(50 intermediate revisions by 5 users not shown) | |||
Line 2: | Line 2: | ||
|name=Slash | |name=Slash | ||
|image=WW7_slash.png | |image=WW7_slash.png | ||
|fdash=96F to cross stage | |||
|bstep= 42 frames (1~10F: invincible) | |bstep= 42 frames (1~10F: invincible) | ||
|prejump= 4 frames | |prejump= 4 frames | ||
Line 15: | Line 16: | ||
}} | }} | ||
{{TOClimit| | {{TOClimit|3}} | ||
== Move List == | |||
===== <span class="invisible-header">5A</span> ===== | ===== <span class="invisible-header">5A</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 44: | Line 46: | ||
{{MoveData | {{MoveData | ||
|image=WW7_Slash_5B_sprite.png | |image=WW7_Slash_5B_sprite.png | ||
|caption= | |caption= Don't | ||
|name=5B | |name=5B | ||
|linkname=5B | |linkname=5B | ||
Line 59: | Line 61: | ||
|Adv. Hit= -14 | |Adv. Hit= -14 | ||
|Adv. Guard= -24 | |Adv. Guard= -24 | ||
|description= *' | |description= *Completely outclassed by 6B in terms of damage, range, and frame advantage and that move isn't too great either. | ||
*Most characters can punish you for landing this at a close enough range so avoid using this. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">5C</span> ===== | ===== <span class="invisible-header">5C</span> ===== | ||
Line 83: | Line 84: | ||
|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 108: | Line 109: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
== Crouching Normals == | === Crouching Normals === | ||
===== <span class="invisible-header">2A</span> ===== | ===== <span class="invisible-header">2A</span> ===== | ||
{{MoveData | {{MoveData | ||
|image=WW7_Slash_2A_sprite.png | |image=WW7_Slash_2A_sprite.png | ||
|caption= | |caption= Did You Try To Crouch Cancel? | ||
|name=2A | |name=2A | ||
|linkname=2A | |linkname=2A | ||
Line 130: | Line 134: | ||
|Adv. Hit= -5 | |Adv. Hit= -5 | ||
|Adv. Guard= -9 | |Adv. Guard= -9 | ||
|description= * | |description= *Tied with 6C as his second fastest low option this one is much worse in comparison due to being minus 5 on hit. Avoid using it. | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">2B</span> ===== | ===== <span class="invisible-header">2B</span> ===== | ||
Line 176: | Line 178: | ||
|Adv. Hit= -4 | |Adv. Hit= -4 | ||
|Adv. Guard= -8 | |Adv. Guard= -8 | ||
|description=* | |description=*The best low option to use at close range as well as his fastest low. | ||
*Combos into 2D making it a reliable punish. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">2D</span> ===== | ===== <span class="invisible-header">2D</span> ===== | ||
Line 202: | Line 203: | ||
|description= *His farthest reaching punish that grants you HKD. However, no matter how late you hit it on block, it is still itself very punishable. Use with discretion. | |description= *His farthest reaching punish that grants you HKD. However, no matter how late you hit it on block, it is still itself very punishable. Use with discretion. | ||
*Because of how active and far this move reaches, it is your most reliable roll punish tool. | *Because of how active and far this move reaches, it is your most reliable roll punish tool. | ||
*At close range it needs to be blocked three times. | |||
}} | }} | ||
}} | }} | ||
== Air Normals == | === Air Normals === | ||
===== <span class="invisible-header">J.A</span> ===== | ===== <span class="invisible-header">J.A</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 224: | Line 226: | ||
|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 248: | ||
|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 270: | ||
|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 292: | ||
|Adv. Hit= - | |Adv. Hit= - | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|description= * | |description= *His best option for a jump in. | ||
*Landing this on a grounded opponent allows for a free combo if landed deep enough. | |||
}} | }} | ||
}} | }} | ||
Line 316: | Line 316: | ||
|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> ===== | ||
{{MoveData | {{MoveData | ||
|image=WW7_Slash_6A_sprite.png | |image=WW7_Slash_6A_sprite.png | ||
|caption= | |caption= Poke | ||
|name=6A | |name=6A | ||
|linkname=6A | |linkname=6A | ||
Line 340: | Line 341: | ||
|Adv. Guard= -4 | |Adv. Guard= -4 | ||
|description= *Air unblockable | |description= *Air unblockable | ||
*Good to keep opponents from pressing buttons at a distance but offers no advantage on hit, creating an inherent mixup for both players. | |||
}} | }} | ||
}} | }} | ||
Line 346: | Line 348: | ||
{{MoveData | {{MoveData | ||
|image=WW7_Slash_6B_sprite.png | |image=WW7_Slash_6B_sprite.png | ||
|caption= | |caption= Actually Just Don't | ||
|name=6B | |name=6B | ||
|linkname=6B | |linkname=6B | ||
Line 361: | Line 363: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">6.C</span> ===== | ===== <span class="invisible-header">6.C</span> ===== | ||
{{MoveData | {{MoveData | ||
|image=WW7_Slash_6C_sprite.png | |image=WW7_Slash_6C_sprite.png | ||
|caption= | |caption= Poke But Low | ||
|name=6C | |name=6C | ||
|linkname=6C | |linkname=6C | ||
Line 384: | Line 386: | ||
|Adv. Hit= 0 | |Adv. Hit= 0 | ||
|Adv. Guard= -4 | |Adv. Guard= -4 | ||
|description= * | |description= *His second fastest low and the best one to use at a distance. | ||
*Is great at keeping opponents from pressing buttons but offers no advantage on hit, creating inherent mixups for both players. | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">6.D</span> ===== | ===== <span class="invisible-header">6.D</span> ===== | ||
{{MoveData | {{MoveData | ||
|image=WW7_Slash_6D_sprite.png | |image=WW7_Slash_6D_sprite.png | ||
|caption= | |caption= You Don't Knee'd Anything Else | ||
|name=6D | |name=6D | ||
|linkname=6D | |linkname=6D | ||
Line 407: | Line 409: | ||
|Adv. Hit= WSL | |Adv. Hit= WSL | ||
|Adv. Guard= -7 | |Adv. Guard= -7 | ||
|description= *Air unblockable | |description= *Air unblockable | ||
*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 | |||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">J.2A</span> ===== | ===== <span class="invisible-header">J.2A</span> ===== | ||
{{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 430: | Line 433: | ||
|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 453: | Line 455: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= - - | |Adv. Guard= - - | ||
|description= *' | |description= *Not great as an air to air as the startup and active frames aren't great. | ||
*If used as a jump in however it puts them in a juggle state where you can get a move out to combo if the move is fast enough. 6D and 214A are good for this. This only works if they are on the ground otherwise it causes a normal hard knockdown. | |||
}} | }} | ||
}} | }} | ||
Line 460: | Line 463: | ||
{{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 475: | Line 478: | ||
|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 498: | Line 501: | ||
|Adv. Hit= WSL | |Adv. Hit= WSL | ||
|Adv. Guard= - - | |Adv. Guard= - - | ||
|description= * | |description= *His best air to air normal. | ||
*Wallslams opponents. | |||
*Must be blocked twice. | |||
}} | }} | ||
}} | }} | ||
== Universal Mechanics == | === Universal Mechanics === | ||
===== <span class="invisible-header">Throw</span> ===== | ===== <span class="invisible-header">Throw</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 523: | Line 528: | ||
|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 573: | Line 577: | ||
|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 594: | Line 600: | ||
|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. | |||
}} | }} | ||
}} | }} | ||
Line 617: | Line 624: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= -50 | |Adv. Guard= -50 | ||
|description= *Universal Pursuit | |description= *Universal Pursuit mechanic. | ||
*In general is not very used due to long start up and that your opponent can mash out of knockdown to get up quicker. | *In general is not very used due to long start up and that your opponent can mash out of knockdown to get up quicker. | ||
}} | }} | ||
Line 626: | Line 633: | ||
|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 669: | Line 676: | ||
}} | }} | ||
== Special Moves == | === Special Moves === | ||
===== <span class="invisible-header">236X</span> ===== | ===== <span class="invisible-header">236X</span> ===== | ||
Line 739: | Line 746: | ||
|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 757: | Line 765: | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">214X</span> ===== | ===== <span class="invisible-header">214X</span> ===== | ||
Line 843: | Line 850: | ||
|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 883: | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">421X</span> ===== | ===== <span class="invisible-header">421X</span> ===== | ||
Line 950: | Line 958: | ||
*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 1,032: | Line 1,043: | ||
}} | }} | ||
== DokiDoki == | === DokiDoki === | ||
===== <span class="invisible-header">DokiDoki</span> ===== | ===== <span class="invisible-header">DokiDoki</span> ===== | ||
Line 1,058: | Line 1,069: | ||
}} | }} | ||
== HaraHara == | === HaraHara === | ||
===== <span class="invisible-header">HaraHara</span> ===== | ===== <span class="invisible-header">HaraHara</span> ===== | ||
{{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 1,097: | Line 1,108: | ||
}} | }} | ||
=== 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 | |||
|- | |||
| 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 00:22, 28 October 2024
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 the Mix up character of the game, with reverse DP teleports used to surprise opponents so he can use his many command normals. Slash needs to be played knowing what you want to do, most of his normals are minus even on hit which makes him a very committal character. Dokidoki can be buffered during so it comes out on his first available active frame.
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 |
---|---|---|---|---|---|---|
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 |