![]() ![]() Under Pressure), they can easily be punished on startup and/or on instant block. Not helping matters is that while most of his frame-advantage tools are safe on block (e.g. Both hit areas do respectable damage on their own, but it is also possible to hit the opponent with both of them, causing massive damage and dizzy potential.ĭespite several of Slayer's simplistic strengths, his weaknesses shine against more patient fighters who aren't as hasty much of his tools can be beaten by merely getting out of his range and/or stuffing them with reliable lows, on top of his lack of grounded Gatling Combinations and reliance on grounded-combo-links giving him a subpar pressure game and not many conventional non-Dust launchers. The latter uses his Direct-Hit Dandy Overdrive, which has a unique property, in that there are two separate hit areas: Slayer's body itself, and the purple trail that he leaves behind. The former has many variants, but the original form was jumping, jumping, jumping, jump cancel into another jumping and then either finishing with jumping or Footloose Journey. ![]() From there, he can be in two situations: landing "The Rest" or the "Two-Hit Dandy". Slayer also possesses a great air combo game off of any of his possible juggle-starters with the unblockable Undertow and the aforementioned counter hit It's Late being two of them. While it can also be done with the forward dash, the backdash is more preferred due to having more invulnerability frames. This complex mechanic allows Slayer to easily buffer an attack to be used as an invulnerable punisher (or buffer an attack into it) to create invincibility windows on various moves. Because Slayer can also jump out of his dashes like everyone else can despite lacking a running dash, he can "backdash cancel" (BDC) it into a jump, the player can input an attack of any kind to have it make use of the prior invincibility of the backdash animation without leaving the ground (during his jumpsquat frames). Slayer's unique ability to phase in-and-out with his unique front and back dashes gives him a great ability to not only avoid attacks if well-timed, but can also allow him to cross-up his foe when up close (prime for wakeup offense). The damage Slayer inflicts builds up overtime and can easily lead into a quick stun due to focusing more on minor independent hits without too much of a combo game needed. Off of Dandy Step alone via its followups: Pile Bunker is there to drive foes into the corner with ease, Crosswise Heel is a solid invulnerable anti-air launcher, Under Pressure is very safe on hit and block despite no followup potential at base to ensure Slayer can keep ambiguity in his favor, and It's Late is an overhead that while doesn't do much on normal hit is a solid ground bounce starter on counter hit.įurthermore, said huge damage off of any random hit ("especially" if it's a counter hit) is also what makes Slayer a frightening opponent to face, given he has a few decent pokes/anti-airs/space-controlling moves that can lead into chunky damage (standing, crouching, crouching, crouching, jumping, jumping and a sliding poke in the form of both crouching and Mappa Hunch), a variety of feints (his famed + feint, with the extra ones added in since Slash and Λ Core) to impose on his foe. Dandy Step (an invulnerable back-moving slide into a forward slide with no invulnerability frames) and its followups are vital for punishing (and creating) a miss, along with having simplistic Overdrives that can be buffered into that can inflict huge one-shot damage. His gameplan solely revolves around punishment, using his attacks to stuff others and punish them for ever attempting to press buttons recklessly. ![]() ![]() Slayer at his core with his rather half-power-exerting nature, is a rather playful basic character at his core. ![]()
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