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Slayer Must Know Combos for Guilty Gear Strive - Patch 1.37

KairosFGC 1,350 8 months ago
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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 #GGST #GGST_SL #GGST_SLAYER #kairosfgc

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