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|description= | |description= | ||
*Air attack with good horizontal reach. Used in combos and in IADs with jS. | *Air attack with good horizontal reach. Used in combos and in IADs with jS. | ||
}} | }} | ||
}} | }} | ||
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|name=6H | |name=6H | ||
|image=GGXRD_Slayer_6H.png | |image=GGXRD_Slayer_6H.png | ||
|caption= | |caption=Probably your favorite normal. | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|name=Air Throw | |name=Air Throw | ||
|image=GGXRD_Slayer_AirThrow.png | |image=GGXRD_Slayer_AirThrow.png | ||
|caption= | |caption=Where do you think you're going? | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|input=236P/K | |input=236P/K | ||
|image=GGXRD_Slayer_MappaHunch.png | |image=GGXRD_Slayer_MappaHunch.png | ||
|caption= | |caption=Punching with style | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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*Combo Ender | *Combo Ender | ||
*K Mappa travels a good distance. Great tool for closing in on zoners. | *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! | *When YRCd it moves Slayer closer to the opponent and is at advantage! | ||
*No longer able to feint. | *No longer able to feint. | ||
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*Causes Stagger that the oppenent can mash out of. | *Causes Stagger that the oppenent can mash out of. | ||
*Normally this is used during either a forward or backwards dash cancel. | *Normally this is used during either a forward or backwards dash cancel. | ||
}} | }} | ||
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|input=214P/K | |input=214P/K | ||
|image=GGXRD_Slayer_DandyStep.png | |image=GGXRD_Slayer_DandyStep.png | ||
|caption= | |caption=Let's get this party started! | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|inv=1~6 Strike | |inv=1~6 Strike | ||
|description= | |description= | ||
* | *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. | |||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
* | *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 | |||
}} | }} | ||
}} | }} | ||
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|input=Dandy Step > K | |input=Dandy Step > K | ||
|image=GGXRD_Slayer_CrosswiseHeel.png | |image=GGXRD_Slayer_CrosswiseHeel.png | ||
|caption= | |caption=Let's go for a little ride. | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|inv=1~2 Low Body,3~Airborne | |inv=1~2 Low Body,3~Airborne | ||
|description= | |description= | ||
*New in Xrd. | *New in Xrd. Gives Slayer another option after Dandy Step. | ||
*Mainly used on an opponent's wakeup. | *Mainly used on an opponent's wakeup. | ||
*Slayer is airborne after the bounce leading to various air to ground options. | *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. | |||
}} | }} | ||
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|input=236236H | |input=236236H | ||
|image=GGXRD_Slayer_EternalWings.png | |image=GGXRD_Slayer_EternalWings.png | ||
|caption= | |caption=To the Heavens! | ||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|inv=1~26 Full | |inv=1~26 Full | ||
|description= | |description= | ||
* | *Full Invincible from frames 1 through 26. | ||
* | *Rarely seen used on wakeup. More of high damage combo ender. | ||
}} | }} | ||
}} | }} |
Revision as of 00:18, 1 August 2015
Slayer |
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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)
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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 |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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6P
6P |
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6K
6K |
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6H
6H |
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j.2K
j.2K |
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2D
2D |
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5D
5D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Mappa Hunch
Mappa Hunch 236P/K |
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Bloodsucking Universe
Bloodsucking Universe 63214H |
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Dandy Step
Dandy Step 214P/K |
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Pilebunker
Pilebunker Dandy Step > P |
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Crosswise Heel
Crosswise Heel Dandy Step > K |
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Under Pressure
Under Pressure Dandy Step > S |
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It's Late
It's Late Under Pressure > S or H |
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Helter Skelter
Helter Skelter Dandy Step > H |
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Footloose Journey
Footloose Journey j.214K |
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Undertow
Undertow 632146P |
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Overdrives
Dead on Time
Dead on Time 632146S |
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Eternal Wings
Eternal Wings 236236H |
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Up and Close Dandy
Up and Close Dandy j.214214S |
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Instant Kill
All Dead in IK mode: 236236H |
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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.