Waku Waku 7/Slash: Difference between revisions

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===== <span class="invisible-header">Throw</span> =====
===== <span class="invisible-header">Throw</span> =====
{{MoveData
{{MoveData
|image=
|image=WW7_Slash_Throw_sprite.png
|caption= Kick Turn Throw
|caption= Kick Turn Throw
|name= Ground Throw
|name= Ground Throw
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===== <span class="invisible-header">Air Throw</span> =====
===== <span class="invisible-header">Air Throw</span> =====
{{MoveData
{{MoveData
|image=
|image=WW7_Slash_Throw_sprite.png
|caption= Kuuchuu Kick Turn Throw   
|caption= Kuuchuu Kick Turn Throw   
|name= Air Throw
|name= Air Throw
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===== <span class="invisible-header">Command Grab</span> =====
===== <span class="invisible-header">Command Grab</span> =====
{{MoveData
{{MoveData
|image=
|image=WW7_Slash_CommandGrab_sprite.png
|caption=  
|caption=  
|name= Command Grab
|name= Command Grab
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===== <span class="invisible-header">Universal Overhead</span> =====
===== <span class="invisible-header">Universal Overhead</span> =====
{{MoveData
{{MoveData
|image=  
|image= WW7_Slash_Overhead_sprite.png
|caption= Tatewari
|caption= Tatewari
|name=  Overhead
|name=  Overhead
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===== <span class="invisible-header">Pursuit</span> =====
===== <span class="invisible-header">Pursuit</span> =====
{{MoveData
{{MoveData
|image=  
|image= WW7_Slash_Pursuit_sprite.png
|caption= Kushizashi  
|caption= Kushizashi  
|name= Pursuit mechanic
|name= Pursuit mechanic
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===== <span class="invisible-header">Rissing attack</span> =====
===== <span class="invisible-header">Rissing attack</span> =====
{{MoveData
{{MoveData
|image=  
|image= WW7_Slash_RissingAttack_sprite.png
|caption= Kaeriuchi
|caption= Kaeriuchi
|name= Reversal
|name= Reversal

Revision as of 01:05, 28 April 2021


WW7 slash.png

Slash is a monster hunter from the world of the monsters. His job is to punish the evil monsters who escape from their world to this one. He fights with a sword of light and likes wandering and eating bowls of rice with tempura.

Slash is the Mix up character of the game, with a reverse dp teleport used to surprise opponents so he can use his many command normals. Slash need to be played knowing what you want to do, most of his normals are really minus even on hit which makes him complex to use efectevely. Dokidoki can be buffered during so it comes out on his first available active frame.

Slash
Pros Cons
  • Can wall jump and teleport, who makes him the most mobile character in the game
  • Teleport gives full invincibility
  • Slash projectile (236A/B) can't be destroyed by other prijectiles
  • 214A/B is more faster than most of his moves but if it gets block can be punished hard
  • 0F Dokidoki
  • Can crouch Cancel
  • Basic Attacks leave him really minus without the posibility to cancel anything for make it safe

Move List

Normal Moves

5A

Standing Normals

5A
5A
WW7 Slash 5A sprite.png
Damage Guard Dizzy Cancel
13 Mid 5 y
Startup Active Recovery Adv. Hit Adv. Guard
5 2 15 -2 -6
  • placeholder
5B
5B
WW7 Slash 5B sprite.png
Damage Guard Dizzy Cancel
33 Mid 10 n
Startup Active Recovery Adv. Hit Adv. Guard
10 2 37 -14 -24
  • placeholder


5C
5C
WW7 Slash 5C sprite.png
Damage Guard Dizzy Cancel
16 Low 5 n
Startup Active Recovery Adv. Hit Adv. Guard
6 3 22 -8 -12
  • placeholder


5D
5D
WW7 Slash 5D sprite.png
Damage Guard Dizzy Cancel
40 Mid 10 n
Startup Active Recovery Adv. Hit Adv. Guard
8 4 23 -2 -12
  • 'Placeholder

Crouching Normals

2A
2A
WW7 Slash 2A sprite.png
Damage Guard Dizzy Cancel
12 Low 5 n
Startup Active Recovery Adv. Hit Adv. Guard
5 2 18 -5 -9
  • placeholder


2B
2B
WW7 Slash 2B sprite.png
Damage Guard Dizzy Cancel
30 Mid 1 n
Startup Active Recovery Adv. Hit Adv. Guard
9 2 26 -3 -13
  • placeholder


2C
2C
WW7 Slash 2C sprite.png
Damage Guard Dizzy Cancel
14 Low 5 n
Startup Active Recovery Adv. Hit Adv. Guard
4 3 18 -4 -8
  • placeholder


2D
2D
WW7 Slash 2D sprite.png
Damage Guard Dizzy Cancel
36 Low 5 n
Startup Active Recovery Adv. Hit Adv. Guard
6 13 30 KND -20
  • placeholder

Air Normals

J.A
J.A
WW7 Slash JA sprite.png
Damage Guard Dizzy Cancel
13 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
5 2 GND - -
  • placeholder


J.B
J.B
WW7 Slash JB sprite.png
Damage Guard Dizzy Cancel
33 high 10 n
Startup Active Recovery Adv. Hit Adv. Guard
8 2 GND - -
  • placeholder


J.C
J.C
WW7 Slash JC sprite.png
Damage Guard Dizzy Cancel
16 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
6 3 GND - -
  • placeholder


J.D
J.D
WW7 Slash JD sprite.png
Damage Guard Dizzy Cancel
40 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
7 15 GND - -
  • placeholder

Command Normals

WallJump
Wall Jump
7/9 (wall),j9
Damage Guard Dizzy Cancel
- - - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -
  • placeholder


6.A
6A
WW7 Slash 6A sprite.png
Damage Guard Dizzy Cancel
17 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
5 1 16 0 -4
  • Air unblockable
6.B
6B
WW7 Slash 6B sprite.png
Damage Guard Dizzy Cancel
16+34 Mid, Low 10 -
Startup Active Recovery Adv. Hit Adv. Guard
6 2 (6) 2 34 -11 -21
  • Air unblockable


6.C
6C
WW7 Slash 6C sprite.png
Damage Guard Dizzy Cancel
20 Low 5 -
Startup Active Recovery Adv. Hit Adv. Guard
5 1 16 0 -4
  • placeholder


6.D
6D
WW7 Slash 6D sprite.png
Damage Guard Dizzy Cancel
43 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
6 9 13 WSL -7
  • Air unblockable


J.2A
J.2A
WW7 Slash J2.A sprite.png
Damage Guard Dizzy Cancel
17 High 5 n
Startup Active Recovery Adv. Hit Adv. Guard
5 2 GND - - - -
  • placeholder


J.2B
J.2B
WW7 Slash J2.B sprite.png
Damage Guard Dizzy Cancel
37 High 10 n
Startup Active Recovery Adv. Hit Adv. Guard
7 4 GND KND - -
  • placeholder


J.2C
J.2C
WW7 Slash J2.C sprite.png
Damage Guard Dizzy Cancel
20 High 5 n
Startup Active Recovery Adv. Hit Adv. Guard
7 24 GND - - - -
  • placeholder


J.2D
J.2D
WW7 Slash J2.D sprite.png
Damage Guard Dizzy Cancel
43 High 5 n
Startup Active Recovery Adv. Hit Adv. Guard
8 11 GND WSL - -
  • placeholder

Universal Mechanics

Throw
Ground Throw
4/6B
WW7 Slash Throw sprite.png
Kick Turn Throw
Damage Guard Dizzy Cancel
46 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Unblockable.
  • Can be throw softened within 20F


Air Throw
Air Throw
J.4/6B
WW7 Slash Throw sprite.png
Kuuchuu Kick Turn Throw
Damage Guard Dizzy Cancel
46 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Unblockable.
  • Can be throw softened within 20F.


Command Grab
Command Grab
63214D
WW7 Slash CommandGrab sprite.png
Damage Guard Dizzy Cancel
60 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - KND -
  • Unblockable
Universal Overhead
Overhead
A/B+C/D
WW7 Slash Overhead sprite.png
Tatewari
Damage Guard Dizzy Cancel
33 High 5 -
Startup Active Recovery Adv. Hit Adv. Guard
21 2 26 KND -13
  • A overhead that can be reacted
  • Air Unblockable


Pursuit
Pursuit mechanic
When a opponent is down 8+any move
WW7 Slash Pursuit sprite.png
Kushizashi
Damage Guard Dizzy Cancel
40 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
46 2 63 KND -50
  • Universal Pursuit mechanich.
  • In general is not very used due to long start up and that your opponent can mash out of knockdown to get up quicker.


Rissing attack
Reversal
When down, [8]
WW7 Slash RissingAttack sprite.png
Kaeriuchi
Damage Guard Dizzy Cancel
37 High 20 -
Startup Active Recovery Adv. Hit Adv. Guard
15 6 24 KND -15
  • Universal reversal mechanic
  • Good to use when being down but can be punished if the opponent blocks it


Super mode
Super Mode
Any 3 buttons
Damage Guard Dizzy Cancel
37 Mid 50 -
Startup Active Recovery Adv. Hit Adv. Guard
16 17 20 KND -26
  • 1~32F: invincible.

Special Moves

236X
Slash Shot
236A/B, 236AB
236A (Stab) Damage Guard Dizzy Cancel
17 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
13 1 49 KND -35
256A (Orb) Damage Guard Dizzy Cancel
26 Mid 30 -
Startup Active Recovery Adv. Hit Adv. Guard
23 - 39 -6 -18
236B (Stab) Damage Guard Dizzy Cancel
60 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
13 1 49 KND -35
236B (Orb) Damage Guard Dizzy Cancel
29 Mid 30 -
Startup Active Recovery Adv. Hit Adv. Guard
23 - 39 -2 -14
  • Projectile (A: Tier 0; B: Tier 9)
  • 11~12F: invincible.
236AB Damage Guard Dizzy Cancel
78~113 Mid 5/n -
Startup Active Recovery Adv. Hit Adv. Guard
4!!2 5 (4) 44 14 +4 -13
  • Knockdown on cornered opponent.
  • 26~28F: invincible.


214X
Slash Barrier
214A/B 214AB
214A Damage Guard Dizzy Cancel
53 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
4 4 (5) 4 37 KND -26
  • Air Unblockable
214B Damage Guard Dizzy Cancel
59 Mid 20 -
Startup Active Recovery Adv. Hit Adv. Guard
5 4 (5) 4 (5) 4 (5) 4 48 KND -37
  • Air Unblockable
214AB Damage Guard Dizzy Cancel
89 Mid 50 -
Startup Active Recovery Adv. Hit Adv. Guard
4!!0 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 (5) 4 57 KND -43
  • Hits on 17/20F of superflash.
  • Air Unblockable.


623X
Slash Dynamic
623A/B 623AB
623A Damage Guard Dizzy Cancel
53 Mid 15 -
Startup Active Recovery Adv. Hit Adv. Guard
6 2 (7) 1 (1) 8 38 KND -31
  • 15F: Air Unblockable.
  • 15F: invincible.
623B Damage Guard Dizzy Cancel
59 Mid 20 -
Startup Active Recovery Adv. Hit Adv. Guard
6 2 (7) 1 (1) 6 (7) 3 48 KND -31
  • 15F: Air Unblockable.
  • 15F: invincible.
623AB Damage Guard Dizzy Cancel
93 Mid 30 -
Startup Active Recovery Adv. Hit Adv. Guard
2!!0 2 (11) 1 (1) 6 (7) 4 (5) 3 58 KND -81
  • Hits on 20/20F of superflash.
  • 20F: Air unblockable.
  • 20F: invincible.


421X
Slash Teleport
421X
421A Damage Guard Dizzy Cancel
17 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
13 1 49 KND -35
421B Damage Guard Dizzy Cancel
26 Mid 30 -
Startup Active Recovery Adv. Hit Adv. Guard
23 - 39 -6 -18
421C Damage Guard Dizzy Cancel
60 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
13 1 49 KND -35
421D Damage Guard Dizzy Cancel
29 Mid 30 -
Startup Active Recovery Adv. Hit Adv. Guard
23 - 39 -2 -14
  • 5~22F: invincible.
  • TELEPORTS for 18 frames.
  • No attacks or inputs can be done after Slash appears again in the air.
J.421X
Kuuchuu Slash Teleport
J.421X
J.421A Damage Guard Dizzy Cancel
17 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
13 1 49 KND -35
J.421B Damage Guard Dizzy Cancel
26 Mid 30 -
Startup Active Recovery Adv. Hit Adv. Guard
23 - 39 -6 -18
J.421C Damage Guard Dizzy Cancel
60 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
13 1 49 KND -35
J.421D Damage Guard Dizzy Cancel
29 Mid 30 -
Startup Active Recovery Adv. Hit Adv. Guard
23 - 39 -2 -14
  • 3~27F: invincible.
  • TELEPORTS for 25 frames.
  • No attacks or inputs can be done after Slash appears again in the air.

DokiDoki

DokiDoki
Darkness Rush
641236CD
Damage Guard Dizzy Cancel
111 Mid 50 -
Startup Active Recovery Adv. Hit Adv. Guard
7‼0 52 1 KND -36

Hits on 37/46F of superflash.

  • Air Unblockable, but full super will not catch and causes 0 damage.
  • If guarded, Slash still performs the first 11 ground hits before stopping. The Advantage on Guard shows Slash's disadvantage after that point.

HaraHara

HaraHara
Darkness Wind
22AB/CD
Slash Hit Damage Guard Dizzy Cancel
163 - 0 -
Startup Active Recovery Adv. Hit Adv. Guard
122 9 46 WSL -
Energy arc Damage Guard Dizzy Cancel
106~142 - 10/n -
Startup Active Recovery Adv. Hit Adv. Guard
136 26 15 WSL -
  • Unblockable.
  • 118~127F: invincible.

WW7 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Fernandez
Rai
Slash
Tesse
PolitankZ
Mauru
DandyJ
Arina
Bonus Kun