Soulcalibur VI/Zasalamel/Introduction: Difference between revisions

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*#BuffZas
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small calibur poking is below average and/or require other buttons such as 3AK to make up the slack cause BB is negative on hit.
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Punishing moves with pushback can give Zas trouble until i16 with 46B especially for crouching block punishment.
 
Playstyle has to be shifted immediately vs people who know holes and counterplay vs main strings such as 6A,A/6A,B and 3AB/3AK.
 
Lows are bad without curses or right setup then they become mediocre.
 
Gives his turn up on block more than people think on key moves on block mainly 3AB hold .
 
Movement is iffy and can get clipped alot or cant sidestep some things cause of his big hurtbox .
 
Soul Charge is below average in what it provides in terms of BS comeback factor outside a command grab 50/50.
 
Has the slowest RE in the game.
 
Damage is mediocre without certain LH's and or curses.
 
Has alot of knowledge work for character specific combos and tech traps.
 
CE loses to highs when there are no curses(grabs also count towards this).
 
lot of recovery on couple of moves on whiff and block in some cases( this affects options for 44B LH guard break).
 
Despite his CE has trouble with pressure with fast short range opponents who can harass him at range 0 to 1.





Revision as of 22:12, 24 July 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

Main gameplan restricts opponent movemnt and force opponent to play traffic light style at times to safely move and attack.

deceptive cooldown on certain key string due to holds and/or delays(66A, 6a, 3AB, A+B, K at range 0).

ring out game is regarded as one of if not the best in the game especially with curses

CE forces opponents to constantly second guess their offense and string use that has gaps as well as long range opponents zoning people out such as Ivy 66A due to pull in properties. CE with 3 curse is notably scary becoming a 90 damage RI move that drains roughly 10-12% meter on hit

Strings and setups require extensive lab work for counterplay and counter measures along with options with curses at stage positions such as the wall or ring edge.

Main key moves constantly pull the opponent to and from Zas for perfer ranges of step killers or guard crank tools.

Has a RE cancel with curses cause why not.

all RE buttons are plus on block.

Curses on the opponent with 2 or more create scary 50/50 and damage jumps up off the right starters.

Bunch of character specific combos for damage and setups with tech traps.

Practical list of LH's to use outside 1(k6 due to scaling and 3 curses on a CH).

In SC can gather curses in a fast rate with B+K,B which are close range tracking Special Mid fireballs that are plus on block, plus on hit hori low in SC 1AB, command grab 50/50 236A/214A

    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