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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...|
|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.|
Fast, standard 5P that is complemented by Slayer's height, functioning as a very quick Anti-Air. 4F active, can combo into itself, making it easy to confirm off of, and goes into both ground & air BNB combos.
+ Fast anti-air normal (5F startup)
+ Fastest recovery normal for Slayer (4F), no problem on whiff
+ Various gatling options
+ Jump cancellable into full combo
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)
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
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
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
Invincible above the knees, great to use on opponents that are trying to IAD on you, but also good for setting up a wall of hitbox for opponents to kill themselves on. Causes wallbounce.
+ Untechable on counterhit; leads to big combos almost everywhere on the screen.
+ Very active and counterpokes well.
+ Trades abusively.
- Slow to low-profile.
- Slow startup.
Tricky overhead that is faster than 5D and safer than 5D, but has less reward. It is less telegraphed than It's Late but again has inferior reward.
+ Can be Feinted by holding down the K button.
+ Goes over many lows
+ Advantageous on block and very solid meaty
- Slow and low reward
- No combos off of it without a strict link or counter hit
More of a frame-trap or preemptive anti-air, this move has a large, forward-moving hitbox that leads to easy special/super confirms and potentially big combos. Linking normals/specials is possible on late or air hit.
+ Causes bounce on air hit.
+ Situational low crush, as Slayer lifts his front leg out of the way.
+ Hilariously high damage potential
- Long recovery on whiff
- Vulnerable to low-profile
Universal overhead. Leads into strong combos with impossible dust, but slow, short-ranged and unsafe on block.
+ Can be feinted into throw by holding the button
- Unsafe and short
- Unsafe to feint
- Spins his arm the in the wrong direction
A fairly fast crouching jab with good range that links into various moves on ground hit for a knockdown or damage.
+ Fast startup and recovery.
+ Links into Big Bang Upper on air hit, but...
- ... has no special cancels, yet gatlings into 5D.
- Awkward mash timings.
- Can be low-profiled.
Hits low and has fairly easy hitconfirms.
+ Fast startup and decent recovery.
+ Links into itself and 5K.
+ Late gatlings into 2S, 2H and 2D.
+ Easy to hitconfirm.
+ Slight evasive properties.
- Low damage combo starter.
- Relatively short range.
- No special cancels.
Anti-air option for opponents trying to float above you.
+ Untechable for 48f on counterhit and can lead into enormous damage.
+ Hits farther horizontally than you might think.
+ Good stretching exercise
- Negative on block.
Long range low-crush that causes stagger on hit. Launches opponent into the air if they are sliding.
+ Links into 2D and BBU on ground hit, and on air hit/sliding hit links into j.K, j.S, j.D or BBU.
+ Hits behind Slayer and has good range.
+ Dodges lows.
- Relatively slow
- Long recovery and no cancel options
Slayer's main knockdown tool for grounded opponents. Has good startup and range, but gives very variable-quality knockdowns.
+ Extremely long active frames
+ Can be spaced to be safe or positive on block, or even to extend combos(BBU > 2D > c.S > air combo)
+ Leads into strong metered combos on late hits or counter hit with 2D 2P BBU.
- Unsafe on earliest hit
- Really bad cancel options
Overall, a really good air button. Faster than j.K but has less speed. Can be used to bait bursts and raising Slayer's hurtbox from jump and BDC jumps.
+ Fast startup, low recovery
+ Gatlings into itself and j.K, which can be used to option-select against bursts and for easy air-combo hitconfirms.
- Low damage
Amazing all-purpose air normal. Extremely low recovery; very easy to use.
+ Links into every air button except j.H, and combos into j.H with a doublejump.
+ Fast startup and extremely low recovery for an air normal.
+ Great hitbox and range.
+ Decent damage, and with good planning can set up high-damage 5H combos.
- Not much for downward hitbox.
- Middling damage by itself.
An extremely versatile air-combo tool. +14 on air hit, so it links into every one of Slayer's air combo buttons, and kicks opponents upwards. Every air normal has a gatling into j.2K.
+ Links into everything, and delay-links into j.K for some cool re-jump combos.
+ Moves Slayer forward and stabilizes air combos.
+ Can be used to stall in the air to throw off anti-air timings.
- Slow, bad on whiff, and easy to anti-air
- Silly animation
Not actually a 3f normal because the first active is on his back leg. For all effects and purposes is a 7f normal. Links into jK, jS, and jD in air combos. Jump cancelleable on 3rd and 4th hits.
+ Vacuum effect on air hit; standardizes combo situations well.
+ Easy confirms into j.214214S.
- Gives worse damage than jK in air combos.
- Inconsistent behavior in combos.
- Long counterhit state.
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.
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
Untechable chunky damage throw.
+ Is a guilty gear throw.
- Not actually a very good knockdown.
Additional Frame Data: Knocks down opponent on hit. Forced prorate 50%.
Untechable air throw.
+ Knocks down right in front of Slayer for crossup shenanigans.
- No means of converting otherwise.
Additional Frame Data: Knocks down opponent on hit. Forced prorate 50%.
Extremely slow, unsafe Dead Angle.
+ Has a good amount of invul.
- No means of converting.
- Generally weaker than all of Slayer's other reversal options.
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
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
S Dandy moves forward and then faces the opposite direction.
- Good for crossing up.
- Has upper body invincibility after frame 6.
- Can cancel into followups from 22F onwards
H Dandy's distance and startup compared to S-Dandy increased.
- Good for escaping the corner or doing dumb things.
- Has upper body invincibility after frame 15.
- Can cancel into followups from 32F onwards
Dandy Step -> P
Big, stupid backswing blow that has an enormous hitbox and does a hefty amount of damage.
- Fast, huge move meant to fish for counter hits.
- Mainly otherwise converts near the corner/with meter.
- Huge (if inconsistent) damage potential
- Extremely unsafe on block/whiff.
- Can encourage irresponsible decision making. Use wisely.
Dandy Step -> K
Anti-Air followup and combo starter that launches on hit.
- Tall hitbox complemented with a high amount of upper body invuln.
- So much so that this becomes a burst safe combo and reset tool.
- Very unsafe, but unaware opponents may not realize that the recovery is most substantial in the air.
- Puts Slayer in Counter Hit state until he lands.
Dandy Step -> S
The safe , low-reward option out of Dandy Step.
- Staggers on counter-hit.
- Reasonably strong hitbox
- Cancels to It's Late, for a threat which discourages button pressing.
- Weak to instant block and low low-profile attacks.
- Characters with 3f normals can still punish this and hit between cancels to It's Late if they mash quickly enough.
Dandy Step -> H or Under Pressure -> H
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)
Command throw which steals a bit of life.
- Fairly slow for a command throw at frame 7.
- Staggers on hit for followups, which back then used to be the bane of anyone's existence due to Bite Loops, but not so much anymore due to continuous nerfs per iteration.
- Can be FRC'd immediately after hit for better conversions.
- A useful wakeup tactic when BDC'd.
- Comes with the risk of being in CH state during recovery.
Slow super armor attack for 1 hit only. Generally deferred to combos but can be used to open up a masher.
- Ground bounces if opponent is airborne/in ground slide.
- Allows for extreme damage if used in combos, mostly out of air hit 5H.
- Can be FRC'd right before it goes active to throw or net a different punish.
- Combos into sj.jjHD2K jK 5H on counterhit.
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.
Big Bang Upper
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.
Dandy Step -> D
Absurdly powerful version of Pilebunker.
- Frame 3 attack which will lead to big conversions on hit due to wallstick.
- Keeps the opponent in blockstun for 30 frames and pushes them back very far.
- Is only -3 on block due to also being level 6, making it completely safe unless the opponent somehow Slashbacks it.
- Fast enough that the invul that carries over from FB Dandy Step makes it essentially uncontestable.
FB Dandy Step
Forward moving Dandy Step but with substantial invincibility.
- A big chunk of startup invul makes for a stronger reversal than BDC alone.
- Cancels into Dandy follow ups sooner than other Dandy Steps.
- Can still be thrown if you're cornered when it starts.
Dead on Time
Fast, nearly full-screen lunging strike. Hits like a truck and punishes and blows through quite a bit.
- Freezes opponent inputs for two frames from the super flash.
- Strike invincible frames 7~9, as it starts and until the freeze ends.
- Wallsticks on counter-hit for big damage.
- Has an FRC point to punish bursts or convert when done from the corner or close to it.
- Deals 0 stun.
Slayer's most reliable, but very unsafe reversal. Since it activates 2 frames after the superflash, an opponent dashing at Slayer or mashing buttons during the super flash can still FD and block.
- Strike invincible for nearly half a second.
- Launches far up for a full conversion on hit.
- Not the slowest reversal, but easily safejumped/meaty baited.
- Puts Slayer in an extremely punishable position if blocked/whiffed.
Up and Close Dandy
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.
During IK Mode: 236236H
But in hope I breathe
Of course I do not believe
You're All Dead, and Gone
|To edit frame data, edit values in GGACR/Slayer/Data.|
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Click [★] for character's full frame data