Slayer |
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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.
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Overview
- Slayer for a long time, was a dandy vampire feared for his ability to convert into massive damage on hit.
While his overall damage has been toned down for this iteration, his overall gameplan and tools are still intact.
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. Playing both as and against Slayer is a huge mind game in its own, as Slayer can easily blow his foe up if they get careless as well as somehow dropping your defenses too carelessly, especially to throws or any other mixup tools Slayer has. Slayer can also build up a lot of stun on his opponents with said singular hits, which really ups his whiff-punish game.
However, Slayer is by no means easy despite his little need for execution in regards to long combos, since he requires the ability to know your attacks' effective ranges, and the ability to read your opponent very closely. Slayer lacks solid gatlings on his normals which causes his up-close game to easily be compromised by lack of quick deft execution for his grounded offense and neutral. Not to mention his unique teleport dashes that can phase past his foe while handy for okizeme and cross-ups, limits his standard mobility and makes him quite the nitpick when it comes to his optimal attack range as his walking speed is slow. In order to combo effectively with Slayer on the ground, knowing how to link his normals into each other is crucial.
Not only that, but while Slayer has a lot of utility in his physical space control, a lot of his tools are otherwise easy to punish if used carelessly, especially since he lacks a true projectile and needs to be in an optimal range to both punish his foe and to avoid being counter hit himself. BDC (Back Dash Cancelling) with him is also no easy feat since while he can use the said backdash to maintain invincibility frames from it to transfer it into his next-cancelled action, that specific feat requires a decent amount of practice to get down for practical application.
Overall, Slayer can really force your opponent into tight spots with his effective punishing + counter hit tools which can lead into solid damage (that's not as strong as in previous games), though haphazard management with the gaps in his tools in mind make him rather double-edged in that aspect.
Guilty Bits Character Intro | |
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Normal Moves
5K |
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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
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c.S |
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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.sf.s link c.sf.s 2K2D)
- Can be low profiled |
f.S |
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More likely to be combo/blockstring fodder than used by itself, 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
- Hard to react to when you expected c.s |
5H |
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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.
+ 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.)
- Overhead options are limited to close range 5h->5D or FB Dandy->It's late |
6P |
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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 startup. |
6K |
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6H |
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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 - Slow - Long recovery on whiff - Vulnerable to low-profile |
5D |
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2P |
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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...
- Awkward mash timings. - Can be low-profiled. |
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2K |
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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.
- Relatively short range. - No special cancels. |
2S |
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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. |
2H |
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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 jK, jS, jD or BBU. + Hits behind Slayer and has good range. + Dodges lows. - Relatively slow - Long recovery and no cancel options |
2D |
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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 > cS > 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 |
j.P |
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Overall, a really good air button. Faster than jK 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 jK, which can be used to option-select against bursts and for easy air-combo hitconfirms. - Low damage |
j.K |
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Amazing all-purpose air normal. Extremely low recovery; very easy to use. + Links into every air button except jH, and combos into jH 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. |
j.2K |
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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 jK for some cool rejump combos. + Moves Slayer forward and stabilizes air combos. + Can be used to stall in the air to throw off antiair timings. - Slow, bad on whiff, and easy to antiair - Silly animation |
j.S |
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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. + Multihits. - Gives worse damage than jK in air combos. - Inconsistent behavior in combos. - Long counterhit state. |
j.H |
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Slayer's first big-damage air button. Strong air-to-ground option, that is risky to antiair; 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, airthrows, and the like. - Harder to route into in combos than all his other buttons. |
j.D |
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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 |
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Untechable. |
Air Throw |
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Untechable. |
Dead Angle Attack |
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Special Moves
Mappa Hunch 236P/K |
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Dandy Step 214P/K/S/H |
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Moves back and then forward. Moves slightly forward from the initial position. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
K
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Distance compared to P D Step increased. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
S
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Moves forward and then faces the opposite direction. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
H
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Distance compared to S D Step increased. |
Pilebunker Dandy Step -> P |
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Crosswise Heel Dandy Step -> K |
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Launches on hit. |
Under Pressure Dandy Step -> S |
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Staggers on counter-hit. |
It's Late
It's Late Dandy Step/Under Pressure > H |
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Bloodsucking Universe 236H |
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Gains a bit of life on hit. |
Undertow 632146P |
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Has super armor. Ground bounces if opponent is airborne. |
Footloose Journey j.214K |
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Force Breaks
Big Bang Upper
Big Bang Upper 236D |
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Big Bang Upper |
FB Pilebunker Dandy Step -> D |
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Wallsticks on hit. |
FB Dandy Step 214D |
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Moves forwards. |
Overdrives
Dead on Time 632146S |
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Wallsticks on counter-hit. |
Eternal Wings 236236H |
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Direct Hit Dandy j.214214S |
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data in [ ] is hitting with the back part (Tail). The Tail is a projectile. When hitting with Slayer, it is untechable. When hitting with the tail, it is techable. |
Instant Kill
All Dead in IK mode: 236236H |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •