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.
Lore: | Dandy fist vampire
Assassin guild long retired
His foes swift expire
|
Slayer Slayer is a brawler who baits opponents with elusive ground movement and blows them up with explosive punishes.
- High damage and stun output when spending resources.
- Above average health.
- High stun resistance.
- High tension gain.
- Strong pressure and okizeme potential.
- Several unique movement options.
- Unique backdash properties gives access to some of the best defensive tools in XRD.
- Simple to play effectively.
- Disjointed hurtboxes on many attacks.
- Frameadvantage on many attacks.
- Low reward without resources or counterhit.
- Many attacks are unsafe.
- Closing gaps midscreen can be difficult.
- Several moves can be low profiled.
- Hard to work around fast moves and good whiff cancels.
- Has to work around many defensive options.
- Combos have several guaranteed burst points.
- Has many attacks that extends Slayer hurtbox before becoming active.
- Several offensive options have reactionary answers.
Slayer has unique forward and back dashes that teleport him along the ground for a set distance and time. Slayer's forward dashes, like Raven's, grant him invulnerability through their duration. His forward dash is able to move through an opponent and cross up. Unfortunately, unlike conventional forward dashes, he is unable to cancel his forward dash into normal moves until the dash's duration completely ends. This forces him to take a different approach to pressuring opponents.
Like other characters, Slayer can still jump out of his forward dash. However, while other characters cannot jump out of their backdashes, Slayer can. By canceling his dashes into jumps, he can end the dash early and perform a special move. If he cancels his backdash, he still retains up to 6 frames of invulnerability. This technique is called Backdash Canceling (BDC). BDC allows Slayer to always block after jumping or catch the enemy with an invincible counterhit. When used to cancel into his Bite command grab or Dead on Time overdrive, Slayer can quickly turn the tables on his opponent with an unstoppable BDC Bite or BDC Dead on Time.
If he cancels his forward dash with Forward Dash Canceling (FDC), he does not retain any invulnerability. However, FDC makes his jump travel further. It can also trick the opponent into attempting to attack.