GGACR/Slayer/Starter

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< GGACR‎ | Slayer


Key Moves

Key Moves
  • 6KGGAC Slayer 6K.pngGuardHigh/AirStartup21Recovery1+3 after landingAdvantage+5 is one of Slayer's overheads that serves as an Oki tool and can be gatling into to open people up.
  • 5KGGAC Slayer 5K.pngGuardMidStartup6Recovery8Advantage+1 is Slayer's best midrange poke for neutral.
  • c.SGGAC Slayer cS.pngGuardMidStartup7Recovery10Advantage0 is great for combos, frametraps, and throw OSinputting a throw as 6H+S will cause c.S to come out instead if the opponent takes an action that makes them throw invulnerable, such as backdashing or jumping.
  • 2PGGAC Slayer 2P.pngGuardMidStartup4Recovery5Advantage+3 is Slayer's fastest normal, has minimal recovery, incredible air hit untech and is great for scrambling hit confirms or Abare An attack during the opponent's pressure, intended to interrupt it..
  • 2KGGAC Slayer 2K.pngGuardLowStartup6Recovery11Advantage-1 is a quick low that is used for mixups, poking and blockstrings.
  • 2HGGAC Slayer 2H.pngGuardLowStartup13Recovery22Advantage-5 is a lower body invulnerable, low hitting poke with good range that is really good at beating low profile moves where 5K would whiff.
  • Route into 2DGGAC Slayer 2D.pngGuardLowStartup7Recovery12Advantage-8 to secure knockdowns on most stray grounded hits.
  • Mappa Hunch (236P & 236K)GGAC Slayer 236P.pngGuardMidStartup14Recovery16Advantage-3 is an essential harassment tool with a bad hitbox and subpar reward on hit.
  • Dandy Step (214P & 214K)GGAC Slayer 214P.pngGuardStartupRecoveryTotal 30Advantage- is a sway like move that can be used defensively and offensively and cancels into PilebunkerGGAC Slayer 214PP.pngGuardMidStartup3Recovery33Advantage-17 (Dandy Step > P), Crosswise HeelGGAC Slayer 214PK.pngGuardMidStartup6Recovery16+5 after landingAdvantage-14 (Dandy Step > K), Under PressureGGAC Slayer 214PS.pngGuardMidStartup5Recovery15Advantage-3 (Dandy Step > S) or It's LateGGAC Slayer 214PH.pngGuardHighStartup18Recovery9Advantage+4 (Dandy Step > H). The force break version of this move, FB Dandy Step (214D)GGACR Slayer 214D.pngGuardStartupRecoveryTotal 30Advantage-, grants a ton of strike invulnerability.
  • Dandy Step (214S & 214H)GGACR Slayer DandyStepS.pngGuardStartupRecoveryTotal 30Advantage- move forward and can cross up at the right spacing and cancels into the same follow ups.
  • Big Bang Upper (236D)GGAC Slayer 236D.pngGuardMidStartup10Recovery35Advantage-22 aka BBU, is mostly a punish tool with it's high invulnerability and combo filler that can take your combos corner to corner.
    Anti Air
  • 5PGGAC Slayer 5P.pngGuardMidStartup5Recovery4Advantage+2 is a good panic anti-air. It’s fast, disjointed, mashable and hits pretty high in front of Slayer's face.
  • 6PGGAC Slayer 6P.pngGuardMidStartup18Recovery14Advantage-1 has really good upper body invulnerability allowing it to act as a good counter to low IAD attempts and counter pokes.
  • 2SGGAC Slayer 2S.pngGuardMidStartup8Recovery15Advantage-7 is a bit slower than 5P, but it has a really good hitbox to beat out quite a bit of jump ins and catches above and slightly in front of Slayer.
  • Crosswise HeelGGAC Slayer 214PK.pngGuardMidStartup6Recovery16+5 after landingAdvantage-14 (Dandy Step > K) is your go to anti-air while in dandy step and has a good amount of upper body invulnerability however it is slow to start-up.

Combos

Slayer wants to route into knockdownsExamples:2D/j.D/It's Late/Pilebunker for Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. while dealing as much damage as possible
  • 2K > 2S/2H > 2D is a very basic Knockdown combo.
  • 6K/5K/2P > 2K > 2H > 2D are slightly harder combos that deal more damage and still results in a knockdown.
  • 6K > 5K/2P > 2K > 2D overhead starter that leads to a knockdown.
  • StarterExamples: Air to air j.K/j.P, ground to air 5P/2S, Crosswise Heel, etc into > j.K > j.2K > j.K > jump cancel > j.K > j.2K > j.D is Slayers's typical air combo structure.
  • 2H > 236D > 2D > c.S > j.K > j.2K > j.K > jump cancel > j.K > j.2K > j.D.
  • You can omit the jump cancel in longer combos and end on j.K > j.2K > j.D for a knockdown which is especially relevant in routes involving 236D.
    Combo Starters
  • 5KGGAC Slayer 5K.pngGuardMidStartup6Recovery8Advantage+1 is your neutral poke that can link into 2K that leads to 2D.
  • 6KGGAC Slayer 6K.pngGuardHigh/AirStartup21Recovery1+3 after landingAdvantage+5 can be gatling'd into during pressure and open up your opponent who is just blocking low.
  • 2KGGAC Slayer 2K.pngGuardLowStartup6Recovery11Advantage-1 is part of your high-low mix together with 6K and It's Late (Dandy Step > H.
  • 2PGGAC Slayer 2P.pngGuardMidStartup4Recovery5Advantage+3 is your fastest mash option that can link into 2K to get you a knockdown.
  • It's LateGGAC Slayer 214PH.pngGuardHighStartup18Recovery9Advantage+4 (Dandy Step > H) (also referred to as raw It's Late) is throw invulnerable on start-up, hits overhead, is one of your main tools on Oki and can link into 5K/2K/2P

Blockstrings & Pressure

Getting within 5K range gets the party started for Slayer letting you special cancel,IAD or frame trap

Some examples:

  • 5K, 5K
  • 5K, 5K IAD
  • 2P, 5K S dandy
  • 2P, 5K forward dash throw
  • 5K, 5K, 5K
  • 5K, 2K, 5K
  • 2P, 5K, 5K
  • 2P, 5K, 2K
  • 2P, 5K, 6K
  • 2P, 5K, 6H -- Good to try and catch back dashes or up backs but works best when you've conditioned them to not mash here
  • 2P, walk up throw
  • 2P, 6P -- frame trap once you've established throw, 2p gatlings into 6p
  • 2P, 2P, FDC Bite
  • 2P, 2P, (2P), 6K/2H -- Max range hitting 2P into 6K and 2H can let you space out 6K and 2H to CH fast hitting lows like JO 2H, KY 2D, SO 2D
  • 2P, 2P, 6H
Both 5K and 6H are special and jump cancellable so you can try and extend/rebuy pressure with any string ending in those buttons. Of course, this list isn't exhaustive but provides a good baseline to work from.

Spending Meter

  • FB Dandy Step (214D)GGACR Slayer 214D.pngGuardStartupRecoveryTotal 30Advantage- allows you to steal your turn at any moment and FB dandy > PilebunkerGGAC Slayer 214PP.pngGuardMidStartup3Recovery33Advantage-17 (Dandy Step > P) is really good at interrupting pressure though it is very minus on block.
  • Combining FB dandy and FB PilebunkerGGAC Slayer 214PP.pngGuardMidStartup3Recovery31Advantage-3 (Dandy Step > D) makes it much harder to punish being -3.
  • Using FB dandy > Under PressureGGAC Slayer 214PS.pngGuardMidStartup5Recovery15Advantage-3 (Dandy Step > S) let's you re-buy pressure after being FD'd out and is relativley safe at -3.
  • Big Bang Upper (236D)GGAC Slayer 236D.pngGuardMidStartup10Recovery35Advantage-22 can be combo'd into from 2H and has great corner carry.
  • Chokkagata (j.214214S)GGAC Slayer j214214S.pngGuardMid [All]Startup7+2Recovery20 after landingAdvantage- done early in a combo can do great damage and even let you continue the combo if it wallbounces.
  • Dead on Time (632146S)GGAC Slayer 632146S.pngGuardAllStartup7+1Recovery31+21 after landingAdvantage-43 can be combo'd into from various normals and is another great way to tack on unburstable damage.

What to do after a knockdown

From a good knockdownExamples:2D/j.D/It's Late

Slayer's goal after a knockdown is to start his high/low/throw game, get a knockdown, and do it all over again.

  • Do P Dandy Step (214P)GGAC Slayer 214P.pngGuardStartupRecoveryTotal 30Advantage- into It's LateGGAC Slayer 214PH.pngGuardHighStartup18Recovery9Advantage+4 (Dandy Step > H). You can delay it a bit to beat throws for a juicy CH.
  • Do empty P Dandy Step (214P)GGAC Slayer 214P.pngGuardStartupRecoveryTotal 30Advantage- into 2K to score another 2D knockdown.
  • Do empty P Dandy Step (214P)GGAC Slayer 214P.pngGuardStartupRecoveryTotal 30Advantage- into throw.
  • Use S DandyGGACR Slayer DandyStepS.pngGuardStartupRecoveryTotal 30Advantage- sometimes to throw people off and mixup reversal inputs. Use the same followups as P and K dandy step.
  • 6KGGAC Slayer 6K.pngGuardHigh/AirStartup21Recovery1+3 after landingAdvantage+5/2KGGAC Slayer 2K.pngGuardLowStartup6Recovery11Advantage-1 is also a good option for oki due to it being an overhead, + on block and having low recovery. Doing it meaty allows you to recover and be safe from some reversals.
    From a bad knockdownExamples:Throw/Pilebunker
  • Dash, c.SGGAC Slayer cS.pngGuardMidStartup7Recovery10Advantage0/2K beats a lot of reversals, is hard to block and makes people want to throw you
  • 5KGGAC Slayer 5K.pngGuardMidStartup6Recovery8Advantage+1/2K beats mashing on wakeup and also beats throw on wakeup
  • Dash throw, catches people trying to block your mix (loses to mashing)


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