Post by Tenshu on Jan 7, 2010 7:50:18 GMT -4
Slayer
Height: 185 cm
Bloodtype: Special so unknown
Weight: 70 kg
Birthplace: Transylvania
Birthday: October 31st
Eye Color: Brown
Likes: Haiku, fights, observing humans
Slayer's the former chieftain of an organization of assassins and a descendant of Nosferatu. With his unyielding attacks and special vampire abilities, he makes mincemeat of his opponents in minutes. During dashes he becomes invulnerable to attacks. His old organization now in chaos as a result of Zato-1's absence, Slayer emerges from retirement to "tidy" things up.
Special Moves:
Feint: Forward + Hold K
Dandy Step: QCA + P or K (Can be False Roman Cancelled)
- Pile Bunker: P during Dandy Step (Can be Roman Cancelled)
- Crosswise Heel: K during Dandy Step (Can be Roman Cancelled)
- Under Pressure: S or HS during Dandy Step (Can be Roman Cancelled)
- It's Late: S or HS during Under Pressure (Can be Roman Cancelled)
Mach Punch: QCF + P or K (Can be Roman Cancelled)
Bloodsucking Cosmos: HCA + HS (Throw)
Undertow: HCA, Forward + S (Can be Roman Cancelled. Unblockable)
Footloose Journey: QCA + K (In air. Can be Roman Cancelled)
Overdrives:
Dead on Time: HCA, Forward + S (Can be Roman Cancelled)
Immortal Wings: QCF x2 + HS (Can be Roman Cancelled)
Direct Hit Dandy: QCA x2 + S (Can be Roman Cancelled)
Quoted from IGN:
What Slayer lacks in his mobility on the ground, he more than makes up for in potential damage and his pseudo throw infinite combo. First off, Slayer's Dandy Step is a terrific move that can really mess with your opponent's mind, especially if they're the type of player to try to counterattack everything. The Dandy Step will swing you away from your opponent and then bring you back to them, and then allows you to follow up with any button. The beauty in the Dandy Step is that you don't have to follow up with any attack. If you're executing a ground string and then you use a Dandy Step, most players will freeze because they're expecting one of the canned followups. By not doing anything after the Dandy Step, you have one good setup for his throw infinite.
Slayer's throw infinite is not really an infinite (the game will actually stop it at 12 hits), but it can do a boatload of damage and sets you up for other attacks. To perform Slayer's throw infinite, simply execute Bloodsucking Cosmos, dash in and repeat. It's pretty simple, but the throw itself is designed to allow your opponent to struggle out of it. If you know the person you're face is good at struggling, it's best to perform 3 or 4 repetitions of the infinite and then followup with another attack to catch them offguard.
Most of Slayer's attacks are devastating when used properly. His Mach Punch is a great combo ender to a simple S, S ground chain, and can be Roman Cancelled into another S, S, Mach Punch combo for good damage. Footloose Journey is a nice air-to-air move that has a ton of priority on it, and is a terrific followup to Slayer's Dead On Time Overdrive. By Roman Cancelling Slayer's Dead On Time into Footloose Journey, you can easily take off 50% of your opponent's lifebar. Direct Hit Dandy isn't a very good Overdrive to use (in fact it's quite useless), but Immortal Wings is probably the best followup you can have after you have launched someone with Crosswise Heel.