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Slayer

From The Codex
Guilty Gear/Slayer
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"Mature Content"
This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these.



Tremble before me, boy. I will rend your soul with the elegance of the ages.

Background

Slayer is a recurring figure in the Guilty Gear franchise. A sophisticated vampire with an air of elegance, he is frequently seen alongside his wife, Sharon. Possessing a fondness for inserting himself into the lives of others, Slayer often dispenses unsolicited wisdom with a calm and genteel demeanor. As the founder of the Assassin’s Guild, his refined manners and composed attitude conceal a level of power and ferocity that few can rival.

This dropdown contains the synopsis of Slayer's story. Read at your own risk as you may be spoiled otherwise!

Background
Little is known about Slayer’s early life, other than that he descends from an ancient and noble vampire lineage. Once a figure who held great power and influence before losing it all, Slayer spent centuries existing in the shadows, far removed from human civilization. Around the year 1504, he encountered a dying Nagoriyuki and transformed him into a Nightless, making him his first apprentice. Although Nagoriyuki remained thankful, he departed before completing a century under Slayer’s mentorship.

Over the ages, Slayer witnessed the decline of his kind until only a scarce few vampires remained. To sustain himself on human blood without exposing his nature, he turned to assassination, targeting corrupt individuals who exploited their authority and preying on those beyond the reach of justice. By 1998, a number of skilled killers had gathered around him, inspired by what they perceived as a code of honor in his actions. This informal group grew into the organization later known as the Assassin’s Guild.

By 2014, Slayer had taken note of scientific research into Gear cells and foresaw potential danger in their discovery. His concerns were realized decades later in 2074 with Justice’s rebellion and the beginning of the Crusades. Fascinated by the unfolding chaos, Slayer pursued key figures from this era, including Frederick Bulsara, a man believed dead but still alive. Impressed by his determination, Slayer renamed him “Sol,” a title Frederick would carry thereafter. His reflections on these encounters were later recorded in *The Memoirs of Eripmavs D. Yraid*. At some point, he also met That Man and learned of his self-imposed burden.

During the war, Slayer met Sharon, a mysterious woman who neither aged nor transformed when he drank her blood. Deeply captivated by her, he gradually withdrew from his responsibilities within the Guild. In 2168, after witnessing the organization’s rapid expansion into unethical dealings, Slayer stepped down as leader in disappointment, though his departure only hastened the Guild’s moral decay into criminality.

Around 2176, Slayer crossed paths with Zato-ONE and Millia Rage during an infiltration at a royal ball. After a brief exchange with Millia, he observed her kill her target and later tested her strength, leaving her exhausted before confronting Zato himself. Despite defeating him with ease, Slayer recognized a certain grace within Zato’s spirit and expressed interest in his potential. Later, when visiting Millia’s cell, he granted her the freedom to choose between death or a new beginning—she chose the latter, returning to Zato’s side.

Slayer continued to observe both of them during subsequent Guild missions, including one on Mount Rosa, before ultimately entrusting the leadership of the Assassin’s Guild to Zato and retreating into a peaceful life of leisure alongside Sharon.

Guilty Gear XX
Following Zato’s capture by the International Police Force in 2178 due to Millia’s defection, the Assassin’s Guild entered a state of disorder. Although Zato was later released to participate in the Second Holy Order Selection Tournament in 2180, his body was soon overtaken by his own Forbidden Beast at the tournament’s conclusion. By 2181, Zato perished from the strain caused by Eddie’s overuse of his shadow, leaving the Guild fractured and unstable. With its structure collapsing from within, several members sought out Slayer, urging him to return and restore order. Though initially uninterested, he eventually emerged from retirement to “tidy up” the chaos.

Before taking action, Slayer visited Ky Kiske out of respect, claiming it was customary for the “king of the night” to seek the “protector of the day’s” permission before acting under the sun. He warned Ky of growing bounties placed on the Japanese, then departed to settle the Guild’s affairs. In one course of events, Slayer seeks out Eddie to lay Zato’s body to rest, only for Eddie to take an interest in Sharon’s immortality. Slayer defeats him soundly before continuing his path. In another scenario, Slayer confronts Venom—who had assumed leadership of the Guild after Zato’s death—with the intention of dissolving the organization entirely. Although Venom loses the ensuing battle, Slayer ultimately entrusts the Guild’s future to him. In a third account, Slayer encounters I-No, where That Man appears to apologize for her actions; after a brief, friendly exchange, Slayer departs peacefully.

After passing the Guild’s leadership to Venom, Slayer vows to retire permanently, echoing the actions of his departed kin. He takes one last journey through the world, reflecting on his attachment to the mortal realm even as he prepares to leave it behind. Depending on his path, Slayer’s journey takes several turns. In one, he faces Sol Badguy and either departs with no regrets or takes it upon himself to destroy a vital P.W.A.B. base. Even under the effects of a spell limiting his movement, Slayer’s sheer strength allows him to crush the base by force, denying Crow the satisfaction of activating its self-destruct sequence.

In another path, Slayer visits Zepp, engaging Potemkin in battle before asking him to pass his regards to Gabriel, believing they will not meet again. Ready to depart alongside Sharon, Slayer spends his remaining days composing haiku—struggling to find the words as easily as he once did—and muses that he can always challenge his vampiric brethren should he grow bored. In a different route, he faces Anji, and later Baiken, realizing through combat that his passion for the world still remains. Accepting that he is not yet ready to leave, Slayer and his new companions establish a fighting league dedicated to challenging the P.W.A.B., with Slayer openly admitting that the thrill of battle remains one of life’s greatest joys.

Guilty Gear Xrd
Some time before October 3, 2187, Slayer receives an unexpected message from an old acquaintance and infiltrator informing him that Zato had been resurrected. In response, Slayer sends a letter—delivered by one of his bats—to summon Faust for a private meeting to discuss the truth behind the malpractice incident that drove the doctor to madness. When Faust arrives at Slayer’s villa on October 5, Slayer reveals that the entire scandal was fabricated by the Conclave, and that Zato is still alive, being held in one of their underground laboratories. Faust departs immediately to verify this information. Two days later, Slayer discusses the matter with Sharon, inviting her on a walk to seek further clarity. On October 14, the pair encounter Venom, Millia, and the revived Zato at an opera house, where Slayer learns that the Conclave is likely preparing a larger, more dangerous scheme.

By October 28, while Zato investigates the Conclave and confronts Ramlethal Valentine in Japan, Slayer, Millia, and Venom deliberate on how best to handle their discoveries. They decide to report the information to Ky Kiske, the First King of Illyria, who publicly opposes the Conclave. Before they can do so, they are ambushed by Bedman, who teleports them to Uighur, where Faust is meeting with Chipp Zanuff and the Jellyfish Pirates. Slayer warns the others to be wary of the strange child, and as Chipp fights to protect the group, Zato intervenes, forcing Bedman to retreat as if following unseen commands. Slayer advises Zato to seek out Ky in Zepp to deliver their intelligence on the Conclave directly.

Following the Conclave’s downfall and the emergence of the Universal Will, the assassins agree to reestablish the Guild as a legitimate organization under Illyrian oversight. On November 7, they gather at Slayer’s ruined mansion to discuss the future, sending Zato to negotiate with King Daryl and agreeing to eliminate Bedman as a symbolic gesture of renewal. When Zato returns with promising news, Slayer invites everyone to celebrate, though Venom declines, preparing instead to recruit Robo-Ky for upcoming operations. Frustrated by his earlier loss, Slayer vows to challenge Bedman once more, training first with Venom before his departure, then with Millia and finally Zato, who offers to share the secret of Bedman’s abilities—an offer Slayer politely refuses.

When Bedman reappears in a barren wasteland, Zato tracks him down and Slayer joins the confrontation, engaging the youth in a fierce duel. Before Bedman can unleash his full power, Millia intervenes, insisting that Venom deserves to face him. Slayer reluctantly agrees, lamenting that he may not have another opportunity like this for a century, and withdraws. Later, when Ariels reveals her true identity as Sanctus Maximus and launches an assault on the capital, Slayer and the rest of the Assassins’ Guild fight alongside the defenders. He briefly reunites with Gabriel to help neutralize a massive Gear before it detonates, then joins Zato and Millia to rally their comrades during the ensuing battle. Together, they hold the line until Ariels is defeated at the Celestial Altar and her army deactivates.

In the aftermath of the conflict, Zato visits Slayer and Sharon at their villa to discuss the Guild’s rebirth. Curious about Venom’s fate, Slayer asks what became of him. Zato explains that while Venom survived his confrontation with Bedman, he has been officially declared dead. To give him a peaceful future free from the shadows of their trade, Zato “erases” him in name only, granting his old friend a new life as a humble baker.

Guilty Gear -Strive-
In December 2187, Slayer shares a tender moment with Sharon. Following Nagoriyuki’s awakening and liberation from Happy Chaos’s influence during the G4 Summit, Slayer seeks him out for a visit. This act stirs jealousy in Zato, who sees himself as Slayer’s true successor in Dandyism and challenges him to a duel. Though neither Zato nor Nagoriyuki have surpassed him, Slayer expresses pride in both. In one scenario where he must fight seriously, he admits that Zato continues to fascinate him, ensuring he never grows tired of their encounters.

Appearance

General Description: Slayer is a middle-aged man with a refined sense of style, favoring elegant suits and accessories. He typically wears a gray two-part suit with a white dress shirt featuring long, pointed tails, secured at the waist by a cummerbund and highlighted by a red-and-white horizontal bar across the chest. A neatly knotted necktie rests over the shirt, creating the appearance of a Latin cross with flowered ends. Over his right shoulder, he drapes an elbow-length red cape capable of shapeshifting, and his outfit is finished with light-brown dress shoes. In Guilty Gear -Strive-, his attire is updated with a black pinstriped double-breasted waistcoat with silver buttons, a golden apple-shaped badge, a black greatcoat with red lining worn over his shoulders, and a golden pocket watch attached to his belt. His shoes and trousers remain consistent with his earlier look.

Facial Features: Slayer has red eyes and brown hair, usually slicked to the side. He maintains a short, well-groomed beard and a thin moustache, though when he reverts to a more youthful state by drinking his opponent's blood, the moustache disappears and his beard becomes a goatee. He wears a monocle on his left eye and often smokes a pipe, even during combat.

Clothing/Outfit: Slayer's wardrobe emphasizes formal elegance, including multi-piece suits with tailored jackets and intricate accessories. Key details include flowered crosses embroidered on his jackets, a cummerbund, pinstripes, silver buttons, and a cape or greatcoat that can act as a functional garment beyond simple decoration.

Special Features: His red eyes, monocle, and the ability to alter his appearance via age regression are notable features. The shapeshifting red cape adds a supernatural element to his otherwise formal attire.

Alternate Forms/Disguises: Slayer can temporarily revert to a younger version of himself, losing his moustache and changing his beard to a goatee after drinking an opponent's blood.

Personality

  • Dandyism: Slayer places great importance on Dandyism, the pursuit of beauty, refinement, and self-cultivation. He expresses this through personal grooming, refined speech, and cultivated hobbies, treating even unfamiliar opponents with courteous and gentlemanly behavior.
  • Composure: Having lived for millennia, Slayer is calm and unflappable. He approaches situations with measured composure, rarely showing fear or agitation, and maintains perspective on human affairs, viewing them as relatively trivial while still finding people interesting.
  • Observation and Sentiment: Slayer enjoys observing human nature and philosophy, finding emotional responses to events intriguing. Despite his detachment, he can feel sentimentally toward individuals and the mortal realm, occasionally experiencing difficulty reconciling personal decisions with his long lifespan.
  • Passion and Combat: Slayer enjoys duels and competition, finding entertainment in combat against worthy opponents. While generally detached, he can be genuinely surprised or challenged by stronger adversaries, and he values skill and elegance in confrontation over mere violence.
  • Morality and Guidance: Slayer prefers principled action over unnecessary bloodshed, often showing chivalrous restraint in dealings with humans. Though he does not impose his values on others, he encourages reflection and self-improvement, and may derive mild amusement from observing others' reactions.
  • Knowledge and Culture: Slayer is intellectually curious, seeking and sharing knowledge freely. He enjoys poetry, refined hobbies, and philosophical pursuits, integrating these interests into his lifestyle and worldview.

General Information

Name: Slayer[1]

Origin: Guilty Gear XX

Overall Series: Guilty Gear

First Appearance: Guilty Gear XX

Company: Arc System Works

Creator: Daisuke Ishiwatari

Actor

  • Japanese Voice Actor: Iemasa Kayumi (Guilty Gear XX, Guilty Gear Xrd: -SIGN-), Takaya Hashi (Guilty Gear Xrd: -REVELATOR-, Guilty Gear Strive)
  • English Voice Actor: JB Blanc (Guilty Gear Xrd: -SIGN-, Guilty Gear Strive)

Gender: Male

Sexuality: Heterosexual

Pronouns: He/Him

Handedness: Ambidextrous

Age: Over Centuries Old[2] (Noted to have trained Nagoruyuki over 683 years ago[3])

Blood Type: Unanalyzable[4]

Birthday: October 31[5]

Time Period: 22nd Century[6]:

Timeline: Main Timeline

Homeworld: Earth

Residence: Transylvania[11]

Story Role: Fighter, Playable FIghter

Legacy: Local Legacy (Slayer is only really known by a few people)

Influence: Event Influence

Language: English

Ethnicity: Transylvanian[12]

Religion: N/A

Classification: Member of a Guild of Assassins[13], Founder of the Assassins' Guild[14], Non-Human[15]

Species: Vampire

State of Being: Transcendent (It's noted by Happy Chaos that Vampires are apart of Demi-humans, who transcend genetics, physics, and even time itself with their very existence being essentially a bug in the world's programming[16])

Physiology: Demihuman Physiology

In-Universe Creator: Unknown

Occupation: Assassin[17]

Risk Rating: S+[18]

Ranking: Leader

Combat Style: Dandyism

Affiliations: Zato-1, Millia Rage, Venom, Nagoriyuki

Enemies: Bedman, Universal Will

Height: 6'1"[19]

Weight: 154 lbs[20]

Status: Alive

Alignment: Chaotic Neutral (Slayer follows the form of Dandyism which requires one to eliminate the target before all else, even preserving one's life, honing one's skill so that killing comes as naturally as breathing and understanding that the most important thing in life is dandyism[21])

Threat Level: Street Threat (As he leads an assassin's guild)

Potential

Archetypal Tiering: Mentor

Codex Statistics

Grade: S (Noted that his battle abilities and his combat style has no known method of suppression, making him an unmatched threat of the highest caliber[23])

Tier: At least 8-B, Much Higher through Magic of the Backyard

Cardinality: Finite

Dimensionality: 3-D

Power Source: Magic

Attack Potency: At least City Block level (Potency) (A clash between him and Bedman caused a massive cavern[24] while Bedman was below eight percent of his true power[25]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[26] to carry more energy than anything on this planet is capable of producing[27], however without an intermediary, this energy would destroy the planet[28]). Can ignore durability with Magic (The Backyard is the term used to give reason to the five element configuration[29], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[30], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[31], being described as an obscure world that magic users temporarily access to gain power[32]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[33])

Durability: City Block level, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[34])

Striking Strength: City Block Class (Potency), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[35], to where even a single strike or punch from them carries more energy than anything on the planet is capable of producing[36])

Lifting Strength: At least Class M (Comparable to Sol Badguy, who supported the chain to keep Justice from collapsing, who was mountain-sized[37]. Should be comparable to Baiken, where Baiken's Hiiragi, allows her to throw any fighter in the game, including Potemkin[38], who weighs 1446 lbs[39]. Should be comparable to Bridget, who with her instant kill can lift the likes of Potemkin casually[40], who weighs 1446 lbs[41]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[42])

Travel Speed: Regular Human, Superhuman with Blast Drive (Blast Drive allows the fighter to move like the wind[43], running far faster then the fighter normally moves[44]), Far Higher through Magic of the Backyard

Attack Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[45]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[46]). Faster Than Light launching (Slayer's instant kill has him punch someone outside of the milky way galaxy[47])

Reaction Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[48]. Can avoid sword slashes from Johnny[49], where it's noted that Johnny's attacks move at the speed of light[50])

Stamina: Superhuman, Limitless Magic (Makind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[51])'

Range: Standard Melee, can send someone flying an Intergalactic distance with Instant Kill (Slayer's instant kill has him punch someone outside of the milky way galaxy[52]), Multiversal with Magic (The Backyard is the term used to give reason to the five element configuration[53], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[54], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[55], being described as an obscure world that magic users temporarily access to gain power[56], with it being larger then the universe[57])

Intelligence: Unknown Intelligence

Knowledge: Grandmaster level (Slayer follows the form of Dandyism which requires one to eliminate the target before all else, even preserving one's life, honing one's skill so that killing comes as naturally as breathing and understanding that the most important thing in life is dandyism[58]. Noted to have trained Nagoruyuki over 683 years ago, meaning he has been training with this style for centuries[59])


Powers and Techniques








Equipment

Nothing notable.


Notable Techniques


Gatling Combo System

Gatling Combos involve chaining together normal attacks, always increases or staying the same level of strength. After a Gatling Combo, the fighter can then usually cancel, or two-in-one, into a Special Move.

Charge Attack

Fighters have a special move that can be charged up for increased power, this is accomplished by charging their special in order to use an enhanced version of an attack that reaches all the way to level 3.

Instant Kill System

Instant Kill moves are moves that are a fighter's most powerful technique. Defeating an opponent with the Instant Kill will end the match immediately, regardless of the round the fighters are on.

Chaos Moves

Chaos Moves are super-powerful attacks that takes a completely full Chaos Bar to use. These moves do far more damage then a fighters standard attacks.

Dash / Back-Dash / Air Dash

Fighters can dash forward, do a back dash, and dash even in mid air, allowing for greater mobility of moving around their opponents during fights.

High Jump

A high jump is much higher then a regular jump, and a forward or backward High Jump travels all the way across the screen. A Double Jump cannot be performed during a High Jump.

Knockdown Evasion

When a fighter gets hit with an attack that knocks down, they will flip out of the hit immediately, ready to retaliate.

Double Jump

A fighter can jump once on the ground and once again in the air, allowing them to reach higher and out of reach spots from other fighters.

Throws

Fighters can grab opponents to throw them, being able to throw them either forward or backwards.

Mid-Air Turn

Through pressing the Taunt Button when in mid-air, the fighter can turn around and face the opposite direction, this technique can be useful to attack from behind.

Aerial Combos

Fighters have an Aerial Combo Launcher, which allows them to launch the opponent into the air, they can follow with a Chase Jump where they can attack the opponent with a multi-hit, mid-air Gatling Combo.

Dead-Angle Attack

When blocking an opponent's attacks, the fighter can quickly input a Special Move command to cancel their block animation and strike the enemy while they're still attacking.

Perfect Guard

Unlike normal blocking which drains a small amount of life when blocking against a special move or Chaos Move, the Perfect Guard can block without losing any life at all. Though the Perfect Guard will drain the fighter's Chaos Bar, and if they have no Chaos Energy at all, they will not be able to use Perfect Guard.


Faultess Defense

Through inputing the punch and kick simultaneously while pushgin the directional button for a guard position, the fighter enters a special guard condition that creates a barrier around them. This prevents opponents from shaving away at their strength with deadly attacks and the knock back is greater than when using normal guards, giving the fighter more time to ready an attack against their opponent. This also enables the ability to guard against attacks that cannot be guarded against during jumps. However, while performing Faultess Defense the Tension Gauge decreases, once it is fully depleted the fighter can no longer use Fautless Defense.

Roman Cancel

While hitting an opponent with an attack, pushing any of the attack buttons will forcefully stop attack actions and return the character to a normal standing pose. This allows the fighter to create their own original combo moves and hit unique attacks the opponent was not expecting.

Jump Cancel

There are certain attacks that can be cancelled mid-move into a jump, being called a Jump Cancel. When hitting an opponent with, or guarding against certain attacks, press the Directional button UP to cancel into a jump. Successful use of this can help to enhance their combo techniques.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks, because the opponent's time off balance is increased, this move allows for use of combo attacks that normally couldn't be used.

Recovery Direction

When using a recovery move by pushing a directional button, the fighter can recover from a knock down in the direction pressed, this can provide with a chance for a counterattack if used correctly.

Instant Kill Technique

As the name implies, these are the ultimate deadly attack that can do away with opponents with a single blast. Due to the sheer power of these moves, they take a long time to unleash. Unleashing an Instant Kill attack, completely depletes the Tension Gauge, thus missing this move at all makes the fighter struggle worse as they won't be able to use various actions that require the Tension Gauge.

Guard

Push the directional button opposite of the direction of the fighter's opponent to guard against attacks. There are standing and crouching guards which guard against the respective areas, with standard guard defending against high and mid-level attacks while crouch guarding defends against low attacks. Fighters can even guard during jumps to protect against attacks in the air.

Two-Level Jumps

Fighters can jump again while in the air.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment a fighter hits an opponent with a normal attack, they proceed to enter commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

Over Drive attacks are powerful attacks that use up 50% of the Tension Gauge. The commands for the move vary with each character.

High Jump

Press the down then up directional buttons quickly to jump higher than the usual jumps, though a Two-Level jump cannot be used after a High Jump.

Forward Thrust Attack

With a Punch or Heavy Attack common to all characters, keep the right directional button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter has guarded against an opponent's attack, push two attack buttons simultaneously while pushing down on the right directional button to counterattack from the guard position. The Tension Gauge needs to be at 50% or above for this move.

Dust Attack

By pushing a Slash and Heavy Slash button, the fighter can use attacks that break crouching guards. Opponents attacked with this move will be spun around and knocked down, becoming temporarily defenseless. At this time, push up on the directional button for the fighter to pounce on the opponent and have a perfect chance to strike back with a combo attack.

Sweep

Push a Slash and Heavy Slash button while in crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a recovery move.

Tension Gauge

The Tension Gauge is a gauge that shows a character's hostility, which holds the key to victory. The power of this gauge increases when the fighter uses aggressive moves like moving forward, dashing, forward jumps, and attacks. As the power of this gauge increases more moves can be used.

Recovery

When knocked down after being attacked, push any 2 attack buttons simultaneously while in the air to regain balance. This moves enables the fighter to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push the Heavy Slash button to activate this special attack. It's a risky move as the fighter needs to be near an opponent, though the opponent cannot guard against this, making it an effective move to mix in with normal attacks.



Psych Burst

Allows the fighter to not only knock back enemies but also increase the Tension Gauge to "MAX" b meeting certain conditions. The Pysch Burst can only be used when the Burst Gauge reaches "MAX" and it redners them invulnerable for a set tie when activated, but it cannot be activated while the fighter s hit by an Overdrive Attack or when being thrown.

Two-Level Jumps

Lets the fighter jump again while in the air.

High Jump

Press down then up on the directional buttons quickly to jump higher then a usual jump.

Forward Thrust Attack

With a Punch or Heavy Slash common to all characters, keep the right direction button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter guarded against an opponent's attack, push any two attack buttons simultaneously while pushing the right directional button to counterattack from the guard position.

The Tension Gauge must be at 50% or above for this move.

Dust Attack

By pushing the Dust button, fighters can use attacks that spin around and knock down the opponents. This causes them to become temporarily defenseless. At this time, push up on the directional button to pounce on the opponent. It's a perfect chance to strike back with a combo attack.

Sweep

Push a Dust button while in a crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a Recovery move.

Recovery

When knocked down after being attacked, push any two attack buttons simultaneously while in the air to regain their balance. This move enables them to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push a Heavy Slash button to actiavte this special attack.

Approach an opponent during a jump while pushing the directional button in the direction of their approach and push the heavy slash button to be able to body toss the enemy during a jump.

During a Dash or Backstep, the fighter can not use a throw move.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment they hit an opponent with a normal attack, enter the commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

These are very powerful attacks that use up 50% of the Tension Gauge. The command for this move varies on the fighter.

Instant Kill

As the name implies, this is the ultimate deadly attack that can do away with opponents in a single blast. As these moves are very powerful, they take a long tme to unleash.

Faultless Defense

Push the punch and kick button simultaneously while pushing the directional button for a guard position to enter a special guard condition that creates a special barrier around the fighter. This prevents opponents from shaving away through a fighter's strength with deadly attacks, and the knock back is greater than when a fighter uses normal guards, giving them more time to ready an attack against the opponent. They can also guard against attacks that cannot be guarded against during jumps.

While performing the Faultless Defense, the tension gauge decreases in real time, when the Tension Gauge powr is depleted, this guard can no longer be used.

Jump Cancel

There are certain normal moves where fighters can forcibly stop hitting an opponent with an attack or stop guarding against an attack and link it to a jump. By using these attacks, the fighter can combine these with attacks to widen their repertoire of combo attacks.

Roman Cancel

While hitting your opponent with an attack, push any three of the attack buttons except Dust button to forcefully stop attack actions and return the character to a normal standing pose. With the application of the move, fighters can create their own original combo attack. In order to perform a Roman Cancel, the Tension Gauge must be at least 50% full.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks. Because the opponent's time off balance is increased, the move allows the fighter to use combo attacks that they normally couldn't use.

Recovery Direction

When the fighter uses a Recovery move, they can recover from a knock down in the direction pressed. A recovery can provide the chance to counterattack if used correctly.

Slip

Specific Normal Moves, Special Moves, and Overdrive Attacks have the special ability to put opponents into a "slip" condition. When the fighter hits an opponent with these moves, they render enemies defenseless for a set time.


Two-Level Jumps

The fighter can jump again while in mid-air.

High Jump

The fighter can jump higher than usual by quickly pressing the directional input down and up. However, Two-Level jumps cannot be used after a High Jump.

Forward Thrust Attack

Through pressing the directional button while pressing the Punch or Heavy Slash buttons, the fighter can transform attacks.

Psych Burst

The fighter becomes temporarily invincible and knocks away the opponent when the Burst Gauge is at max. This technique cannot be used while taking damage from an Overdrive Attack or while being thrown. The Tension Gauge also maxes out whenever the fighter hits an opponent with a move.

Dust Attack

A fighter launches a Dust Attack by pressing Dust while standing. It's impossible to guard against a Dust Attack by crouching. After hitting the opponent with a Dust Attack, press the directional button to chase the opponent and him them with a combo attack while in the air.

Sweep

The fighter uses the Sweep move on the opponent by pressing the Dust button while crouching. A swept opponent cannot use a Recovery move.

Recovery

The fighter can regain balance when knocked down by pressing any attack button in midair.

Throws

The fighter can throw their opponent by pressing the directional button while pressing Heavy Slash when near the opponent. The opponent can also be thrown while in midair using the same method.

Throw Escape

The fighter can escape the opponent's throw while they are on the ground or in mid air through pressing the directional button while pressing Heavy Slash. This technique cannot be used while unconscious or launching an attack.

Gatling Combos

The fighter can create a combo out of a series of Normal Moves, launching a second attack as soon as the opponent is hit with the first attack. The number of moves that can be used for this technique are different for each fighter.

Force Break

It's a unique Special Move that consumes 25% of the Tension Gauge. Commands for this technique vary for each character.

Overdrive Attacks

These are extremely powerful attacks that consume 50% of the Tension Gauge. Commands for this technique vary for each character.

Instant Kills

As the name suggests, this is the ultimate attack that can knockout the opponent in one blow. Although these moves are extremely powerful, it takes time to successfully execute them.

Faultless Defense

While simultaneously holding down any two attack buttons except Dust, press a directional button in the direction the fighter wants to defend in order to enter a special guard called "Faultless Defense". In this state, fighters life won't be consumed when guarding against opponents Special Moves, but the opponent will knock the fighter back further than usual. This technique can be used to guard an attack which normally cannot be defended in mid-air.

Jump Cancel

The fighter can override certain moves, such as hitting the opponent or being blocked by the opponent by jumping out of a move when the fighter is midway through it. This technique can create great varieties in attacks and combos.

Counter Hit

By hitting the opponent in the middle of a move, the fighter can counterattack the opponent's attacks. A counter hit staggers an opponent longer than usual, so it gives a fighter a great chance to try combos they wouldn't normally pull off.

Recovery Direction

Press any directional button while recovering to move towards that direction as the fighter recovers.

Staggering

Certain Normal Moves, Special Moves, and Overdrive Attacks can put the opponent in a "stagger" state after a hit. A "stagger" opponent is temporarily defenseless.

Instant Block

Guarding against the opponent's attack right before it hits activates the "Instant Block". This will cause the fighter to start shining white with a bright light. Unlike a normal guard, which has a period where the fighter cannot move or attack, this time frame is shorter for Instant Block. Thi technique is helpful for guarding against attacks from close range.

Slash Back

Simultaneously pressing Slash, Heavly Slash, and the directional button in the direction the fighter guards against creates a yellow effect.

If successful, the yellow effect flashes and will dramatically cut the stun time after a guard; however, the fighter becomes temporarily defenseless if it fails.

Roman Cancel

While hitting the opponent with an attack, simultaneously press any three attack buttons, except Dust, to cancel the attack move. This technique allows the fighter to create their own original combo attacks. However, it consumes 50% of the Tension Gauge.

Force Roman Cancel

Each fighter has several attack moves that are compatible with this technique, while using one of those attacks, simultaneously press any three attack buttons except Dust of a certain timing to cancel the attack move and return to a standing pose. The best timing to input the command varies for each attack move, and if the timing is missed, it fails. When it's successfully activated, the technique consumes 25% of the Tension Gauge.


Free Mode & Lock-on Mode

Free Mode

It's a normal mode where a fighter can freely move around the battlefield, in this mode fighters can unleash attacks that cover a wide-range to hit multiple foes, but the power of the attacks are rather weak.

Lock-On Mode

Lock-on Mode is an effective technique for one-on-one skirmishes or situations where a fighter would like to target a single foe. Through holding a lock-on on a target, attacks are far more powerful, catering to one-on-one battles, combined with directional input, they can use vertical or horizontal attacks on enemies to shake them up.

Aerial Dash

During a jump, press A to perform a forward dash in mid-air. The fighter uses aerial dashes to jump over units or shortening the gap during aerial combos.

Step

Use the directional input and A while locking on to use a step movement. The distance it covers may be short, but through taking advantage of its speed, one can avoid attacks from enemies or shake them up during an attack.

Blast Drive

Through usage of the left stick button, the fighter is able to run like the wind, being able to accelerated and decelerate respectively.

Drift

During a blast drive, a fighter can perform sharp turns, allowing them to keep their momentum.

Auto Guard

If a fighter is not performing an action, they will automatically guard head-on attacks. However, auto-guard does not block attacks from behind or while the fighter is performing attacks. Along with this, guarding opponent's attacks too much will cause a guard crash, making them defenseless.

Modern Cancel

A technique that skips the recover animation of attacks, allowing the fighter to immediately perform another. With Modern Cancels, the fighter cna combine attacks that normally do not combo to forcibly create a combo, or completely bypass the defenseless state of their attacks during their recovery animation.

Cyclone Blast

It's an emergency-evasion technique that releases a sphere-shaped energy when the fighter is attacked to knock enemies away. This move is effective for escaping an attack from a group of enemies, however it requires a lot of tension.

Short Dash

While in lock-on the fighter can quickly move a short distance, being able to quickly shorten the gap between themself and the opponent.

Power Attack

The fighter unleashes a powerful attack that has a slow start animation. It has a high guard crash rate.

Avoid Knockdown and Falling Techniques

When the fighter takes damage from an enemy and are knocked down as a result, press A in mid-air at an appropriate time to use "Avoid Knockdown" to quickly regain their balance.

By pressing A right before the fighter hits the ground, the fighter will be able to use "Falling Techniques" to quickly get up.

Super Backstep

Allows the fighter to travel a longer distance than a normal backstep, an important technique to quickly distance oneself from the enemy.

Homing Jump

Press A while locking on to jump toward the target. They can also use an air dash to charge toward their target.


Guilty Gear XX
The following table lists Slayer's move set in Guilty Gear XX, #Reload, Slash, Λ Core, Λ Core Plus, and Λ Core Plus R.

Changes between versions include:

  • A newly altered Slash version of Dandy Step, allowing Slayer to dash forward facing backward to cross up foes.
  • Slash adds the Mappa Hunch feint.
  • Several new Force Breaks, including Big Bang Upper and Pile Bunker.
  • Λ Core Plus R changes the command for Bloodsucking Universe to be more accessible with the new inputs.
Type Name Command
Normal -- Right + Punch
Normal -- Right + Heavy Slash
Special Dandy Step ↓↓←← + Punch / Kick / Slash / Heavy Slash
Special → Pilebunker Punch during Dandy Step
Special → Crosswise Heel Kick during Dandy Step
Special → Under Pressure Slash during Dandy Step
Special → It's Late Slash or Heavy Slash during Under Pressure
Special Mappa Hunch ↓↓→→ + Punch or Kick
Special → Overhead ↓↓→→ + Punch during Mappa Hunch
Special → Successive ↓↓→→ + Slash during Mappa Hunch
Special → Low ↓↓→→ + Kick during Mappa Hunch, Overhead, or Successive
Special → Mix-up ↓↓→→ + Heavy Slash during Mappa Hunch or Successive
Special Mappa Feint ↓↓→→ + Punch or Kick (hold)
Special Bloodsucking Universe →↓→↓ + Heavy Slash → ↓↓→→ + Heavy Slash (post-Λ Core)
Special Undertow →↓→↓→→ + Punch
Special Footloose Journey ↓↓←← + Kick (air only)
Force Break Big Bang Upper ↓↓→→ + Dust
Force Break → Pilebunker Dust during Dandy Step (SA)
Overdrive Dead On Time →↓→↓→→ + Slash
Overdrive Eternal Wings ↓↓→→↓↓→→ + Heavy Slash
Overdrive Up and Close Dandy ↓↓←←↓↓←← + Slash (air only)
Instant Kill All Dead Enter Instant Kill Mode → ↓↓→→↓↓→→ + Heavy Slash

Guilty Gear Xrd
The following is Slayer's move list in Guilty Gear Xrd -Sign-, -Revelator-, and Rev 2.

Type Name Command
Normal -- Right + Punch
Normal -- Right + Kick (hold OK)
Normal -- Right + Heavy Slash
Normal -- Down + Kick (air only)
Special Mappa Hunch ↓↓→→ + Punch or Kick
Special Bloodsucking Universe →↓→↓→→ + Heavy Slash near opponent
Special Dandy Step ↓↓←← + Punch or Kick
Special → Pilebunker Punch during Dandy Step
Special → Crosswise Heel Kick during Dandy Step
Special → Under Pressure Slash during Dandy Step
Special ↳ It's Late Slash or Heavy Slash during Under Pressure
Special → Helter Skelter Heavy Slash during Dandy Step
Special Footloose Journey ↓↓←← + Kick (air only)
Special Undertow →↓→↓→→ + Punch
Overdrive Dead on Time →↓→↓→→ + Slash or Dust
Overdrive Eternal Wings ↓↓→→↓↓→→ + Heavy Slash
Special Straight-Down Dandy ↓↓←←↓↓←← + Slash (air only)
Instant Kill All Dead Enter Instant Kill Mode → ↓↓→→↓↓→→ + Heavy Slash

Guilty Gear -Strive-
The following is Slayer's move list in the beta version of Guilty Gear -Strive-.

Type Name Command
Normal -- Right + Punch
Normal -- Right + Kick (hold OK)
Normal -- Right + Heavy Slash
Special Mappa Hunch ↓↓→→ + Punch or Kick
Special Dandy Step ↓↓←← + Punch or Kick
Special → Pilebunker Punch during Dandy Step
Special → Bump Ahead Kick during Dandy Step
Special → It's Late Slash during Dandy Step
Special → Master's Hammer Heavy Slash during Dandy Step
Special Bloodsucking Universe →↓→↓→→ + Heavy Slash near opponent
Special Hand of Doom Right + Slash during Backdash
Overdrive Super Mappa Hunch →↓→↓→→ + Slash
Overdrive Last Horizon ↓↓→→↓↓→→ + Heavy Slash


Other

Standard Tactics: Slayer's tactics involve him normally holding back, he showcases this during his fight with Bedman[167].

Weaknesses

Explanations

The Backyard

When studying the energy that shouldn't exist (magic), a theory arose: that being the Backyard, a superior dimension[173]. The Backyard is described by Sol as a virtual space though is refuted as the other way around, where the main world is the one that's a virtual space[174]. The Backyard is the term used to give reason to the five element configuration[175], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[176]. The magic people like Sol and Sin use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[177], being described as an obscure world that magic users temporarily access to gain power[178]. Just as the Earth can't exist if there's no universe, this world cannot exist unless they have that "something"[179], being larger then the universe[180]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[181]. The Backyard can be explained as a book or library that has the theory of the world written on it[182]. It's responsible for the usage of irregular magic even scientists such as Sol have never seen before[183], allowing people to use magic that disproves the fundamentals of magic[184]. The Backyard was discovered by a Philosopher, being described to rule all things in the universe and from within it, one could understand any truth or even bend the world as they please[185]. Sol notes that if Valentine could freely access the Backyard, then she can also mess with the world's fate[186]. Asuka Kreutz notes that if someone strays too far into the Backyard, their soul breaks down under the pressure of the information's density[187]. In Guilty Gear Xrd -Sign-, the Backyard is defined as a world separate from our own, yet somehow controlling it, what's hidden behind its gates are the eternal truths, including good & evil, creation & destruction, and of chaos the likes of which mankind has never seen[188]. The Backyard is a space connected by people's dreams[189]. Axl traveling in the Backyard with I-No noted how his body felt heavy and his head felt weird, with I-No noting they're in a field created by That Man so they could exist in the Backyard in the flesh[190]. When a normal life form enters the Backyard they turn to dust, the Backyard is composed of high-density information which governs all of creation, any normal creature is instantly crushed by that wealth of data[191]. The Backyard has no effect on any non-living matter[192]. RoboMay explains the Backyard as composed of extremely dense information that governs the creation of all material things and by adding new information to it, one could easily deform the world itself[193]. Noting that it is a dangerous place that could literally cause the world to break[194].

Gameplay

Slayer is a punishment- and counter hit-focused character who excels at exploiting opponents’ mistakes. His gameplay revolves around Dandy Step and its follow-ups for spacing, mixups, and invulnerability options, while using his pokes, anti-airs, and air combos to deal high damage and create stun opportunities. Slayer rewards precise timing, execution, and knowledge of opponent habits, but struggles against patient and zoning-heavy fighters.


  • Playstyle: A punishment-focused fighter who uses Dandy Step and its follow-ups (Pile Bunker, Crosswise Heel, Under Pressure, It’s Late) to control space and create offensive openings.
  • Strengths: High damage, strong counter hit potential, versatile pokes and anti-airs, multiple feints for mixups, air combo flexibility, Force Breaks (Big Bang Upper, FB Dandy Step, FB Pile Bunker) provide invulnerability and pressure tools.
  • Weaknesses: Relies on opponent mistakes; poor grounded mobility due to lack of running dash; limited conventional pressure without late-chain gatlings; vulnerable to patient play and zoning; some tools are punishable on startup or instant block.
  • Signature Mechanic: Dandy Step and its follow-ups; Chi wo Suu Uchuu/Blood-Sucking Universe command throw for Bite Loop setups and tension gain; Force Break moves for invulnerability and mixups.
  • Ideal Range: Close to mid-range for punishing reckless actions; air combos extend his offensive range.
  • Recommended Playstyle: Use Dandy Step and follow-ups to control space and punish mistakes, chain counter hits into high-damage combos, and employ air combos and Force Breaks to maintain offensive momentum.


  • Playstyle: More conventional with normal sliding dash animation; focuses on frame-trapping and stagger pressure.
  • Strengths: Simplified gatlings, normal sliding dash, increased pressure and frame-trapping options, follow-ups on special moves, backstepping feints.
  • Weaknesses: Loses phasing dashes; relies on conventional timing and spacing for offense.
  • Signature Mechanic: EX sliding dash, normal gatlings, stagger/feint mixups from special follow-ups.
  • Ideal Range: Close-range pressure and frame-trap situations.
  • Recommended Playstyle: Use staggered normals and special follow-ups to control space, maintain frame advantage, and punish opponents’ unsafe actions.


  • Playstyle: Similar to Reload, with reworked Dandy Step influences, unblockable Undertow, Helter Skelter follow-up, and counter-hit focus with Chi wo Suu Uchuu/Blood-Sucking Universe buff.
  • Strengths: Maintains high counter-hit potential, reintroduced air combo flexibility, unique buffs from command throw extend offensive options.
  • Weaknesses: Requires precise execution to maximize combos and punish potential; some tools have situational effectiveness.
  • Signature Mechanic: Helter Skelter follow-up, unblockable Undertow, counter-hit buff from Chi wo Suu Uchuu/Blood-Sucking Universe in REV2.
  • Ideal Range: Close to mid-range for punishing and combo setups.
  • Recommended Playstyle: Punish opponents’ reckless moves, chain counter hits for damage, use Helter Skelter and unblockable moves to extend combos and maintain offensive momentum.

Trivia

  • Slayer hobbies are Haikus, competition, and observing humans[195].
  • Slayer values Sharon[196].
  • Slayer dislikes those with no sense of romance[197].
  • Slayer is likely named after the band of the same name.
  • His haughty yet graceful and easygoing demeanor and relationship with Sharon draw comparisons to the metal "Lord of Darkness," Ozzy Osbourne.
  • Many of Slayer's attacks reference Queen songs: his recurring Overdrive Attack is "Dead on Time"; two Dandy Step follow-ups are "Under Pressure" and "It's Late"; his Instant Kill comes from "All Dead, All Dead"; Eternal Wings references "Spread Your Wings"; and Last Horizon is named after a Brian May guitar solo.
  • Undertow references the album by progressive metal band Tool.
  • Royal Hunt is another band reference.
  • A Dandy Step follow-up introduced in Xrd, Helter Skelter, references the song by The Beatles.
  • Slayer's design is heavily inspired by the 1992–1998 OVA series Giant Robo: The Day the Earth Stood Still; his appearance is based on Alberto the Impact, his disappearing act into the cape on Ko-Enshaku, fingersnap on Fabulous Fitzgerald, and Big Bang Upper on Big Bang Punch by Chief Chuujou.
    • Chief Chuujou was also voiced by Iemasa Kayumi, Slayer's original voice actor.
  • Bloodsucking Universe is named after the 2001 Japanese film Gore from Outer Space.
  • The English manual of Guilty Gear XX claims Slayer is a descendant of Nosferatu.
  • In English dubs, Slayer speaks in a manner akin to Sean Connery.
  • Slayer's pseudonym, Eripmavs D Yraid, is an anagram of "vampire D's diary"; the capital letter may reference Vampire Hunter D or Dracula.
  • The phrase "Happiness is not a goal" on his outfit since Xrd is the first half of a quote attributed to Eleanor Roosevelt; the second half is "it's a by-product".
  • Slayer shares his birthday, October 31, with his original voice actor Iemasa Kayumi; the date also coincides with Halloween.
  • Unlike most characters, Slayer is not knocked out when defeated; he simply lounges on the ground, appearing annoyed. In Strive, Nagoriyuki exhibits the same trait. Other Arc System Works characters follow this trend, including Rachel Alucard, Nine the Phantom, Elizabeth, and Margaret from Persona 4 Arena.
    • During Dizzy's Emotional Gamma Ray, Slayer seems unfazed, shrugging while most others react with shock or fear.
  • Despite his interest in haiku, exemplified by randomly-generated verses in All Dead, Slayer does not appear particularly skilled at it.
  • Slayer has made a guest appearance in Code Shifter.

Codex Statistics Questions

Q: Shouldn't they scale to the higher levels of magic naturally?

A: This would not make much senses as it there are scenes that showcase the cast do not regularly produce those levels of energy, Ramlethal was going to destroy the ship they (Sol Badguy, Ky Kiske, Sin Kiske, & Elphelt Vaentine) were flying on, claiming "We're thirty-four thousand feet up. If this ship goes down, I doubt anyone will survive"[198], Dizzy's instant kill is a massive explosion that the explosion alone scares all fighters into surrendering[199], Jack-O's instant kill causes an explosion so wide it can be seen from the planet, however the planet is overall fine[200], etcetera. It makes much more sense that they are at far lower levels normally and can reach or even ignore higher levels through tapping into the Backyard.

Battle Records

0 - 0 - 1

None.

None.


  • Bedman - Fight[201]
    • Conditions: Nothing notable.
    • Location: Unknown Desert
    • Note: The fight was cut short as Slayer left the rest to Zato.

References

  1. Guilty Gear X2 Slayer Aracde
  2. Guilty Gear Strive Slayer Arcade Stage 8 Ending (Stage 1 Heart Lose)
  3. Guilty Gear Strive Slayer Arcade
  4. Guilty Gear X2 Slayer Aracde
  5. Guilty Gear X2 Slayer Aracde
  6. Guilty Gear (1998) Game Manual Page 2
  7. Guilty Gear Xrd Visual Book Page 2
  8. Guilty Gear Xrd Visual Book Page 2
  9. Guilty Gear Xrd -Revelator- Chapter 01 Revelator A
  10. Guilty Gear -Strive- Chapter 1
  11. Guilty Gear X2 Slayer Aracde
  12. Guilty Gear X2 Slayer Aracde
  13. Guilty Gear Xrd -Sign- Chapter 01 Devastation
  14. Guilty Gear X2 Slayer Aracde
  15. Guilty Gear X2 Slayer Aracde
  16. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  17. Guilty Gear Xrd -Sign- Chapter 01 Devastation B
  18. Guilty Gear X2 Slayer Aracde
  19. Guilty Gear X2 Slayer Aracde
  20. Guilty Gear X2 Slayer Aracde
  21. Guilty Gear -Strive- GGWorld Powers/Skills Dandyism
  22. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  23. Guilty Gear X2 Slayer Arcade
  24. Guilty Gear Xrd -Revelator- Chapter 03 Sense B
  25. Guilty Gear Xrd -Revelator- Chapter 03 Sense B
  26. Guilty Gear Xrd Sign Chapter 7 Showdown B
  27. Guilty Gear Xrd Sign Chapter 7 Showdown B
  28. Guilty Gear Xrd Sign Chapter 7 Showdown B
  29. Guilty Gear 2 Overture
  30. Guilty Gear 2 Overture
  31. Guilty Gear 2 Overture
  32. Guilty Gear 2 Overture
  33. Guilty Gear 2 Overture
  34. Guilty Gear Xrd Sign Chapter 7 Showdown B
  35. Guilty Gear Xrd Sign Chapter 7 Showdown B
  36. Guilty Gear Xrd Sign Chapter 7 Showdown B
  37. Guilty Gear Xrd -Revelator- Final Chapter Fireworks
  38. Guilty Gear -Strive- Starter Guide - Baiken
  39. Guilty Gear (1998) Game Manual Page 14
  40. Guilty Gear XX Λ Core Plus Bridget Instant Kill
  41. Guilty Gear (1998) Game Manual Page 14
  42. Guilty Gear Xrd Sign Chapter 7 Showdown B
  43. Guilty Gear 2 Overture Page 19
  44. Guilty Gear 2 Overture
  45. Guilty Gear Xrd Sign Chapter 7 Showdown B
  46. Guilty Gear Strive Sliding Roman Cancel
  47. Guilty Gear XX Λ Core Plus Slayer Instant Kill
  48. Guilty Gear Xrd Sign Chapter 7 Showdown B
  49. Guilty Gear XX Bridget vs. Johnny
  50. Guilty Gear Xrd Revelator Zato-1 vs. Johnny
  51. Guilty Gear (1998) Story Prologue
  52. Guilty Gear XX Λ Core Plus Slayer Instant Kill
  53. Guilty Gear 2 Overture
  54. Guilty Gear 2 Overture
  55. Guilty Gear 2 Overture
  56. Guilty Gear 2 Overture
  57. Guilty Gear 2 Overture
  58. Guilty Gear -Strive- GGWorld Powers/Skills Dandyism
  59. Guilty Gear Strive Slayer Arcade
  60. Guilty Gear (1998) Game Manual Page 28
  61. Guilty Gear (1998) Game Manual Page 28
  62. Guilty Gear (1998) Game Manual Page 28
  63. Guilty Gear (1998) Game Manual Page 28
  64. Guilty Gear X Game Manual Page 2
  65. Guilty Gear (1998) Game Manual Page 27
  66. Guilty Gear (1998) Game Manual Page 29
  67. Guilty Gear X Game Manual Page 2
  68. Guilty Gear Strive
  69. Guilty Gear Strive
  70. Guilty Gear X Game Manual Page 36
  71. Guilty Gear 2 Overture Page 21
  72. Guilty Gear 2 Overture Page 20
  73. Guilty Gear X Game Manual Page 36
  74. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol 10B, Path 2 (End 2)
  75. Guilty Gear (1998) Game Manual Page 2
  76. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  77. Guilty Gear 2 Overture
  78. Guilty Gear 2 Overture
  79. Guilty Gear 2 Overture
  80. Guilty Gear 2 Overture
  81. Guilty Gear 2 Overture
  82. Guilty Gear 2 Overture
  83. Guilty Gear -Strive- Final Chapter
  84. Guilty Gear Xrd Sign Chapter 7 Showdown B
  85. Guilty Gear Xrd Sign Chapter 7 Showdown B
  86. Guilty Gear Xrd Sign Chapter 7 Showdown B
  87. Guilty Gear Xrd Sign Chapter 7 Showdown B
  88. Guilty Gear Xrd Sign Chapter 7 Showdown B
  89. Guilty Gear Xrd Sign Chapter 7 Showdown B
  90. Guilty Gear Xrd Sign Chapter 7 Showdown B
  91. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  92. ExplaMaytions with May! Episode 1 - What is Magic?
  93. Guilty Gear 2: Overture Game Manual Pages 10-15
  94. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  95. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  96. Guilty Gear Xrd -Revelator- Raven vs. Kum Haehyun win quote
  97. Guilty Gear Xrd -Sign- Chapter 02 Struggle B
  98. Guilty Gear 2 Overture Page 18
  99. Guilty Gear 2 Overture Page 18
  100. Guilty Gear (1998) Game Manual Page 25
  101. Guilty Gear 2 Overture
  102. Guilty Gear (1998) Game Manual Page 29
  103. Guilty Gear (1998) Game Manual Page 28
  104. Guilty Gear (1998) Game Manual Page 29
  105. Guilty Gear (1998) Game Manual Page 29
  106. Guilty Gear X Game Manual Page 2
  107. Guilty Gear Strive Roman Cancel
  108. Guilty Gear Strive Sliding Roman Cancel
  109. Guilty Gear Strive Red Roman Cancel
  110. Guilty Gear Strive Blue Roman Cancel
  111. Guilty Gear Strive Purple Roman Cancel
  112. Guilty Gear Strive Yellow Roman Cancel
  113. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol vs I-No (Gold) Cutscene
  114. Guilty Gear (1998) Sol Badguy
  115. Guilty Gear XX Λ Core Plus Axl Overdrive
  116. Guilty Gear (1998) Justice Boss
  117. Guilty Gear (1998) Justice Boss
  118. Guilty Gear Xrd REV 2 Zato=1 Overdrive
  119. Guilty Gear Xrd REV 2 Zato=1 Instant Kill
  120. Guilty Gear (1998) Testament Overdrive
  121. Guilty Gear 2 Overture
  122. Guilty Gear 2 Short Stories: "Minutes later, Paradigm was inside an aquarium... or rather, his private room. It was a room designed especially for his body that could only breathe in water. His assistants were sitting on the desk, wondering about the state of their master, who was reading the data. From his face, it looked like he was somewhat tense.
    —"What’s wrong, Doctor?"
    —"H-Hmm..., I’ll explain to you what I could read from the output data..."
    —"Y-Yes."
    —"It seems that the sphere recently was a kind of boundary that connects this world with the Backyard. The magical light waves optimized for the Backyard’s observation, emitted toward the center of the sphere, sent back values that cannot be quantified. On the other hand, the magical light waves of this world sent back real numbers. In other words, the interior of that sphere is this world, and the molecules that make up that 'door' seem to have been subjected to a special magical process. Seeing the absorption rate of the magical light waves, there is no doubt about it."
    —"U-Umm, then, what does that mean?"
    —"That is... it closely resembles the special chord I use for the observation of the Backyard."
    —"Doctor, forgive me, but I don’t know how you can observe the Backyard"
    —"Oh, that’s right... I haven’t taught you that. Simply put, we observe the Backyard from this world by ‘substituting’ the world’s theorem partially with the Backyard’s theorem. It’s the best I could do to send real numbers to the Backyard — I cannot do physical interferences... However, that sphere was made by a physical interference in the Backyard from this world. Which means... someone before me was successful in making physical contact with the Backyard."
    *[A reference to “chord substitution” in music theory]*
    —"Ha... then, does that mean there are people who are smarter than you, Doctor?"
    —"It’s frustrating, but that may be so. But leaving that issue aside, the problem is..."
    —"...Problem?"
    —"Is who it is...Although it is somewhat unlikely, only one person comes to mind."
    —"Eh, who!?"
    —"As I mentioned earlier, we use a 'substitute' chord to observe the Backyard from this world. But actually, this chord didn’t originate from me. It is a part of the source extracted from the genetic information contained in Gear Cells, which I modified and decoded."
    —"Gear Cells?"
    —"Yes...The molecular binding that made up the sphere from earlier had a chord habit commonly found in Gear Cells. It’s unpleasant, but that sphere was probably created by... ‘That Man’."
    —"That Man... the GEAR MAKER!?"
    —"Yes, the GEAR MAKER. The villain that caused the Crusades.""
  123. Guilty Gear 2 Overture
  124. Guilty Gear 2 Overture
  125. Guilty Gear 2 Overture
  126. Guilty Gear 2 Overture
  127. Guilty Gear 2 Overture
  128. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  129. Guilty Gear 2 Overture
  130. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  131. Guilty Gear XX Λ Core Plus Slayer Overdrive
  132. Guilty Gear Strive Slayer Arcade
  133. Guilty Gear Strive Slayer Arcade Stage 8 Ending (Stage 7 Heart Lose)
  134. Guilty Gear Xrd Revelator Chapter 03 Sense B
  135. Guilty Gear XX Venom Story
  136. Guilty Gear Xrd Revelator Chapter 03 Sense B
  137. Guilty Gear Xrd Revelator Chapter 03 Sense B
  138. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  139. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  140. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  141. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  142. Guilty Gear -Strive- Starter Guide - Slayer
  143. Guilty Gear -Strive- Slayer Intro
  144. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  145. Guilty Gear Xrd -Revelator- Chapter 03 Sense B
  146. Guilty Gear Xrd -Revelator- Chapter 03 Sense B
  147. Guilty Gear -Strive- Starter Guide - Slayer
  148. Guilty Gear -Strive- Starter Guide - Slayer
  149. Guilty Gear Xrd Revelator Chapter 03 Sense B
  150. Guilty Gear -Strive- Starter Guide - Slayer
  151. Guilty Gear -Strive- Slayer Arcade
  152. Guilty Gear Xrd -Revelator- Chapter 03 Sense B
  153. Guilty Gear XX Λ Core Plus Slayer Overdrive
  154. Guilty Gear XX Λ Core Plus Slayer Overdrive
  155. Guilty Gear Xrd REV 2 Slayer Overdrive
  156. Guilty Gear -Strive- Starter Guide - Slayer
  157. Guilty Gear XX Λ Core Plus Slayer Instant Kill
  158. Guilty Gear X2 Slayer Aracde
  159. Guilty Gear X2 Slayer Aracde
  160. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  161. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  162. Guilty Gear -Strive- GGWorld Powers/Skills Dandyism
  163. Guilty Gear -Strive- GGWorld Powers/Skills Dandyism
  164. Guilty Gear -Strive- GGWorld Powers/Skills Dandyism
  165. Guilty Gear -Strive- GGWorld Powers/Skills Dandyism
  166. Guilty Gear -Strive- GGWorld Powers/Skills Dandyism
  167. Guilty Gear Xrd -Revelator- Chapter 03 Sense B
  168. Guilty Gear (1998) Game Manual Page 29
  169. Guilty Gear X Game Manual Page 2
  170. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  171. Guilty Gaer Xrd Rev2 Win Quotes
  172. Guilty Gear Xrd: Rev 2 Dizzy's Instant Kill on Slayer
  173. Guilty Gear 2 Overture
  174. Guilty Gear 2 Overture
  175. Guilty Gear 2 Overture
  176. Guilty Gear 2 Overture
  177. Guilty Gear 2 Overture
  178. Guilty Gear 2 Overture
  179. Guilty Gear 2 Overture
  180. Guilty Gear 2 Overture
  181. Guilty Gear 2 Overture
  182. Guilty Gear 2 Overture
  183. Guilty Gear 2 Overture
  184. Guilty Gear 2 Overture
  185. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  186. Guilty Gear 2 Overture
  187. Guilty Gear 2 Overture
  188. Guilty Gear Xrd -Sign- Opening
  189. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  190. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope A
  191. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  192. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  193. ExplaMaytions with May! Episode 6 - Another Threat Looms
  194. ExplaMaytions with May! Episode 6 - Another Threat Looms
  195. Guilty Gear Xrd Visual Book Page 34
  196. Guilty Gear Xrd Visual Book Page 34
  197. Guilty Gear Xrd Visual Book Page 34
  198. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  199. Guilty Gear Xrd Rev 2 Dizzy Instant Kill
  200. Guilty Gear Xrd Rev 2 Jack-O Instant Kill
  201. Guilty Gear Xrd Revelator Chapter 03 Sense B