GGXRD/Slayer: Difference between revisions

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|caption=Probably your favorite normal.
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  {{AttackData-GGXRD
  {{AttackData-GGXRD

Revision as of 00:27, 1 August 2015

Slayer
GGXRD Slayer Portrait.png

Defense Modifier: x0.96

Guts Rating: 1

Stun Resistance: 70

Jump Startup: 4F

Backdash Time: 28F

Backdash Invincibility: 1-20F

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

Movement Options
Double Jump, 1 Air Dash, Dash Type: Teleport Dash
66 and 6[6] and different travel distance, can go through opponent.
Full Frame Data
GGXRD/Slayer/Frame Data

Overview

Vampire Empire

Strengths
  • Very high damage output, especially in the corner
  • Solid mixup and okizeme
  • Can escape pressure fairly easily thanks to BDC options
  • Great Overdrives
Weaknesses
  • Struggles in neutral situations, must work his way in to be a threat
  • Cannot pressure opponent for long periods of time without them escaping
Backdash Cancel (BDC)

BDC is a technique Slayer uses to give all of his ground special attacks invincibility on startup (speculated 6F)! Execute a backdash, immediately jump, and cancel the jump's startup into a special attack. This technique is difficult for new players to and

Move List

Normal Moves

5P
5P
GGXRD Slayer 5P.png
Shall we begin?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Mid CSJ YRP 5 6 6 -2
  • Fast poke, cancels into itself and jump, most of the cast can crouch under.
  • Can be used as an AA, on regular AA hit can be followed up by jP into air combo, on AA CH combos into 6HS.
5K
5K
GGXRD Slayer 5K.png
A gentleman's kick
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 7 3 8 +3
  • One of the main pokes, good range, special and jump cancellable, +3 on block makes it good for frame-traps.
c.S
c.S
GGXRD Slayer c.S.png
Your best friend
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 5 4 14 -4
  • Main tool for close-quarter combat. Fast, starts combos, cancels into specials, jumps and several normals.
f.S
f.S
GGXRD Slayer f.S.png
Your friend's friend
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid SJ YRP 13 2 6 +6
  • Rarely used on it's own, mostly after cS. Has +6 on block, thus making it very good for frame traps among other things. cS fS on block can be punished between hist on IB. Links into cS quite easily, making Sx4 a combo. Jump-cancellable, so you can IAD in after it to continue pressure.
5H
5H
GGXRD Slayer 5H.png
Enough playing, then
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid SJ YRP 13 5 18 -4
  • Far-reaching poke, also used in combos. Staggers on ground hit.
2P
2P
GGXRD Slayer 2P.png
No one else punches like this
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid CS YRP 5 2 6 +2
  • Good poke for situations where S might turn into it's far variation.
  • Fast startup can counter hit opponents attempt at punishing your previously blocked attack.
  • Can be used to mash out of pressure
2K
2K
GGXRD Slayer 2K.png
So casual
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Low S YRP 6 2 8 +4
  • Good poke, far reaching low attack with +4 on block (frame traps), special cancel for combos. Links into cS at point-blank range.
2S
2S
GGXRD Slayer 2S.png
Don't even try this at home
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 10 9 12 -7
  • Sort of an AA, no invuls but tall hit-box. On AA CH hits leads into heavy damage. Combos off 2P on the ground.
2H
2H
GGXRD Slayer 2H.png
This land is my land
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
48 Low - YRP 13 2 21 -4
  • Staggers on hit
  • Low-crush attack - use it to counter those pesky low pokes people throw at you. Can lead into combos in the corner (cS/5P into air combo), CH launches them high and away from Slayer so he can't get much.
j.P
j.P
GGXRD Slayer j.P.png
Air combo filler/starter
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
13 High / Air CS YRP 5 3 9
  • Fast air attack, good for air-to-air.
j.K
j.K
GGXRD Slayer j.K.png
A little stretch goes a long way
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 High / Air SJ YRP 6 9 16
  • Air attack with good horizontal reach. Used in combos and in IADs with jS.
j.S
j.S
GGXRD Slayer j.S.png
AHAHAHAHA!!!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20×n High / Air SJ YRP 4[8] [2(2)2(4)]×4 34
  • [ ] Indicates during forward attack
  • Good fast air attack, hits below Slayer. Good for IADs in, combos.
j.H
j.H
GGXRD Slayer j.H.png
This is my space
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 High / Air S YRP 13 5 18
  • Main air-to-ground attack.
j.D
j.D
GGXRD Slayer j.D.png
And stay down!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 High / Air SJ YRP 7 5 32 / 5 Landing Recovery
  • Good air-to-ground, plummets on hit. Used in combos to get knockdown.
6P
6P
GGXRD Slayer 6P.png
I'm sorry, was that supposed to hit me?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
45 Mid - YRP 18 6 14 -1
  • A bit slow, but good invuls make it decent AA attack, also it crushes a lot of ground attacks. Combos into 236K on mid-screen CH. In the corner combos on regular hit as well.
  • Upper-Body invulnerability reaches all the way down to Slayer's Knees(!) Gets through tricky projectiles like Ky's (charged) Stun Edge, May's Dolphin, and most of Venom's balls. Clashes with some overdrives.
  • Wallbounce leads to air combos near the corner.
6K
6K
GGXRD Slayer 6K.png
Skip to my lou
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 High / Air - YRP 20 5 4+7 After Landing[Total 30] -2
  • [ ] Indicates feint motion
  • Fast overhead, but needs tension or CH to be followed up. Can be YRCed to get a small hop leaving you just off ground with ability to use air attacks.
6H
6H
GGXRD Slayer 6H.png
Probably your favorite normal
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid S YRP 17 6 15 -2
  • Good poke with tremendous reach, quite fast for it's size. Special cancellable.
  • Covers generous amount space in front of Slayer.
  • Can be used to counter IAD approaches if done early.
j.2K
j.2K
GGXRD Slayer j.2K.png
I'm sorry, did you think this combo was over?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 All S YRP 13 3 18
  • Mostly used in combos to extend them. Also useful to alter jumping arc and landing time. If YRCed at start-up directs Slayer down, making 9, j2K YRC a small jump.
2D
2D
GGXRD Slayer 2D.png
A gentleman's slide
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 Low - YRP 9 21 9 -11
  • Combo Ender. Sets up okizeme.
  • Sliding sweep attack. Done far enough or meaty enough is un-punishable, and can even be plus on block. Combos off cS, 5K and 2K on crouchers.
5D
5D
GGXRD Slayer 5D.png
Liftoff!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 High - YRP 24 3 20 -9
  • A dust is a dust =)
  • No longer able to feint.


Universal Mechanics

Ground Throw
Ground Throw
GGXRD Slayer GroundThrow.png
The old smoke in the face trick
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,68 Ground Throw: 85750 - R 1 13
  • Can be RCed to start a combo
Air Throw
Air Throw
GGXRD Slayer AirThrow.png
Where do you think you're going?
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,60 Air Throw: 192500 - R 1
  • Can be RCed, but very hard to do much after - you can connect with falling jH.
Dead Angle Attack
Dead Angle Attack
GGXRD Slayer 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - 18 6 17 -9


Special Moves

Mappa Hunch
Mappa Hunch
236P/K
GGXRD Slayer MappaHunch.png
It sounds like he says punch
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P 40 Mid - YRP 11 3 17 -1
K 40 Mid - YRP 14 6 15 -2
  • Combo Ender
  • K Mappa travels a good distance. Great tool for closing in on zoners.
  • Also great for catching back dash attempts and if it hits them out of it Slayer can follow up with a 5P jump canceled air combo.
  • On Ground Counter Hit grants enough Hit Stun for Slayer to follow up with a normal like 2K or 5K.
  • When YRCd it moves Slayer closer to the opponent and is at advantage!
  • No longer able to feint.
Bloodsucking Universe
Bloodsucking Universe
63214H
GGXRD Slayer BloodsuckingUniverse.png
on hit
GGXRD Slayer BloodsuckingUniverse2.png
on whiff
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,72 Ground Throw: 161000 - YRP 7 2 - -
  • This move heals about the same damage you have done.
  • Can Be RCed for followup.
  • Causes Stagger that the oppenent can mash out of.
  • Normally this is used during either a forward or backwards dash cancel.
Dandy Step
Dandy Step
214P/K
GGXRD Slayer DandyStep.png
Let's get this party started!
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P - - - YRP - - Total 30 -
K - - - YRP - - Total 38 -
  • Starting move to many of Slayer's specials.
  • Moves Slayer back then forward.
  • P Version moves Slayer slightly back and is Strike Invulnerable from frames 1 through 3.
  • K version goes farther back and is Strike Invulnerable from frames 1 through 6.
  • A follow up is not required. You can simply use this as another movement option.
  • Very powerful movement option if YRCd.
Pilebunker
Pilebunker
Dandy Step > P
GGXRD Slayer Pilebunker.png
The reason you play Slayer.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
80 Mid - YRP 4 3 36 -20
  • High Damage followup to Dandy Step.
  • Sends opponent flying on regular hit.
  • Wallbounces on Counter Hit leading to some of the highest damage output combos in the game!
  • Throw this out in neutral if you are feeling ballsy.

Pilebunker behaves differently depending on which Dandy Step you used.

  • Regular hit after P Dandy = Opponent is sent flying across the screen.
  • Regular hit after K Dandy = Same as P except will wall stick if close enough to the corner.
  • Counter Hit after P Dandy = Wallbounces
  • Counter Hit after K Dandy = Ground Roll
Crosswise Heel
Crosswise Heel
Dandy Step > K
GGXRD Slayer CrosswiseHeel.png
Let's go for a little ride.
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
27,32 Mid - YRP 6 4(9)7 16+5 After Landing -14
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Under Pressure
Under Pressure
Dandy Step > S
GGXRD Slayer UnderPressure.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 Mid - YRP 5 2 12 ±0
  • Staggers on hit.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

It's Late
It's Late
Under Pressure > S or H
GGXRD Slayer ItsLate.png
COUNTER!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
52 High - YRP 14 6 12 +3
  • 1-13 frame throw invincibility.
  • On CH causes a ground bounce leading to monstrous high damage combos.
  • A move your opponent must respect at all times.
Helter Skelter
Helter Skelter
Dandy Step > H
GGXRD Slayer HelterSkelter.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 All - YRP 25 6 13 +12
  • New in Xrd. Gives Slayer another option after Dandy Step.
  • Mainly used on an opponent's wakeup.
  • Slayer is airborne after the bounce leading to various air to ground options.
  • Or you can land and do a 2K to catch them low.
Footloose Journey
Footloose Journey
j.214K
GGXRD Slayer FootlooseJourney.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40×6 All - YRP 5 [2(2)]×6 14 After Landing -
  • Alters Slayers movement in the air.
  • Can be used to travel a large portion of the stage horizontally quickly to get some distance or used to stay in place for a brief moment if used after a vertical jump.
  • Can be YRCd with the momentum being preserved allowing Slayer to close the gap fairly quickly.
Undertow
Undertow
632146P
GGXRD Slayer Undertow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
60 Unblockable - YRP 39 1 22 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Overdrives

Dead on Time
Dead on Time
632146S
GGXRD Slayer DeadOnTime.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
140 All - YRP 7+0 8 31+21 After Landing -41
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines

Eternal Wings
Eternal Wings
236236H
GGXRD Slayer EternalWings.png
To the Heavens!
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
88 Mid - YRP 5+4 18 36+7 After Landing -42
  • Full Invincible from frames 1 through 26.
  • Rarely seen used on wakeup. More of high damage combo ender.
Up and Close Dandy
Up and Close Dandy
j.214214S
GGXRD Slayer UpAndCloseDandy.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
100 Mid - YRP 8+3 Until Landing 20 After Landing
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Instant Kill

All Dead
in IK mode: 236236H
GGXRD Slayer AllDead.png
GGXRD Slayer AllDead2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+9[5+5] 6 30 -19
  • [ ] Indicates during Hell Fire
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

Follow the Help:Writing_Character_Pages guidelines


Strategy

Slayer wants to lull his opponents into a false sense of security, then punish mistakes with big damage and explosive pressure.

On offense, Slayer can maintain an aggressive posture for quite some time by chaining frame-positive moves into dashes or IAD pressure while mixing up with throws and grounded crossups.

In the neutral, Slayer is hard to pin down thanks to the visual ambiguity of his dashes. Additionally, he can BDC and FDC into jumps, mappas, and dandy steps to vary his spacing and generate pressure.

On defense, Slayer has a powerful option unique only to him. Correct application of BDCs will get slayer out of almost any pressure

General Tactics

Learn BDC bite. Without it, Slayer is half a character. Practice it with both 6321447H and 44632147H. The timing and spacing are different with both, and both are important. The first gives you a near-instant bite with little movement, the second gives you more invincibility frames and moves you backwards. They are applicable in different situations and should be treated like different moves.

Look for anti-air 5P whenever possible. It's got a great hitbox, and can lead to good damage and knockdown.

Tips and Tricks

Buffer 632144 on wakeup whenever you're facing an opponents oki.

During the initial frames of the backdash, you can decide between the following options:

  • 7H for bloodsucking universe (beats safejumps and most up-close meaties)
  • 69S for BDC Dead-on-Time (beats everything that isn't blocking/invincible)
  • 7/8/9 into FD (super-safe, often gets you land-throw)
  • 96 for invincible-jump into IAD
  • 85SH for BDC blitz guard (standing OR jumping)
  • 7P/K for BDC dandy (better with meter for YRC)
  • 2369P/K for BDC Mappa (beats meaty pokes with low active frames and medium recovery)

Once you get used to doing this on wakeup, you can start doing this in the middle of opponent's blockstrings. Most of the cast has gatling into IAD pressure, and invincible command grab is a perfect answer to most of it.

Once your opponent learns to respect your bite game, they will give you some space. From there, you can start throwing 2P and 5P and build those pokes into better frame advantage and pressure.

Combos


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

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc