Soulcalibur VI/Zasalamel/Introduction: Difference between revisions

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== Introduction ==
== Introduction ==
Zasalamel was born into a clan called the Guardians of the Spirit Sword. Though an excellent warrior, he was arrogant, and broke his clan's rule never to use the sword after which they were named. As a consequence of his disobedience, both his arms were fractured, and he was cast out. Still he remained defiant, and began gathering knowledge of the ancient arts in the hope of discovering the secret of reincarnation.
Zasalamel's self-taught style takes full advantage of the scythe's length in order to be deadly at any range. The key to victory for its practitioners call for a unique dependence on curses to draw their enemies in, as well as magic that can stop the flow of time.
 
{{ProConTable
|pros=
*Timestop super is sick as hell
|cons=
*#BuffZas
}}
 
=== Unique Mechanic ===
==== Curse ====
Some of Zasalamel's attacks inflict up to three purple curse orbs that orbit the opponent. He can cash in these curse orbs on certain attacks to stop time proportional to the amount of orbs expended - the more, the longer. This generally translates to making the move more advantageous on block, or keeping the opponent in hitstun longer to go for a different combo confirm on hit.
 
His Critical Edge also changes based on the amount of Curses applied to his opponent:
*0 - GI vs. mids and lows
*1 - GI vs highs, mids and lows
*2 - GI vs highs, mids, and lows, restores guard stamina
*3 - RI vs highs, mids, and lows, restores guard stamina

Revision as of 11:36, 1 January 2022

Introduction

Zasalamel's self-taught style takes full advantage of the scythe's length in order to be deadly at any range. The key to victory for its practitioners call for a unique dependence on curses to draw their enemies in, as well as magic that can stop the flow of time.

Strengths Weaknesses
  • Timestop super is sick as hell
    1. BuffZas

Unique Mechanic

Curse

Some of Zasalamel's attacks inflict up to three purple curse orbs that orbit the opponent. He can cash in these curse orbs on certain attacks to stop time proportional to the amount of orbs expended - the more, the longer. This generally translates to making the move more advantageous on block, or keeping the opponent in hitstun longer to go for a different combo confirm on hit.

His Critical Edge also changes based on the amount of Curses applied to his opponent:

  • 0 - GI vs. mids and lows
  • 1 - GI vs highs, mids and lows
  • 2 - GI vs highs, mids, and lows, restores guard stamina
  • 3 - RI vs highs, mids, and lows, restores guard stamina