GGXRD-R2/Slayer

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Overview

Overview

Slayer is a close combat, boxer character with slippery movement and explosive damage. His range is limited to his fists and legs, but he is difficult to challenge once he gets in. Many of his attacks specialize in invulnerability, mixup, and counter hits, spreading doubt and confusion in the opponent's mind. Make the wrong guess and Slayer will have a feast.

Slayer is also a character who needs contributors to finish writing this summary about him.
Playstyle
Slayer is a brawler who baits opponents with elusive ground movement and blows them up with explosive punishes.
Pros Cons
  • Solid Normals: Slayer has a selection of great normals, including 5K, 2H, c.S and j.K. His 6P is invulnerable for nearly two thirds of it's lengthy animation, letting Slayer blow through a surprisingly large number of moves.
  • Close Range Prowess: Numerous mixup options, plenty of good pressure tools and a unique teleport dash make Slayer a menace once he's gotten close.
  • Damage with Resources: If Slayer gets a counterhit or decides to spend meter in a combo, watch out. Strong Slayer players can easily kill within two or three combos.
  • Defensive Options: Slayer's high durability lets him get away with making mistakes in neutral, and Backdash Cancelling allows Slayer to zip out of dangerous situations and retaliate with ease.
  • Evasive: Slayer has several disjointed attacks which can be hard for the opponent to hit. Paired with the very fast back-and-forth motions of Dandy Step, this makes him excellent at whiff punishing.
  • Mobility: Slayer's teleport dash is useful for mixups and defense, but is slow. He will often have to rely on airdashing and careful movement to approach his opponents.
  • Safety: Several attacks are unsafe and can be punished by the opponent for high return, especially when instant blocked.
  • Damage without Resources: While his resource-backed combos deal exceptionally high damage, his normal combos are significantly lower damage.

Teleport Dash

Slayer has unique forward and back dashes that teleport him along the ground for a set distance and time. Slayer's forward dashes, like Raven's, grant him invulnerability through their duration. His forward dash is able to move through an opponent and cross up. Unfortunately, unlike conventional forward dashes, he is unable to cancel his forward dash into normal moves until the dash's duration completely ends. This forces him to take a different approach to pressuring opponents.

Like other characters, Slayer can still jump out of his forward dash. Unlike other characters Slayer can jump out of his backdash. By canceling his dashes into jumps and his jumps into special moves, Slayer can retain up to 7 frames of invulnerability into any special move. This technique is called Backdash Canceling (BDC).

BDC allows Slayer to avoid being hit during jump startup or catch his enemy with an invincible counterhit. When used to cancel into his Bite command grab or Dead on Time overdrive, Slayer can quickly turn the tables on his opponent with an unstoppable BDC Bite or BDC Dead on Time.

If he cancels his forward dash in this way, he does not retain any invulnerability. However, it is still a useful movement option when the time comes.

Normal Moves

5P

Damage Guard Startup Active Recovery On-Block Invuln
16 Mid 5 6 6 0

Fast startup, great active frames, and Slayer's normal with the most gatling and cancel variety.

Works great as a situational anti air as the arm has no hurtbox at all, but Slayer's head is hittable at all times. This will make 5P directly lose or trade with most aerial attacks in the game when challenged from above, but will work as a successful anti air when Slayer's head is spaced horizontally away from your opponents attack, or when challenging low and more frontal hitting airdash attacks.

5P can be used during pressure as well or as a situational ground poke with many great whiff cancels. Can be crouched under, but because of it's short total duration this means your opponent has to act preemptively to capitalize on this move whiffing.

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

Level Proration RISC+ RISC-
1 6 7
  • From frame 12 (2nd recovery frame), can whiff cancel into 5P, 2P, 5K, 2K, and 6P

5K

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 3 8 +3

5K is one of Slayer's best normals. While other normals with this range have long recovery frames, Slayer's 5K recovers fast enough to be +3 on block. Furthermore, it has a good hurtbox, making it effective against mashing.

5K will not connect against moves with upper body invulnerability or low profile. However, 5K's speed requires the opponent to use these moves preemptively to punish it. Moves like Sol's 6P will win but are also riskier to whiff than Slayer's 5K.

You could say that Slayer's plan in every matchup is to stay in 5K range. 5K works well with 2H, 6H, 6P, and Dandy Step since opponents will be tempted to escape Slayer's pressure once he leaves 5K range. Repeated use of 5K creates space between Slayer and his opponent, which can make 2H, 6H, 6P, and Dandy Step difficult to punish.

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

  • 5K > 6H is a good frame trap with a 4-7F gap. Relatively safe way to move forward. Mix up between 5K and 5K6H to catch people jumping or to bait reversals.
Level Proration RISC+ RISC-
2 Initial: 90% 10 7

c.S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 5 4 14 -4

c.S is Slayer's main tool at close range. 4 active frames makes c.S the ideal meaty for teleport oki. It is also a key component of many combos due to its 5 frame startup and good vertical hitbox that hits Crouching and airborne opponents.

Keep in mind that nothing gatlings into c.S: you must learn to link into it. Linking f.S, 2K, and 2H to c.S is crucial to playing Slayer.

c.S is vulnerable to backdashes in the corner because of its long recovery. If you expect a backdash, delay your c.S or use 6P/6H.

  • Used with dash crossups.

Gatling Options: 6P, 6K, f.S, 6H, 5D, 2D

  • c.S > 6K - Provides a fairly safe mixup and gives a full combo after 6K Counter Hit. Punishes opponents that expect to Instant Block and throw
  • c.S > f.S - Primary blockstring at close range. Good for tick throws and adding RISC. However, there is a 2 frame gap on Instant Block.
Level Proration RISC+ RISC-
2 10 7

f.S

Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 13 2 6 +6

Poke with good frame advantage that moves Slayer forward.

Mostly used after c.S as a two-hit confirm.

  • On ground-hit will link into c.S, 2K or 5K for a small combo extension, or a full air-combo on air-hit.
  • On block you mainly frametrap by delaying into another c.S if you are close enough, but when further away you have to use 2K or 5K, or even P mappa.
  • 6H is one of Slayer's few delayed gatlings, it has uses in catching jumpouts and frametraps, it is doable as a whiff cancel.

Gatling Options: 6H, 5D

Level Proration RISC+ RISC-
2 10 7
  • From frame 16 (2nd recovery frame), can whiff cancel into 6H

5H

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 13 5 18 -4

5H is used to stop people dashing in on Slayer. A decent reward, long range normal with good hitconfirms that almost hits from round start distance. Reaches all the way to floor to beat low profile moves. Is fairly slow and extends forward a lot, so best to use this move preemptively and when you have a good read on your opponents approach.

5H is strong as a pressure tool and has a wide variety of cancels to keep your opponent guessing: 2H to beat low pokes, 5D to see if they're asleep at the wheel, or any of his Dandy Step followups - or simply the power of nothing, provided they're not willing to challenge. Canceling into 5H is limited to 5P, but as long as your opponent is hesitating to press buttons, you can throw out this move in pressure quite often to see what they will do about it.

Gatling Options: 2H, 5D, 2D

Level Proration RISC+ RISC-
4 20 6
  • Staggers opponent on hit. Duration: 19F to 39F. Frame Adv: -3F to +17F

5D

Damage Guard Startup Active Recovery On-Block Invuln
28 High 24 3 20 -9

Standard Dust attack.

This attack is especially useful mid combo as a grounded extension for Slayer, but also nets notoriously large reward as a combo starter in the corner with 5D[6] > 5H 5H > K Pilebunker, especially with higher RISC.

Level Proration RISC+ RISC-
2 Initial: 80% 10 20

6P

Damage Guard Startup Active Recovery On-Block Invuln
45 Mid 18 6 14 -1 1~6 Upper Body
7~23 Above Knees
  • Tall hitbox that almost reaches all the way to the floor
  • Normal hit: Wallbounce
  • Counter hit: Wallbounce, but also gives additional height and untechable time for combos.
  • 6P can fail to wallbounce midscreen if the opponent is too close to Slayer.

Slayer's 6P is a slow but versatile attack with above-knee invincibility and great counterhit return.

In neutral it can anti-air late airdash approaches or go under most high hitting pokes in the game. Because of it's slow startup and Slayers feet extending forwards, it will often lose to lows.

6P's active frames often catches backdashes in the corner, and the low profile properties can even go under certain reversals when timed correctly.

6P is also a good frametrap option with many gatlings going into it, but when blocked will have no cancels, and Slayer has to force his turn again to continue pressure.

Level Proration RISC+ RISC-
4 Initial: 90% 20 6
  • Untechable time on normal hit: 38F (Slayer is +19 minimum)

6K

Damage Guard Startup Active Recovery On-Block Invuln
30 High / Air 20 5 4+4 After Landing[Total 32] +1
  • Overhead that baits throw for Counter Hit
  • Airborne from frame 6
  • Hold down K to feint, 6[K]

Valuable for hitting High without using Dandy Step or jumping. As of Patch 1.04 Slayer's 6K is +5 on most of the cast when they are crouching, allowing him to link a c.S or a 2P. Otherwise Slayer can only combo after 6K on Counter Hit, during oki, or with Roman Cancel, so 6K's best reward comes from baiting throws or increasing RISC to flashing. Despite this, opponents may be caught off guard by the High and 30 damage adds up.

6K is slow enough that mashing can beat it in neutral. If your opponent is aware enough to use OS Throw or has a fast 5H/6H, it becomes difficult to use 6K outside of oki. Some Lows will even beat 6K, so do not be surprised if you cannot earn Counter Hits this way.

On oki, you can time a meaty 6K for more frame advantage, it will also be safe against most backdashes. However, using 6K this early also makes it more obvious for the opponent to reversal.

6K feint, written as 6[K], is mainly used to set up a Throw since the opponent will not be put into blockstun. It can also bait opponents trying to Instant Block, Blitz Shield, or Dead Angle. Once the opponent expects a Throw after 6[K] and tries to react with their own Throw, you can start using BDC.

Level Proration RISC+ RISC-
2 Initial: 90% 10 7
  • [ ] Values are when doing 6K Feint
  • 6F onwards airborne

6H

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 17 6 15 -2
  • Large sweeping kick that catches jumps and backdashes
  • Moves Slayer forward
  • Hits Crouching but does not hit most low profile moves
  • Untechable on air hit

6H has built in forward movement and long horizontal reach making it a great midscreen poke in many matchups. What 6H lacks in speed, it makes up for with great return on hit and fast recovery frames.

The early part of 6H reaches diagonally upwards in the air, and can tag airborne and standing opponents if they are close enough. The later hit of 6H has long horizontal reach and will hit crouching opponents. The later hitbox is +1 on block, so you can collect frameadvantage on crouch or by spacing 6H horizontally.

  • Frametrap by canceling into P under pressure for a 2f gap.
  • Hit-confirmable into dead on time or mappa.
  • Hit-confirm into P pile if you are already in dandy step.
Level Proration RISC+ RISC-
4 20 6
  • Staggers opponent on counterhit. Duration: 22F to 46F. Frame Adv: +14 to +38 (including CH hitstop)

2P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 5 2 6 +2

2P is a very important defensive normal. 2P is mostly superior to 5P for the ground game since 2P hits crouching characters and has fewer active frames, which grants better frame advantage and faster mashing. 2P is also Slayer's fastest normal with frame advantage, which makes it great for tick throws.

Slayer's 2P does not have a good gatling to confirm into 2D, which makes his defensive mashing a bit weaker than other characters'. Since it is harder to get knockdown, your aim is to create space, usually mashing 2P until you enter a good position for 5K.

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

Level Proration RISC+ RISC-
0 Initial: 80% 3 8

2K

Damage Guard Startup Active Recovery On-Block Invuln
20 Low 6 2 8 +4

2K is a good low with fast startup, above average range, and good frame advantage. 2K is Slayer's main Low since the other 2 Lows (2H, 2D) are usually unsafe and not special cancelable.

As a poke 2K has slightly less range and slightly more limited cancels than 5K, but does not have 5K's weakness to low profile moves, and is also one frame faster.

2K also moves Slayer's hurtbox back more than 5K, so at certain spacings it can challenge pokes that 5K can't, even when at a frame disadvantage.

  • Has reduced pushback, so it's your most reliable option for comboing into a 2D knockdown if you're not in range for c.S

Gatling Options: 6P, 5D, 2D

Level Proration RISC+ RISC-
2 Initial: 90% 10 7

2S

Damage Guard Startup Active Recovery On-Block Invuln
34 Mid 10 9 12 -7

2S is a solid anti air, with great active frames and incredible vertical reach, hitting your opponent at the peak of their jump.

You need to be early when anti-airing with this normal, as Slayer stands back up for 5 frames before crouching down again. This means it will often lose to low reaching aerial attacks that are already active above Slayer.

On hit Slayer often gets good reward.

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

Level Proration RISC+ RISC-
2 10 7

2H

Damage Guard Startup Active Recovery On-Block Invuln
48 Low 13 2 25 -10 5~14 Foot

Long range attack that launches the opponent.

2H gives Slayer great control of ground space. Though 2H has very slow recovery, its massive range makes it difficult or even impossible to punish on reaction. This also means Slayer cannot combo after 2H in many cases. Nevertheless, 2H can make your opponent think twice about dashing in or mashing Lows on defense.

While most Lows will not hit Slayer during invulnerable frames, be wary of exceptions like Axl's 2H or Chipp's 2D.

  • Counter Hit: launches opponent higher, untechable
  • 2H > Dead On Time - Dead On Time is the only move with enough speed and range to hit after 2H normal hit midscreen.
Level Proration RISC+ RISC-
3 Initial: 80% 10 6
  • Hitstop: 0
  • Untechable time on normal hit: 34F (Slayer is +8)

2D

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 9 21 9 -11

Sliding sweep attack. Used as a combo ender.

Done far enough or meaty enough is un-punishable, and can even be plus on block. Combos off c.S, 5K and 2K on crouchers.

  • Very hard to throw when sliding in on wakeup.
Level Proration RISC+ RISC-
4 20 6

j.P

Damage Guard Startup Active Recovery On-Block Invuln
13 High / Air 5 3 9
  • Used a lot with air movement to make Slayer significantly smaller and harder to hit.

j.P is the ideal normal for air combat since it recovers much faster than Slayer's other air normals. Often used to fish for random hits and to force the opponent to block.

Note that j.P cannot cancel into double jump. Gatling into j.K/S when needed.

Gatling Options: j.P, j.K, j.2K, j.S, j.H, j.D

Level Proration RISC+ RISC-
1 6 7

j.K

Damage Guard Startup Active Recovery On-Block Invuln
24 High / Air 6 9 16
  • Fast, with good horizontal and upward reach

Versatile air combo starter that connects after almost any ground starter at any height. Important to use at greater heights when j.S or j.H cannot reach.

Note that j.K does not have good downward reach. It is possible for IAD j.K to whiff on Crouching characters.

Gatling Options: j.P, j.2K, j.S, j.D

Level Proration RISC+ RISC-
2 10 7

j.2K

Damage Guard Startup Active Recovery On-Block Invuln
22 All 13 3 18

Mostly used in combos to extend them. Also useful to alter jumping arc and landing time. If YRCed at start-up directs Slayer down, making 9, j.2K YRC a small jump.

Level Proration RISC+ RISC-
2 10 15
  • Untechable time: 27F on normal hit, 54F on counterhit (Slayer is +7/+34)

j.S

Damage Guard Startup Active Recovery On-Block Invuln
20×N High / Air 4[8] {2(2)2(4)}×4 34
  • Fast and very active.
  • Can often cross-up the opponent from IAD.
  • j.S is used together with IAD to punish ground normals and to begin pressure if your opponent is stand blocking.
  • Is unsafe to abuse as it can often whiff and is one of the easiest air-normals to anti-air.

For air combos, j.S is the ideal starter to use since it combos into j.H.

Gatling Options: j.K, j.2K, j.H

Level Proration RISC+ RISC-
2 10 7
  • [ ] indicates forward attack portion
  • Hitstop: 6F

j.H

Damage Guard Startup Active Recovery On-Block Invuln
36 High / Air 13 5 18

j.H is incredible for hitting grounded opponents and even beats some anti-airs. However, it cannot cancel into double jump and only gatlings into j.2K and j.D, both of which can be unsafe on block.

If you start an air combo with 5H and you are too far for j.S to hit, you will need to use j.H instead.

Gatling Options: j.2K, j.D

Level Proration RISC+ RISC-
2 10 7

j.D

Damage Guard Startup Active Recovery On-Block Invuln
40 High / Air 7 5 32 + 5 Landing Recovery

In neutral, j.D is mostly used together with IAD to go over ground pokes and can even stuff out some anti airs. From IAD j.D it is mostly comboed into a delayed footloose journey.

j.D is also the primary way to end air juggles in a knockdown or as a way to extend your combos with j.2K.

  • Fast and good downward reach.

Gatling Options: j.2K

Level Proration RISC+ RISC-
2 10 7
  • Staggers opponent on ground counterhit. Duration: 14F to 29F. Frame Adv: +13 to +28 at best

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,68 Ground Throw: 85750 1 +13
  • Can be RCed to start a combo
Level Proration RISC+ RISC-
0,2 Forced: 65% NA 6,0
  • Stun value: 34

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0,60 Air Throw: 192500 1

Air throw is in many situations your best and only anti air option for when your opponent is right above you where 2S and 5P will lose. Almost always buffer j.H into j.D when going for air throw attempts incase it gets blocked, so you can double jump to escape a punish or cancel into footloose journey if you think you can continue pressure that way. Can be RRC'ed for follow ups if you are fast enough.

Level Proration RISC+ RISC-
0 Forced: 65% NA 6,0
  • Stun value: 30

Dead Angle Attack

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

Slow and unsafe on block, but is still a very viable option to get out of pressure.

Level Proration RISC+ RISC-
2 Initial: 50% 10 7

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
-2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~Button release: Blitz

Fully charged blitz is a nice starter for stun combos

Version Level Proration RISC+ RISC-
Blitz 4 Initial: 55%
[Blitz] 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Mappa Hunch

236P/K

Version Damage Guard Startup Active Recovery On-Block Invuln
236P 40 Mid 11 3 17 -1
236K 40 Mid 14 6 15 -2
  • Combo Ender
  • 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!
  • No longer able to feint.
Version Level Proration RISC+ RISC-
236P 4 20 6
236K 4 20 6

236P: 236K:

Dandy Step

214P/K

Version Damage Guard Startup Active Recovery On-Block Invuln
214P Total 30 1~3 Strike
214K Total 38 1~6 Strike
  • 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, followup moves possible after frame 15.
  • K version goes farther back and slides MUCH farther forward (about 75% of the screen). Additionally, it is Strike Invulnerable from frames 1 through 6, followup moves possible after frame 27.
  • A follow up is not required. You can simply use this for movement.
  • Very powerful movement option if YRCd.
Version Level Proration RISC+ RISC-
214P
214K

214P:

  • Can cancel into followups after frame 15 (so fastest followups start on frame 16)

214K:

  • Can cancel into followups after frame 27 (so fastest followups start on frame 28)

Pilebunker

Dandy Step > P

Version Damage Guard Startup Active Recovery On-Block Invuln
P Dandy > P 70 Mid 4 3 36 -20
K Dandy > P 80 Mid 4 3 36 -20

High damage move used for whiff punishing or fishing for counterhits. Sends opponent across the screen. Very unsafe on block.

Pilebunker will behave differently based on which dandy step you use:

  • From P Dandy Step will wallbounce on CH
  • From K Dandy Step will wallstick on normal hit, tumble on CH.
Version Level Proration RISC+ RISC-
P Dandy > P 4 Initial: 90% 20 6
K Dandy > P 4 Forced: 85% 20 10

P Dandy > P:

  • Can cancel into followups after frame 27 (so fastest followups start on frame 28)

K Dandy > P:

  • Stun value: 60
  • CH Hitstop: 33F
  • On counterhit, makes opponent tumble for 90F after touching the ground

Crosswise Heel

Dandy Step > K

Damage Guard Startup Active Recovery On-Block Invuln
27,32 Mid 6 4(9)7 16+5 After Landing -14 1~18 Throw
3~18 Above Feet

Used as a two-hit anti-air follow up from dandy step.

First hit: Slayer low profiles very close to the ground. Automatically goes into the next hit.

Second hit: Slayer is airborne and launches the opponent.

  • Counterhit-state recovery, which makes this move very unsafe on whiff or block.
  • K version has additional untechable time.
Level Proration RISC+ RISC-
2 10 7
  • Untechable time: 42F from P Dandy Step, 44F from K Dandy Step

Under Pressure

Dandy Step > S

Damage Guard Startup Active Recovery On-Block Invuln
36 Mid 5 2 12 ±0

Used in neutral to build meter and to fish for whiff-punishes.

  • Fast and safe on block
  • Good hitbox

Cancel into this during blockstrings to begin/reset pressure. Has follow-up It's late which is an overhead with a 3f gap.

  • Instant blocking gives many characters an opportunity to hit Slayer out of the startup of It's Late or the recovery of Under Pressure and turn the tables on him.
  • You can work around your opponent by being unpredictable with your timing and follow ups, and having good spacing.
Level Proration RISC+ RISC-
2 10 7
  • Staggers opponent on counterhit. Duration: 18F to 38F. Frame Adv: 9F to 29F
  • Untechable time on air hit: 24F (counterhit 48F)
  • From frame 8 (2nd recovery frame), can cancel to It's Late

It's Late

Under Pressure > S/H

Damage Guard Startup Active Recovery On-Block Invuln
52 High 14 6 10 +3 1~19F Throw

Overhead follow up from Under pressure. Often used as a meaty by first whiffing Under pressure on your opponents wakeup and timing It's late as the first hit. Create mixups with 2K, teleport dashes and throws to open up your opponent.

  • Plus on block
  • On CH causes a ground bounce leading to monstrous high damage and stun combos.
Level Proration RISC+ RISC-
4 Initial: 90% 20 6

Helter Skelter

Dandy Step > H

Damage Guard Startup Active Recovery On-Block Invuln
32 All 25 6 13 +12 1~2F Low Body
22~25F Throw
  • Dandy step follow up that crosses up the opponent.
  • Can be blitzed or blocked on reaction if the opponent expects it.
  • Helter Skelter YRC as a meaty will let Slayer block reversals and also apply safe mixups.
  • The smoke created from Helter Skelter YRC makes the next mixup hard to see.
Level Proration RISC+ RISC-
3 Initial: 80% 14 6
  • 3F onwards airborne
  • Recovers in the air
  • Untechable time on counterhit: 40F

Undertow

632146P

Damage Guard Startup Active Recovery On-Block Invuln
60 Unblockable 39 1 22
  • A very slow unblockable, though you can cancel into it. Largely a gimmick, but can be used to cash in on downbacking, RISC-loaded opponents.
  • A typical setup is to end K Pilebunker slump into Undertow -- it is tight enough to catch mashing, but wont usually catch FD jumps. RC for another corner pile combo and a probable stun.
  • Once the opponent is used to the animation, use the generous YRC window and punch them in the face with 5H/6H instead, or go for a throw.

Combos

Hard to follow up outside of corner without CH. Even then, probably will require RC.

70% Initial prorate makes RCing this a less efficient use of meter.

In the corner:

  • Undertow RC K Pilebunker ...

Might be good to push for stun/kill.

  • Undertow (CH), Dead on Time RC K Pilebunker ...

Expensive, somewhat tricky to time and confirm, but it's a fair chunk of damage.

  • Undertow (RISC CH), 5K (RISC CH) > K Pilebunker ...

If the opponent really likes blocking, this is the way to go.

Level Proration RISC+ RISC-
4 Initial: 70% NA 6

Bloodsucking Universe

63214H

Damage Guard Startup Active Recovery On-Block Invuln
0,72 Ground Throw: 161000 7 2 Total 42

a.k.a. "Bite". Slayer's command throw. Puts the opponent in a stagger state, which is mashable, but leaves Slayer in an advantageous position where he can try several different followups - 6H, 2H, IAD, another bite, etc. He also gains a temporary buff to his special moves, making the situation more dangerous.

Dash bite (6632147H) greatly increases the threat range for this move and is an important part of Slayer's offense. The input is well worth practicing.

BDC Bite (6321447H) is more difficult to do but is a powerful defensive tool. If done perfectly (hit 7H within 1 frame of the dash) it is strike invulnerable all the way until it grabs i.e. a true reversal - but a slightly imperfect BDC Bite will get the job done in most situations also. Used most often on wakeup or after a K Mappa Hunch where the characters recover at the same time and opponent is likely to try to jab you.

  • Grants a buff that causes any special and Overdrive to be a guaranteed counterhit.
    • Buff persists even through whiffing specials
    • Buff lasts for 180 frames (3 seconds) on a single bite.
    • Buff timer stacks with itself instead of resetting on a successful rebite. Maximum is 600 frames (10 seconds).
    • Buff goes away on block or hit.
  • Slayer is healed for 50% of the damage dealt. The healing ignores guts, so if Slayer is low on health this can be a significant amount.
  • Can be RCed for followup.
  • Causes Stagger that the oppenent can mash out of.
  • Normally this is used during either a forward or backwards dash cancel.
Level Proration RISC+ RISC-
0 Forced: 80% NA 26,0
  • Maximum stagger length 49F, frame advantage +12 to +32
  • Stun value: 0
  • Slayer is healed for 50% of the damage dealt
  • On hit, Slayer's next special or overdrive is an automatic counterhit. Effect lasts for 180F
  • Hitting with Bloodsucking Universe while the effect is active increases the length of the effect by 180F
  • Effect can be stacked multiple times up to a maximum of 600F
  • Dandy Step does not benefit from the effect, only its followups

Footloose Journey

j.214K

Damage Guard Startup Active Recovery On-Block Invuln
40×6 All 5 [2(2)]×6 14 After Landing
  • Multi-hitting air-special.
  • Used quickly after an airdash to traverse across the screen horizontally.
  • Footloose journey can be used as a combo ender to add extra damage as a round finisher instead of going for a knockdown.
  • Can be used as a meterless combo starter near the corner, or as a midscreen knockdown by doing footloose low enough to only land the first hit.
Level Proration RISC+ RISC-
3 14 6

Overdrives

Dead on Time

632146S or 632146D

Damage Guard Startup Active Recovery On-Block Invuln
140 [175] All 7+0 8 36+21 After Landing -47 7~9 Strike
[1~9 All]
[7-9 Strike]
  • Good range
  • 7+0f startup, which means your opponent will get hit if they didn't block before the flash.
  • Can be used to go through and punish projectiles and careless blockstrings.
  • Doesn't have invincibility on startup, but you can BDC first to turn it into a true reversal.
  • Burst version of this super is a true reversal regardless of BDC, and does significant amounts of damage.
  • Counterhit-state recovery and is very unsafe on block.
Level Proration RISC+ RISC-
4 Forced: 85% 20 6
  • Stun value: 70
  • Values in [ ] are for Burst version

Eternal Wings

236236H

Damage Guard Startup Active Recovery On-Block Invuln
88 Mid 5+4 18 36+7 After Landing -42 1~26 Full
  • Arguably one of the easiest wakeup reversals to perform as Slayer.
  • Counterhit-state recovery and is very unsafe on block.
  • Great counterhit-starter and combo extender leading to a lot of meter and stun.
Level Proration RISC+ RISC-
4 Forced: 85% 20 6

Straight-Down Dandy

j.214214S

Damage Guard Startup Active Recovery On-Block Invuln
100 [120] Mid 8+3 Until Landing 20 After Landing 1~10 Strike
  • Briefly halts Slayers air movement before shooting straight down, can be used as a last resort divekick to get in.
  • Only strike invul during startup, so will lose to airthrow and often trade with late anti airs.
  • Consists of two hitboxes: The body-hit and tail-hit.

Body hit:

  • Used at the end of air combos to add extra damage before leading to a knockdown.
  • Can also be used to extend or start grounded combos.

Tail-hit:

  • Huge hitbox, but the hit is behind Slayer.
  • On an airborne opponent results in enough untech to continue your air juggle.
  • Damage in brackets [] is for the tail-hit of SDD

It is possible to sometimes connect with both hits, quickly resulting in big amounts of damage and knockdown.

Level Proration RISC+ RISC-
4 Forced: 80% [None] 20 3
  • [ ] Values are for the second hit (the orb above Slayer's head)

Instant Kill

All Dead

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
DESTROY All 9+9
[5+5]
6 30 -19 1~8 Above Knees
9~23 Full
[1~4 Above Knees]
[5~15 Full]

We know that life is
A vile, bloodcurdling nightmare
The silent treatment

Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: 80F [5F+5F]

Navigation

Slayer
Ambox notice.png To edit frame data, edit values in GGXRD-R2/Slayer/Data.