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    Slayer by Arvandor

    Version: 1.0 | Updated: 07/18/04 | Printable Version | Search Guide | Bookmark Guide

    Guilty Gear XX for the PS2
    Advanced Slayer Strategy
    Author: Arvandor
    E-mail: Fox0045@hotmail.com
    Added some combos, changed the basic air combo to one of two combos,
    one that does more damage (I haven't bothered to change the numbers,
    since the combo varies a bit more now, and damage is more static, so I
    instead deleted all the damages entirely), and one that does good damage
    and grounds for wake-up options.
    Made some changes to the "Strategies" section, including the addition of
    the "Back Dash Cancel" subsection.
    I took the time and managed enough boredom to write up this FAQ (not to
    mention the one other Slayer FAQ on gamefaqs is a bit lacking in solid
    strategy).  Use of this FAQ outside of Gamefaqs is prohibited unless I am
    asked permission and say otherwise.  Keep in mind that a good lot of this
    stuff I tested, experimented, figured out, and play tested myself, very
    little of what I know of Slayer came from online.  The few sources I did
    get some info from I'll site in the credits.  Feel free to e-mail me about
    any questions, comments, suggestions, info I don't have, or info I listed
    that is wrong (I doubt it, but it could happen).  If you send me any stupid
    questions or questions that can be answered in this FAQ, you will be
    sacked.  Do you understand me? SACKED!
    This guide is NOT newbie friendly, I am writing this FAQ under the
    assumption that you already know what RC, FRC, Burst, Dead-angle
    Attacks, and other such GGXX functions are.  I use the number system for
    identifying joystick/d-pad positions (blame soul calibur 2 for that one). 
    Either than that, c.X stands for close, f.X stands for far, j.X stands for
    jumping or already in air, dj.X means you should have double jumped, and
    jc is a jump cancel.
    Table of Contents
    I.	Character Bio
    II.	Basic Move List
    III.	Special moves
    IV.	Overdrives
    V.	Combos
    VI.	Strategy
    VII.	Credits
    I. Character Bio
    Name: Slayer
    Height: 6' 1"
    Blood type: Unanalyzable
    Birthday: Oct. 31
    Eye Color: Brown
    Race: Non-Human / Transylvania (We all know he's Nosferatu ie a Vampire)
    Risk Rating: S+
    Postwar Admin. Bureau Report #3390
    	Subject is an entirely different form of life, completely inapplicable
    to any previously known categories. Neither Human nor Gear in origin, his
    DnA structure bears no relation at all to anything currently on record.
    	It is unknown how many other beings like this one are in existence,
    and whether or not they have any relation to the human race.
    	Besides his name (Slayer), all we know about the man is that he
    founded the Assassins' Guild.
    	His battle abilities and his combat style have no known method of
    suppression, making him an unmatched threat of the highest calibur.
    Near as I can tell basically Slayer is an elder vampire who founded the
    Assassin's guild.  Slayer is in disapproval of the current state of the
    guild, and intrigued by other current events.  So he goes out to set the
    guild straight or destroy it, whichever he feels will work best at the time
    I'm sure.
    II. Basic Move List
    Damage based on Sol as my beating dummy, as always (has average
    defense and I just love beating on the guy).  Also note, that wherever
    236P/K combos (or just 236P in the case of HS) you can also "link" any
    special move at the end, others just won't combo.  In other words, if you
    do c.S f.S 214P, you will dandy step out of the f.S sooner than you would be
    able to do any other normal attack.  Also, Overdrives will combo where
    236P would combo if you're in range and have the tension.  Slayer's 2D
    will also link into many of his moves, but I see very little reason to do so
    unless you want your opponent grounded for whatever reason.
    P (16 damage)
    Notes: fast, K combos, whiffs over duckers
    2P (14 damage)
    Notes: fast, P combos, damage scaling makes it bad for starting larger
    6P (34 damage)
    Notes: Slayer ducks, then shoulders his opponent. It either has unreliable
    invincibility frames, or the way he ducks back and crouches just evades
    moves on occasion.  Causes wall bounce on hit. FRC'able
    j.P (13 damage)
    Notes: Quick but lacks any real range, main use is to keep air combos going
    (since j.K j.K doesn't combo)
    K (28 damage)
    Notes: Relatively quick, decent range, great combo starter, 236P/K combos
    2K (16 damage)
    Notes: fast and hits low, almost exact same range as K, bad for longer
    combos because of damage scaling.  236P/K combos
    6K (22 damage)
    Notes: This move hops over lows, attacks high, has relatively good priority
    and anti-air, and with really precise timing c.S f.S combos in (2 frames or
    so after Slayer lands completely) on a crouching opponent (or on counter-
    hit, easier to time on counter-hit).  Hold K for more than 5 frames, and
    Slayer won't execute the kick, he will only hop, decent for creating mixups
    or just closing distance over lows.
    j.K (24 damage)
    Notes: Decent speed, good range, great air-poke, lacks in priority and loses
    out to a lot of other air moves 214K combos
    c.S (28 damage)
    Notes: Quick, decent damage, close range only, jump cancelable, 236P/K
    and f.S combo
    f.S (32 damage)
    Notes: Good range, quick for its reach, jump cancelable, 236P/K and c.S
    combo.  I'll describe comboing in the c.S in the combos section.
    2S (28 damage)
    Notes: Very close range, good for anti-air, 236P/K combo (Slayer kicks
    almost straight up)
    j.S (20 damage)x4
    Notes: Of all the odd moves, Slayer flails at the enemy, kicking up to 4
    times, 214K combos after first or second hit
    -Hard Slashes
    HS (50 damage)
    Notes: Decent range, slow speed, jump cancelable, causes stagger on
    normal hit, 236P combos (236K only won't combo when AI in training is
    set to max recovery, since I have seen no human wiggle out of stagger
    THAT fast, even when anticipating the stagger)
    2HS (48 damage)
    Notes: Great range, hits low, knock-down on counter-hit and has
    invincibility frames vs. lows (when Slayer lifts his feet to stomp, lows
    will whiff)
    6HS (60 damage)
    Notes: Causes stagger on counter-hit, 236P/K combo
    j.HS (42 damage)
    Notes: Decent priority, a bit slow, 214K combos
    D (22 damage)
    Notes: Slow, bad range (bad enough that his backing away windup is
    useless) but it does hit high, so its good if you can catch someone
    expecting a low
    2D (30 damage)
    Notes: Excellent range, hits low, Slayer slides at his opponent M.Bison
    style, horrible recovery, very unsafe on block
    j.D (40 damage)
    Notes: Decent speed, grounds opponent instantly (so fast in fact, 214K
    won't combo in, but 214214S will and has to be buffered quite quickly)
    III. Special Moves
    Phase Step 
    This isn't exactly a special move, its just Slayer's method of dashing, but
    its so unique I figured I'd list it.  Slayer just teleports 2 character
    lengths in the desired direction.  Amazing invincibility frames.  This
    movement is great for making moves whiff, or getting behind someone.
    Dandy Step 
    Slayer dashes back really quick, then rushes in about as far forward from
    where he started as he went back (thus moving him in closer).  Has
    invincibility frames that are difficult to utilize as such.  FRC just as he
    starts to rush forward (useless IMHO unless you realize you may be
    dashing into your doom and can FRC that fast).  Which button you use
    determines what he does, P does a very quick short step back and short
    step in, K does a slower long step back, and huge step back in (P version
    closes distance so little its barely noticeable, whereas K version steps in
    about as far as Phase Step).
    Pile Bunker (80 damage)
    214P P
    Slayer does a really powerful straight punch, causes a vicious wall-
    bounce on counter-hit.  This move has mediocre recovery, and is unsafe in
    some situations (it is generally safe if done at its max range).
    Cross-wise Heel (35, 36 damage)
    214P K
    Slayer does a double kick upwards, not quite as much range as Pile Bunker,
    very unsafe on block, but its great anti-air, and puts your opponent in a
    non-recoverable float, allowing for some nasty follow-ups (see combos
    Under Pressure (30 damage)
    214P S
    Slayer comes in with a really close range hammer fist which is; safe on
    block, will cause stagger on counter-hit, and has okayish follow-up
    It's Late (44 damage)
    214P S HS
    Slayer does a downward punch that is a high hit.  Causes a nasty bounce
    stun on counter-hit, and is very safe on block.  This second hit can be
    delayed for around 10 extra frames, but can be interrupted by very quick
    pokes even if not delayed. (note: If you catch your opponent with 214P S HS
    while they are airborne, it combos naturally)
    Mappa Punch (45 damage)
    Slayer throws himself forward to punch with an outstretched fist.  Good
    range. The kick version has much longer range and hurts a little more, but
    is unsafe even on hit at close range.  Use the punch version unless you're
    out of range for it or if you're going to RC.
    Bloodsucking Universe (Throw 27 damage)
    Slayer grabs your opponent and takes a chunk out of their neck.  Causes
    stagger.  The stagger is enough that it CANNOT be wiggled out of in time
    to block a HS or 66c.S f.S (or another 663214HS, yes its an infinite, yes
    its boring, no its not worth it, note the 66 is because you have to dash in)
    Undertow (60 damage unblockable)
    Slayer winds up a punch and lights his hand on fire, then back fists his
    opponent with a bit of an explosion.  This move is unique in that your
    opponent can't block it; their character won't even go into a guard state.
    Footloose Journey (36 damage x3)
    214K in air
    Slayer spins his legs incredibly fast hitting his opponenent up to 3 times.
    This move causes for a weird helicopter type float effect, and you'll gain
    some altitude and/or speed in whichever direction your momentum is
    carrying you; if you're falling fast enough you won't gain altitude, but your
    decent will slow a bit.
    IV. Overdrives
    Dead on Time (20 damage)
    Slayer leans back with some invincibility frames, then flies forward with
    a nasty punch.  This move is not too good on its own, but it has its uses in
    a few full-tension combos.
    Eternal Wings (80 damage)
    I know the damage looks bad, but this move is extremely useful as it has
    great invincibility frames, works awesome on wakeup, and guarantees
    some very painful followups (especially in the corner, in fact, if you hit
    someone while their back is to the wall, this is Slayer's strongest
    overdrive by a long shot).  Its largest downfall is its range or lack thereof.
    Direct Hit Dandy (100 damage, 160 if opponent caught in "purple orb")
    214214S in the air
    Slayer charges up and dives downwards at a 45 degree angle, causes
    stagger on hit, and a wall bounce on counter-hit, combos into the j.D, but
    you have to buffer it in really quick during the j.D, or your opponent will
    get knocked down too far too fast to follow up with anything (which would
    be the only point to comboing in this overdrive in the first place, to
    refloat them for another air combo).  The strange properties of the "purple
    orb" is something I've never tried to utilize.  However, if you can find
    setups where you can hit people while they are behind or above you with
    this super, and get caught in the tail of it, instead of Slayer diving, you
    can deal MASSIVE amounts of damage.  I have heard mention of ways to get
    both parts to hit, but those are even less practical.
    V. Combos
    Slayer has some INSANELY devastating combos, nobody rivals Slayer in
    sheer damage.  He can't, however, gatling like the other members of the
    cast can.  I realize there are many more combo options either than the
    ones I listed, but some are impractical, don't do as much damage, or can be
    figured out on your own from piecing together bits of info here and there
    within this FAQ, or... experimenting on your own. *gasp*
    Okay, now for that c.S f.S thing I mentioned earlier.  His best "gatling"
    combo isn't even a normal gatling.  When you land c.S f.S at close range
    there is just enough recovery and it leaves you deep enough that you can
    combo in another c.S f.S, but the timing is really tight.  You have about 2
    frames where you can input the 3rd slash about 10 frames after the
    second slash impacts.  It CAN be mashed, but its REALLY inconsistent, I
    find it easier to just time it. Don't give up, I can do it about 60% of the
    time in actual combat against humans, and the damage is more than worth
    it (a simple c.S f.S c.S f.S 236P does 120 damage)
    Also as mentioned earlier, 6K can combo into c.S f.S if the opponent eats
    the 6K ducking or on counter-hit (the timing is just as tight as c.S f.S: its
    about 2 frames after Slayer lands)
    Note: If you can't do the 4 hit slash combo consistently, just stick with 2,
    you'll be fine.
    Air Combo - Whenever I say Air combo, I mean j.K j.P j.K [jc] dj.K dj.P dj.D
    214K, it is the most reliable, and certainly the most painful air combo
    Slayer can do, and he can do it in many different situations. Many more
    situations than I have listed, a lot of them are too situational to be
    consistent, so you have to learn to look for it and be opportunistic about
    it.  Also, some characters float higher or lower than others, and you may
    have to add or ommit some attacks before finishing with the dj.D 214K.
    You can also neglect doing the 214K to ground your opponent with the dust
    for wakeup options rather than the extra damage.
    Now on to the more scripted Slayer Combos
    IMPORTANT NOTE: From now on the c.S f.S c.S f.S will be referred to as
    Sx4.  All the overdrive combos can start with this since they combo in
    after the f.S, but I will list the damages off just the normal super (the
    Sx4 only tacks on another 20 damage in the full tension combos, and in the
    half tension combos, the RC combo does more, the reason I list those
    overdrive combos, is so you know what to do after using overdrives
    normally, because that CAN be useful)
    -=No Tension=-
    Sx4 236P
    2P P K 236P
    214P P (counter-hit) K [jc] Air Combo
    214P K Jump and air combo, timing on landing the first kick in the air
    combo is kind of tight, practice it, the damage is very worth it. Otherwise
    just tack on a pile bunker.
    214P S HS (second hit counter-hit) jump and Air Combo
    D /\ j.D j.D j.K j.P j.K j.P j.K [jc] j.K j.P j.K j.D 214K
    D (IMMEDIATELY) jump and 214K (land) c.S [jc] Air Combo
    -=Half Tension=-
    Sx4 236K RC HS 236P
    236236HS (near wall) c.S [jc] Air Combo (if not near wall, do next combo)
    -219 damage Also note: If you do this close to the wall with your
    opponent's back to it, your opponent will fall behind you, so jump cancel
    away from the wall.
    236236HS 214K P
    j.214214S (on counter-hit) 214P P
    2D RC c.S f.S [jc] Air Combo
    214P K [jc] j.K j.P j.K j.D 214214S (land) c.S [jc] Air Combo (you must
    buffer the 214214S overdrive VERY quickly or they won't float enough for
    you to re-float them with c.S and air combo, won't work on some
    characters, and others you have to exclude the second j.K or they'll float
    too high for the j.D, usually this applies to lighter characters like Chip and
    -=Full Tension=-
    Sx4 236K RC HS 236K RC HS 236P
    Sx4 236K RC c.S f.S 632146S (Just for a change of pace, you know?  Great
    for style points if you know the super will kill them off)
    632146S RC j.K (land) c.S jc Air Combo - difficult to time so that its all
    guaranteed and unable to be recovered out of, also slightly range
    236236HS 632146S
    214214S (counter-hit) 632146S
    632146S RC j.214K
    Note: There are a whole slew of combos I didn't list, and a lot of the
    higher damage ones involve floating people with 214214S once or more
    and re-floating them for more air-combo goodness, or the wonderful
    jump-install combos he can do, OR the insanely nasty "purple orb" set-
    ups; but these are all highly impractical, so I didn't list them, but they are
    there just so you know. I'd highly suggest downloading Dr. Koo's vids.  I'd
    give you a link, but I haven't got one since the Gamecombo.com forums are
    down. Not entirely practical, but very impressive drooling Slayer pain.
    Some very interesting use of invincibility frames and interrupting things
    you shouldn't be able to with 63214HS (due to the BDC, see Strategy
    section). You can do re-float into air combo off of the wall-bounce on a 6P
    if you FRC it, but you have to be pretty close to the wall, otherwise the
    best you can hope for is a 236K or maybe a 214K P
    VI. Strategy
    Alright, on to the mixups and mind-games of Slayer.  He has a lot more
    than people are willing to give him credit for, you have just got to dig for
    it. I'll list some general strategies I use in my fights, and try not to
    ramble on too much.
    Slayer is kind of a turtle, yet at the same time not.  Wait till you think you
    can punish a mistake, then apply some pressure, and go back to turtling.  I
    play what I find to be highly aggressive as far as a standard Slayer should
    be played (see next paragraph), but it seems to work for me.  Mess around,
    find out what works best for you.  Since most of this strategy will be
    based off of the way I play and what my opponents eat, it may not work
    for you, but hopefully it will give you some ideas to toy around with.
    The way I play my Slayer is as a high risk high reward character.  Some of
    his unsafe risky moves (ie 214P K) guarantee massive amounts of damage. 
    I like to play him as such, playing a safe Slayer is doable, but not nearly
    as fun and in some cases is even less effective.  Don't be afraid to toss
    out the 214P P that may get blocked and get you punished for a whole
    what? 60-70 damage maybe unless they're Po-chop? And what do you get
    in return if they DON'T block? Not only do you get 80 damage on normal hit
    and knockdown, but you get a whooping 239 damage on counter-hit, this is
    the tradeoff.  So don't be afraid to stick it out there, be aggressive when
    you get the chances.
    I think the overall strength of Slayer, besides the obvious high damage
    output is fear.  Fear plays a big factor in Slayer's game.  You force people
    to react the wrong way to something from the fear of something else
    happening.  I realize that all the characters more or less follow this same
    principle, but with Slayer I think its truly what gives him his power.  Fear.
    -=Misc. Move Notes=-
    2HS is great containment and anti-rush.  The move's range is deceptive,
    its low, fairly quick, and knocks down on counter-hit.  It'll tear Jam
    straight out of her dashes, stop ground-based beta-blading from Chipp,
    kill other Slayer's dandy stepping, and much more.  It's a good move, use
    it, whore it.  I know it hops lows, but at the range that would work, its
    usually not a good idea to 2HS.
    c.S and f.S (even on its own) are both excellent moves, especially since
    you can link specials out of both.  You'd be amazed how effective a c.S
    214P 63214HS is.  The f.S is also good, it has good range and is fairly
    quick, plus it moves you in a wee bit while attacking.  Its one downside is
    that higher priority moves can hit your hand giving them a counter-hit, but
    that is rare (usually only things like Sol's VV (ie 623S/HS), or other high
    priority moves of that sort)
    2K is a good quick hard to see low, and 236P combos.  Not a whole lot of
    damage, but is pesky enough to get people thinking before blocking high
    the entire time.
    Once you've discouraged blocking low ALL the time, random 6K's can be
    tossed in to frustrate and severely damage an opponent. Master the timing
    of 6K c.S f.S, it's more important than Sx4 in my opinion, because its the
    harshest and most effective way to punish ducking.
    6HS, and 236P/K are both good for not only killing back dash (since 6HS
    and 236K linger enough that you can hit most characters at the end of
    their backdash) but also for closing distance while attacking.
    j.HS and j.D are two great air moves.  If you teleport jump cancel (ie 667)
    and then double jump or not as nescessary to position yourself, you can
    apply wonderful pressure with these moves.  They both have good speed,
    priority, blockstun, and decent damage capabilities.  j.HS on a grounded
    opponent as you land can combo ino Sx4.  And j.HS on an airborne opponent
    counter-hit, or j.D counter-hit, both can bounce your foe into c.S air combo
    or just air combo depending.  Use these as your air to ground moves, and in
    some cases, air to air moves.
    2D... I've been using 2D less and less as of late since it's really too unsafe
    to be worth the possible wee bit of damage and knockdown.  The ONLY time
    I use 2D is when I know I can hit someone as they are landing when they
    can't block a low, and can't reach with 2HS.
    -Update: I've started using this move again, but usually only when I have
    tension.  2D (blocked) RC 4xS 236P build tons of guard gauge, and
    sometimes if they try to punish the unsafe 2D, will get counter-hit by the
    4xS.  2D (hit) RC c.S f.S Air Combo does great damage, especially off of a
    low.  Also good for killing backdash.
    Become a professional at linking teleports together, it can make Slayer a
    very frustrating opponent to fight against, and once you've mastered the
    timing, he can cross distance quicker than most would give him credit for. 
    Moves will whiff, Slayer will end up behind the opponent, and can cause
    frustration in an opponent (which is always good).  If someone is blocking,
    teleport behind just before attacking, you can catch people still holding
    back to block (which is now forward) and beat the stuffing out of your foe. 
    Won't always work, kind of easy to see after you've eaten it a few times,
    but that is when 6632147HS comes in handy if they're trying to figure out
    which way to block, because with that move, it doesn't matter which way
    they're blocking, they get to take damage anyway.
    Whenever you ground your opponent and he's close to you, teleport behind
    just as they are able to and attack, if they try to wake up with an attack,
    it will whiff, so they'll start to stand up blocking, which is where you
    toss in a 63214HS, or just delay a K (if you wait for the 63214HS they
    may try to poke you, and the K will hit them out of the poke, welcome to
    timing mix-ups). If they keep throwing you, do a 6K, you can't be thrown
    out of it, and you'll tag a counter-hit making for an easy 6K c.S f.S 236P
    Don't get too predictable with your teleporting, because Slayer does have
    the fading back into existence period where he isn't invincible and can't
    block (fortunately you can help prevent this via BDC, see below).  Its very
    difficult for an opponent to make use of this openness intentionally if you
    don't teleport in a very predictable fashion.  Also be careful about too
    much teleporting at close ranges, even on wakeup, your opponent can
    throw you out of it if you do it too late or are just standing too close
    waiting to 63214HS.  The thing about throws, is that they won't whiff if
    you teleport behind, you'll still get thrown, so be weary.
    -=Back Dash Cancel (BDC)=-
    The BDC is one of Slayer's strongest assests.  It allows him to completely
    negate opponent's okizime, and adds some good quick mixups, and some
    other interesting properties.   Back dash cancelling involves using Slayer's
    ability to cancel his dash (44 or 66) into a jump.  The backdash cancel is
    used more because it has better invincibility frame properties (Mainly it
    starts from frame 0 or 1 instead of 4).
    Now, when you BDC, you jump, and retain a few frames of invuln you would
    have had from finishing the teleport.  Its done by either doing 447, or 669. 
    447 timed perfectly on waking up allows you to jump backwards and any
    attack attempts at you pass through you harmlessly.  If timed right, this
    can be used offensively, 4476HS can allow you to air throw people out of
    some interesting spots: In the middle of an attack that should beat out
    air-throw, out of some air overdrives (I-No's for example) and even out of
    bursts (usually this is done accidentally, even anticipating it can be
    Another interesting property of the BDC, is that it allows you to transfer
    some of your invincibility frames into some special attacks by "Tiger
    Knee'ing" or "TK'ing" them.  Although very difficult, 6321447HS will
    result in a command throw with invincibility frames, as well as minimal
    retreating movement.  If mastered, this can land you free damage and
    tension.  Likewise, 442369P/K will give you a Mappa Punch with
    invincibility frames; again very abusable if mastered.  You can even do it
    to Undertow, though I've only seen it done (ala Dr. Koo) and have never even
    attempted doing it myself. 
    -=Blood Sucking Universe=-
    VERY important move for Slayer, has great speed, insane priority, can grab
    people out of things you normally couldn't (like some overdrives) - Note: I
    found out this is only possible via the BDC -, gives good damage, and if
    they're grounded they can't block it.  Learn to see when people stand there
    and block whatever you're going to do next, and bite em.   Good way to
    keep turtles on their toes.
    Now, this move has that inescapable stagger, and if you hit your opponent
    during that the damage scaling takes damage down A LOT, making it very
    pointless to attempt tension combos.  However, if you have near perfect
    timing and your opponent isn't a god at stagger-wiggling. There is a split
    second where you can attack the opponent as they transition from the
    inescapable stagger to the normal stagger that can be wiggled. If you hit
    them just after the inescapable stagger wears off, follow ups will do
    normal damage, VERY painful, VERY hard to time (actually I think that it is
    impossible if your opponent is wiggling, there are 0 frames of the non-
    damage scaled stagger if they wiggle even a little bit). Its a technique I'm
    still working on myself, but do practice it, very worthwhile.  I'd suggest
    going into training mode, setting the AI to block everything, and max
    stagger escape, then just throw, dash in, and do c.S f.S 236P.  You'll know
    when you do it right because your damage will be around 150 instead of
    102 or whatever it ends up being.
    The best followup to a Blood Sucking Universe is 66 Sx4 236P, if you don't
    feel confident in your Sx4 timing, just do a HS 236P; or if you really don't
    mind pissing off whoever you're playing, go for the 6632147HS -
    repeatx5-8 Dandystep Punch.  This gives lots of tension, decent damage
    and can insta-dizzy many characters, allowing you to RC the punch into an
    IK charge, you win.
    -=Dandy Step=-
    Dandy Step is a very strong tool for Slayer, it allows you to punish slower
    attacks by making them whiff, or just forces simple mix ups.  If people
    like to block all your dandy step options, simply dandy step up close, and
    then 63214HS them.  If you think they may try to poke you out of doing
    that, do pile bunker, and it'll grab you a counter-hit and LOTS of damage.  I
    like to use dandy step as okizime unless they have tension.  LOTS of supers
    will just own dandy step, so be cautious there.  Many strings are also
    "escapable" via dandy step.  Some characters have little enough blockstun
    between certain moves or finishing special attacks that you can dandy
    step out of the end of their string, and get in a free dandy step punch.  This
    is HIGHLY situational, and should be experimented with on your own in
    casual play.  I've barely found any reliable spots to do it myself, but I'm
    working on it.
    Dandy step S is a decent move.  Most will stand to block the second hit,
    which is where you throw in the 2K 236P, or dash behind and attack, or do
    632146HS.  Again, if someone tries to poke you out of it, the counter-hit
    will resoundingly say, "Stand and watch, no attacking." Be aware, that you
    can be interrupted out of the second hit by a throw or a VERY quick poke
    (even if the first one HITS, not just on block is it unsafe), but that is
    where 214P/K S 66 comes in handy.  Just keep em guessing and whiffing. 
    I wouldn't suggest using this move more than once or twice a match,
    because although its good for random confusion, its risk isn't worth the
    If ever your opponent is air-born, 214P K is your friend, it out-prioritizes
    almost all aerial attacks, and guarantees tons of damage (the juggle is
    easier to time on an airborne opponent too since they're launched from
    higher up). Its also a lot safer to do on someone who is in the air than a
    grounded opponent.
    Also keep in mind that just dandy stepping randomly can be a good idea if
    done rarely.  Some characters have good anti-dandy step options and will
    punish you if you use it too much.
    -=Undertow (632146P)=-
    Not the greatest of moves, since anybody with reflexes who has eaten the
    move a few times can poke you out of it. But used very VERY sparingly, you
    can get some free damage on people.  Best use of this is out of strings you
    normally 236P or dandy step out of, once you've conditioned your opponent
    to things like c.S f.S 236P or Dandy step, sometimes they'll deer in
    headlights against a c.S f.S 632146P and just eat it.  c.S 632146P is good
    too.  Especially if your opponent is used to blocking 4 Slashes ;).  If you
    time this move perfectly on wakeup, there is not a whole lot your
    opponent can do about it, another free 60 points of damage (VERY difficult
    to do though)
    -=Anti Air=-
    Besides 214P K which can be hard to apply in certain situations, 6K, P, 6P,
    6HS and 2S are all good anti-air attacks.  P pokes high enough to be good
    against air, 6P ducks enough that a lot of air moves will whiff, and 2S
    kicks straight up with decent priority, great for hitting someone who is
    almost on top of your head, and you can then link into Dandy Step and
    sometimes force them to block a 214P K airborne.  6HS is the hardest to
    apply, but if you land a CH 6HS while anti-airing, it will grant you a free
    214P P for a very painful 2-hit combo.
    Also keep in mind that a lot of the time if you hit someone in the air with
    a normal hit while you are grounded they'll float enough for you to air
    combo them, certainly feel free to do so. 2S, P, c.S, f.S, 6K, 6HS all work
    fairly well for this.
    BDC is all you really need.  BDC gets you out of all sorts of Okizime
    trouble.  A well timed 447 and all they can do is hope to anticipate it and
    air throw you; though I've seen a lot of Slayer match vids and its very
    VERY rarely punished.  Either than that, you either block, or 236236HS. 
    236236HS isn't a whole lot of damage for half tension, but it works
    AMAZINGLY well on wakeup and shouldn't be ignored as an option.  If only
    because it can screw with an opponents pace, and return initiative to you.
    When you knock your opponent down, you have initiative.  Slayer can ground
    his opponents a great number of ways, and all have pretty good follow ups. 
    At close range you can simply c.S f.S if they try to wake up poking.  At
    longer range you can 6HS and rush in attacking, if timed right, there isn't
    a whole lot they can do but block it unless they have a godlike wakeup
    move (ie Sol's VV) but in those cases, you can just block and punish him on
    his way down if he's abusing his VV (Volcanic Viper, 623S/HS) too much
    (yay free dandy step K into air combo).
    6K is obviously a wonderful okizime option.  Often times an opponent will
    wake up blocking low, and tossing in a high is a good idea, especially one
    that will hop over lows (also you can't be thrown out of 6K, and timing the
    6K to be uninterruptable is easy).  Plus if you're good at the timing on 6K
    c.S f.S, the pain involved can really get people blocking high, which is
    where you toss in the 2K 236P, or the 2HS.  Plus the fake into the
    command throw is really good.  As well as a 6632147HS (hard to time, but
    works great for people who are watching for mixups, and unlike
    663214HS, 6632147HS if timed right, they can't throw you out of it since
    you cancel the teleport)
    Dandy step is an obvious okizime option, Dandy step so that they'd have to
    block any dandy step based attack you do, and then use any normal mixups
    from there, if they guess wrong, they eat damage.  Again, be warned about
    tension and people waking up with overdrives when you dandy step in. I've
    eaten way too many overdrives when dandy stepping into someone on their
    -=Stagger and Dizzy=-
    Stagger is obviously a fairly important part of Slayer's game, he can
    induce stagger more than most characters.  His moves also seem to have
    an absolutely insane dizzy buffer, I've never seen anyone induce a dizzy
    state even half as much as Slayer has.  Its also infuriating for an opponent
    to get dizzied more than once (hell, even once sucks)
    HS, 6HS on counter-hit, 214P S on counter-hit, 214214S, 63214HS all
    induce stagger, which means your opponent has to mash buttons and
    wiggle the joystick to break out of it before he can do anything (including
    block).  HS 214P P is guaranteed if your opponent doesn't mash, so if you
    do things they can't mash out of, and they get lazy and quit mashing, throw
    out a 214P P.  Following up HS with dandy step options is a great idea
    because of this, its harder to react to mix-ups when you're busy trying to
    mash out of stagger so that you are even ABLE to react whether you know
    what is coming or not.  Use this to your advantage.  HS 214K into 63214HS
    into more stagger options from there can be VERY disheartening to a foe.
    Doing undertow out of 6HS and HS are especially effective since although
    you can be poked out of it, trying to mash out of stagger, and then poke you
    or hop away before they get smacked by the unblockable can prove to be
    quite the chore.  If anything it will annoy your opponent, which is always a
    As for dizziness options, if you ever manage to get your opponent into a
    state of dizziness (even at the beginning of a combo), finish off the combo
    you're doing (since it won't affect the dizziness, except maybe give them
    a few free seconds of dizzy time worn off) and then follow up with 214P K
    into Air Combo.  After being dizzied and then eating that extra 173 points
    of damage, very few survive at that point.  I've also played people who can
    mash out of HS 214P P, but they can't mash out of dizziness in time to
    avoid 214P K, so it has extremely high chances of working. Note also that
    6HS seems to induce dizzy a lot more effectively than most of the rest of
    his move list.
    I'd like to give a special thanks to Ratticus1, Wraith, Manji128, Jake and
    TL for suffering through repeated beatings, and still coming back to play
    once in a while.  They're great sports (save maybe Wraith ;P but we don't
    hold it against him)
    I got a few of my combos from the combo list at gamecombos.com, and
    some of the move names from Godrugal's Slayer FAQ.
    Also thanks from me (and probably from those of you reading this FAQ) to
    Ratticus1 and Wraith for proofreading this document.  I have really bad
    formatting issues, and when I start ranting about strategy sometimes
    thoughts just kind of mingle together as they come to me and end up all
    confused and chaotic on the screen (not to mention sometimes my
    thoughts have bad grammar because I forget what tense I started the
    thought in etc).
    This FAQ copyright 2004, 2005 to Russell Milligan (Arvandor on the
    Gamefaqs boards).  Retransmission in any form without express
    permission is strictly forbidden.