Plasma Sword/Gore: Difference between revisions

From SuperCombo Wiki
(Created page with "==Introduction== ===Story=== ===Overview=== (Insert brief description about character and how they play, other details) {{ ProConTable | pros= * '''i10 Launcher:''' Gore's 4K is a backwards moving i10 launcher that confirms into super. For perspective, Zelkin's fastest poke tools are i10. * '''Fast Low Confirm Super:''' Gore's 2AK is a relatively stable super confirm that allows him to stay competitive with other characters. * '''Horizontal Chain:''' Gore can chain 5B...")
 
Line 12: Line 12:
* '''Decent Zoning:''' While far worse than what other zoning characters in the game have to offer, Gore's '''Exploding Fire Projection/Composition Conversion/Spinning Leg''' special moves all work together to create a mobile and frustrating character to get in on for some of the close-range characters in this game.
* '''Decent Zoning:''' While far worse than what other zoning characters in the game have to offer, Gore's '''Exploding Fire Projection/Composition Conversion/Spinning Leg''' special moves all work together to create a mobile and frustrating character to get in on for some of the close-range characters in this game.
* '''Giant Attack:''' Gore's Plasma Field leads to as much as half life damage or more, and can potentially be combo'd after in order to build back meter.
* '''Giant Attack:''' Gore's Plasma Field leads to as much as half life damage or more, and can potentially be combo'd after in order to build back meter.
* '''Tons of Gimmicks:''' Gore is contention for the "most knowledge checks" in the game award, thanks to stuff like a lay-down stance with a command grab, non-guaranteed OTG throw, backswing blow-type reversal, and more. Fighting him can be very disorienting with both new and familiar players.
| cons=
| cons=
* '''Needs Meter:''' Gore's threat without meter is virtually non-existent outside of praying someone runs into QCF+B.
* '''Needs Meter:''' Gore's threat without meter is virtually non-existent outside of praying someone runs into QCF+B.

Revision as of 14:58, 29 June 2024

Introduction

Story

Overview

(Insert brief description about character and how they play, other details)

Strengths Weaknesses
  • i10 Launcher: Gore's 4K is a backwards moving i10 launcher that confirms into super. For perspective, Zelkin's fastest poke tools are i10.
  • Fast Low Confirm Super: Gore's 2AK is a relatively stable super confirm that allows him to stay competitive with other characters.
  • Horizontal Chain: Gore can chain 5BBB together for a natural combo at point blank, which is something of a rarity for this game.
  • Decent Zoning: While far worse than what other zoning characters in the game have to offer, Gore's Exploding Fire Projection/Composition Conversion/Spinning Leg special moves all work together to create a mobile and frustrating character to get in on for some of the close-range characters in this game.
  • Giant Attack: Gore's Plasma Field leads to as much as half life damage or more, and can potentially be combo'd after in order to build back meter.
  • Tons of Gimmicks: Gore is contention for the "most knowledge checks" in the game award, thanks to stuff like a lay-down stance with a command grab, non-guaranteed OTG throw, backswing blow-type reversal, and more. Fighting him can be very disorienting with both new and familiar players.
  • Needs Meter: Gore's threat without meter is virtually non-existent outside of praying someone runs into QCF+B.
  • Awkward Hitboxes and Spacing: Gore's normals are just very weak in general, with far worse range and hitboxes than many other characters in the game. He struggles to check opponent's pressure and has far worse zoning and close range options than his peers.
  • Bad Stance: Gore's Absolute Rest stance feels like it should be the primary reason to play as the character, as it has a ton of options in it, some of which are on paper quite good, such as his command grab combo starter. However, Absolute Rest cannot be cancelled into, and despite the animation, there isn't a lot of stuff it actually evades, which is odd in a game that otherwise is very generous with evasion.
  • Unpopular Pick: He's not a terribly well researched or popular character, partially due to the difficulty of picking up his non-standard toolkit. Because of this, there is a non-zero chance there is tech for this character that simply hasn't been found or written down yet.

Default VS Mirror

Move List

Vertical Normals

A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 14 - - - +0 - - Ground

One of Vector's primary pokes. Has a strong tendency to anti-air and can lead into his strong 5AA confirm.

Sidestep A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

While Running A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Horizontal Normals

2B

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- Low 16 - - - +6 +5 - Ground

Though it is a bit on the slower side, Vector's 2B is a fantastic neutral low poke with good range and great anti-step coverage. This is a must-have for your neutral, as it is your primary deterrent to your opponents sidestepping your entire movelist otherwise.

Kick Normals

K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Jumping Normals

While Jumping A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

While Falling A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Special Moves

First Technique: Shadow Stich
236A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

WIP

Second Technique: Smashing Light Ring
236B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

WIP

Third Technique: Summer Salt Kick
236K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground
Fourth Technique: Paired Shadow Gods

Fourth Technique: Paired Shadow Gods
214A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

WIP

Ashura
222
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Gauge Moves

Engetsu
236AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Rasetsu Zan
214AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Plasma Revenge
AM
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Plasma Reflect
BM
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Plasma Field - Plasma Sword
BK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Miscellaneous

Throw
5AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Strategy

General Gameplan

Matchups

Combos

Plasma Combos

Normal Combos

Game Navigation

General
FAQ
Controls
System
Default/Mirror Characters
Blood
Gamof
Gerelt
Ghost Bilstein
Gore
Hayato
June
Saturn
Vector
Zelkin
Unique Characters
Byakko
Rai-On
Rain
Kaede