GGXRD-R2/Slayer/Okizeme

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 Slayer


Introduction

Slayer specializes in high/low and crossup okizeme. However, since his okizeme operates at close range, he has to play around wakeup throws and DPs very often. Thus, Slayer's okizeme also involves baiting and punishing reversals with his rewarding counterhit and Roman Cancel combos.


Dandy Step

Dandy Step gives Slayer an overhead (It's Late) or a crossup (Helter Skelter), which can both beat wakeup throw. After conditioning with these options, you can then work in other mixup options that would otherwise be vulnerable to wakeup throws.

After most knockdowns, you can start P Dandy Step, whiff Under Pressure, then mixup as your opponent is rising. The following mixups are very annoying to deal with, and build a lot of valuable tension for you. Generally, your opponent will try to retaliate against this mixup to stop Slayer from building too much of an advantage, using blitz, backdash, reversals, wakeup throw etc, but with the right reads as Slayer, you can make fighting back very painful.


Overhead option - Under Pressure (whiff) > It's Late

  • Fast overhead that is plus on block, and fully throw invulnerable.
  • Leads to 2D knockdown on hit, which loops into Dandy Step mixup again.
  • CH It's Late leads to massive amounts of damage, tension gain and stun, so punish your opponent severely for disrespecting this move. If you get two of these, you will stun and kill almost any character in the game.
  • You can also intentionally delay this move (Under Pressure > delay > It's Late) to catch wakeup backdash and uncharged Blitz, while still sort of using it as an overhead mixup.


Low option - Under Pressure (whiff) > 2K

  • This is the go-to low option that you use together with It's Late as the high option.
  • Plus on block, a bit more rewarding on block and hit. Unlike It's Late, 2K is vulnerable to wakeup throw.
  • You can use this to bait your opponent into throwing on the next knockdown, and counter-hit them with It's Late.
  • Fastest UP > 2K timing hits about 3 frames later than the fastest It's Late timing, so the high/low is very strong if your opponent only blocks on wakeup.


Crossup option 1 - Under Pressure (whiff) > forward dash (crossup) > c.S f.S

  • Decently fast crossup that has good combos and block-pressure.
  • Point blank forward dash will usually be outside your opponents throw range after the crossup.
  • You can also forward dash as a reset after other mixups. For example, UP (whiff) > 2K > forward dash (crossup).
  • Fastest UP > dash > c.S timing hits much later than other Dandy Step mixups. However, the dash can be timed such that you "meaty" with the invulnerable frames, allowing you to be safe from reversal throw regardless of spacing.


Crossup option 2 - Helter Skelter

  • Dandy Step followup that crosses up and is throw invulnerable. Compared to forward dash, it's generally safer but easier to react to.
  • A bit slow and the leaping animation can make it seem obvious, but is still a good option to surprise your opponent and to check their reactions.
  • Helter Skelter YRC allows you to put your opponent into blockstun and immediately follow up with another mixup. The particles and dust cloud from Helter Skelter will stay after YRC, making it hard to see Slayer.
  • You can space Dandy Step to make it less obvious which side Slayer will land on. You can also dash cancel into Dandy Step to switch which side you Helter Skelter from, but this probably won't hit meaty.
  • Fastest Helter Skelter timing hits about 1 frame later than the fastest UP > 2K, so Helter Skelter can be very effective if the opponent likes to use reversals against the high/low.


Throw options - Under Pressure(whiff) > throw/BDC Bite

  • BDC Bite can be timed to hit just as wakeup throw protection ends. BDC does not make the Bite throw invulnerable, but you can time the backdash when the opponent would be able to throw then perform the BDC to be invulnerable against their 5H, etc.
  • Slayer's throws outrange most characters' throws, so you can also space yourself just outside their throw range and still be able to throw them.
  • Useful for adding more layers to your mixup and making it really hard to defend against. The opponent must reversal or jump to escape, which you can counter with other mixups.



Ground Throw oki

Slayer's ground throw does not give him much not much frame-advantage from a knockdown, but still leads to good mixups. The frame-advantage is based on face-down wakeup timing, but character weight is also a factor. Actual frameadvantage:

  • +12 SL
  • +13 AX, KY, SI, SO, IN, PO
  • +14 ZA, BA
  • +15 MA
  • +16 CH, JO, RV, JC, MI, RA
  • +17 AN, DI
  • +18 LE, VE, JA, KU
  • +19 none
  • +20 EL
  • +21 FA
  • +22 BE


P Dandy > Under Pressure (not whiffing!)

  • That's right. You can simply meaty with Under Pressure itself. It doesn't even have to be meaty, it just has to hit your opponent at a reasonable timing.
  • Not throw invuln, but is already spaced outside throw range after ground throw.
  • Under Pressure can whiff cancel into It's Late, which is useful for catching backdashes if they first dodge Under Pressure. You can also just do this on any knockdown, as it is hard to throw or IB on reaction. You don't even have to do under pressure! You can do an empty P dandy and go for a throw mixup. There are several possibilites...


6K

  • Overhead and airborne, so it cannot be ground thrown by your opponent. Also sometimes goes over 2Ks and 2Ps and such.
  • A bit slower than It's Late, but has better combo options and block pressure, and you don't need to setup Dandy Step to do it. However, 6K does lose out on the tension gain from Dandy Step.
  • Fast facedown wakeup characters can mash to interrupt 6K here (for example: Sol, Ky, Slayer). On the other hand, characters with slow facedown wakeup cannot mash on 6K (for example: Faust, Elphelt, Bedman).


Forward dash > c.S

  • Still a fast option, but can be thrown by your opponent on reaction, so you have use more tricky movement to punish these attempts.
  • A good option is to walk forward a bit, then forward dash, as the crossup c.S will now be outside throw range



Other various mixups

Crossup dead on time(41236 56 47)

  • Dead on time has 7+0 frame startup, which means that dead on time is already active before the cinematic flash. If your opponent weren't guarding before the flash, they cannot switch to guarding afterwards. Simply put, think of dead on time as only having 7f startup up-close, a move with unreactable speed. The idea is you dash cancel forward dash as soon as it crosses up into DOT, creating an unseeable crossup.
  • This is a very potent way to finish off opponents with low-ish health if they still have burst. This will also beat blitz attempts, which a lot of your oki would otherwise be susceptible to.
  • Forward dash, when point-blank, crosses up at the 10th frame, giving crossup DOT 16f total duration.


Meaty 2D

  • 2D is -11 on block, but has 21f active frames. This means if you can time your very last couple of 2D active frames on your opponents wakeup, it will become massively plus on block, and it will also link into a c.S air juggle on hit instead of just sweeping them. Since it is so active and a low, it's also the most consistent way of testing your opponents reversal timings.
  • Another benefit of 2D is that it moves forward, so you can do 2D to meaty where 2K would be too far away or not meaty.


Delayed 6P

  • 6P is a -1 on block mid, so alone this move is not very good at oki ( however it can be spaced out to atleast be slightly plus on block). The value of this move comes from when it's not quite meaty, but going under certain reversals and catching backdashes, moves that try to disrespect your otherwise more powerful oki. 6P midscreen normal hit is not very good, but in the corner, 6P is a very potent combo starter.

Known reversals that 6P goes under from point-blank range:

  • Sol cinematic super
  • Slayer cinematic super
  • Johnny cinematic super
  • I-no cinematic super
  • Jam DP (cardless only)
  • Leo H super
  • Ky SVT and HVT
  • Any May super
  • Gold burst

When 6P is spaced further out:

  • Kum cinematic super (only if spaced around roundstart range and they don't hold the clap)
  • Jack-O DP
  • Chipp DP
  • Leo flashkick

Sometimes 6P will clash instead of giving you a punish, so always buffer a potential clash into FD or something else.


c.S


Undertow

Choosing an Oki Route

Explain the thought process that goes into picking an oki route.

This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.

Video Examples

Dandy Step oki


Faceup/Facedown Knockdown Chart

Move Knockdown Type
2H Facedown
2D Facedown
j.D Faceup
6P, Dead Angle Facedown after wall bounce
Faceup without wall bounce
6H
(knockdown on air hit only)
Faceup
Ground Throw Facedown
Air Throw Faceup
Blitz Attack Facedown
P Dandy > Pilebunker Facedown on counterhit
Faceup on normal hit
K Dandy > Pilebunker Faceup
Crosswise Heel Faceup
It's Late Faceup
Footloose Journey Faceup
Undertow Faceup
Dead On Time Faceup
Eternal Wings Facedown
Straight Down Dandy Faceup

Any move not listed that can knockdown (for example, many moves that only knockdown if they counterhit an airborne opponent) leads to Faceup knockdown.

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