- 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.
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- 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.
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