Waku Waku 7/Slash: Difference between revisions

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== Move List ==
== Move List ==


=== Standing Normals ===
===== <span class="invisible-header">5A</span> =====
===== <span class="invisible-header">5A</span> =====
{{MoveData
{{MoveData
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  |Adv. Hit= -2
  |Adv. Hit= -2
  |Adv. Guard= -6
  |Adv. Guard= -6
  |description= *This is your crouch cancel button. If you want to pressure someone with any button up close, this would be it. Be mindful that it'll whiff on a crouching opponent.
  |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.
*5A can be crouch canceled to combo into 2D or A Slash Barrier. A Slash Barrier is the easier link.
*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.
  }}
  }}
  }}
  }}
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{{MoveData
{{MoveData
|image=WW7_Slash_5D_sprite.png
|image=WW7_Slash_5D_sprite.png
|caption= Did You Wiff The Command Grab?
|caption= Did You Whiff The Command Grab?
|name=5D
|name=5D
|linkname=5D
|linkname=5D
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  |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.
}}
}}
}}
}}
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  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |description= *'''placeholder'''
  |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> =====
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  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |description= *'''placeholder'''
  |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> =====
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  |Adv. Hit= -
  |Adv. Hit= -
  |Adv. Guard= -
  |Adv. Guard= -
  |description= *'''placeholder'''
  |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.
}}
}}
}}
}}
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  |description= *Good for getting out of the corner.
  |description= *Good for getting out of the corner.
*Combine this with his teleport to show up at unpredictable spots.
*Combine this with his teleport to show up at unpredictable spots.
*Can't be performed while air blocking
}}
}}
}}
}}
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*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.
}}
}}
}}
}}
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{{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
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  |Adv. Hit= - -
  |Adv. Hit= - -
  |Adv. Guard= - -
  |Adv. Guard= - -
  |description= *'''placeholder'''
  |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> =====
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  |Adv. Hit= WSL
  |Adv. Hit= WSL
  |Adv. Guard= - -
  |Adv. Guard= - -
  |description= *'''placeholder'''
  |description= *His best air to air normal.
*Wallslams opponents.
*Must be blocked twice.
}}
}}
}}
}}
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  |description= *Unblockable.
  |description= *Unblockable.
*Can be throw softened within 20F
*Can be throw softened within 20F
*Not too useful compared to his command grab because it puts too much distance between both players.
*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.
  }}
  }}
  }}
  }}
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  |Adv. Hit= KND
  |Adv. Hit= KND
  |Adv. Guard= -13
  |Adv. Guard= -13
  |description= *A overhead that can be reacted
  |description=  
*Air Unblockable
*Air Unblockable
*Can be used to get over most lows.
*Can be used to get over most lows.
*Hits deceptively high up so it can be used to push offense while checking jumps.
  }}
  }}
  }}
  }}
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         |Adv. Guard= -26
         |Adv. Guard= -26
         |description= *Air Unblockable.  
         |description= *Air Unblockable.  
*This is his fastest punish. If you can 5A punish, use this instead.  
*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.


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         |Adv. Guard= -37
         |Adv. Guard= -37
         |description= *Air Unblockable.  
         |description= *Air Unblockable.  
*This is his second fastest punish. If you can 5A punish, use this instead.  
*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.


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         |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> =====
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*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.
}}
}}
}}
}}
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*They are punishable on reaction however, so be sure to not be predictable with your teleports.
*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.
*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)
}}
}}
}}
}}
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{{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 1,108: 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
|-
| 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 04:49, 4 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.

Slash
Strengths Weaknesses
  • Mobility: Slash can wall jump and teleport, which makes him the most mobile character in the game. Teleport is his most important character-defining tool and is especially great because of the invincibility frames in the middle.
  • Crouch Cancel 5A: He can crouch cancel his 5A which gives him some of the highest damage confirms in the game as well as very strong block pressure/mixups. All of his supers are confirmable from 5A except for HaraHara. It is difficult to master but well worth it.
  • Fantastic Supers: Every super of his has excellent utility. 623AB, 214AB and 641236CD are 0f post-flash. This means that if the opponent is not already blocking correctly prior to the super flash, they will get hit, which pairs incredibly well with the ability to teleport behind them. 236AB is good for situational punishes as well as corner stun combos.
  • Great Normals: 6D is among the best normals in the game due to the amazing hitbox, long active frames, high momentum from run, and high damage wallsplat. It is punishable on block point blank, but it can be plus meaty. 6A, while not as rewarding, dominates the midrange. 2B is one of the most consistent anti airs in the game.
  • Poor Defensive Options: Slash's universal rising attack from knockdown is one of the worst in the game. The small hitbox and active frames leave him uniquely vulnerable to certain types of oki. His backdash is very slow and has little invincibility. His DP is also entirely useless as an anti air and is not invincible.
  • Overall Poor Frame Data: Outside of the standout tools in his kit, many of Slash's attacks leave him punishable. Many are even punishable on hit.
  • Teleports Are Reactable: Experienced players will react to teleports and use them as opportunities to land strong punishes. Effectively using them against experienced players will require good reads on what they're committing to.
Slash
WW7 slash.png
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
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
  • 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.
5B
5B
WW7 Slash 5B sprite.png
Don't
Damage Guard Dizzy Cancel
33 Mid 10 n
Startup Active Recovery Adv. Hit Adv. Guard
10 2 37 -14 -24
  • 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.
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
  • 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.
5D
5D
WW7 Slash 5D sprite.png
Did You Whiff The Command Grab?
Damage Guard Dizzy Cancel
40 Mid 10 n
Startup Active Recovery Adv. Hit Adv. Guard
8 4 23 -2 -12
  • 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

2A
2A
WW7 Slash 2A sprite.png
Did You Try To Crouch Cancel?
Damage Guard Dizzy Cancel
12 Low 5 n
Startup Active Recovery Adv. Hit Adv. Guard
5 2 18 -5 -9
  • 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.
2B
2B
WW7 Slash 2B sprite.png
This is Your Anti-Air.
Damage Guard Dizzy Cancel
30 Mid 1 n
Startup Active Recovery Adv. Hit Adv. Guard
9 2 26 -3 -13
  • Your opponents will get very tired of jumping on you once you meet them with this. Much lower commitment as an AA (Anti-Air) than his DP; you have plenty of time to react to their next move accordingly after returning to neutral.
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
  • The best low option to use at close range as well as his fastest low.
  • 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.
2D
2D
WW7 Slash 2D sprite.png
The World's Slowest Bushinslide.
Damage Guard Dizzy Cancel
36 Low 5 n
Startup Active Recovery Adv. Hit Adv. Guard
6 13 30 KND -20
  • 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.
  • At close range it needs to be blocked three times.

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 - -
  • Outclassed by j.2A in terms of damage. Has the same frame data regardless making this move irrelevant.
J.B
J.B
WW7 Slash JB sprite.png
It's Not As Big As It Looks
Damage Guard Dizzy Cancel
33 high 10 n
Startup Active Recovery Adv. Hit Adv. Guard
8 2 GND - -
  • 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.
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 - -
  • Outclassed by j.2C in every way except for startup.
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 - -
  • 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.

Command Normals

WallJump
Wall Jump
7/9 (wall),j9
Damage Guard Dizzy Cancel
- - - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -
  • 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
6.A
6A
WW7 Slash 6A sprite.png
Poke
Damage Guard Dizzy Cancel
17 Mid 5 -
Startup Active Recovery Adv. Hit Adv. Guard
5 1 16 0 -4
  • 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.
6.B
6B
WW7 Slash 6B sprite.png
Actually Just Don't
Damage Guard Dizzy Cancel
16+34 Mid, Low 10 -
Startup Active Recovery Adv. Hit Adv. Guard
6 2 (6) 2 34 -11 -21
  • 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.
6.C
6C
WW7 Slash 6C sprite.png
Poke But Low
Damage Guard Dizzy Cancel
20 Low 5 -
Startup Active Recovery Adv. Hit Adv. Guard
5 1 16 0 -4
  • 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.
6.D
6D
WW7 Slash 6D sprite.png
You Don't Knee'd Anything Else
Damage Guard Dizzy Cancel
43 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
6 9 13 WSL -7
  • 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
  • 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.
J.2A
J.2A
WW7 Slash J2.A sprite.png
The Better Jumping A
Damage Guard Dizzy Cancel
17 High 5 n
Startup Active Recovery Adv. Hit Adv. Guard
5 2 GND - - - -
  • With higher damage and the same frame data, this move makes j.A obsolete.
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 - -
  • 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.
J.2C
J.2C
WW7 Slash J2.C sprite.png
The Pogo
Damage Guard Dizzy Cancel
20 High 5 n
Startup Active Recovery Adv. Hit Adv. Guard
7 24 GND - - - -
  • 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.
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 - -
  • His best air to air normal.
  • Wallslams opponents.
  • Must be blocked twice.

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
  • 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.
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 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.
Universal Overhead
Middle Attack
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
  • 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.
Pursuit
Pursuit
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 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.
Rissing attack
Rising attack
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
WW7 Slash 236A B sprite.png
WW7 Slash 236AB sprite.png
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.
  • 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
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
WW7 Slash 214A B sprite.png
214A Damage Guard Dizzy Cancel
53 Mid 10 -
Startup Active Recovery Adv. Hit Adv. Guard
4 4 (5) 4 37 KND -26
  • 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.
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.
  • His best meterless combo ender from crouch cancel 5A.
  • Leaves you plus enough to react to both wakeup attacks and rolls.
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
  • Air Unblockable.
  • 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.
623X
Slash Dynamic
623A/B 623AB
WW7 Slash 623A B sprite.png
This is (Not) Your Anti-Air.
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.
  • 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.
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.
  • 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.
421X
Slash Teleport
421X
WW7 Slash Ground teleport sprite.png
"Here I Am."
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 - -
  • 5~22F: invincible.
  • TELEPORTS for 18 frames.
  • 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)
J.421X
Kuuchuu Slash Teleport
J.421X
WW7 Slash Air teleport sprite.png
"Here I Am." (Air Version)
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 - -
  • 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
WW7 Slash DokiDoki sprite.png
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
WW7 Slash Harahara sprite.png
"I wasted a bar only for this move to fly 1/4s of the screen. I'm just disappointed
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.

Palette options

Color 1
Color 2
Color 3
Color 4
Color 5


Notable Players

Name Color Location Contact Status Notes Example Play
SlashySlash 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 SYoshi Yoshi's Island (U.S) 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. Link

WW7 Navigation

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Fernandez
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Bonus Kun