User:Tallestgreen

71 editsJoined 29 October 2022
 Slayer

Tallestgreen/Data

Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
Mappa = Mappa Hunch - 236[P]or[K]
P Pile = P Pilebunker - 214P > P
K Pile = K Pilebunker - 214K > P
CWH = Crosswise Heel - 214[P]or[K] > K
UP = Under Pressure - 214[P]or[K] > S
IL = It's Late > 214[P]or[K] > [S]or[H]
Helter = Helter Skelter - 214[P]or[K] > H
Bite = Bloodsucking Universe - 63214H
DOT = Dead on Time - 632146S
EW = Eternal Wings - 236236H
SDD = Straight-Down Dandy - j.214214S
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Combo Theory

General Theory


Slayer is made to melt health bars, but limited by the fact that his highest damage conversions are off of counter hits. He often has to condition an opponent into pressing a button at a bad time to get those big counter hits. Thus, before then, he must rely on shorter combos that end in 2D to begin laying on the frame-trap-laden pressure. He does this with excellent mid-range pokes like 5K and 2K, and fast starters like c.S. Understanding the main routes to get from these hits into a knockdown is crucial to making his game plan work. Much of Slayer’s routing can be done on-the-fly and is open to free form conversions depending on position and other factors.

Pilebunker Usage


Pilebunker is, in a sense, Slayer's "goal" in a match. It is his central high-risk high-reward move that can change an entire round due to its damage and combo potential in the corner, but as such, it is tricky to land practically due to how unsafe it is on block, as well as the fact that Dandy Step is a highly telegraphed move. In most cases, Slayer needs to use his intimidating plus frame moves like f.S and 5K to first condition his opponent into respecting his offense, then catch them with Pilebunker when their mental stack is pressed. It's important to note that you shouldn't rely on Pilebunker for this, and Slayer has many other ways to punish the opponent for tunnel-visioning on defense (e.g. Bloodsucking Universe and regular throw). Think of Pilebunker as your ace in the hole, and you need a proper board in order before you can play it. To make this easier, you can confirm into Pilebunker if you're willing to spend the Tension on a Red Roman Cancel. This can often be done off of many Counter Hits.

Because the properties of Pilebunker change depending on which Dandy Step they’re performed out of, his options and routes will also change. “P Pile” sends the opponent flying away on regular hit, and wall bounces on Counter Hit. “K Pile” has longer startup, but causes wall splat on regular hit, and tumble state on Counter Hit.

K Pile is generally preferable for both starting and padding out combos, as the wall splat acts as an extender that lets Slayer combo into moves with big return. Most often this will end in 2D for corner pressure, or lead to 5D6 and his devastating Dust Chase combos.

P Pile is the faster of the two, and while it doesn't give nearly the same return without Roman Canceling it, it will almost always send the opponent to the corner. Additionally, 6H > P Pile is universal, and an essential conversion to keep in mind due to how useful 6H is in neutral (for its hurtbox and distance) and pressure situations (pressure resets and frame traps).

General Air Theory


Slayer’s air combos are where many of his improvised conversions come into play. This is mainly in the form of how he actually gets the opponent into the air and follows up after them. 5H is a key move for this end, converting off of Crosswise Heel and other scenarios, as it floats the opponent up on air hit. His core air combo is j.S (1) > j.H > j.D. As Slayer can net a hard knockdown from air combos by ending in j.D, his air routes tend to have the same objective as his basic ground ones. j.2K is a combo extender that floats opponents up and gatlings out of j.D; j.2K extensions have been included in parentheses in the Combo List section. Note: Slayer can replace j.D as an ender with j.214K for damage, though this is typically a “Guts Crush” ender for closing a round.

Converting off of Counter Hits


Slayer’s most damaging combos are mainly possible off of counter hits, either due to frame advantage or CH-specific properties. Generally, starters like CH 6P and CH 6H provide enough time to combo into Crosswise Heel, setting up for air combos. CH It’s Late gives a huge ground bounce that allows Slayer to float them up with c.S and follow for an air combo or Pilebunker.

Counter Hit Pilebunkers are game-changing hits with different options depending on which Dandy Step they were performed out of. CH 214P > P sets up a wall bounce with many possible routes, either into air combos or another Pilebunker, while CH 214K > P can lead to a second 214K > P and even greater returns.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Knockdown BnB2D is the ideal ender as it allows Slayer to start enforcing powerful oki and strike/throw pressure
Easy


2K > 2D
2K > c.S > 2D

Simplest routes into hard knockdown off fast, safe moves. You can't always hit 2K close enough to link c.S, so just go straight into 2D.


Damage BnBFor when you need to settle
Easy


5K/2K > 236P/K
Generally not as preferable as 2D ender, but sometimes necessary off of hits that are too far away to connect 2D.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

c.S > f.S Routes

c.S > f.S > c.S is an essential link in Slayer's repertoire, not just for its damage, but its versatility and safety if ending in f.S

c.S Universal 2D EnderReliable knockdown, now more optimal
Easy


c.S > f.S > c.S > 2D
Fast starter, good for confirming knockdowns on standing opponents. c.S is Slayer's main meaty option, and very safe in those situations as on hit it can lead to another knockdown, while on block it can be canceled into f.S, which is quite plus and cancelable into specials and 6H. These cancel options often have small gaps that create natural frame traps, and thus more opportunities for Slayer to get big Counter Hits.


c.S Crouching 2D EnderIt just feels good
Easy


(6K >) c.S > f.S > c.S > f.S > 2K > 2D
This is the best meterless combo for damage and knockdown, but only works on crouching opponents (with a few exceptions). Thankfully, it is also very easy to confirm into as it has the same basic routing as the above combo in this section. When you go for c.S, it's simple to default to the c.S > f.S > c.S > 2D route, and mentally switch over to this one when you see that they're crouching.

236P/K Ender
Easy


c.S > f.S > c.S > f.S > 2K > 236P/K
Higher damage route that gives up oki, but is universal regardless of standing/crouching. In most matchups, you will want to prioritize ending with 2D, as Slayer benefits so much from getting a knockdown, but it's also arguable to want to rush an opponent down with Mappa if they're playing a more fragile character. Ultimately, it's up to the player's discretion, but ending in Mappa will at least leave you relatively safe.

Air Combos

These starters will convert into air combos from any position.

Crosswise Heel
Medium


214P/K > K > 5H > j.S (1) ...
Crosswise Heel is often punishable if blocked point-blank, but as the first hit is technically grounded, it's an effective (if telegraphed) anti-air and combo starter when used against opponents who have a habit of jumping. Like Slayer's other meterless high-reward options, CWH is best used sparingly until you feel confident that your opponent is going to press or jump. This combo is for grounded hits, but anti-air conversions you make off of a successful CWH will change slightly depending on what height the opponent was hit at, and if done too high, there is sometimes no real possibility to convert.


CH 2D
Medium


CH 2D > c.S > f.S > j.S (1) ...
While 2D is a high-risk move to do raw, if properly spaced it can be made relatively safe and has the advantage of wide reach and many active frames. Versus an opponent prone to throwing out pokes (especially ones that 2D can sneak under), this can be a decent surprise to throw out from footsies range. On Counter Hit, the opponent takes longer to fall to the ground, meaning that if the move hits decently late into its active frames, Slayer can pick up a combo while they're still mid-air.


CH 6H
Medium


CH 6H > 214K > K > 5H > j.S (1) ...
6H moves a fair distance forward and is special cancelable. It's often used in frame traps after 5K, c.S, or f.S to bait out a Counter Hit. It can also be used in neutral to cover ground and preemptively check buttons. You can buffer in a 214 motion as Slayer turns to hit confirm into Pilebunker or Crosswise Heel, but you will most likely have to commit to one of them before you can confirm that 6H Counter Hits. On block, you can instead do Under Pressure to stay safe.


Corner 2H
Medium


214K > P > 2H > c.S > j.S (1) ...
2H is a niche neutral tool to make your opponent respect you, but itself usually launches too high to combo from a regular hit. In the corner, however, you can space yourself close enough to catch the opponent with c.S, which can be jump canceled. The tightest part of converting off of 2H in the corner is connecting with c.S, and if you try to mash it out, you risk getting c.S > f.S. The easiest methods of routing into 2H are off of wall splats like K Pilebunker.

j.S (1) > j.H > j.DThe classic
Easy


... j.S (1) > j.H > j.D
Slayer's air BnB. Can be used in practically every ground-to-air conversion, and scores a knockdown, leading to oki. j.S is only meant for confirming and thus you'll almost immediately cancel it into j.H after the first hit.


Air Combo ExtensionsJust a little more bang for your buck
Medium


... > j.D > j.2K > j.K > dj > j.S (1) > j.H > j.D
... > j.D > j.2K > j.P > j.K > dj > j.K > j.D
... > j.D > j.2K > j.D
j.2K gatlings out of j.D and will float the opponent upwards, allowing for extended combos. An additional bonus of extending using j.2K is that you are almost guaranteed to carry the opponent to the corner from any position, ending in a knockdown. Timing and length of the combo varies depending on how low to the ground the starter was.

Using 5D6

5D6 leads to huge combos if you're close enough to wall splat. However, it is very difficult to combo into, requiring meter and/or a previous wall splat.

236K RRC
Easy


236K > RRC > 5D6 > 5H > 5H > 214K > P > 5H > 2D
Quick and dirty way to turn any special-cancelable hit into a huge combo. Anything that combos into Mappa will work here, meaning that even small starters like c.S, 2K, and 5K can become threatening. The combo following 5D6 is very basic (very easy to mash many of these inputs), but is still the best of both worlds for Slayer. It does a tremendous amount of damage and grants knockdown in the corner. 5D6 sets up for snowballing offense and situations where Slayer gets to utilize all the best tools in his kit.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute


Standing c.S > f.S > c.S > f.S > 2K > 2D
Easy


c.S > f.S > c.S > f.S > 2K > 2D
Works standing on  AN,  BE,  FA,  PO

Combo List

Beginner

All of these combos are universal, meterless, and can be done on standing or crouching opponents

Non-Counter Hit Starters

Combo Position Damage Tension gain Works on Difficulty Notes
2K > 2D [1] Midscreen
2K > c.S > 2D
c.S > f.S > c.S > 2D
5H > 2D
6H > 214P > P
c.S > f.S > c.S > f.S > 2K > 236P/K
5K / 2K > 236P/K
6P > 236K

Non-Counter Hit Air Combos

Combo Position Damage Tension gain Works on Difficulty Notes
214P/K > K > 5H > j.S (1) > j.H > j.D (> j.2K > j.K > dj > j.S (1) > j.H > j.D) [1] Midscreen

Anti-Air Starter

Combo Position Damage Tension gain Works on Difficulty Notes
5P > j.P > j.K > dj. > j.S (1) > j.H > j.D (> j.2K > j.D)
2S > j.S (1) > j.H > j.D (> j.2K > j.K > dj > j.S (1) > j.H > j.D)

Basic Counter Hit Starter

Combo Position Damage Tension gain Works on Difficulty Notes
CH 236P/K > 5K > 236P/K
CH 2K > 5K > 236P/K
CH 2D > c.S > f.S > j.S (1) > j.H > j.D (> j.2K > j.K > dj > j.S (1) > j.H > j.D)
CH 2H > 6H > 214P > P
CH 214P > P > 6H > 214P > P
CH 6P > 214K > K > 6H > 214P > P
CH 6H > 214K > K > 5H > j.S (1) > j.H > j.D (> j.2K > j.P > j.K > dj > j.K > j.D)
CH IL > 6H > c.S > j.S (1) > j.H > j.D

Intermediate/Advanced Combos

These are all combos that require tension, are position specific, and/or are standing/crouching specific. All combos are midscreen/anywhere unless categorized otherwise.

Crouching Only

Combo Position Damage Tension gain Works on Difficulty Notes
(6K >) c.S > f.S > c.S > f.S > 2K > 2D
IL > c.S > 2D

50% into 5D6 Combos

Combo Position Damage Tension gain Works on Difficulty Notes
((c.S > f.S >) 5K >) 236K > RRC > 5D6 ...
6H > 214P > P > RRC > 214K > P > 5D6 ... Corner only

5D6 Combos

Combo Position Damage Tension gain Works on Difficulty Notes
5D6 > 5H > 5H > 214K > P > 5H > 2D
5D6 > 5H > 5H > 214K > P > 5H > 2H > c.S > j.S (1) > j.H > j.D c.S after 2H is moderately tight, make sure not to mash too hard or you'll get c.Sf.S
5D6 > 5H > 5H > 214K > P > 5H > 632146S/D Highest damage ender, especially if you spend the extra Burst


Other 50% Combos

Combo Position Damage Tension gain Works on Difficulty Notes
Ground Throw > RRC > 5H > j.S (1) > j.H > j.D (> j.2K > j.K > dj > j.S (1) > j.H > j.D)
236P/K > RRC > 214K > K > 5H > j.S (1) > j.H > j.D

Meterless Corner Combos

Combo Position Damage Tension gain Works on Difficulty Notes
6P > c.S > f.S > j.S (1) > j.H > j.D (> j.2K > j.K > dj > j.S (1) > j.H > j.D)

Counter Hit Corner Combos

Combo Position Damage Tension gain Works on Difficulty Notes
CH 6P > 6P > 5H > j.S (1) > j.H > j.D
CH IL > 214K > P > (214K > P) > 5H > 2H > c.S > j.S (1) > j.K > j.D
CH 214K > P > 214K > P > 5H > 2H > c.S > j.S (1) > j.K > j.D
CH 6H > 214K > P > 5H > 2H > c.S > j.S (1) > j.H > j.D

50% Corner Combos

Combo Position Damage Tension gain Works on Difficulty Notes
63214H > RRC > 214K > P > 214K > P > 5H > 2H > c.S > j.S (1) > j.H > j.D

50% Counter Hit Anti-Air Corner Combos

Combo Position Damage Tension gain Works on Difficulty Notes
CH 6H > 214P > P > RRC > 214K > P > 5H > 2H > c.S > j.S (1) > j.K > j.D