Matchup Overview
General info about character's advantages and disadvantages in matchup, and how to play around them
6H
Overview
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