GGXRD-R2/Slayer/Combos: Difference between revisions

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=== P Pilebunker ===
=== {{clr|1|P}} Pilebunker ===
* P Dandy Step > Pilebunker launches the opponent off the ground but pushes them away. Good for ending combos, but needs a counterhit or RC to be a combo starter.
* {{clr|1|P}} Dandy Step > Pilebunker launches the opponent off the ground but pushes them away. Good for ending combos, but needs a counterhit or RC to be a combo starter.
* Useful for corner combos since the launch pushes them high enough for P Pile RC > K Pile > {{clr|5|5D}}[6].
* Useful for corner combos since the launch pushes them high enough for {{clr|1|P}} Pile RC > {{clr|2|K}} Pile > {{clr|5|5D}}[6].
* As a knockdown, doesn't allow okizeme midscreen, but you can do normal Dandy Step okizeme in the corner. If used as a grounded ender, it's generally a worse knockdown than 2D or jD.
* As a knockdown, doesn't allow okizeme midscreen, but you can do normal Dandy Step okizeme in the corner. If used as a grounded ender, it's generally a worse knockdown than {{clr|5|2D}} or {{clr|5|jD}}.
* CH P Pile wallbounces the opponent. Followups depend greatly on spacing:
* CH {{clr|1|P}} Pile wallbounces the opponent. Followups depend greatly on spacing:
 
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=== K Pilebunker ===
=== K Pilebunker ===

Revision as of 11:38, 29 September 2022

 Slayer
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
Mappa = Mappa Hunch - 236[P]or[K]
P Pile = P Pilebunker - 214P > P
K Pile = K Pilebunker - 214K > P
CWH = Crosswise Heel - 214[P]or[K] > K
UP = Under Pressure - 214[P]or[K] > S
IL = It's Late > 214[P]or[K] > [S]or[H]
Helter = Helter Skelter - 214[P]or[K] > H
Bite = Bloodsucking Universe - 63214H
DOT = Dead on Time - 632146S
EW = Eternal Wings - 236236H
SDD = Straight-Down Dandy - j.214214S
AN =  Answer
AX =  Axl Low
BA =  Baiken
BE =  Bedman
CH =  Chipp Zanuff
DI =  Dizzy
EL =  Elphelt
FA =  Faust
IN =  I-No
JA =  Jam
JC =  Jack-O'
JO =  Johnny
KU =  Kum Haehyun
KY =  Ky Kiske
LE =  Leo
MA =  May
MI =  Millia
PO =  Potemkin
RA =  Ramlethal
RV =  Raven
SI =  Sin Kiske
SL =  Slayer
SO =  Sol Badguy
VE =  Venom
ZA =  Zato-1

Basic Combos

These are some important combos to know. If you are just starting out, some useful details about the moves and combos are provided.

These routes are mostly universal and require no character specific adjustments. For more optimized combos, refer to the other sections on this page.


c.S > f.S > c.S > 2D

  • BNB into knockdown on standing opponents.
  • Commonly used after crossing up the opponent with forward dash.
  • f.S > c.S is a 3 frame link on standing hit.


(Crouching only) c.S > f.S > c.S > f.S > 5K > 2D

  • BNB into knockdown on crouching opponents.
  • f.S > c.S is a 4 frame link on crouching hit.
  • f.S > 5K is a 2 frame link on crouching hit.


5K > Mappa

  • 5K is a great poke, so you can fish for damage with this combo and get even more damage by spending Tension on Mappa RC.
  • If you want to be safer on block, use P Mappa, which leaves you further from the opponent.


Throw RC > 5H > j.SHD2K > j.K > dj.SHD

  • BNB for Throw RC.
  • j.2K > j.K is a 2 frame link here.
  • On some characters, it may help to delay the 5H.
  • On Potemkin and Kum, use Throw RC > c.S > f.S.


CH Mappa > 5K > Mappa

  • BNB for CH Mappa.
  • CH Mappa > 5K is a link, about 5 frames under most conditions.
  • CH Mappa > 5K may fail to combo from far away, use CH Mappa > P Mappa instead.


CH P Pile > 6H > P Pile

  • BNB for midscreen CH P Pile.
  • CH P Pile > 6H is a link. On some characters, you have to hit 6H as soon as possible or they will touch the ground before P Pile hits. On heavyweights (Bedman, Leo, Johnny, Potemkin, Kum), 6H > Pile only works at certain distances.


P/K CWH > 5H > j.SHD2K > j.K > dj.SHD

  • BNB for Crosswise Heel.
  • P Cross> 5H > j.S doesn’t always combo because P Cross doesn’t move as close as K Cross does, so you may need to do P Cross > f.S > j.S or P Cross > j.S.
  • On most characters, you will need to add a delay before the first j.D to combo into j.K > dj.S. On lightweights or larger characters, you may be able to do this without delays.
  • Potemkin and Kum touch the ground before 5H hits, so use CWH > c.S > f.S or CWH > 5K on them instead.


(Midscreen) CH IL > 6H > 5K/c.S > j.SHD

  • Easy and stable confirm for midscreen CH IL.
  • 6H > 5K/c.S is a link, but you have a lot of time to do it.


Helter > j.H > 5K/2K > 2D

  • BNB for Helter Skelter.
  • j.H > 5K seems like a 2 frame link. 2K is one frame faster than 5K, so you can use 2K for an easier confirm.


(Midscreen) Mappa/IL/Bite > RC > K Cross > 5H > j.SHD

  • BNB for midscreen Mappa/IL/Bite RC.
  • You need to RC almost immediately after Mappa/IL/Bite hits.


(Corner) Mappa/IL > RC > 5D[6] > 5H > 5H > K Pile > 5H > 2D

  • BNB for corner Mappa/IL RC.


(Corner) Bite > RC > K Pile > K Pile > 5H > 2H > c.S > j.SKD

  • BNB for corner Bite RC.


Ground Combos

Combos used on standing or crouching opponents


(Standing only) 5P > 5K > Mappa

  • 5P gatlings into 5K, so you can use this from any 5P hit.
  • Can also be started from 2P, which gatlings into 5P, though this won't reach at every range.
  • For better frame advantage, end on 5K if the opponent is blocking.
  • 5P cannot hit most crouching opponents, but can hit crouching Potemkin, Bedman, and Kum in the middle of a combo.


CH 5K > 5K > Mappa

  • BNB for CH 5K.
  • CH 5K > 5K is a 2 frame link on standing and a 3 frame link on crouching.


(Standing only) CH 5K > 6H > P Pile

  • Highest damage counterhit confirm for 5K.
  • CH 5K > 6H will not combo on crouching as 6H will hit too late.
  • 6H > P Pile is a 1 frame link on standing.
  • Both 6H and P Pile may fail to combo from far away.
  • CH 5K > 6H does not combo on most crouching opponents, but if you are close enough, it can combo on crouching Potemkin, Bedman, and Kum.


2K > c.S > 2D

  • BNB into knockdown on standing opponents
  • 2K is a low, so this is an important confirm for Slayer’s mixup
  • 2K > c.S is a 1 frame link on standing
  • If you are too far away, you will get f.S instead of c.S


2K > Mappa

  • Basic confirm in neutral when too far to link 2K > c.S


CH 2K > 5K > Mappa

  • BNB for CH 2K
  • CH 2K > 5K is a 3 frame link on standing and a 4 frame link on crouching


5H > 2D

  • Useful confirm when you try to throw and miss but hit with 5H.


(Corner) 5D[6] > 5H > 5H > K Pile > 5H > 2D

  • BNB for corner 5D[6].
  • There’s no need to time the 5H hits, just mash 5H after 5D[6].
  • K Pile > 5H is a link, but you have around 6 or 7 frames.
  • This combo generally always works if you RC into 5D[6], though 5H > 2D may fail to combo on thinner characters or if the combo is too long.


(Midscreen) CH 6P > K Dandy delay CWH > 6H > P Pile

  • BNB for midscreen CH 6P.
  • Crosswise Heel will probably whiff without the delay after K Dandy.
  • K CWH > 6H is only possible here because CH 6P launches the opponent, and does not work if CWH hits them on the ground. The 6H link can be very difficult on certain characters, especially heavier characters.


(Corner) 6P > c.S > f.S > j.SHD2K > j.K > dj.SHD

  • BNB for corner 6P, easiest when very close to corner.
  • 6P > c.S is a link, but it becomes easier if 6P hits them in the air.
  • If you hit 6P from far away, you may need to use 6P > 2P > 2S.
  • If you are too far from the corner, j.S may not reach.


(Corner) CH 6P > 6P > 5H > j.SHD

  • BNB for corner CH 6P.
  • CH 6P > 6P and 6P > 5H are both links. If you hit with the 2nd 6P, you will usually be able to link the 5H without dropping the combo.
  • While the combo here only has two 6Ps, you can even get three or four if CH 6P hits them in the air.


(Crouching only) 6K > c.S > f.S > 5K > 2D

  • BNB for 6K on crouching hit.
  • 6K is an overhead, so this is an important confirm for Slayer’s mixup.
  • 6K > c.S is a 1 frame link on most crouching characters.
  • Does not work from far away if you would get f.S instead.
  • Does not work on Potemkin, Bedman, and Kum unless 6K is meaty.
  • Does not work on Slayer or Johnny unless they are crouch blocking. If you want to practice on Slayer or Johnny in training mode, record the dummy to crouch block.


(Corner) 6K RC > 5H > 2H > 5K > j.SHD

  • RC confirm for corner 6K.
  • Unlike the previous combo, this works on standing too.
  • 6K RC > 5H will fail to combo if you don’t RC immediately. You can use 6K RC > 2S for a wider window.
  • 2H > 5K is a 2 frame link here, you can also use 2H > c.S if you are right next to the opponent.


6H > P Pile

  • The only combo that gives meterless knockdown from 6H.
  • 1 frame link on standing and 2 frame link on crouching.
  • May fail to combo on standing from far away, especially on thinner characters.


(Midscreen) CH 6H > K Cross > 5H > j.SHD2K > j.PK > dj.KD

  • Highest damage counterhit confirm for midscreen 6H.
  • K Cross > 5H is a link and can be difficult on heavier characters like Bedman, Johnny, and Leo.
  • Potemkin and Kum touch the ground before 5H hits, so use c.S > f.S or 5K instead.


(Corner) CH 6H > K Pile

  • Counterhit confirm for 6H near the corner.
  • If they can mash out of CH 6H stagger, you have about 4 frames to combo into K Pile.
  • Followup after K Pile varies based on spacing, usually one of K Pile, 6H, 5D[6], and 5H.


CH 2H > 6H > P Pile

  • BNB for CH 2H.
  • CH 2H > 6H is a link.
  • It may be difficult or impossible to combo 6H and/or P Pile from far away.


CH 2D or 2D RC > c.S > f.S > j.SHD2K > j.K > dj.SHD

  • BNB for 2D.
  • j.2K > j.K is a 2 frame link here.
  • Only works on CH if you started 2D from far away.


(Crouching only) CH Mappa > 5K > 2D

  • Knockdown confirm for CH Mappa.
  • CH Mappa > 2K > 2D works on many characters while standing, though not at all ranges.


(Corner) CH P Pile > 5H > j.SHD2K > j.K > dj.SHD

  • BNB for corner CH P Pile.
  • j.2K > j.K is a 2 frame link here.
  • If P Pile hits too close to the corner and/or the opponent bounces over you, use Pile > c.S or Pile > c.S > f.S.


(Corner) CH K Pile > K Pile > 5H > 2H > c.S > j.SKD

  • BNB for corner CH K Pile.
  • If CH K Pile hits too far from the corner such that 2H > c.S does not combo, end with 5H > 2D.


(Crouching only) IL > c.S > 2D

  • BNB for IL on crouching.
  • It’s Late is an overhead, so this is an important confirm for Slayer’s mixup.
  • IL > c.S is a 1 frame link on crouching.
  • IL pushes you out of c.S range on Faust, Potemkin, Bedman, and Kum, so use IL > 2P > 2D instead.


(Corner) CH IL > K Pile > K Pile > 5H > 2H > c.S > j.SKD

  • BNB for corner CH IL.
  • For an easier confirm, only do the 1st K Pile. If the 1st one hits too low, you cannot get the 2nd one.


CH Helter > land > 2S > j.K > dj.SHD2K > j.D

  • Easy and stable confirm for CH Helter Skelter.
  • CH Helter is techable, so your next hit will hit them fairly high up. Thus, the air combo here is a bit different from previous combos.


IAD j.S/H > c.S > f.S > 5K > Mappa

  • BNB from IAD j.S/H.
  • These are the preferred buttons for IADs. j.SK may be preferred over just j.S.
  • You can also confirm into 2D knockdown, though you may have to do fewer ground hits.


Air Combos

Combos used on airborne opponents


5P > j.PK > dj.SHD2K > j.D

  • BNB for anti-air 5P.
  • You can usually add one or two 5Ps for an easier confirm or to push the opponent higher.
  • j.2K > j.D is a 1 frame link here.


CH 5K > 6H > P Pile

  • BNB for CH 5K on air hit.
  • Note that this is the same as the CH 5K confirm on standing.
  • If you are close to the corner, you can get more damage by using 6H > CWH or UP.


(Corner) 6H > P CWH > j.K > dj.HD

  • Easy confirm for corner 6H air hit.
  • You can delay the CWH to lower the opponent’s height, which lets you get a longer combo.


CH j.K/H > 6H > P Pile

  • Easy confirm for CH j.K or j.H
  • j.K/H must hit while you are falling


2S > j.SHD2K > j.K > dj.SHD

  • BNB for anti-air 2S
  • j.2K > j.K is a 2 frame link here
  • More stable route: 2S > j.K > dj.SHD2K > j.D
  • Antiair CH 2S can combo into K Dandy


CH Mappa > 6H > P UP > IL

  • Easy confirm for CH Mappa on air hit
  • May have to delay UP and/or IL slightly

Combo List

Meterless BNBs
Combo Position Damage Tension gain Works on Difficulty Notes
5K or 2K > Mappa [1] Midscreen 60 8 All Very Easy P Mappa ender lets you play footsies with disjointed normals, and K Mappa leaves you close, but at a frame disadvantage.
2K > c.S > 2D [1] Midscreen 65 7 All Easy Only works up-close.
c.S f.S > 2KD [1] Midscreen 95 8 All Easy Knockdown confirm that leads to oki.
c.S f.S > 5K > Mappa [1] Midscreen 108 11 All Easy When your opponent is too far away for a 2D knockdown.
c.S f.S > c.S f.S > 2KD [1] Midscreen 132 12 All Easy Crouching only for most characters.
c.S f.S > j.SHD2K > j.K > dj.SHD [1] Midscreen 175 17 All Medium Air hit-confirm.
5PP or 2S > j.PK > dj.SHD2K > j.D [1] Midscreen 131 16 All Easy Anti air combo that works most of the time.
It's Late > c.S f.S > 2KD [1] Midscreen 129 --- Crouching Medium It's Late > c.S is a crouch only link. On standing, the pushback is different and you get f.S instead.
It's Late > 2KD [1] Midscreen 90 --- All Medium It's Late > 2K only works if you time It's Late as a meaty on wakeup.
6K > c.S f.S > 2KD [1] Midscreen 106 10 Crouching Medium 6K > c.S is a crouch and CH only link.
6P > K Mappa [1] Midscreen 78 9 All Very Easy Needs to spaced out a bit to give you a wallbounce midscreen for K mappa. Lets you go for an air throw reset or RRC combo.
6P > c.S f.S > j.SHD2K > j.K > dj.SHD [3] Corner 184 20 All --- You might need to delay some of the air hits to get the proper height.
6H > P pile [1] Midscreen 115 14 All Easy Works close and on CH. Will also work on air hit.
c.S f.S or f.S > j.SHD2K > j.K > dj.SHD [1] Midscreen 166 --- All Easy Air hit f.S, universal go-to combo after blocking a burst.
Counter-hit BNBs
Combo Position Damage Tension gain Works on Difficulty Notes
CH 2K or 5K > 5K > Mappa [1] Midscreen 80 --- All Easy Hit confirm into Mappa. 5K and 2K go into each other on CH.
CH 2D > c.S f.S > j.SHD2K > j.K > dj.SHD [1] Midscreen 185 --- All Easy 2D has to be spaced to hit during later active frames.
CH Mappa, 5K > Mappa [1] Midscreen 99 --- All Easy
CH Mappa > 2KD [1] Midscreen 83 --- All --- Knockdown route, has to be close
CH 2S > IAD j.H > c.S > j.SHD2K > j.K > dj.SHD [1] Midscreen 191 --- All --- Damaging anti air combo from 2S.
CH 2S > K Pile > K Pile > 5H 2H > c.S > j.SHD [2] Near corner 247 --- All --- Damaging anti air combo from 2S.
CH P Pile > 6H > P Pile [1] Midscreen 164 --- All ---
CH P Pile > 5H > j.SHD2K > j.K > dj.SHD [3] Corner 219 --- All ---
CH 6P > K cwh > 6H > P pile [1] Midscreen 166 --- All ---
CH 6P > 6P > 5H > j.SHD2K > j.SK > dj.SHD [3] Corner 217 --- All ---
CH K Pile > long forward dash > K Pile > 5H 2H > c.S > j.SHD [2] Near corner or [3] Corner 241 --- All Medium Works from around round start. Stuns most characters when spending 50% on next mixup.
CH It's Late > K pile > 5D6 > 5HH > K pile > 5H 2D [2] Near corner or [3] Corner 259 --- All Medium CH confirm. Stuns most characters when spending 50% on next mixup.
50% Tension BNBs
Combo Position Damage Tension gain Works on Difficulty Notes
K Mappa > RRC 5D6 > 5HH K Pile > 5H 2H > c.S > j.SKD [2] Near corner or [3] Corner 226 --- All ---
5K > K Mappa > RRC 5D6 > 5HH K Pile > 5H 2H > c.S > j.KD [2] Near corner or [3] Corner 212 --- All --- ~1-2 hits before RRC
c.S f.S > 5K > K Mappa > RRC 5D6 > 5HH > K Pile > 5H 2D [2] Near corner or [3] Corner 212 --- All --- ~3-4 hits before RRC
c.S f.S > c.S f.S > K Mappa > RRC 5D6 > 5HH > K Pile > 6P [2] Near corner or [3] Corner 216 --- All --- ~5-6 hits before RRC
c.S f.S > j.D > SDD > c.S f.S > c.S 2D [1] Midscreen 202 --- Standing --- Does not work all characters
Bite > DOT [1] Midscreen 113 --- All ---
Bite > RRC CH K Pile > K Pile > 5H 2H > c.S > j.SHD [1] Midscreen 155 --- All --- Works from around round start spacing
Throw > RRC > 5H > j.SHD2K > j.K > dj.SHD [1] Midscreen 145 --- All ---
Throw > RRC K Pile > 5H 2H > c.S > j.SHD [3] Corner --- --- Lights ---

5D6 > 5HH > K Pile wallsplat enders:

  • ... K Pile > 5H 2H > c.S > j.K~D. This ender only works with 1-2 hits before RRC.
  • ... K Pile > 5H 2D. Solid knockdown. If the combo scales too high you might want to go for a different ender as 2D will be a black beat.
  • ... K Pile > 6P. Gives a lot of frameadvantage on knockdown and will also let you setup crossup mixups.
  • ... K Pile > 5H > Burst dead on time. High-damage ender when you want to dump resources on your opponent.

Character Specific Reference

Some tables for character specific routes.


It's Late crouch confirm

Confirms into 2D on crouch hit

Route Characters
IL > cS > fS > 5K 2D
or IL > cS > fS > 2KD
GGXRD-R2 Baiken Icon.pngGGXRD-R2 Elphelt Icon.pngGGXRD-R2 Jam Icon.pngGGXRD-R2 Ky Icon.pngGGXRD-R2 Sin Icon.png
GGXRD-R2 Slayer Icon.pngGGXRD-R2 Venom Icon.pngGGXRD-R2 Zato-1 Icon.png
IL > cS > fS > 2KD GGXRD-R2 Answer Icon.pngGGXRD-R2 Axl Icon.pngGGXRD-R2 Chipp Icon.pngGGXRD-R2 Dizzy Icon.pngGGXRD-R2 Jack-O Icon.png
GGXRD-R2 Johnny Icon.pngGGXRD-R2 Leo Icon.pngGGXRD-R2 May Icon.pngGGXRD-R2 Millia Icon.pngGGXRD-R2 Sol Icon.png
IL > cS > 2D GGXRD-R2 I-No Icon.pngGGXRD-R2 Ramlethal Icon.pngGGXRD-R2 Raven Icon.png
IL > 5PH > 2D GGXRD-R2 Bedman Icon.pngGGXRD-R2 Potemkin Icon.png
IL > 2P > 2D GGXRD-R2 Faust Icon.pngGGXRD-R2 Kum Icon.png
GGXRD-R2 Kum Icon.png IL > 2P > 5PH > K Mappa for more damage


Normal hit Helter Skelter > jH

Helter Skelter > jH universally confirms into 5K or 2K > 2D. If Helter Skelter lands close enough, you can cS for more damage.

jH > cS is only possible if Helter crosses up.
Route Characters
Helter > cS > fS > 5K 2D
or Helter > cS > fS > 2KD
GGXRD-R2 Baiken Icon.pngGGXRD-R2 Bedman Icon.pngGGXRD-R2 Elphelt Icon.pngGGXRD-R2 Faust Icon.pngGGXRD-R2 Jam Icon.png
GGXRD-R2 Ky Icon.pngGGXRD-R2 Leo Icon.pngGGXRD-R2 Sin Icon.pngGGXRD-R2 Slayer Icon.pngGGXRD-R2 Sol Icon.png
GGXRD-R2 Venom Icon.pngGGXRD-R2 Zato-1 Icon.png
Helter > cS > fS > 2KD GGXRD-R2 Answer Icon.pngGGXRD-R2 Axl Icon.pngGGXRD-R2 Chipp Icon.pngGGXRD-R2 Dizzy Icon.pngGGXRD-R2 I-No Icon.png
GGXRD-R2 Jack-O Icon.pngGGXRD-R2 Johnny Icon.pngGGXRD-R2 May Icon.pngGGXRD-R2 Millia Icon.pngGGXRD-R2 Ramlethal Icon.png
Helter > 5PH > 2D GGXRD-R2 Potemkin Icon.png
Helter > 5K > 2D
or 2KD
(universal)
GGXRD-R2 Kum Icon.pngGGXRD-R2 Raven Icon.png

Combo Theory

In Xrd, most of Slayer's combos end in a knockdown and ideally lead to okizeme. Slayer has many knockdown options that lead to okizeme (mainly through 2D, jD, or Dandy Step), but sometimes needs to spend meter for okizeme (mainly through red RC). Because of how Slayer lands his hits and the launch/bounce properties on some of his moves, many of his air combos have to be improvised. Slayer's air combos are notable in that he can almost always end them in a good knockdown. To take full advantage of this strength, it helps to study his combo tools to optimize your conversions.


Here are some of Slayer's important combo starters, fillers, and enders:

6H

  • Reaches very high up and has long untech time on air hit.
  • Great for filler after launching the opponent (CH 2H, K CWH air hit, EW).
  • On ground hit, combos into P Pile at close range or Mappa.
  • On air hit, combos into Pile, CWH, and UP/IL. CWH and UP allow air combos afterwards, but Pile is much more consistent.
  • If 6H hits high enough (tip of the foot), you can combo into K Pile.
  • Note that if you catch a backdash, the height will likely be too low for Dandy Step moves to combo. Try to confirm into Mappa RC.


2H

  • Launches the opponent off the ground. In the corner, you can link into 5K, c.S, or 5P depending on the combo.
    • 2H > c.S is a 4f link and almost always works unless your combo is too long.
    • 2H > 5K is a 2f link, so this may not work in longer combos. Useful to juggle the opponent lower than c.S without having to add delays.
    • 2H > 5P is used when you're outside c.S range and the combo is too long for 5K. Does less damage than both, so only use when necessary.
  • Gives Slayer some of his biggest meterless corner combos, and has several gatlings into it: 5H, 2S, 5P/2P
  • Good with RC since it combos into K Pile > K Pile or K Cross > 6H


5D

aka Dust

  • By holding 6 after it hits, 5D[6], you get the side Dust animation that temporarily grants extra cancel options. Slayer's 5D[6] combo is usually 5H > 5H > K Pile
  • Side Dust allows more consistent corner carry from RRC if the spacing is bad or ambiguous for K Pile followups.
    • For example, you can do Mappa RRC > 5D[6] > delay 2D > delay 2D [wallstick] > K Pile. Sometimes this will reach the corner where Mappa RRC > K Pile won't.
  • 5D has faster startup than K Pile (24f vs 31f), which can help when extending combos. If you RC late after a hit, you'll have less hitstun to combo from, so 5D's speed can help (in the corner, also consider 5H > 2H).


Mappa RC

  • Common starter from any special-cancelable ground normal (any K or S, 5H, 6H) or just Mappa itself. Very versatile!
  • After the RC, use K Pile, K CWH, or 5D[6]
    • Mappa RC > K Pile has the highest damage potential, but the optimal combos require the opponent to either be touching the corner or spaced from the corner to allow ending in 2H > air combo.
    • Mappa RC > K CWH works anywhere on the screen, but the routes vary more between characters. Generally, K CWH gives less damage than K Pile or 5D[6]. However, K Pile and 5D[6] combos sometimes have to end in a 2D knockdown, while K CWH ends in a consistent jD knockdown.
    • On air hit Mappa, you can usually do Mappa RC > K Pile > K Pile > 5H 2H > air combo. This route is mostly optimal, though be wary of the wallstick height on the first K Pile.
  • Any level 4 move allows the same RC followups as Mappa: 5H, 6H, IL


P Pilebunker

  • P Dandy Step > Pilebunker launches the opponent off the ground but pushes them away. Good for ending combos, but needs a counterhit or RC to be a combo starter.
  • Useful for corner combos since the launch pushes them high enough for P Pile RC > K Pile > 5D[6].
  • As a knockdown, doesn't allow okizeme midscreen, but you can do normal Dandy Step okizeme in the corner. If used as a grounded ender, it's generally a worse knockdown than 2D or jD.
  • CH P Pile wallbounces the opponent. Followups depend greatly on spacing:


K Pilebunker

  • Very high damage punish but needs to be close to corner for the wallstick. You can also RC then dash to carry them to the corner!
  • The wallstick is techable if they stick too high. In some cases, you will have to delay your K Dandy for a lower wallstick
  • Wallstick followups depend on the opponent's height and your spacing from the wall. A 2nd K Pile is generally the best, but you can substitute with 5D or 5H > 2H. At bad heights, you may need to use 6H (too high) or 2D (too low)

Crosswise Heel

  • High damage punish that works midscreen (21f startup for P version, 33f startup for K version).
  • Basic combos: use a jump cancelable normal (5P, 5K, any S, 5H) or air normal then end in a low-altitude jD
  • Advanced combos: if the spacing/height are right, you can time a juggle with Mappa, 6H > Dandy, or EW

Blitz Attack

  • Good damage since it allows a followup and has less proration than Pile/Cross, but slow startup (28f+) limits its use similarly to K Pile
  • Blitz Attack removes burst on hit, so the opponent generally can't burst until the followup hits. Helpful for hard baiting bursts with cancels into Dandy Step

Burst DOT

  • Very strong ender, usually deals around 40 damage at low life and can combo from almost anything
  • Easy to use from 5D[6] > 5H > 5H > K Pile > 5H > Burst DOT

Counter Hits

Slayer specializes in Counter Hits. Many of his moves do not lead to a combo on a normal hit in return for leading to a high damage combo on a Counter Hit.

Video Examples

Basic combos

Navigation

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