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:'''PB''' = [[GGACR/Slayer#Pilebunker|Pilebunker]] - Dandy Step > P | :'''PB''' = [[GGACR/Slayer#Pilebunker|Pilebunker]] - Dandy Step > P | ||
:'''FB PB''' = [[GGACR/Slayer#Pilebunker|Force Break Pilebunker]] - Dandy Step > D | :'''FB PB''' = [[GGACR/Slayer#Pilebunker|Force Break Pilebunker]] - Dandy Step > D | ||
:''' | :'''CWH''' = [[GGACR/Slayer#Crosswise_Heel|Crosswise Heel]] - Dandy Step > K | ||
:'''UP''' = [[GGACR/Slayer#Under_Pressure|Under Pressure]] - Dandy Step > S | :'''UP''' = [[GGACR/Slayer#Under_Pressure|Under Pressure]] - Dandy Step > S | ||
:'''IL''' = [[GGACR/Slayer#GGACR/Slayer#It.27s_Late|It's Late]] - Dandy Step > Under Pressure > H | :'''IL''' = [[GGACR/Slayer#GGACR/Slayer#It.27s_Late|It's Late]] - Dandy Step > Under Pressure > H | ||
:'''BBU''' = [[GGACR/Slayer#Big_Bang_Upper|Big Bang Upper]] - {{clr|5|236D}} | :'''BBU''' = [[GGACR/Slayer#Big_Bang_Upper|Big Bang Upper]] - {{clr|5|236D}} | ||
:'''DHD''' = [[GGACR/Slayer#Direct_Hit_Dandy|Direct Hit Dandy]] - {{clr|3|214214S}} | |||
}} | }} | ||
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Revision as of 19:43, 5 March 2021
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Matchups | Forums | Videos |
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Grounded Combo Theory
Slayer has very few regular gatling chains. The most important one is cS fS, but 5K 6P is also a gatling and combos on a crouching opponent. There are multiple gatlings into 5D but they mostly exist as execution pitfalls that make dropping combos easier. Slayer's crouching gatling series 2K 2S 2H/2D are all delayed gatlings/'gatling links' and need to be input later than regular gatlings.
- fS, 5K and 2K link into anything 7f and slower, i.e. they link into 5K, 2K, 2D, cS.
- cSfS > cSfS > 2K2D works on standing. However being farther away in grounded combos can cause 2K to whiff and drop your combo.
- 5K 6P is a gatling and COMBOS ON CROUCH
- 2S 2H and 2K 2H are delayed gatlings and are pretty important. 2S 2H does not always work on standing, but 2K 2H will always work. Ground hit 2H links into 2D or Big Bang Upper.
Big Bang upper is your launcher and to go into it on grounded you need to route into 2H. So e.g.
- cS > fS > 2K > 2H > BBU
- 5K > 2K >2H > BBU
However it is important to remember that even though BBU is amazingly fast and far, 2H BBU will not always work.
Air Combo theory
Some Notation
- rejump = When Slayer lands and then leaves the ground for the second time in the middle of a combo.
- move1/move2 = you can use either move, or should use one depending on preference or relative altitude/spacing.
- etc. = means there are lots of variations to finish the combo that can be selected based on character matchup or just personal preference.
All of Slayer's air combos are links except for gatlings into j2K, jP > jP and jP > jK, all of which are regular gatlings. The notation doesn't specify which combos are links and which ones are gatlings since it is always clear from the context.
Basic Concepts
- jK links into everything except jH and gatlings into j2K
- jS has almost the same routing choices as jK but consumes more of Slayer's jump arc. It's generally needed late in combos when the vacuum effect is needed, but has plenty of creative uses. jS(1) j2K is useful for pulling opponents closer.
- jP gatlings into jK and itself. Generally you will use it as jPK.
- jH links into everything except jH and has more hitstun than jK/jS so is easier for rejumps. Since jH is slower it consumes more jump arc.
- j2K links into EVERYTHING including jH
- In the beginning of combos everything can be HEAVILY delayed
The most basic "Head Empty, No Thoughts" air combo is jK2K jK dj.jK2K jD. It works on almost everyone and if someone is too heavy for it to work on you can make it work by replacing some jK with jPK, or doing jK2K delay jK delay djc j.K2K jD. Likewise if someone is too light for it to work you can add delays after j2K to help them fall down or just terminate the combo sooner.
Doing Damage
The main methods of doing damage in air combos are:
Routing into jK chokkagata/DHD/j.214214S
- jK > DHD is optimal and routes into stuff like jK DHD 5H Undertow/2H > etc
- jS > DHD is significantly easier to do but is generally less damage.
Routing into a rejump
- Generally this will be a falling jK 5H for high damage or jK 5K/2S for ease and stability.
- In any combo past 6 hits where jD is used and not double jumped, jK 5H will become a 1-3f link depending on how long the combo has gone on.
jK > 5H is kind of hard and every instance where you do jK 5H you can also do something like falling jK 5K/2S jK2KjD or even falling jK > land > jPK.
- Re jumps aren't necessary and if you have doubts it's better to just replace the final jK with a jD and take your amazingly good knockdown. Key rejump archetypes:
Double Jump Altitude Rejumps
- Crosswise Heel > jK2K jK dj.jK > jD > j2K > jK > 5H > P Pile
- CWH > jKK dj.jK2K jD2K jK (land) 5K > jSD
- CWH > jKPK > dj.jK2K jD2K jK > (land) 5K jK2KD
You can start this archetype of combo from any of your launchers e.g. BBU > 2D 5K jK > etc, or counterhit jH 5K jK > etc , corner 6P 2P2S > etc, and so on.
Single Jump Rejumps
These are 3-hit rejumps that you do super early in combos and are a lot like Xrd's 5H IAD jD2K jPD cSfS rejump route. Super basic stuff but they often make use of HEAVY delays and are super char specific. There are quite a few variants of this rejump and around 3 variants are listed below.
Examples are:
- Corner 6P > 2P5P jK > delay j2K > delay jK (land) 2S jK dj.jKD j2KD
- Corner 6P > 2P5P > jK2KjH > 2S > jK > dj.jK2K jD2K > jD (The jK2KH rejump is heavies only)
- Corner 6P > 2P 2S jKD2K jK/jS 5K jK2K jK dj.jS(1)2K jD2K jD
- CWH > jS(3)K > 2S jK > rejump > etc
- (50% to corner) CWH 5H K mappa 2P BBU walk 5H 2H jKD2K jS 5K jSD -- Hase combo lol
Superjump Rejumps
Another 3-4 hit rejump that is generally only done from undertow or air hit 5H2H early in combos. This type has the highest damage potential of Slayer's meteless air combos. They are also almost always corner routes. The high damage variant is the sj.jH jD j2K jK variant (abbreviated sj.jHD2K jK) and the stable variant is sj.jK delay j2KD jK.
Examples:
- Corner CH 6P > 5H Undertow > sj.jHD2K jK 5H2H jK2KD
- Corner 2K > 5K > FB-Dandy CWH > 5H Undertow sj.jHD2K 5K jK2KD
- Near Corner 2H BBU 5H Undertow > sj.jHD2K > jK > 5H > P UP > IL (or P-Pile from the 5H)
- air hit 5H > 2H > sj > jS > j2K > jK > cS > rejump combo
Note that 5H P-Pile knockdowns are bad and you don't get meaty dandy mixups from it Earlier in combos it is possible to end with 5H PDandy > S > H. Later it is recommended to either skip the 5H altogether or do 5H2H jKD if better oki is needed.
6H > IAD > jK Rejumps
These are the +R version of the legendary AC Slayer basketball combos you may have heard about. Your main methods of going into this combo-type are BBU, Counterhit It's Late, DoT FRC, jump callouts with 6H, or CH jH.
There are two styles of this and the two main variables of import here are
- How heavy is the opponent
- How high the opponent was 6H connected
The lower they are the more it is preferred to route into 6H IAD jK 2S > rejump. When they are super low 6H > IAD > jK > 5H is possible but is character specific.
If they are higher up OR you are fiending for high-difficulty high-damage you have to route into one of the more difficult BnBs in:
- 6H delayed airdash jK jK 5H > etc
This Hase combo is only desirable because it lets you go into 220-ish damage from stuff like CH jH, but it also requires Hase levels of practice to get consistent at. One trick that can help is to hold 8 or 7 during 6H hitstop and then input 66 near the end of hitstop. In general this is just difficult and the only way around it is to practice or route into an easier combo archetype.
1 rejump per combo is pretty good, and 2 rejumps are decently stylish. 3 is possible in AC but I really don't know if you can still do those in +R.
Metered Combos
Big Bang Upper
Not all BBUs are created equal. Your combo after BBU cannot be the same every time and you need to ad-lib a bit based on how it hits. You generally want to BBU 6H but sometimes the combo is not possible. It is generally advised to be holding forward after a BBU connects so that Slayer walks forwards while offscreen. Whether BBU 6H works, or the timing at which you have to press 6H subtly changes based on how BBU hits. Low altitude far range connections are generally the worst, so in those cases you have to be careful.
Chokkagata/Straight Down Dandy
2 hit chokkagata is viable in this game. Regular Hit Chokkagata is a great meter dump but you have to route into it early or use it in an low-proration combo to dump extreme damage properly. Use it at single jump or superjump height. It routes into 2S > air combo or 5H > pain
Other Combo tools
(air hit) 2P BBU
- Mainly used after corner 6P or to make crosswise heel combos damaging.
CH It's Late(slide) > 6H > IAD or 2H or D CWH (forcebreak)
- Character dependent. E.g. on Ky you have to do CH IL > 6H and on Sol you have to do CH IL > 2H. In this game Dandy > H will ground slide and not ground bounce. - If you are too far away for CH IL > 2H to work you have to spend meter. - On regular hit Dandy > H will always link into 2K to enable 2K > 2D or 2K > 2H > BBU > pain
5K > FB Dandy > Pilebunker/Crosswise heel
For when you are out of range of 5K > 2K > 2H > BBU. Is also super useful for converting into corner carry from 2P mash. Example combos:
- 5K5K FB-Dandy CWH
- 2P2P5K FB-Dandy Pilebunker
- 2P2P5K FB-Dandy CWH jK2K jK dj.jS(1)2K jD
Any dandy > CWH > 5H > K-mappa > 2P > BBU
This combo archetype is pretty subtle. Sometimes you have to do 5H jump startup delay cancel into K mappa to make it work, sometimes it just works. Anyway this is pretty good and it makes you look like Hase.
DoT FRC
This is for dunking on fools. It's also the main way you turn midscreen pilebunker counterhits into actual damage. The bad news is that it takes 75 meter and you have to learn a 2f FRC timing that moves around depending on which frame DoT hits on. The good news is that if you have 100 meter you will get DoT RRC and can still continue to combo.
Examples:
- CH Pile wallsplat DoT FRC 5H Undertow sj.jHD2K jK 5H P-UP IL or P-pile
- 5H DoT FRC 6H P-Dandy FB-Pile 5H Undertow sj.jHD2K jS cS jK2KD (Video)
CH 6P 6H IAD / K mappa 2P BBU
Self explanatory. Near the corner you can do 6H Dandy
6H ground bounce P/K/S Dandy FB Pilebunker 6H/5H
Haha but don't actually do FB Pile 6H it's extremely spacing specific do FB Pile 5H instead.
Raw BBU in neutral > BBU > BBU > BBU > 5H P-pile
The one combo to rule them all.
Shoutout to Pebbles for the seminar
Combos by Starter
Naturally this is incomplete and Slayer's combo structure in general allows infinite, subtle variations. As for general notation;
- jc = jump cancel
- djc = double jump cancel
- cS = close slash
- fS = far slash
- e.t.c = means there's lots of variations to finish the combo and i couldn't be bothered to list them all. Experiment a little and find them yourself.
6P
One of Slayers best buttons, doesn't combo into much outside the corner on normal hit thought.
Corner
6P > 5K > jc > jK > DHD > 5H > Undertow > sjc > jK > j2K > jD
Counter Hit 6P
Combos for when you catch your opponent mashing.
Midscreen
CH 6P > K Mappa > 5p > jc > jS (2 hits) > DHD > 5H > S pile
CH 6P > (micro walk) 6H > K mappa > 2P > 2S > jc > jK > e.t.c
CH 6P > (micro walk) 6H > K mappa > 5p > jc > jS (2 hits) > DHD > 5H > S pile
Counter Hit jH
jH ground bounces on conterhit, allowing for a diverse and damaging range of combos.
Corner
CH jH > 5k > jK > delay j2K > delay jK > 5H (Slide)
Midscreen
CH jH > 5K > jK > delay j2K > delay jK > BBU > e.t.c
CH jH > 5K > jK > delay j2K > delay jK > (land) 2S > jK > j2K > jK > djc >
Ch jH > delay 5K > jc > jS (2 hits) > j2K > delay jK > (land) 2S > jc > jK > j2K > jK > djc > jK > j2K > jD
All 5K routes also work as a burst punish.
2S
2S is Slayers most reliable anti air for opponents directly above you.
Midscreen
2S > jc > jK > j2K > jK > jc > jK > jD > j2K > jD (Ol' reliable)
2S (Max height) > jc > jK > jp > jK > djc > jK > jD > j2K > jK > (land) cS > jc > jK > j2K > jK > jc > jK > j2K > jD
2S > jc > jK > delay j2K > delay jK > BBU > e.t.c
2S > jc > jK > delay j2K > delay jK > (land) 2s > jc > jK > j2K > jK > jc > jK > j2K > jD
Undertow
Undertow can be used for some jank (and not advised) Oki, as such its gonna hit raw occasionally.
Midscreen
CH Undertow > 6H > jc > jS (3 hits)> j2K > jk > djc > jK > j2K > jD
Counter Hit Pilebunker
A classic big damage starter for Slayer.
Corner
CH K pile > K mapppa > 5P > jc > jP > jK > j2K > delayed jK > 5H > P pile
CH K pile > BBU > party time
Big Bang Upper combos
Another good starter for Slayer, despite the majority of its use as combo filler.
Corner
BBU > 5H > Undertow > sjc > jK > j2K > jK > djc > jK > j2K > jD
BBU > 5H > Undertow > sjc > jK > j2K > DHD > 5H > S pile/CWH
BBU > 5H > 2H > jc > jK > j2K > jK > djc > jK > j2K > jD
BBU > 5H > 2H > jc > jK > j2K > DHD > 5H > S pile/CWH
BBU > 6H > jc > jS (3 Hits) > j2K >jK > (land) 5P > jK > j2K > jD
Midscreen
BBU > BBU > BBU > BBU > 5H > P pile
BBU > 2D > cS > fS > jc > jS > jD > j2K > jD
BBU > 2D > cS > fS > jc > jk > delay j2K > delay > jk > BBU > e.t.c
BBU > 2D > cS > fS > jc > jk > j2K > delay > jk > jc > jK > j2K > jD > j2K > jD
BBU > 2D > 2P > BBU > e.t.c
BBU > 5H > K Mappa > 2P > BBU (Hase shit)
It's Late
It's late can lead to some big boy damage in the corner
Corner
It's late > 5K > 6P > 2p > 5p > jc > jK > j2K > jK > jc > jS > jD
After you link it's late > 5K > 6P you can go into all the 6P routes listed before.
Counter hit It's Late
Your opponent is probably gonna burst before you can do these.
Corner
CH it's late > 5H > 2H > jc > jK > j2K > jK > jc > jK > j2K > jD
CH it's late > 5H > 2H > Undertow > sjc > jK > j2K > jD
CH it's Late > 6H > FB pile (may need to be delayed depending on character weight) > BBU > party time
Midscreen
CH it's late > 6H (char specific)> IAD > jH > (land) 6H > IAD > jK > (land) 5H > Undertow > sjc > 5H > DHD > 5H > P pile - My good friend SLayer, where has he gone
- CH it's late (slide) 6H works on: AX, BA, BR, DI, ED, FA, HOS, JO, JU, KY, MA, RO, SO, TE, VE and fails on the rest
CH it's late > 2H > e.t.c
- CH it's late (slide) 2H works on: Everyone, but is a difficult (1-3f) link on: AN, ED, PO, VE. On these characters it will fail unless IL is right up in their faces when it hits
CH it's late > K mappa > 2p > BBU
- Works on everyone besides AB, AN, SL
CH it's late > FB CWH > e.t.c
- Universal
CH it's late > BBU > e.tc
- Universal but requires close proximity
CH it's late > K mappa > 5K > K mappa > air combo
- Weird looking, works on BA, DI, IN, JA, JU, MA, PO, VE
Video Examples
double hit dandy (character specific anji zappa faust sol)
References
Hase
- 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
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