GGACR/Slayer

From Dustloop Wiki

Overview

Overview

Slayer is a read-heavy character who scores obscene levels of damage off of counter hits, which he can set using great conditioning tools once he gets into range. Solid whiff punishes, great juking tools, Backdash Cancel (BDC), and his overall high strength at mid to close range make Slayer a menace once he really gets into the opponent's head. In particular, BDC allows Slayer to transfer the invincibility from his back (or forward) teleport dashes into his special moves. Not only does this give his offense additional prowess, it also allows him to circumvent blocking with one very powerful defensive tool.

Slayer spends meter well, too: his supers are all very powerful and either start or extend combos, and his Force Breaks like Big Bang UpperGGAC Slayer 236D.pngGuardMidStartup10Recovery35Advantage-22 (236D) and FB PilebunkerGGAC Slayer 214PP.pngGuardMidStartup3Recovery31Advantage-3 (Dandy Step > D) are terrifying threats in neutral or pressure. It's common to get more than 60% damage from a single combo if the starter is good.

On the flip side, Slayer has limited gatlings as opposed to the rest of the cast, and is a bit reliant on links for real conversions. Lacking a run or a projectile, his mobility is more restricted than other characters and he has trouble dealing with zoning, and can easily eat it just as bad as he deals it if he makes a poor move. BDC can take quite a bit of time to perform consistently, and each of his special moves has a different use when combined with BDC.

Slayer can be a make-or-break character, but his strengths are truly frightening, and one good read can give him the chance to end a round.
GGACR Slayer Nameplate.png
GGACR Slayer Portrait.png
Damage Received Mod
×0.96
Guts Rating
2/5
Gravity Mod
×1
Stun Resistance
70
Prejump
4F
Backdash
28F (1~19F Full Invuln)
Forwards Dash
18F (5~14F strike invuln, 7~12F throw invuln)
Wakeup Timing
26F (Face Up)/ 20F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
1
Unique Movement Options
Teleport Dash
Fastest Attack
2P (4F)
Reversals
236236H (7F)

 Slayer is a close-range infighter who alternates between strong vortex pressure and ludicrously damaging counterhit punishes.

Pros
Cons
  • High Damage Potential: Slayer can do immense damage with meter or counter hits. If he's fully stocked and got a particularly good counterhit, Slayer can deal upwards of 60% against the tankier cast members and outright Touch of Death A single combo that will defeat the opponent even from full health. the more fragile ones.
  • Dash Cancels: Slayer can cancel his invulnerable back and forward dashes into jumps and special moves, transferring some of the invulnerability frames. This allows him to become temporarily invulnerable, letting him avoid mixups, dodge attacks, mix up his movement, escape pressure, and much more. Check the Dash Cancels page for more info.
  • Excellent Normals: Slayer has many amazing normals for a lot of different purposes. 6P, 5P, and 2S are amazing anti airs. 6P and 2H are great counterpokes and lead to immense damage on counterhit. 6K is a very strong and fast overhead that leads to huge damage in the corner, j.H is an excellent jump in normal, and 2P is a superb abare/pressure normal.
  • Tricky and Dangerous Pressure: Slayer excels once he's gotten his opponent in a pressure situation. He can either ruthlessly vortex them with fast, safe normals or exploit the opponent's habits and fish for a counterhit.
  • Meter Flexibility: Slayer can use meter in many different ways with strong pressure, neutral, or combo utilization depending on what the player or matchup prefers. He has a great suite of Overdrives to pick from, and his threeGGAC Slayer 214PP.pngGuardMidStartup3Recovery31Advantage-3 ForceGGAC Slayer 236D.pngGuardMidStartup10Recovery35Advantage-22 BreaksGGACR Slayer 214D.pngGuardStartupRecoveryTotal 30Advantage- are well worth the price.
  • Committal Approach: Many of Slayer's approach options, while strong, tend to be very committal and prone to getting zoned out or counter poked. On top of this, his lack of a proper dash block means he has to walk and block for a safe approach.
  • Counter Hit and Resource Dependent: Many of Slayer's high damage combos are dependent on a counterhit and/or meter. Without the right hit it can be very difficult for Slayer to deal high damage.
  • Vulnerability to High/Low profile: Most of Slayer's normals have relatively thin hitboxes that can be easily high or low profiled, forcing Slayer to make harder reads to call out low/high profile attacks.

Unique Mechanics

Teleport Dashes & Backdash Cancel

Slayer's forward dash and backdash take the form of short-range teleports. These teleports transport him a fixed distance and have lots of invulnerability frames, which gives Slayer unique methods of moving around his opponent's attacks. Slayer can still airdash normally, however.

As an added function, Slayer can jump in the middle of a teleport, which immediately exits it while keeping the invulnerability frames. With quick timing, Slayer can even Tiger Knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. certain special moves to transfer them some of the invulnerability. Slayers backdash is fully invulnerable for 19 frames, which makes it very easy for Slayer to give any of his special moves large periods of invulnerability on their startup. This is called Backdash Cancelling by the community, and is a very powerful tool for Slayer to use. Correctly performing this allows Slayer to dramatically increase the whiff-punishment qualities of certain moves, reversal out of bad situations, or frame trap his opponents.

More information on performing this technique can be found on the Strategy page.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
16 Mid 5 4 4 +2
Total: 12

Very fast and disjointed anti-air with quick recovery. Works well in a pinch.

Not very useful in pressure since it whiffs on most crouching opponents. However its jump cancellable with good untech time allowing routing into Slayer's air combos or rejumping to extend a combo.

  • +7 on hit
  • All gatlings except 6P and 5D are delay gatlings.

Gatling Options: 5P, 2P, 6P, 5K, 2K, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 7 1
  • Untechable on CH for 16F
  • Can gatling from 10~12F

5K

Damage Guard Startup Active Recovery On-Block Invuln
22 Mid 6 3 8 +1
Total: 16

An incredible poke with great frame data and cancels. Arguably Slayer's best normal.

5K is useful for anything and everything. It's great in neutral, as the fast startup and long reach can tag opponents who approach too aggressively. The cancel options into 6K and 2K make it good for setting up a high/low mixup with decent reward, and it is also special and jump cancellable. It can also stagger into itself on pressure, and the long reach makes it somewhat resistant to FD. The only weakness is that the hitbox makes Slayer fairly vulnerable to a low-profile abare attempt.

  • +7 on hit
  • Good range and speed, making it work well as a punish.
  • Good starter with a wide range of combo options.
  • Plus on block along with jump and special cancels to keep the pressure going.
  • No meterless KD at max range w/o meter (5K > 2D exists but is too hard/spacing dependent to be reliable).
  • Vulnerable to low profile.

5K links into itself on hit, links into 2K, and can cancel into Mappa for meterless combos. FB Dandy > CWH, and DoT are good metered options out of 5K.

Gatling Options: 6P, 6K, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6 6 2
  • Untechable on CH for 20F (※1)

c.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 7 4 10 0
Total: 20

A normal more used for its flexibility than its speed, it is useful in combos and pressure with a decent hitbox.

  • +7 on hit
  • Pushback is minor, allowing for bite setup, frame traps etc.
  • Gatlings into f.S for a frame trap which is plus on block.
  • Good throw option-select.
  • Poor recovery.
  • Vulnerable to low profile.

For combos, you most of the time want to gatling into f.S and link from there, but c.S has deceptively long hitstun, allowing links into 5K and 2K on hit. c.S also has standing/character specific combos with (standing) c.s > j.D > j.214214S or (character specific) c.S > j.H > j.2K, and an unexpected combo in c.S > P Dandy > Pilebunker.

Gatling Options: f.S, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 6 3
  • Untechable on CH for 22F (※1)

f.S

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 13 2 8 +4
Total: 22

More likely to be combo/blockstring fodder than used by itself as it's less of a poke than his other buttons. Watch out for Slayers that throw this out from full screen, that is a misinput Dead on Time.

  • +7 on hit
  • Plus on block.
  • Slow startup, can be mashed out of.
  • Vulnerable to low profile

Links to c.S when in range for big damage BNB, but it's very difficult on a standing opponent (easier on crouch). You generally want to combo into 5K or 2K and go from there. It is also used after c.S on airborne opponents that are heavy or low to the ground to raise their height.

Gatling Options: 6K, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 6 3

5H

Damage Guard Startup Active Recovery On-Block Invuln
45 Mid 13 5 18 -4
Total: 35

5H is a big damage normal that is mostly used in combos. Occasionally, it works well as a hard call-out on backdashes due to the active frames and ground slide on air hit, allowing it to start strong follow-up combos.

  • Jump cancellable even in recovery frames, allowing for delay special cancels with a TK.
  • Hitbox starts high and goes all the way to the ground, hitting high and low profile alike.
  • Although minus on block, it can gatling to 2D/2H, or special cancel to continue pressure.
  • Can Anti-Air opponents in strange situations (Ky cross-up Greed Sever, Anji's stomp, etc.).
  • Big startup, opponents can jump out of pressure when not conditioned.
  • Has a lot of pushback on hit or block, making some cancels not connect depending on the spacing.

You can convert from the slide back to an air combo by connecting another move before the slide ends. When further away, 5H > 2H is a common conversion. When deep in the corner, 5H > Undertow is the higher damage option vs. an airborne opponent. 5H > K Mappa can sometimes hit, allowing for followups after K mappa, and 5H > FB Dandy > CWH can also pick up.


Gatling Options: 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5

5D

Version Damage Guard Startup Active Recovery On-Block Invuln
5D 22 High 24 3 20 -9
5[D] Total 34
Total: 46

Universal overhead. Leads into strong combos with impossible dust, but it's slow, short-ranged, and unsafe on block. It can be feinted by holding down [D], opening up some gimmicky mixups with a low or throw.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
5D N/A 8 20 3
5[D] N/A

5D:

  • Hold D until 22F to get Feint

5[D]:

  • Can cancel to 2K or 2D on last frame

6P

Damage Guard Startup Active Recovery On-Block Invuln
45 Mid 18 6 14 -1 1~6F Upper Body
7~23F Above Knees
Total: 37

Invincible above the knees making it great at anti-airing instant air dashes. The good active frames and amazing upper body invincibility make 6P an amazing counter poke that people can kill themselves on.

  • Untechable on counterhit; leads to big combos almost everywhere on the screen.
  • Very active, helping it as an anti-air and counter poke, along with being able to bait backdashes on wakeup.
  • Tons of upper body invincibility allowing it to counter poke through many different attacks.
  • Has an FRC point right at the start of the active frames, allowing for high damage corner combos.
  • Can be slow to startup, so for quick anti-airs, 5P may be preferable.
  • Has no cancels outside of an FRC point.

On hit it wall bounces allowing for air conversions in the corner with 2P and 5K. On counter hit it can be converted into 5H > Undertow for big combos in the corner. With FRC, you can get 6H > 5H/IAD/P Dandy > FB Pilebunker. Counter hit midscreen it can go into IAD j.H or 6H for powerful corner carry.

FRC Window Proration Guard Bar+ Guard Bar- Level
18~20F 90% 20 6 5

6K

Version Damage Guard Startup Active Recovery On-Block Invuln
6K 22 High/Air 21 5 1+3 after landing +5 8~21F Lower Body
6[K] Total 24+3 after landing 8~24F Feet
Total: 29

Tricky overhead that is surprisingly fast along with being very plus on block. Can be Feinted by holding down K.

6K is extremely useful to use in Slayer's pressure, as it acts as both a low crush and a quick overhead. Performing this after 2S, 5K or f.S is a great way to mess with opponents. The plus frames also give it pressure reset potential. 6K is also useable as a safejump/okizeme tool off of certain knockdowns where better meaty options don't exist.

  • Can convert into knockdown midscreen or big combos in the corner with meter.
  • Airborne move that can be airthrown by perceptive opponents.
  • Has no cancels.
  • Slow startup for a pressure reset, but fast startup for an overhead.

On hit you can convert into 5K or 2K and go from there. In the corner you can get big damage crouch confirms with 6K > 5K > 6P FRC > 6H etc.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
6K N/A 90% 8 7 3
6[K] N/A

6K:

  • Slayer is airborne 8~24F
  • Hold K until 11F to get Feint

6[K]:

  • Slayer is airborne 8~24F

6H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 21 6 13 +0
Total: 39

A slow, preemptive anti-air/frame trap that allows for big damage conversions, or tight pressure resets.

  • +6 on hit
  • If you hit with the second hitbox where Slayer's leg is horizontal it is at least +3 on block
  • Causes ground bounce on air hit.
  • Situational low crush, as Slayer lifts his front leg out of the way.
  • Hilariously high damage potential.
  • Jump and special cancelable with a lot of blockstun and hitstun.
  • Moves Slayer forward.
  • Slow startup and long recovery on whiff.
  • Vulnerable to low-profile.

On air hit midscreen you can convert into IAD > delayed j.K > 5P/c.S/2S for a rejump, and in the corner you can convert into 5H > Undertow/IAD > delayed j.K > 5H > Undertow/P Dandy > FB Pilebunker. Grounded hit can convert into P Dandy > Crosswise Heel, and grounded Counter hit allows IAD > j.H/j.K to connect.

FRC Window Proration Guard Bar+ Guard Bar- Level
17~18F 20 6 5
  • Hits crouching opponents on 24F (tested on Sol)

2P

Damage Guard Startup Active Recovery On-Block Invuln
14 Mid 4 2 5 +3
Total: 10

A fast crouching jab with surprising range while also being plus on block, 2P is your go to mash button out of pressure.

  • +7 on hit
  • Fast startup and recovery.
  • Can be safe to reversals if done meaty.
  • Not special or jump cancelable.
  • Vulnerable to low profile.

2P has enough untech that it links into 2S and Big Bang Upper on air hit. It also links into 2K and 5K on ground hit allowing for knockdown conversions.

Gatling Options: 5P, 2P, 6P, 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 7 1
  • Untechable on CH for 18F
  • Can gatling from 9~10F

2K

Damage Guard Startup Active Recovery On-Block Invuln
18 Low 6 2 11 -1 3~4F, 12~15F Feet
Total: 18

Your go-to low option with a variety of delay gatlings for pressure and combo conversions. A critical tool in Slayer's combo game as it allows most hits to route into knockdown meterless.

  • +6 on hit
  • Fast startup and decent recovery.
  • Slight evasive properties.
  • Low damage combo starter.
  • Relatively short range.
  • No special cancels.

Your main combo after 2K is to delay gatling into 2H/2S > 2D. 2S is easier to combo and has better properties on block, but 2H combos at any range 2K hits, and can be easily converted into BBU. You can also link 2K into itself and 5K, allowing for slightly stronger confirms.

Delay Gatling Options: 2S, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 5 7 2
  • Can gatling from 11~14F

2S

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 8 6 15 -7 5~9F Upper Body
Total: 28

Anti-air option for opponents trying to float above you. Very untechable on counterhit and can lead into enormous damage.

On a normal air hit you want to make sure you jump cancel into your air button right away so they don't tech out. On air counter hit you can get many different conversions, but most common is IAD > delay j.K into a re-jump with 5P/c.S/2S. On ground hit you will mostly delay gatling into 2D for knockdown, but you can also cancel into DoT for big damage with meter.

  • Hits farther horizontally than you might think.
  • Special and jump cancelable.

Delay Gatling Options: 6K, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 6 3
  • Untechable for 44F on air CH
  • Can gatling from 11~18F

2H

Damage Guard Startup Active Recovery On-Block Invuln
42 Low 13 2 22 -5 5~14F Below Knees
Total: 36

Long range low-crush that causes stagger on hit. Extremely useful in pressure, neutral, and combos.

The disjointed hitbox on 2H makes it excellent to use as an anti-approach normal. Opponents who like to run at Slayer haphazardly will be slapped back by this move, and Slayer can use it to encourage opponents to take to the air. The ability to follow up with BBU on hit also makes it a devastatingly good combo starter. In pressure, 2H can power through many low abare attempts, which can discourage reckless mashing. The lengthy recovery does make Slayer vulnerable if his opponents leap over it, so make sure you don't spam this constantly.

  • Hits behind Slayer and has good range.
  • Launches opponent into the air and pulls them toward you if they are sliding.
  • Relatively slow.
  • Long recovery and no cancel options.

Links into 2D and BBU on ground hit, and on air hit/sliding hit links into j.K/j.S/j.D/BBU.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 80% 15 15 5
  • Pulls in opponent on air hit
  • Dizzy modifier x0.25
  • Stagger lasts for max 49F

2D

Damage Guard Startup Active Recovery On-Block Invuln
34 Low 7 15 12 -8
Total: 33

Slayer's main knockdown tool for grounded opponents.

Fast startup, good range and very long active frames. Good for calling out backdashes, stopping people from dashing into you, or winning against partially invulnerable moves (e.g. Dandy Step, Fuujin). No cancel options, but safe on block when properly spaced.

Grounded hit will be a knockdown ender. You can RC into 5H if you really want a combo off of 2D. 2D also leads into air combos on late hits or counter hit with 2D > 2P > 5P/BBU etc.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6 5
  • Untechable on CH for 76F (※1)

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10 High/Air 5 3 7
Total: 14

Overall, a really good air button. Can be used to bait bursts and raising Slayer's hurtbox from jump and BDC jumps.

BDC 9j.PPP is a good way to stop jump out attempts from the corner.

Most of the times you use this in combos as j.PK to help with combo stability on some characters.

Gatling Options: j.P, j.K

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1
  • Untechable on CH for 16F

j.K

Damage Guard Startup Active Recovery On-Block Invuln
22 High/Air 6 5 6
Total: 16

Amazing all-purpose air normal. Extremely low recovery; very easy to use.

  • Fast startup and extremely low recovery for an air normal.
  • Great hitbox and range.
  • Decent damage, and with good planning can set up high-damage 5H combos.
  • Not much for downward hitbox.
  • Middling damage by itself.

Links into every air button (including itself) except j.H, and combos into j.H with a double jump.

Gatling Options: j.2K

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3
  • Untechable on CH for 24F (※1)

j.2K

Damage Guard Startup Active Recovery On-Block Invuln
22 High/Air 13 3 16
Total: 31

An extremely versatile air-combo tool. +14 on air hit, so it links into every one of Slayer's air combo buttons, and kicks opponents upwards. Every air normal has a gatling into j.2K.

  • Moves Slayer forward and stabilizes air combos.
  • Can be used to stall in the air to throw off anti-air timings.
  • Has a lot of GB-, meaning it scales down combo damage very quickly.
  • Slow, bad on whiff, and easy to anti-air due to it extending Slayer's hitbox downwards.

Links into everything, and delay-links into j.K for some cool re-jump combos. Optimal combos usually try to avoid j.2K where they can due to its poor scaling, but its ability to re-jump can not be understated.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 15 3
  • Untechable on CH for 44F (※1)

j.S

Damage Guard Startup Active Recovery On-Block Invuln
16×4 High/Air 3 2(2)2(4)2(2)2 6
Total: 24

Not actually a 3F normal because the first active is on his back leg. For all effects and purposes is a 7F normal. Jump cancelleable on 3rd and 4th hits.

  • Vacuum effect on air hit; standardizes combo situations well.
  • Easy confirms into j.214214S.
  • Multihits -- makes it useful against ZA dog, DI Fish and ED shadow.
  • Fast and reaches low.
  • Gives worse damage than j.K in air combos.
  • Inconsistent behavior in combos.
  • Long counterhit state.

Links into j.K, j.S, and j.D in air combos.

Gatling Options: j.2K

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8×4 6×4 3
  • Pulls in opponent on hit
  • Untechable on CH for 22F (※1)
  • Can jump cancel from 13F onwards
  • Order of hits is (back hit, forward hit)×2, forward hit startup is 7F

j.H

Damage Guard Startup Active Recovery On-Block Invuln
36 High/Air 14 5 7
Total: 25

Slayer's first big-damage air button. Strong air-to-ground option, that is risky to anti-air; causes ground bounce on counter-hit.

  • Large downward hitbox that stays active for a good amount of time.
  • High damage and stun potential on counter hit.
  • High damage if used in combos.
  • Slow startup. Can be stuffed by faster moves, air throws, and the like if not timed right.
  • Harder to route into in combos than all his other buttons.

Links into every other air move on hit. On an air-to-ground counter hit you generally have enough time to link into 6H and go from there. If you aren't ready for the counter hit, c.S is a pretty good pickup as well due to it linking on normal hit.

Gatling Options: j.2K

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 8 6 3
  • Ground bounces on CH (untechable for 60F) (※1)

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High/Air 7 5 19+5 after landing
Total: 35

Slayer's second big-damage air button, and his main knockdown tool for air combos.

  • Very fast for how deep it hits.
  • Causes stagger on Counter Hit.
  • High damage if used in combos.
  • Gives Slayer landing recovery, which makes it worse as an air-to-ground move, but it can be canceled into Footloose to make it safe.
  • Long recovery.

Gatlings into j.2K, which gives combo extensions when j.D is done while falling from high enough. j.D > j.2K > j.K is the foundation of many of Slayer's rejump combos, and j.D > j.2K > j.D does quite good damage.

Gatling Options: j.2K

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 6 3
  • Slams down opponent on air hit
  • Staggers on ground CH (max 35F)

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
52 49 pixels

Chunky damage throw. Not actually a very good knockdown.

Mixing up between a real okizeme (has to be blocked) with c.S/2K and fake okizeme (can be escaped) like crossup c.S or 6K is really important to make your throw knockdown valuable despite it sucking. Due to wakeup timings, you are at least +10 (JU) and at most +20 (ZA) allowing different moves to be a real meaty.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 6, 7

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

Untechable air throw. Knocks down right in front of Slayer for crossup shenanigans, no means of converting otherwise.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 18 6 17 -9 1~23F All
24~36F Throw
Total: 40

Extremely slow, unsafe Dead Angle.

  • Has a good amount of invul.
  • Can link into 2P on CH against corner.
  • Generally weaker than all of Slayer's other reversal options.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Special Moves

Mappa Hunch

236P or 236K (Hold OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
236P 40 Mid 11 3 17 -1
236K 40 Mid 14 6 16 -3
236[P] Total 23
236[K] Total 27
Total: 30
Total: 35

Slayer lunges forward with his fist outstretched. Mappa is an important part of Slayer's kit, both functioning as a quick harassment tool and short combo ender. Due to being slightly minus, it is one of the many tools Slayer can use to bait a counterhit. In combos, Slayer can use this as a grounded ender to fish for a reset or force an RPS, which can lead into massive damage for him.


P version is an essential harassment tool with a bad hitbox and subpar reward on hit.

  • Quickly covers some horizontal space. Very short.
  • Slayer's fastest meterless backdash-cancel option.
  • Links into 2P or 5K on air hit. Links into BBU on counter hit.
  • Generally fairly safe unless you end up point blank.

BDC P Mappa (442369P) is amazing at harrasing opponents in pressure with it's quick startup, decent range, and invul transfer from the backdash. FDC P Mappa (662369P) can function as an in-between of K and P Mappa Hunch with the useful invincibility from forward dash.


K version is the farther reaching punch with the same poor hitbox and reward on hit. Good for covering distance.

  • Quickly covers good horizontal space.
  • Converts into the same options as the P version
  • Punishable on instant block or against characters with 3F normals, but properly spaced you can make this up to +2.

BDC K Mappa (442369K) is great at going through pokes at farther range, or even going through projectiles in some occasions. FDC K Mappa (662369K) can cover near fullscreen distance, and the invincibility from forward dash can be used to go through projectiles and pokes as well.


Feint Mappa is usually used for throw mixups or to get in on an opponent too scared to challenge.

P version comes with short range, but can carry some momentum. K is good for getting in against overly respectful opponents.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
236P N/A 20 6 5
236K N/A 20 6 5
236[P] N/A
236[K] N/A

236P:

  • Hold P until 10F to get Feint

236K:

  • Hold K until 11F to get Feint

236[P]:

  • Slayer is in CH state during move

236[K]:

  • Slayer is in CH state during move

P/K Dandy Step

214P or 214K

Version Damage Guard Startup Active Recovery On-Block Invuln
214P Total 30 1~3F Strike
214K Total 38 1~6F Strike

THE Slayer move. The central part of Slayer's kit, Dandy Step is a "sway" move where Slayer ducks backwards and then forwards. It can be followed up with one of four seperate special moves, each of which has a distinct purpose. This move is extremely important in Slayer's pressure and neutral, allowing him to bait for counterhits and punish like few else.


P Dandy moves back and then forward. Moves slightly forward from the initial position.

  • Has a small amount of startup invincibility to make small moves whiff with.
  • Has a FRC point that leaves you far.
  • Varied followups that work well depending on the situation.

BDC P Dandy (442147P) is great at beating short to mid range pokes, since the BDC will allow you to do follow ups at farther ranges backward than if you didn't BDC. FDC P Dandy (662147P) is useful as a pseudo reset or tricky movement option with decent invincibility throughout.


K Dandy moves significantly forward from the initial position.

  • Has a 6F of startup invincibility to make larger moves whiff with.
  • Has a FRC point that leaves you even further away.
  • Varied followups that work well depending on the situation.

BDC K Dandy (442147K) is used when you really want to make something big whiff, the momentum from K Dandy carries you back to where you started though, so beware. FDC K Dandy (662147K) is also useful as a pseudo reset and a tricky movement option with a bit more invincibility and range.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
214P 9~12F
214K 15~18F

214P:

  • Can cancel into followups from 16F onwards

214K:

  • Can cancel into followups from 20F onwards

S/H Dandy Step

214S or 214H

Version Damage Guard Startup Active Recovery On-Block Invuln
214S Total 30 6~13F Above Knees
14~17F Upper Body
214H Total 40 15~22F Above Knees
23~27F Upper Body

S Dandy moves forward and then faces the opposite direction.

  • Good for crossing up.
  • Slayer's hitbox becomes very wide during the motion blur part of the animation.

On it's own, S Dandy is useful as a surprising crossup or to go through projectiles. BDC (21447S) can give it some start up invincibility, and FDC (662147S) can give it a bit more range.


H Dandy's distance and startup compared to S-Dandy increased.

  • Good for escaping the corner or doing dumb things.
  • A crucial tool in some matchups to go around projectiles

BDC H Dandy (21447H) helps cover it's long start up with some invincibility. FDC H Dandy (66214H) goes almost fullscreen, giving a different approach to neutral.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
214S N/A
214H N/A

214S:

  • Can pass through opponent from 10~16F
  • Can cancel into followups from 22F onwards
  • Slayer is in CH state during move

214H:

  • Can pass through opponent from 19~26F
  • Can cancel into followups from 32F onwards
  • Slayer is in CH state during move

Pilebunker

Dandy Step > P

Damage Guard Startup Active Recovery On-Block Invuln
80 Mid 3 3 33 -17
Total: 38

Big, stupid backswing blow that has an enormous hitbox and does a hefty amount of damage.

Fast, huge move meant to fish for counter hits, but converts on normal hit with corner/meter. Leads to big damage even if somewhat inconsistent. High risk/reward can encourage irresponsible decision making. Use wisely.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 80% 20 10 5
  • Wall sticks on CH (untechable for 100F, sticks for 37F)
  • Dizzy modifier x0

Crosswise Heel

Dandy Step > K

Damage Guard Startup Active Recovery On-Block Invuln
23, 27 Mid 6 4(9)7 16+5 after landing -14 3~18F Above Feet
19~25F Upper Body
Total: 46

Anti-Air followup and combo starter that launches on hit.

  • Tall hitbox complemented with a high amount of upper body invuln.
  • So much so that this becomes a burst safe combo and reset tool.
  • Very unsafe, but unaware opponents may not realize that the recovery is most substantial in the air.
  • Puts Slayer in Counter Hit state until he lands.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 100%, Forced 85% 10×2 7,10 3
  • Slayer is airborne from 19F onwards
  • Slayer is in CH state until landing

Under Pressure

Dandy Step > S

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 5 2 15 -3
Total: 21

The safe, low-reward option out of Dandy Step.

  • Staggers on counter-hit.
  • Reasonably strong hitbox.
  • Cancels to It's Late, for a threat which discourages button pressing.
  • Weak to instant block and low low-profile attacks.
  • Characters with 3F normals can still punish this and hit between cancels to It's Late if they mash quickly enough.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Staggers opponent on ground CH (max 39F)
  • Can cancel into It's Late from 8F onwards

It's Late

Dandy Step > H or Under Pressure > H

Version Damage Guard Startup Active Recovery On-Block Invuln
Dandy > H 52 High 18 6 9 +4 5~17F Throw
Dandy > S > H 52 High 14 6 12 +1 1~13F Throw
Total: 32
Total: 31

Fast, plus-on-block overhead with very low recovery.

  • +8 on hit
  • Excellent meaty tool due to plus frames.
  • Throw invincible, to discourage players mashing throw, but has to hit late since it loses invul on active frames.
  • Occasional air combo ender.
  • Avoid being predictable with this, as it can easily be reversal'd or backdashed through.

Slightly faster when used after Under Pressure, but is +1 instead.

  • Still a strong meaty outside throw range due to plus frames or a delayed hit to catch throw with its early throw invul.
  • Floor bounces on counter hit, catching players who don't have a fast enough button between this and Under Pressure.
  • Again loses to reversals and backdashes, with no real way to bait them other than not doing it.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
Dandy > H N/A 15 6 5
Dandy > S > H N/A 15 6 5

Dandy > H:

  • Slides on CH (untechable 60F, slides for 32F)
  • Slams down opponent on air hit

Dandy > S > H:

  • Groundbounces on CH (untechable for 78F)
  • Slams down opponent on air hit

Bloodsucking Universe

236H

Damage Guard Startup Active Recovery On-Block Invuln
55 92 pixels 7 2 29

Fairy slow command throw which steals a bit of life. Comes with the risk of being in CH state during recovery.

Staggers on hit and will lead to combo/resets against people who don't mash. In case they do it has an FRC point to guarantee conversion. Regains health equal to 75% of damage, will occasionally make Slayer survive one more hit, especially if used at low health.

BDC Bite (442369H) can be useful as a wakeup reversal, or on oki after a Dandy Step to throw people off with a strike invincible grab. FDC Bite (66236H) is mostly useful during pressure to catch people by surprise from a decent range. If you are too close you might cross up with your forward dash, making 66214H needed to hit the Bite.

FRC Window Proration Guard Bar+ Guard Bar- Level
26~27F on hit Forced 60% 6
  • Slayer gains health equal to 75% of damage dealt to opponent
  • Slayer is in CH state during recovery
  • Staggers for max 33F

Undertow

632146P

Damage Guard Startup Active Recovery On-Block Invuln
60 Mid 28 3 13 -2 5~28F Armor
Total: 43

Slow super armor attack for 1 hit only. Generally deferred to combos but can be used to open up a masher.

  • Ground bounces if opponent is airborne/in ground slide.
  • Allows for extreme damage if used in combos, mostly out of air hit 5H.
  • Can be FRC'd right before it goes active to throw or net a different punish.
  • Combos into sj.H > j.D > j.2K > j.K > 5H on counterhit.
  • Can be used to counter a burst or dead angle attempt on a hard read.

BDC (63214469H) can cover the startup of the armor with invincibility, but it's still slow.

FRC Window Proration Guard Bar+ Guard Bar- Level
24~27F 50% 10 7 3
  • Untechable on CH for 62F

Footloose Journey

j.214K

Damage Guard Startup Active Recovery On-Block Invuln
26×3 All 5 2(2)×6 Until landing+11

An accessory to Slayer's air movement that also doubles as an extended damage air combo ender which sacrifices knockdown.

  • Multi hit move which launches Slayer upwards, based on his aerial momentum when the move is input.
  • Flies extremely far and fast if done in the starting frames of an airdash; good for escaping from the corner.
  • Used to score a kill when the opponent has little health remaining.
  • Horribly unsafe if done rising, as it does not recover until Slayer lands.
  • Sometimes used as Slayer is falling in order to score a fuzzy or a launch.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14×3 6×3 4
  • Order of hits is (front then back)× 3

Force Breaks

Big Bang Upper

236D

Damage Guard Startup Active Recovery On-Block Invuln
80 Mid 10 6 35 -22 1~1F Upper Body
2~3F Above Knees
4~13F Above Feet
Total: 50

YOLO move supreme. A massive, lunging, 10F anti-air hitbox attack that launches well above the top of the screen for easy-peasy conversions.

  • Has an absurd amount of upper body invincibility on startup, allowing it to squeeze under most moves in the game.
  • High pushback makes it tricky to punish, but it still very unsafe and in CH state for most of recovery.
  • Combos into itself repeatedly and can be made burst safe.
  • Comes with the weaknesses of zero dizzy damage, that it cannot be special cancelled or BDC'd into, and is in full counterhit state during the entire move.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 18 5
  • Slayer is in CH state from 1~42F
  • Uppercut portion of the attack has a startup of 12F
  • Dizzy modifier x0
  • Cannot be canceled into

FB Dandy Step

214D

Damage Guard Startup Active Recovery On-Block Invuln
Total 30 1~12F Strike
13~17F Low Profile

Forward moving Dandy Step but with substantial invincibility.

A big chunk of startup invul makes for a stronger reversal than BDC alone. Because it cancels into Dandy follow ups sooner than other Dandy Steps, doing Pilebunker immediately will make it a true reversal. Be mindful that it can still be thrown.

The faster cancel window also allows to combo into the follow ups from normals such as 5K or f.S. This will become your midscreen combo tool where BBU is not available.

BDC FB Dandy (442147D) if you want more startup invincibility to go through more active moves. FDC FB Dandy (662147D) helps you cover quite good distance with a lot of strike invincibility.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A
  • Can cancel into followups from 10F onwards

FB Pilebunker

Dandy Step > D

Damage Guard Startup Active Recovery On-Block Invuln
90 Mid 3 3 31 -3
Total: 36

Absurdly powerful version of Pilebunker. A Pilebunker that does more damage but also causes a wallstick on normal hit. Used in corner combos or blockstrings where you want to frametrap with PB but not be extremely minus if blocked.

Against some lightweight characters (e.g. Bridget, Jam), you can continue a combo with 2P from a raw FB Pilebunker

  • Frame 3 attack which will lead to big conversions on hit due to wallstick.
  • Keeps the opponent in blockstun for 30 frames and pushes them back very far.
  • Is only -3 on block thanks to custom blockstun, but still punishable on IB.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • On CH untechable for 240F (sticks for 45F)
  • Dizzy modifier x0
  • Custom Blockstun

Overdrives

Dead on Time

632146S

Damage Guard Startup Active Recovery On-Block Invuln
140 All 7+1 10 31+21 after landing -43 7~9F Strike
Total: 70

Fast, nearly full-screen lunging strike. Hits like a truck and punishes and blows through quite a bit. Combo starter and midrange punishing tool.

Half of the reason why Slayer is so scary with 50 Tension is this move. The incredibly fast startup makes it easy to combo into from c.S, and the wallstick on counterhit allows Slayer to extend the combo even further. The slight invulnerability makes it a great way to punish certain minus moves.

  • In CH state until landing, but travels far enough that some characters cannot punish reliably.
  • Wallsticks on counter-hit for big damage.
  • Has an FRC point to punish bursts or convert when done from the corner or close to it.

BDC DoT (63214469S) can give the start up invincibility until the move's own invincibility kicks in.

FRC Window Proration Guard Bar+ Guard Bar- Level
15~17F Forced 75% 20 6 5
  • Untechable on CH for 100F, sticks for 60F
  • Slayer is in CH state until landing
  • Dizzy modifier x0
  • Opponent cannot input any commands from super flash until after the 1st active frame

Eternal Wings

236236H

Damage Guard Startup Active Recovery On-Block Invuln
88 Mid 5+2 18 36+7 after landing -42 1~24F Strike
Total: 67

Slayer's most reliable, but very unsafe reversal. Since it activates 2 frames after the superflash, an opponent dashing at Slayer or mashing buttons during the super flash can still FD and block.

  • Strike invincible for nearly half a second.
  • Launches far up for a full conversion on hit.
  • Not the slowest reversal, but easily safejumped/meaty baited.
  • Puts Slayer in an extremely punishable position if blocked/whiffed.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 6 5
  • Slayer is in CH state until landing

Up and Close Dandy

j.214214S

Damage Guard Startup Active Recovery On-Block Invuln
100 [160] Mid [All] 7+2 Until landing [6] 20 after landing 1~10F Strike

Very weird, extremely scary air-to-ground super. Normally used to start or continue combos.

This move has two hitboxes. The first is Slayer himself, which does 100 damage. The second is the "tail", which deals 160. It is possible for both hits to connect at once, dealing a whopping 260 base damage and sending the opponent reeling. This is usually done by using j.S to partially pass through the opponent in an air combo, which allows both hitboxes to strike at the same time. Even if you miss with the second hitbox, just tagging an air opponent with the first leads to monstrous untechable time and guaranteed further combo.

Outside of combos, this super is great for punishing ground approaching or baiting anti-airs. The huge stagger on grounded hit leads to all sorts of potential followups.

  • Excellent tool out of an airtech when done unexpectedly.
  • Leads to a free conversion on grounded hit with stagger.
  • Freakish untechable time if hit with only the first hitbox.
  • Can still convert if tagged low enough with the second.
  • Horribly unsafe if baited.
  • Can still be airthrown on startup if the opponent went for an airthrow tech trap or read the move.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 [20] 6 [6] 5
  • Wall bounces on CH (untechable for 200F)
  • Data listed in [ ] is for the back part (tail)
  • The tail is a projectile

Instant Kill

All Dead

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 10+10 10 25 -16 10~17F strike
Total: 54

But in hope I breathe
Of course I don't believe
You're All Dead, and Gone

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 5
  • IK Mode activation: 80F

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


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