Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic Combos
These are some important combos to know. If you are just starting out, some useful details about the moves and combos are provided.
c.S > f.S, c.S > 2D
- BNB into knockdown on standing opponents.
- Commonly used after crossing up the opponent with forward dash.
- f.S > c.S is a 3 frame link on standing hit.
(Crouching only) c.S > f.S, c.S > f.S > 5K > 2D
- BNB into knockdown on crouching opponents.
- f.S, c.S is a 4 frame link on crouching hit.
- f.S, 5K is a 2 frame link on crouching hit.
5K > Mappa
- 5K is a great poke, so you can fish for damage with this combo and get even more damage by spending Tension on Mappa RC.
- If you want to be safer on block, use P Mappa, which leaves you further from the opponent.
Throw RC > 5H > j.SHD2K > j.K > dj.SHD
- BNB for Throw RC.
- j.2K > j.K is a 2 frame link here.
- On some characters, it may help to delay the 5H.
- On Potemkin and Kum, use Throw RC > c.S > f.S.
CH Mappa > 5K > Mappa
- BNB for CH Mappa.
- CH Mappa > 5K is a link, about 5 frames under most conditions.
- CH Mappa > 5K may fail to combo from far away. At these ranges, use CH Mappa > P Mappa instead.
CH P Pile > 6H > P Pile
- BNB for midscreen CH P Pile.
- CH P Pile > 6H is a link. On some characters, you have to hit 6H as soon as possible or they will touch the ground before P Pile hits. On heavyweights (Bedman, Leo, Johnny, Potemkin, Kum), 6H > Pile only works at certain distances.
P/K CWH > 5H > j.SHD2K > j.K > dj.SHD
- BNB for Crosswise Heel.
- P CWH > 5H > j.S doesn’t always combo because P CWH doesn’t move as close as K CWH does, so you may need to do P CWH > f.S > j.S or P CWH > j.S.
- On most characters, you will need to add a delay before the first j.D to combo into j.K > dj.S. On lightweights or larger characters, you may be able to do this without delays.
- Potemkin and Kum touch the ground before 5H hits, so use CWH > c.S > f.S or CWH > 5K on them instead.
(Midscreen) CH IL > 6H > 5K/c.S > j.SHD
- Easy and stable confirm for midscreen CH IL.
- 6H > 5K/c.S is a link, but you have a lot of time to do it.
Helter > j.H > 5K/2K > 2D
- BNB for Helter Skelter.
- j.H > 5K seems like a 2 frame link. 2K is one frame faster than 5K, so you can use 2K for an easier confirm.
(Midscreen) Mappa/IL/Bite > RC > K CWH > 5H > j.SHD
- BNB for midscreen Mappa/IL/Bite RC.
- You need to RC almost immediately after Mappa/IL/Bite hits.
(Corner) Mappa/IL > RC > 5D[6] > 5H > 5H > K Pile > 5H > 2D
- BNB for corner Mappa/IL RC.
(Corner) Bite > RC > K Pile > K Pile > 5H > 2H > c.S > j.SKD
- BNB for corner Bite RC.
Ground Combos
Combos used on standing or crouching opponents
(Standing only) 5P > 5K > Mappa
- 5P gatlings into 5K, so you can use this from any 5P hit.
- Can also be started from 2P, which gatlings into 5P, though this won't reach at every range.
- For better frame advantage, end on 5K if the opponent is blocking.
- 5P cannot hit most crouching opponents, but can hit crouching Potemkin, Bedman, and Kum in the middle of a combo.
CH 5K > 5K > Mappa
- BNB for CH 5K.
- CH 5K > 5K is a 2 frame link on standing and a 3 frame link on crouching.
(Standing only) CH 5K > 6H > P Pile
- Highest damage counterhit confirm for 5K.
- CH 5K > 6H will not combo on crouching as 6H will hit too late.
- 6H > P Pile is a 1 frame link on standing.
- Both 6H and P Pile may fail to combo from far away.
- CH 5K > 6H does not combo on most crouching opponents, but if you are close enough, it can combo on crouching Potemkin, Bedman, and Kum.
2K > c.S > 2D
- BNB into knockdown on standing opponents
- 2K is a low, so this is an important confirm for Slayer’s mixup
- 2K > c.S is a 1 frame link on standing
- If you are too far away, you will get f.S instead of c.S
2K > Mappa
- Basic confirm in neutral when too far to link 2K > c.S
CH 2K > 5K > Mappa
- BNB for CH 2K
- CH 2K > 5K is a 3 frame link on standing and a 4 frame link on crouching
5H > 2D
- Useful confirm when you try to throw and miss but hit with 5H.
(Corner) 5D[6] > 5H > 5H > K Pile > 5H > 2D
- BNB for corner 5D[6].
- There’s no need to time the 5H hits, just mash 5H after 5D[6].
- K Pile > 5H is a link, but you have around 6 or 7 frames.
- This combo generally always works if you RC into 5D[6], though 5H > 2D may fail to combo on thinner characters or if the combo is too long.
(Midscreen) CH 6P > K Dandy delay CWH > 6H > P Pile
- BNB for midscreen CH 6P.
- CWH will probably whiff without the delay after K Dandy.
- K CWH > 6H is only possible here because CH 6P launches the opponent, and does not work if CWH hits them on the ground. The 6H link can be very difficult on certain characters, especially heavier characters.
(Corner) 6P > c.S > f.S > j.SHD2K > j.K > dj.SHD
- BNB for corner 6P, easiest when very close to corner.
- 6P > c.S is a link, but it becomes easier if 6P hits them in the air.
- If you hit 6P from far away, you may need to use 6P > 2P > 2S.
- If you are too far from the corner, j.S may not reach.
(Corner) CH 6P > 6P > 5H > j.SHD
- BNB for corner CH 6P.
- CH 6P > 6P and 6P > 5H are both links. If you hit with the 2nd 6P, you will usually be able to link the 5H without dropping the combo.
- While the combo here only has two 6Ps, you can even get three or four if CH 6P hits them in the air.
(Crouching only) 6K > c.S > f.S > 5K > 2D
- BNB for 6K on crouching hit.
- 6K is an overhead, so this is an important confirm for Slayer’s mixup.
- 6K > c.S is a 1 frame link on most crouching characters.
- Does not work from far away if you would get f.S instead.
- Does not work on Potemkin, Bedman, and Kum unless 6K is meaty.
- Does not work on Slayer or Johnny unless they are crouch blocking. If you want to practice on Slayer or Johnny in training mode, record the dummy to crouch block.
(Corner) 6K RC > 5H > 2H > 5K > j.SHD
- RC confirm for corner 6K.
- Unlike the previous combo, this works on standing too.
- 6K RC > 5H will fail to combo if you don’t RC immediately. You can use 6K RC > 2S for a wider window.
- 2H > 5K is a 2 frame link here, you can also use 2H > c.S if you are right next to the opponent.
6H > P Pile
- The only combo that gives meterless knockdown on a grounded opponent from 6H.
- 1 frame link on standing and 2 frame link on crouching.
- May fail to combo on standing from far away, especially on thinner characters.
(Midscreen) CH 6H > K CWH > 5H > j.SHD2K > j.PK > dj.KD
- Highest damage counterhit confirm for midscreen 6H.
- K CWH > 5H is a link and can be difficult on heavier characters like Bedman, Johnny, and Leo.
- Potemkin and Kum touch the ground before 5H hits, so use c.S > f.S or 5K instead.
(Corner) CH 6H > K Pile
- Counterhit confirm for 6H near the corner.
- If they can mash out of CH 6H stagger, you have about 4 frames to combo into K Pile.
- Followup after K Pile varies based on spacing, usually one of K Pile, 6H, 5D[6], and 5H.
CH 2H > 6H > P Pile
- BNB for CH 2H.
- CH 2H > 6H is a link.
- It may be difficult or impossible to combo 6H and/or P Pile from far away.
CH 2D or 2D RC > c.S > f.S > j.SHD2K > j.K > dj.SHD
- BNB for 2D.
- j.2K > j.K is a 2 frame link here.
- Only works on CH if you started 2D from far away.
(Crouching only) CH Mappa > 5K > 2D
- Knockdown confirm for CH Mappa.
- CH Mappa > 2K > 2D works on many characters while standing, though not at all ranges.
(Corner) CH P Pile > 5H > j.SHD2K > j.K > dj.SHD
- BNB for corner CH P Pile.
- j.2K > j.K is a 2 frame link here.
- If P Pile hits too close to the corner and/or the opponent bounces over you, use Pile > c.S or Pile > c.S > f.S.
(Corner) CH K Pile > K Pile > 5H > 2H > c.S > j.SKD
- BNB for corner CH K Pile.
- If CH K Pile hits too far from the corner such that 2H > c.S does not combo, end with 5H > 2D.
(Crouching only) IL > c.S > 2D
- BNB for IL on crouching.
- It’s Late is an overhead, so this is an important confirm for Slayer’s mixup.
- IL > c.S is a 1 frame link on crouching.
- Faust, Potemkin, Bedman, and Kum are wider than normal characters, so IL > c.S will not work. Use IL > 2P > 2D instead.
(Corner) CH IL > K Pile > K Pile > 5H > 2H > c.S > j.SKD
- BNB for corner CH IL.
- For an easier confirm, only do the 1st K Pile. If the 1st one hits too low, you cannot get the 2nd one.
CH Helter > land > 2S > j.K > dj.SHD2K > j.D
- Easy and stable confirm for CH Helter Skelter.
- CH Helter is techable, so your next hit will hit them fairly high up. Thus, the air combo here is a bit different from previous combos.
IAD j.S/H > c.S > f.S > 5K > Mappa
- BNB from IAD j.S/H.
- These are the preferred buttons for IADs. j.SK may be preferred over just j.S.
- You can also confirm into 2D knockdown, though you may have to do fewer ground hits.
Air Combos
Combos used on airborne opponents
5P > j.PK > dj.SHD2K > j.D
- BNB for anti-air 5P.
- You can usually add one or two 5Ps for an easier confirm or to push the opponent higher.
- j.2K > j.D is a 1 frame link here.
CH 5K > 6H > P Pile
- BNB for CH 5K on air hit.
- Note that this is the same as the CH 5K confirm on standing.
- If you are close to the corner, you can get more damage by using 6H > CWH or UP.
(Corner) 6H > P CWH > j.K > dj.HD
- Easy confirm for corner 6H air hit.
- You can delay the CWH to lower the opponent’s height, which lets you get a longer combo.
CH j.K/H > 6H > P Pile
- Easy confirm for CH j.K or j.H
- j.K/H must hit while you are falling
2S > j.SHD2K > j.K > dj.SHD
- BNB for anti-air 2S
- j.2K > j.K is a 2 frame link here
- More stable route: 2S > j.K > dj.SHD2K > j.D
- Antiair CH 2S can combo into K Dandy
CH Mappa > 6H > P UP > IL
- Easy confirm for CH Mappa on air hit
- May have to delay UP and/or IL slightly
Combo List
Combo | Position | Damage | Tension gain | Works on | Difficulty | Notes |
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5K or 2K > Mappa | [1] Midscreen | 60 | 8 | All | Very Easy | P Mappa ender lets you play footsies with disjointed normals, and K Mappa leaves you close, but at a frame disadvantage. |
2K > c.S > 2D | [1] Midscreen | 65 | 7 | All | Easy | Only works up-close. |
c.S f.S > 2KD | [1] Midscreen | 95 | 8 | All | Easy | Knockdown confirm that leads to oki. |
c.S f.S > 5K > Mappa | [1] Midscreen | 108 | 11 | All | Easy | When your opponent is too far away for a 2D knockdown. |
c.S f.S, c.S f.S > 2KD | [1] Midscreen | 132 | 12 | All | Easy | Crouching only for most characters. |
c.S f.S > j.SHD2K > j.K > dj.SHD | [1] Midscreen | 175 | 17 | All | Medium | Air hit-confirm. |
5PP or 2S > j.PK > dj.SHD2K > j.D | [1] Midscreen | 131 | 16 | All | Easy | Anti air combo that works most of the time. |
It's Late > c.S f.S > 2KD | [1] Midscreen | 129 | --- | Crouching | Medium | It's Late > c.S is a crouch only link. On standing, the pushback is different and you get f.S instead. |
It's Late > 2KD | [1] Midscreen | 90 | --- | All | Medium | It's Late > 2K only works if you time It's Late as a meaty on wakeup. |
6K > c.S f.S > 2KD | [1] Midscreen | 106 | 10 | Crouching | Medium | 6K > c.S is a crouch and CH only link. |
6P > K Mappa | [1] Midscreen | 78 | 9 | All | Very Easy | Needs to spaced out a bit to give you a wallbounce midscreen for K mappa. Lets you go for an air throw reset or RRC combo. |
6P > c.S f.S > j.SHD2K > j.K > dj.SHD | [3] Corner | 184 | 20 | All | --- | You might need to delay some of the air hits to get the proper height. |
6H > P pile | [1] Midscreen | 115 | 14 | All | Easy | Works close and on CH. Will also work on air hit. |
c.S f.S or f.S > j.SHD2K > j.K > dj.SHD | [1] Midscreen | 166 | --- | All | Easy | Air hit f.S, universal go-to combo after blocking a burst. |
Combo | Position | Damage | Tension gain | Works on | Difficulty | Notes |
---|---|---|---|---|---|---|
CH 2K or 5K > 5K > Mappa | [1] Midscreen | 80 | --- | All | Easy | Hit confirm into Mappa. 5K and 2K go into each other on CH. |
CH 2D > c.S f.S > j.SHD2K > j.K > dj.SHD | [1] Midscreen | 185 | --- | All | Easy | 2D has to be spaced to hit during later active frames. |
CH Mappa, 5K > Mappa | [1] Midscreen | 99 | --- | All | Easy | |
CH Mappa > 2KD | [1] Midscreen | 83 | --- | All | --- | Knockdown route, has to be close |
CH 2S > IAD j.H > c.S > j.SHD2K > j.K > dj.SHD | [1] Midscreen | 191 | --- | All | --- | Damaging anti air combo from 2S. |
CH 2S > K Pile > K Pile > 5H 2H > c.S > j.SHD | [2] Near corner | 247 | --- | All | --- | Damaging anti air combo from 2S. |
CH P Pile > 6H > P Pile | [1] Midscreen | 164 | --- | All | --- | |
CH P Pile > 5H > j.SHD2K > j.K > dj.SHD | [3] Corner | 219 | --- | All | --- | |
CH 6P > K cwh > 6H > P pile | [1] Midscreen | 166 | --- | All | --- | |
CH 6P > 6P > 5H > j.SHD2K > j.SK > dj.SHD | [3] Corner | 217 | --- | All | --- | |
CH K Pile > long forward dash > K Pile > 5H 2H > c.S > j.SHD | [2] Near corner or [3] Corner | 241 | --- | All | Medium | Works from around round start. Stuns most characters when spending 50% on next mixup. |
CH It's Late > K pile > 5D6 > 5HH > K pile > 5H 2D | [2] Near corner or [3] Corner | 259 | --- | All | Medium | CH confirm. Stuns most characters when spending 50% on next mixup. |
Combo | Position | Damage | Tension gain | Works on | Difficulty | Notes |
---|---|---|---|---|---|---|
K Mappa > RRC 5D6 > 5HH K Pile > 5H 2H > c.S > j.SKD | [2] Near corner or [3] Corner | 226 | --- | All | --- | |
5K > K Mappa > RRC 5D6 > 5HH K Pile > 5H 2H > c.S > j.KD | [2] Near corner or [3] Corner | 212 | --- | All | --- | ~1-2 hits before RRC |
c.S f.S > 5K > K Mappa > RRC 5D6 > 5HH > K Pile > 5H 2D | [2] Near corner or [3] Corner | 212 | --- | All | --- | ~3-4 hits before RRC |
c.S f.S, c.S f.S > K Mappa > RRC 5D6 > 5HH > K Pile > 6P | [2] Near corner or [3] Corner | 216 | --- | All | --- | ~5-6 hits before RRC |
c.S f.S > j.D > SDD > c.S f.S > c.S 2D | [1] Midscreen | 202 | --- | Standing | --- | Does not work all characters |
Bite > DOT | [1] Midscreen | 113 | --- | All | --- | |
Bite > RRC CH K Pile > K Pile > 5H 2H > c.S > j.SHD | [1] Midscreen | 155 | --- | All | --- | Works from around round start spacing |
Throw > RRC > 5H > j.SHD2K > j.K > dj.SHD | [1] Midscreen | 145 | --- | All | --- | |
Throw > RRC K Pile > 5H 2H > c.S > j.SHD | [3] Corner | --- | --- | Lights | --- | Works on all from CH Throw (requires 72% RISC, gets another CH with 82% RISC). |
5D6 > 5HH > K Pile wallsplat enders:
- ... K Pile > 5H 2H > c.S > j.K~D. This ender only works with 1-2 hits before RRC.
- ... K Pile > 5H 2D. Solid knockdown. If the combo scales too high you might want to go for a different ender as 2D will be a black beat.
- ... K Pile > 6P. Gives a lot of frameadvantage on knockdown and will also let you setup crossup mixups.
- ... K Pile > 5H > Burst dead on time. High-damage ender when you want to dump resources on your opponent.
Character Specific Combos Reference
Some tables for optimized character specific routes. Ordered from most damaging to least damaging whenever possible.
2K stand hit into 2D
Confirms from 2K into 2D on stand hit, from most to least damaging routes. 2K > cS fS does the most damage into 2D if possible, while 2K > 5P is burst safe if they burst on 5P.
- Basically, just memorize the characters you have to cS 2D on, and you can use cS fS > 2KD on the rest.
- 5K does slightly more damage than 2K.
- 2K > 5P2K 2D does the same damage as 2K > cS 2D.
- 2D may fail to combo if 2K does not hit from point blank.
2K cS fS Routes | Characters |
---|---|
2K > cS fS > 5K 2D or 2K > cS > fS > 2KD |
|
2K > cS fS > 2KD | |
2K > cS 2D | |
2K 5P Routes (burst safe before 2D) | Characters |
2K > 5P5K 2D or 2K > 5P2K 2D |
|
2K > 5P2K 2D |
CH K Mappa confirm into 2D
Confirms from CH K Mappa into 2D, on both standing and crouch hit.
- CH K Mappa > cS 2D and CH K Mappa > 2D are universal.
- If K Mappa hits from too far away, you cannot combo into 2D. As a rule of thumb, at the range where CH K Mappa > 5K would whiff, you cannot combo into 2D.
- Some routes will not work from Bite > CH K Mappa.
6K crouch confirm
Confirms into 2D on crouch hit. Note that 6K needs to be meaty or CH for links on Bedman, Pot, and Kum.
It's Late crouch confirm
Confirms into 2D on crouch hit.
Route | Characters |
---|---|
IL > cS fS > 5K 2D or IL > cS fS > 2KD |
|
IL > cS fS > 2KD | |
IL > cS > 2D | |
IL > 5PH > 2D | |
IL > 2P > 2D | |
IL > 2P > 5PH > K Mappa for more damage |
Normal hit Helter Skelter > jH
Helter Skelter > jH universally confirms into 5K or 2K > 2D. If Helter Skelter lands close enough, you can cS for more damage.
Route | Characters |
---|---|
Helter > jH > cS fS > 5K 2D or Helter > jH > cS > fS > 2KD |
|
Helter > jH > cS fS > 2KD | |
Helter > jH > 5PH > 2D | |
Helter > jH > 5K > 2D or 2KD (universal) |
Midscreen CH 2H
CH 2H launches, but the basic confirm into 6H > P Pile generally knocks back too far for oki. These routes get you a jD knockdown if you're willing to memorize them.
- These routes require 2H to hit point blank.
- Outside point blank, K Mappa > 5P is possible on the characters with CH 2H > 6H K Mappa or CH 2H> K Mappa routes except
- Max range for CH 2H > K Mappa is about the same max range as CH 2H > 6H.
- CH 2H > dash jump jK route is almost universal if you adjust the delays.
Corner CH Mappa > 2SH
CH Mappa > 2SH is a high damage corner-only route, easily over 200 with optimal routes.
- CH K Mappa > 2S is a 2f link on standing, 3f link on crouching.
- CH P Mappa > 2S is a 3f link on standing, 4f link on crouching. You can also link CH P Mappa > 5H on crouching, which is a 1f link.
- The same routes from the Corner confirm into 2PSH section generally work from CH Mappa. Do note that the pushback and scaling is slightly higher compared to 6K/2K, so you may need to adjust the routes slightly.
- For example, routes that end in j2K > jPD may require a longer delay on j2K so the last jD hits lower to be untechable.
Routes | Characters |
---|---|
Any Mappa hit | |
P Mappa or crouch hit K Mappa | |
Crouch hit only | |
Stand hit only |
Corner confirm into 2PSH
Corner-only confirms into 2PSH, generally linked from 2K stand hit, 6K crouch hit, or CH/meaty 6K stand hit.
- There's not really a universal route since 5K > jS can whiff on a lot of characters and followups to 5K > jK can be very character dependent.
- If 2K > 2PSH combos on stand hit, the same routes generally also work on crouch hit.
- If 6K > 2PSH combos on crouch hit, the same routes generally also work from meaty 6K, standing CH, and crouch hit.
- CH 6K/2K can affect whether 2PSH combos or not.
- K Dandy momentum can allow 2P > 2S to combo on characters that 2S normally whiffs on. Note that this requires K Dandy without a followup, K Dandy > UP whiff will not work.
- Same routes work from other short starters into 2H, such as IAD jSK > 2SH, CH K Mappa > 2SH, or CH UP > 2PSH.
Combo Theory
In Xrd, most of Slayer's combos end in a knockdown and ideally lead to okizeme. Slayer has many knockdown options that lead to okizeme (mainly through 2D, jD, or Dandy Step), but sometimes needs to spend meter for okizeme (mainly through red RC). Because of how Slayer lands his hits and the launch/bounce properties on some of his moves, many of his air combos have to be improvised. Slayer's air combos are notable in that he can almost always end them in a good knockdown. To take full advantage of this strength, it helps to study his combo tools to optimize your conversions.
Here are some of Slayer's important combo starters, fillers, and enders:
6H
- Reaches very high up and has long untech time on air hit.
- Great for filler after launching the opponent (CH 2H, K CWH air hit, EW).
- On ground hit, combos into P Pile at close range or Mappa.
- On air hit, combos into Pile, CWH, and UP/IL. CWH and UP allow air combos afterwards, but Pile is much more consistent.
- If 6H hits high enough (tip of the foot), you can combo into K Pile.
- Note that if you catch a backdash, the height will likely be too low for Dandy Step moves to combo. Try to confirm into Mappa RC.
2H
- Launches the opponent off the ground. In the corner, you can link into 5K, c.S, or 5P depending on the combo.
- 2H > c.S is a 4f link and almost always works unless your combo is too long.
- 2H > 5K is a 2f link, so this may not work in longer combos. Useful to juggle the opponent lower than c.S without having to add delays.
- 2H > 5P is used when you're outside c.S range and the combo is too long for 5K. Does less damage than both, so only use when necessary.
- Gives Slayer some of his biggest meterless corner combos, and has several gatlings into it: 5H, 2S, 5P/2P
- Good with RC since it combos into K Pile > K Pile or K Cross > 6H
5D
aka Dust
- By holding 6 after it hits, 5D[6], you get the side Dust animation that temporarily grants extra cancel options. Slayer's 5D[6] combo is usually 5H > 5H > K Pile
- Side Dust allows more consistent corner carry from RRC if the spacing is bad or ambiguous for K Pile followups.
- For example, you can do Mappa RRC > 5D[6] > delay 2D > delay 2D [wallstick] > K Pile. Sometimes this will reach the corner where Mappa RRC > K Pile won't.
- 5D has faster startup than K Pile (24f vs 31f), which can help when extending combos. If you RC late after a hit, you'll have less hitstun to combo from, so 5D's speed can help (in the corner, also consider 5H > 2H).
Mappa RC
- Common starter from any special-cancelable ground normal (any K or S, 5H, 6H) or just Mappa itself. Very versatile!
- After the RC, use K Pile, K CWH, or 5D[6]
- Mappa RC > K Pile has the highest damage potential, but the optimal combos require the opponent to either be touching the corner or spaced from the corner to allow ending in 2H > air combo.
- Mappa RC > K CWH works anywhere on the screen, but the routes vary more between characters. Generally, K CWH gives less damage than K Pile or 5D[6]. However, K Pile and 5D[6] combos sometimes have to end in a 2D knockdown, while K CWH ends in a consistent jD knockdown.
- On air hit Mappa, you can usually do Mappa RC > K Pile > K Pile > 5H 2H > air combo. This route is mostly optimal, though be wary of the wallstick height on the first K Pile.
- Any level 4 move allows the same RC followups as Mappa: 5H, 6H, IL
P Pilebunker
- P Dandy Step > Pilebunker launches the opponent off the ground but pushes them away. Good for ending combos, but needs a counterhit or RC to be a combo starter.
- Useful for corner combos since the launch pushes them high enough for P Pile RC > K Pile > 5D[6].
- As a knockdown, doesn't allow okizeme midscreen, but you can do normal Dandy Step okizeme in the corner. If used as a grounded ender, it's generally a worse knockdown than 2D or jD.
- CH P Pile wallbounces the opponent. Followups depend greatly on spacing:
K Pilebunker
- Very high damage whiff punisher and RC followup, but needs to be close to corner for the wallstick.
- You can RC the Pilebunker then dash for more corner carry!
- The wallstick is techable if they stick too high. In some cases, you will have to delay your K Dandy and/or Pilebunker for a lower wallstick.
- Wallstick followups depend on the opponent's height and your spacing from the wall. A 2nd K Pile is generally the best, but you can substitute with 5D or 5H > 2H. At bad heights, you may need to use 6H (too high) or 2D (too low)
Crosswise Heel
- High damage whiff punish or antiair that allows midscreen combos (21f startup for P version, 33f startup for K version).
- K CWH has slightly more untechable time. For example, antiair K CWH > 6H works while antiair P CWH > 6H does not work normally.
- Basic combos: use a jump cancelable normal (5P, 5K, any S, 5H) or air normal then end in a low-altitude jD.
- Advanced combos: if the spacing/height are right, you can time a juggle with Mappa > cS/5P, 6H > Dandy, or EW.
Undertow
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.
Blitz Attack
- Good damage since it allows a followup and has less proration than Pile/CWH
- Slow startup (28f+) limits its use as much as K Pile (31f). Probably have to combo into this from K Pile, 5D[6], or some hit into RC.
- Removes some of the opponent's burst gauge on hit, so the opponent generally won't regain burst until the next hit. Helpful for hard baiting bursts with something like 6H > Dandy Step. Note that if the opponent has their burst, they can safely burst on reaction to the attack once the charge is released.
Burst DOT
- Very strong ender, usually deals a minimum of 40 damage at low life and can combo from almost anything. Most characters will die to a burst DOT combo if you hit them at 30%.
- The minimum damage is 105 (60% of 175 base damage), though this gets multiplied by defense ratings and Guts reductions.
- Easy to use from 5D[6] > 5H > 5H > K Pile > 5H > Burst DOT.
- Harder kill routes involve picking up after an air combo with 2P to add more 1 damage hits before the Burst DOT. Usually this involves jD or Footloose into 2P > 5P > Burst DOT
- A decent starter if you have 100 meter for DOT RC.
Counter burst theory
Blocking burst
- Blocking a burst and doing a f.S follow up normally leads to a solid punish, but you can get more damage by aiming for K pile whiff-punishes. Furthermore, some characters can be impossible to full-combo punish after you block a burst from far away, so you have to accept a very suboptimal or no punish, or go for K dandy.
j.SHD214K
- j.SHD is burstsafe after the j.H hit usually, and you can follow this up with footloose for more guaranteed damage.
Routing into super:
- EW and SDD combo routes have great return, with the benefit of maintaining normal tension balance and being hard to burst, with some degree of "guaranteed" return. Combo into these as much as possible
- One-hit-confirming stray hits like 5H, 6H, and even 2K into DOT and BDOT is possible, for explosive damage that's very difficult to burst.
- Crossup DOT can kill an opponent before they get the chance to use their burst
A thousand resets
- Slayer has a lot of mixups and resets to choose from during many parts of his combos. Instead of ending in guaranteed burst points, like 2D and mappa, go for dash throw, left/right dashes, IAD, dandy step and such to keep your opponent in mixups and making them doubt when they can safely burst.
Combos:
Combo | Notes |
---|---|
c.S f.S j.D SDD > bite > dead on time | Works on most standing characters, is unburstable after SDD |
Full charged blitz > dash 5H bite | Corner Burst safe when opponent is on low health. 6H P pile ender is slightly better for damage, but will be burstable if it doesn't finish the opponent. |
Full charged blitz > charge blitz > 2S > j.SHD214K | Fully burst safe on lightweights when they are at low health. Delay j.SH~D214K on midweights. |
Full charge blitz > full charge blitz > c.S j.SHD214K | Midscreen route. |
2[P]S | Semi burst-safe pickup after for example 2K, corner 6P or CH 2D that allows you to combo afterwards. |
Counter Hits
Slayer specializes in Counter Hits. Many of his moves do not lead to a combo on a normal hit in return for leading to a high damage combo on a Counter Hit.
Trades
- Slayer c.S is attack level 2, and will win trades against level 0 pokes. For example, K mappa crouch hit > c.S is +0 into a 5f frame startup attack, and if your opponent retaliates with their level 0 5f attack, you will win that trade. c.S level 0 trade comboes into 5K K mappa.
- CH P pile trade > 6H K mappa c.S/5P
- K pile normal hit > K pile. Most trades are CH, but if you hit someone doing a projectile YRC attack, the wallstick can win you the trade even on normal hit.
Late hits
Late hit 2D
- This move has 21f active frames and normally doesn't combo into anything, but if you hit with the last couple of frames, it will combo into a full c.S air combo and will also be plus on block. On CH, you can combo from the earlier active frames also.
- You can hit the with later active frames by spacing it out horizontally or doing it as a meaty, but to hit with the very last active frames you must do it as a meaty, because of how the hitbox shrinks.
- On midweight, heavy and slightly heavy characters, you have to time it within the last two active frames, on lightweights you have one extra frame of leniency, and on super heavies you have one frame less.
- To confirm if you got the late hit or not, you will see how Slayer's stance changes, which only happens during the last two active frames.
Late hit CWH
The two-hit P cwh combo normally doesn't have enough untechable time to go into 6H, but if the 2nd hit is late, this route becomes possible, and opens up high damage 6H K pile routes.
- On an early hit, the "cross" is a bright purple during hitstop, but on a late hit, the color is much darker and you will also see two distinct holes. The color becomes very dark on a very late hit.
- P cwh(2) late hit will look different based on if it's a two-hit combo or only the 2nd hit. On an early 2nd hit only, the cross looks very incomplete, with only a single streak of purple. On a late hit, you will see a more complete cross, and it looks more like a "T" with two bat ears on top.
Late hit 6P
- Has 6 active frames and will combo into for example 6H midscreen when hitting late, which it normally cannot do. It will also go from being minus on block to plus on block.
- Late CH midscreen will let you do K cwh earlier, which gives 6H K pile extensions on lightweight characters.
- Slayer's hair is pointing to the side on an early hit, and the spark will also be shoulder height. During a late hit, the hitspark is much lower and Slayer's hair will be pointing forwards during frame 3-6, though this can be hard to see on some colors and in the heat of battle.
Late hit K mappa
K mappa normally doesn't combo into much unless it's a CH. However, on a late air hit it has enough advantage to go into full c.S or 5P air combos, and even dead on time if it's a really late hit.
- Air late hits mostly occur in neutral and pressure when you are chasing backdashes, as their invulnerability ends while K mappa is still active on top of them. You can also use K mappa in combos after moves with a lot of untechable time to go for the late hit extensions, for example CH P pile trade > 6H > K mappa > c.S.
- Some far range juggles it's also enough to space it out horizontally, like CH 2H > K mappa > 5P or P pile RRC long dash > tk K mappa > dead on time.
- If you get the air-hit with K mappa, but it's an early hit, you can go for an air throw reset, and even be greedy enough to go for black-beat combos.
- Late hit K mappa when used as a meaty or spaced out is also plus on block, and safe on IB. If you CH a grounded opponent with a late K mappa, you can follow up with 5H, 2H or another K mappa.
- Properly hitconfirming late K mappa is not very easy, and boils down to having a lot of experience with the move and those type of confirms.
Late hit IL
6f active and a good meaty attack. Doing it meaty, will make it plus even when IBed, and it will also combo into 2K and 5P on standing which it normally can't do.
- Visually confirming the late hit is not so easy, as the purple animation part does not really follow hitstop and it does it's own thing. It mostly comes down to knowing the timing of when it normally hit's early and seeing it hitting late.
Late hit EW
The later you hit with this move, the better routes you will get. The best routes from EW are when you can land 6H K pile 5D6 or even EW K pile K pile, and you need a lot of frame-advantage for those hits.
- EW moves diagonally upwards, and so it will naturally hit later when the opponent is spaced high up and horizontally a bit to the side.
- The "jetpack" flames become smaller, and it's also very easy to tell because of how much slower EW appears to be hitting.
From left to right: Early hit, late grounded hit, very late air hit.
- ZA, JO, RA, BA, JA, KY, MA, SI, JC, RV, AN become very thin in the air when juggling with 5H and 6H, which often leads to EW late hits. For example midscreen CH 6P > K cwh > 6H > EW > 6H > K pile. Another example corner CH 6P > 5H > EW > 6H > K pile.
Late SDD tail-hit
Goes into 6H routes on CH, but will not work on normal hit unless you hit with the later active frames. The way you would go about that is using CH 6P wall-bounce to have your opponent bounce into it from the side. For example, KY corner CH 6P > tk SDD > 6H > K pile > 5H > 2H > c.S > j.SHD (306 damage).
- There also exists the 214 656 2148S (FDC tk SDD) routes, that carry the SDD momentum sideways, for example, midscreen KY late CH 6P > FDC tk SDD > 6H > K pile > 6H > P pile (287), compared to KY CH 6P > K cwh > 6H > EW > 6H > K pile > 5D6 5HH > K pile > 6P (271). These routes are very hard and impractical, but allows you to get late SDD tail-hit in another way.
Late hit 6K
When done meaty, will combo into c.S on standing opponents, and will be more plus on block. It will also combo into 2K on crouching opponents from far ranges.
Video Examples