Ultrayoshi (talk | contribs) (→J.2B) |
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== Move List == | == Move List == | ||
===== <span class="invisible-header">5A</span> ===== | ===== <span class="invisible-header">5A</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 39: | Line 38: | ||
|Adv. Hit= -2 | |Adv. Hit= -2 | ||
|Adv. Guard= -6 | |Adv. Guard= -6 | ||
|description= *This is | |description= *This is Slash's crouch cancelable normal. It is central to his optimal combos and pressure. Input 66~4A to get dash momentum for longer strings. | ||
* | *After a successful crouch cancel this move will be able to combo into itself, 2C, 214B, 623B or any of his supers besides HaraHara. | ||
*Crouch cancel 5A is plus on block. Frame trapping with more 5A's, 2C or 236A is strong. Doing an overhead or teleport into grab are great mixup options from here. | |||
}} | }} | ||
}} | }} | ||
Line 85: | Line 85: | ||
|Adv. Hit= -8 | |Adv. Hit= -8 | ||
|Adv. Guard= -12 | |Adv. Guard= -12 | ||
|description= * | |description= *Tied with 2D as his slowest low option. | ||
*Combos into 5D. | |||
*The short range and lack or real advantage from this move makes it pretty useless in most situations. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">5D</span> ===== | ===== <span class="invisible-header">5D</span> ===== | ||
{{MoveData | {{MoveData | ||
|image=WW7_Slash_5D_sprite.png | |image=WW7_Slash_5D_sprite.png | ||
|caption= | |caption= Did You Whiff The Command Grab? | ||
|name=5D | |name=5D | ||
|linkname=5D | |linkname=5D | ||
Line 110: | Line 110: | ||
|Adv. Guard= -12 | |Adv. Guard= -12 | ||
|description= *Can be used for a more lateral anti-air, but usually 2B is always the answer. | |description= *Can be used for a more lateral anti-air, but usually 2B is always the answer. | ||
*Combos from 5C. | |||
*Will wiff on crouching opponents. | |||
*Ultimately doesn't see much use, since it doesn't knockdown you get nothing for landing this. At least you aren't super minus on hit like the standing B normals. | |||
}} | }} | ||
}} | }} | ||
Line 178: | Line 181: | ||
|description=*The best low option to use at close range as well as his fastest low. | |description=*The best low option to use at close range as well as his fastest low. | ||
*Combos into 2D making it a reliable punish. | *Combos into 2D making it a reliable punish. | ||
*A great abare option because of the speed and low profile. Be careful though because experienced players will punish it on block. | |||
}} | }} | ||
}} | }} | ||
Line 224: | Line 228: | ||
|Adv. Hit= - | |Adv. Hit= - | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|description= * | |description= *Outclassed by j.2A in terms of damage. Has the same frame data regardless making this move irrelevant. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">J.B</span> ===== | ===== <span class="invisible-header">J.B</span> ===== | ||
{{MoveData | {{MoveData | ||
|image=WW7_Slash_JB_sprite.png | |image=WW7_Slash_JB_sprite.png | ||
|caption= | |caption= It's Not As Big As It Looks | ||
|name=J.B | |name=J.B | ||
|linkname=J.B | |linkname=J.B | ||
Line 247: | Line 250: | ||
|Adv. Hit= - | |Adv. Hit= - | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|description= *'' | |description= *Slowest air normal he has, which combined with it's inconsistent hitbox makes it the worst air to air normal to use and in some cases isn't good for a jump in either. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">J.C</span> ===== | ===== <span class="invisible-header">J.C</span> ===== | ||
Line 270: | Line 272: | ||
|Adv. Hit= - | |Adv. Hit= - | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|description= * | |description= *Outclassed by j.2C in every way except for startup. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">J.D</span> ===== | ===== <span class="invisible-header">J.D</span> ===== | ||
Line 293: | Line 294: | ||
|Adv. Hit= - | |Adv. Hit= - | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|description= *'' | |description= *His best option for a jump in. | ||
*Has enough hitstun to combo into 6D even when performed early enough to be falling on the opponent with active frames. | |||
*This move's great horizontal reach allows you to fish for punishes after successful air blocks. Air blockstun recovers quickly so you can often punish moves that you've just air blocked with this normal. | |||
}} | }} | ||
}} | }} | ||
Line 316: | Line 319: | ||
|Adv. Hit= | |Adv. Hit= | ||
|Adv. Guard= | |Adv. Guard= | ||
|description= *' | |description= *Good for getting out of the corner. | ||
*Combine this with his teleport to show up at unpredictable spots. | |||
*Can't be performed while air blocking | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">6.A</span> ===== | ===== <span class="invisible-header">6.A</span> ===== | ||
Line 347: | Line 351: | ||
{{MoveData | {{MoveData | ||
|image=WW7_Slash_6B_sprite.png | |image=WW7_Slash_6B_sprite.png | ||
|caption= Actually | |caption= Actually Just Don't | ||
|name=6B | |name=6B | ||
|linkname=6B | |linkname=6B | ||
Line 362: | Line 366: | ||
|Adv. Hit= -11 | |Adv. Hit= -11 | ||
|Adv. Guard= -21 | |Adv. Guard= -21 | ||
|description= * | |description= *Much like 5B this move is not great, although it's slightly better than that one. | ||
*Because of the surprisingly high damage off of it using it as a quick punish to end the round is feasible but you better hope it does kill otherwise you will get punished for it. | |||
}} | }} | ||
}} | }} | ||
Line 410: | Line 415: | ||
*The wall slam makes it inherently better to use as a punish than most of his normals | *The wall slam makes it inherently better to use as a punish than most of his normals | ||
*The range is slightly bigger than it looks making it good to just throw out | *The range is slightly bigger than it looks making it good to just throw out | ||
*Run momentum elevates this normal to absurdity. You can check most ground and air approaches by flinging into your opponent with the active frames of this move. | |||
}} | }} | ||
}} | }} | ||
Line 416: | Line 422: | ||
{{MoveData | {{MoveData | ||
|image= WW7_Slash_J2.A_sprite.png | |image= WW7_Slash_J2.A_sprite.png | ||
|caption= | |caption= The Better Jumping A | ||
|name=J.2A | |name=J.2A | ||
|linkname=J.2A | |linkname=J.2A | ||
Line 431: | Line 437: | ||
|Adv. Hit= - - | |Adv. Hit= - - | ||
|Adv. Guard= - - | |Adv. Guard= - - | ||
|description= * | |description= *With higher damage and the same frame data, this move makes j.A obsolete. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">J.2B</span> ===== | ===== <span class="invisible-header">J.2B</span> ===== | ||
Line 462: | Line 467: | ||
{{MoveData | {{MoveData | ||
|image= WW7_Slash_J2.C_sprite.png | |image= WW7_Slash_J2.C_sprite.png | ||
|caption= | |caption= The Pogo | ||
|name=J.2C | |name=J.2C | ||
|linkname=J.2C | |linkname=J.2C | ||
Line 477: | Line 482: | ||
|Adv. Hit= - - | |Adv. Hit= - - | ||
|Adv. Guard= - - | |Adv. Guard= - - | ||
|description= * | |description= *Causes knockdown only when the opponent is in the air | ||
*With only one more frame of start up and a lot more active frames, this move outclasses j.C in every way. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">J.2D</span> ===== | ===== <span class="invisible-header">J.2D</span> ===== | ||
Line 500: | Line 505: | ||
|Adv. Hit= WSL | |Adv. Hit= WSL | ||
|Adv. Guard= - - | |Adv. Guard= - - | ||
|description= * | |description= *His best air to air normal. | ||
*Wallslams opponents. | |||
*Must be blocked twice. | |||
}} | }} | ||
}} | }} | ||
Line 525: | Line 532: | ||
|description= *Unblockable. | |description= *Unblockable. | ||
*Can be throw softened within 20F | *Can be throw softened within 20F | ||
*After Slash completes the backflip animation, around 21F, you can input any move that can be done in the air which includes his teleport. If the opponent throw softens teleporting in front of them will leave you minus but if they don't then it allows you to set up for oki. This applies to the air throw as well. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">Air Throw</span> ===== | ===== <span class="invisible-header">Air Throw</span> ===== | ||
Line 575: | Line 581: | ||
|description= | |description= | ||
*Unblockable | *Unblockable | ||
*Universal command grab. | |||
*An important part of Slash's game plan, use this as part of your mixup game and keep opponents on their toes trying to see where your attacks are coming from. | |||
}} | }} | ||
}} | }} | ||
Line 596: | Line 604: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= -13 | |Adv. Guard= -13 | ||
|description= | |description= | ||
*Air Unblockable | *Air Unblockable | ||
*Can be used to get over most lows. | |||
*Hits deceptively high up so it can be used to push offense while checking jumps. | |||
}} | }} | ||
}} | }} | ||
Line 628: | Line 638: | ||
|image= WW7_Slash_RissingAttack_sprite.png | |image= WW7_Slash_RissingAttack_sprite.png | ||
|caption= Kaeriuchi | |caption= Kaeriuchi | ||
|name= | |name= Rising attack | ||
|linkname= Reversal | |linkname= Reversal | ||
|input= When down, [8] | |input= When down, [8] | ||
Line 741: | Line 751: | ||
|description= *Projectile (A: Tier 0; B: Tier 9) | |description= *Projectile (A: Tier 0; B: Tier 9) | ||
*11~12F: invincible. | *11~12F: invincible. | ||
*If your opponent blocks the stab and doesn't have to block the orb then they get a free punish. Make sure to space this move correctly | |||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
Line 759: | Line 770: | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">214X</span> ===== | ===== <span class="invisible-header">214X</span> ===== | ||
Line 783: | Line 793: | ||
|Adv. Guard= -26 | |Adv. Guard= -26 | ||
|description= *Air Unblockable. | |description= *Air Unblockable. | ||
* | *Can be a good situational anti air due to the far horizontal range and good damage. | ||
*Leaves you plus enough to react to both wakeup attacks and rolls. | *Leaves you plus enough to react to both wakeup attacks and rolls. | ||
Line 799: | Line 809: | ||
|Adv. Guard= -37 | |Adv. Guard= -37 | ||
|description= *Air Unblockable. | |description= *Air Unblockable. | ||
* | *His best meterless combo ender from crouch cancel 5A. | ||
*Leaves you plus enough to react to both wakeup attacks and rolls. | *Leaves you plus enough to react to both wakeup attacks and rolls. | ||
Line 816: | Line 826: | ||
|description= *Air Unblockable. | |description= *Air Unblockable. | ||
*Hits on 17/20F of superflash. | *Hits on 17/20F of superflash. | ||
*His bnb combo ender from crouch cancel 5A. | |||
*If for some reason you use this as an anti-air, don't. You will be punished for it after you're done flailing. | *If for some reason you use this as an anti-air, don't. You will be punished for it after you're done flailing. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">623X</span> ===== | ===== <span class="invisible-header">623X</span> ===== | ||
Line 845: | Line 855: | ||
|description= *15F: Air Unblockable. | |description= *15F: Air Unblockable. | ||
*15F: invincible. | *15F: invincible. | ||
*Applies to all versions of the move: This move has a hard time hitting opponents out of the air. | |||
*At certain ranges opponents can fall out of this move and punish you for using this. | |||
}} | }} | ||
{{AttackData-WW7 | {{AttackData-WW7 | ||
Line 874: | Line 886: | ||
*20F: Air unblockable. | *20F: Air unblockable. | ||
*20F: invincible. | *20F: invincible. | ||
*His fastest option in his entire kit. This makes it his best punish option and also his best teleport into 0f reaction check cheese option. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">421X</span> ===== | ===== <span class="invisible-header">421X</span> ===== | ||
Line 952: | Line 964: | ||
*TELEPORTS for 18 frames. | *TELEPORTS for 18 frames. | ||
*No attacks or inputs can be done after Slash appears again in the air. | *No attacks or inputs can be done after Slash appears again in the air. | ||
*This applies to the air teleport as well: THE most important part of Slash's gameplay, utilizing his teleports is essential to Slash's mixup game. | |||
*They are punishable on reaction however, so be sure to not be predictable with your teleports. | |||
*Opponents moves that are inputted during the teleport will also autocorrect if you switch sides with them which also adds another risk. It's important to learn the spacing and when the right opportunity to teleport is. | |||
*D teleport can force a back roll to act as a forward roll, turning the opponent around as they get up (Forcing the opponent to block cross-up against any sort of follow-up) | |||
}} | }} | ||
}} | }} | ||
Line 1,064: | Line 1,079: | ||
{{MoveData | {{MoveData | ||
|image= WW7_Slash_Harahara_sprite.png | |image= WW7_Slash_Harahara_sprite.png | ||
|caption= | |caption="I wasted a bar only for this move to fly 1/4s of the screen. I'm just disappointed | ||
|name= Darkness Wind | |name= Darkness Wind | ||
|linkname= | |linkname= | ||
Line 1,099: | Line 1,114: | ||
}} | }} | ||
=== Palette options === | |||
{{ColorGallery | filePrefix=WW7_Slash_Color_| colors= | |||
{{ColorGallery/Color|1| text=Color 1 }} | |||
{{ColorGallery/Color|2| text=Color 2 }} | |||
{{ColorGallery/Color|3| text=Color 3 }} | |||
{{ColorGallery/Color|4| text=Color 4 }} | |||
{{ColorGallery/Color|5| text=Color 5 }} | |||
}} | |||
== Notable Players == | |||
{| class="wikitable" style="width:100%" | |||
!width="91"|Name | |||
!width="85"|Color | |||
!width="125"|Location | |||
! Contact | |||
! Status | |||
! Notes | |||
! Example Play | |||
|- | |||
| Bean_Jostler | |||
|style="text-align:center;"| [[File:WW7_Slash_Color_3.png|Bean_Jostler|100px]] | |||
| '''U.S''' | |||
| [https://bsky.app/profile/blastharbour.bsky.social Bsky] | |||
|'''active''' | |||
| The most optimized Slash player who has the fancy crouch cancel jab stuff implemented into their play. Uses the tag BLAST_HARBOUR outside of Fightcade. | |||
| [https://www.youtube.com/watch?v=NmgqD9wd1jU Link] | |||
|- | |||
| LDAHRAX | |||
|style="text-align:center;"| [[File:WW7_Slash_Color_5.png|LDAHRAX|100px]] | |||
| '''U.S''' | |||
| None | |||
|'''active''' | |||
| An incredibly good Tesse/Slash dual main and owner of the Waku Discord server. Has some of the best teleport movement. | |||
| [https://www.youtube.com/watch?v=kltxHckgMgs Link] | |||
|- | |||
| SlashySlash | |||
|style="text-align:center;"| [[File:WW7_Slash_Color_1.png|SlashySlash|100px]] | |||
| '''Israel''' | |||
| None | |||
|'''active''' | |||
| Has been playing Waku since forever, one of the strongest Slash players out there. You can always find him on the FC2 lobby. | |||
| [https://www.youtube.com/watch?v=_5WGtFhEsN8 Link] | |||
|- | |||
| UltraYoshi | |||
|style="text-align:center;"| [[File:WW7_Slash_Color_1.png|SYoshi|100px]] | |||
| '''Yoshi's Island (U.S)''' | |||
| [https://twitter.com/ultrayoshi115 Twitter] | |||
|'''active''' | |||
| Really good Slash player, has won a lot of tournaments but doesn't play in them anymore as he organises a Bi Weekly Series with Bee Chan. | |||
| [https://youtu.be/Tf9uW1DKEfE?t=7063 Link] | |||
|} | |||
[[Category: Waku Waku 7]] | [[Category: Waku Waku 7]] | ||
{{Waku Waku 7}} | {{Waku Waku 7}} |
Latest revision as of 13:53, 5 July 2025
Introduction
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 a mixup/bait and punish character who controls midrange with excellent normals as well as his character-defining ability to teleport. He sports a deadly combination of being able to teleport behind his opponent and zero frame supers which must be blocked the correct way prior to the super flash. Most of his options are very minus even on hit, but mastering his crouch cancelable 5A opens up a multi-dimensional pressure, mixup and combo game.
Strengths | Weaknesses |
---|---|
|
|
Slash | |
---|---|
Character Data | |
Forward Run Duration | 96F to cross stage |
Back Step Duration | 42 frames (1~10F: invincible) |
Pre-jump Frames | 4 frames |
Jump Duration | 42 frames |
Landing Frames | 4 frames |
Jump Height Apex | 108 |
Forward Jump Distance | 103 |
Backward Jump Distance | 103 |
Back Step Distance | 121 |
Knockdown Recovery | 28 frames |
Chain Series | Kick Series; also chain 5LP → 2P/K |
Move List
5A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
13 | Mid | 5 | y | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 2 | 15 | -2 | -6 | |
|
5B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
33 | Mid | 10 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 | 2 | 37 | -14 | -24 | |
|
5C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
16 | Low | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 3 | 22 | -8 | -12 | |
|
5D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
40 | Mid | 10 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8 | 4 | 23 | -2 | -12 | |
|
Crouching Normals
2A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
12 | Low | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 2 | 18 | -5 | -9 | |
|
2B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
30 | Mid | 1 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
9 | 2 | 26 | -3 | -13 | |
|
2C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14 | Low | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 3 | 18 | -4 | -8 | |
|
2D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
36 | Low | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 13 | 30 | KND | -20 | |
|
Air Normals
J.A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
13 | high | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 2 | GND | - | - | |
|
J.B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
33 | high | 10 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8 | 2 | GND | - | - | |
|
J.C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
16 | high | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 3 | GND | - | - | |
|
J.D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
40 | high | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 15 | GND | - | - | |
|
Command Normals
WallJump
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
- | - | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
|
6.A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
17 | Mid | 5 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 1 | 16 | 0 | -4 | |
|
6.B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
16+34 | Mid, Low | 10 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 2 (6) 2 | 34 | -11 | -21 | |
|
6.C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
20 | Low | 5 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 1 | 16 | 0 | -4 | |
|
6.D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
43 | Mid | 10 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 9 | 13 | WSL | -7 | |
|
J.2A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
17 | High | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
5 | 2 | GND | - - | - - | |
|
J.2B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
37 | High | 10 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 4 | GND | KND | - - | |
|
J.2C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
20 | High | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 24 | GND | - - | - - | |
|
J.2D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
43 | High | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8 | 11 | GND | WSL | - - | |
|
Universal Mechanics
Throw
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
46 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KND | - | |
|
Air Throw
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
46 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KND | - | |
|
Command Grab
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
60 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | KND | - | |
|
Universal Overhead
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
33 | High | 5 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
21 | 2 | 26 | KND | -13 | |
|
Pursuit
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
40 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
46 | 2 | 63 | KND | -50 | |
|
Rissing attack
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
37 | High | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 6 | 24 | KND | -15 | |
|
Super mode
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
37 | Mid | 50 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
16 | 17 | 20 | KND | -26 | |
|
Special Moves
236X
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 | ||
| ||||||
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 | ||
|
214X
214A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
53 | Mid | 10 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
4 | 4 (5) 4 | 37 | KND | -26 | ||
| ||||||
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 | ||
| ||||||
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 | ||
|
623X
623A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
53 | Mid | 15 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
6 | 2 (7) 1 (1) 8 | 38 | KND | -31 | ||
| ||||||
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 | ||
| ||||||
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 | ||
|
421X
421A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
- | - | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | 49 | - | - | ||
421B | Damage | Guard | Dizzy | Cancel | ||
- | - | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | 49 | - | - | ||
421C | Damage | Guard | Dizzy | Cancel | ||
- | - | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | 49 | - | - | ||
421D | Damage | Guard | Dizzy | Cancel | ||
- | - | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | 26 | - | - | ||
|
J.421X
J.421A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
- | - | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | 35 | - | - | ||
J.421B | Damage | Guard | Dizzy | Cancel | ||
- | - | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | 35 | - | - | ||
J.421C | Damage | Guard | Dizzy | Cancel | ||
- | - | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | 35 | - | - | ||
J.421D | Damage | Guard | Dizzy | Cancel | ||
- | - | - | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
- | - | 46 | - | - | ||
|
DokiDoki
DokiDoki
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.
|
HaraHara
HaraHara
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 | - | ||
|
Palette options
Notable Players
Name | Color | Location | Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|
Bean_Jostler | ![]() |
U.S | Bsky | active | The most optimized Slash player who has the fancy crouch cancel jab stuff implemented into their play. Uses the tag BLAST_HARBOUR outside of Fightcade. | Link |
LDAHRAX | ![]() |
U.S | None | active | An incredibly good Tesse/Slash dual main and owner of the Waku Discord server. Has some of the best teleport movement. | Link |
SlashySlash | ![]() |
Israel | None | active | Has been playing Waku since forever, one of the strongest Slash players out there. You can always find him on the FC2 lobby. | Link |
UltraYoshi | ![]() |
Yoshi's Island (U.S) | active | Really good Slash player, has won a lot of tournaments but doesn't play in them anymore as he organises a Bi Weekly Series with Bee Chan. | Link |