F:S
slayer's F:S makes him insanely plus, being plus 7+ on hit and plus 4+ on block this allows slayer
to do some links
-LOOP
Slayers F:S is able to loop, up to two times and end into 5k into 5d,2d, or a jump cancel
https://youtu.be/Eursu43_CIg?si=W0IE2uz0XvHrL6Ns
but if he gets a counter hit on the F:S he can extend it by one
https://youtu.be/d-zhfrXfdGs?si=KFFE1N20VGPcUF_0
the best thing to do is to block it, if you try to attack out of it in the best case scenario you tie(you would need a move that has a 3 frame startup to tie), worst case scenario you make the combo stronger.
-BLOCK
on block slayers F:S is only able to combo into 5k or 2k safely and cannot loop into F:S
https://youtu.be/nTRO9fdDB0Y?si=imHU71xwOyiCmADX
Mixs
slayer also has the ability to move through the opponent allow for left right mix, 214P also allows slayer to move through the opponent
-LEFT/RIGHT MIX SIGNS
although there is no guarantee signs they are very common tells among slayer players, the most common times a slayer will left right is during first hit of F:S due to its hit stun properties,5k, and 2S
https://youtu.be/14QZmPGdnXE?si=9E8m0UtQh3x32c5O
buy dash cancling 5k he is able to left-right mix from further away than 214P
https://youtu.be/YzUsIN6opEI?si=A3VNqGMvcd341Jo9
-FOLLOW UPS
dandy step or 214P/214K has 4 follow ups P/Pilebunker(a strong 17 frame punch that will always wall splat, but is very negative on block),K/Bump Ahead(a 17 frame low),S/It's Late(a 17 frame overhead), and H/Master Hammer(a 25 frame move, that plus 26+ on block, and can cross up the opponent) all 4 of these move can be countered by 6P,C:S, or somtimes 5k(anything that's invincible or less than 17 frames can beat the follow ups, use 6P on Master Hammer since slayer will jump up using the move). these follow ups are usually used after a L/R mix. so that is you're best chance to break out of any combo.
Miscellaneous Moves
-2D
slayer 2D is a fast moving low that moves him forward allowing him to get wake up grabs and meatys, he will most likely uses this at round start or off of any kick. the only moves that can combo off 2D is 236P/K and both supers. the best way to beat this is to jump back on wake up or to block on wake up.
-236P/K
this is a fast punch that is -1/-2 on block. the 236P version is the only special move that can combo into 2D. if you block this move you are better off continuing to block instead of going for a hit. it can be avoided by jump dashing
-63214H
63214H is a command grab that gives slayer a buff and some health back. this move can be used on first hit of F:S if F:S isn't block (do to F:S hit stun properties). the buff gives slayer a guaranteed counter hit off all moves allowing for him to combo off of moves he normally can't. this move will most likely be used on wake up(if you're standing to close),F:S, or as a meaty. it can be beaten by jumping or dashing back.
-632146S
632146S is one of slayers supers, its fast and can hit almost anywhere on the screen. the move is able to hit twice depending on how close you are to slayer when he does it. it can be beaten by jumping or blocking.
-236236H
236236H is slayers other super. it take a 100% meter to use but does around 60-75% of you're HP. this move will usually be used toward the end of the round to end it early. the move has no invincibly on it so it can be beaten by using a good poke.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3258515425
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