![]() ![]() ![]() 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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