Soulcalibur VI/Zasalamel/Introduction: Difference between revisions

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{{ProConTable
{{ProConTable
|pros=
|pros=
*Timestop super is sick as hell
*Long range moves and strong horizontals to control movement
Main gameplan restricts opponent movemnt and force opponent to play traffic light style at times to safely move and attack.
*Strong CH tools that lead into high damage combos
 
*Curse mechanic allows Zas' moves to become enhanced and greatly increases his utility and damage output.
deceptive cooldown on certain key string due to holds and/or delays(66A, 6a, 3AB, A+B, K at range 0).
*CE has good aGI that allows for a threatening tool to control tempo when you have meter/curses.
 
*Strong reverse ringout game.
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
|cons=
|cons=
*#BuffZas
*Faster moves have short range
*Big body character, can be hit easily if not careful
*Struggles to fight up close, having to use very simple, low damage moves
*Has to rely on unsafe string pressure to control or mixup opponent
}}
}}



Latest revision as of 17:04, 27 June 2024

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
  • Long range moves and strong horizontals to control movement
  • Strong CH tools that lead into high damage combos
  • Curse mechanic allows Zas' moves to become enhanced and greatly increases his utility and damage output.
  • CE has good aGI that allows for a threatening tool to control tempo when you have meter/curses.
  • Strong reverse ringout game.
  • Faster moves have short range
  • Big body character, can be hit easily if not careful
  • Struggles to fight up close, having to use very simple, low damage moves
  • Has to rely on unsafe string pressure to control or mixup opponent


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