Ultrayoshi (talk | contribs) (→J.B) |
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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 94: | Line 94: | ||
{{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 181: | 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 227: | 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> ===== | ||
Line 272: | 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 295: | 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 320: | Line 321: | ||
|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 | |||
}} | }} | ||
}} | }} | ||
Line 413: | 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. | |||
}} | }} | ||
}} | }} | ||
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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 | ||
Line 434: | 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> ===== | ||
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|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 528: | 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. | ||
}} | }} | ||
}} | }} | ||
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|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. | *Can be used to get over most lows. | ||
*Hits deceptively high up so it can be used to push offense while checking jumps. | |||
}} | }} | ||
}} | }} | ||
Line 788: | 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 804: | 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 821: | 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> ===== | ||
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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. | |||
}} | }} | ||
}} | }} | ||
Line 961: | Line 967: | ||
*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.
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 |