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== Move List == | == Move List == | ||
===== <span class="invisible-header">5A</span> ===== | ===== <span class="invisible-header">5A</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 85: | 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= Did You | |caption= Did You Whiff The Command Grab? | ||
|name=5D | |name=5D | ||
|linkname=5D | |linkname=5D | ||
Line 227: | 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 250: | 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 273: | 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 296: | 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 319: | 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> ===== | ||
Line 420: | Line 418: | ||
{{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 435: | 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 466: | 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 481: | 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 504: | 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. | |||
}} | }} | ||
}} | }} | ||
Line 529: | 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 579: | 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 600: | 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 632: | 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 849: | 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 880: | Line 883: | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">421X</span> ===== | ===== <span class="invisible-header">421X</span> ===== | ||
Line 956: | 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 1,068: | Line 1,073: | ||
{{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 1,103: | 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 |