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| intro = {{Character Label|GGXRD-R2|Slayer|24px}} is a brawler who baits opponents with elusive ground movement and blows them up with explosive punishes. | | intro = {{Character Label|GGXRD-R2|Slayer|24px}} is a brawler who baits opponents with elusive ground movement and blows them up with explosive punishes. | ||
| pros = | | pros = | ||
* High damage and stun output when spending resources, and simple to play effectively with just few moves in a single combo for decent damage. | * ''Consistently High Damage With Meter:''' High damage and stun output when spending resources, and simple to play effectively with just few moves in a single combo for decent damage. | ||
* Above average health and high stun resistance. | * '''Tankier Than He Looks:''' Above average health and high stun resistance. | ||
* High tension gain. | * '''Battery:''' High tension gain. | ||
* Strong pressure and okizeme potential; his punish tools lead to nasty frame traps. | * '''Rewards Reads:''' Strong pressure and okizeme potential; his punish tools lead to nasty frame traps. | ||
* Several unique movement options that can allow for invul-dash cancels or cross-ups off of okizeme. | * '''Mobile:''' Several unique movement options that can allow for invul-dash cancels or cross-ups off of okizeme. | ||
* Unique backdash properties gives access to some of the best defensive tools in XRD. | * '''Defensive Abilities:''' Unique backdash properties gives access to some of the best defensive tools in XRD. | ||
* Disjointed hurtboxes and frame advantage on many attacks. | * '''Disjoints:''' Disjointed hurtboxes and frame advantage on many attacks. | ||
| cons = | | cons = | ||
* Low reward without resources or counterhit. | * '''Consistently Low Damage Without Meter:''' Low reward without resources or counterhit. | ||
* Many attacks are unsafe if used incorrectly, and has to work around many defensive options. | * '''Unsafe:''' Many attacks are unsafe if used incorrectly, and has to work around many defensive options. | ||
* Closing gaps midscreen can be difficult due to limited mobility and a tall hurtbox; has to be within a comfort range optimal for reacting to his opponents' moves. | * '''Neutral is Weak:''' Closing gaps midscreen can be difficult due to limited mobility and a tall hurtbox; has to be within a comfort range optimal for reacting to his opponents' moves. | ||
* Hard to work around fast moves and good whiff cancels, as he lacks most grounded-gatlings which makes him require links for his grounded pressure. | * '''Mechanically Intense:''' Hard to work around fast moves and good whiff cancels, as he lacks most grounded-gatlings which makes him require links for his grounded pressure. | ||
* Several offensive options have reactionary answers as they can also be low-profiled with guaranteed burst points. | * '''Needs Hard Reads:''' Several offensive options have reactionary answers as they can also be low-profiled with guaranteed burst points. | ||
}} | }} | ||
|subheader1=Teleport Dash | |subheader1=Teleport Dash |
Revision as of 21:23, 1 October 2020
Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums | Videos |
Slayer is a close combat, boxer character with slippery movement and explosive damage. His range is limited to his fists and legs, but he is difficult to challenge once he gets in. Many of his attacks specialize in invulnerability, mixup, and counter hits, spreading doubt and confusion in the opponent's mind. Make the wrong guess and Slayer will have a feast.
Lore: | Dandy fist vampire Assassin guild long retired |
Slayer Slayer is a brawler who baits opponents with elusive ground movement and blows them up with explosive punishes.
- Consistently High Damage With Meter:' High damage and stun output when spending resources, and simple to play effectively with just few moves in a single combo for decent damage.
- Tankier Than He Looks: Above average health and high stun resistance.
- Battery: High tension gain.
- Rewards Reads: Strong pressure and okizeme potential; his punish tools lead to nasty frame traps.
- Mobile: Several unique movement options that can allow for invul-dash cancels or cross-ups off of okizeme.
- Defensive Abilities: Unique backdash properties gives access to some of the best defensive tools in XRD.
- Disjoints: Disjointed hurtboxes and frame advantage on many attacks.
- Consistently Low Damage Without Meter: Low reward without resources or counterhit.
- Unsafe: Many attacks are unsafe if used incorrectly, and has to work around many defensive options.
- Neutral is Weak: Closing gaps midscreen can be difficult due to limited mobility and a tall hurtbox; has to be within a comfort range optimal for reacting to his opponents' moves.
- Mechanically Intense: Hard to work around fast moves and good whiff cancels, as he lacks most grounded-gatlings which makes him require links for his grounded pressure.
- Needs Hard Reads: Several offensive options have reactionary answers as they can also be low-profiled with guaranteed burst points.
Slayer has unique forward and back dashes that teleport him along the ground for a set distance and time. Slayer's forward dashes, like Raven's, grant him invulnerability through their duration. His forward dash is able to move through an opponent and cross up. Unfortunately, unlike conventional forward dashes, he is unable to cancel his forward dash into normal moves until the dash's duration completely ends. This forces him to take a different approach to pressuring opponents.
Like other characters, Slayer can still jump out of his forward dash. However, while other characters cannot jump out of their backdashes, Slayer can. By canceling his dashes into jumps, he can end the dash early and perform a special move. If he cancels his backdash, he still retains up to 6 frames of invulnerability. This technique is called Backdash Canceling (BDC). BDC allows Slayer to always block after jumping or catch the enemy with an invincible counterhit. When used to cancel into his Bite command grab or Dead on Time overdrive, Slayer can quickly turn the tables on his opponent with an unstoppable BDC Bite or BDC Dead on Time.
If he cancels his forward dash with Forward Dash Canceling (FDC), he does not retain any invulnerability. However, FDC makes his jump travel further. It can also trick the opponent into attempting to attack.Normal Moves
5P |
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5K |
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c.S |
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f.S |
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5H |
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2P |
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2K |
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2S |
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2H |
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6P |
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6K |
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6H |
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2D |
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5D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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j.2K |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Blitz Attack |
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Special Moves
Mappa Hunch 236P/K |
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Bloodsucking Universe 63214H |
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Dandy Step 214P/K |
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Pilebunker Dandy Step > P |
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Crosswise Heel Dandy Step > K |
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Under Pressure Dandy Step > S |
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It's Late Under Pressure > S or H |
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Helter Skelter Dandy Step > H |
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Footloose Journey j.214K |
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Undertow 632146P |
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Overdrives
Dead on Time 632146S |
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Eternal Wings 236236H |
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Straight-Down Dandy j.214214S |
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Instant Kill
All Dead in IK mode: 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.