GGXRD-R/Slayer

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< GGXRD-R
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Slayer
GGXRD-R Slayer Portrait.png

Defense Modifier: x0.96

Guts Rating: 1

Weight:

Stun Resistance: 70

Jump Startup: 4F

Backdash Time 28F / Invul: 1-20F

Forward Dash Time: 18F (24F for long one)

Forward Dash Invincibility 5F onwards Strike, 7-12F Full

Movement Options
Double Jump, 1 Air Dash, Dash Type: Teleport Dash
66 gives short dash, 6[6] gives long dash (double distance), can go through opponent.
Full Frame Data
GGXRD-R/Slayer/Frame Data
  

Overview

Dandy fist vampire
Assassin lead long retired
His foes swift expire

Slayer is a close combat character with slippery movement and explosive damage. His range is limited to his fists and legs, but he is difficult to challenge once he gets in. Many of his attacks specialize in invulnerability, mixup, and counter hits, spreading doubt and confusion in the opponent's mind. Make the wrong guess and Slayer will have a feast.

Strengths

  • Supreme damage on individual hits, giving amazing stun potential
  • High health and ability to gain more with command grab
  • Excellent tension gain and overdrives
  • Solid mixup and okizeme with crossups and high/low
  • Oppressive frame traps
  • Great corner carry on counterhit and Dandy Step combos
  • Wide variety of movement options
  • Backdash Cancel limits opponent's options on both offense and defense
  • Relatively simple confirms with good hitboxes and active frames
  • Thin hurtbox on the ground

Weaknesses

  • Lacking reward from weaker attacks without spending meter
  • Limited ground gatlings, often difficult to confirm knockdown
  • Mixup is telegraphed and low reward outside of okizeme or counterhits
  • Many moves are unsafe, either from slow startup or frame disadvantage
  • Can struggle to get in against long range characters
  • Pressure gets riskier at further ranges and is vulnerable to low profile moves and reversals
  • Tall hurtbox

Dandy Step

Sliding on the floor
A delightful sight and more
Bring the night's encore

Slayer's signature special move slides him backward then swings forward, leading to one of 5 attacks. Dodge an attack then strike with a fierce Pilebunker! Slice through the darkness with Crosswise Heel! Bring the end with Under Pressure and pound your enemy with It's Late! Intrigue with the mystery of Helter Skelter!

Teleport Dash

Depart sight and mind
O'er sides from front or behind
Be a lord refined

Slayer has unique forward and back dashes that teleport him along the ground for a set distance and time. Both dashes have long invulnerability; no other forward dashes but Slayer's have this! His forward dash is even able to move through an opponent and cross up! Unfortunately, unlike conventional forward dashes, he is unable to cancel his into normal moves until the dash's duration completely ends. This forces him to take a different approach to pressuring opponents.

Like other characters, Slayer can still jump out of his forward dash. However, while other characters cannot jump out of their backdashes, Slayer can! By canceling his dashes into jumps, he can end the dash early and perform a special move. If he cancels his backdash, he still retains up to 6 frames of invulnerability! This technique is called Backdash Canceling (BDC). BDC allows Slayer to always block after jumping or catch the enemy with an invincible counterhit. When used to cancel into his Bite command grab or Dead on Time overdrive, Slayer can quickly turn the tables on his opponent with an unstoppable BDC Bite or BDC Dead on Time.

If he cancels his forward dash with Forward Dash Canceling (FDC), he does not retain any invulnerability. However, FDC makes his jump travel further. It can also trick the opponent into attempting to attack, providing a great opening for FDC Dandy Step!





Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc