GGACR/Slayer

From Dustloop Wiki
Jump to navigation Jump to search


Template-Alert.png Disclaimer
The contents of this page may or may not be accurate. Please understand while we verify them.
Overview
Overview

Slayer is a read-heavy character who scores obscene levels of damage off of counter hits, which he can set using great conditioning tools once he gets into range. Solid whiff punishes, great juking tools, Backdash Cancel (BDC), and his overall high strength at mid to close range make Slayer a menace once he really gets into the opponent's head. In particular, BDC allows Slayer to transfer the invincibility from his back (or forward) teleport dashes into his special moves. Not only does this give his offense additional prowess, it also allows him to circumvent blocking with one very powerful defensive tool.

Slayer spends meter well, too: his supers are all very powerful and either start or extend combos, and his Force Breaks like Big Bang Upper (236D) and FB Pilebunker (Dandy Step > D) are terrifying threats in neutral or pressure. It's common to get more than 60% damage from a single combo if the starter is good.

On the flip side, Slayer has limited gatlings as opposed to the rest of the cast, and is a bit reliant on links for real conversions. Lacking a run or a projectile, his mobility is more restricted than other characters and he has trouble dealing with zoning, and can easily eat it just as bad as he deals it if he makes a poor move. BDC can take quite a bit of time to perform consistently, and each of his special moves has a different use when combined with BDC.

Slayer can be a make-or-break character, but his strengths are truly frightening, and one good read can give him the chance to end a round.


"You need to stop looking up all the time. Sooner or later, you're going to trip on something."
Lore:Founder and former head of the Assassin's Guild, and fisticuffs vampire extraordinaire, Slayer spends his days writing bad poetry and roaming the Earth for good, gentlemanly bouts. In AC, he decides that his time spend meddling in the mortal realm has been long overextended, so he sets out to send off his salutations by crossing fists with those he's grown fond of over the years, and in particular, seems to find a touch of surprise in crossing fists with the P.W.A.B...
Voice:Iemasa Kayumi
Playstyle
GGACR Slayer Icon.png Slayer focuses on controlling space with his solid pokes and punish tools, which allows him to effectively land hits on opponents who are too tempted to just mash buttons on him while also being able to build up respectable presence that can allow him to pressure his foes freely.
Pros Cons
  • High damage and stun potential: Very high damage output from any of his confirms or singular attacks. Counter hits lead to more guaranteed combos and higher stun rates without needing to invest in long combos for the most part.
  • Backdash Cancel (BDC): The ability to transfer BD invul lets Slayer circumvent blocking, and allows for a powerful frame-trap game.
  • Excellent buttons: Pokes and anti-air options are generally fairly safe, have good hitboxes, and lead to good damage.
  • Effective punish tools: Dandy Step followups, higher reward CH buttons, and overdrives all can effectively lay the hurt on a single punish.
  • Excellent Overdrives: DOT, Eternal Wings, and DHD all lead to substantial damage and have incredible reach.
  • Bite: Command throw opens up for conversions and restores his own life.
  • Limited mobility and issues with keep-away: A tall hurtbox, teleport dash, and slow walkspeed means Slayer needs to juke often to get in, along with difficulty closing-in vs. extended buttons or projectiles.
  • Limited ground gatlings/Reliance on links: Limited grounded pressure game can be difficult to access without links; relies on air combos for further damage output.
  • Counter hit or meter dependent: Extended-combo-reward on hit is lacking without a CH or meter dump.
  • Patient workarounds: Most of his tools can easily be low-profiled, on top of some tools being unsafe if used haphazardly due to having obvious reactionary answers.
Guilty Bits Character Intro

Normal Moves

5P

5K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
22 Mid 6 3 8 +1 [+7 on hit] -

The best spacing tool. 5K links into itself, can combo into 2K->2D for an easy knockdown, and can be confirmed into Mappa Hunch (meterless), FB dandy followups (25%) or Dead On Time (50%).

+ Great range, quick recovery

+ Good for whiff punish

+ Good starter, flexible gatlings into air, damage or knockdown combo

+ Combos to 6P on crouching, good for corner combos


- No meterless KD at max range w/o meter (5K->2D exists but is too hard/spacing dependent to be reliable)

c.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
30 Mid 7 4 10 0 [+7 on hit] -

A normal more used for its flexibility than its speed, Slayer close slash reaches from just above the knees to near-head level, letting you combo opponents alike. While inferior to 5P in recovery time, it has deceptively long hitstun, letting you link other normals or even combo c.S into P Dandy->Pilebunker on normal hit.

+ Can be combo'd into and out of

+ Long hitstun makes for easy hit confirm

+ Pushback is minor, allowing for bite setup, frame traps etc.

+ Good throw option-select

+ BNB does a lot of damage (c.S f.S link c.S f.S 2K2D)


- Poor recovery

- Can be low profiled

f.S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
30 Mid 13 2 8 +4 [+7 on hit] -

More likely to be combo/blockstring fodder than used by itself as it's less of a poke, this move is + on block, and allows for frame traps and combos into 2K 2H->2D/BBU etc. very nicely. Watch out for Slayers that throw this out from full screen, that is a misinput Dead on Time.

+ Easiest confirm off of c.S

+ Plus on block

+ links to c.S when in range for big damage BNB, works on standing but is easier on crouching.

+ used after c.S on airborne opponents that are heavy or low to the ground to raise their height


- Bad startup, can be mashed out of

- Hard to react to when you expected c.S

5H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
45 Mid 13 5 18 -4 -

Big damage normal that is mostly used in combos, or occasionally as a hard call-out due to its slide properties and ability to combo to Pilebunker (FB optional). Unlike AC/AC+, this move now causes an airborne opponent to slide.

You can convert from the slide back to an air combo by connecting another move before the slide ends. When further away, 5h->2h is a common conversion. When deep in the corner, 5h->Undertow is the higher damage option vs. an airborne opponent.



+ Slide on air hit means easy confirms to specials and supers alike.

+ Jump cancellable

+ Although minus on block, can gatling to 2D/2H, or special cancel to continue pressure via mappa(feint) or dandy

+ 5F active with good hitbox, can catch backdash attempts when timed correctly

+ Can Anti-Air opponents in strange situations (Ky cross-up Greed Sever, Anji's stomp, etc.)


- Big startup, opponents can jump out of pressure when not conditioned

- Overhead options are limited to close range 5h->5D or FB Dandy->It's late

6P

6K

6H

5D

2P

2K

2S

2H

2D

j.P

j.K

j.2K

j.S

j.H

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
36 High/Air 14 5 7 - -

Slayer's first big-damage air button. Strong air-to-ground option, that is risky to anti-air; causes ground bounce on counter-hit.

+ Large downward hitbox that stays active for a good amount of time.

+ Links into every other air move on hit. Gatlings into j2K.

+ High damage and stun potential on counterhit.

+ High damage if used in combos.

- Slow startup. Can be stuffed by faster moves, air throws, and the like if not timed right.

- Harder to route into in combos than all his other buttons.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
40 High/Air 7 5 19+5 after landing - -

Slayer's second big-damage air button, and his main knockdown tool for air combos. Special cancels into j2K, which gives combo extensions when jD is done while falling from high enough. jD2K jK is the foundation of many of Slayer's rejump combos, and jD2K jD does quite good damage.

+ Very fast for how deep it hits.

+ Causes stagger on Counter Hit.

+ High damage if used in combos.

- Gives Slayer landing recovery, which makes it worse as an air-to-ground move.

- Long recovery


Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack


Special Moves

Mappa Hunch

236P/K

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
P 40 Mid 11 3 17 -1 -
K 40 Mid 14 6 16 -3 -
P Feint
[P]
- - - - 23 Total - -
K Feint
[K]
- - - - 27 Total - -

P is an essential harassment tool with a bad hitbox and subpar reward on hit, but is Slayer's main way of quickly moving forwards while throwing a punch.

  • Quickly covers some horizontal space. P version is very short.
  • Slayer's fastest meterless backdash-cancel option.
  • Links into 2P or 5K on air hit.
  • Links into BBU on counter hit.
  • Generally fairly safe unless you end up point blank.

K is the farther reaching punch. Good for covering distance.

  • Quickly covers good horizontal space.
  • Slayer's fastest meterless backdash-cancel option.
  • Converts into the same options as the P version
  • Punishable on instant block or against characters with 3f normals, but properly spaced you can make this up to +2.

Feints Mappa Hunch by holding the attack button down.

  • Usually used for throw mixups or to get in on an opponent too scared to challenge.
  • Comes with P Mappa Hunch's short range, but can carry some momentum.
  • K is good for getting in against overly respectful opponents.
  • Substantially more reach.

P/K Dandy Step

214P/K

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
P - - - - 30 Total - 1~3F Strike
K - - - - 38 Total - 1~6F Strike

P Dandy moves back and then forward. Moves slightly forward from the initial position.

  • Has a small amount of startup invincibility to make small moves whiff with.
  • Can cancel into followups from 16F onwards.
  • Has a FRC point that leaves you far.

K Dandy moves significantly forward from the initial position.

  • Has a 6f of startup invincibility to make larger moves whiff with.
  • Can cancel into followups from 20F onwards
  • Has a FRC point that leaves you even further away.

S/H Dandy Step

214S/H

Pilebunker

Dandy Step -> P

Crosswise Heel

Dandy Step -> K

Under Pressure

Dandy Step -> S

It's Late

Dandy Step -> H or Under Pressure -> H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Dandy Step -> H 52 High 18 6 9 +4 [+8 on hit] 5~17F Throw
Under Pressure -> H 52 High 14 6 12 +1 1~13F Throw

Fast, plus-on-block overhead with very low recovery.

  • Excellent meaty tool due to plus frames.
  • Throw invincible, to discourage players mashing throw.
  • Occasional air combo ender.
  • Avoid being predictable with this, as it can easily be reversal'd or backdashed through.

Slightly faster when used after Under Pressure, but is +1 instead.

  • Still a strong meaty due to throw invincibility and plus frames.
  • Floor bounces on counter hit, catching players who don't have a fast enough button between this and Under Pressure.
  • Again loses to reversals and backdashes, with no real way to bait them other than not doing it.

Bloodsucking Universe (Chi wo Suu Uchuu)

236H

Undertow

632146P

Footloose Journey

j.214K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
26x3 All 5 2(2)x6 11 after landing - -

An accessory to Slayer's air movement that also doubles as an extended damage air combo ender which sacrifices knockdown.

  • Multi hit move which launches Slayer upwards, based on his aerial momentum when the move is input.
  • Flies extremely far and fast if done in the starting frames of an airdash; good for escaping from the corner.
  • Used to score a kill when the opponent has little health remaining.
  • Horribly unsafe if done rising, as it does not recover until Slayer lands.
  • Sometimes used as Slayer is falling in order to score a fuzzy or a launch.


Force Breaks

Big Bang Upper

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
80 Mid 10 6 35 -22 1~1F Upper Body
2~3F Above Knees
4~13F Above Feet

YOLO move supreme. A massive, lunging, 10f anti-air hitbox attack that launches well above the top of the screen for easy-peasy conversions.

  • Has an absurd amount of upper body invincibility on startup, allowing it to squeeze under most moves in the game.
  • Despite being -22, there's so much pushback on this move that it may very well go unpunished.
  • Combos into itself repeatedly and can be made burst safe.
  • Comes with the weaknesses of zero dizzy damage, that it cannot be special cancelled or BDC'd into, and is in full counterhit state during the entire move.

FB Pilebunker

Dandy Step -> D

FB Dandy Step

214D


Overdrives

Dead on Time

632146S

Eternal Wings

236236H

Up and Close Dandy

j.214214S

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
100[160] Mid[All] 7+2 until landing [6] 20 after landing - 1~10F Strike

Potentially the most damaging move in the game.

  • Excellent tool out of an airtech when done unexpectedly.
  • A whopping possible 260 base damage if both hits connect.
  • Leads to a free conversion on grounded hit with stagger.
  • Freakish untechable time if hit with only the first hitbox.
  • Can still convert if tagged low enough with the second.
  • Horribly unsafe if baited.
  • Can still be airthrown on startup if the opponent went for an airthrow tech trap or read the move.


Instant Kill

All Dead

During IK Mode: 236236H


Colors

GGACR Slayer normal p.png
GGACR Slayer normal k.png
GGACR Slayer normal s.png
GGACR Slayer normal h.png
GGACR Slayer normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Slayer ex p.png
GGACR Slayer ex k.png
GGACR Slayer ex s.png
GGACR Slayer ex h.png
GGACR Slayer ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Slayer slash p.png
GGACR Slayer slash k.png
GGACR Slayer slash s.png
GGACR Slayer slash h.png
GGACR Slayer slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Slayer reload p.png
GGACR Slayer reload k.png
GGACR Slayer reload s.png
GGACR Slayer reload h.png
GGACR Slayer reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Slayer normal h.png
AC Slayer normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


External References

Navigation

Ambox notice.png To edit frame data, edit values in GGACR/Slayer/Data.