GGACR/Slayer/Strategy

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Dash Cancel Basics

Slayer's backdash is a backwards teleport with 1-19f invulnerability. Slayer's forward dash is a forward teleport that can cross up with invulnerability from frames 5-14. You can cancel the teleports into jump at any time. Because of how jumps work in +R, you can cancel the prejump of 4f into a special move. When cancelling a backdash from frames 1-15, the backdash carries over some invulnerability to the action cancelled from backdash. When canceling a Forward dash from frames 5-14, the forward dash carries over its leftover invulnerability to the next action canceled from the forward dash. To do this entire sequence, you do a backdash, and then do a tiger knee input for your special. So for a BDC into Mappa Hunch P, you input: 4542369P. For a FDC into Bite, you input: 6562369H. Different specials cover different options so the use cases of what you want to go to when doing a backdash cancel are numerous and varied. Many different use cases are here: Dash Cancels "theres.... alot" - daymendou 2021

Common Use cases

Dash cancels have many, MANY different ways they can be used. BDC and FDC are also used in very different ways, and each special has some kind of use with dash cancels. BDC is generally used to Invul through the opponents attack and then counter-attack with the canceled special. BDC is also really a strong defensive when canceled into a jump (especially if you FD in the air), as it allows Slayer to invul through and avoid many different things. FDC is usually used more for movement and positioning, however it can also be used in the same way BDC is. Using FDC in this way is more difficult because Slayer's forward dash has 4 frames of vulnerable startup before the invulnerability.

True Reversals

After cancelling backdash into jump on frames 1-9, slayer will gain 7f of invul, which will become 6 when cancelled immediately into a special (1 spent for the jump startup animation). This makes bdc DoT (63214469S) fully invul but sadly bdc bite (236447H) is 1 frame away from being a true reversal (command grabs don't beat strike on same frame) and it won't make eternal wings (236236447H) invul post superflash since superflash takes away both wakeup throw invul and transferred full invul. You can also bdc into air super for a true reversal (21421447S) but it's extremely tricky and not advised.

Dash Cancel Guide

For a much more in-depth Guide on Dash cancels check: Dash Cancels


General Tactics

Pressure

Introduction

Slayer has very freeform pressure that allows you to punish essentially any defensive option while also having the ability to mix in ways that are difficult for the opponent to deal with. Slayer pressure is very much about exploiting the opponent's mental stack and overloading their mind while also feinting and confusing them. Slayer pressure generally always has a way to get out of, but the opponent knowing what that is in the moment is really difficult. Slayer also has quite a bit of reactable options, but when you mix up your options well enough and the opponent stops expecting something you can usually hit them with something that would normally be reactable. This is why it is important to read your opponent's habits and mindset so that you can continually be unexpected and punish their defense.

Explanation of different ranges

Slayer essentially has 3 different ranges that all kind of have different ways of enacting pressure. There is close range, which is like c.S or Bite range, there is mid range which extends out to the tip of 5K, and then there is far range, where not really a whole lot of Slayer's normals will hit. Each range is much much stronger when the opponent is cornered. Conversions are better and there is less risk on your resets and mixups because they can't move out of range and make it whiff.

Close range encourages tick throws, overhead/low mixups, crossups midscreen, and tight frame traps.

Mid range encourages pokes, tricky resets, overhead and lows, Tricky frame traps with BDC, and other kinds of things.

Far range encourages counter pokes, pressure resets, and reactive play to stop people from escaping the corner. Far range usually ends up just returning to neutral when midscreen.

You can really do anything at any range with Slayer, but these kind of things are usually better at these ranges. Like going for throw is usually better close range because at farther range people are generally going to be looking to jump or mash out anyways. It is all dependent on how the opponent plays and how they are conditioned and what they are looking for.

Conditioning

Conditioning and reading is super important for Slayer's pressure to be successful. Even if you go for simple and safe pressure, the conditioning and reads are still super important. Slayer doesn't really have much he can do in pressure where he can force the opponent to respect it, almost everything slayer does has some sort of counterplay.

The way I go about thinking about conditioning and reading your opponent is simplifying down their mental state and grouping defensive options together. I categorize defense in 3 categories: Passive, Aggressive, and Avoidant. Passive mostly encompasses blocking in all forms.

Passive defense usually means they are waiting and reacting to something like an iad, reset, or overhead. Passive play can be beaten by feints and things to throw off their reactions. Sometimes when someone is playing passive you can walk right up to them and throw them. If people are trying to react to something like 6K, you can do 6K feint into low or Bite to mess with their reactions. The most reliable way to beat passive defense is usually to dash throw (either FDC Bite or dash up and normal throw).

Aggressive defense encompasses mashing, reversals, and other aggressive actions. Aggressive defense usually means you have gaps that the opponent is trying to hit or they are getting frustrated and want out. Aggressive defense is usually beaten by counter pokes, waiting and blocking, frame traps, BDC, and other things to beat mashing and such. Aggressive defense is quite common in +R, and some aggressive defense options Slayer has a lot of trouble properly dealing with and may require hard reads to properly punish.

Avoidant defense encompasses backdashes, jumps, and other avoidant options. Avoidant defense means that the opponent wants out. They don't want to take a risk with aggressive defense and they just want to get out. Avoidant defense is generally the hardest for Slayer to deal with. Slayer doesn't have a whole lot of anti-jump options in pressure, and backdashes usually require Slayer to make a hard read. Slayer usually beats avoidant play by delaying his buttons in odd ways and waiting to react to jump outs and such. Backdash is only really good when it goes through an option so if you wait and press a button later, you may hit the recovery of the backdash or at least make them block after the backdash. Stopping jumps usually requires tight frame traps, 2K 2S 2H is a good string that stops jumps.

Frametraps

Slayer has a ton of frame traps at his disposal. Using his plus on block normals and special moves with invincibility, Slayer can do some strong frame traps. Slayer can also use delay cancels to throw in unexpected frame traps that look confusing. Frame traps can work from plus or minus frames, but doing a frame trap from minus frames usually requires BDC or dandy step. 2P, 6K, and f.S are good buttons to frame trap after because they are very plus on block. 5K is also pretty good to use in pressure since you can easily change up timing and its still +1 on block. 2K 2S P mappa or 2H is a really tight frame trap string that can also catch jump outs. With delay cancels, you usually have to TK your special move to cancel it in its recovery. This is useful for things like 5H and 6H which has a lot of blockstun. 5H/6H into delay cancel K mappa works really well as a frametrap. BDC options can also frame trap from minus frames but requires tight timing. K dandy works well to frame trap from minus frames as well but it tends to be sort of risky due to it being in counterhit state. Cancels into dandy step can work alright as frame traps but most options are unsafe.

Mixups

Slayer's mixups are really strong and versitile as you don't really need any setup to use them effectively. 6K is an amazing overhead that is very plus on block and can be mixed up with 2K quite well. If they start reacting to 6K you can feint it and go for 2K or bite. Bite is also a really effective tool as a tick throw at close range, and at far range it can be used as a way to reset pressure. Midscreen you can use forward dash and S dandy to cross up. Forward dash is hard to react to but you need to be pretty close for it to cross up. S dandy is easier to react to but works from farther out and if they aren't expecting it, it can easily catch people off guard. You can also feint dandy step to mix people up and go into 6K, 2K, and Bite. This is slow but can work well if people are playing very passively. K mappa feint also can work well to sneak a throw in during pressure, especially if people are looking to IB your K mappa.

Essentially, your main mixup tools are 6K, 2K, Bite, Throw, crossup forward dash, and S dandy.

Resets

Iad j.H, iad j.S, and iad j.D > footloose are some of the most common resets. Sometimes you can just walk forward and press buttons as a sort of reset too to get in closer. Forward dash and forward dash cancels are also good ways to reset. FDC P dandy, FDC Bite, and forward dash into throw are all great resets. FB dandy step is also a strong reset for some meter. 6H can be used to get some resets and such off of since it has a lot of blockstun to allow for iads and other tricky cancels. You can also get greedy resets with K mappa feint if an opponent is really passive.

Counter Pokes

Slayer has a lot of strong counter pokes. The main ones you will be using are 6P, 2H, Dandy step, and BDCs. Slayer's counter pokes are really helpful to prevent escape options and mashing out of pressure. 6P especially is really strong due to it's wallbounce properties on counter hit, and 2H stands out because of its range and insane disjoint. BDC and Dandy step are really good at using full body strike invul to go around and through opponents attacks. Iad is also a suprisingly effective counterpoke, especially when used with BDC due to the fact that Slayer's iad has an incredibly short duration.

6P is most useful for mid hitting hitboxes with extended hurtboxes, 2H is most useful for low hitting hitboxes, Dandy step is useful for quick moves or when used at a far range to use pilebunker to hit an extended hurtbox, BDC is used at minus frames and such to go through moves rather than make them whiff, and Iad is used when the opponent is doing any non anti air normal, usually slower ones.

Anti Jump

2S is a great anti jump tool, and 2K 2S 2H is fully un-jumpable due to it's small gaps. Delay cancels and sometimes normal cancels into P or K mappa can be useful as anti-jump pressure tools. Catching jump is one of the hardest things to do, which is why sometimes its useful to sit at far range and wait and react for the opponent to attempt to escape. BBU is a strong and fast anti air option and can be used after they airdash over you out of the corner to catch their recovery. Airthrow and BDC airthrow can be good to catch jump outs and air dashes out of the corner as well. 2P 5H is also a decent anti-jump tool due to 5H's large upwards hitbox. Generally though, to prevent jumps on the ground 2S is your best bet. 5P can also work sometimes but you have to be much closer and it whiffs on crouch, but whiffing it usually isn't a big deal anyways.

Anti Backdash

Backdash is another defense tool that slayer struggles to deal with. 6H can work well if timed well, and is usually better when used midscreen since most other options to bait backdashes will whiff due to spacing. K mappa is also a good tool to catch backdashes midscreen but you have to time it well for it to work. In the corner, 6P and 5H are your best options to beat backdashes, as both have a lot of active frames, safety on block, and get good reward on hit. 5H gets more reward going straight into Undertow on airial backdash hit, and 6P is safe given that it has upper body invul. You can also use It's Late and 6K to catch backdashes if timed well, but it can be a bit tricky. Some people use iad j.S to catch backdashes, and 2D will almost always catch a backdash if its timed to not be very meaty on oki. 2D has tons of active frames so if the other options aren't working, 2D will, but it can be very unsafe on block.

Punishes

This is essentailly the character specific parts of Slayer pressure. 5H is a good punish because it can't get low or high profiled in most cases, and many characters have ways of going under or over Slayer's normal pressure tools. 6P is also a really strong punish because it has tons of upper body invul and can actually invul through many different reversals and supers. 2H can also work well to punish some options because it has a lot of range, disjoint, and lower body invul. You usually can find some kind of counterpoke to win against the opponent's options. If all else fails, block and punish. Waiting during pressure for the opponent to commit to something can work really well and works to change up your timing as well. BBU, 5K, and 2D are some good options to punish after a blocked unsafe option. It really depends on the matchup though, so lab it out!

Okizeme

Basic Okizeme options

This section is meant for people who don't really care about the specifics just yet. Slayer's oki is very in-depth but this is just some simple options to get you started. From good knockdown (2D, j.D, etc.)

  • Do Dandy Step(PGGAC Slayer 214P.pngGuardStartupRecoveryTotal 30Advantage- /KGGAC Slayer 214P.pngGuardStartupRecoveryTotal 38Advantage- /SGGACR Slayer DandyStepS.pngGuardStartupRecoveryTotal 30Advantage-) > It's LateGGAC Slayer 214PH.pngGuardHighStartup18Recovery9Advantage+4(HS) as an overhead that is plus on block. Delay It's LateGGAC Slayer 214PH.pngGuardHighStartup18Recovery9Advantage+4 a bit to beat throws
  • Do Dandy Step(PGGAC Slayer 214P.pngGuardStartupRecoveryTotal 30Advantage- /KGGAC Slayer 214P.pngGuardStartupRecoveryTotal 38Advantage- /SGGACR Slayer DandyStepS.pngGuardStartupRecoveryTotal 30Advantage-) (whiff) > 2KGGAC Slayer 2K.pngGuardLowStartup6Recovery11Advantage-1 as a low to condition people to throw and block low. Follow up the 2K with 2K > 2S > 2D for a knockdown
  • You can also do dandy (whiff), BiteGGAC Slayer 63214H.pngGuard92 pixelsStartup7Recovery29Advantage- for a throw option on wakeup, it does have to be delayed slightly due to wakeup throw invul
  • 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 okizeme. 6K is an overhead with very low recovery so it can be safe to some reversals

From bad knockdown (throw)

  • Dash c.SGGAC Slayer cS.pngGuardMidStartup7Recovery10Advantage0/2KGGAC Slayer 2K.pngGuardLowStartup6Recovery11Advantage-1, Beats a lot of reversals, hard to block, makes people want to throw you
  • c.SGGAC Slayer cS.pngGuardMidStartup7Recovery10Advantage0/2KGGAC Slayer 2K.pngGuardLowStartup6Recovery11Advantage-1, Beats mashing on wakeup and also beats throw on wakeup due to spacing
  • Dash throw, catches people trying to block your mix (loses to mashing)

Introduction

Slayer has very strong Okizeme that usually requires some kind of read on the opponents defensive habits. Many of his okizeme options can be beaten by backdash, throw, or a reversal. Slayer generally has to do specific Oki options to beat these defensive tools, but on a good read, you get great reward. As Slayer, one wants to try to condition the opponent into committing to options that can lead to massive damage. For example, using throwable oki may condition the opponent to start throwing on wakeup, if you read when they do this you can use It's LateGGAC Slayer 214PH.pngGuardHighStartup18Recovery9Advantage+4 on oki for its throw invincibility to get one of Slayer's best counter hit starters.

There are oki "Starters" and oki "Enders". The oki starters are things that you can do that give different types of startup to your oki, usually allowing for crossups, feints, or access to powerful options. Oki enders are the options that you use once the opponent is waking up, usually used as a meaty or late meaty. Off of some knockdowns, like throw, you are more limited in your oki options. You can also get greedy with longer oki starters if the opponent is respecting your oki a lot, allowing you to mix and confuse your opponent.

Different types of knockdowns

Different knockdowns have different advantage on different characters meaning that the oki starters you do are largely dependant on knockdown type and sometimes dependent on the opponents wakeup speed. There are also some oki options that only work on certain knockdowns, and some oki options that won't work at all on other knockdowns. You also want to keep in mind that distance and screen position can effect what you can and can't do on oki. For example, if you are too far away or the opponent is in the corner you lose access to forward dash cross up oki options. It's going to be next to impossible to know all of the character's wake up times and advantage after every knockdown so the timing of a lot of Slayer's oki is done generally by feel. Either way, below are some guidlines on what kinds of knockdowns are good, and what kinds are bad.

2DGGAC Slayer 2D.pngGuardLowStartup7Recovery12Advantage-8 Knockdown

2D is your most common and most standard knockdown. Most of the times you will be knocking down with 2D when looping oki without meter or counterhit. 2D leaves you at pretty decent advantage, allowing for quite a few different oki starters and setups. 2D knockdown is also mildly affected by distance to the opponent when you hit them with 2D. If you hit them from farther range, you are going to have more advantage on knockdown. If you hit them from closer range, you will have less advantage. Even so, 2D knockdown almost always allows Slayer to get dandy step oki.

j.DGGAC Slayer jD.pngGuardHigh/AirStartup7Recovery19+5 after landingAdvantage- Knockdown

Falling j.D is a great knockdown for Slayer. Falling j.D gives Slayer a good bit more advantage than 2D, allowing for certain oki options to work that previously wouldn't. You can usually be free to get creative with your knockdowns after j.D, as you have quite a bit of time to crossup or feint.

Rising j.D is less advantageous than 2D, but you normally won't be hitting j.D in this way. There are some specific combos on certain characters or situations which may require a rising j.D to achieve a knockdown, but you want to avoid it if you can

Pilebunker Knockdown

Pilebunker isn't a very advantageous knockdown for Slayer, and you only get oki if you are in the corner. The benefit of using Pilebunker as a combo ender is simply for damage. Some players prefer to prioritize damage over oki, some prefer to prioritize knockdowns over damage. It's generally not suggested to use pilebunker as a knockdown tool, but it is Slayer's biggest damage combo ender.

Throw Knockdown

Slayer's throw is his worst knockdown, usually only allowing for simple oki. Throw knockdown is most effected by character wakeup speed given that you can vastly more options with a bit more frame advantage. The table for Throw Oki frame advantage is below. At around +20 (Faust and Zappa) you can probably get crossup dash oki or 6K oki and be relatively safe.

Slayer's Throw Frame Advantage
Character Face Down Recovery Throw Frame advantage
A.B.A 52 +17
Anji 50 +15
Axl 49 +14
Baiken 50 +15
Bridget 48 +13
Chipp 46 +11
Dizzy 49 +14
Eddie 49 +14
Faust 54 +19
I-No 50 +15
Jam 50 +15
Johnny 49 +14
Justice 45 +10
Kliff 46 +11
Ky 49 +14
May 50 +15
Millia 48 +13
Order-Sol 49 +14
Potemkin 50 +15
Robo-Ky 49 +14
Slayer 48 +13
Sol 49 +14
Testament 51 +16
Venom 51 +16
Zappa 55 +20

Oki Starters

Dandy Step Basic oki starter

P dandy stepGGAC Slayer 214P.pngGuardStartupRecoveryTotal 30Advantage-

  • This is your standard Oki starter giving access to the It's Late/2K mixup which is very strong. Using P dandy step can condition people to block and it has short enough recovery to go for other options after a whiffed P dandy step. Even so, P dandy is still somewhat committal.
  • You can also BDC P dandy in order to space yourself out of throw range, making your oki safer.
  • You can do P dandy 6FRC6 to get a tricky crossup, depending on spacing it may not crossup, however

K dandy stepGGAC Slayer 214P.pngGuardStartupRecoveryTotal 38Advantage-

  • K dandy step is slower than P dandy step but it allows you to delay your followups more and it gives you more forward movement.

S dandy stepGGACR Slayer DandyStepS.pngGuardStartupRecoveryTotal 30Advantage-

  • S dandy step is used to cross up reversal inputs and re-position out of the corner. S dandy isn't too hard to react to by good opponents, but it can still open people up when it's unexpected, and it still gives you access to overhead/low mixups.
  • After a j.D knockdown you can get away with double S dandy

D dandy stepGGACR Slayer 214D.pngGuardStartupRecoveryTotal 30Advantage-

  • FB dandy step isn't used much on oki but it can help on scramble knockdown situations.
  • You can do FDC FB dandy for a quick crossup

Extra notes/options:

  • You can FDC any of your dandy step options to cross up or double cross up with S dandy.
  • You can have time after dandy step to go for a forward dash.

Forward dash/normal stuff Safer options with generally less reward but more mixup potential

Walk back/do nothing

  • You can walk back to space yourself outside of throw range before going for an oki option such as 6K or 2K.

Forward dash

  • Forward dash is a very strong cross up. You usually have enough time to forward dash 6K/2K/Bite. You can also do forward dash cancels into options such as dandy steps or IAD for another cross up. If you do BDC dandy on oki the startup of forward dash is the same as the Backdash startup so your cross up will be more ambiguous.

Double forward dash

  • Double forward dash is a double cross up that is pretty fast (forward dash is 18f total duration). After double forward dash you only have time for a 2K, c.S, Bite, or another quick oki option.


You lose access to forward dash cross up in the corner but you get more reward off of everything, especially with meter

Oki Enders

It's LateGGAC Slayer 214PH.pngGuardHighStartup18Recovery9Advantage+4 Throw invul overhead

It's late is a fast overhead that can open people up if used well. It has throw invulnerability only on startup, making it a great counter to wakeup throw if slightly delayed. It's late will lead to huge damage counter hit combos on a good read. Beware however, as this move can lose to reversals and wakeup backdash.

Raw It's late and It's late after Under pressure have different properties to them that effects your decision making when using either. Raw it's late is +4 on block and +8 on hit meaning you almost always get good pressure on block and a combo on hit. Raw it's late leads to ground slide on counter hit, which can be hard to combo off of at midscreen, and followups are usually character specific. Under Pressure > It's Late is 4 frames faster and leads to a huge ground bounce on hit which is much easier to combo after. Under Pressure > It's Late has the weakness of being only +1 on block and +2 on hit making it hard to get pressure or a combo from it.

2KGGAC Slayer 2K.pngGuardLowStartup6Recovery11Advantage-1 Low option

K is most commonly used after an empty Dandy Step or as an alternative to 6K. 2K is mostly there to condition, mix people up, and make it harder for the opponent to block It's Late. 2K has pretty low reward on block or hit, and most extended combos with meter scale a lot. 2K also loses to throw at close range, meaning if used after an empty dandy step you will usually be close enough to be vulnerable to throw. This can be good to condition people to throw you after Dandy Step startup, meaning if you make a good read you can get a heavy counter hit punish with It's Late.

6KGGAC Slayer 6K.pngGuardHigh/AirStartup21Recovery1+3 after landingAdvantage+5 Reversal-safe Overhead

6K is a very low recovery airborne overhead that can safejump and option select many reversals if done meaty. 6K > 6S+H is a common option select to beat backdashes and throwable reversals. 6K is +5 on block and +6 on hit allowing for strong pressure afterwards or combos into knockdown if it hits. 6K's biggest weakness is that it has pretty low reward midscreen, even with a counter hit or meter.

6PGGAC Slayer 6P.pngGuardMidStartup18Recovery14Advantage-1 Backdash Callout

6P is a strong backdash callout option with 6 active frames and good reward in the corner. Depending on the backdash you may have to delay the 6P to hit the recovery of the opponents backdash. 6P can also beat a few reversals with it's low profile. It's only -1 on block meaning you don't completely sacrifice your pressure to go for a backdash read. 6P loses to reversal throw and most other reversals, making it more risky to use against characters with meterless reversals.

5HGGAC Slayer 5H.pngGuardMidStartup13Recovery18Advantage-4 Another Backdash callout

5H Is a decent backdash callout and can also beat high and low profile reversals. 5H can also catch jump outs in many cases due to it's tall hitbox. Despite being minus on block, 5H has a lot of good cancels and high blockstun, allowing you to continue pressure afterwards. 5H is weak to invulnerable reversals and wakeup throw. 5H has great reward if it catches an airborne backdash in the corner.

2DGGAC Slayer 2D.pngGuardLowStartup7Recovery12Advantage-8 Risky but Reliable Backdash Callout

2D is a more committal but more reliable backdash callout than 6P. 2D has 15 active frames making it very easy to hit almost any backdash in the game. Against characters like Potemkin and Justice, you will need to slightly delay 2D. 2D is also good as a reliable meaty to punish people for missing wakeup reversal timings. 2D can also be up to +8 if you make it meaty enough, although doing this will not catch backdashes. If you are wrong on your backdash read you could be left point blank at -8, making 2D quite risky to use. 2D has pretty good reward with RC in the corner or if you catch an airborne late hit of a backdash.

c.SGGAC Slayer cS.pngGuardMidStartup7Recovery10Advantage0 Simple meaty

C.S is a fast, simple meaty to use in situations where you don't have much advantage to do a mixup. C.S has good cancels for strong pressure afterwards, but is just a mid on block making it weak as a mixup option.

2PGGAC Slayer 2P.pngGuardMidStartup4Recovery5Advantage+3 Fast Oki Option

2P is used in similar spots to c.S but is faster and has better frame advantage. 2P is very fast in both startup and recovery, making it safe to a lot of different reversal options including backdash. 2P has no cancels and only 2 active frames making it difficult to use as a meaty, but is useful in unusual knockdown situations or after long oki starters.

BiteGGAC Slayer 63214H.pngGuard92 pixelsStartup7Recovery29Advantage- Risky Command Grab

Bite is a useful command grab to use for when people are instant blocking, slash backing, or fuzzy guarding your oki options to open people up and get them to use different defensive options. You can do FDC Bite (236569H) to make the bite invuln. You also have to make sure that you delay bite enough to go past throw invuln on wake up. Bite has counter hit recovery and doesn't lead to much reward (usually just a reset), so use it sparingly as an oki option.

Specific Oki Options

BDC IAD j.H or IAD j.HGGAC Slayer jH.pngGuardHigh/AirStartup14Recovery7Advantage- Corner Safe Jump

After j.D knockdown in the corner, you can do Backdash cancelled instant airdash j.H as a safe jump against most characters. This is most reliable after a j.D knockdown because you have more time on oki to set it up. The backdash cancel is there so that you delay your airdash properly and space yourself at a good range for the instant airdash j.H. This oki option can safejump reversals, beats wakeup throw, and can also be used to option select backdashes.

P Dandy > TK Direct Hit DandyGGAC Slayer j214214S.pngGuardMid [All]Startup7+2Recovery20 after landingAdvantage- High Reward Reversal Callout

You can do this off of any knockdown where you get dandy step oki. The P dandy step is there to framekill so that you time your tiger knee'd Direct Hit Dandy where the invincibility of the super goes through the reversal, getting a counter hit punish. If done right, you can instantly stun off of a 2-Hit DHD counter hit on a reversal read. This is quite difficult to execute properly though, and you can get punished if they don't reversal.

UndertowGGAC Slayer 632146P.pngGuardMidStartup28Recovery13Advantage-2 Character Specific Reversal Callout

Undertow isn't a very good oki option but can be used against character specific reversal options such as riot stamp or 1-hit reversals. Undertow is pretty committal as it has a lot of startup that a keen opponent will throw. After throw, Undertow can be useful spaced out as it will beat most wakeup mash options including most character's 6H.

Tips and Tricks

Fighting Slayer

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