Line 523: | Line 523: | ||
}} | }} | ||
}} | }} | ||
==== Universal Mechanics ==== | |||
===== <span class="invisible-header">Throw</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= Kick Turn Throw | |||
|name= Ground Throw | |||
|linkname= Ground Throw | |||
|input= 4/6B | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=46 | |||
|Guard= Thw | |||
|Dizzy= 0 | |||
|Cancel= - | |||
|Startup= 1 | |||
|Active= 1 | |||
|Recovery= - | |||
|Adv. Hit= KND | |||
|Adv. Guard= - | |||
|description= *Unblockable. | |||
*Can be throw softened within 20F | |||
}} | |||
}} | |||
===== <span class="invisible-header">Air Throw</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= Kuuchuu Kick Turn Throw | |||
|name= Air Throw | |||
|linkname= Air Throw | |||
|input= J.4/6B | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=46 | |||
|Guard= Thw | |||
|Dizzy= 0 | |||
|Cancel= - | |||
|Startup= 1 | |||
|Active= 1 | |||
|Recovery= - | |||
|Adv. Hit= KND | |||
|Adv. Guard= - | |||
|description= *Unblockable. | |||
*Can be throw softened within 20F. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Command Grab</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= Universal command grab | |||
|name= WakuWaku Nage | |||
|linkname= WakuWaku Nage | |||
|input= 63214B | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=60 | |||
|Guard= Thw | |||
|Dizzy= 0 | |||
|Cancel= - | |||
|Startup= 1 | |||
|Active= 1 | |||
|Recovery= - | |||
|Adv. Hit= KND | |||
|Adv. Guard= - | |||
|description= | |||
*Unblockable | |||
}} | |||
}} | |||
===== <span class="invisible-header">Universal Overhead</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= Tatewari | |||
|name= Overhead | |||
|linkname= Overhead | |||
|input= A/B+C/D | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=33 | |||
|Guard= High | |||
|Dizzy= 5 | |||
|Cancel= - | |||
|Startup= 21 | |||
|Active= 2 | |||
|Recovery= 26 | |||
|Adv. Hit= KND | |||
|Adv. Guard= -13 | |||
|description= *A overhead that can be reacted | |||
*Air Unblockable | |||
}} | |||
}} | |||
===== <span class="invisible-header">Pursuit</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= Kushizashi | |||
|name= Pursuit mechanic | |||
|linkname= Pursuit mechanic | |||
|input= When a opponent is down 8+any move | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=40 | |||
|Guard= Mid | |||
|Dizzy= 0 | |||
|Cancel= - | |||
|Startup= 46 | |||
|Active= 2 | |||
|Recovery= 63 | |||
|Adv. Hit= KND | |||
|Adv. Guard= -50 | |||
|description= *Universal Pursuit mechanich. | |||
*In general is not very used due to long start up and that your opponent can mash out of knockdown to get up quicker. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Rissing attack</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= Kaeriuchi | |||
|name= Reversal | |||
|linkname= Reversal | |||
|input= When down, [8] | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=37 | |||
|Guard= High | |||
|Dizzy= 20 | |||
|Cancel= - | |||
|Startup= 15 | |||
|Active= 6 | |||
|Recovery= 24 | |||
|Adv. Hit= KND | |||
|Adv. Guard= -15 | |||
|description= *Universal reversal mechanic | |||
*Good to use when being down but can be punished if the opponent blocks it | |||
}} | |||
}} | |||
===== <span class="invisible-header">Super mode</span> ===== | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Super Mode | |||
|linkname= | |||
|input= Any 3 buttons | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=37 | |||
|Guard= Mid | |||
|Dizzy= 50 | |||
|Cancel= - | |||
|Startup= 16 | |||
|Active= 17 | |||
|Recovery= 20 | |||
|Adv. Hit= KND | |||
|Adv. Guard= -26 | |||
|description= | |||
*1~32F: invincible. | |||
}} | |||
}} | |||
== Special Moves == | == Special Moves == |
Revision as of 21:17, 25 April 2021
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 a reverse dp teleport used to surprise opponents so he can use his many command normals. Slash need to be played knowing what you want to do, most of his normals are really minus even on hit which makes him complex to use efectevely. Dokidoki can be buffered during so it comes out on his first available active frame.
Pros | Cons |
|
|
Move List
Normal Moves
5A
Standing Normals
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
Special Moves
Slash Shot 236A/B LP=short, HP=long; will
ground opponent if the sword stab (not the vortex wall) connects (not blocked); vortex wall absorbs projectiles
Slash Dynamic 623A/B LP=short, HP=further with an
extra strike; grounds opponent
Slash Barrier 214A/B LP=two swipes, HP=four
swipes; grounds opponent
Slash Teleport 421A/B/C/D LP=in air backwards, LK=in
air forwards, HP=in air above, HK=on ground forward
Air Slash Teleport 421A/B/C/D LP=on ground backwards,
LK=on ground forwards, HP=on ground below, HK=in air forward
Slash Corridor (Close) 63214B unblockable; grounds opponent
Super Special Moves
EX Moves
EX Slash Shot 623AB absorbs projectiles; grounds
opponent
EX Slash Dynamic 623AB grounds opponent EX Slash Barrier 214AB grounds opponent
WakuWaku
DokiDoki
Super
Darkness Rush 641236CD dash in must touch opponent
to perform the first part of the super; one of the attacks from the first part must connect (not blocked) to perform the rest of the super; grounds opponent
HaraHara
Hara Hara
Darkness Wind 22AB or CD unblockable; knocks opponent
against the wall if it connects; absorbs projectiles