Waku Waku 7/Slash/Matchups

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Slash Matchup info!
WW7 Slash CSS.png
WW7 Slash CSS.png

To be Worked on.

Click 'Expand' on each characters box to unroll their information!


Select a character icon from the table below to jump to their matchup info!


Serious
Advantage
Advantage Arina Mauru
Even Rai
Disadvantage


Serious
Disadvantage
Tesse Politank Z



Arina



Arina

Left


Making good guesses against Arina allows you to land big damage and start his oki with teleports. Arina is capable of landing a TOD but thats not unique against Slash and she has trouble getting in due to her stubbier normals. Not to mention that Slash can punish the fireball charges with 236 AB even though the damage from that move is negligible. Ultimately though, Arina is forced to approach in this matchup which allows Slash to force a wiff with his teleport and punish accordingly. Her status as the hard rushdown character means that she has no other gameplay but to approach with her short range and pray. If she does land the hit she can convert it to big damage.



Rai



Rai

Left


Rai Bakuoh's biggest strength is his run away zoning which Slash can contest thanks to his extra mobility options that the rest of the cast lack. Once Slash gets a life lead it forces Rai to approach in predictable ways which allows Slash to utilize his monstrous punish game. This is what gives Slash the biggest edge over other characters in a Rai matchup, his damage is high enough that getting a life lead and running with it is much more viable because Slash's damage is just higher than say Arina who struggles to do damage without resources. But all of this is a big IF, Slash not getting the early lead makes this matchup much more difficult.




Tesse



Left

Slash cannot deal with people who can hard turtle. Her back run is fast enough to avoid his approach with teleports, and even if she doesnt shes already in a position to just react to where Slash is coming from and punish. Up close her normals are faster and she can convert into some combos thatll give her the advantage, which forces Slash to keep approaching since he cannot contest anyone at range.

Mauru



Left

Just like Arina, Mauru is forced to approach but if Slash guess wrong then its entirely possible to lose the round off of one interaction even if he doesnt have too much meter. But as long as Slash is able to stay mobile and wiff punish then there is little that Mauru can even do. Just make sure not to get grabbed or that will just kill you. Also Slash has the best way to get around Mauru's TOD set up with his teleport, just dont try to wall jump as you will land on it since you cant wall jump while blocking.




Dandy J



Left

Dandy's high damage, especially on 623 A or B, means that if he catches you out it can hurt. Not to mention that Dandy's frame data is for the most part all around better and has much more range on his normals and specials. But the thing that makes this matchup Slash favored is that Dandy is big, slow, and his attacks are easy to maneuver around because of how linear they to be. As long as Slash knows when to go in on Dandy then he should be able to come out on top



Politank Z



Left

Slash is forced to approach against an opponent whose gameplan is to turtle. While the slower frame data on Poli might make it seem like Slash has options once he gets in, in reality trying to approach with his teleport is suicide as Poli's explosions have such a large range. Not to mention the poison gas stun shuts down Slash's up close options because of how big and active it is, and Poli's ranged hit grab comes out faster than most of Slash's kit. The only thing Slash can hope to do is use 236 AB while Poli is winding up his projectiles but the damage on that is not anything to write home about making it unlikely that any form of advantage can be gotten from using it.

WW7 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Fernandez
Rai
Slash
Tesse
PolitankZ
Mauru
DandyJ
Arina
Bonus Kun