User:Sunset Sullivan: Difference between revisions

1,002 editsJoined 27 July 2021
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Hi there! Call me Sully. I do really basic stuff for the wiki, mostly based around article clarity and readability. I like to write stuff for the wiki moreso than do hard move data.
Hi there! Call me Sully. I do really basic stuff for the wiki, mostly based around article clarity and readability. I like to write stuff for the wiki moreso than do hard move data.


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** Record and notate some non 5D6 combos
** Record and notate some non 5D6 combos
** Transliterate the Machaboo article  
** Transliterate the Machaboo article  
------
{{ProsAndCons
|pros=
*'''Extremely Rewarding Offense:''' Kliff's general damage output is the highest in the game, and scales with meter excellently. Almost every single combo Kliff does can end in solid Okizeme with {{MMC|input=236P|label=P Bellowing Roar}}.
*'''Deceptively Long Range''': Kliff's sword normals have incredibly long reaching hitboxes which can poke or even mix up from half a screen or further. Using these intelligently can allow Kliff to mount threat from far away.
*'''Myriad Mixup Tools''': {{keyword|F-Shiki}}, a fast {{keyword|IAD}}, and  {{MMC|input=j.41236S|label=Limb Severer}} (FRC) give Kliff some unusual overhead opportunities. His {{MMC|input=2D|label=sweep}} is incredibly fast for the range it offers and his {{MMC|input=5D|label=standing Dust}} has an ambiguous startup animation, so Kliff has tons of ways to mix you up no matter what you're prepared for.
*'''Weird Defense''': Kliff is small, has a floaty jump, and can use 2-Steps Forward to temporarily become strike-invulnerable. He can easily use these traits to avoid setups or maneuver his way out of bad situations if given the opportunity.
*'''Momentum Reverse''': Kliff's Gold Burst reward on hit can completely flip the round or even the entire match. On Counter Hit in the corner, his opponent is almost certainly dead, and even in other circumstances Kliff's metered conversion potential with a full bar is extremely scary and can be nearly as decisive.
|cons=
*'''Limited Mobility''': One of the slowest set of dashes in the game, has trouble traversing quickly and escaping the corner. Kliff must either wavedash, dashjump, {{MMC|input=214S|label=Skull Crusher}} or {{MMC|input=214K|label=Nape Saddle}} to cover ground, all of which carry risks.
*'''Extended Hurtboxes''': Many of Kliff's long range buttons greatly increase his hurtbox size, exposing him to potential counter poke opportunities.
*'''Struggles Against Zoners''': Despite his strong toolset, Kliff must work extremely hard to work around characters who keep him out with superior spatial control. Zoners in particular give him a hard time, as he has no real answers to what they can do.
*'''Risky Defensive Options''': No frame 1 invincible {{MMC|input=DAA|label=Dead Angle Attack}} and two reversal options, both with random elements tied to them, force Kliff to either hold the pressure or bet on high-risk, high-reward options.
*'''Gets Stunned Easily''': Tied for the lowest dizzy resistance in the game, Kliff has to factor this in when using 2-Steps Forward or {{clr|5|5D}}, as they raise his own stun meter which can lead to disaster later on.
}}
---
---


{{Overview/navigation}}
==The Three Styles of Slayer==
======<span style="visibility:hidden;font-size:0">Core</span>======
{{card
|header=Gameplan at a Glance
|content=
* In neutral, play evasive if you're fighting a character who wants to fight in close range, and play aggressively if you're fighting a long-ranged character.
* Use {{clr|3|f.S}}, {{clr|3|j.S}}, {{clr|5|2D}} and {{clr|4|j.H}} to control your screen space, and use {{clr|1|6P}}, {{MMC|input=214K|label=Nape Saddle}}, and your floaty jumps to subvert your opponents.
* On knockdown, use {{MMC|input=236P|label=Bellowing Roar}} ({{clr|1|P}} version) to keep your opponent blocking on wakeup. From here, IAD in with {{clr|2|j.K}} and mix your opponent.
** IAD {{clr|2|j.K}} > {{clr|3|j.S}} (Overhead confirm)
** IAD {{clr|2|j.K}} > land > {{clr|2|2K}} (Low)
** IAD {{clr|2|j.K}} > land > throw
** IAD {{clr|2|j.K}} > land > {{clr|5|5D}} (Dust mixup)
** IAD {{clr|2|j.K}} > land > rising {{clr|2|j.K}} (Fuzzy mixup)
* Combo to {{clr|3|236S}}, then use {{clr|1|236P}} for Okizeme. Mix them up again, and keep mixing until they escape or you win the round.
}}
 
{{card
|header=Key Normals
|content=
* {{MMC|input=5P}} is a great pressure starter and ender, as well as one of Kliff's fastest buttons. Good for {{keyword|abare}}.
* {{MMC|input=c.S}} is a good pressure normal and important combo connector for Kliff.
* {{MMC|input=f.S}} is Kliff's go-to midrange poke. It has a slightly disjointed hitbox and good startup for the screen space it covers.
* {{MMC|input=5D}} is a mixup tool for Kliff, and is notably one of the few standing Dusts to be safe on block. ''Note that overuse can cause Kliff to flinch, opening you up to a punish.''
* {{MMC|input=6P}} is an excellent anti air. It can be charged, and all three versions have different uses.
*** Uncharged {{clr|1|6P}} is a reactionary anti-air and a good counter-poke.
*** Slightly charged {{clr|1|6P}} is useful in combos and generates lots of stun on hit. Fully charged is the same, but with even more stun.
* {{MMC|input=6H}} is an overhead with slow startup but incredible range. This move can be charged to deal extremely high amounts of damage, and is great for starting combos
* {{MMC|input=2S}} removes OTG state, meaning Kliff can continue combos with it in the corner. Important for routing into Kliff's default combo enders.
* {{MMC|input=2D}} is an incredible sweep with fast startup, a super wonky hurtbox/hitbox ratio, and great reach.
* {{MMC|input=j.K}} and {{MMC|input=j.H}} are two of Kliff's go-to mixup tools. These moves are used to trick the opponent into guarding low while he strikes high, as both are {{keyword|Fuzzy}} overheads.
}}
{{card
|header=Anti-Airs
|content=
* {{MMC|input=c.S}}: Close range, just above Kliff.
* {{MMC|input=6P}}: Long range, falling onto Kliff from above.
* {{MMC|input=5H}}: The air in front of Kliff, around IAD height. The hitbox moves, so be careful using it.
<gallery widths="180px" heights="230px" mode="nolines">
GGXXACPR_Kliff_cS-1-Hitbox.png| {{clr|3|c.S}}
GGXXACPR_Kliff_6P-Hitbox.png | {{clr|1|6P}}
GGXXACPR_Kliff_5H-2-Hitbox.png| {{clr|4|5H}} Hitbox 1
GGXXACPR_Kliff_5H-3-Hitbox.png| {{clr|4|5H}} Hitbox 2
</gallery>
}}


{{card
Slayer is a character that is somewhat infamous for his "gorilla" playstyle, but in reality Slayer can be played in a few fairly different ways depending on the matchup and your own preferences. While he excels in close and medium range, how you play out these effective ranges can be handled differently between players.  
|subheader2=Meter Usage
|content3= Kliff uses meter for a few different major things.
* Kliff spends meter on Faultless Defense very well, as it often spaces opponents out far enough to allow him escape from the corner.
* Kliff has many excellent {{keyword|FRC}}s to use.
** {{clr|3|236S}} FRC is a combo extender that leads into Kliff's biggest combos.
** {{clr|1|236P}} FRC is used as a quick okizeme tool, as it makes Kliff very plus when used.
** {{clr|2|214K}} FRC is used as a crossup tool or to make the move safe.
** {{clr|3|214S}} is used to make the move safe.
}}


======<span style="visibility:hidden;font-size:0">Offense</span>======
Style 1: '''The Aggressive''' (Rushdown, Mixup, Vortex)
{{card
* Slayer excels at being right next to his opponent, so this playstyle leverages that to create an unpredictable and exceptionally fast offense. The goal here is to stay glued to the opponent and bully them with Slayer's superior hitboxes and frame data.
|header=Pressure
** {{clr|2|5K}}, {{clr|1|2P}}, and {{clr|3|c.S}} will keep Slayer right next to his opponent and keep opponents blocking. From here you can high/low mix with {{clr|2|6K}}/{{clr|2|2K}} or go for a normal throw or Bite.
|content=
** {{clr|4|6H}}, IAD {{clr|4|j.H}}/{{clr|2|j.K}}, and P Dandy > It's Late act as solid pressure resets due to either being slightly plus or +0. Use these to keep your opponents sitting still. Undertow or P Dandy > Pilebunker will cause people to think twice about attempting to abare. {{clr|1|2P}} and {{clr|2|6K}} are similarly plus.
** {{clr|3|2S}}, {{clr|4|2H}} and {{clr|1|6P}} are your frametrap buttons, each of which carries exceptionally high reward on counterhit. Using these in your pressure is great for keeping opponents blocking for long periods of time.
* In neutral, this Slayer enjoys bullying opponents back with {{clr|2|5K}}, {{clr|4|j.H}} and {{clr|4|2H}}. Meter is best saved for accelerating your gameplan through FB Dandy > Crosswise Heel for midscreen conversions into corner carry, or BBU for big counterhit conversions. {{clr|4|2H}} is a low crush for stomping out abare attempts and leads into BBU in the corner for preposterous damage.
* On offense, this Slayer likes to do lots of small mixups into big reward conversions, such as {{clr|2|6K}} > {{clr|2|5K}} > {{clr|1|6P}} FRC > Combo in the corner. The goal is to make opponents flinch, either by baiting them into a response with a minus move, stagger pressuring to call out mashing, or resetting pressure/going for a throw. {{clr|3|2S}} and air throw will keep opponents from jumping out of the corner. Mappa and {{clr|2|6K}} can both be feinted into a throw. Mixups include:
** {{clr|2|6K}}/{{clr|2|2K}} High/Low
** Stagger Pressure, such as {{clr|2|5K}} > {{clr|2|5K}} or {{clr|1|2P}} > delay {{clr|2|5K}}
** Plus Frames (P Dandy > It's Late, {{clr|2|6K}}, {{clr|1|2P}}) into Frametrap ({{clr|1|6P}}/{{clr|4|2H}}/FB Pilebunker)
* Mastery of BDC is important for this playstyle, as it allows Slayer to be belligerent with his neutral and blast through the opponent's buttons. Using BDC S Dandy can swoop around opponents with a lot of invuln. BDC K Mappa, lots of forward dashing and airdashing, and the occasional FB Dandy to chase opponents down are all necessary for keeping the threat on.
* This playstyle excels against mobile zoning opponents or people who like to play in midrange against Slayer. The major weakness of this style is it's over-reliance on powering through stuff and being quite deliberate. Opponents who are very patient can simply wait for a good opportunity to counterhit you and start their own offense. As well, opponents with powerful approach-subversion tools like {{Clabel|GGACR|Faust}} (with his {{clr|2|5K}}, {{clr|4|2H}} and items) or {{Clabel|GGACR|Sol}} (with {{clr|3|f.S}}, {{clr|2|5K}}, {{clr|5|2D}}, Volcanic Viper and Ground Viper) excel at shutting this kind of Slayer down.


Style 2: '''The Patient''' (Defensive, Anti-Air, Fundamentals)
* Slayer has excellent buttons for controlling space defensively. This playstyle allows Slayer to be very defensive and reactionary, forcing opponents to come to him. The goal here is to stay at midrange or further and watch the opponent, before responding with a strong anti-approach tool and going into a combo.
** Slayer's anti-airs are fantastic. {{clr|1|5P}} is a reactionary anti-air for catching low approaches, {{clr|3|2S}} is a fantastic anti-air that leads to a full combo and more on hit, and {{clr|1|6P}} is an infamous counterpoke with massive invulnerability frames.
** Many of Slayer's pokes, like {{clr|3|2S}} and {{clr|2|5K}}, gain lots of value in this playstyle. Proper use of them will encourage dashblocking, allowing you to keep opponents just outside your anti-air range.
** BBU doubles as a combo-starting anti-air, and {{clr|4|6H}} can catch opponents who like to jump back and IAD forward. For okizeme, this Slayer likes to play it somewhat safe and use {{clr|2|6K}} on knockdown to bait DPs. While this option isn't flawless, it does reward him well.
* In Neutral, the Patient Slayer waits. After establishing himself with his low-commitment poking game, Slayer waits for a big establishing move from his opponent and then punishes accordingly. His anti-air buttons and high reward on counterhit facilitate this. If an opponent makes a mistake, he can punish with gusto. This can often scare opponents into respecting Slayer's neutral despite his lack of long-range options. Simply put, sitting completely still and just waiting can be a great way to scare opponents into making an overly aggressive play while keeping yourself mentally primed to respond.
* This Slayer uses BDC to bait opponents into making mistakes. BDC P Dandy gives this Slayer lots of time to react with Crosswise Heel, or respond with {{clr|1|j.P}} or {{clr|2|j.K}}. BDC Bite is an excellent reversal that can really mess with your opponent's head, and BDC DOT is a true reversal. Backdash in general can be a good way to respond to people who like to run at Slayer with sweeps. Use BDC defensively instead of improving your own offense.
* This playstyle excels against opponents who are extremely aggressive and hold the advantage in neutral. Opponents who charge towards Slayer and constantly press buttons in his face will be blasted back by his counterpokes and anti-airs. However, this playstyle is weak against people who enjoy playing at long ranges or playing slow. Opponents who are keen to Slayer's defensive options can score a life lead and force him to approach, and this playstyle in particular can be really difficult against long-range characters like {{Clabel|GGACR|Axl}} or {{Clabel|GGACR|Dizzy}}.


|subheader1=Okizeme
Style 3: '''The Dandy''' (Reads, Big Damage, Counterhit)
|content2=
* The last major way to play Slayer can only be described as "disrespectful". This playstyle focuses on leveraging Slayer's counterhit game to the absolute highest heights it can go and abusing his teleports. Dandy Slayers establish themselves through massive damage counterhits, making blocking optional, and overall looking for the biggest reward they can get.
|subheader2=Mixups
** Slayer is built for counterhits. Pilebunker is ''the'' counterhit tool, having a huge hurtbox and massive reward even on normal hit. FB Pilebunker is even better, giving Slayer access to his best combos in the corner. If opponents press buttons against this, they die.
|content3=
** This Slayer enjoys making his opponents taste the pain. Counterhit buttons like {{clr|4|5H}} and {{clr|4|j.H}} have great hitboxes and lead into incredible damage on hit. Depending on RISC buildup, Slayer is more than capable of killing any character in the game bar Potemkin with a counterhit starter. Using moves that naturally lead into P Dandy are good, such as {{clr|4|6H}} moving Slayer forwards.
}}
** Once Slayer has made his opponents fear counterhits, he can weave in "less rewarding" mixup options like Bite or throw. This Slayer also enjoys sacrificing good oki for damage and mindgames, such as Knockdown > S Dandy > It's Late/Pilebunker at midscreen.
** This Slayer likes to make blocking as optional as possible by abusing BDC. BDC Backjump is a fully invulnerable backjump that can escape all kinds of pressure, while BDC Bite is a surprise reversal. Wakeup FB Dandy is also fully invulnerable and can be followed up with Crosswise Heel or Pilebunker for a reversal. Crosswise is foot invulnerable after 3f, while Pilebunker is 3f startup.
*** If Slayer ''really'' wants to mess with his opponent, 66/44 teleport crossups are possible off of a variety of Slayer's buttons but are very unsafe and throwable. This is essentially bragging to your opponent that you've got them sitting still.
*** Other wacky options for mixups include IAD {{clr|5|j.D}} > Up and Close Dandy, and delaying your Dandy Step followups to try and catch people mashing throw. In particular, the latter can be conditioned through Dandy Step > Throw.
* The goal with this playstyle is to unsettle your opponents into making mistakes. You don't want them to feel safe at any point in the round if you're next to them, because either a) they are about to get mixed in some unspeakable way or b) they are about to get counterhit into oblivion. '''Keeping your options rotating is an absolute must'''.
* Using unconventional but strong options for navigating neutral is a great way to make your opponent flinch. Throwing out S/H Dandy Steps, BDC K Mappa, and midscreen DOTs when you see them pushing buttons is the way to victory.
* The biggest and most obvious failure of this playstyle is how unsafe it is. Doing this style can be rewarding against opponents who don't know what is happening or have weak mental, but patient opponents will sit there, block a counterhit button, and then respond with a punish. It also requires you to be very good at hard reads, which can be difficult to keep pace with in a game like +R.


======<span style="visibility:hidden;font-size:0">Combos</span>======
Overall, Slayer is best played '''by rotating through these playstyles and never sticking to one'''. You should adapt your playstyle based on opponent habits and matchups accordingly. Sticking to one will not get you far. Try to think to yourself if the opponent you're fighting has the neutral advantage or not, and then examine how they react to certain options in-match.
{{card
* The Aggressive Slayer is great against keepaway characters like {{Clabel|GGACR|Chipp}} and {{Clabel|GGACR|Testament}}.
|header=Ground Combos
* The Patient Slayer is great against aggressive rushdown characters like {{Clabel|GGACR|Sol}}, {{Clabel|GGACR|Order-Sol}} and {{Clabel|GGACR|A.B.A}}.
|content=
* The Dandy Slayer is great against '''individual players''' who do not like to stand still.
|subheader1=Air Combos
|content2=
}}
======<span style="visibility:hidden;font-size:0">Further Learning</span>======
{{card
|header=Further Learning
|content=
}}
{{StarterGuideSEO}}


{{Overview/navigation}}
Ultimately, Slayer is versatile enough that he can handle any matchup and situation if you play correctly. Learning to adapt and understand the matchup is key to finding success.
{{GGACR/Navigation}}
===Video Examples===
{| class="wikitable" style=text-align:center
! colspan=4 | Examples of Slayer Archetypes
|-
| '''Aggressive''' || '''Patient''' || '''Dandy'''
|-
| {{#ev:youtube|eznsECWTLCA}}, {{#ev:youtube|-3KSvThBLbSI}} ||  || {{#ev:youtube|-PGQAX8_GRcs}} VOLUME WARNING||
|}

Latest revision as of 02:28, 14 December 2023


Hi there! Call me Sully. I do really basic stuff for the wiki, mostly based around article clarity and readability. I like to write stuff for the wiki moreso than do hard move data.

I play +R, XRD and Persona Ultimax. Ping me on the main Discord if you have issues with anything I've written! I'll be the first to admit I can make mistakes, and working with me to fix them can make the wiki a better place. Ciao.


Articles

[The World of 2P: An Ode to +R Sol Pressure]

Tier Lists


  • TODO LIST:
    • Record and notate some non 5D6 combos
    • Transliterate the Machaboo article

---

The Three Styles of Slayer

Slayer is a character that is somewhat infamous for his "gorilla" playstyle, but in reality Slayer can be played in a few fairly different ways depending on the matchup and your own preferences. While he excels in close and medium range, how you play out these effective ranges can be handled differently between players.

Style 1: The Aggressive (Rushdown, Mixup, Vortex)

  • Slayer excels at being right next to his opponent, so this playstyle leverages that to create an unpredictable and exceptionally fast offense. The goal here is to stay glued to the opponent and bully them with Slayer's superior hitboxes and frame data.
    • 5K, 2P, and c.S will keep Slayer right next to his opponent and keep opponents blocking. From here you can high/low mix with 6K/2K or go for a normal throw or Bite.
    • 6H, IAD j.H/j.K, and P Dandy > It's Late act as solid pressure resets due to either being slightly plus or +0. Use these to keep your opponents sitting still. Undertow or P Dandy > Pilebunker will cause people to think twice about attempting to abare. 2P and 6K are similarly plus.
    • 2S, 2H and 6P are your frametrap buttons, each of which carries exceptionally high reward on counterhit. Using these in your pressure is great for keeping opponents blocking for long periods of time.
  • In neutral, this Slayer enjoys bullying opponents back with 5K, j.H and 2H. Meter is best saved for accelerating your gameplan through FB Dandy > Crosswise Heel for midscreen conversions into corner carry, or BBU for big counterhit conversions. 2H is a low crush for stomping out abare attempts and leads into BBU in the corner for preposterous damage.
  • On offense, this Slayer likes to do lots of small mixups into big reward conversions, such as 6K > 5K > 6P FRC > Combo in the corner. The goal is to make opponents flinch, either by baiting them into a response with a minus move, stagger pressuring to call out mashing, or resetting pressure/going for a throw. 2S and air throw will keep opponents from jumping out of the corner. Mappa and 6K can both be feinted into a throw. Mixups include:
    • 6K/2K High/Low
    • Stagger Pressure, such as 5K > 5K or 2P > delay 5K
    • Plus Frames (P Dandy > It's Late, 6K, 2P) into Frametrap (6P/2H/FB Pilebunker)
  • Mastery of BDC is important for this playstyle, as it allows Slayer to be belligerent with his neutral and blast through the opponent's buttons. Using BDC S Dandy can swoop around opponents with a lot of invuln. BDC K Mappa, lots of forward dashing and airdashing, and the occasional FB Dandy to chase opponents down are all necessary for keeping the threat on.
  • This playstyle excels against mobile zoning opponents or people who like to play in midrange against Slayer. The major weakness of this style is it's over-reliance on powering through stuff and being quite deliberate. Opponents who are very patient can simply wait for a good opportunity to counterhit you and start their own offense. As well, opponents with powerful approach-subversion tools like Faust (with his 5K, 2H and items) or Sol (with f.S, 5K, 2D, Volcanic Viper and Ground Viper) excel at shutting this kind of Slayer down.

Style 2: The Patient (Defensive, Anti-Air, Fundamentals)

  • Slayer has excellent buttons for controlling space defensively. This playstyle allows Slayer to be very defensive and reactionary, forcing opponents to come to him. The goal here is to stay at midrange or further and watch the opponent, before responding with a strong anti-approach tool and going into a combo.
    • Slayer's anti-airs are fantastic. 5P is a reactionary anti-air for catching low approaches, 2S is a fantastic anti-air that leads to a full combo and more on hit, and 6P is an infamous counterpoke with massive invulnerability frames.
    • Many of Slayer's pokes, like 2S and 5K, gain lots of value in this playstyle. Proper use of them will encourage dashblocking, allowing you to keep opponents just outside your anti-air range.
    • BBU doubles as a combo-starting anti-air, and 6H can catch opponents who like to jump back and IAD forward. For okizeme, this Slayer likes to play it somewhat safe and use 6K on knockdown to bait DPs. While this option isn't flawless, it does reward him well.
  • In Neutral, the Patient Slayer waits. After establishing himself with his low-commitment poking game, Slayer waits for a big establishing move from his opponent and then punishes accordingly. His anti-air buttons and high reward on counterhit facilitate this. If an opponent makes a mistake, he can punish with gusto. This can often scare opponents into respecting Slayer's neutral despite his lack of long-range options. Simply put, sitting completely still and just waiting can be a great way to scare opponents into making an overly aggressive play while keeping yourself mentally primed to respond.
  • This Slayer uses BDC to bait opponents into making mistakes. BDC P Dandy gives this Slayer lots of time to react with Crosswise Heel, or respond with j.P or j.K. BDC Bite is an excellent reversal that can really mess with your opponent's head, and BDC DOT is a true reversal. Backdash in general can be a good way to respond to people who like to run at Slayer with sweeps. Use BDC defensively instead of improving your own offense.
  • This playstyle excels against opponents who are extremely aggressive and hold the advantage in neutral. Opponents who charge towards Slayer and constantly press buttons in his face will be blasted back by his counterpokes and anti-airs. However, this playstyle is weak against people who enjoy playing at long ranges or playing slow. Opponents who are keen to Slayer's defensive options can score a life lead and force him to approach, and this playstyle in particular can be really difficult against long-range characters like Axl or Dizzy.

Style 3: The Dandy (Reads, Big Damage, Counterhit)

  • The last major way to play Slayer can only be described as "disrespectful". This playstyle focuses on leveraging Slayer's counterhit game to the absolute highest heights it can go and abusing his teleports. Dandy Slayers establish themselves through massive damage counterhits, making blocking optional, and overall looking for the biggest reward they can get.
    • Slayer is built for counterhits. Pilebunker is the counterhit tool, having a huge hurtbox and massive reward even on normal hit. FB Pilebunker is even better, giving Slayer access to his best combos in the corner. If opponents press buttons against this, they die.
    • This Slayer enjoys making his opponents taste the pain. Counterhit buttons like 5H and j.H have great hitboxes and lead into incredible damage on hit. Depending on RISC buildup, Slayer is more than capable of killing any character in the game bar Potemkin with a counterhit starter. Using moves that naturally lead into P Dandy are good, such as 6H moving Slayer forwards.
    • Once Slayer has made his opponents fear counterhits, he can weave in "less rewarding" mixup options like Bite or throw. This Slayer also enjoys sacrificing good oki for damage and mindgames, such as Knockdown > S Dandy > It's Late/Pilebunker at midscreen.
    • This Slayer likes to make blocking as optional as possible by abusing BDC. BDC Backjump is a fully invulnerable backjump that can escape all kinds of pressure, while BDC Bite is a surprise reversal. Wakeup FB Dandy is also fully invulnerable and can be followed up with Crosswise Heel or Pilebunker for a reversal. Crosswise is foot invulnerable after 3f, while Pilebunker is 3f startup.
      • If Slayer really wants to mess with his opponent, 66/44 teleport crossups are possible off of a variety of Slayer's buttons but are very unsafe and throwable. This is essentially bragging to your opponent that you've got them sitting still.
      • Other wacky options for mixups include IAD j.D > Up and Close Dandy, and delaying your Dandy Step followups to try and catch people mashing throw. In particular, the latter can be conditioned through Dandy Step > Throw.
  • The goal with this playstyle is to unsettle your opponents into making mistakes. You don't want them to feel safe at any point in the round if you're next to them, because either a) they are about to get mixed in some unspeakable way or b) they are about to get counterhit into oblivion. Keeping your options rotating is an absolute must.
  • Using unconventional but strong options for navigating neutral is a great way to make your opponent flinch. Throwing out S/H Dandy Steps, BDC K Mappa, and midscreen DOTs when you see them pushing buttons is the way to victory.
  • The biggest and most obvious failure of this playstyle is how unsafe it is. Doing this style can be rewarding against opponents who don't know what is happening or have weak mental, but patient opponents will sit there, block a counterhit button, and then respond with a punish. It also requires you to be very good at hard reads, which can be difficult to keep pace with in a game like +R.

Overall, Slayer is best played by rotating through these playstyles and never sticking to one. You should adapt your playstyle based on opponent habits and matchups accordingly. Sticking to one will not get you far. Try to think to yourself if the opponent you're fighting has the neutral advantage or not, and then examine how they react to certain options in-match.

  • The Aggressive Slayer is great against keepaway characters like Chipp and Testament.
  • The Patient Slayer is great against aggressive rushdown characters like Sol, Order-Sol and A.B.A.
  • The Dandy Slayer is great against individual players who do not like to stand still.

Ultimately, Slayer is versatile enough that he can handle any matchup and situation if you play correctly. Learning to adapt and understand the matchup is key to finding success.

Video Examples

Examples of Slayer Archetypes
Aggressive Patient Dandy
,
VOLUME WARNING