(Created page with "{{ComboLegend-WW7}} == Bread and butter == * j.D, 5A > 214B * j.D, 5A > 2C > 2D * j.D, 5A, 5A > 623AB, Pursuit * 5A, 5A, 5A > 214AB * j.D, 641236CD, Pursuit ** The 5A Combos require Crouch Cancels. === Super Mode starter=== * (Super Mode) j.D, 5A > 623AB, Pursuit * (Super Mode) j.D, 5A, 5A > 214AB") |
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== | == Crouch Cancel Combos == | ||
'''Slash''' can cancel his 5A into a crouch, effectively cutting off the entire recovery of the move. This gives him uniquely good confirmability and pressure which is rare in this game. Practice these combos by doing 5A, holding down and getting a feel for the moment that the animation abruptly ends. DP inputs from a crouch cancel are simple since you can input the full DP motion early and hold the down forward input at the end to perform the crouch, but his most consistent and useful specials for ending combos are 214B or 214AB due to their long range and good damage. You can input 66~4A to get dash momentum on your 5A which opens up longer combos from farther away. | |||
= | {| class="wikitable" | ||
|- | |||
! Combo !! Damage !! Screen Position !! Difficulty !! Description | |||
|- | |||
| 2C > 2D || 51 || Anywhere || Easy || 2C is an incredibly long 4f low which makes this a great abare confirm. Very punishable on block. | |||
|- | |||
| 5A > 2C > 2D || 64 || Anywhere || Easy || A consistent and simple combo that is hard to drop. | |||
|- | |||
| 5A > 5A > 5A > 214B || 99 || Anywhere || Medium || Meterless BNB. Meter in this game comes easy so you will be using this rarely. | |||
|- | |||
| 5A > 5A > 5A > 214AB || 129 || Anywhere || Medium || The all-purpose BNB combo. A confirm and frame trap. Best used after inputting 66~4A to get a run momentum 5A. | |||
|- | |||
| 5A > 5A > 623AB, Pursuit || 120 + 40 || Anywhere || Medium || Compared to 214AB, 623AB has less range and hits often drop during it. However, Slash is able to act after 623AB faster which gives him time to pursuit consistently after a combo. | |||
|- | |||
| 5A > 5A > 5A > 641236CD, Pursuit || 151 + 40 || Anywhere || Very Hard || 5A crouch cancel into DokiDoki. On paper this combo his best confirm, but it is a difficult 2f link that is spacing dependent. | |||
|- | |||
| j.D > 5A > 5A > 5A > 236AB (Stun) > 5A > 5A > 5A > 214B || TOD || Corner || Very Hard || At just the right spacing in the corner 236AB does obscene damage and stun. | |||
|- | |||
| j.D > 5A * 8 > 214AB, Pursuit || TOD || Wall Rebound || Very Hard || Wall rebound's high velocity allows Slash to get up to eight crouch cancel jabs from a jumpin due to the increased momentum. | |||
|} | |||
''When performing any of these combos from a jumpin you may need to omit 5A's depending on the spacing.'' | |||
== Pursuit Usage == | |||
'''Slash''' is able to make practical use of pursuits in his combos due to his high damage output creating long knockdowns. While in super mode all of his advanced crouch cancel combos will secure a guaranteed pursuit, even his meterless 5A > 5A > 5A > 214B combo. If the opponent is in super mode the increased damage resistance will make knockdowns shorter and pursuits not work. |
Latest revision as of 16:58, 4 July 2025
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. For more information, see System and Controls and Notation | |
> | Proceed from the previous move to the following move |
X+Y | Buttons "X" and "Y" must be input simultaneously. |
X/Y | Input "X" or "Y" can be used. |
dl.X | There should be delay before inputting "X". |
j.X | Button "X" is input while jumping or in the air. |
md.X | Perform a micro-dash before performing "X". |
TK.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
(X) | Input "X" is optional. Typically the combo will be easier if omitted. |
[X] | Input "X" is held down. Also can be known as "Increase" or "IC" for short. Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation. |
]X[ | Input "X" is released. Will only appear if a button is previously held down. |
{X} | Repeat the listed command(s) in a swift succession. ('{X}' means to swiftly hit any button over and over.) |
X(#) | Attack "X" should only hit # of times. |
X~Y | Anything within that specific range of directions or buttons will work. (Always goes clockwise for directions; '2~8' means 2, 1, 4, 7, or 8.) Commonly used to show a min/max range of frames, hits, and/or damage for attack properties that may change due to charging or powering-up. |
CH | The first attack must be Counter Hit. |
c. | Perform the following command(s) when near the opponent. |
f. | Perform the following command(s) when away from the opponent. |
▷ | Land to the ground after previous move or command. |
-> | Indicates cancels (basic attacks into special moves/supers) |
, | No special combo method is needed between the two attack typically used to denote links or post-CAPTURE mechanics. |
Crouch Cancel Combos
Slash can cancel his 5A into a crouch, effectively cutting off the entire recovery of the move. This gives him uniquely good confirmability and pressure which is rare in this game. Practice these combos by doing 5A, holding down and getting a feel for the moment that the animation abruptly ends. DP inputs from a crouch cancel are simple since you can input the full DP motion early and hold the down forward input at the end to perform the crouch, but his most consistent and useful specials for ending combos are 214B or 214AB due to their long range and good damage. You can input 66~4A to get dash momentum on your 5A which opens up longer combos from farther away.
Combo | Damage | Screen Position | Difficulty | Description |
---|---|---|---|---|
2C > 2D | 51 | Anywhere | Easy | 2C is an incredibly long 4f low which makes this a great abare confirm. Very punishable on block. |
5A > 2C > 2D | 64 | Anywhere | Easy | A consistent and simple combo that is hard to drop. |
5A > 5A > 5A > 214B | 99 | Anywhere | Medium | Meterless BNB. Meter in this game comes easy so you will be using this rarely. |
5A > 5A > 5A > 214AB | 129 | Anywhere | Medium | The all-purpose BNB combo. A confirm and frame trap. Best used after inputting 66~4A to get a run momentum 5A. |
5A > 5A > 623AB, Pursuit | 120 + 40 | Anywhere | Medium | Compared to 214AB, 623AB has less range and hits often drop during it. However, Slash is able to act after 623AB faster which gives him time to pursuit consistently after a combo. |
5A > 5A > 5A > 641236CD, Pursuit | 151 + 40 | Anywhere | Very Hard | 5A crouch cancel into DokiDoki. On paper this combo his best confirm, but it is a difficult 2f link that is spacing dependent. |
j.D > 5A > 5A > 5A > 236AB (Stun) > 5A > 5A > 5A > 214B | TOD | Corner | Very Hard | At just the right spacing in the corner 236AB does obscene damage and stun. |
j.D > 5A * 8 > 214AB, Pursuit | TOD | Wall Rebound | Very Hard | Wall rebound's high velocity allows Slash to get up to eight crouch cancel jabs from a jumpin due to the increased momentum. |
When performing any of these combos from a jumpin you may need to omit 5A's depending on the spacing.
Pursuit Usage
Slash is able to make practical use of pursuits in his combos due to his high damage output creating long knockdowns. While in super mode all of his advanced crouch cancel combos will secure a guaranteed pursuit, even his meterless 5A > 5A > 5A > 214B combo. If the opponent is in super mode the increased damage resistance will make knockdowns shorter and pursuits not work.