Key Moves
Key Moves
- 6KGuardHigh/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.
- 5KGuardMidStartup6Recovery8Advantage+1 is Slayer's best midrange poke for neutral.
- c.SGuardMidStartup7Recovery10Advantage0 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.
- 2PGuardMidStartup4Recovery5Advantage+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..
- 2KGuardLowStartup6Recovery11Advantage-1 is a quick low that is used for mixups, poking and blockstrings.
- 2HGuardLowStartup13Recovery22Advantage-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 2DGuardLowStartup7Recovery12Advantage-8 to secure knockdowns on most stray grounded hits.
- Mappa Hunch (236P & 236K)GuardMidStartup14Recovery16Advantage-3 is an essential harassment tool with a bad hitbox and subpar reward on hit.
- Dandy Step (214P & 214K)GuardStartupRecoveryTotal 30Advantage- is a sway like move that can be used defensively and offensively and cancels into PilebunkerGuardMidStartup3Recovery33Advantage-17 (Dandy Step > P), Crosswise HeelGuardMidStartup6Recovery16+5 after landingAdvantage-14 (Dandy Step > K), Under PressureGuardMidStartup5Recovery15Advantage-3 (Dandy Step > S) or It's LateGuardHighStartup18Recovery9Advantage+4 (Dandy Step > H). The force break version of this move, FB Dandy Step (214D)GuardStartupRecoveryTotal 30Advantage-, grants a ton of strike invulnerability.
- Dandy Step (214S & 214H)GuardStartupRecoveryTotal 30Advantage- move forward and can cross up at the right spacing and cancels into the same follow ups.
- Big Bang Upper (236D)GuardMidStartup10Recovery35Advantage-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
- 5PGuardMidStartup5Recovery4Advantage+2 is a good panic anti-air. It’s fast, disjointed, mashable and hits pretty high in front of Slayer's face.
- 6PGuardMidStartup18Recovery14Advantage-1 has really good upper body invulnerability allowing it to act as a good counter to low IAD attempts and counter pokes.
- 2SGuardMidStartup8Recovery15Advantage-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 HeelGuardMidStartup6Recovery16+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
- 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
- 5KGuardMidStartup6Recovery8Advantage+1 is your neutral poke that can link into 2K that leads to 2D.
- 6KGuardHigh/AirStartup21Recovery1+3 after landingAdvantage+5 can be gatling'd into during pressure and open up your opponent who is just blocking low.
- 2KGuardLowStartup6Recovery11Advantage-1 is part of your high-low mix together with 6K and It's Late (Dandy Step > H.
- 2PGuardMidStartup4Recovery5Advantage+3 is your fastest mash option that can link into 2K to get you a knockdown.
- It's LateGuardHighStartup18Recovery9Advantage+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
Spending Meter
- FB Dandy Step (214D)GuardStartupRecoveryTotal 30Advantage- allows you to steal your turn at any moment and FB dandy > PilebunkerGuardMidStartup3Recovery33Advantage-17 (Dandy Step > P) is really good at interrupting pressure though it is very minus on block.
- Combining FB dandy and FB PilebunkerGuardMidStartup3Recovery31Advantage-3 (Dandy Step > D) makes it much harder to punish being -3.
- Using FB dandy > Under PressureGuardMidStartup5Recovery15Advantage-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)GuardMidStartup10Recovery35Advantage-22 can be combo'd into from 2H and has great corner carry.
- Chokkagata (j.214214S)GuardMid [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)GuardAllStartup7+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)GuardStartupRecoveryTotal 30Advantage- into It's LateGuardHighStartup18Recovery9Advantage+4 (Dandy Step > H). You can delay it a bit to beat throws for a juicy CH.
- Do empty P Dandy Step (214P)GuardStartupRecoveryTotal 30Advantage- into 2K to score another 2D knockdown.
- Do empty P Dandy Step (214P)GuardStartupRecoveryTotal 30Advantage- into throw.
- Use S DandyGuardStartupRecoveryTotal 30Advantage- sometimes to throw people off and mixup reversal inputs. Use the same followups as P and K dandy step.
- 6KGuardHigh/AirStartup21Recovery1+3 after landingAdvantage+5/2KGuardLowStartup6Recovery11Advantage-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.SGuardMidStartup7Recovery10Advantage0/2K beats a lot of reversals, is hard to block and makes people want to throw you
- 5KGuardMidStartup6Recovery8Advantage+1/2K beats mashing on wakeup and also beats throw on wakeup
- Dash throw, catches people trying to block your mix (loses to mashing)