Slayer stays true to his name in Guilty Gear Strive! Sol finally has competition when it comes to RAW DAMAGE! Strangely enough for a power type he doesn't lose out on Pressure either, mans is a wakeup demon (pun intended?) with mixups into setplay into more mixups. Slayers a ride you'll never forget and I'm confident I've showcased tha in this combo guide. This bread and butter will be all you need to start your lollercoaster! Happy Hunting Daredevils 😈 and Much love as always!
BGM: Guilty Gear Strive - Ups and Downs (Slayer's Theme)
Input Notation:
(Assuming Player 1 Side)
↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3
FD = Forward Dash
P = Punch
K = Kick
CS = Close Slash
FS = Far Slash
HS = Heavy Slash
D = Dust
J = Jumping
Jc. = Jump Cancel
CH = Counter Hit
RRC = Red Roman Cancel
PRC = Purple Roman Cancel
FRC = Fast Roman Cancel
~ = pressing the second input immediately after the first.
[X] = Hold button
Terms used:
Hitconfirm: Performing an attack, seeing that your attack successfully hit, and then reacting to this information by continuing the combo.
Frametrap: Two attacks back-to-back that leave a very small gap between them. The gap will be shorter than the defender's fastest attack, which means if they try to attack with a normal, they will get counter hit.
SafeJump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block.
Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown.
Combo Notation:
Midscreen Close Slash Red RC Combo 0:00-0:22
CS, FS, 2HS, 214P~P, 66RRC, CS, 6HS, 214P~P, 214P~P
- Save meter with fast RC
- If you keep side switching at the end of the combo take a quick step back before close slashing!
Counter Hit Close Slash Combo 0:22-0:37
CS, 5[D], CS, 214P~P, CS, 2S, 214P, P
- If you delay CS after the dust perfectly you’ll end up side switching with your loops instead!
Jab Punish Combo 0:37-0:39
5P, 6P, 214K
Counter Hit K.Mappa Hunch 0:39-0:51
236K, DL.66FRC, CS, 214P~P, CS, 2S, 214P
- Delay the Fast RC the further away you land Mappa Hunch, this gives slayer the time he needs to get in for Bunker Loops.
Midscreen Far Slash Combo 0:51-1:05
FS, 2H, 214P~P
Far Slash Mappa Hunch RC Combo 1:05-1:25
FS(2), 236K, 66RRC, DL.2S, 214K~P, CS, 2S, 214P~P, 6HS
- Can also end midscreen with CS, 2HS, 214~P
Anti-Air 5P Combo 1:25-1:42
5P, CS, 5[D], 5K, 6HS, 214P~P
Air to Air Counter Hit JK Combo 1:42-1:57
JK, JD, AIR DASH, DL.JHS, JD, CS, 6HS, 214~P, 6HS
- For further away more awkward hits use K.Mappa or P.Mappa Hunch as soon as you land.
Far Slash Wild Assault Combo 1:57-2:11
FS, 2HS, 236D, CS, 6HS, 214P~P, 214P~P
Throw RC Combo 2:11-2:27
Throw, 66PRC, CS, DASH, CS, 2S, 2HS, 214K~P/214P~P
BackDash Attack FRC Combo 2:27-2:37
Backdash~6S, 5K, 2D, 236P, 66FRC, CS, 214P~P, CS, 2S, 214P~P, 236D OR 214~P
- Delay the first pile bunker to stay same side and get a safe jump in the corner with IAD, JHS
Charged Dust Combo 2:37-2:53
Charged Dust, JHS, JK, Jc.JS(2 kicks), JHS, Jc.JD, JD (finishing blow)
2D Counter Hit Combo 2:53-3:10
2D, CS, 5[D], CS, 6HS, 214P~P, 6HS
5H Universal Counter Hit Combo 3:10-3:24
Standard: 5HS, DASH, CS, 6HS, 214P~P, 214P~P
Bunker Loops: 5HS, DASH, CS, DL.2S, 214K~P, CS, 2S, 214P~P
Uncharged Dust Red RC Combo 3:24-3:40
5[D], 66RRC, CS, 5[D], CS, 6HS, 214P~P, 6HS
Uncharged Dust Fast RC Combo 3:40-3:52
5[D], 66FRC, CS, CS, 214P~P, CS, 2S, 214P~P
Dandy Mix Section
Dandy Step Low Red RC Combo 3:52-4:09
214P~K, 66RRC, DL.2S, 214K~P, CS, 2S, 214P~P, 214P~P
Fast RC: 236P~K,CS, DL. 2H, 214P~P, CS, 2S, 214P~P, 6HS
Counter Hit/Universal: 236P~K,DL. CS,214P~P, CS, 2S, 214P~P, 6HS
- You can do CS, 2HS to stay midscreen and get a safe jump with J.S right before you land
Dandy Step Overhead Fast RC Combo 4:09-4:22
214P~S, FRC, CS, DL.2S, DL.2HS, 214P~P, CS, 2S, 2HS, 214P~P, 214P~P
Red RC Combo: 214P~K, 66RRC, DL.2S, 214K~P, CS, 2S, 214P~P, 214P~P
- Be sure to NOT RC forward for this fast RC!
Counter Hit/Universal: 214P~S, CS, DASH, CS, DL.2S, 214K~P, CS, 2S, 2HS, 214K~P
- Use 214K dandy at the end for same side and 214P dandy for side switch if you haven’t wall splat already
Dandy Step Counter Hit Pilebunker FRC Combo 4:22-4:42
236P~P, 66FRC, CS, 214P~P, CS, 2HS, 214~P | N.JUMP, JS
Red RC: 236P~P, 66RRC, DL.2S, 214K~P, CS, 2S, 214P~P, 214P~P
Dandy Step Cross Up Universal Combo 4:42-4:59
214P~H, DL.2S, 214K~P, CS, 2S, 214K~P, CS, 2S, 2HS, 214P~P, 214~P
- Do the kick version of the Dandy Step before the wall break to stay midscreen.
Crossup Fast RC: 214P~H, FRC, CS, 2HS, 214P~P, CS, 2S, 214P~P, 214P~P
Crossup Red RC Combo: 214P~H, 66RRC, 2S, 214K~P, CS, 2S, 214P~P, 214P~P
Chipp TOD COMBO 4:59-5:34
2H, 214P, CS, 2S, 214K~P, CS, 2S, 214P~P, 214P~P, 236(x2)HS
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