GGXRD-R2/Slayer/Combos: Difference between revisions

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<center>{{Character Label|GGXRD-R2|Slayer|42px}}</center>
<center>{{Character Label|GGXRD-R2|Slayer|size=42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGXRD-R2/CharacterLinks}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
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{{notice|These routes are mostly universal and require no character specific adjustments. For more optimized combos, refer to the other sections on this page.}}
{{notice|These routes are mostly universal and require no character specific adjustments. For more optimized combos, refer to the other sections on this page.}}


<br>{{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|c.S}} > {{clr|5|2D}}
<br>{{clr|3|c.S}} > {{clr|3|f.S}}, {{clr|3|c.S}} > {{clr|5|2D}}
* BNB into knockdown on standing opponents.
* BNB into knockdown on standing opponents.
* Commonly used after crossing up the opponent with forward dash.
* Commonly used after crossing up the opponent with forward dash.
* {{clr|3|f.S}} > {{clr|3|c.S}} is a 3 frame link on standing hit.
* {{clr|3|f.S}} > {{clr|3|c.S}} is a 3 frame link on standing hit.


<br>(Crouching only) {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|5K}} > {{clr|5|2D}}
<br>(Crouching only) {{clr|3|c.S}} > {{clr|3|f.S}}, {{clr|3|c.S}} > {{clr|3|f.S}} > {{clr|2|5K}} > {{clr|5|2D}}
* BNB into knockdown on crouching opponents.
* BNB into knockdown on crouching opponents.
* {{clr|3|f.S}} > {{clr|3|c.S}} is a 4 frame link on crouching hit.
* {{clr|3|f.S}}, {{clr|3|c.S}} is a 4 frame link on crouching hit.
* {{clr|3|f.S}} > {{clr|2|5K}} is a 2 frame link on crouching hit.
* {{clr|3|f.S}}, {{clr|2|5K}} is a 2 frame link on crouching hit.


<br>{{clr|2|5K}} > Mappa
<br>{{clr|2|5K}} > Mappa
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* BNB for CH Mappa.
* BNB for CH Mappa.
* CH Mappa > {{clr|2|5K}} is a link, about 5 frames under most conditions.
* CH Mappa > {{clr|2|5K}} is a link, about 5 frames under most conditions.
* CH Mappa > {{clr|2|5K}} may fail to combo from far away, use CH Mappa > {{clr|1|P}} Mappa instead.
* CH Mappa > {{clr|2|5K}} may fail to combo from far away. At these ranges, use CH Mappa > {{clr|1|P}} Mappa instead.


<br>CH {{clr|1|P}} Pile > {{clr|4|6H}} > {{clr|1|P}} Pile
<br>CH {{clr|1|P}} Pile > {{clr|4|6H}} > {{clr|1|P}} Pile
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<br>P/K CWH > {{clr|4|5H}} > {{clr|3|j.S}}{{clr|4|H}}{{clr|5|D}}{{clr|2|2K}} > {{clr|2|j.K}} > {{clr|3|dj.S}}{{clr|4|H}}{{clr|5|D}}
<br>P/K CWH > {{clr|4|5H}} > {{clr|3|j.S}}{{clr|4|H}}{{clr|5|D}}{{clr|2|2K}} > {{clr|2|j.K}} > {{clr|3|dj.S}}{{clr|4|H}}{{clr|5|D}}
* BNB for Crosswise Heel.
* BNB for Crosswise Heel.
* {{clr|1|P}} Cross> {{clr|4|5H}} > {{clr|3|j.S}} doesn’t always combo because {{clr|1|P}} Cross doesn’t move as close as {{clr|2|K}} Cross does, so you may need to do {{clr|1|P}} Cross > {{clr|3|f.S}} > {{clr|3|j.S}} or {{clr|1|P}} Cross > {{clr|3|j.S}}.
* {{clr|1|P}} CWH > {{clr|4|5H}} > {{clr|3|j.S}} doesn’t always combo because {{clr|1|P}} CWH doesn’t move as close as {{clr|2|K}} CWH does, so you may need to do {{clr|1|P}} CWH > {{clr|3|f.S}} > {{clr|3|j.S}} or {{clr|1|P}} CWH > {{clr|3|j.S}}.
* On most characters, you will need to add a delay before the first {{clr|5|j.D}} to combo into {{clr|2|j.K}} > {{clr|3|dj.S}}. On lightweights or larger characters, you may be able to do this without delays.
* On most characters, you will need to add a delay before the first {{clr|5|j.D}} to combo into {{clr|2|j.K}} > {{clr|3|dj.S}}. On lightweights or larger characters, you may be able to do this without delays.
* Potemkin and Kum touch the ground before {{clr|4|5H}} hits, so use CWH > {{clr|3|c.S}} > {{clr|3|f.S}} or CWH > {{clr|2|5K}} on them instead.
* Potemkin and Kum touch the ground before {{clr|4|5H}} hits, so use CWH > {{clr|3|c.S}} > {{clr|3|f.S}} or CWH > {{clr|2|5K}} on them instead.
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* {{clr|4|j.H}} > {{clr|2|5K}} seems like a 2 frame link. {{clr|2|2K}} is one frame faster than {{clr|2|5K}}, so you can use {{clr|2|2K}} for an easier confirm.
* {{clr|4|j.H}} > {{clr|2|5K}} seems like a 2 frame link. {{clr|2|2K}} is one frame faster than {{clr|2|5K}}, so you can use {{clr|2|2K}} for an easier confirm.


<br>(Midscreen) Mappa/IL/Bite > RC > {{clr|2|K}} Cross > {{clr|4|5H}} > {{clr|3|j.S}}{{clr|4|H}}{{clr|5|D}}
<br>(Midscreen) Mappa/IL/Bite > RC > {{clr|2|K}} CWH > {{clr|4|5H}} > {{clr|3|j.S}}{{clr|4|H}}{{clr|5|D}}
* BNB for midscreen Mappa/IL/Bite RC.
* BNB for midscreen Mappa/IL/Bite RC.
* You need to RC almost immediately after Mappa/IL/Bite hits.
* You need to RC almost immediately after Mappa/IL/Bite hits.
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<br>(Midscreen) CH {{clr|1|6P}} > {{clr|2|K}} Dandy delay CWH > {{clr|4|6H}} > {{clr|1|P}} Pile
<br>(Midscreen) CH {{clr|1|6P}} > {{clr|2|K}} Dandy delay CWH > {{clr|4|6H}} > {{clr|1|P}} Pile
* BNB for midscreen CH {{clr|1|6P}}.
* BNB for midscreen CH {{clr|1|6P}}.
* Crosswise Heel will probably whiff without the delay after {{clr|2|K}} Dandy.
* CWH will probably whiff without the delay after {{clr|2|K}} Dandy.
* {{clr|2|K}} CWH > {{clr|4|6H}} is only possible here because CH {{clr|1|6P}} launches the opponent, and does not work if CWH hits them on the ground. The {{clr|4|6H}} link can be very difficult on certain characters, especially heavier characters.
* {{clr|2|K}} CWH > {{clr|4|6H}} is only possible here because CH {{clr|1|6P}} launches the opponent, and does not work if CWH hits them on the ground. The {{clr|4|6H}} link can be very difficult on certain characters, especially heavier characters.


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<br>{{clr|4|6H}} > {{clr|1|P}} Pile
<br>{{clr|4|6H}} > {{clr|1|P}} Pile
* The only combo that gives meterless knockdown from {{clr|4|6H}}.
* The only combo that gives meterless knockdown on a grounded opponent from {{clr|4|6H}}.
* 1 frame link on standing and 2 frame link on crouching.
* 1 frame link on standing and 2 frame link on crouching.
* May fail to combo on standing from far away, especially on thinner characters.
* May fail to combo on standing from far away, especially on thinner characters.


<br>(Midscreen) CH {{clr|4|6H}} > {{clr|2|K}} Cross > {{clr|4|5H}} > {{clr|3|j.S}}{{clr|4|H}}{{clr|5|D}}{{clr|2|2K}} > {{clr|1|j.P}}{{clr|2|K}} > {{clr|2|dj.K}}{{clr|5|D}}
<br>(Midscreen) CH {{clr|4|6H}} > {{clr|2|K}} CWH > {{clr|4|5H}} > {{clr|3|j.S}}{{clr|4|H}}{{clr|5|D}}{{clr|2|2K}} > {{clr|1|j.P}}{{clr|2|K}} > {{clr|2|dj.K}}{{clr|5|D}}
* Highest damage counterhit confirm for midscreen {{clr|4|6H}}.
* Highest damage counterhit confirm for midscreen {{clr|4|6H}}.
* {{clr|2|K}} Cross > {{clr|4|5H}} is a link and can be difficult on heavier characters like Bedman, Johnny, and Leo.
* {{clr|2|K}} CWH > {{clr|4|5H}} is a link and can be difficult on heavier characters like Bedman, Johnny, and Leo.
* Potemkin and Kum touch the ground before {{clr|4|5H}} hits, so use {{clr|3|c.S}} > {{clr|3|f.S}} or {{clr|2|5K}} instead.
* Potemkin and Kum touch the ground before {{clr|4|5H}} hits, so use {{clr|3|c.S}} > {{clr|3|f.S}} or {{clr|2|5K}} instead.


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* It’s Late is an overhead, so this is an important confirm for Slayer’s mixup.
* It’s Late is an overhead, so this is an important confirm for Slayer’s mixup.
* IL > {{clr|3|c.S}} is a 1 frame link on crouching.
* IL > {{clr|3|c.S}} is a 1 frame link on crouching.
* IL pushes you out of {{clr|3|c.S}} range on Faust, Potemkin, Bedman, and Kum, so use IL > {{clr|1|2P}} > {{clr|5|2D}} instead.
* Faust, Potemkin, Bedman, and Kum are wider than normal characters, so IL > {{clr|3|c.S}} will not work. Use IL > {{clr|1|2P}} > {{clr|5|2D}} instead.


<br>(Corner) CH IL > {{clr|2|K}} Pile > {{clr|2|K}} Pile > {{clr|4|5H}} > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|j.S}}{{clr|2|K}}{{clr|5|D}}
<br>(Corner) CH IL > {{clr|2|K}} Pile > {{clr|2|K}} Pile > {{clr|4|5H}} > {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|j.S}}{{clr|2|K}}{{clr|5|D}}
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<br>
<br>
===Air Combos===
===Air Combos===
Combos used on airborne opponents
Combos used on airborne opponents
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| {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|2|5K}} > Mappa || [1] Midscreen || 108 || 11 || All || {{clr|2|Easy}} || When your opponent is too far away for a {{clr|5|2D}} knockdown.
| {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|2|5K}} > Mappa || [1] Midscreen || 108 || 11 || All || {{clr|2|Easy}} || When your opponent is too far away for a {{clr|5|2D}} knockdown.
|-
|-
| {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|2|2K}}D || [1] Midscreen || 132 || 12 || All || {{clr|2|Easy}} || Crouching only for most characters.
| {{clr|3|c.S}} {{clr|3|f.S}}, {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|2|2K}}D || [1] Midscreen || 132 || 12 || All || {{clr|2|Easy}} || Crouching only for most characters.
|-
|-
| {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|3|j.S}}HD{{clr|2|2K}} > {{clr|2|j.K}} > d{{clr|3|j.S}}HD || [1] Midscreen || 175 || 17 || All || {{clr|3|Medium}} || Air hit-confirm.
| {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|3|j.S}}HD{{clr|2|2K}} > {{clr|2|j.K}} > d{{clr|3|j.S}}HD || [1] Midscreen || 175 || 17 || All || {{clr|3|Medium}} || Air hit-confirm.
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| {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|2|5K}} > K Mappa > RRC {{clr|5|5D}}6 > {{clr|4|5H}}H > K Pile > {{clr|4|5H}} {{clr|5|2D}} || [2] Near corner or [3] Corner  || 212 || --- || All || --- || ~3-4 hits before RRC
| {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|2|5K}} > K Mappa > RRC {{clr|5|5D}}6 > {{clr|4|5H}}H > K Pile > {{clr|4|5H}} {{clr|5|2D}} || [2] Near corner or [3] Corner  || 212 || --- || All || --- || ~3-4 hits before RRC
|-
|-
| {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|3|c.S}} {{clr|3|f.S}} > K Mappa > RRC {{clr|5|5D}}6 > {{clr|4|5H}}H > K Pile > {{clr|1|6P}} || [2] Near corner or [3] Corner  || 216 || --- || All || --- || ~5-6 hits before RRC
| {{clr|3|c.S}} {{clr|3|f.S}}, {{clr|3|c.S}} {{clr|3|f.S}} > K Mappa > RRC {{clr|5|5D}}6 > {{clr|4|5H}}H > K Pile > {{clr|1|6P}} || [2] Near corner or [3] Corner  || 216 || --- || All || --- || ~5-6 hits before RRC
|-
|-
| {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|5|j.D}} > SDD > {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|3|c.S}} {{clr|5|2D}} || [1] Midscreen || 202 || --- || Standing || --- || Does not work all characters
| {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|5|j.D}} > SDD > {{clr|3|c.S}} {{clr|3|f.S}} > {{clr|3|c.S}} {{clr|5|2D}} || [1] Midscreen || 202 || --- || Standing || --- || Does not work all characters
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| Throw > RRC > {{clr|4|5H}} > {{clr|3|j.S}}HD{{clr|2|2K}} > {{clr|2|j.K}} > d{{clr|3|j.S}}HD || [1] Midscreen || 145 || --- || All || --- ||  
| Throw > RRC > {{clr|4|5H}} > {{clr|3|j.S}}HD{{clr|2|2K}} > {{clr|2|j.K}} > d{{clr|3|j.S}}HD || [1] Midscreen || 145 || --- || All || --- ||  
|-
|-
| Throw > RRC K Pile > {{clr|4|5H}} {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|j.S}}HD || [3] Corner || --- || --- || Lights || --- ||  
| Throw > RRC K Pile > {{clr|4|5H}} {{clr|4|2H}} > {{clr|3|c.S}} > {{clr|3|j.S}}HD || [3] Corner || --- || --- || Lights || --- || Works on all from CH Throw (requires 72% RISC, gets another CH with 82% RISC).
|-
|-
|}
|}
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*  ... K Pile > {{clr|4|5H}} > Burst dead on time. High-damage ender when you want to dump resources on your opponent.
*  ... K Pile > {{clr|4|5H}} > Burst dead on time. High-damage ender when you want to dump resources on your opponent.


==Character Specific Reference==
==Character Specific Combos Reference==
Some tables for character specific routes.
Some tables for optimized character specific routes. Ordered from most damaging to least damaging whenever possible.
 
<br>
===2K stand hit into 2D===
Confirms from {{clr|2|2K}} into {{clr|5|2D}} on stand hit, from most to least damaging routes. {{clr|2|2K}} > {{clr|3|cS}} {{clr|3|fS}} does the most damage into {{clr|5|2D}} if possible, while {{clr|2|2K}} > {{clr|1|5P}} is burst safe if they burst on {{clr|1|5P}}.
 
* Basically, just memorize the characters you have to {{clr|3|cS}} {{clr|5|2D}} on, and you can use {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} on the rest.
* {{clr|2|5K}} does slightly more damage than {{clr|2|2K}}.
* {{clr|2|2K}} > {{clr|1|5P}}{{clr|2|2K}} {{clr|5|2D}} does the same damage as {{clr|2|2K}} > {{clr|3|cS}} {{clr|5|2D}}.
* {{clr|5|2D}} may fail to combo if {{clr|2|2K}} does not hit from point blank.
 
{| class="wikitable"
|-
! 2K cS fS Routes !! Characters
|-
| {{clr|2|2K}} > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|5K}} {{clr|5|2D}} <br>or {{clr|2|2K}} > {{clr|3|cS}} > {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Answer_Icon.png|x50px]][[File:GGXRD-R2_Bedman_Icon.png|x50px]][[File:GGXRD-R2_Chipp_Icon.png|x50px]][[File:GGXRD-R2_Elphelt_Icon.png|x50px]][[File:GGXRD-R2_Faust_Icon.png|x50px]][[File:GGXRD-R2_Kum_Icon.png|x50px]]<br>[[File:GGXRD-R2_Ky_Icon.png|x50px]][[File:GGXRD-R2_Leo_Icon.png|x50px]][[File:GGXRD-R2_Potemkin_Icon.png|x50px]]
|-
| {{clr|2|2K}} > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Baiken_Icon.png|x50px]][[File:GGXRD-R2_Dizzy_Icon.png|x50px]][[File:GGXRD-R2_I-No_Icon.png|x50px]][[File:GGXRD-R2_Jam_Icon.png|x50px]][[File:GGXRD-R2_Johnny_Icon.png|x50px]][[File:GGXRD-R2_May_Icon.png|x50px]]<br>[[File:GGXRD-R2_Ramlethal_Icon.png|x50px]][[File:GGXRD-R2_Raven_Icon.png|x50px]][[File:GGXRD-R2_Sin_Icon.png|x50px]][[File:GGXRD-R2_Slayer_Icon.png|x50px]][[File:GGXRD-R2_Zato-1_Icon.png|x50px]]
|-
| {{clr|2|2K}} > {{clr|3|cS}} {{clr|5|2D}} || [[File:GGXRD-R2_Axl_Icon.png|x50px]][[File:GGXRD-R2_Jack-O_Icon.png|x50px]][[File:GGXRD-R2_Millia_Icon.png|x50px]][[File:GGXRD-R2_Sol_Icon.png|x50px]][[File:GGXRD-R2_Venom_Icon.png|x50px]]
|-
! 2K 5P Routes (burst safe before 2D) !! Characters
|-
| {{clr|2|2K}} > {{clr|1|5P}}{{clr|2|5K}} {{clr|5|2D}} <br>or {{clr|2|2K}} > {{clr|1|5P}}{{clr|2|2K}} {{clr|5|2D}}|| [[File:GGXRD-R2_Answer_Icon.png|x50px]][[File:GGXRD-R2_Baiken_Icon.png|x50px]][[File:GGXRD-R2_Bedman_Icon.png|x50px]][[File:GGXRD-R2_Chipp_Icon.png|x50px]][[File:GGXRD-R2_Elphelt_Icon.png|x50px]][[File:GGXRD-R2_Faust_Icon.png|x50px]]<br>[[File:GGXRD-R2_Kum_Icon.png|x50px]][[File:GGXRD-R2_Ky_Icon.png|x50px]][[File:GGXRD-R2_Leo_Icon.png|x50px]][[File:GGXRD-R2_May_Icon.png|x50px]][[File:GGXRD-R2_Potemkin_Icon.png|x50px]]
|-
| {{clr|2|2K}} > {{clr|1|5P}}{{clr|2|2K}} {{clr|5|2D}} || [[File:GGXRD-R2_Axl_Icon.png|x50px]][[File:GGXRD-R2_Dizzy_Icon.png|x50px]][[File:GGXRD-R2_I-No_Icon.png|x50px]][[File:GGXRD-R2_Jack-O_Icon.png|x50px]][[File:GGXRD-R2_Johnny_Icon.png|x50px]][[File:GGXRD-R2_Ramlethal_Icon.png|x50px]]<br>[[File:GGXRD-R2_Raven_Icon.png|x50px]][[File:GGXRD-R2_Sin_Icon.png|x50px]][[File:GGXRD-R2_Slayer_Icon.png|x50px]][[File:GGXRD-R2_Venom_Icon.png|x50px]][[File:GGXRD-R2_Zato-1_Icon.png|x50px]]
|}
 
<br>
 
===CH K Mappa confirm into 2D===
Confirms from CH {{clr|2|K}} Mappa into {{clr|5|2D}}, on both standing and crouch hit.
 
* CH {{clr|2|K}} Mappa > {{clr|3|cS}} {{clr|5|2D}} and CH {{clr|2|K}} Mappa > {{clr|5|2D}} are universal.
* If {{clr|2|K}} Mappa hits from too far away, you cannot combo into {{clr|5|2D}}. As a rule of thumb, at the range where CH {{clr|2|K}} Mappa > {{clr|2|5K}} would whiff, you cannot combo into {{clr|5|2D}}.
* Some routes will not work from Bite > CH {{clr|2|K}} Mappa.
<br>
{| class="wikitable"
|-
! Stand hit routes !! Characters
|-
| CH {{clr|2|K}} Mappa > {{clr|2|5K}} {{clr|5|2D}} <br>or CH {{clr|2|K}} Mappa > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Answer_Icon.png|x50px]][[File:GGXRD-R2_Baiken_Icon.png|x50px]][[File:GGXRD-R2_Bedman_Icon.png|x50px]][[File:GGXRD-R2_Chipp_Icon.png|x50px]][[File:GGXRD-R2_Dizzy_Icon.png|x50px]][[File:GGXRD-R2_Elphelt_Icon.png|x50px]]<br>[[File:GGXRD-R2_Faust_Icon.png|x50px]][[File:GGXRD-R2_Kum_Icon.png|x50px]][[File:GGXRD-R2_Ky_Icon.png|x50px]][[File:GGXRD-R2_Leo_Icon.png|x50px]][[File:GGXRD-R2_May_Icon.png|x50px]][[File:GGXRD-R2_Potemkin_Icon.png|x50px]]<br>[[File:GGXRD-R2_Raven_Icon.png|x50px]]
|-
| CH {{clr|2|K}} Mappa > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Axl_Icon.png|x50px]][[File:GGXRD-R2_I-No_Icon.png|x50px]][[File:GGXRD-R2_Jack-O_Icon.png|x50px]][[File:GGXRD-R2_Johnny_Icon.png|x50px]][[File:GGXRD-R2_Millia_Icon.png|x50px]][[File:GGXRD-R2_Ramlethal_Icon.png|x50px]]<br>[[File:GGXRD-R2_Sin_Icon.png|x50px]][[File:GGXRD-R2_Slayer_Icon.png|x50px]][[File:GGXRD-R2_Sol_Icon.png|x50px]][[File:GGXRD-R2_Venom_Icon.png|x50px]][[File:GGXRD-R2_Zato-1_Icon.png|x50px]]
|-
| Universal routes only <br>(CH {{clr|2|K}} Mappa > {{clr|3|cS}} {{clr|5|2D}} <br>and CH {{clr|2|K}} Mappa > {{clr|5|2D}}) || [[File:GGXRD-R2_Jam_Icon.png|x50px]]
|-
! Crouch hit routes !! Characters
|-
| CH {{clr|2|K}} Mappa > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|5K}} {{clr|5|2D}} <br>or CH {{clr|2|K}} Mappa > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Elphelt_Icon.png|x50px]][[File:GGXRD-R2_Jam_Icon.png|x50px]][[File:GGXRD-R2_Ky_Icon.png|x50px]][[File:GGXRD-R2_Venom_Icon.png|x50px]]<br>[[File:GGXRD-R2_Bedman_Icon.png|x50px]][[File:GGXRD-R2_Faust_Icon.png|x50px]][[File:GGXRD-R2_Kum_Icon.png|x50px]][[File:GGXRD-R2_Potemkin_Icon.png|x50px]] (Requires walk up > cS)
|-
| CH {{clr|2|K}} Mappa > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Answer_Icon.png|x50px]][[File:GGXRD-R2_Axl_Icon.png|x50px]][[File:GGXRD-R2_Baiken_Icon.png|x50px]][[File:GGXRD-R2_Chipp_Icon.png|x50px]][[File:GGXRD-R2_Dizzy_Icon.png|x50px]][[File:GGXRD-R2_Jack-O_Icon.png|x50px]]<br>[[File:GGXRD-R2_Johnny_Icon.png|x50px]][[File:GGXRD-R2_Leo_Icon.png|x50px]][[File:GGXRD-R2_May_Icon.png|x50px]][[File:GGXRD-R2_Millia_Icon.png|x50px]][[File:GGXRD-R2_Sin_Icon.png|x50px]][[File:GGXRD-R2_Slayer_Icon.png|x50px]]<br>[[File:GGXRD-R2_Sol_Icon.png|x50px]][[File:GGXRD-R2_Zato-1_Icon.png|x50px]]<br>[[File:GGXRD-R2_I-No_Icon.png|x50px]][[File:GGXRD-R2_Ramlethal_Icon.png|x50px]][[File:GGXRD-R2_Raven_Icon.png|x50px]] (Requires walk up > cS)
|}
 
<br>
 
===6K crouch confirm===
Confirms into {{clr|5|2D}} on crouch hit. Note that 6K needs to be meaty or CH for links on Bedman, Pot, and Kum.
<br>
{| class="wikitable"
|-
! Route !! Characters
|-
| {{clr|2|6K}} > {{clr|3|cS}} {{clr|3|fS}} > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|5K}} {{clr|5|2D}} <br>or {{clr|2|6K}} > {{clr|3|cS}} {{clr|3|fS}} > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Faust_Icon.png|x50px]][[File:GGXRD-R2_Jam_Icon.png|x50px]][[File:GGXRD-R2_Ky_Icon.png|x50px]]
|-
| {{clr|2|6K}} > {{clr|3|cS}} {{clr|3|fS}} > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Axl_Icon.png|x50px]][[File:GGXRD-R2_Baiken_Icon.png|x50px]][[File:GGXRD-R2_Elphelt_Icon.png|x50px]][[File:GGXRD-R2_Chipp_Icon.png|x50px]][[File:GGXRD-R2_Jack-O_Icon.png|x50px]]<br>[[File:GGXRD-R2_Johnny_Icon.png|x50px]][[File:GGXRD-R2_Leo_Icon.png|x50px]][[File:GGXRD-R2_Millia_Icon.png|x50px]][[File:GGXRD-R2_Sin_Icon.png|x50px]][[File:GGXRD-R2_Slayer_Icon.png|x50px]]<br>[[File:GGXRD-R2_Sol_Icon.png|x50px]][[File:GGXRD-R2_Venom_Icon.png|x50px]][[File:GGXRD-R2_Zato-1_Icon.png|x50px]]
|-
| {{clr|2|6K}} > {{clr|3|cS}} {{clr|3|fS}} > walk > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Answer_Icon.png|x50px]][[File:GGXRD-R2_Dizzy_Icon.png|x50px]][[File:GGXRD-R2_May_Icon.png|x50px]]
|-
| Meaty/CH {{clr|2|6K}} > {{clr|1|5P}} {{clr|2|2K}}{{clr|5|2D}} || [[File:GGXRD-R2_Bedman_Icon.png|x50px]][[File:GGXRD-R2_Potemkin_Icon.png|x50px]]
|-
| {{clr|2|6K}} > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} <br>(Universal route) || [[File:GGXRD-R2_I-No_Icon.png|x50px]][[File:GGXRD-R2_Ramlethal_Icon.png|x50px]][[File:GGXRD-R2_Raven_Icon.png|x50px]] <br>[[File:GGXRD-R2_Kum_Icon.png|x50px]](Needs meaty or CH {{clr|2|6K}})
|}


<br>
<br>
===It's Late crouch confirm===
===It's Late crouch confirm===
Confirms into 2D on crouch hit, from most to least damaging routes.
Confirms into {{clr|5|2D}} on crouch hit.
{{notice|If It's Late hits meaty (such as on oki), you can be pushed out of cS range and get fS instead. When this happens, you can try to combo into 2K.}}
<br>
<br>
{| class="wikitable"
{| class="wikitable"
Line 348: Line 423:
! Route !! Characters
! Route !! Characters
|-
|-
| IL > {{clr|3|cS}} > {{clr|3|fS}} > {{clr|2|5K}} {{clr|5|2D}} <br>or IL > {{clr|3|cS}} > {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Baiken_Icon.png]][[File:GGXRD-R2_Elphelt_Icon.png]][[File:GGXRD-R2_Jam_Icon.png]][[File:GGXRD-R2_Ky_Icon.png]][[File:GGXRD-R2_Sin_Icon.png]]<br>[[File:GGXRD-R2_Slayer_Icon.png]][[File:GGXRD-R2_Venom_Icon.png]][[File:GGXRD-R2_Zato-1_Icon.png]]
| IL > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|5K}} {{clr|5|2D}} <br>or IL > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Baiken_Icon.png|x50px]][[File:GGXRD-R2_Elphelt_Icon.png|x50px]][[File:GGXRD-R2_Jam_Icon.png|x50px]][[File:GGXRD-R2_Ky_Icon.png|x50px]][[File:GGXRD-R2_Sin_Icon.png|x50px]]<br>[[File:GGXRD-R2_Slayer_Icon.png|x50px]][[File:GGXRD-R2_Venom_Icon.png|x50px]][[File:GGXRD-R2_Zato-1_Icon.png|x50px]]
|-
|-
| IL > {{clr|3|cS}} > {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Answer_Icon.png]][[File:GGXRD-R2_Axl_Icon.png]][[File:GGXRD-R2_Chipp_Icon.png]][[File:GGXRD-R2_Dizzy_Icon.png]][[File:GGXRD-R2_Jack-O_Icon.png]]<br>[[File:GGXRD-R2_Johnny_Icon.png]][[File:GGXRD-R2_Leo_Icon.png]][[File:GGXRD-R2_May_Icon.png]][[File:GGXRD-R2_Millia_Icon.png]][[File:GGXRD-R2_Sol_Icon.png]]
| IL > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Answer_Icon.png|x50px]][[File:GGXRD-R2_Axl_Icon.png|x50px]][[File:GGXRD-R2_Chipp_Icon.png|x50px]][[File:GGXRD-R2_Dizzy_Icon.png|x50px]][[File:GGXRD-R2_Jack-O_Icon.png|x50px]]<br>[[File:GGXRD-R2_Johnny_Icon.png|x50px]][[File:GGXRD-R2_Leo_Icon.png|x50px]][[File:GGXRD-R2_May_Icon.png|x50px]][[File:GGXRD-R2_Millia_Icon.png|x50px]][[File:GGXRD-R2_Sol_Icon.png|x50px]]
|-
|-
| IL > {{clr|3|cS}} > {{clr|5|2D}} || [[File:GGXRD-R2_I-No_Icon.png]][[File:GGXRD-R2_Ramlethal_Icon.png]][[File:GGXRD-R2_Raven_Icon.png]]
| IL > {{clr|3|cS}} > {{clr|5|2D}} || [[File:GGXRD-R2_I-No_Icon.png|x50px]][[File:GGXRD-R2_Ramlethal_Icon.png|x50px]][[File:GGXRD-R2_Raven_Icon.png|x50px]]
|-
|-
| IL > {{clr|1|5P}}{{clr|4|H}} > {{clr|5|2D}} || [[File:GGXRD-R2_Bedman_Icon.png]][[File:GGXRD-R2_Potemkin_Icon.png]]
| IL > {{clr|1|5P}}{{clr|4|H}} > {{clr|5|2D}} || [[File:GGXRD-R2_Bedman_Icon.png|x50px]][[File:GGXRD-R2_Potemkin_Icon.png|x50px]]
|-
|-
| IL > {{clr|1|2P}} > {{clr|5|2D}} || [[File:GGXRD-R2_Faust_Icon.png]][[File:GGXRD-R2_Kum_Icon.png]]
| IL > {{clr|1|2P}} > {{clr|5|2D}} || [[File:GGXRD-R2_Faust_Icon.png|x50px]][[File:GGXRD-R2_Kum_Icon.png|x50px]]
|-
|-
| [[File:GGXRD-R2_Kum_Icon.png]] || IL > {{clr|1|2P}} > {{clr|1|5P}}{{clr|4|H}} > {{clr|2|K}} Mappa for more damage
| [[File:GGXRD-R2_Kum_Icon.png|x50px]] || IL > {{clr|1|2P}} > {{clr|1|5P}}{{clr|4|H}} > {{clr|2|K}} Mappa for more damage
|}
|}


Line 364: Line 439:


===Normal hit Helter Skelter > jH===
===Normal hit Helter Skelter > jH===
Helter Skelter > jH universally confirms into 5K or 2K > 2D. If Helter Skelter lands close enough, you can cS for more damage.
Helter Skelter > {{clr|4|jH}} universally confirms into {{clr|2|5K}} or {{clr|2|2K}} > {{clr|5|2D}}. If Helter Skelter lands close enough, you can {{clr|3|cS}} for more damage.
{{notice|jH > cS is only possible if Helter crosses up.}}
{{notice|jH > cS is only possible if Helter crosses up.}}
{| class="wikitable"
{| class="wikitable"
Line 370: Line 445:
! Route !! Characters
! Route !! Characters
|-
|-
| Helter > {{clr|3|cS}} > {{clr|3|fS}} > {{clr|2|5K}} {{clr|5|2D}} <br>or Helter > {{clr|3|cS}} > {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}}|| [[File:GGXRD-R2_Baiken_Icon.png]][[File:GGXRD-R2_Bedman_Icon.png]][[File:GGXRD-R2_Elphelt_Icon.png]][[File:GGXRD-R2_Faust_Icon.png]][[File:GGXRD-R2_Jam_Icon.png]]<br>[[File:GGXRD-R2_Ky_Icon.png]][[File:GGXRD-R2_Leo_Icon.png]][[File:GGXRD-R2_Sin_Icon.png]][[File:GGXRD-R2_Slayer_Icon.png]][[File:GGXRD-R2_Sol_Icon.png]]<br>[[File:GGXRD-R2_Venom_Icon.png]][[File:GGXRD-R2_Zato-1_Icon.png]]
| Helter > {{clr|4|jH}} > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|5K}} {{clr|5|2D}} <br>or Helter > {{clr|4|jH}} > {{clr|3|cS}} > {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}}|| [[File:GGXRD-R2_Baiken_Icon.png|x50px]][[File:GGXRD-R2_Bedman_Icon.png|x50px]][[File:GGXRD-R2_Elphelt_Icon.png|x50px]][[File:GGXRD-R2_Faust_Icon.png|x50px]][[File:GGXRD-R2_Jam_Icon.png|x50px]][[File:GGXRD-R2_Ky_Icon.png|x50px]]<br>[[File:GGXRD-R2_Leo_Icon.png|x50px]][[File:GGXRD-R2_Sin_Icon.png|x50px]][[File:GGXRD-R2_Slayer_Icon.png|x50px]][[File:GGXRD-R2_Sol_Icon.png|x50px]][[File:GGXRD-R2_Venom_Icon.png|x50px]][[File:GGXRD-R2_Zato-1_Icon.png|x50px]]
|-
| Helter > {{clr|4|jH}} > {{clr|3|cS}} {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Answer_Icon.png|x50px]][[File:GGXRD-R2_Axl_Icon.png|x50px]][[File:GGXRD-R2_Chipp_Icon.png|x50px]][[File:GGXRD-R2_Dizzy_Icon.png|x50px]][[File:GGXRD-R2_I-No_Icon.png|x50px]]<br>[[File:GGXRD-R2_Jack-O_Icon.png|x50px]][[File:GGXRD-R2_Johnny_Icon.png|x50px]][[File:GGXRD-R2_May_Icon.png|x50px]][[File:GGXRD-R2_Millia_Icon.png|x50px]][[File:GGXRD-R2_Ramlethal_Icon.png|x50px]]
|-
| Helter > {{clr|4|jH}} > {{clr|1|5P}}{{clr|4|H}} > {{clr|5|2D}} || [[File:GGXRD-R2_Potemkin_Icon.png|x50px]]
|-
| Helter > {{clr|4|jH}} > {{clr|2|5K}} > {{clr|5|2D}}<br>or {{clr|2|2K}}{{clr|5|D}} <br>(universal) || [[File:GGXRD-R2_Kum_Icon.png|x50px]][[File:GGXRD-R2_Raven_Icon.png|x50px]]
|}
 
<br>
 
===Midscreen CH 2H===
CH {{clr|4|2H}} launches, but the basic confirm into {{clr|4|6H}} > P Pile generally knocks back too far for oki. These routes get you a jD knockdown if you're willing to memorize them.
 
* These routes require {{clr|4|2H}} to hit point blank.
* Outside point blank, {{clr|2|K}} Mappa > {{clr|1|5P}} is possible on the characters with CH {{clr|4|2H}} > {{clr|4|6H}} {{clr|2|K}} Mappa or CH {{clr|4|2H}}> {{clr|2|K}} Mappa routes except [[File:GGXRD-R2_I-No_Icon.png|x50px]][[File:GGXRD-R2_Ky_Icon.png|x50px]][[File:GGXRD-R2_Sin_Icon.png|x50px]][[File:GGXRD-R2_Zato-1_Icon.png|x50px]]
** Max range for CH {{clr|4|2H}} > {{clr|2|K}} Mappa is about the same max range as CH {{clr|4|2H}} > {{clr|4|6H}}.
* CH {{clr|4|2H}} > dash jump {{clr|2|jK}} route is almost universal if you adjust the delays.
{| class="wikitable"
|-
! Route !! Characters
|-
| CH {{clr|4|2H}} > immediate {{clr|4|6H}} {{clr|2|K}} Mappa > {{clr|3|cS}} > {{clr|3|jS}}{{clr|4|H}}{{clr|5|D}} > {{clr|1|djP}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}}{{clr|2|2K}} > {{clr|1|jP}}{{clr|5|D}} || [[File:GGXRD-R2_Ky_Icon.png|x50px]][[File:GGXRD-R2_Sin_Icon.png|x50px]]
|-
| CH {{clr|4|2H}} > immediate {{clr|4|6H}} {{clr|2|K}} Mappa > {{clr|3|cS}} > {{clr|3|jS}}{{clr|2|K}}{{clr|5|D}} > {{clr|1|djP}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}}{{clr|2|2K}} > {{clr|1|jP}}{{clr|5|D}} || [[File:GGXRD-R2_Slayer_Icon.png|x50px]] <br>[[File:GGXRD-R2_Elphelt_Icon.png|x50px]] (delay {{clr|2|j2K}}) <br>[[File:GGXRD-R2_Baiken_Icon.png|x50px]][[File:GGXRD-R2_Dizzy_Icon.png|x50px]][[File:GGXRD-R2_I-No_Icon.png|x50px]][[File:GGXRD-R2_Jack-O_Icon.png|x50px]][[File:GGXRD-R2_Jam_Icon.png|x50px]][[File:GGXRD-R2_May_Icon.png|x50px]] (delay {{clr|2|K}} Mappa and {{clr|2|j2K}}) <br>[[File:GGXRD-R2_Millia_Icon.png|x50px]] (delay {{clr|2|K}} Mappa, the first {{clr|5|jD}}, and {{clr|2|j2K}})
|-
| CH {{clr|4|2H}} > immediate {{clr|4|6H}} {{clr|2|K}} Mappa > {{clr|3|cS}} > {{clr|2|jK}}{{clr|5|D}} > {{clr|1|djP}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} delay {{clr|2|j2K}} > {{clr|1|jP}}{{clr|5|D}} || [[File:GGXRD-R2_Ramlethal_Icon.png|x50px]]
|-
| CH {{clr|4|2H}} > immediate {{clr|2|K}} Mappa > {{clr|3|cS}} > {{clr|3|jS}}{{clr|4|H}}{{clr|5|D}} > {{clr|1|djP}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} delay {{clr|2|j2K}} > {{clr|1|jP}}{{clr|5|D}} || [[File:GGXRD-R2_Answer_Icon.png|x50px]][[File:GGXRD-R2_Leo_Icon.png|x50px]][[File:GGXRD-R2_Raven_Icon.png|x50px]]
|-
| CH {{clr|4|2H}} > immediate {{clr|2|K}} Mappa > {{clr|3|cS}} > {{clr|3|jS}}{{clr|2|K}}{{clr|5|D}} > {{clr|1|djP}}{{clr|4|H}}{{clr|5|D}}{{clr|2|2K}} > {{clr|1|jP}}{{clr|5|D}} || [[File:GGXRD-R2_Faust_Icon.png|x50px]][[File:GGXRD-R2_Zato-1_Icon.png|x50px]] <br>[[File:GGXRD-R2_Sol_Icon.png|x50px]] (if near corner, add a delay somewhere before {{clr|2|j2K}} otherwise last {{clr|1|jP}} will whiff)
|-
| CH {{clr|4|2H}} > immediate dash jump {{clr|2|jK}} delay {{clr|3|jS}}{{clr|2|K}}{{clr|5|D}} > {{clr|1|djP}}{{clr|3|S}}{{clr|4|H}} delay {{clr|5|jD}} delay {{clr|2|j2K}} > {{clr|1|jP}}{{clr|5|D}} || [[File:GGXRD-R2_Bedman_Icon.png|x50px]][[File:GGXRD-R2_Chipp_Icon.png|x50px]][[File:GGXRD-R2_Kum_Icon.png|x50px]] <br>[[File:GGXRD-R2_Johnny_Icon.png|x50px]] (don't delay {{clr|5|jD}} before {{clr|2|j2K}}) <br>[[File:GGXRD-R2_Axl_Icon.png|x50px]][[File:GGXRD-R2_Venom_Icon.png|x50px]] (first {{clr|2|jK}} is very tight)
|-
| CH {{clr|4|2H}} > immediate dash jump {{clr|2|jK}} delay {{clr|3|jS}}{{clr|4|H}}{{clr|5|D}} > {{clr|2|djK}}{{clr|3|S}} delay {{clr|4|jH}}{{clr|5|D}}{{clr|2|2K}} > {{clr|1|jP}}{{clr|5|D}} || [[File:GGXRD-R2_Potemkin_Icon.png|x50px]]
|-
| CH {{clr|4|2H}} > immediate dash > {{clr|3|cS}} {{clr|3|fS}} > {{clr|3|jS}}{{clr|4|H}} delay {{clr|5|jD}}{{clr|2|2K}} > {{clr|2|jK}} > {{clr|4|djH}}{{clr|5|D}} || [[File:GGXRD-R2_Dizzy_Icon.png|x50px]][[File:GGXRD-R2_Elphelt_Icon.png|x50px]][[File:GGXRD-R2_Jam_Icon.png|x50px]][[File:GGXRD-R2_May_Icon.png|x50px]][[File:GGXRD-R2_Millia_Icon.png|x50px]] <br>(Basically, all lightweights except [[File:GGXRD-R2_Baiken_Icon.png|x50px]][[File:GGXRD-R2_Jack-O_Icon.png|x50px]][[File:GGXRD-R2_Ramlethal_Icon.png|x50px]])
|}
 
<br>
 
===Corner CH Mappa > 2SH===
CH Mappa > {{clr|3|2S}}{{clr|4|H}} is a high damage corner-only route, easily over 200 with optimal routes.
 
* CH {{clr|2|K}} Mappa > {{clr|3|2S}} is a 2f link on standing, 3f link on crouching.
* CH {{clr|1|P}} Mappa > {{clr|3|2S}} is a 3f link on standing, 4f link on crouching. You can also link CH {{clr|1|P}} Mappa > {{clr|4|5H}} on crouching, which is a 1f link.
* The same routes from the [[#Corner_confirm_into_2PSH|Corner confirm into 2PSH section]] generally work from CH Mappa. Do note that the pushback and scaling is slightly higher compared to {{clr|2|6K}}/{{clr|2|2K}}, so you may need to adjust the routes slightly.
** For example, routes that end in {{clr|2|j2K}} > {{clr|1|jP}}{{clr|5|D}} may require a longer delay on {{clr|2|j2K}} so the last {{clr|5|jD}} hits lower to be untechable.
<br>
{| class="wikitable"
|-
! Routes !! Characters
|-
| Any Mappa hit || [[File:GGXRD-R2_Axl_Icon.png|x50px]][[File:GGXRD-R2_Baiken_Icon.png|x50px]][[File:GGXRD-R2_Bedman_Icon.png|x50px]][[File:GGXRD-R2_Dizzy_Icon.png|x50px]][[File:GGXRD-R2_Elphelt_Icon.png|x50px]]<br>[[File:GGXRD-R2_Faust_Icon.png|x50px]][[File:GGXRD-R2_I-No_Icon.png|x50px]][[File:GGXRD-R2_Jack-O_Icon.png|x50px]][[File:GGXRD-R2_Jam_Icon.png|x50px]][[File:GGXRD-R2_Johnny_Icon.png|x50px]]<br>[[File:GGXRD-R2_Ky_Icon.png|x50px]][[File:GGXRD-R2_Kum_Icon.png|x50px]][[File:GGXRD-R2_Leo_Icon.png|x50px]][[File:GGXRD-R2_May_Icon.png|x50px]][[File:GGXRD-R2_Potemkin_Icon.png|x50px]]<br>[[File:GGXRD-R2_Raven_Icon.png|x50px]][[File:GGXRD-R2_Sin_Icon.png|x50px]][[File:GGXRD-R2_Venom_Icon.png|x50px]][[File:GGXRD-R2_Zato-1_Icon.png|x50px]]
|-
| {{clr|1|P}} Mappa or crouch hit {{clr|2|K}} Mappa || [[File:GGXRD-R2_Chipp_Icon.png|x50px]][[File:GGXRD-R2_Millia_Icon.png|x50px]][[File:GGXRD-R2_Sol_Icon.png|x50px]]
|-
| Crouch hit only || [[File:GGXRD-R2_Answer_Icon.png|x50px]][[File:GGXRD-R2_Slayer_Icon.png|x50px]]
|-
| Stand hit only || [[File:GGXRD-R2_Ramlethal_Icon.png|x50px]]
|}
 
<br>
 
===Corner confirm into 2PSH===
Corner-only confirms into {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}}, generally linked from {{clr|2|2K}} stand hit, {{clr|2|6K}} crouch hit, or CH/meaty {{clr|2|6K}} stand hit.
 
* There's not really a universal route since {{clr|2|5K}} > {{clr|3|jS}} can whiff on a lot of characters and followups to {{clr|2|5K}} > {{clr|2|jK}} can be very character dependent.
* If {{clr|2|2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} combos on stand hit, the same routes generally also work on crouch hit.
* If {{clr|2|6K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} combos on crouch hit, the same routes generally also work from meaty {{clr|2|6K}}, standing CH, and crouch hit.
* CH {{clr|2|6K}}/{{clr|2|2K}} can affect whether {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} combos or not.
* K Dandy momentum can allow {{clr|1|2P}} > {{clr|3|2S}} to combo on characters that {{clr|3|2S}} normally whiffs on. Note that this requires K Dandy without a followup, K Dandy > UP whiff will not work.
* Same routes work from other short starters into {{clr|4|2H}}, such as IAD {{clr|3|jS}}{{clr|2|K}} > {{clr|3|2S}}{{clr|4|H}}, CH {{clr|2|K}} Mappa > {{clr|3|2S}}{{clr|4|H}}, or CH UP > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}}.
 
<br>
{| class="wikitable"
|-
! Route !! Characters
|-
| {{clr|2|6K/2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > {{clr|2|jK2K}} > {{clr|2|jK}} > {{clr|3|djS}}{{clr|4|H}}{{clr|5|D}}{{clr|2|2K}} > {{clr|1|jP}}{{clr|5|D}} <br>(Works on all except lightweights, though may require different delays at the end) || [[File:GGXRD-R2_Faust_Icon.png|x50px]] (Alternative: {{clr|2|6K/2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > {{clr|3|jS}}{{clr|2|2K}} > {{clr|5|jD}} > {{clr|2|djK}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|1|jP}}{{clr|5|D}}) <br>[[File:GGXRD-R2_Bedman_Icon.png|x50px]] ({{clr|2|6K}} starter requires CH or meaty, delay the double jump)<br>[[File:GGXRD-R2_Sol_Icon.png|x50px]] (Requires {{clr|2|2K}} > {{clr|1|5P}} on stand hit) <br>[[File:GGXRD-R2_Answer_Icon.png|x50px]][[File:GGXRD-R2_Chipp_Icon.png|x50px]][[File:GGXRD-R2_Venom_Icon.png|x50px]] (Requires {{clr|2|K}} Dandy whiff for {{clr|2|2K}} stand hit) <br>[[File:GGXRD-R2_Axl_Icon.png|x50px]] (Requires {{clr|2|K}} Dandy whiff for {{clr|2|2K}} stand hit and {{clr|2|6K}} crouch hit) <br>[[File:GGXRD-R2_Slayer_Icon.png|x50px]] (Requires {{clr|2|K}} Dandy whiff for {{clr|2|2K}} stand hit and {{clr|2|6K}} crouch hit, slightly delay the last {{clr|2|j2K}})
|-
| {{clr|2|6K/2K}}> {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > {{clr|2|jK2K}} > {{clr|5|jD}}{{clr|2|2K}} > {{clr|3|jS}} > {{clr|3|djS}}{{clr|4|H}}{{clr|5|D}} || [[File:GGXRD-R2_Johnny_Icon.png|x50px]][[File:GGXRD-R2_Ky_Icon.png|x50px]][[File:GGXRD-R2_Leo_Icon.png|x50px]][[File:GGXRD-R2_Sin_Icon.png|x50px]] <br>[[File:GGXRD-R2_Zato-1_Icon.png|x50px]] (Delay the first jump or {{clr|2|jK}}) <br>[[File:GGXRD-R2_Raven_Icon.png|x50px]] (Requires {{clr|2|K}} Dandy whiff except on {{clr|2|6K}} crouch hit)
|-
| {{clr|2|6K/2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > {{clr|3|jS}}{{clr|4|H}}{{clr|2|2K}} > {{clr|5|jD}} > {{clr|1|djP}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} <br> (Does not work from CH {{clr|2|6K}} since the first {{clr|5|jD}} will whiff, can use Bedman route instead) || [[File:GGXRD-R2_Kum_Icon.png|x50px]][[File:GGXRD-R2_Potemkin_Icon.png|x50px]]
|-
| {{clr|2|6K/2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > {{clr|3|jS}}{{clr|2|2K}} > {{clr|5|jD}} > {{clr|3|djS}}{{clr|4|H}}{{clr|5|D}} <br>or {{clr|2|6K/2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > {{clr|3|jS}}{{clr|2|2K}} > {{clr|5|jD}} > {{clr|1|djP}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|1|jP}}{{clr|5|D}} <br>or {{clr|2|2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > {{clr|4|EW}} > {{clr|4|6H}} > {{clr|2|K pile}} > {{clr|5|5D6}} > {{clr|2|K pile}} > {{clr|2|K pile}} > {{clr|5|2D}} <br>One of few characters where you can do P/K under pressure on block into {{clr|2|2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > {{clr|2|jK}} > {{clr|4|djH}}~{{clr|5|D}} afterwards|| [[File:GGXRD-R2_Jack-O_Icon.png|x50px]]
|-
|-
| Helter > {{clr|3|cS}} > {{clr|3|fS}} > {{clr|2|2K}}{{clr|5|D}} || [[File:GGXRD-R2_Answer_Icon.png]][[File:GGXRD-R2_Axl_Icon.png]][[File:GGXRD-R2_Chipp_Icon.png]][[File:GGXRD-R2_Dizzy_Icon.png]][[File:GGXRD-R2_I-No_Icon.png]]<br>[[File:GGXRD-R2_Jack-O_Icon.png]][[File:GGXRD-R2_Johnny_Icon.png]][[File:GGXRD-R2_May_Icon.png]][[File:GGXRD-R2_Millia_Icon.png]][[File:GGXRD-R2_Ramlethal_Icon.png]]
| {{clr|2|6K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > jump delay {{clr|2|jK2K}} > {{clr|5|jD}} > {{clr|3|djS}}{{clr|4|H}}{{clr|5|D}}
{{clr|2|2K}} > {{clr|1|5P}} > {{clr|3|2S}}{{clr|4|H}} > {{clr|2|5K}} > jump delay {{clr|2|jK2K}} > {{clr|5|jD}} > {{clr|3|djS}}{{clr|4|H}}{{clr|5|D}}
|| [[File:GGXRD-R2_Baiken_Icon.png|x50px]] (Baiken must be recorded to crouch against 6K, will not work through settings)
|-
|-
| Helter > {{clr|1|5P}}{{clr|4|H}} > {{clr|5|2D}} || [[File:GGXRD-R2_Potemkin_Icon.png]]
| {{clr|2|6K/2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > {{clr|3|jS}}{{clr|2|2K}} > {{clr|5|jD}} > {{clr|1|djP}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}}{{clr|2|2K}} > {{clr|1|jP}}{{clr|5|D}}  || [[File:GGXRD-R2_Elphelt_Icon.png|x50px]] (Slightly delay first {{clr|3|jS}} and second {{clr|2|j2K}}, easier route is {{clr|2|5K}} > {{clr|2|jK}} > {{clr|4|djH}}{{clr|5|D}}) <br>[[File:GGXRD-R2_May_Icon.png|x50px]] (Requires {{clr|2|K}} Dandy whiff for {{clr|2|6K/2K}} stand hit)
|-
|-
| Helter > {{clr|2|5K}} > {{clr|5|2D}}<br>or {{clr|2|2K}}{{clr|5|D}} <br>(universal) || [[File:GGXRD-R2_Kum_Icon.png]][[File:GGXRD-R2_Raven_Icon.png]]
| {{clr|2|6K/2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > {{clr|2|jK2K}} > {{clr|2|jK}} > {{clr|4|djH}} delay {{clr|5|jD}} delay {{clr|2|j2K}} > {{clr|1|jP}}{{clr|5|D}} <br>(Requires {{clr|2|K}} Dandy whiff for {{clr|2|6K}} crouch hit) <br>(Can also use Baiken route or {{clr|2|5K}} > {{clr|2|jK2K}} > {{clr|5|jD}}) || [[File:GGXRD-R2_Ramlethal_Icon.png|x50px]]
|-
| {{clr|2|6K/2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > {{clr|2|jK2K}} > {{clr|1|djP}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} long delay {{clr|2|j2K}} > {{clr|1|jP}}{{clr|5|D}} || [[File:GGXRD-R2_Jam_Icon.png|x50px]] <br>[[File:GGXRD-R2_I-No_Icon.png|x50px]] (Requires {{clr|2|K}} Dandy whiff except on {{clr|2|6K}} crouch hit, does not work from {{clr|2|6K}} crouch CH)  
|-
| {{clr|2|6K/2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > {{clr|2|sjK2K}} > {{clr|5|jD}} <br>or {{clr|2|6K/2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > sj delay {{clr|2|jK2K}} > {{clr|5|jD}} delay {{clr|2|j2K}} > {{clr|1|jP}}{{clr|5|D}} || [[File:GGXRD-R2_Dizzy_Icon.png|x50px]]
|-
| {{clr|2|K}} Dandy whiff > {{clr|2|6K/2K}} > {{clr|1|2P}}{{clr|3|S}}{{clr|4|H}} > {{clr|2|5K}} > {{clr|3|jS}}{{clr|4|H}}{{clr|5|D}} || [[File:GGXRD-R2_Millia_Icon.png|x50px]] (Does not require {{clr|2|K}} Dandy on crouching)
|}
|}


Line 444: Line 612:
* Advanced combos: if the spacing/height are right, you can time a juggle with Mappa > {{clr|3|cS}}/{{clr|1|5P}}, {{clr|4|6H}} > Dandy, or EW.
* Advanced combos: if the spacing/height are right, you can time a juggle with Mappa > {{clr|3|cS}}/{{clr|1|5P}}, {{clr|4|6H}} > Dandy, or EW.
<br>
<br>
===Undertow===
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.


=== Blitz Attack ===
=== Blitz Attack ===
Line 452: Line 629:


=== Burst DOT ===
=== Burst DOT ===
* Very strong ender, usually deals around 40 damage at low life and can combo from almost anything
* Very strong ender, usually deals a minimum of 40 damage at low life and can combo from almost anything. Most characters will die to a burst DOT combo if you hit them at 30%.
* Easy to use from {{clr|5|5D}}[6] > {{clr|4|5H}} > {{clr|4|5H}} > K Pile > {{clr|4|5H}} > Burst DOT
* The minimum damage is 105 (60% of 175 base damage), though this gets multiplied by defense ratings and Guts reductions.
* Easy to use from {{clr|5|5D}}[6] > {{clr|4|5H}} > {{clr|4|5H}} > K Pile > {{clr|4|5H}} > Burst DOT.
* Harder kill routes involve picking up after an air combo with 2P to add more 1 damage hits before the Burst DOT. Usually this involves {{clr|5|jD}} or Footloose into {{clr|1|2P}} > {{clr|1|5P}} > Burst DOT
* A decent starter if you have 100 meter for DOT RC.
<br>
 
=== Counter burst theory ===
Blocking burst
* Blocking a burst and doing a f.S follow up normally leads to a solid punish, but you can get more damage by aiming for K pile whiff-punishes. Furthermore, some characters can be impossible to full-combo punish after you block a burst from far away, so you have to accept a very suboptimal or no punish, or go for K dandy.
 
j.SHD214K
* j.SHD is burstsafe after the j.H hit usually, and you can follow this up with footloose for more guaranteed damage.
Routing into super:
* EW and SDD combo routes have great return, with the benefit of maintaining normal tension balance and being hard to burst, with some degree of "guaranteed" return. Combo into these as much as possible
* One-hit-confirming stray hits like 5H, 6H, and even 2K into DOT and BDOT is possible, for explosive damage that's very difficult to burst.
* Crossup DOT can kill an opponent before they get the chance to use their burst
A thousand resets
* Slayer has a lot of mixups and resets to choose from during many parts of his combos. Instead of ending in guaranteed burst points, like 2D and mappa, go for dash throw, left/right dashes, IAD, dandy step and such to keep your opponent in mixups and making them doubt when they can safely burst.
Combos:
{| class="wikitable"
|+ Combos
|-
! Combo !! Notes
|-
| c.S f.S j.D SDD > bite > dead on time || Works on most standing characters, is unburstable after SDD
|-
| Full charged blitz > dash 5H bite || Corner Burst safe when opponent is on low health. 6H P pile ender is slightly better for damage, but will be burstable if it doesn't finish the opponent.
|-
| Full charged blitz > charge blitz > 2S > j.SHD214K || Fully burst safe on lightweights when they are at low health. Delay j.SH~D214K on midweights.
|-
| Full charge blitz > full charge blitz > c.S j.SHD214K || Midscreen route.
|-
| 2[P]S || Semi burst-safe pickup after for example 2K, corner 6P or CH 2D that allows you to combo afterwards.
|}


=== Counter Hits ===
=== Counter Hits ===
Slayer specializes in Counter Hits. Many of his moves do not lead to a combo on a normal hit in return for leading to a high damage combo on a Counter Hit.
Slayer specializes in Counter Hits. Many of his moves do not lead to a combo on a normal hit in return for leading to a high damage combo on a Counter Hit.
== Trades ==
* Slayer c.S is attack level 2, and will win trades against level 0 pokes. For example, K mappa crouch hit > c.S is +0 into a 5f frame startup attack, and if your opponent retaliates with their level 0 5f attack, you will win that trade. c.S level 0 trade comboes into 5K K mappa.
* CH P pile trade > 6H K mappa c.S/5P
* K pile normal hit > K pile. Most trades are CH, but if you hit someone doing a projectile YRC attack, the wallstick can win you the trade even on normal hit.
== Late hits ==
=== Late hit 2D ===
* This move has 21f active frames and normally doesn't combo into anything, but if you hit with the last couple of frames, it will combo into a full c.S air combo and will also be plus on block. On CH, you can combo from the earlier active frames also.
* You can hit the with later active frames by spacing it out horizontally or doing it as a meaty, but to hit with the very last active frames you must do it as a meaty, because of how the hitbox shrinks.
* On midweight, heavy and slightly heavy characters, you have to time it within the last two active frames, on lightweights you have one extra frame of leniency, and on super heavies you have one frame less.
* To confirm if you got the late hit or not, you will see how Slayer's stance changes, which only happens during the last two active frames.
<br>[[File:GGXRD Slayer 2D early active frames.jpg|x300px|]][[File:GGXRD Slayer 2D last two active frames.jpg|x300px|]]
=== Late hit CWH===
The two-hit P cwh combo normally doesn't have enough untechable time to go into 6H, but if the 2nd hit is late, this route becomes possible, and opens up high damage 6H K pile routes.
* On an early hit, the "cross" is a bright purple during hitstop, but on a late hit, the color is much darker and you will also see two distinct holes. The color becomes very dark on a very late hit.
<br>[[File:GGXRD Slayer PCWH early hit.jpg|x300px|]][[File:GGXRD Slayer PCWH late hit combo.jpg|x300px|]]
* P cwh(2) late hit will look different based on if it's a two-hit combo or only the 2nd hit. On an early 2nd hit only, the cross looks very incomplete, with only a single streak of purple. On a late hit, you will see a more complete cross, and it looks more like a "T" with two bat ears on top.
<br>[[File:GGXRD Slayer PCWH(2) early hit.jpg|x300px|]][[File:GGXRD Slayer PCWH(2) late hit.jpg|x300px|]]
=== Late hit 6P ===
* Has 6 active frames and will combo into for example 6H midscreen when hitting late, which it normally cannot do. It will also go from being minus on block to plus on block.
* Late CH midscreen will let you do K cwh earlier, which gives 6H K pile extensions on lightweight characters.
* Slayer's hair is pointing to the side on an early hit, and the spark will also be shoulder height. During a late hit, the hitspark is much lower and Slayer's hair will be pointing forwards during frame 3-6, though this can be hard to see on some colors and in the heat of battle.
<br>[[File:GGXRD Slayer 6P early active frames.jpg|x300px|]][[File:GGXRD Slayer 6P late active frames.jpg|x300px]]
=== Late hit K mappa ===
K mappa normally doesn't combo into much unless it's a CH. However, on a late air hit it has enough advantage to go into full c.S or 5P air combos, and even dead on time if it's a really late hit.
* Air late hits mostly occur in neutral and pressure when you are chasing backdashes, as their invulnerability ends while K mappa is still active on top of them. You can also use K mappa in combos after moves with a lot of untechable time to go for the late hit extensions, for example CH P pile trade > 6H > K mappa > c.S.
* Some far range juggles it's also enough to space it out horizontally, like CH 2H > K mappa > 5P or P pile RRC long dash > tk K mappa > dead on time.
* If you get the air-hit with K mappa, but it's an early hit, you can go for an air throw reset, and even be greedy enough to go for black-beat combos.
* Late hit K mappa when used as a meaty or spaced out is also plus on block, and safe on IB. If you CH a grounded opponent with a late K mappa, you can follow up with 5H, 2H or another K mappa.
* Properly hitconfirming late K mappa is not very easy, and boils down to having a lot of experience with the move and those type of confirms.
=== Late hit IL ===
6f active and a good meaty attack. Doing it meaty, will make it plus even when IBed, and it will also combo into 2K and 5P on standing which it normally can't do.
* Visually confirming the late hit is not so easy, as the purple animation part does not really follow hitstop and it does it's own thing. It mostly comes down to knowing the timing of when it normally hit's early and seeing it hitting late.
=== Late hit EW ===
The later you hit with this move, the better routes you will get. The best routes from EW are when you can land 6H K pile 5D6 or even EW K pile K pile, and you need a lot of frame-advantage for those hits.
* EW moves diagonally upwards, and so it will naturally hit later when the opponent is spaced high up and horizontally a bit to the side.
* The "jetpack" flames become smaller, and it's also very easy to tell because of how much slower EW appears to be hitting.
From left to right: Early hit, late grounded hit, very late air hit.
<br>[[File:GGXRD Slayer EW earliest hit.jpg|x200px|]]
[[File:GGXRD Slayer EW late ground hit.jpg|x200px|]]
[[File:GGXRD Slayer EW very late hit.jpg|x200px]]
* ZA, JO, RA, BA, JA, KY, MA, SI, JC, RV, AN become very thin in the air when juggling with 5H and 6H, which often leads to EW late hits. For example midscreen CH 6P > K cwh > 6H > EW > 6H > K pile. Another example corner CH 6P > 5H > EW > 6H > K pile.
=== Late SDD tail-hit ===
Goes into 6H routes on CH, but will not work on normal hit unless you hit with the later active frames. The way you would go about that is using CH 6P wall-bounce to have your opponent bounce into it from the side. For example, KY corner CH 6P > tk SDD > 6H > K pile > 5H > 2H > c.S > j.SHD (306 damage).
* There also exists the 214 656 2148S (FDC tk SDD) routes, that carry the SDD momentum sideways, for example, midscreen KY late CH 6P > FDC tk SDD > 6H > K pile > 6H > P pile (287), compared to KY CH 6P > K cwh > 6H > EW > 6H > K pile > 5D6 5HH > K pile > 6P (271). These routes are very hard and impractical, but allows you to get late SDD tail-hit in another way.
=== Late hit 6K ===
When done meaty, will combo into c.S on standing opponents, and will be more plus on block. It will also combo into 2K on crouching opponents from far ranges.


==Video Examples==
==Video Examples==
Line 462: Line 728:


==Navigation==
==Navigation==
<center>{{Character Label|GGXRD-R2|Slayer|42px}}</center>
<center>{{Character Label|GGXRD-R2|Slayer|size=42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGXRD-R2/CharacterLinks}}
{{#lst:GGXRD-R2/Navigation}}
{{GGXRD-R2/Navigation}}

Latest revision as of 05:34, 13 December 2023

 Slayer


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
Mappa = Mappa Hunch - 236[P]or[K]
P Pile = P Pilebunker - 214P > P
K Pile = K Pilebunker - 214K > P
CWH = Crosswise Heel - 214[P]or[K] > K
UP = Under Pressure - 214[P]or[K] > S
IL = It's Late > 214[P]or[K] > [S]or[H]
Helter = Helter Skelter - 214[P]or[K] > H
Bite = Bloodsucking Universe - 63214H
DOT = Dead on Time - 632146S
EW = Eternal Wings - 236236H
SDD = Straight-Down Dandy - j.214214S
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Basic Combos

These are some important combos to know. If you are just starting out, some useful details about the moves and combos are provided.

These routes are mostly universal and require no character specific adjustments. For more optimized combos, refer to the other sections on this page.


c.S > f.S, c.S > 2D

  • BNB into knockdown on standing opponents.
  • Commonly used after crossing up the opponent with forward dash.
  • f.S > c.S is a 3 frame link on standing hit.


(Crouching only) c.S > f.S, c.S > f.S > 5K > 2D

  • BNB into knockdown on crouching opponents.
  • f.S, c.S is a 4 frame link on crouching hit.
  • f.S, 5K is a 2 frame link on crouching hit.


5K > Mappa

  • 5K is a great poke, so you can fish for damage with this combo and get even more damage by spending Tension on Mappa RC.
  • If you want to be safer on block, use P Mappa, which leaves you further from the opponent.


Throw RC > 5H > j.SHD2K > j.K > dj.SHD

  • BNB for Throw RC.
  • j.2K > j.K is a 2 frame link here.
  • On some characters, it may help to delay the 5H.
  • On Potemkin and Kum, use Throw RC > c.S > f.S.


CH Mappa > 5K > Mappa

  • BNB for CH Mappa.
  • CH Mappa > 5K is a link, about 5 frames under most conditions.
  • CH Mappa > 5K may fail to combo from far away. At these ranges, use CH Mappa > P Mappa instead.


CH P Pile > 6H > P Pile

  • BNB for midscreen CH P Pile.
  • CH P Pile > 6H is a link. On some characters, you have to hit 6H as soon as possible or they will touch the ground before P Pile hits. On heavyweights (Bedman, Leo, Johnny, Potemkin, Kum), 6H > Pile only works at certain distances.


P/K CWH > 5H > j.SHD2K > j.K > dj.SHD

  • BNB for Crosswise Heel.
  • P CWH > 5H > j.S doesn’t always combo because P CWH doesn’t move as close as K CWH does, so you may need to do P CWH > f.S > j.S or P CWH > j.S.
  • On most characters, you will need to add a delay before the first j.D to combo into j.K > dj.S. On lightweights or larger characters, you may be able to do this without delays.
  • Potemkin and Kum touch the ground before 5H hits, so use CWH > c.S > f.S or CWH > 5K on them instead.


(Midscreen) CH IL > 6H > 5K/c.S > j.SHD

  • Easy and stable confirm for midscreen CH IL.
  • 6H > 5K/c.S is a link, but you have a lot of time to do it.


Helter > j.H > 5K/2K > 2D

  • BNB for Helter Skelter.
  • j.H > 5K seems like a 2 frame link. 2K is one frame faster than 5K, so you can use 2K for an easier confirm.


(Midscreen) Mappa/IL/Bite > RC > K CWH > 5H > j.SHD

  • BNB for midscreen Mappa/IL/Bite RC.
  • You need to RC almost immediately after Mappa/IL/Bite hits.


(Corner) Mappa/IL > RC > 5D[6] > 5H > 5H > K Pile > 5H > 2D

  • BNB for corner Mappa/IL RC.


(Corner) Bite > RC > K Pile > K Pile > 5H > 2H > c.S > j.SKD

  • BNB for corner Bite RC.


Ground Combos

Combos used on standing or crouching opponents


(Standing only) 5P > 5K > Mappa

  • 5P gatlings into 5K, so you can use this from any 5P hit.
  • Can also be started from 2P, which gatlings into 5P, though this won't reach at every range.
  • For better frame advantage, end on 5K if the opponent is blocking.
  • 5P cannot hit most crouching opponents, but can hit crouching Potemkin, Bedman, and Kum in the middle of a combo.


CH 5K > 5K > Mappa

  • BNB for CH 5K.
  • CH 5K > 5K is a 2 frame link on standing and a 3 frame link on crouching.


(Standing only) CH 5K > 6H > P Pile

  • Highest damage counterhit confirm for 5K.
  • CH 5K > 6H will not combo on crouching as 6H will hit too late.
  • 6H > P Pile is a 1 frame link on standing.
  • Both 6H and P Pile may fail to combo from far away.
  • CH 5K > 6H does not combo on most crouching opponents, but if you are close enough, it can combo on crouching Potemkin, Bedman, and Kum.


2K > c.S > 2D

  • BNB into knockdown on standing opponents
  • 2K is a low, so this is an important confirm for Slayer’s mixup
  • 2K > c.S is a 1 frame link on standing
  • If you are too far away, you will get f.S instead of c.S


2K > Mappa

  • Basic confirm in neutral when too far to link 2K > c.S


CH 2K > 5K > Mappa

  • BNB for CH 2K
  • CH 2K > 5K is a 3 frame link on standing and a 4 frame link on crouching


5H > 2D

  • Useful confirm when you try to throw and miss but hit with 5H.


(Corner) 5D[6] > 5H > 5H > K Pile > 5H > 2D

  • BNB for corner 5D[6].
  • There’s no need to time the 5H hits, just mash 5H after 5D[6].
  • K Pile > 5H is a link, but you have around 6 or 7 frames.
  • This combo generally always works if you RC into 5D[6], though 5H > 2D may fail to combo on thinner characters or if the combo is too long.


(Midscreen) CH 6P > K Dandy delay CWH > 6H > P Pile

  • BNB for midscreen CH 6P.
  • CWH will probably whiff without the delay after K Dandy.
  • K CWH > 6H is only possible here because CH 6P launches the opponent, and does not work if CWH hits them on the ground. The 6H link can be very difficult on certain characters, especially heavier characters.


(Corner) 6P > c.S > f.S > j.SHD2K > j.K > dj.SHD

  • BNB for corner 6P, easiest when very close to corner.
  • 6P > c.S is a link, but it becomes easier if 6P hits them in the air.
  • If you hit 6P from far away, you may need to use 6P > 2P > 2S.
  • If you are too far from the corner, j.S may not reach.


(Corner) CH 6P > 6P > 5H > j.SHD

  • BNB for corner CH 6P.
  • CH 6P > 6P and 6P > 5H are both links. If you hit with the 2nd 6P, you will usually be able to link the 5H without dropping the combo.
  • While the combo here only has two 6Ps, you can even get three or four if CH 6P hits them in the air.


(Crouching only) 6K > c.S > f.S > 5K > 2D

  • BNB for 6K on crouching hit.
  • 6K is an overhead, so this is an important confirm for Slayer’s mixup.
  • 6K > c.S is a 1 frame link on most crouching characters.
  • Does not work from far away if you would get f.S instead.
  • Does not work on Potemkin, Bedman, and Kum unless 6K is meaty.
  • Does not work on Slayer or Johnny unless they are crouch blocking. If you want to practice on Slayer or Johnny in training mode, record the dummy to crouch block.


(Corner) 6K RC > 5H > 2H > 5K > j.SHD

  • RC confirm for corner 6K.
  • Unlike the previous combo, this works on standing too.
  • 6K RC > 5H will fail to combo if you don’t RC immediately. You can use 6K RC > 2S for a wider window.
  • 2H > 5K is a 2 frame link here, you can also use 2H > c.S if you are right next to the opponent.


6H > P Pile

  • The only combo that gives meterless knockdown on a grounded opponent from 6H.
  • 1 frame link on standing and 2 frame link on crouching.
  • May fail to combo on standing from far away, especially on thinner characters.


(Midscreen) CH 6H > K CWH > 5H > j.SHD2K > j.PK > dj.KD

  • Highest damage counterhit confirm for midscreen 6H.
  • K CWH > 5H is a link and can be difficult on heavier characters like Bedman, Johnny, and Leo.
  • Potemkin and Kum touch the ground before 5H hits, so use c.S > f.S or 5K instead.


(Corner) CH 6H > K Pile

  • Counterhit confirm for 6H near the corner.
  • If they can mash out of CH 6H stagger, you have about 4 frames to combo into K Pile.
  • Followup after K Pile varies based on spacing, usually one of K Pile, 6H, 5D[6], and 5H.


CH 2H > 6H > P Pile

  • BNB for CH 2H.
  • CH 2H > 6H is a link.
  • It may be difficult or impossible to combo 6H and/or P Pile from far away.


CH 2D or 2D RC > c.S > f.S > j.SHD2K > j.K > dj.SHD

  • BNB for 2D.
  • j.2K > j.K is a 2 frame link here.
  • Only works on CH if you started 2D from far away.


(Crouching only) CH Mappa > 5K > 2D

  • Knockdown confirm for CH Mappa.
  • CH Mappa > 2K > 2D works on many characters while standing, though not at all ranges.


(Corner) CH P Pile > 5H > j.SHD2K > j.K > dj.SHD

  • BNB for corner CH P Pile.
  • j.2K > j.K is a 2 frame link here.
  • If P Pile hits too close to the corner and/or the opponent bounces over you, use Pile > c.S or Pile > c.S > f.S.


(Corner) CH K Pile > K Pile > 5H > 2H > c.S > j.SKD

  • BNB for corner CH K Pile.
  • If CH K Pile hits too far from the corner such that 2H > c.S does not combo, end with 5H > 2D.


(Crouching only) IL > c.S > 2D

  • BNB for IL on crouching.
  • It’s Late is an overhead, so this is an important confirm for Slayer’s mixup.
  • IL > c.S is a 1 frame link on crouching.
  • Faust, Potemkin, Bedman, and Kum are wider than normal characters, so IL > c.S will not work. Use IL > 2P > 2D instead.


(Corner) CH IL > K Pile > K Pile > 5H > 2H > c.S > j.SKD

  • BNB for corner CH IL.
  • For an easier confirm, only do the 1st K Pile. If the 1st one hits too low, you cannot get the 2nd one.


CH Helter > land > 2S > j.K > dj.SHD2K > j.D

  • Easy and stable confirm for CH Helter Skelter.
  • CH Helter is techable, so your next hit will hit them fairly high up. Thus, the air combo here is a bit different from previous combos.


IAD j.S/H > c.S > f.S > 5K > Mappa

  • BNB from IAD j.S/H.
  • These are the preferred buttons for IADs. j.SK may be preferred over just j.S.
  • You can also confirm into 2D knockdown, though you may have to do fewer ground hits.


Air Combos

Combos used on airborne opponents


5P > j.PK > dj.SHD2K > j.D

  • BNB for anti-air 5P.
  • You can usually add one or two 5Ps for an easier confirm or to push the opponent higher.
  • j.2K > j.D is a 1 frame link here.


CH 5K > 6H > P Pile

  • BNB for CH 5K on air hit.
  • Note that this is the same as the CH 5K confirm on standing.
  • If you are close to the corner, you can get more damage by using 6H > CWH or UP.


(Corner) 6H > P CWH > j.K > dj.HD

  • Easy confirm for corner 6H air hit.
  • You can delay the CWH to lower the opponent’s height, which lets you get a longer combo.


CH j.K/H > 6H > P Pile

  • Easy confirm for CH j.K or j.H
  • j.K/H must hit while you are falling


2S > j.SHD2K > j.K > dj.SHD

  • BNB for anti-air 2S
  • j.2K > j.K is a 2 frame link here
  • More stable route: 2S > j.K > dj.SHD2K > j.D
  • Antiair CH 2S can combo into K Dandy


CH Mappa > 6H > P UP > IL

  • Easy confirm for CH Mappa on air hit
  • May have to delay UP and/or IL slightly

Combo List

Meterless BNBs
Combo Position Damage Tension gain Works on Difficulty Notes
5K or 2K > Mappa [1] Midscreen 60 8 All Very Easy P Mappa ender lets you play footsies with disjointed normals, and K Mappa leaves you close, but at a frame disadvantage.
2K > c.S > 2D [1] Midscreen 65 7 All Easy Only works up-close.
c.S f.S > 2KD [1] Midscreen 95 8 All Easy Knockdown confirm that leads to oki.
c.S f.S > 5K > Mappa [1] Midscreen 108 11 All Easy When your opponent is too far away for a 2D knockdown.
c.S f.S, c.S f.S > 2KD [1] Midscreen 132 12 All Easy Crouching only for most characters.
c.S f.S > j.SHD2K > j.K > dj.SHD [1] Midscreen 175 17 All Medium Air hit-confirm.
5PP or 2S > j.PK > dj.SHD2K > j.D [1] Midscreen 131 16 All Easy Anti air combo that works most of the time.
It's Late > c.S f.S > 2KD [1] Midscreen 129 --- Crouching Medium It's Late > c.S is a crouch only link. On standing, the pushback is different and you get f.S instead.
It's Late > 2KD [1] Midscreen 90 --- All Medium It's Late > 2K only works if you time It's Late as a meaty on wakeup.
6K > c.S f.S > 2KD [1] Midscreen 106 10 Crouching Medium 6K > c.S is a crouch and CH only link.
6P > K Mappa [1] Midscreen 78 9 All Very Easy Needs to spaced out a bit to give you a wallbounce midscreen for K mappa. Lets you go for an air throw reset or RRC combo.
6P > c.S f.S > j.SHD2K > j.K > dj.SHD [3] Corner 184 20 All --- You might need to delay some of the air hits to get the proper height.
6H > P pile [1] Midscreen 115 14 All Easy Works close and on CH. Will also work on air hit.
c.S f.S or f.S > j.SHD2K > j.K > dj.SHD [1] Midscreen 166 --- All Easy Air hit f.S, universal go-to combo after blocking a burst.
Counter-hit BNBs
Combo Position Damage Tension gain Works on Difficulty Notes
CH 2K or 5K > 5K > Mappa [1] Midscreen 80 --- All Easy Hit confirm into Mappa. 5K and 2K go into each other on CH.
CH 2D > c.S f.S > j.SHD2K > j.K > dj.SHD [1] Midscreen 185 --- All Easy 2D has to be spaced to hit during later active frames.
CH Mappa, 5K > Mappa [1] Midscreen 99 --- All Easy
CH Mappa > 2KD [1] Midscreen 83 --- All --- Knockdown route, has to be close
CH 2S > IAD j.H > c.S > j.SHD2K > j.K > dj.SHD [1] Midscreen 191 --- All --- Damaging anti air combo from 2S.
CH 2S > K Pile > K Pile > 5H 2H > c.S > j.SHD [2] Near corner 247 --- All --- Damaging anti air combo from 2S.
CH P Pile > 6H > P Pile [1] Midscreen 164 --- All ---
CH P Pile > 5H > j.SHD2K > j.K > dj.SHD [3] Corner 219 --- All ---
CH 6P > K cwh > 6H > P pile [1] Midscreen 166 --- All ---
CH 6P > 6P > 5H > j.SHD2K > j.SK > dj.SHD [3] Corner 217 --- All ---
CH K Pile > long forward dash > K Pile > 5H 2H > c.S > j.SHD [2] Near corner or [3] Corner 241 --- All Medium Works from around round start. Stuns most characters when spending 50% on next mixup.
CH It's Late > K pile > 5D6 > 5HH > K pile > 5H 2D [2] Near corner or [3] Corner 259 --- All Medium CH confirm. Stuns most characters when spending 50% on next mixup.
50% Tension BNBs
Combo Position Damage Tension gain Works on Difficulty Notes
K Mappa > RRC 5D6 > 5HH K Pile > 5H 2H > c.S > j.SKD [2] Near corner or [3] Corner 226 --- All ---
5K > K Mappa > RRC 5D6 > 5HH K Pile > 5H 2H > c.S > j.KD [2] Near corner or [3] Corner 212 --- All --- ~1-2 hits before RRC
c.S f.S > 5K > K Mappa > RRC 5D6 > 5HH > K Pile > 5H 2D [2] Near corner or [3] Corner 212 --- All --- ~3-4 hits before RRC
c.S f.S, c.S f.S > K Mappa > RRC 5D6 > 5HH > K Pile > 6P [2] Near corner or [3] Corner 216 --- All --- ~5-6 hits before RRC
c.S f.S > j.D > SDD > c.S f.S > c.S 2D [1] Midscreen 202 --- Standing --- Does not work all characters
Bite > DOT [1] Midscreen 113 --- All ---
Bite > RRC CH K Pile > K Pile > 5H 2H > c.S > j.SHD [1] Midscreen 155 --- All --- Works from around round start spacing
Throw > RRC > 5H > j.SHD2K > j.K > dj.SHD [1] Midscreen 145 --- All ---
Throw > RRC K Pile > 5H 2H > c.S > j.SHD [3] Corner --- --- Lights --- Works on all from CH Throw (requires 72% RISC, gets another CH with 82% RISC).

5D6 > 5HH > K Pile wallsplat enders:

  • ... K Pile > 5H 2H > c.S > j.K~D. This ender only works with 1-2 hits before RRC.
  • ... K Pile > 5H 2D. Solid knockdown. If the combo scales too high you might want to go for a different ender as 2D will be a black beat.
  • ... K Pile > 6P. Gives a lot of frameadvantage on knockdown and will also let you setup crossup mixups.
  • ... K Pile > 5H > Burst dead on time. High-damage ender when you want to dump resources on your opponent.

Character Specific Combos Reference

Some tables for optimized character specific routes. Ordered from most damaging to least damaging whenever possible.


2K stand hit into 2D

Confirms from 2K into 2D on stand hit, from most to least damaging routes. 2K > cS fS does the most damage into 2D if possible, while 2K > 5P is burst safe if they burst on 5P.

  • Basically, just memorize the characters you have to cS 2D on, and you can use cS fS > 2KD on the rest.
  • 5K does slightly more damage than 2K.
  • 2K > 5P2K 2D does the same damage as 2K > cS 2D.
  • 2D may fail to combo if 2K does not hit from point blank.
2K cS fS Routes Characters
2K > cS fS > 5K 2D
or 2K > cS > fS > 2KD
GGXRD-R2 Answer Icon.pngGGXRD-R2 Bedman Icon.pngGGXRD-R2 Chipp Icon.pngGGXRD-R2 Elphelt Icon.pngGGXRD-R2 Faust Icon.pngGGXRD-R2 Kum Icon.png
GGXRD-R2 Ky Icon.pngGGXRD-R2 Leo Icon.pngGGXRD-R2 Potemkin Icon.png
2K > cS fS > 2KD GGXRD-R2 Baiken Icon.pngGGXRD-R2 Dizzy Icon.pngGGXRD-R2 I-No Icon.pngGGXRD-R2 Jam Icon.pngGGXRD-R2 Johnny Icon.pngGGXRD-R2 May Icon.png
GGXRD-R2 Ramlethal Icon.pngGGXRD-R2 Raven Icon.pngGGXRD-R2 Sin Icon.pngGGXRD-R2 Slayer Icon.pngGGXRD-R2 Zato-1 Icon.png
2K > cS 2D GGXRD-R2 Axl Icon.pngGGXRD-R2 Jack-O Icon.pngGGXRD-R2 Millia Icon.pngGGXRD-R2 Sol Icon.pngGGXRD-R2 Venom Icon.png
2K 5P Routes (burst safe before 2D) Characters
2K > 5P5K 2D
or 2K > 5P2K 2D
GGXRD-R2 Answer Icon.pngGGXRD-R2 Baiken Icon.pngGGXRD-R2 Bedman Icon.pngGGXRD-R2 Chipp Icon.pngGGXRD-R2 Elphelt Icon.pngGGXRD-R2 Faust Icon.png
GGXRD-R2 Kum Icon.pngGGXRD-R2 Ky Icon.pngGGXRD-R2 Leo Icon.pngGGXRD-R2 May Icon.pngGGXRD-R2 Potemkin Icon.png
2K > 5P2K 2D GGXRD-R2 Axl Icon.pngGGXRD-R2 Dizzy Icon.pngGGXRD-R2 I-No Icon.pngGGXRD-R2 Jack-O Icon.pngGGXRD-R2 Johnny Icon.pngGGXRD-R2 Ramlethal Icon.png
GGXRD-R2 Raven Icon.pngGGXRD-R2 Sin Icon.pngGGXRD-R2 Slayer Icon.pngGGXRD-R2 Venom Icon.pngGGXRD-R2 Zato-1 Icon.png


CH K Mappa confirm into 2D

Confirms from CH K Mappa into 2D, on both standing and crouch hit.

  • CH K Mappa > cS 2D and CH K Mappa > 2D are universal.
  • If K Mappa hits from too far away, you cannot combo into 2D. As a rule of thumb, at the range where CH K Mappa > 5K would whiff, you cannot combo into 2D.
  • Some routes will not work from Bite > CH K Mappa.


Stand hit routes Characters
CH K Mappa > 5K 2D
or CH K Mappa > 2KD
GGXRD-R2 Answer Icon.pngGGXRD-R2 Baiken Icon.pngGGXRD-R2 Bedman Icon.pngGGXRD-R2 Chipp Icon.pngGGXRD-R2 Dizzy Icon.pngGGXRD-R2 Elphelt Icon.png
GGXRD-R2 Faust Icon.pngGGXRD-R2 Kum Icon.pngGGXRD-R2 Ky Icon.pngGGXRD-R2 Leo Icon.pngGGXRD-R2 May Icon.pngGGXRD-R2 Potemkin Icon.png
GGXRD-R2 Raven Icon.png
CH K Mappa > 2KD GGXRD-R2 Axl Icon.pngGGXRD-R2 I-No Icon.pngGGXRD-R2 Jack-O Icon.pngGGXRD-R2 Johnny Icon.pngGGXRD-R2 Millia Icon.pngGGXRD-R2 Ramlethal Icon.png
GGXRD-R2 Sin Icon.pngGGXRD-R2 Slayer Icon.pngGGXRD-R2 Sol Icon.pngGGXRD-R2 Venom Icon.pngGGXRD-R2 Zato-1 Icon.png
Universal routes only
(CH K Mappa > cS 2D
and CH K Mappa > 2D)
GGXRD-R2 Jam Icon.png
Crouch hit routes Characters
CH K Mappa > cS fS > 5K 2D
or CH K Mappa > cS fS > 2KD
GGXRD-R2 Elphelt Icon.pngGGXRD-R2 Jam Icon.pngGGXRD-R2 Ky Icon.pngGGXRD-R2 Venom Icon.png
GGXRD-R2 Bedman Icon.pngGGXRD-R2 Faust Icon.pngGGXRD-R2 Kum Icon.pngGGXRD-R2 Potemkin Icon.png (Requires walk up > cS)
CH K Mappa > cS fS > 2KD GGXRD-R2 Answer Icon.pngGGXRD-R2 Axl Icon.pngGGXRD-R2 Baiken Icon.pngGGXRD-R2 Chipp Icon.pngGGXRD-R2 Dizzy Icon.pngGGXRD-R2 Jack-O Icon.png
GGXRD-R2 Johnny Icon.pngGGXRD-R2 Leo Icon.pngGGXRD-R2 May Icon.pngGGXRD-R2 Millia Icon.pngGGXRD-R2 Sin Icon.pngGGXRD-R2 Slayer Icon.png
GGXRD-R2 Sol Icon.pngGGXRD-R2 Zato-1 Icon.png
GGXRD-R2 I-No Icon.pngGGXRD-R2 Ramlethal Icon.pngGGXRD-R2 Raven Icon.png (Requires walk up > cS)


6K crouch confirm

Confirms into 2D on crouch hit. Note that 6K needs to be meaty or CH for links on Bedman, Pot, and Kum.

Route Characters
6K > cS fS > cS fS > 5K 2D
or 6K > cS fS > cS fS > 2KD
GGXRD-R2 Faust Icon.pngGGXRD-R2 Jam Icon.pngGGXRD-R2 Ky Icon.png
6K > cS fS > cS fS > 2KD GGXRD-R2 Axl Icon.pngGGXRD-R2 Baiken Icon.pngGGXRD-R2 Elphelt Icon.pngGGXRD-R2 Chipp Icon.pngGGXRD-R2 Jack-O Icon.png
GGXRD-R2 Johnny Icon.pngGGXRD-R2 Leo Icon.pngGGXRD-R2 Millia Icon.pngGGXRD-R2 Sin Icon.pngGGXRD-R2 Slayer Icon.png
GGXRD-R2 Sol Icon.pngGGXRD-R2 Venom Icon.pngGGXRD-R2 Zato-1 Icon.png
6K > cS fS > walk > cS fS > 2KD GGXRD-R2 Answer Icon.pngGGXRD-R2 Dizzy Icon.pngGGXRD-R2 May Icon.png
Meaty/CH 6K > 5P 2K2D GGXRD-R2 Bedman Icon.pngGGXRD-R2 Potemkin Icon.png
6K > cS fS > 2KD
(Universal route)
GGXRD-R2 I-No Icon.pngGGXRD-R2 Ramlethal Icon.pngGGXRD-R2 Raven Icon.png
GGXRD-R2 Kum Icon.png(Needs meaty or CH 6K)


It's Late crouch confirm

Confirms into 2D on crouch hit.

If It's Late hits meaty (such as on oki), you can be pushed out of cS range and get fS instead. When this happens, you can try to combo into 2K.


Route Characters
IL > cS fS > 5K 2D
or IL > cS fS > 2KD
GGXRD-R2 Baiken Icon.pngGGXRD-R2 Elphelt Icon.pngGGXRD-R2 Jam Icon.pngGGXRD-R2 Ky Icon.pngGGXRD-R2 Sin Icon.png
GGXRD-R2 Slayer Icon.pngGGXRD-R2 Venom Icon.pngGGXRD-R2 Zato-1 Icon.png
IL > cS fS > 2KD GGXRD-R2 Answer Icon.pngGGXRD-R2 Axl Icon.pngGGXRD-R2 Chipp Icon.pngGGXRD-R2 Dizzy Icon.pngGGXRD-R2 Jack-O Icon.png
GGXRD-R2 Johnny Icon.pngGGXRD-R2 Leo Icon.pngGGXRD-R2 May Icon.pngGGXRD-R2 Millia Icon.pngGGXRD-R2 Sol Icon.png
IL > cS > 2D GGXRD-R2 I-No Icon.pngGGXRD-R2 Ramlethal Icon.pngGGXRD-R2 Raven Icon.png
IL > 5PH > 2D GGXRD-R2 Bedman Icon.pngGGXRD-R2 Potemkin Icon.png
IL > 2P > 2D GGXRD-R2 Faust Icon.pngGGXRD-R2 Kum Icon.png
GGXRD-R2 Kum Icon.png IL > 2P > 5PH > K Mappa for more damage


Normal hit Helter Skelter > jH

Helter Skelter > jH universally confirms into 5K or 2K > 2D. If Helter Skelter lands close enough, you can cS for more damage.

jH > cS is only possible if Helter crosses up.
Route Characters
Helter > jH > cS fS > 5K 2D
or Helter > jH > cS > fS > 2KD
GGXRD-R2 Baiken Icon.pngGGXRD-R2 Bedman Icon.pngGGXRD-R2 Elphelt Icon.pngGGXRD-R2 Faust Icon.pngGGXRD-R2 Jam Icon.pngGGXRD-R2 Ky Icon.png
GGXRD-R2 Leo Icon.pngGGXRD-R2 Sin Icon.pngGGXRD-R2 Slayer Icon.pngGGXRD-R2 Sol Icon.pngGGXRD-R2 Venom Icon.pngGGXRD-R2 Zato-1 Icon.png
Helter > jH > cS fS > 2KD GGXRD-R2 Answer Icon.pngGGXRD-R2 Axl Icon.pngGGXRD-R2 Chipp Icon.pngGGXRD-R2 Dizzy Icon.pngGGXRD-R2 I-No Icon.png
GGXRD-R2 Jack-O Icon.pngGGXRD-R2 Johnny Icon.pngGGXRD-R2 May Icon.pngGGXRD-R2 Millia Icon.pngGGXRD-R2 Ramlethal Icon.png
Helter > jH > 5PH > 2D GGXRD-R2 Potemkin Icon.png
Helter > jH > 5K > 2D
or 2KD
(universal)
GGXRD-R2 Kum Icon.pngGGXRD-R2 Raven Icon.png


Midscreen CH 2H

CH 2H launches, but the basic confirm into 6H > P Pile generally knocks back too far for oki. These routes get you a jD knockdown if you're willing to memorize them.

  • These routes require 2H to hit point blank.
  • Outside point blank, K Mappa > 5P is possible on the characters with CH 2H > 6H K Mappa or CH 2H> K Mappa routes except GGXRD-R2 I-No Icon.pngGGXRD-R2 Ky Icon.pngGGXRD-R2 Sin Icon.pngGGXRD-R2 Zato-1 Icon.png
    • Max range for CH 2H > K Mappa is about the same max range as CH 2H > 6H.
  • CH 2H > dash jump jK route is almost universal if you adjust the delays.
Route Characters
CH 2H > immediate 6H K Mappa > cS > jSHD > djPSHD2K > jPD GGXRD-R2 Ky Icon.pngGGXRD-R2 Sin Icon.png
CH 2H > immediate 6H K Mappa > cS > jSKD > djPSHD2K > jPD GGXRD-R2 Slayer Icon.png
GGXRD-R2 Elphelt Icon.png (delay j2K)
GGXRD-R2 Baiken Icon.pngGGXRD-R2 Dizzy Icon.pngGGXRD-R2 I-No Icon.pngGGXRD-R2 Jack-O Icon.pngGGXRD-R2 Jam Icon.pngGGXRD-R2 May Icon.png (delay K Mappa and j2K)
GGXRD-R2 Millia Icon.png (delay K Mappa, the first jD, and j2K)
CH 2H > immediate 6H K Mappa > cS > jKD > djPSHD delay j2K > jPD GGXRD-R2 Ramlethal Icon.png
CH 2H > immediate K Mappa > cS > jSHD > djPSHD delay j2K > jPD GGXRD-R2 Answer Icon.pngGGXRD-R2 Leo Icon.pngGGXRD-R2 Raven Icon.png
CH 2H > immediate K Mappa > cS > jSKD > djPHD2K > jPD GGXRD-R2 Faust Icon.pngGGXRD-R2 Zato-1 Icon.png
GGXRD-R2 Sol Icon.png (if near corner, add a delay somewhere before j2K otherwise last jP will whiff)
CH 2H > immediate dash jump jK delay jSKD > djPSH delay jD delay j2K > jPD GGXRD-R2 Bedman Icon.pngGGXRD-R2 Chipp Icon.pngGGXRD-R2 Kum Icon.png
GGXRD-R2 Johnny Icon.png (don't delay jD before j2K)
GGXRD-R2 Axl Icon.pngGGXRD-R2 Venom Icon.png (first jK is very tight)
CH 2H > immediate dash jump jK delay jSHD > djKS delay jHD2K > jPD GGXRD-R2 Potemkin Icon.png
CH 2H > immediate dash > cS fS > jSH delay jD2K > jK > djHD GGXRD-R2 Dizzy Icon.pngGGXRD-R2 Elphelt Icon.pngGGXRD-R2 Jam Icon.pngGGXRD-R2 May Icon.pngGGXRD-R2 Millia Icon.png
(Basically, all lightweights except GGXRD-R2 Baiken Icon.pngGGXRD-R2 Jack-O Icon.pngGGXRD-R2 Ramlethal Icon.png)


Corner CH Mappa > 2SH

CH Mappa > 2SH is a high damage corner-only route, easily over 200 with optimal routes.

  • CH K Mappa > 2S is a 2f link on standing, 3f link on crouching.
  • CH P Mappa > 2S is a 3f link on standing, 4f link on crouching. You can also link CH P Mappa > 5H on crouching, which is a 1f link.
  • The same routes from the Corner confirm into 2PSH section generally work from CH Mappa. Do note that the pushback and scaling is slightly higher compared to 6K/2K, so you may need to adjust the routes slightly.
    • For example, routes that end in j2K > jPD may require a longer delay on j2K so the last jD hits lower to be untechable.


Routes Characters
Any Mappa hit GGXRD-R2 Axl Icon.pngGGXRD-R2 Baiken Icon.pngGGXRD-R2 Bedman Icon.pngGGXRD-R2 Dizzy Icon.pngGGXRD-R2 Elphelt Icon.png
GGXRD-R2 Faust Icon.pngGGXRD-R2 I-No Icon.pngGGXRD-R2 Jack-O Icon.pngGGXRD-R2 Jam Icon.pngGGXRD-R2 Johnny Icon.png
GGXRD-R2 Ky Icon.pngGGXRD-R2 Kum Icon.pngGGXRD-R2 Leo Icon.pngGGXRD-R2 May Icon.pngGGXRD-R2 Potemkin Icon.png
GGXRD-R2 Raven Icon.pngGGXRD-R2 Sin Icon.pngGGXRD-R2 Venom Icon.pngGGXRD-R2 Zato-1 Icon.png
P Mappa or crouch hit K Mappa GGXRD-R2 Chipp Icon.pngGGXRD-R2 Millia Icon.pngGGXRD-R2 Sol Icon.png
Crouch hit only GGXRD-R2 Answer Icon.pngGGXRD-R2 Slayer Icon.png
Stand hit only GGXRD-R2 Ramlethal Icon.png


Corner confirm into 2PSH

Corner-only confirms into 2PSH, generally linked from 2K stand hit, 6K crouch hit, or CH/meaty 6K stand hit.

  • There's not really a universal route since 5K > jS can whiff on a lot of characters and followups to 5K > jK can be very character dependent.
  • If 2K > 2PSH combos on stand hit, the same routes generally also work on crouch hit.
  • If 6K > 2PSH combos on crouch hit, the same routes generally also work from meaty 6K, standing CH, and crouch hit.
  • CH 6K/2K can affect whether 2PSH combos or not.
  • K Dandy momentum can allow 2P > 2S to combo on characters that 2S normally whiffs on. Note that this requires K Dandy without a followup, K Dandy > UP whiff will not work.
  • Same routes work from other short starters into 2H, such as IAD jSK > 2SH, CH K Mappa > 2SH, or CH UP > 2PSH.


Route Characters
6K/2K > 2PSH > 5K > jK2K > jK > djSHD2K > jPD
(Works on all except lightweights, though may require different delays at the end)
GGXRD-R2 Faust Icon.png (Alternative: 6K/2K > 2PSH > 5K > jS2K > jD > djKSHD > jPD)
GGXRD-R2 Bedman Icon.png (6K starter requires CH or meaty, delay the double jump)
GGXRD-R2 Sol Icon.png (Requires 2K > 5P on stand hit)
GGXRD-R2 Answer Icon.pngGGXRD-R2 Chipp Icon.pngGGXRD-R2 Venom Icon.png (Requires K Dandy whiff for 2K stand hit)
GGXRD-R2 Axl Icon.png (Requires K Dandy whiff for 2K stand hit and 6K crouch hit)
GGXRD-R2 Slayer Icon.png (Requires K Dandy whiff for 2K stand hit and 6K crouch hit, slightly delay the last j2K)
6K/2K> 2PSH > 5K > jK2K > jD2K > jS > djSHD GGXRD-R2 Johnny Icon.pngGGXRD-R2 Ky Icon.pngGGXRD-R2 Leo Icon.pngGGXRD-R2 Sin Icon.png
GGXRD-R2 Zato-1 Icon.png (Delay the first jump or jK)
GGXRD-R2 Raven Icon.png (Requires K Dandy whiff except on 6K crouch hit)
6K/2K > 2PSH > 5K > jSH2K > jD > djPSHD
(Does not work from CH 6K since the first jD will whiff, can use Bedman route instead)
GGXRD-R2 Kum Icon.pngGGXRD-R2 Potemkin Icon.png
6K/2K > 2PSH > 5K > jS2K > jD > djSHD
or 6K/2K > 2PSH > 5K > jS2K > jD > djPSHD > jPD
or 2K > 2PSH > 5K > EW > 6H > K pile > 5D6 > K pile > K pile > 2D
One of few characters where you can do P/K under pressure on block into 2K > 2PSH > 5K > jK > djH~D afterwards
GGXRD-R2 Jack-O Icon.png
6K > 2PSH > 5K > jump delay jK2K > jD > djSHD

2K > 5P > 2SH > 5K > jump delay jK2K > jD > djSHD

GGXRD-R2 Baiken Icon.png (Baiken must be recorded to crouch against 6K, will not work through settings)
6K/2K > 2PSH > 5K > jS2K > jD > djPSHD2K > jPD GGXRD-R2 Elphelt Icon.png (Slightly delay first jS and second j2K, easier route is 5K > jK > djHD)
GGXRD-R2 May Icon.png (Requires K Dandy whiff for 6K/2K stand hit)
6K/2K > 2PSH > 5K > jK2K > jK > djH delay jD delay j2K > jPD
(Requires K Dandy whiff for 6K crouch hit)
(Can also use Baiken route or 5K > jK2K > jD)
GGXRD-R2 Ramlethal Icon.png
6K/2K > 2PSH > 5K > jK2K > djPSHD long delay j2K > jPD GGXRD-R2 Jam Icon.png
GGXRD-R2 I-No Icon.png (Requires K Dandy whiff except on 6K crouch hit, does not work from 6K crouch CH)
6K/2K > 2PSH > 5K > sjK2K > jD
or 6K/2K > 2PSH > 5K > sj delay jK2K > jD delay j2K > jPD
GGXRD-R2 Dizzy Icon.png
K Dandy whiff > 6K/2K > 2PSH > 5K > jSHD GGXRD-R2 Millia Icon.png (Does not require K Dandy on crouching)

Combo Theory

In Xrd, most of Slayer's combos end in a knockdown and ideally lead to okizeme. Slayer has many knockdown options that lead to okizeme (mainly through 2D, jD, or Dandy Step), but sometimes needs to spend meter for okizeme (mainly through red RC). Because of how Slayer lands his hits and the launch/bounce properties on some of his moves, many of his air combos have to be improvised. Slayer's air combos are notable in that he can almost always end them in a good knockdown. To take full advantage of this strength, it helps to study his combo tools to optimize your conversions.


Here are some of Slayer's important combo starters, fillers, and enders:

6H

  • Reaches very high up and has long untech time on air hit.
  • Great for filler after launching the opponent (CH 2H, K CWH air hit, EW).
  • On ground hit, combos into P Pile at close range or Mappa.
  • On air hit, combos into Pile, CWH, and UP/IL. CWH and UP allow air combos afterwards, but Pile is much more consistent.
  • If 6H hits high enough (tip of the foot), you can combo into K Pile.
  • Note that if you catch a backdash, the height will likely be too low for Dandy Step moves to combo. Try to confirm into Mappa RC.


2H

  • Launches the opponent off the ground. In the corner, you can link into 5K, c.S, or 5P depending on the combo.
    • 2H > c.S is a 4f link and almost always works unless your combo is too long.
    • 2H > 5K is a 2f link, so this may not work in longer combos. Useful to juggle the opponent lower than c.S without having to add delays.
    • 2H > 5P is used when you're outside c.S range and the combo is too long for 5K. Does less damage than both, so only use when necessary.
  • Gives Slayer some of his biggest meterless corner combos, and has several gatlings into it: 5H, 2S, 5P/2P
  • Good with RC since it combos into K Pile > K Pile or K Cross > 6H


5D

aka Dust

  • By holding 6 after it hits, 5D[6], you get the side Dust animation that temporarily grants extra cancel options. Slayer's 5D[6] combo is usually 5H > 5H > K Pile
  • Side Dust allows more consistent corner carry from RRC if the spacing is bad or ambiguous for K Pile followups.
    • For example, you can do Mappa RRC > 5D[6] > delay 2D > delay 2D [wallstick] > K Pile. Sometimes this will reach the corner where Mappa RRC > K Pile won't.
  • 5D has faster startup than K Pile (24f vs 31f), which can help when extending combos. If you RC late after a hit, you'll have less hitstun to combo from, so 5D's speed can help (in the corner, also consider 5H > 2H).


Mappa RC

  • Common starter from any special-cancelable ground normal (any K or S, 5H, 6H) or just Mappa itself. Very versatile!
  • After the RC, use K Pile, K CWH, or 5D[6]
    • Mappa RC > K Pile has the highest damage potential, but the optimal combos require the opponent to either be touching the corner or spaced from the corner to allow ending in 2H > air combo.
    • Mappa RC > K CWH works anywhere on the screen, but the routes vary more between characters. Generally, K CWH gives less damage than K Pile or 5D[6]. However, K Pile and 5D[6] combos sometimes have to end in a 2D knockdown, while K CWH ends in a consistent jD knockdown.
    • On air hit Mappa, you can usually do Mappa RC > K Pile > K Pile > 5H 2H > air combo. This route is mostly optimal, though be wary of the wallstick height on the first K Pile.
  • Any level 4 move allows the same RC followups as Mappa: 5H, 6H, IL


P Pilebunker

  • P Dandy Step > Pilebunker launches the opponent off the ground but pushes them away. Good for ending combos, but needs a counterhit or RC to be a combo starter.
  • Useful for corner combos since the launch pushes them high enough for P Pile RC > K Pile > 5D[6].
  • As a knockdown, doesn't allow okizeme midscreen, but you can do normal Dandy Step okizeme in the corner. If used as a grounded ender, it's generally a worse knockdown than 2D or jD.
  • CH P Pile wallbounces the opponent. Followups depend greatly on spacing:


K Pilebunker

  • Very high damage whiff punisher and RC followup, but needs to be close to corner for the wallstick.
  • You can RC the Pilebunker then dash for more corner carry!
  • The wallstick is techable if they stick too high. In some cases, you will have to delay your K Dandy and/or Pilebunker for a lower wallstick.
  • Wallstick followups depend on the opponent's height and your spacing from the wall. A 2nd K Pile is generally the best, but you can substitute with 5D or 5H > 2H. At bad heights, you may need to use 6H (too high) or 2D (too low)


Crosswise Heel

  • High damage whiff punish or antiair that allows midscreen combos (21f startup for P version, 33f startup for K version).
  • K CWH has slightly more untechable time. For example, antiair K CWH > 6H works while antiair P CWH > 6H does not work normally.
  • Basic combos: use a jump cancelable normal (5P, 5K, any S, 5H) or air normal then end in a low-altitude jD.
  • Advanced combos: if the spacing/height are right, you can time a juggle with Mappa > cS/5P, 6H > Dandy, or EW.


Undertow

In the corner:

  • Undertow RC K Pilebunker ...

Might be good to push for stun/kill.

  • Undertow (CH), Dead on Time RC K Pilebunker ...

Expensive, somewhat tricky to time and confirm, but it's a fair chunk of damage.

  • Undertow (RISC CH), 5K (RISC CH) > K Pilebunker ...

If the opponent really likes blocking, this is the way to go.

Blitz Attack

  • Good damage since it allows a followup and has less proration than Pile/CWH
  • Slow startup (28f+) limits its use as much as K Pile (31f). Probably have to combo into this from K Pile, 5D[6], or some hit into RC.
  • Removes some of the opponent's burst gauge on hit, so the opponent generally won't regain burst until the next hit. Helpful for hard baiting bursts with something like 6H > Dandy Step. Note that if the opponent has their burst, they can safely burst on reaction to the attack once the charge is released.


Burst DOT

  • Very strong ender, usually deals a minimum of 40 damage at low life and can combo from almost anything. Most characters will die to a burst DOT combo if you hit them at 30%.
  • The minimum damage is 105 (60% of 175 base damage), though this gets multiplied by defense ratings and Guts reductions.
  • Easy to use from 5D[6] > 5H > 5H > K Pile > 5H > Burst DOT.
  • Harder kill routes involve picking up after an air combo with 2P to add more 1 damage hits before the Burst DOT. Usually this involves jD or Footloose into 2P > 5P > Burst DOT
  • A decent starter if you have 100 meter for DOT RC.


Counter burst theory

Blocking burst

  • Blocking a burst and doing a f.S follow up normally leads to a solid punish, but you can get more damage by aiming for K pile whiff-punishes. Furthermore, some characters can be impossible to full-combo punish after you block a burst from far away, so you have to accept a very suboptimal or no punish, or go for K dandy.

j.SHD214K

  • j.SHD is burstsafe after the j.H hit usually, and you can follow this up with footloose for more guaranteed damage.

Routing into super:

  • EW and SDD combo routes have great return, with the benefit of maintaining normal tension balance and being hard to burst, with some degree of "guaranteed" return. Combo into these as much as possible
  • One-hit-confirming stray hits like 5H, 6H, and even 2K into DOT and BDOT is possible, for explosive damage that's very difficult to burst.
  • Crossup DOT can kill an opponent before they get the chance to use their burst

A thousand resets

  • Slayer has a lot of mixups and resets to choose from during many parts of his combos. Instead of ending in guaranteed burst points, like 2D and mappa, go for dash throw, left/right dashes, IAD, dandy step and such to keep your opponent in mixups and making them doubt when they can safely burst.

Combos:

Combos
Combo Notes
c.S f.S j.D SDD > bite > dead on time Works on most standing characters, is unburstable after SDD
Full charged blitz > dash 5H bite Corner Burst safe when opponent is on low health. 6H P pile ender is slightly better for damage, but will be burstable if it doesn't finish the opponent.
Full charged blitz > charge blitz > 2S > j.SHD214K Fully burst safe on lightweights when they are at low health. Delay j.SH~D214K on midweights.
Full charge blitz > full charge blitz > c.S j.SHD214K Midscreen route.
2[P]S Semi burst-safe pickup after for example 2K, corner 6P or CH 2D that allows you to combo afterwards.

Counter Hits

Slayer specializes in Counter Hits. Many of his moves do not lead to a combo on a normal hit in return for leading to a high damage combo on a Counter Hit.

Trades

  • Slayer c.S is attack level 2, and will win trades against level 0 pokes. For example, K mappa crouch hit > c.S is +0 into a 5f frame startup attack, and if your opponent retaliates with their level 0 5f attack, you will win that trade. c.S level 0 trade comboes into 5K K mappa.
  • CH P pile trade > 6H K mappa c.S/5P
  • K pile normal hit > K pile. Most trades are CH, but if you hit someone doing a projectile YRC attack, the wallstick can win you the trade even on normal hit.

Late hits

Late hit 2D

  • This move has 21f active frames and normally doesn't combo into anything, but if you hit with the last couple of frames, it will combo into a full c.S air combo and will also be plus on block. On CH, you can combo from the earlier active frames also.
  • You can hit the with later active frames by spacing it out horizontally or doing it as a meaty, but to hit with the very last active frames you must do it as a meaty, because of how the hitbox shrinks.
  • On midweight, heavy and slightly heavy characters, you have to time it within the last two active frames, on lightweights you have one extra frame of leniency, and on super heavies you have one frame less.
  • To confirm if you got the late hit or not, you will see how Slayer's stance changes, which only happens during the last two active frames.


GGXRD Slayer 2D early active frames.jpgGGXRD Slayer 2D last two active frames.jpg

Late hit CWH

The two-hit P cwh combo normally doesn't have enough untechable time to go into 6H, but if the 2nd hit is late, this route becomes possible, and opens up high damage 6H K pile routes.

  • On an early hit, the "cross" is a bright purple during hitstop, but on a late hit, the color is much darker and you will also see two distinct holes. The color becomes very dark on a very late hit.


GGXRD Slayer PCWH early hit.jpgGGXRD Slayer PCWH late hit combo.jpg

  • P cwh(2) late hit will look different based on if it's a two-hit combo or only the 2nd hit. On an early 2nd hit only, the cross looks very incomplete, with only a single streak of purple. On a late hit, you will see a more complete cross, and it looks more like a "T" with two bat ears on top.


GGXRD Slayer PCWH(2) early hit.jpgGGXRD Slayer PCWH(2) late hit.jpg

Late hit 6P

  • Has 6 active frames and will combo into for example 6H midscreen when hitting late, which it normally cannot do. It will also go from being minus on block to plus on block.
  • Late CH midscreen will let you do K cwh earlier, which gives 6H K pile extensions on lightweight characters.
  • Slayer's hair is pointing to the side on an early hit, and the spark will also be shoulder height. During a late hit, the hitspark is much lower and Slayer's hair will be pointing forwards during frame 3-6, though this can be hard to see on some colors and in the heat of battle.


GGXRD Slayer 6P early active frames.jpgGGXRD Slayer 6P late active frames.jpg

Late hit K mappa

K mappa normally doesn't combo into much unless it's a CH. However, on a late air hit it has enough advantage to go into full c.S or 5P air combos, and even dead on time if it's a really late hit.

  • Air late hits mostly occur in neutral and pressure when you are chasing backdashes, as their invulnerability ends while K mappa is still active on top of them. You can also use K mappa in combos after moves with a lot of untechable time to go for the late hit extensions, for example CH P pile trade > 6H > K mappa > c.S.
  • Some far range juggles it's also enough to space it out horizontally, like CH 2H > K mappa > 5P or P pile RRC long dash > tk K mappa > dead on time.
  • If you get the air-hit with K mappa, but it's an early hit, you can go for an air throw reset, and even be greedy enough to go for black-beat combos.
  • Late hit K mappa when used as a meaty or spaced out is also plus on block, and safe on IB. If you CH a grounded opponent with a late K mappa, you can follow up with 5H, 2H or another K mappa.
  • Properly hitconfirming late K mappa is not very easy, and boils down to having a lot of experience with the move and those type of confirms.

Late hit IL

6f active and a good meaty attack. Doing it meaty, will make it plus even when IBed, and it will also combo into 2K and 5P on standing which it normally can't do.

  • Visually confirming the late hit is not so easy, as the purple animation part does not really follow hitstop and it does it's own thing. It mostly comes down to knowing the timing of when it normally hit's early and seeing it hitting late.

Late hit EW

The later you hit with this move, the better routes you will get. The best routes from EW are when you can land 6H K pile 5D6 or even EW K pile K pile, and you need a lot of frame-advantage for those hits.

  • EW moves diagonally upwards, and so it will naturally hit later when the opponent is spaced high up and horizontally a bit to the side.
  • The "jetpack" flames become smaller, and it's also very easy to tell because of how much slower EW appears to be hitting.

From left to right: Early hit, late grounded hit, very late air hit.
GGXRD Slayer EW earliest hit.jpg GGXRD Slayer EW late ground hit.jpg GGXRD Slayer EW very late hit.jpg

  • ZA, JO, RA, BA, JA, KY, MA, SI, JC, RV, AN become very thin in the air when juggling with 5H and 6H, which often leads to EW late hits. For example midscreen CH 6P > K cwh > 6H > EW > 6H > K pile. Another example corner CH 6P > 5H > EW > 6H > K pile.

Late SDD tail-hit

Goes into 6H routes on CH, but will not work on normal hit unless you hit with the later active frames. The way you would go about that is using CH 6P wall-bounce to have your opponent bounce into it from the side. For example, KY corner CH 6P > tk SDD > 6H > K pile > 5H > 2H > c.S > j.SHD (306 damage).

  • There also exists the 214 656 2148S (FDC tk SDD) routes, that carry the SDD momentum sideways, for example, midscreen KY late CH 6P > FDC tk SDD > 6H > K pile > 6H > P pile (287), compared to KY CH 6P > K cwh > 6H > EW > 6H > K pile > 5D6 5HH > K pile > 6P (271). These routes are very hard and impractical, but allows you to get late SDD tail-hit in another way.

Late hit 6K

When done meaty, will combo into c.S on standing opponents, and will be more plus on block. It will also combo into 2K on crouching opponents from far ranges.

Video Examples

Basic combos

Navigation

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