a wide variety of cancels to keep your opponent guessing, such as a spaced 2D, delay K mappa, airdash, Dandy Step, etc. Canceling your buttons 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. For example, frame trapping with 2K > 5H, or 2P > 5H can lose to 2Ps, but you can beat that with 2H or Pilebunker.

  • 5H > 2D is an easy hit confirm for a knockdown. If spaced out, 2D will often be plus on block.
  • 5H > 2H provides huge damage in the corner since you can link into 5K, c.S, or 5P for an air combo. You can also RRC to combo into Pilebunker or Crosswise Heel.
  • 5H > K Mappa is a decent frame trap that can also catch backdash.

Gatling Options: 2H, 5D, 2D

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
45 Mid 18 6 14 -1 1~6 Upper Body
7~23 Above Knees

Slayer's 6P is a slow but versatile attack with lengthy above-knee invincibility and incredible reward on counter hit.

In neutral, it can anti-air late airdash approaches or go under most high hitting pokes in the game. Because of its 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, leaving Slayer to have to force his turn again in order to continue pressure.

  • 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.

6K

(Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 High / Air 20 5 4+4 After Landing[Total 32] +1 6f~?f Airborne

6K is an airborne overhead that can bait throws for counter hits. It is +5 on crouch hit on most of the cast, which allows links into c.S or 2P. On stand hit, 6K links only work from counter hit, meatying as oki, or a Roman Cancel. Regardless, you are +2 on stand hit and the 30 damage can add up.

6K is slow enough that mashing can interrupt it. If your opponent is aware enough to use Throw OS A shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. or has a fast 5H/6H, it becomes difficult to use 6K outside of oki. Some crouch normals can interrupt 6K, even from the c.S > 6K gatling, but you can beat mashing with c.S > 6P.

On oki, you can time a meaty 6K for more frame advantage while also being safe against most backdashes. However, using 6K this early also makes it more obvious for the opponent to reversal.


6[K] (Feint)

6K Feint recovers slightly faster and is mainly used as a cheap Throw setup. 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.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
50 Mid 17 6 15 -2

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.

It's great for catching jump out attempts and backdashes, a strong and rewarding block pressure due to starting frametraps, all while being hit-confirmable into powerful combo moves like Dead on TimeGGXRD Slayer DeadOnTime.pngGuardAllStartup7+0Recovery36+21 After LandingAdvantage-47 or Mappa HunchGGXRD Slayer MappaHunch.pngGuardMidStartup11Recovery17Advantage-1. Slayer's main frametrap from 6H is canceling into P Under Pressure for a 2f gap.

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 frame advantage on crouch or by spacing 6H horizontally.

  • Hits crouching opponents but does not hit most low profile moves.
  • Untechable on air hit.
  • Hit-confirm into Pilebunker if you are already in dandy step.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
10 Mid 5 2 6 +2

2P is a very important defensive normal. 2P is mostly superior to 5P for the ground game since 2P hits crouching characters, and it can be done from longer range than c.S to avoid getting the much slower f.S. 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

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
20 Low 6 2 8 +4

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.

  • Has an extended cancel window past the first two active frames.
  • 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.

Gatling Options: 6P, 5D, 2D

2S

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
48 Low 13 2 25 -10 5~14 Foot

Long range attack that launches the opponent.

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 most cases without spending 50% for RRC (which even then can be spacing dependant). 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.

  • Counter Hit: launches opponent higher, untechable.
  • 2H > Dead On Time: Dead On Time is the only move with enough speed and range to hit after 2H normal hit midscreen.
  • In the corner, Slayer can reliably meterlessly combo from 2H if hit point blank.

2D

j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
24 High / Air 6 9 16

A fast kick 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 j.S or j.H cannot reach.

Note that j.K does not have good downward reach. It is possible for IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.K to whiff on Crouching characters.

Gatling Options: j.P, j.2K, j.S, j.D

j.2K

j.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
20×N High / Air 4[8] {2(2)2(4)}×4 34

A fast and very active air normal used for combos, IAD punishes, and crossups.

For air combos, j.S is the ideal starter to use since it combos directly into j.H.

In offensive situations, 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 this way however, as it can often whiff and is Slayer's easiest air normal to anti-air.

Gatling Options: j.K, j.2K, j.H

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
40 High / Air 7 5 32 + 5 Landing Recovery

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 is mostly comboed into a delayed Footloose JourneyGGXRD Slayer FootlooseJourney.pngGuardAllStartup5Recovery14 After LandingAdvantage-.

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.

  • Fast and good downward reach.

Gatling Options: j.2K

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Blitz Attack 50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
-2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~Button release: Blitz

Fully charged blitz is a nice starter for stun combos

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 4
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Mappa Hunch

236P/K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
236P 40 Mid 11 3 17 -1
236K 40 Mid 14 6 15 -2

Counterhit fishing move, approach tool, and combo ender.

P Mappa is a great frame trap against opponents mashing on tick throws, such as with 2P > P Mappa or 2K > P Mappa. On hit, the spacing is great for P Dandy whiff punishes.

K Mappa travels a good distance forward, making it great for closing in. K Mappa is also great for catching back dash attempts. If it hits on the last active frame, you get an air combo with 5P/c.S.

  • On counter hit, you can follow up with a normal like 2K or 5K.
  • K Mappa YRC can be used to close in on the opponent.
  • Mappa RRC > K Dandy Pilebunker/Crosswise Heel is a common combo starter.

Dandy Step

214P/K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
214P Total 30 1~3 Strike
214K Total 38 1~6 Strike

Dandy Step is a critical part of Slayer's gameplay and has evasive notoriety, leading into many of his most damaging whiff punishes and counterhit rewards.

P Dandy moves Slayer slightly back then a bit forwards. This is the fastest way to access dandy step follow ups, and is used a lot in neutral and offense, and can even be done during gaps in the opponent's blockstrings as a defensive tool.

K Dandy goes farther back and slides MUCH farther forward (about 75% of the screen). It has double the invuln of P dandy, but followups are only possible after a much lengthier frame 27. Because of the long forward momentum it can be good for getting back in on the opponent in neutral and to chase backdashes.

  • Powerful movement option when YRCd on the way back.
  • Empty Dandy step followed up with a ground throw can be a sneaky way to open up a defensive player.

Pilebunker

Dandy Step > P

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
P Dandy > P 70 Mid 4 3 36 -20
K Dandy > P 80 Mid 4 3 36 -20

High damage move used for whiff punishing or fishing for counterhits. Sends opponent across the screen on hit.

Very unsafe on block or whiff, so it's generally best to only go for it with enough meter to ensure safety. Outside of its neutral applications, Pilebunker is a critically important combo tool in the majority of Slayer's grounded routes.

Pilebunker will behave differently based on which dandy step you use:

  • From P Dandy Step will wallbounce on counter hit
  • From K Dandy Step will wallstick on normal hit, tumble on CH.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
P Dandy > P Initial: 90% 4 20 6
K Dandy > P Forced: 85% 4 20 10

P Dandy > P:

  • Can cancel into followups after frame 27 (so fastest followups start on frame 28)

K Dandy > P:

  • Stun value: 60
  • CH Hitstop: 33F
  • On counterhit, makes opponent tumble for 90F after touching the ground

Crosswise Heel

Dandy Step > K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
27,32 Mid 6 4(9)7 16+5 After Landing -14 1~18 Throw
3~18 Above Feet

High risk Dandy step follow up that is one of Slayer's best midscreen, normal-hit starters. Used as a two-hit anti-air follow up from dandy step, but can also go through many ground pokes due to it's very low hurtbox. Automatically goes into the next hit where Slayer is airborne and launches the opponent.

  • Counterhit state recovery, which makes this move very unsafe on whiff or block.
  • K dandy version has additional 2f untechable time.

Under Pressure

Dandy Step > S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
36 Mid 5 2 12 ±0

Incredible pressure and mixup tool. On Okizeme, Intentionally whiffing Under Pressure allows slayer to set up his 4-way mixup. Occasionally used in neutral to build meter and to fish for whiff-punishes.

Cancelling into Under Pressure during blockstrings allows Slayer to begin or reset pressure. Following up into the overhead "It's Late" can frametrap with a 3f gap. Slayer can also leverage the threat of the overhead followup to go low with 2K from a blocked Under Pressure, since it's 0 on block.

When Slayer scores a close range knockdown (usually from 2D) is where Under Pressure begins to shine. Whiffing Under Pressure acts as a frame kill A technique where specific attacks or inputs are used to "kill time" to make timing a specific setup easier. that sets up a 4 way mixup; Slayer can go low with 2K, do a throw-invulnerable meaty overhead with It's Late, crossup with forward dash c.S, or an invincible command grab in BDC BiteGGXRD Slayer BloodsuckingUniverse.pngGuardGround Throw: 161000Startup7RecoveryTotal 42Advantage-.

  • Instant blocking gives many characters an opportunity to hit Slayer out of the startup of It's Late or the recovery of Under Pressure and turn the tables on him.
  • You can work around your opponent by being unpredictable with your timing and follow ups, and having good spacing.

It's Late

Under Pressure > S/H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
52 High 14 6 10 +3 1~19F Throw

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.

It's Late allows Slayer to confirm a hit into more whiffed Under Pressure mixups, or go for highly damaging combos on counter hit. Even if its blocked, it's plus enough to allow Slayer to continue his frametrap pressure, or leverage the threat of frametraps to go for Bite. Be aware that's no longer plus when the opponent instant blocks it, which will allow them to take their turn back.

Notably, It's Late is completely throw invulnerable, which is the main way Slayer will score counter hits against opponents expecting to throw a low from an empty Under Pressure.

  • On CH causes a ground bounce leading to monstrous high damage and stun combos.

Helter Skelter

Dandy Step > H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
32 All 25 6 13 +12 1~2F Low Body
22~25F Throw

Dandy step follow up that crosses up the opponent, mostly used for mixups on okizeme.

Can be blitzed or blocked on reaction if the opponent expects it, but is very advantaged on block anyway, so it's not much of a risk if you use it in a way where the startup won't be interrupted. Helter Skelter YRC as a meaty option will let Slayer block reversals and also apply safe mixups.

  • The smoke created from Helter Skelter YRC makes the next mixup hard to see.
  • Universally confirms into j.H on normal hit, following into more character specific routes.
  • Forces crouching on normal hit.

Undertow

632146P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
60 Unblockable 39 1 22

A very slow unblockable, though it can be canceled into. Largely a gimmick, but can be used to cash in on scared, downbacking, RISC-loaded opponents.

A practical setup is to end K Pilebunker slump into Undertow - it's tight enough to catch mashing, but wont usually catch FD jump outs. RC it for another corner Pilebunker combo and probable stun. Once the opponent is used to the animation, you can use the generous YRC window and punch them in the face with 5H/6H instead, or go for a throw.

Even though this move has 70% initial damage proration, it's one of your best stun starters when extended with RRC in the corner.

Bloodsucking Universe

63214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
0,72 Ground Throw: 161000 7 2 Total 42

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 for the opponent.

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 Slayer's wakeup or after a blocked K Mappa Punch where both characters recover at roughly the same time and the opponent is likely to try to jab.

  • Slayer is healed for 50% of the damage dealt. The healing ignores guts scaling, so if Slayer is low this can be a significant amount of effective health.
  • Causes Stagger that the opponent can mash out of.
  • Can be RCed for a guaranteed followup.

Temporary Buff

On success, Bite grants a special buff to Slayer that lasts for 180 frames (3 seconds) and is indicated by lightning change on him. The buff causes any special and Overdrive to be a guaranteed counterhit that consumes the buff.

  • Buff persists even through whiffing specials
  • Buff timer stacks with itself instead of resetting on a successful re-bite. Maximum is 600 frames (10 seconds).
  • Buff does not end when Slayer blocks or is hit.
  • Buff ends when slayer's next attack is blocked or hits.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Forced: 80% 0 NA 26,0
  • Maximum stagger length 49F, frame advantage +12 to +32
  • Stun value: 0
  • Slayer is healed for 50% of the damage dealt
  • On hit, Slayer's next special or overdrive is an automatic counterhit. Effect lasts for 180F
  • Hitting with Bloodsucking Universe while the effect is active increases the length of the effect by 180F
  • Effect can be stacked multiple times up to a maximum of 600F
  • Dandy Step does not benefit from the effect, only its followups

Footloose Journey

j.214K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
40×6 All 5 [2(2)]×6 14 After Landing

Multi-hitting air-special that alters Slayer's air momentum, boosting in whatever direction Slayer is already going.

When used immediately from a forward airdash (j.656214K), it propels Slayer nearly fullscreen very quickly. This can be a good movement option, especially when YRCed to get in against zoners, escape corners, or mix up Slayer's otherwise very linear grounded approach. It can also be used with backwards airdash (j.21454K) to quickly retreat.

Footloose can also be used as a combo ender to add extra damage for kill confirms instead of going for a knockdown.

  • In the corner, 2-hit footloose leads to air-hit c.S-style pickups.
  • A 1-hit footloose will knockdown, and can even be comboed from if it is low enough.

Overdrives

Dead on Time

632146S or 632146D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
140 [175] All 7+0 8 36+21 After Landing -47 7~9 Strike
[1~9 All]
[7-9 Strike]

Dead on Time has some unique utility. While its startup is not fully invincible, BDC allows Dead on Time to infamously become a true reversal. It has 7+0f startup, which means your opponent will get hit at close range if they weren't already blocking before the flash.

Dead on Time's speed and range has niche uses in combos, such as from Eternal Wings normal hit or at spacings where 5K whiffs.

  • Burst Dead on Time is a true reversal without BDC, and does significant amounts of damage.
  • Has counter hit state recovery before landing and is very unsafe on block.
  • Can be used as a cheap crossup with teleport dashA 41236647S input should do the trick.. Your opponent must be blocking the correct direction before the superflash.

Eternal Wings

236236H

Straight-Down Dandy

j.214214S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
100 [120] Mid 8+3 Until Landing 20 After Landing 1~10 Strike

Briefly halts Slayers air movement before shooting straight down towards the ground. Can be used as a last resort divekick to get in or punish a careless anti air attempt. Only strike invul during startup, so will lose to airthrow and often trade with late anti airs.

Straight-Down Dandy Consists of two hitboxes - The body-hit and tail-hit.

Body 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.

Tail-hit:

  • 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.

Instant Kill

All Dead

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
DESTROY All 9+9
[5+5]
6 30 -19 1~8 Above Knees
9~23 Full
[1~4 Above Knees]
[5~15 Full]

We know that life is
A vile, bloodcurdling nightmare
The silent treatment

IK activation (and deactivation) has foot invulnerability from frame 5 onwards, giving very niche Gold IK punishes against the most low-hitting attacks, for example Potemkin slidehead. The attack itself also has some upperbody invulnerability from frame 1, but does not seem to go under anything that normally won't hit crouchers, for example I-no HCL or most 5P's.

  • The IK uses Slayer's 5D animation, but has slightly longer reach.
  • Red IK can be used as a niche, but very optimal punish against certain attacks. For example, it can be used to punish Faust S super or Leo H super on whiff, generally by forward dashing through them first. You can even punish Sol dragon uninstall if you can land a good knockdown. It's otherwise very hard to use red IK for much else.

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