GGXRD-R2/Slayer: Difference between revisions

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===<big>{{clr|1|5P}}</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=5P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_5P.png |Shall we begin?
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_5P_hitbox.png |
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
* Slayer's fastest anti-air normal
* Slayer's fastest anti-air normal
* Large variety of gatlings
* Large variety of gatlings
Line 74: Line 52:
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] All except {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|2|6K}} and {{clr|4|2H}}
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] All except {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|2|6K}} and {{clr|4|2H}}


{{CloseCard}}
}}


===<big>{{clr|2|5K}}</big>===
===<big>{{clr|2|5K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=5K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_5K.png |A gentleman's kick
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_5K_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Dominant poke
*Dominant poke
{{clr|2|5K}} is one of Slayer's best normals. While other normals with this range have long recovery frames, Slayer's {{clr|2|5K}} recovers fast enough to be +3 on block. Furthermore, it has a good hurtbox, making it effective against mashing.  
{{clr|2|5K}} is one of Slayer's best normals. While other normals with this range have long recovery frames, Slayer's {{clr|2|5K}} recovers fast enough to be +3 on block. Furthermore, it has a good hurtbox, making it effective against mashing.  
Line 113: Line 69:
*{{clr|2|5K}} > {{clr|4|6H}}
*{{clr|2|5K}} > {{clr|4|6H}}
A good frame trap with a 4-7F gap. Relatively safe way to move forward. Mix up between {{clr|2|5K}} and {{clr|2|5K}} – {{clr|4|6H}} to catch people jumping or to bait reversals.
A good frame trap with a 4-7F gap. Relatively safe way to move forward. Mix up between {{clr|2|5K}} and {{clr|2|5K}} – {{clr|4|6H}} to catch people jumping or to bait reversals.
{{CloseCard}}
}}


===<big>{{clr|3|c.S}}</big>===
===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=c.S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_c.S.png |Your best friend
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_c.S_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="c.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Strong and fast combo starter
*Strong and fast combo starter
*Used with dash crossups
*Used with dash crossups
Line 153: Line 87:
*{{clr|3|c.S}} > {{clr|2|6K}} - Provides a fairly safe mixup and gives a full combo after {{clr|2|6K}} Counter Hit. Punishes opponents that expect to Instant Block and throw
*{{clr|3|c.S}} > {{clr|2|6K}} - Provides a fairly safe mixup and gives a full combo after {{clr|2|6K}} Counter Hit. Punishes opponents that expect to Instant Block and throw
*{{clr|3|c.S}} > {{clr|3|f.S}} - Primary blockstring at close range. Good for tick throws and adding RISC. However, there is a 2 frame gap on Instant Block.
*{{clr|3|c.S}} > {{clr|3|f.S}} - Primary blockstring at close range. Good for tick throws and adding RISC. However, there is a 2 frame gap on Instant Block.
{{CloseCard}}
}}


===<big>{{clr|3|f.S}}</big>===
===<big>{{clr|3|f.S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=f.S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_f.S.png |Your best friend's friend
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_f.S_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="f.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Fast recovery.
*Fast recovery.
*Moves Slayer forward.
*Moves Slayer forward.
Line 189: Line 101:
*On block you mainly frametrap by delaying into another {{clr|3|c.S}} if you are close enough, but when futher away you have to use {{clr|2|2K}} or {{clr|2|5K}}, or even P mappa.
*On block you mainly frametrap by delaying into another {{clr|3|c.S}} if you are close enough, but when futher away you have to use {{clr|2|2K}} or {{clr|2|5K}}, or even P mappa.


{{CloseCard}}
}}


===<big>{{clr|4|5H}}</big>===
===<big>{{clr|4|5H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=5H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_5H.png |"Enough playing, then!"
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_5H1_hitbox.png
GGXRD_Slayer_5H2_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Decent range
*Decent range
*Great active frames
*Great active frames
Line 228: Line 117:
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}


{{CloseCard}}
}}


===<big>{{clr|1|2P}}</big>===
===<big>{{clr|1|2P}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_2P.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_2P_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Good horizontal range
*Good horizontal range
*Slayer's fastest mash option
*Slayer's fastest mash option
Line 263: Line 130:


[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|3|2S}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|3|2S}}, {{clr|5|5D}}, {{clr|5|2D}}
{{CloseCard}}
}}


===<big>{{clr|2|2K}}</big>===
===<big>{{clr|2|2K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_2K.png |So casual
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_2K_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Slayer's main Low
*Slayer's main Low
{{clr|2|2K}} is a good low with fast startup, above average range, and good frame advantage. {{clr|2|2K}} is Slayer's main Low since the other 2 Lows ({{clr|4|2H}}, {{clr|5|2D}}) are usually unsafe and not special cancelable.
{{clr|2|2K}} is a good low with fast startup, above average range, and good frame advantage. {{clr|2|2K}} is Slayer's main Low since the other 2 Lows ({{clr|4|2H}}, {{clr|5|2D}}) are usually unsafe and not special cancelable.
Line 302: Line 147:
Has reduced pushback, so it's your most reliable option for comboing into a {{clr|5|2D}} knockdown if you're not in range for {{clr|3|c.S}}
Has reduced pushback, so it's your most reliable option for comboing into a {{clr|5|2D}} knockdown if you're not in range for {{clr|3|c.S}}


{{CloseCard}}
}}


===<big>{{clr|3|2S}}</big>===
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_2S.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_2S_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Anti-air with good vertical reach
*Anti-air with good vertical reach
{{clr|3|2S}} is a solid anti air, with great active frames and incredible vertical reach, hitting your opponent at the peak of their jump.
{{clr|3|2S}} is a solid anti air, with great active frames and incredible vertical reach, hitting your opponent at the peak of their jump.
Line 338: Line 161:


[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|6P}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
{{CloseCard}}
}}


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_2H.png |Y'know I had to do it to 'em.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_2H_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Long range attack that launches the opponent
*Long range attack that launches the opponent
*Foot invulnerable from frames 5 to 14
*Counter Hit: launches opponent higher, untechable
*Counter Hit: launches opponent higher, untechable
{{clr|4|2H}} gives Slayer great control of ground space. Though {{clr|4|2H}} has very slow recovery, its massive range makes it difficult or even impossible to punish on reaction. This also means Slayer cannot combo after {{clr|4|2H}} in many cases. Nevertheless, {{clr|4|2H}} can make your opponent think twice about dashing in or mashing Lows on defense.
{{clr|4|2H}} gives Slayer great control of ground space. Though {{clr|4|2H}} has very slow recovery, its massive range makes it difficult or even impossible to punish on reaction. This also means Slayer cannot combo after {{clr|4|2H}} in many cases. Nevertheless, {{clr|4|2H}} can make your opponent think twice about dashing in or mashing Lows on defense.
Line 374: Line 174:


*{{clr|4|2H}} > Dead On Time - Dead On Time is the only move with enough speed and range to hit after {{clr|4|2H}} normal hit midscreen.
*{{clr|4|2H}} > Dead On Time - Dead On Time is the only move with enough speed and range to hit after {{clr|4|2H}} normal hit midscreen.
{{CloseCard}}
}}


===<big>{{clr|1|6P}}</big>===
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=6P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_6P.png |I'm sorry, was that supposed to hit me?
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_6P_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Tall hitbox that almost reaches all the way to the floor
*Tall hitbox that almost reaches all the way to the floor
*Upperbody invulnerable 1~6
*Above knees invulnerable 7~23
*Normal hit: Wallbounce
*Normal hit: Wallbounce
*Counter hit: Wallbounce, but also gives additional height and untechable time for combos.
*Counter hit: Wallbounce, but also gives additional height and untechable time for combos.
Line 415: Line 191:


{{clr|1|6P}} is also a good frametrap option with many gatlings going into it, but when blocked will have no cancels, and Slayer has to force his turn again to continue pressure.
{{clr|1|6P}} is also a good frametrap option with many gatlings going into it, but when blocked will have no cancels, and Slayer has to force his turn again to continue pressure.
{{CloseCard}}
}}


===<big>{{clr|2|6K}}</big>===
===<big>{{clr|2|6K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=6K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_6K.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_6K_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Overhead that baits throw for Counter Hit
*Overhead that baits throw for Counter Hit
*Airborne from frame 6
*Airborne from frame 6
Line 453: Line 207:


{{clr|2|6K}} feint, written as 6[K], is mainly used to set up a Throw since the opponent will not be put into blockstun. It can also bait opponents trying to Instant Block, Blitz Shield, or Dead Angle. Once the opponent expects a Throw after 6[K] and tries to react with their own Throw, you can start using BDC.
{{clr|2|6K}} feint, written as 6[K], is mainly used to set up a Throw since the opponent will not be put into blockstun. It can also bait opponents trying to Instant Block, Blitz Shield, or Dead Angle. Once the opponent expects a Throw after 6[K] and tries to react with their own Throw, you can start using BDC.
{{CloseCard}}
}}


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=6H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_6H.png |Probably your favorite normal
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_6H_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="6H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Large sweeping kick that catches jumps and backdashes
*Large sweeping kick that catches jumps and backdashes
*Moves Slayer forward
*Moves Slayer forward
Line 495: Line 227:
*Hit-confirm into P pile if you are already in dandy step.
*Hit-confirm into P pile if you are already in dandy step.


{{CloseCard}}
}}


===<big>{{clr|5|2D}}</big>===
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=2D
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_2D.png |A gentleman's slide
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_2D_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Combo Ender. Sets up okizeme.
*Combo Ender. Sets up okizeme.
*Sliding sweep attack. Done far enough or meaty enough is un-punishable, and can even be plus on block. Combos off {{clr|3|c.S}}, {{clr|2|5K}} and {{clr|2|2K}} on crouchers.
*Sliding sweep attack. Done far enough or meaty enough is un-punishable, and can even be plus on block. Combos off {{clr|3|c.S}}, {{clr|2|5K}} and {{clr|2|2K}} on crouchers.
*Very hard to throw when sliding in on wakeup.
*Very hard to throw when sliding in on wakeup.
{{CloseCard}}
}}


===<big>{{clr|5|5D}}</big>===
===<big>{{clr|5|5D}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=5D
<tabber>
|description=
Images=
Standard Dust attack. This attack is especially useful mid combo for Slayer.
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_5D.png |Liftoff!
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_5D_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
Standard Dust attack. This attack is especially useful mid combo for Slayer.
{{CloseCard}}


===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|1|j.P}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_j.P.png |Air combo filler/starter
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_j.P_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Slayer's safest air to air normal
*Slayer's safest air to air normal
*Used a lot with air movement to make Slayer significantly smaller and harder to hit.
*Used a lot with air movement to make Slayer significantly smaller and harder to hit.
Line 590: Line 256:


[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|2|j.2K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|2|j.2K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
{{CloseCard}}
}}


===<big>{{clr|2|j.K}}</big>===
===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_j.K.png |A little stretch goes a long way
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_j.K_hitbox.png
GGXRD_Slayer_j.K_hitbox2.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Fast, with good horizontal and upward reach
*Fast, with good horizontal and upward reach
Versatile air combo starter that connects after almost any ground starter at any height. Important to use at greater heights when {{clr|3|j.S}} or {{clr|4|j.H}} cannot reach.  
Versatile air combo starter that connects after almost any ground starter at any height. Important to use at greater heights when {{clr|3|j.S}} or {{clr|4|j.H}} cannot reach.  
Line 625: Line 268:


[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.2K}}, {{clr|3|j.S}}, {{clr|5|j.D}}
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|1|j.P}}, {{clr|2|j.2K}}, {{clr|3|j.S}}, {{clr|5|j.D}}
{{CloseCard}}
}}


===<big>{{clr|3|j.S}}</big>===
===<big>{{clr|3|j.S}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_j.S.png |AHAHAHAHA!!!
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_j.S_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Fast and very active.
*Fast and very active.
*Can often cross-up the opponent from IAD.
*Can often cross-up the opponent from IAD.
Line 661: Line 282:


[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|j.K}}, {{clr|2|j.2K}}, {{clr|4|j.H}}
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|j.K}}, {{clr|2|j.2K}}, {{clr|4|j.H}}
{{CloseCard}}
}}


===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_j.H.png |This is my space
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_j.H_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Massive hitbox but slow startup
*Massive hitbox but slow startup
{{clr|4|j.H}} is incredible for hitting grounded opponents and even beats some anti-airs. However, it cannot cancel into double jump and only gatlings into {{clr|2|j.2K}} and {{clr|5|j.D}}, both of which can be unsafe on block.
{{clr|4|j.H}} is incredible for hitting grounded opponents and even beats some anti-airs. However, it cannot cancel into double jump and only gatlings into {{clr|2|j.2K}} and {{clr|5|j.D}}, both of which can be unsafe on block.
Line 695: Line 294:


[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|j.2K}}, {{clr|5|j.D}}
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|j.2K}}, {{clr|5|j.D}}
{{CloseCard}}
}}


===<big>{{clr|5|j.D}}</big>===
===<big>{{clr|5|j.D}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.D
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_j.D.png |And stay down!
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_j.D_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Fast and good downward reach.
*Fast and good downward reach.
*Knocks down airborne opponents
*Knocks down airborne opponents
Line 731: Line 308:


[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|j.2K}}
[[GGXRD-R2/Slayer/Frame Data#Gatling Table|Gatling Options:]] {{clr|2|j.2K}}
{{CloseCard}}
}}


===<big>{{clr|2|j.2K}}</big>===
===<big>{{clr|2|j.2K}}</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.2K
<tabber>
|description=
Images=
*Mostly used in combos to extend them. Also useful to alter jumping arc and landing time. If YRCed at start-up directs Slayer down, making 9, {{clr|2|j.2K}} YRC a small jump.
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_j.2K.png |I'm sorry, did you think this combo was over?
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_j.2K_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.2K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Mostly used in combos to extend them. Also useful to alter jumping arc and landing time. If YRCed at start-up directs Slayer down, making 9, {{clr|2|j.2K}} YRC a small jump.
{{CloseCard}}


==Universal Mechanics==
==Universal Mechanics==


===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Ground Throw
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGXRD_Slayer_GroundThrow.png |The old smoke in the face trick
*Can be RCed to start a combo
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Can be RCed to start a combo
{{CloseCard}}


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Air Throw
<gallery widths="210px" heights="210px" mode="nolines">
|description=
GGXRD_Slayer_AirThrow.png |Where do you think you're going?
</gallery>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Solid anti air.
*Solid anti air.
Air throw is in many situations your best and only anti air option for when your opponent is right above you where {{clr|3|2S}} and {{clr|1|5P}} will lose.
Air throw is in many situations your best and only anti air option for when your opponent is right above you where {{clr|3|2S}} and {{clr|1|5P}} will lose.
Almost always buffer {{clr|4|j.H}} into {{clr|5|j.D}} when going for air throw attempts incase it gets blocked, so you can double jump to escape a punish or cancel into footloose journey if you think you can continue pressure that way.
Almost always buffer {{clr|4|j.H}} into {{clr|5|j.D}} when going for air throw attempts incase it gets blocked, so you can double jump to escape a punish or cancel into footloose journey if you think you can continue pressure that way.
Can be RRC'ed for follow ups if you are fast enough.
Can be RRC'ed for follow ups if you are fast enough.
{{CloseCard}}
}}


===<big>Dead Angle Attack</big>===
===<big>Dead Angle Attack</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=DAA
<tabber>
|description=
Images=
*Slow and unsafe on block, but is still a very viable option to get out of pressure.
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_6P.png |Give their blockstrings the cold shoulder
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_6P_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="DAA"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|}
==== ====
*Slow and unsafe on block, but is still a very viable option to get out of pressure.
{{CloseCard}}


===<big>Blitz Attack</big>===
===<big>Blitz Attack</big>===
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Blitz,[Blitz]
<tabber>
|versioned=name
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
Fully charged blitz is a nice starter for stun combos
GGXRD-R_Slayer_BlitzAttack.png |One can never have too many combo starters
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD-R_Slayer_BlitzAttack_Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{AttackVersion|name=Uncharged }}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Blitz"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
}}
|-
{{AttackVersion|name=Max Charge}}
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="[Blitz]"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
Fully charged blitz is a nice starter for stun combos
{{CloseCard}}


==Special Moves==
==Special Moves==


===<big>Mappa Hunch</big>===
===<big>Mappa Hunch</big>===
<span class="input-badge">'''{{clr|1|236P}}/{{clr|2|K}}'''</span>
{{InputBadge|{{clr|1|236P}}/{{clr|2|K}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=236P,236K
<tabber>
|versioned=input
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_MappaHunch.png |The working man's Fafnir
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_MappaHunch_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="236P" or input="236K")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Combo Ender
*Combo Ender
*K Mappa travels a good distance. Great tool for closing in on zoners.   
*K Mappa travels a good distance. Great tool for closing in on zoners.   
Line 911: Line 365:
*When YRCd it moves Slayer closer to the opponent and is at advantage!
*When YRCd it moves Slayer closer to the opponent and is at advantage!
*No longer able to feint.
*No longer able to feint.
{{CloseCard}}
}}


===<big>Bloodsucking Universe</big>===
===<big>Bloodsucking Universe</big>===
<span class="input-badge">'''{{clr|4|63214H}}'''</span>
{{InputBadge|{{clr|4|63214H}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=63214H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_BloodsuckingUniverse.png |on hit
GGXRD_Slayer_BloodsuckingUniverse2.png |on whiff
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_BloodsuckingUniverse_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="63214H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
a.k.a. "Bite". Slayer's command throw. Puts the opponent in a stagger state, which is mashable, but leaves Slayer in an advantageous position where he can try several different followups - {{clr|4|6H}}, {{clr|4|2H}}, IAD, another bite, etc. He also gains a temporary buff to his special moves, making the situation more dangerous.
a.k.a. "Bite". Slayer's command throw. Puts the opponent in a stagger state, which is mashable, but leaves Slayer in an advantageous position where he can try several different followups - {{clr|4|6H}}, {{clr|4|2H}}, IAD, another bite, etc. He also gains a temporary buff to his special moves, making the situation more dangerous.


Line 956: Line 387:
*Causes Stagger that the oppenent can mash out of.
*Causes Stagger that the oppenent can mash out of.
*Normally this is used during either a forward or backwards dash cancel.
*Normally this is used during either a forward or backwards dash cancel.
{{CloseCard}}
}}


===<big>Dandy Step</big>===
===<big>Dandy Step</big>===
<span class="input-badge">'''{{clr|1|214P}}/{{clr|2|K}}'''</span>
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=214P,214K
<tabber>
|versioned=input
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_DandyStep.png |Let's get this party started!
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_DandyStep_hitbox.png
GGXRD_Slayer_DandyStep_hitbox2.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="214P" or input="214K")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Starting move to many of Slayer's specials.
*Starting move to many of Slayer's specials.
*Moves Slayer back then forward.
*Moves Slayer back then forward.
Line 994: Line 402:
*Very powerful movement option if YRCd.
*Very powerful movement option if YRCd.


{{CloseCard}}
}}


===<big>Pilebunker</big>===
===<big>Pilebunker</big>===
<span class="input-badge">'''{{clr|1|P}} during Dandy Step'''</span>
{{InputBadge|{{clr|1|P}} during Dandy Step}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=P Dandy > P,K Dandy > P
<tabber>
|versioned=input
Images=
|description=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_Pilebunker.png |The reason you play Slayer.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_Pilebunker_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and (input="P Dandy > P" or input="K Dandy > P")
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
*Solid damage
*Solid damage
* Used for whiff-punishing or fishing for counterhits.
* Used for whiff-punishing or fishing for counterhits.
Line 1,038: Line 424:
* Counterhit: Ground tumble.
* Counterhit: Ground tumble.


{{CloseCard}}
}}


===<big>Crosswise Heel</big>===
===<big>Crosswise Heel</big>===
<span class="input-badge">'''{{clr|2|K}} during Dandy Step'''</span>
{{InputBadge|{{clr|2|K}} during Dandy Step}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Dandy > K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_CrosswiseHeel.png |Let's go for a little ride.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_CrosswiseHeel_hitbox.png
GGXRD_Slayer_CrosswiseHeel_hitbox2.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Dandy > K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
Used as a two-hit anti-air follow up from dandy step.
Used as a two-hit anti-air follow up from dandy step.


Line 1,075: Line 438:
*Counterhit-state recovery, which makes this move very unsafe on whiff or block.
*Counterhit-state recovery, which makes this move very unsafe on whiff or block.
*K version has additional untechable time.
*K version has additional untechable time.
{{CloseCard}}
}}


===<big>Under Pressure</big>===
===<big>Under Pressure</big>===
<span class="input-badge">'''{{clr|3|S}} during Dandy Step'''</span>
{{InputBadge|{{clr|3|S}} during Dandy Step}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Dandy > S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_UnderPressure.png |
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_UnderPressure_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Dandy > S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
Used in neutral to build meter and to fish for whiff-punishes.
Used in neutral to build meter and to fish for whiff-punishes.
*Fast and safe on block
*Fast and safe on block
Line 1,112: Line 453:
*You can work around your opponent by being unpredictable with your timing and follow ups, and having good spacing.
*You can work around your opponent by being unpredictable with your timing and follow ups, and having good spacing.


{{CloseCard}}
}}


===<big>It's Late</big>===
===<big>It's Late</big>===
<span class="input-badge">'''{{clr|3|S}}/{{clr|4|H}} after Under Pressure'''</span>
{{InputBadge|{{clr|3|S}}/{{clr|4|H}} after Under Pressure}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Under Pressure > H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_ItsLate.png |COUNTER!
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_ItsLate_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Under Pressure > H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
Overhead follow up from Under pressure. Often used as a meaty by first whiffing Under pressure on your opponents wakeup and timing It's late as the first hit. Create mixups with 2K, teleport dashes and throws to open up your opponent.
Overhead follow up from Under pressure. Often used as a meaty by first whiffing Under pressure on your opponents wakeup and timing It's late as the first hit. Create mixups with 2K, teleport dashes and throws to open up your opponent.
*Plus on block
*Plus on block
*1-19 frame throw invincibility.
*On CH causes a ground bounce leading to monstrous high damage and stun combos.
*On CH causes a ground bounce leading to monstrous high damage and stun combos.


{{CloseCard}}
}}


===<big>Helter Skelter</big>===
===<big>Helter Skelter</big>===
<span class="input-badge">'''{{clr|4|H}} during Dandy Step'''</span>
{{InputBadge|{{clr|4|H}} during Dandy Step}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=Dandy > H
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_HelterSkelter.png | You may be a lover but you ain't no dancer
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_HelterSkelter_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="Dandy > H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Dandy step follow up that crosses up the opponent.
*Dandy step follow up that crosses up the opponent.
*Can be blitzed or blocked on reaction if the opponent expects it.
*Can be blitzed or blocked on reaction if the opponent expects it.
*Helter Skelter YRC as a meaty will let Slayer block reversals and also apply safe mixups.
*Helter Skelter YRC as a meaty will let Slayer block reversals and also apply safe mixups.
*The smoke created from Helter Skelter YRC makes the next mixup hard to see.
*The smoke created from Helter Skelter YRC makes the next mixup hard to see.
{{CloseCard}}
}}


===<big>Footloose Journey</big>===
===<big>Footloose Journey</big>===
<span class="input-badge">'''{{clr|2|j.214K}}'''</span>
{{InputBadge|{{clr|2|j.214K}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=j.214K
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_FootlooseJourney.png | Glide in style
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_FootlooseJourney_hitbox.png
GGXRD_Slayer_FootlooseJourney_hitbox2.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.214K"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Multi-hitting air-special.
*Multi-hitting air-special.
*Used quickly after an airdash to traverse across the screen horizontally.
*Used quickly after an airdash to traverse across the screen horizontally.
Line 1,214: Line 487:
*Can be used as a meterless combo starter near the corner, or as a midscreen knockdown by doing footloose low enough to only land the first hit.
*Can be used as a meterless combo starter near the corner, or as a midscreen knockdown by doing footloose low enough to only land the first hit.


{{CloseCard}}
}}


===<big>Undertow</big>===
===<big>Undertow</big>===
<span class="input-badge">'''{{clr|1|632146P}}'''</span>
{{InputBadge|{{clr|1|632146P}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=632146P
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_Undertow.png |Good news: It's unblockable. Bad news: Your foe will see this coming.
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_Undertow_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="632146P"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*A very slow unblockable, though you can cancel into it. Largely a gimmick, but can be used to cash in on downbacking, RISC-loaded opponents.
*A very slow unblockable, though you can cancel into it. Largely a gimmick, but can be used to cash in on downbacking, RISC-loaded opponents.
*A typical setup is to end K Pilebunker slump into Undertow -- it is tight enough to catch mashing, but wont usually catch FD jumps. RC for another corner pile combo and a probable stun.
*A typical setup is to end K Pilebunker slump into Undertow -- it is tight enough to catch mashing, but wont usually catch FD jumps. RC for another corner pile combo and a probable stun.
Line 1,260: Line 511:
*Undertow (RISC CH), {{clr|2|5K}} (RISC CH) > K Pilebunker ...
*Undertow (RISC CH), {{clr|2|5K}} (RISC CH) > K Pilebunker ...
If the opponent really likes blocking, this is the way to go.
If the opponent really likes blocking, this is the way to go.
{{CloseCard}}
}}


==Overdrives==
==Overdrives==


===<big>Dead on Time</big>===
===<big>Dead on Time</big>===
<span class="input-badge">'''{{clr|3|632146S}}'''</span> <span class="input-badge">'''({{clr|5|632146D}})'''</span>
{{InputBadge|{{clr|3|632146S}}}} {{InputBadge|({{clr|5|632146D}})}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=632146S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_DeadOnTime.png |You're Dead
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_DeadOnTime_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="632146S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Good range
*Good range
*7+0f startup, which means your opponent will get hit if they didn't block before the flash.
*7+0f startup, which means your opponent will get hit if they didn't block before the flash.
Line 1,298: Line 527:
*Counterhit-state recovery and is very unsafe on block.
*Counterhit-state recovery and is very unsafe on block.


{{CloseCard}}
}}


===<big>Eternal Wings</big>===
===<big>Eternal Wings</big>===
<span class="input-badge">'''{{clr|4|236236H}}'''</span>
{{InputBadge|{{clr|4|236236H}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=236236H |type=super
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_EternalWings.png |To the Heavens!
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_EternalWings_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and type="super" and input="236236H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Fully Invincible from frames 1 through 26.
*Arguably one of the easiest wakeup reversals to perform as Slayer.
*Arguably one of the easiest wakeup reversals to perform as Slayer.
*Counterhit-state recovery and is very unsafe on block.
*Counterhit-state recovery and is very unsafe on block.
Line 1,333: Line 539:




{{CloseCard}}
}}


===<big>Straight-Down Dandy</big>===
===<big>Straight-Down Dandy</big>===
<span class="input-badge">'''{{clr|3|j.214214S}}'''</span>
{{InputBadge|{{clr|3|j.214214S}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=214214S
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_UpAndCloseDandy.png |Down to Hell!
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_UpAndCloseDandy_hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and input="j.214214S"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*Briefly halts Slayers air movement before shooting straight down, can be used as a last resort divekick to get in.
*Briefly halts Slayers air movement before shooting straight down, can be used as a last resort divekick to get in.
*Only strike invul during startup, so will lose to airthrow and often trade with late anti airs.
*Only strike invul during startup, so will lose to airthrow and often trade with late anti airs.
Line 1,381: Line 565:




{{CloseCard}}
}}


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==


===<big>All Dead</big>===
===<big>All Dead</big>===
<span class="input-badge">'''in IK mode: {{clr|4|236236H}}'''</span>
{{InputBadge|in IK mode: {{clr|4|236236H}}}}
<div class="attack-container">
{{GGXRD-R2 Move Card|game=GGXRD-R2
<div class="attack-gallery">
|input=236236H |type=instantkill
<tabber>
|description=
Images=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_AllDead.png|
GGXRD_Slayer_AllDead2.png | She came without a farthing <br> A babe without a name <br> So much ado 'bout nothing <br> Is what she'd try to say
</gallery>
|-|
Hitboxes=
<gallery widths="210px" heights="210px" mode="nolines">
GGXRD_Slayer_AllDead_hitbox.png|
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{FrameDataHeader-GGXRD-R2}}
|-
{{#cargo_query:tables=MoveData_GGXRDR2
|fields=damage,guard,startup,active,recovery,onBlock,invuln
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="236236H"
|format=template|template=FrameData-GGXRD-R2|named args=yes|order by=_ID
}}
|}
==== ====
*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
*Uses the animation of his {{clr|5|5D}}.
*Uses the animation of his {{clr|5|5D}}.
*We know that life is
*We know that life is
*A vile, bloodcurdling nightmare
*A vile, bloodcurdling nightmare
*The silent treatment
*The silent treatment
{{CloseCard}}
}}


==External References==
==External References==

Revision as of 15:43, 27 September 2022

Overview
Overview

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.

 Slayer  Slayer is a brawler who baits opponents with elusive ground movement and blows them up with explosive punishes.

Pros
Cons
  • Durability: High stun resistance and above average health, with the ability to gain back life with his command grab.
  • Meter Gain: Slayer can very quickly build tension gauge.
  • Massive Damage: High damage and stun output when landing counterhits and when spending resources, commonly killing in as few as two combos.
  • Defense: Strong backdash properties allows Slayer to escape many setups via Backdash Cancel and retaliate.
  • Mixup potential: Wide variety of strong pressure options on opponents wake-up and during blockstrings.
  • Evasive: Slayer has several disjointed attacks which can be hard for the opponent to hit. Paired with the very fast back-and-forth motions of Dandy Step, this makes him excellent at whiff punishing.
  • Mobility: Big hurtboxes and limited range makes it hard to get in on opponents.
  • Safety: Several attacks are unsafe and can be punished by the opponent for high return, especially when instant blocked.
  • Inconsistent reward: Low reward without meter or counterhits.
  • Burst points: Before taking big damage, the opponent will almost always have a spot to get a guaranteed successful burst.
Slayer
GGXRD-R Slayer Portrait.png
Defense
x0.96
Guts Rating
1
Weight
[100] Medium
Stun Resistance
70
Prejump
4F
Backdash
28F (1~20F invuln)
Wakeup Timing
26F (Face Up)/ 20F (Face Down)
Unique Movement Options
Run replaced with Teleport Dash
Fastest Attack
Reversals
Teleport Dash

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. Unlike other characters Slayer can jump out of his backdash. By canceling his dashes into jumps and his jumps into special moves, Slayer can retain up to 7 frames of invulnerability into any special move. This technique is called Backdash Canceling (BDC).

BDC allows Slayer to avoid being hit during jump startup or catch his 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 in this way, he does not retain any invulnerability. However, it is still a useful movement option when the time comes.

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 Mid 5 6 6 0
  • Slayer's fastest anti-air normal
  • Large variety of gatlings

Fast startup, great active frames, and Slayer's normal with the most gatling and cancel variety.

Works great as a situational anti air as the arm has no hurtbox at all, but Slayer's head is hittable at all times. This will make 5P directly lose or trade with most aerial attacks in the game when challenged from above, but will work as a successful anti air when Slayer's head is spaced horizontally away from your opponents attack, or when challenging low and more frontal hitting airdash attacks.

5P can be used during pressure as well or as a situational ground poke with many great whiff cancels. Can be crouched under, but because of it's short total duration this means your opponent has to act preemptively to capitalize on this move whiffing.

Gatling Options: All except c.S, f.S, 6K and 2H

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 7 3 8 +3
  • Dominant poke

5K is one of Slayer's best normals. While other normals with this range have long recovery frames, Slayer's 5K recovers fast enough to be +3 on block. Furthermore, it has a good hurtbox, making it effective against mashing.

5K will not connect against moves with upper body invulnerability or low profile. However, 5K's speed requires the opponent to use these moves preemptively to punish it. Moves like Sol's 6P will win but are also riskier to whiff than Slayer's 5K.

You could say that Slayer's plan in every matchup is to stay in 5K range. 5K works well with 2H, 6H, 6P, and Dandy Step since opponents will be tempted to escape Slayer's pressure once he leaves 5K range. Repeated use of 5K creates space between Slayer and his opponent, which can make 2H, 6H, 6P, and Dandy Step difficult to punish.

Gatling Options: 6P, 6H, 5D, 2D

  • 5K > 6H

A good frame trap with a 4-7F gap. Relatively safe way to move forward. Mix up between 5K and 5K6H to catch people jumping or to bait reversals.

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 5 4 14 -4
  • Strong and fast combo starter
  • Used with dash crossups

c.S is Slayer's main tool at close range. 4 active frames makes c.S the ideal meaty for teleport oki. It is also a key component of many combos due to its 5 frame startup and good vertical hitbox that hits Crouching and airborne opponents.

Keep in mind that nothing gatlings into c.S: you must learn to link into it. Linking f.S, 2K, and 2H to c.S is crucial to playing Slayer.

c.S is vulnerable to backdashes in the corner because of its long recovery. If you expect a backdash, delay your c.S or use 6P/6H.

Gatling Options: 6P, 6K, f.S, 6H, 5D, 2D

  • c.S > 6K - Provides a fairly safe mixup and gives a full combo after 6K Counter Hit. Punishes opponents that expect to Instant Block and throw
  • c.S > f.S - Primary blockstring at close range. Good for tick throws and adding RISC. However, there is a 2 frame gap on Instant Block.

f.S

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Mid 13 5 18 -4
  • Decent range
  • Great active frames
  • Good hitconfirms and pressure.
  • Staggers on ground hit; minimum is about 20F on normal hit and 32F on Counter Hit

5H is used to stop people dashing in on Slayer. Good reward on hit and will reach all the way to floor to beat low profile moves. Is fairly slow and extends forward a lot, so best to use this move preemptively and when you have a good read on your opponents approach.

5H is strong as a pressure tool and has a wide variety of cancels to keep your opponent guessing. Canceling into 5H is limited to 5P, but as long as your opponent is hesitating to press buttons, you can throw out this move in pressure quite often to see what they will do about it.

Gatling Options: 2H, 5D, 2D

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 Mid 5 2 6 +2
  • Good horizontal range
  • Slayer's fastest mash option

2P is a very important defensive normal. 2P is mostly superior to 5P for the ground game since 2P hits Crouching characters and has fewer active frames, which grants better frame advantage and faster mashing. 2P is also Slayer's fastest normal with frame advantage, which makes it great for tick throws.

Slayer's 2P does not have a good gatling to confirm into 2D, which makes his defensive mashing a bit weaker than other characters'. Since it is harder to get knockdown, your aim is to create space, usually mashing 2P until you enter a good position for 5K.

Gatling Options: 5P, 2P, 6P, 2S, 5D, 2D

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20 Low 6 2 8 +4
  • Slayer's main Low

2K is a good low with fast startup, above average range, and good frame advantage. 2K is Slayer's main Low since the other 2 Lows (2H, 2D) are usually unsafe and not special cancelable.

As a poke 2K has slightly less range and slightly more limited cancels than 5K, but does not have 5K's weakness to low profile moves, and is also one frame faster.

2K also moves Slayer's hurtbox back more than 5K, so at certain spacings it can challenge pokes that 5K can't, even when at a frame disadvantage.

Gatling Options: 6P, 5D, 2D

Has reduced pushback, so it's your most reliable option for comboing into a 2D knockdown if you're not in range for c.S

2S

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
48 Low 13 2 25 -10 5~14 Foot
  • Long range attack that launches the opponent
  • Counter Hit: launches opponent higher, untechable

2H gives Slayer great control of ground space. Though 2H has very slow recovery, its massive range makes it difficult or even impossible to punish on reaction. This also means Slayer cannot combo after 2H in many cases. Nevertheless, 2H can make your opponent think twice about dashing in or mashing Lows on defense.

While most Lows will not hit Slayer during invulnerable frames, be wary of exceptions like Axl's 2H or Chipp's 2D.

  • 2H > Dead On Time - Dead On Time is the only move with enough speed and range to hit after 2H normal hit midscreen.

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 Mid 18 6 14 -1 1~6 Upper Body
7~23 Above Knees
  • Tall hitbox that almost reaches all the way to the floor
  • Normal hit: Wallbounce
  • Counter hit: Wallbounce, but also gives additional height and untechable time for combos.
  • 6P can fail to wallbounce midscreen if the opponent is too close to Slayer.

Slayer's 6P is a slow, but versatile low profile move with great counterhit return.

In neutral it can anti-air late airdash approaches or go under most high hitting pokes in the game. Because of it's slow startup and Slayers feet extending forwards, it will often lose to lows.

6P's active frames often catches backdashes in the corner, and the low profile properties can even go under certain reversals when timed correctly.

6P is also a good frametrap option with many gatlings going into it, but when blocked will have no cancels, and Slayer has to force his turn again to continue pressure.

6K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 High / Air 20 5 4+4 After Landing[Total 32] +1 6f~?f Airborne
  • Overhead that baits throw for Counter Hit
  • Airborne from frame 6
  • Hold down K to feint, 6[K]

Valuable for hitting High without using Dandy Step or jumping. As of Patch 1.04 Slayer's 6K is +5 on most of the cast when they are crouching, allowing him to link a c.S or a 2P. Otherwise Slayer can only combo after 6K on Counter Hit, during oki, or with Roman Cancel, so 6K's best reward comes from baiting throws or increasing RISC to flashing. Despite this, opponents may be caught off guard by the High and 30 damage adds up.

6K is slow enough that mashing can beat it in neutral. If your opponent is aware enough to use OS Throw or has a fast 5H/6H, it becomes difficult to use 6K outside of oki. Some Lows will even beat 6K, so do not be surprised if you cannot earn Counter Hits this way.

On oki, you can time a meaty 6K for more frame advantage, it will also be safe against most backdashes. However, using 6K this early also makes it more obvious for the opponent to reversal.

6K feint, written as 6[K], is mainly used to set up a Throw since the opponent will not be put into blockstun. It can also bait opponents trying to Instant Block, Blitz Shield, or Dead Angle. Once the opponent expects a Throw after 6[K] and tries to react with their own Throw, you can start using BDC.

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 Mid 17 6 15 -2
  • Large sweeping kick that catches jumps and backdashes
  • Moves Slayer forward
  • Hits Crouching but does not hit most low profile moves
  • Untechable on air hit
  • Counter Hit: Staggers opponent, about 34F minimum, will win many trades.

6H has built in forward movement and long horizontal reach making it a great midscreen poke in many matchups. What 6H lacks in speed, it makes up for with great return on hit and fast recovery frames.

The early part of 6H reaches diagonally upwards in the air, and can tag airborne and standing opponents if they are close enough. The later hit of 6H has long horizontal reach and will hit crouching opponents. The later hitbox is +1 on block, so you can collect frameadvantage on crouch or by spacing 6H horizontally.

  • Frametrap by canceling into P under pressure for a 2f gap.
  • Hit-confirmable into dead on time or mappa.
  • Hit-confirm into P pile if you are already in dandy step.

2D

5D

j.P

j.K

j.S

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
40 High / Air 7 5 32 + 5 Landing Recovery
  • Fast and good downward reach.
  • Knocks down airborne opponents
  • Counter Hit: staggers on grounded opponent

In neutral, j.D is mostly used together with IAD to go over ground pokes and can even stuff out some anti airs. From IAD j.D it is mostly comboed into a delayed footloose journey.

j.D is also the primary way to end air juggles in a knockdown or as a way to extend your combos with j.2K.

Gatling Options: j.2K

j.2K

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
-2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~Button release: Blitz

Fully charged blitz is a nice starter for stun combos

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 4
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Mappa Hunch

236P/K

Bloodsucking Universe

63214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0,72 Ground Throw: 161000 7 2 Total 42

a.k.a. "Bite". Slayer's command throw. Puts the opponent in a stagger state, which is mashable, but leaves Slayer in an advantageous position where he can try several different followups - 6H, 2H, IAD, another bite, etc. He also gains a temporary buff to his special moves, making the situation more dangerous.

Dash bite (6632147H) greatly increases the threat range for this move and is an important part of Slayer's offense. The input is well worth practicing.

BDC Bite (6321447H) is more difficult to do but is a powerful defensive tool. If done perfectly (hit 7H within 1 frame of the dash) it is strike invulnerable all the way until it grabs i.e. a true reversal - but a slightly imperfect BDC Bite will get the job done in most situations also. Used most often on wakeup or after a K Mappa Hunch where the characters recover at the same time and opponent is likely to try to jab you.

  • Grants a buff that causes any special and Overdrive to be a guaranteed counterhit.
    • Buff persists even through whiffing specials
    • Buff lasts for 180 frames (3 seconds) on a single bite.
    • Buff timer stacks with itself instead of resetting on a successful rebite. Maximum is 600 frames (10 seconds).
    • Buff goes away on block or hit.
  • Slayer is healed for 50% of the damage dealt. The healing ignores guts, so if Slayer is low on health this can be a significant amount.
  • Can be RCed for followup.
  • Causes Stagger that the oppenent can mash out of.
  • Normally this is used during either a forward or backwards dash cancel.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Forced: 80% 0 NA 26,0
  • Maximum stagger length 49F, frame advantage +12 to +32
  • Stun value: 0
  • Slayer is healed for 50% of the damage dealt
  • On hit, Slayer's next special or overdrive is an automatic counterhit. Effect lasts for 180F
  • Hitting with Bloodsucking Universe while the effect is active increases the length of the effect by 180F
  • Effect can be stacked multiple times up to a maximum of 600F
  • Dandy Step does not benefit from the effect, only its followups

Dandy Step

214P/K

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214P Total 30 1~3 Strike
214K Total 38 1~6 Strike
  • Starting move to many of Slayer's specials.
  • Moves Slayer back then forward.
  • P Version moves Slayer slightly back and is Strike Invulnerable from frames 1 through 3, followup moves possible after frame 15.
  • K version goes farther back and slides MUCH farther forward (about 75% of the screen). Additionally, it is Strike Invulnerable from frames 1 through 6, followup moves possible after frame 27.
  • A follow up is not required. You can simply use this for movement.
  • Very powerful movement option if YRCd.

Pilebunker

P during Dandy Step

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
P Dandy > P 70 Mid 4 3 36 -20
K Dandy > P 80 Mid 4 3 36 -20
  • Solid damage
  • Used for whiff-punishing or fishing for counterhits.
  • Unsafe on block.

Pilebunker will behave differently based on which dandy step you use:

P Dandy step > P

  • Normal hit: Opponent is sent flying across the screen.
  • Counterhit: Wallbounce.

K Dandy step > P

  • Normal hit: Opponent is sent flying across the screen, but will also wallstick near the corner.
  • Counterhit: Ground tumble.
Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
P Dandy > P Initial: 90% 4 20 6
K Dandy > P Forced: 85% 4 20 10

P Dandy > P:

  • Can cancel into followups after frame 27 (so fastest followups start on frame 28)

K Dandy > P:

  • Stun value: 60
  • CH Hitstop: 33F
  • On counterhit, makes opponent tumble for 90F after touching the ground

Crosswise Heel

K during Dandy Step

Under Pressure

S during Dandy Step

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 Mid 5 2 12 ±0

Used in neutral to build meter and to fish for whiff-punishes.

  • Fast and safe on block
  • Good hitbox

Cancel into this during blockstrings to begin/reset pressure. Has follow-up It's late which is an overhead with a 3f gap.

  • Instant blocking gives many characters an opportunity to hit Slayer out of the startup of It's Late or the recovery of Under Pressure and turn the tables on him.
  • You can work around your opponent by being unpredictable with your timing and follow ups, and having good spacing.

It's Late

S/H after Under Pressure

Helter Skelter

H during Dandy Step

Footloose Journey

j.214K

Undertow

632146P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
60 Unblockable 39 1 22
  • A very slow unblockable, though you can cancel into it. Largely a gimmick, but can be used to cash in on downbacking, RISC-loaded opponents.
  • A typical setup is to end K Pilebunker slump into Undertow -- it is tight enough to catch mashing, but wont usually catch FD jumps. RC for another corner pile combo and a probable stun.
  • Once the opponent is used to the animation, use the generous YRC window and punch them in the face with 5H/6H instead, or go for a throw.

Combos

Hard to follow up outside of corner without CH. Even then, probably will require RC.

70% Initial prorate makes RCing this a less efficient use of meter.

In the corner:

  • Undertow RC K Pilebunker ...

Might be good to push for stun/kill.

  • Undertow (CH), Dead on Time RC K Pilebunker ...

Expensive, somewhat tricky to time and confirm, but it's a fair chunk of damage.

  • Undertow (RISC CH), 5K (RISC CH) > K Pilebunker ...

If the opponent really likes blocking, this is the way to go.

Overdrives

Dead on Time

632146S (632146D)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
140 [175] All 7+0 8 36+21 After Landing -47 7~9 Strike
[1~9 All]
[7-9 Strike]
  • Good range
  • 7+0f startup, which means your opponent will get hit if they didn't block before the flash.
  • Can be used to go through and punish projectiles and careless blockstrings.
  • Doesn't have invincibility on startup, but you can BDC first to turn it into a true reversal.
  • Burst version of this super is a true reversal regardless of BDC, and does significant amounts of damage.
  • Counterhit-state recovery and is very unsafe on block.

Eternal Wings

236236H

Straight-Down Dandy

j.214214S

No results
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
  • Briefly halts Slayers air movement before shooting straight down, can be used as a last resort divekick to get in.
  • Only strike invul during startup, so will lose to airthrow and often trade with late anti airs.
  • Consists of two hitboxes: The body-hit and tail-hit.


Body hit:

  • Used at the end of air combos to add extra damage before leading to a knockdown.
  • Can also be used to extend or start grounded combos.


Tail-hit:

  • Huge hitbox, but the hit is behind Slayer.
  • On an airborne opponent results in enough untech to continue your air juggle.
  • Damage in brackets [] is for the tail-hit of SDD


It is possible to sometimes connect with both hits, quickly resulting in big amounts of damage and knockdown.

Instant Kill

All Dead

in IK mode: 236236H

External References

Navigation

 Slayer
To edit frame data, edit values in GGXRD-R2/Slayer/Data.

GGXRD-R2/Navigation