Guilty gear XX "The midnight Carnival"
(Guilty Gear X 2)



-----------------------------------------------------------
>>>>>"How to play as Slayer"<<<<<
-----------------------------------------------------------


Platform: Playstation 2
Produced by: Arc system work
Published by: Sammy
Ver. 0.2






The Author: Demonrugal

E-mail -- [email protected]


Ver 0.4 : Try to save it at Text format, so it can display in its REAL form ?
(63 KB)
Ver 0.3 : Add more things...
Ver 0.2 : Add more techincs, combo result section, add speech and quotes.
Ver 0.1 : Finish writhing this FAQ.

>Disclaimer<
This Slayer faq is written by ME. An unorthorized use at anyway are
prohibited. Remodified / Rewrite / Reprint / Posting on website / board /
topic without permissions are prohibited under International common laws.
This FAQ is for loving memory to my brother, Friend and Cousins. Who give
me the details and play this game with me. Thanks everyone







-From DEMONRUGAL :

Hello there, again. This is my 6th time for writing FAQs. As you can see I'm
Asian. So there maybe some WEIRD or BAD grammar contain in this FAQ, but I
want you to enjoy it. At least I want to join and introducing Slayer to
everyone!

Second, if you know some good Slayer's combo. Feel free to send them to me.
I'll creditted you if it's good and useful enough. Thanks!





-------------------------------------
TABLE OF CONTENTS
-------------------------------------

: Characters's Section
-Who is Slayer
-GGXX system
-Controlling
-Character's moves

:Technics Section.
-Slayer's pattern and main combo
-Basic technics
-Advance technics

:Strategies Section.
-Change in EX Mode
-Slayer's weakness
-Strategies
-Combos

:Omake Section
-Against another characters
-Slayer's speech and quotes


-Credits.




-------------------------------------------
>>>Character's section<<<
-------------------------------------------


-------------------------
Who is Slayer?
-------------------------

Who knows? Even in this game, it doesn't show any plot about "What he really
is?" for entire game. As far I can tell you is :



>>>Slayer<<<


Height: 185 cm
Bloodtype: Special so unknown
Weight: 70 kg
Birthplace: Transylvania
Birthday: October 31st
Eye Color: Brown
Likes: Haiku, fights, observing humans
Important Things: Sharon
Dislikes: Unromantic humans
Voice Actor: Kayumi Iemasa


Slayer is a former leader of Zato's guild (And yes, forget my Zato and Milia
theatre in GGX.) he maybe rest peacefully at that time, but after Zato-1one
loss and it's confirmed that he escaped from the "Dimensional prison".
Everyone in Organization fear that their Organization would be corrupted.
So, they reclaim Slayer, but it seems that Slayer has no interest in his
Organization at all. (Maybe because of his wife?) He want to live peacefully,
but it seems the organization he had created don't want him to. So he descended
to earth to finish things.
Slayer, the former leader of the organization. It's all about wake up, found
out that his organization gone nuts. The world had changed. So he want to
change it either or destroy it because it's not what he want it to be. At
least it really "kill" Chipp's master.
If you don't knew it before, the organization he had created, is about to
"punish" anyone whose the law can't. (If the common laws can't take you, we
will!") And Slayer is Mononoke. (In japanese tales, Mononoke is something
about super-natural power existed in nature for a looonnng time.) Maybe
Slayer's age is about 1000+ years. I doubted that he's the one who slayed
"The guy" who sitting in his stage. A big one.
His lover, Sharon. Claimed to have an immortal bodies. So that's why she can
went back anytime after Slayer "suck" her blood out.
So he's interested in normal human's behavior. So he peeking (not exactly)
and travelling around to see "what happen these days" ... Finally he maybe
want to destroy the organization he had created by his own hand because it
may becomes a "threat" to him.

So... He travelling around and look for a chance to destroy his own
organizaion. Even he's in charge at the organization now (Zato-1one is
completely gone, Slayer is the founder of this guild. So he's the highest
rank agent in there. That's why he's in charge now) but everyone doubts in
him (As for example, Venom. He want to leave the guild as it be because this
guild is Zato's)
After the final battle with Venom (I guess) he leaves the guild to Venom
because Venom is his "worthly opponent" and continue on his journey with
Sharon...

For better details. It looks like he has something with "That man". "That
man" knew what Slayer is, Slayer also knew what that "That man" is as old
as him and maybe he has a few secrets. Well, That's all I know.

Slayer's Journey chart (I think ending No.2 is his real ending)

Slayer wake up
/
Ky , because he want to know what this world gone into.
/
Faust, because Faust was interested in Slayer's "creature type"
/
Potemkin, it looks like the republic of Zepp knew him well, and they send
Potmekin as a messager.
/
Chipp, Chipp seek for revenge for his master Tsuyoshi. That's why he entered
the 1st GG tournament, anyway he is "ki" user.
/
Jam, Slayer interested in Jam because she can use "ki" , other than that,
is her strength.
/
Sol, he tell Sol that "they" begun acting (The group which is behind the Holy
War, known as Shuusen Kanrikyoku)
/
I-No, after she was beaten by Sol, Slayer met that man and figure out what
sre they trying to do. (Not with "that man", but about the group behind him.
Maybe "that man" is just their tool, too)
/
Eddie, because Eddie try to get Sharon as his new "host" , anyway he failed.
I-No is the one who invited Eddie into THIS.
/
Venom, after he beat Venom. He leaves the guild to Venom.
/
Continue on journey with Sharon


Important person to deal with :
(Found out soon for why...)

Sol
Chipp
Zato-1one (Who's Eddie for now)
Venom






-----------------------------------
>>>GGXX System<<<
-----------------------------------

Most of you guys knew this before. So I'll tell you what Slayer need, and
what's new for this game.
(See seperate FAQ for it. If not, I'll have write all them down!)

1. Attack Level
Most characters has "Attack level" -- is what determine "how to block?" ,
-Sweep attack lower part so you must block it by crouching,
-Anti-Air attack enemy who jump-in. Most of them can't block while jumping.
-Dust Attack -- Can't block by crouching.
-Upper-part attack -- Jump-in attack or maybe attack from the standing
opponent. Can't block while crouching.
-Grab attack, can't block at all. Only stay away from it.

2. Stagger
Stagger, known as "Mini-Dizzy". It's much like Dizzy motion but only for
1 or 2 second. Slayer need this one because most of his moves / button can
use to "stagger" your opponent. If you are staggered, marsh Left and Right
like a mad to recover.

3. Juggle
Same old same old from GGX. If it does happen. Your opponent fly, crash the
wall, and then fall back to you. You may combo your opponent after you Juggling
them. They're helpless. Please note that Juggling opponent may recover if
the timer is right.

4. Buffer
Is, 2 Tension attack in 1 combo. Slayer really need this one because all of
his Supers are COMBO STARTER. They deal very less damage. Practice them well
if you want to survive in battle against Human. (Only useable when your TA
glow GOLD color)

5. Roman cancel : RC
Is, moves-cancel. When most of your moves does hit (Including buttons) Press
any 3 buttons other than Dust attack to quickly recover from that motion (Your
character should glow RED, then follow it with many things you can. It's
possible to create an impossible combo by this way. Use 50% of Tension stock.

6. False Roman Cancel : FRC
Is, moves-cancel, too. But you can do it in only certain moves and condition.
The timer is very strict and very serious. If its correct, your character
should glow BLUE. This one use only 25% of Tension stock. As for Slayer, he
has FRC timing for Dandy's step P and K version, and the last one in Fw +
P. See details below.

7. Counter
Is, when your character does anything like button or moves. If was countered
by a certain button or moves, it cause more damage and maybe Stagger. Your
character will flash in RED and freeze for 1 second (Least)

8. Dead Angle attack
Is, A counterattack (Like SFA 3's Alpha counter) By pressing Fw+ any 2 buttons
other than D. Your character will perform their guard-cancel and then
counterattack. Almost motion like his has very short range. Use it only if
opponent marsh you at very close range. Use 50% of Tension gauge.

THese are what you must know. Now advance to Moves and Buttons section.





------------------------------
>>>Controlling<<<
------------------------------


---------------------
Basic Moves
---------------------

>(Moves name)
(Command)     (Damage based on Sol, as a universal target)

-Middle Part attack-
>Punch
P                    16

>Kick
K                    28

>Slash
S (close)            28

>Far Slash
S (far)              32   (From close S = 28)

>Hard Slash
 HS                   50

-Can't block if crouching-
>Dust
D                 22

-Lower Part Attack-
>Crouching Punch
  d/db/df+P           14

>Crouching Kick
  d/db/df+K              16

>Crouching Slash
 d/db/df+S            28

>Crouching Hard Slash
  d/db/df+HS            48

>Sweep
  d/db/df+D           30

-Upper part attack-
>Jump Punch
(MA) P                 13

>Jump Kick
  (MA) K               24

>Jump Slash
  (MA) S               20 (x4)

>Jump Hard Slash
(MA) HS                 42

>Knockdown
  (MA) D               40

-Attack all parts-
>Forward Punch
 Fw + P                34

-Attack Upper and Middle Part-
>Forward Kick
 Fw + K                  22

>Forward Hard Slash
  Fw + HS                   60

>Dead Angle Attack
  (While blocking) Fw + 2 buttons           25

-Grab attack-
>Throw
(Near) Fw/Bw + HS              63

>Air Throw
 (MidAir)(Near) Fw/Bw + HS         60





------------------------
Normal Moves
------------------------

>(Moves name)
(Command)
(Attack level) (damage based on Sol, as a universal target)
(Details)


>????
Fw + P
Middle    -34-
Slayer does something like "Kung Fu" techniques, if it does hit. It will
"juggle" your opponent. Note that this one charge for 0.7 second and then
he'll perform it.
(FRC : 3-frame window 3 frames after shoulder comes out


>Feint
Fw + K
Upper   -22-
"Guess what?" moves, like dandy step. You can decided to hold it, or really
kick it. Press Fw + K and then hold to jump upward without bother kicking
your opponent, while press Fw + K to really kick them


>????
Fw + HS
Middle   -60-
Slayer raise his leg, bat it to his opponent. It does a semi-circle formation
kick and it can't be avoid (Like Sol's Fw+HS) it does only 1 hit, but deal
great damage.


>Dandy Step
Qcb+P/K
(Multi)  -
"Guessing what I'm gonna do?" this moves, nah, makes Slayer good. Slayer will
lean back with lighting speed or something like that and then he move forward
to your opponent!
Please note that you're invincible when he lean back, but not when he move
forward.
After he move back, input these command.

DS  --> Pilebanger
--> P
Middle     -80-
Or "Mach punch" , very useful. Works best if your opponent does jump in. Slayer
lean back, move forward and then PUNCH. This one has 1/2 of screen range BUT
only what he LEAN. Has normal recovery point.
Confuse? If the screen is this -- , Slayer will lean back like -_, which
- is the zone that this moves can cover.)
(FRC : 4-frame window 3 frames after forward motion first starts.)

DS  --> Crossways Heel
--> K
Middle , Anti-air     -35,36-
Slayer came back with 2-hits kick. For the first he kick, and the second he
does Samersault kick. Can be use as an Anti-air as well as using it to anti
ground opponent. Has very horrid recovery point.
(FRC : 4-frame window from when forward motion first starts.)

DS  --> Under Pressure
--> S
Middle      -30-
Slayer came back with 2 hammer puch. Please note that the 1st one attack NORMAL
stance, While 2nd attack UPPER stance. So the 2nd hit is unblockable if your
opponent does sitting.
BUT they're not combo at all. You can decided to use it for only 1st hit,
or use both, but your opponent can counter you while you performing 2nd hit.

DS    --> It's Late
--> S > HS
Upper        -44-
Same as S version. These 2 moves has very small recovery point, but has big
on startup.


>Mappa Hunch
Qcf+P/K
Middle
P = -40-
K = -45-
"Slayer PUNCH!" , that is. Slayer will rush forward and punch. K version has
longer reach point than P version but it also has bigger startup and recovery
point. Only know what you're doing, this moves ROCK!

MH --> Qcf + P
Middle  -24-
"Guess what?" --Slayer will punch again right after his 1st punch. Note that
his is not a combo at all.


>Chi wo Suu Uchuu (Bloodsucking Universe)
(Near) Hcb + HS
Grab     -27-
Slayer will grab your opponent, bit their neck, then slash it. This moves
is unblockable moves (Grab moves) but he'll not throw or doing something like
that.  This moves make your opponent "stagger" (Known as mini-dizzy, only
for a seconds) can use as an opemer to every combo -- if you fast enough.


>Undertow
Hcb, fw + P
Middle, unblockable     -60-
Slayer lean back, holding his palm, swing his arms and create a fire from
it.
It can be very useful in some ways. Like
-You've knocked your opponent down at the corner, or you can move in. Use
it. If the timer is right it can be "unavoidable" because it's unblockable.
Please note that the timer is very stricted. Use it carefullly or the one
who get toasted is you.
-As a follower of Qcf + P or K. As a fool's trap.


>Footloose Journey
(Air)  Qcb+K
Middle     -36 x 3-
A mid-air moves which can goes MULTIPLE directions, This moves can't rush
you toward / downward or something like that like Sol / Ky Air moves. But
what you did, is what this moves. If you jump forward. If'll go forward. Use
it as a ground-delay moves, or use to attack an agressive opponent. Works
very well.



-------------------------
Tension Moves
-------------------------
All I can tell you is... his super moves suck. You must link his 2 moves
together in or der to make sure that you can deal big damage. Most of Slayer's
TM are COMBO STARTUP because it deals very less damage compare to the other,
but you can follow it with many things you want to.
All these 3 supers has invincibility frame at the beginning.

>Dead on Time
Hcb, fw + S
Middle     -120-
Slayer lean back, then rush forward with extremely fierce punch. Use this
moves as a combo-follower only because its big recovery point. This moves
deal only 1 hit and its NOT that useful at all. It has really big recovery
point.
Oh, for the last thing. This moves can use to fight against Marsher or poker.
Works very well like P version of Dandy's step.


>Eien no Tsubasa (Eternal Wings)
Qcf x 2 +HS
Middle, Aniti-air     -88-
Slayer charge his power, jump upward. Cause Air-stagger (An opponent can't
do Air-recover if they does hit by this moves)  You may follow it with many
things you want to. Please note that its range is only about 1/5 of screen.
For the ugliest tips , Corner EW > Burst ...


>Chokkagata Dandy (Direct Hit Dandy)
(Air) Qcb x 2 + S
Middle     -100-
Like "Eien no Tsubasa" but it charge in the air, cause him to rush down and
crash his opponent, If it does hit it makes your opponent "Stagger" for 1.7
second. You may follow it with those 2 supers above, or anything like that.



-------------------------------------------------
Instant Kill (Destroyed moves)
-------------------------------------------------

>All Dead
Press 4 button, Qcf x 2 + HS
Middle     -All-
Slayer will perform his Fw + P motion but it cover more range. This one has
a startup (Not that BIG, but still) and it's counterable (Most of character's
IK are Counterable, except for May, Potemkin and I-No)
If it does hit. Slayer will punch his opponent away to the outer space or
maybe another galaxy (*_*!) and he'll say his Haiku poem for 3 times. Please
note that his poems ARE NOT THE SAME for everytime. It's completely random.
An opponent will die instantly even they have 100% life and you only has 10%
left.











----------------------------------------
>>>Technics Section<<<
----------------------------------------

Please note :

Combo like this...

Stand P > K ( > S) > HS is you may use S or not to use.

and this...

Stand P > S > Hcb,Fw + S (S)

(S) symbol alone mean "Supers" -- You need 1 Tension stocked to perform.


-----------------------------------------------------
Slayer's pattern and main combo
-----------------------------------------------------

Class : For Advance to Expert player. Easy to pick up but hard to be the master.
Strats : Like Johnny, not very mobility but his moves are perfect.
Pros : Most of his moves can cause "Stagger", He is invincible while Dashing,
He has invincible frame while doing moves.
Cons : Has terrible recovery point in some moves. Not very good with combo.

Characters like Slayer is all about Counter, Stagger and RC. This type of
character can be pretty cheap and pretty awful at the same time, like Johnny.
You can't marsh him for sure. His Tension moves are completely suck if you
don't know how to use them. His Dashing motion is warping instead of dashing
or whooping. So... what should I do?

For the 1st thing you should know after you selected him. Slayer don't have
Gatling combination! (P > K > S > HS or something like that) His combo
potentials are very limited. Even though he can combo properly, he's unlike
the others at all. His fighting style based on Special moves, not Basic Moves.

But for 2nd, should make you happy. His "Dash" motion is "Warp" instead of
running or dashing. This make Slayer has variable and multiple choices if
he's on the ground. His Dash motion has invincibility frame for 3 frames.
You may use this to move around while an opponent keep attacking a thin air,
but don't move around too much. He has his own limit in mobility.
Please note when he's in blurry (Or just dashing) motion, he'll not
invincible at all.

For the 3rd, You must stand there and said "Da Da Da" in order to lure your
opponent. (Yes he's THAT type of character) You may play him offense, but
it's not worth it at all. Slayer's type of character is "Wait until the
situation is right" and then Dash / Dandy's step / Supers / or anything like
that.

4th, Mostly, if you really want to win. Practice using his Hcb+HS until you
can perform it well. Slayer's moves is not that bad but its still slower than
the others. Move around or blocking then cancel it to Hcb + HS, after your
opponent is staggered, pay them back for everything you've got. Use this moves
at every situation, if you can.

5th, His air combo ability is dull as well. The only useful button is K and
S, while S is multi-hit (He perform 4 hits Air-attack) but its range is a
bit too short. K button has Very long range, but can't cancel to any button
at all. After they got hit, cancel to Qcb + K (And then use RC. If you have
choice)

6th Imagine what you should do after your opponent does Staggered, then follow
your heart.

Well, learn him from Training mode first, and  then Arcade mode. Please pay
your attention to my information because his fighting style is very weird
and not for a beginner at all!






-------------------------
Basic Technics
-------------------------


1. His Basic moves
P and K can chain together.
While S and HS can be use in their way ONLY!
Even his Jump attack and Crouching attack as well.

>Stand

-P and K can use as a gatling combo.
-Far S can link to Close S, cancel it to Qcf + P or his Supers.
-HS can use to stagger your opponent. There're no way you can link to it.
You may can, but only if His J.HS does counter your opponent or after Hcb
+ HS. If it does hit at very close range you may follow it with Hcb + HS.
-Dust button can be use properly like the others. But its lag at startup and
it has very short range. Use it follow after Grab only.

(Slayer can perform Close S > S > S> S properly, but I think it's too hard
to perform because the timer is really stricted and I don't think all of you
guys can perform it in real battle against skillful player. So I'll skip it
and replace it with HS)
(And he also can perform combos with F + K, too. But the timer is really
stricted and I don't think all of you can perform this. So I'll list every
combos that drzero7 send to me in another topic.)

>Jump

-P and K can use properly like the others.
-Jump S can do a multiple air hits , 4 hits are properly by this one. Can
cancel to any moves. The MUST.
-HS can be use as a Knockdown button like Dust, attack enemy on the ground
is a good choice.
-Dust, has long range, but its a god's sake for you that it can't cancel to
anything at all. Knockdown.

>Crouching

-P can be use to startup combo.
-K can't, but has longer range.
-S, has shortest range, but it can be cancel to everything, even Supers.
-HS, can't cancel to any damn thing at all but it cover wild range about Left
to right and it make your opponent stun away.Can link from S.HS. Use it wisely.





2. His main combo

- Stand P > K > Qcf + P or K
- Crouching K > Qcf + P or K
- Crouching S > Qcf + P or K
- Stand S > S > Qcf + P or K
- Stand HS > Qcf + P or K
- Stand Close HS > Hcb + HS > ...
- Stand HS > Dandy K > Dandy P
- Stand HS > Dandy P > HS
???
???
???

Is that all? Yes, they are. His gatling combination ability is even more
sucker than Potemkins's but he got more mobility and trickier. Stand HS cover
wild range and it can "Stagger" your opponent everytime it does hit but it
is slow. His Hcf + P or K are really fast but it has recovery point.
His Gatling ability is Not very interesting at all. But it does if you can
perform FRC or you have Tenson stock.


3. Dandy's step and Chi Wo suu Uchuu (I'll call it Grab moves) are Slayer's
heart. Dandy's Step can make a guessing to disturb your opponent because you
can choose to do whatever you like or not do anything at all. His Grab moves
is unblockable and it can make Stagger. DO NOT FORGET THESE 2 moves!
Please note that Dandy K version has longer reach point, but it's a bit more
risky than P version.

>Dandy's step technics.

Dandy K ver, then P = Use against agressive player.
Dandy P ver, then K = Use against Marsher player who jump-in.
Dandy K ver, then S = Against the fool.
Dandy K ver, then S > HS = Against zoner player.

There're a bit more 108 ways to use this moves affective, but its main goals
are the same. To lure and to counter back. Slayer gains invincibility frame
while he lean back, then rush forward to attack. Use it wisely or you'll open
yourselves to the jaws of death!


>Grab technics.

His Grab moves can be use in its most effective way by Dash > Grab. You must
guess what your opponent will do, Dash, then Grab them. Please note that this
moves has shorter reach point that Potemkin's but it has more advantage. Like
I said, after they staggered. You're free to do anything to pay their debts
back.
Can be link from Close HS. Make sure you stand VERY close to an opponent and
then Stand HS > Hcb + HS> ...

Grab > Dash > P > K > Qcf + P or K
Grab > Dash > S > S > Qcf + P or K
Grab > HS > Qcf + K
Grab > Warp > S > (Supers)
Grab > (HS) > Hcb ,Fw + S (Supers)
Grab > Dust
Grab > Dust > J.P > J.K > J.S > Jump > J. K > J.S > Qcb + K
Grab > High-jump cancel > Qcb x 2 + S (Supers) > HS > Qcf + K (> Hcb, Fw +
S Supers) RC > HS > Dandy P

Or many way you can use!



4. A very, very simple technic for Slayer. BUFFER. (Link 2 supers together)
As you can see that all of his Supers are below Average. They deal only 1
hit and  not-so-big damage but remember things. They had designed do buffering
together. You use this > You can link to those. An easier way to explain is
"chart"

-Direct Hit Dandy (Air Qcb x 2 + S)
As an Air raid attack. Not only follow it by Supers, you may follow them with
P or S or HS and then cancel to another things as well.

-Eternal wings (Hcf x 2 + HS)
As Anti-air or air combo starter. The victim of this moves can't recover at
all. Follow it with "Dead on Time" Supers or everything you want. Work best
at the corner. Has very long recovery point.

-Dead on Time (Hcb ,Fw + S)
As a combo finisher. Has long-range but has big recovery point. You can't
follow it with anything but its still useful.

Example :

(Full tension)

(Air)       DHD > DOT.
(Stand)  EW > DOT.



5. Footloose Journey (Air Qcb + K) can use to travel across the screen, as
a protector. This moves work with the direction you jump. (Not fixed, after
you input it while jump-in, it does jump-in FJ)
This moves has special ability if you use it while Air-dashing. It can travel
you across the screen.


6. Air combo ability.
Not much I can tell you. I usually use Dust attack only to follow it from
Hcb + HS. The combo I use is...

(Hcb + HS) > Dust > J.P > J.K > J.S (3 hits) > J.K > Qcb + K
(Hcb + HS) > Dust > j.P > j.K . > j.S > Jump > j.K > j.S > j.K > Qcb + K ,
Land Hcb, Fw + P



7. Using his Fw + P
. It cause "Juggle" to your opponent. Useful at the corner.
It has FRC in it, use it wisely.
(It's useful in his EX form, not Normal form)

(Corner)
Fw + P > (S > S) > Qcf x 2 + HS (S)
Fw + P > C.S > Qcf + P
Fw + P > S > High-jump cancel > Qcb x 2 + S (S)


8. Dandy P
Not so important, but you may use Dandy P after your opponent does laying
on the ground. I don't know how to explain but it's useful in some way.

Stand HS > Dandy K > Dandy P

Work best if it does counter. Or at least it's better than leave it be.


9. HS, the key for victory.

If you can remember what I've said, All of his buttons have their own ways
of using. P,K for gatling, S and Close S can use to gatling, too but HS...
you may think it's different from the others because you can't link to this
one at all. It cause Staggered everytime it does hit. You may follow it with
everything you've got, like his Hcb + HS (Bloodsucking Universe)

(Stand)
HS > Dandy P
HS > Dandy K
HS > Dandy S (HS)
HS > Dead on time (S)
HS > Qcf + P or K
(Close) HS > Hcb + HS > anything I've said about Hcb + HS...
HS > Fw + HS > Qcf  + P or K
HS > Qcf + P or K > RC > HS >...


10. Always remember that his Hcb, Fw + P at the right time on the ground is
"wake-up killer"

How? remember whenever you knocked your opponent down by j.D, c.D , Air throw
or something like that. Dash closer as much as you can. Then execute it right
after your opponent. If the timer is right this will be an unavoidable and
unblockable techinics. Thanks to drzero7 for gathering this information.

You may add this moves right after my combos which end up with knocking moves
as well (Cause opponent knocked on the ground)


11. Using FW + HS or Fw + K
Sometimes Fw + K > S is not so easy to perform because the timer is really
stricted. So you should use it after Hcb + HS only. Fw + HS deal good amount
of damage and cover wild range. Except for it has huge startup.

(You may RC it if you have 50% of Tension, after that, use Advance RC combos)
(Hcb + HS)
Fw + K > S > S >Qcf + K > RC
Fw + HS > Qcf + K > RC > ...
Fw + HS > Dandy K (> HS) > Dandy P
Fw + K > S> S > Hcb,Fw + S (S)
Fw + HS > Dandy P > RC > C.S > J. K > J.S > (J.D) > Qcb + K , on the ground,
Hcb,Fw + P





For more complicate combos, see later topics.





That's all about his basic technics. Too less? Maybe...





-----------------------------------------
>>>Advance Technics<<<
-----------------------------------------

Hey, what's going on? I think that's all!
Yep, they are. The only thing I know about advance technics is some of his
tricky  and invincible moves can be link together. Just like most of his
Tension moves can be link to another. And the best of all, his unique element
in Normal moves if it does counter. Well, let's see.

The most effective, is Stagger from Counter. Figure out what to use after
"stagger". Most impossible combos can be use properly by this way.



1. His Dandy's Step P version can "Juggle" your opponent if it does counter.
And the 2nd thing I would say is this moves can RC. (Glow Red, Use only 50%
of Tension gauge)
So what's it? remember, most of time even his P Dandy does counter. You're
in its recovery point while your opponent does Juggling. So Press 3 button
VERY QUICKLY while it does hit. You'll recover right after when they
Juggling-in.

> Dandy P (Counter) > RC >( Stand S) > Hcb, Fw + S (S)
> Dandy P (Counter) > RC >( Stand S) > Qcf x 2 + HS (S)
Or
> Dandy P (Counter) > RC > C.S > High-jump cancel S > Qcb + K
Or
> Dandy P (Counter) > RC > Stand HS > Qcf x 2 + HS (S)


2. And now for his K version. If you use RC during its 1st hit or RC at its
2nd hit. Your opponent should floating and you're floating, too. So after
that you may link to something like this...

> Dandy K > RC > J.S > Jump J.S > Qcb + K
Or
> Dandy K > RC > Jump (Fall back) > Qcf x 2 + HS (S)
Or
> Dandy K > RC > J.HS (Right Angle) > Qcb x 2 + S (S)

Or follow Dandy's P version RC because their elements are the same.


3. Use most of his invincibility frame in most of his moves as your own
advantages. Play as cheap as possible because you can't combo properly at
all!

Dash > Throw
Dash > Grab > Everything I said before...
Dash > HS > Qcf + K
Dash > ...

(Use it at your own risk)
Or like this, play scrub and use your moves as a moving (Not really moving,
Dandy P version can rush you toward everytime you want to) If opponent does
jump closer, use Eternal wings. For my experience I never see people who can
counter this moves. Hah, play just like you're in CVS2 : The scrub's heaven.


4. Using FRC.
WARNING! Hard to do but useful! You MUST Practice it!
For "Guessing game" against human -- remember you can use FRC while Slayer
lean back at Dandy's step moves. This will cancel Dandy's step (Only lean
back, no rush forward.) You may decide to use / not to use. Or the other
meaning. Use it to evade opponent's moves.
This makes the guessing game has variable choices than ever. This one works
for sure if your friends are not a "psychicer" ...

One of the most effective technic is...

(Opponent jump-in)
Dandy P > FRC > (HS) > Hcb + HS > ...
Dandy K > FRC > Hcb + HS > Dust > ...

(Opponent attack)
Dandy P > FRC > Hcb,Fw + S (S)

Or for easier, Use Dandy P to evade, FRC , Counter it back.

For the deadlier tactics. You can FRC this one IF the timer is really right.
The frame I mentioned is when Slayer does PUNCH for only 2 frame. That's right.
Very hard to perform but really useful. Remember you may use Dandy P after
Stand HS , Then

(Full Tension)
Stand HS > Dandy P > FRC > HS > Dandy P > FRC > HS > Hcf x 2 + HS > Now is
your choice... Most of your opponent should dizzied by now

> Burst
or
Dust > j.K > j.S > Qcb + K
or
> j.K > j.S > Jump > j.K > j.S > Dust > Stand Hcb,Fw + P


Or like this.

Using it with Fw + P (A "juggle" button)
For Fw + P, it has recovery point. So you can use FRC after it for faster
recovery. This make you can use more combos. As you want Slayer to.

(Full Tension)

Fw + P >FRC > S > S > C.S > Qcf x2 + HS > Dandy P
Fw + P >FRC > C.HS > Hcb, Fw + S


5. Using RC

Well, there are more than 108 ways to use RC because Roman cancel can be use
at every point of attack to recover yourselves from the moves recovery point.
You recover before mean you can follow your attack because you don't need
to recover.
Or for easier, Roman cancel can use to "Cancel" everything you just did.

That's why it use 50% of Tension gauge.

THE MUST FOR SLAYER.

Like I said in 1 and 2, RC can be use properly in Dandy's step moves for both
P and K version but it can use properly in other moves as well. Since his
ability to combo is very limited, RC is a good choice to pick because he can
do very big damage with it and his Supers are, well, not that good.

Advance RC :

-RC from dandy P
-RC from Qcf + P or K
-RC from Jump Qcb + K

(All of them need FULL tension to perform)

Stand HS > Hcb + HS > Hcb, Fw + S (S) > RC! > (Now you're floating) J.S >
Stand S > J.HS > C.D

or
Stand close S > S > Hcb, Fw + S (S) > RC > J.S > C.S > J.D

or
Stand Close HS > Qcf + K > RC > Dust > J.P > J.P > J.K > J.D > Qcb x 2 + S
(S)

or
Stand Close S > S > Qcf + K > RC > HS > Dash > Grab > HS > Dandy P > RC >
J.K > J.S > Jump K > J.S > Qcb + K

(Corner)
Stand Close S > S > Qcf + K > RC > HS > Dandy K > Hcf x2 + HS (Burst)
> Jump K > S > Jump K > S > D > On the ground, Hcb,Fw + P

or
Stand Close HS > Qcf + K > RC > HS > Dandy K > j.P > j.K > j.D > Qcb x 2 +
S (S)
The timer is really stricted for this combo.


And the last. Dandy S > HS can be combo properly if it DOES COUNTER! and it
2nd hit will crash your opponent to the floor.
So...

(Counter)
Dandy S > HS > RC > HS > Dandy P > RC > Hcb,Fw + S (S)
Dandy S > HS > RC > Qcf + K > RC > HS > Dandy P
(Corner)
Dandy S > HS > RC > Hcf x 2 + HS > (Burst)



Maybe only few combos, but remember this. Those deal 60% damage, not 30-40%.




6. Using his Supers as a "combo-startup"

Compare to the other character's moves. Slayer's supers are below average
but it can be useful in some ways. His Eternal wings deal very least damage
but invincible, his Direct hit Dandy was a very good air moves but suck at
range. So... what should I do?

Easy, Always using "Eternal Wings" Supers in these situation :
Note : Eternal wing will cause "Air-Stagger" to the victim, can't be recover
while in the air at all.

Eternal Wings : Qcf x 2 + HS (S)
-Opponent does Jump-in
-Opponent try to hammer you at very close range.
-Cancel it from Close S, Far S
-Cancel it rom Close HS

Then. if it does hit at the corner (I said this moves work best at the corner)
Try to link it to everything you can think of now. Here are example :

(Corner)
-Stand S > S > Eternal Wings > Dandy P ver.
-Stand S > S > Eternal Wings > Dandy K ver.


Direc Hit Dandy :

This one is Mid-Air moves. It does Stagger, but not that long. The range and
angle of this moves is 30 degree. Rather short, eh? but it has invincible
frame like EW and very fast.
Note : Direct Hit dandy cause Stagger only the first time it does hit.
Note : For Advance way to execute. On the ground, Qcb, Qcb and end it with
Semi-Upward button, then press S, If the timer and angle are right. Slayer
will perform Very-low DHD. It can be use as a ground combos startup.

Not what you think, Using this moves as a combo-finisher from the air will
deal only 10 or 15 damage (Waste) if you want to use it badly, only use :

Dust > J.S > Direct Hit Dandy

Or on the ground :
Hcb + HS > DHD > HS > Qcf + K > ...
HS > DHD > HS > Qcf + K > ...

The way you use DHD can be use in the same way like his Grab moves. You may
follow those tactics.



7. His Infinites

This tactics. Is, well, what I don't want to distribute most. It can be pretty
cheap and it can be pretty dull at the same time.
First, Practice using Hcb + HS until you can use it properly. And then...
The timer for dashing is very stricted.

Stand HS > Grab > Dash > Grab > Dash > Grab > Dash > Grab > ....

As for easier, at the corner Grab > Dust > ... (End it with J.D) > Grab >
Continue...
Finally you'll end it with Full Tension, you Dashing around a lot, you knew
it. So finish your opponent's life with your Advance RC combos. See you around
in a hotel!

Second. Only for Black version of Slayer.
For how to use Black Slayer, see another topic for it.

Stand Close S > S > Qcf+K > RC > S > S > Qcf+K > RC > S > S > Qcf +K > RC
> ...
Can be perform properly if you do RC properly. The most insanest RC I know.




8. BURST techincs.

Unlike the others. I don't know this is a bug or not, Slayer can do almost
everything after his Hcb + HS. The things like Supers, Dust, and above of
all, BURST! are allow here. Like

(Corner)
Hcb + HS > Burst.
or
Hcb x 2 + HS  > Burst

Then continue your combos.