GGXRD-R2/Slayer/Matchups/Jam Kuradoberi

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< GGXRD-R2‎ | Slayer‎ | Matchups
Revision as of 11:37, 10 October 2022 by Loekkson (talk | contribs) (→‎move)
GGXRD-R2 Slayer Portrait.pngGGXRD-R Jam Portrait.png

Matchup Overview

General info about character's advantages and disadvantages in matchup, and how to play around them

6H

Overview

Slayer 6P Jam 6H.jpg

Jam 6H is a poke that's inconvenient to play around as Slayer. This move has 14f startup and long reach, and it also increases Jam's 6H throw range by a lot. The hitbox of 6H hits Slayer 6P at it's lowest point, and it also low crushes from frame 4-13, but not including active frames. Generally, this move will either whiff-punish or trade with Slayer's lows (2K, 2H, 2D) in Jam's favor. This makes it risky to play a typical 6P/2H type neutral.


Details
Bullet points on move. Most important info first, more specific/niche info last

Counterplay
Countering 6H alone is not particularly difficult, you can outrange it with BDC and P dandy, and you can also consistently stop it with any mid attack like 5K or Mappa, or even 5H. The challenge to stopping this move comes when it is paired with other approaches like dash 2D, IAD, 236S follow-ups, and the various kick-specials.

2D

Overview

Details

Counterplay

Combos

Character specific routes, also note routes that are not possible or are harder on this character

Navigation

Slayer

GGXRD-R2/Navigation