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|Property= Low | |Property= Low | ||
|description= Creates a little space with slight frame advantage, will frame trap into its own string ender or slide at the range it creates, and it is one of the few special cancelable moves he has that combos into 236B. Unfourtantely, the string itself does not combo, but the final B has enough hitstun that comboing into super on reaction is more than doable. | |description= Creates a little space with slight frame advantage, will frame trap into its own string ender or slide at the range it creates, and it is one of the few special cancelable moves he has that combos into 236B. Unfourtantely, the string itself does not combo, but the final B has enough hitstun that comboing into super on reaction is more than doable. | ||
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===== <span class="invisible-header">2B</span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name=2B | |||
|data= | |||
{{AttackData-PS | |||
|Damage= | |||
|Guard= | |||
|Startup= i11 | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= +12 | |||
|Block Adv= +10 | |||
|Property=Ground | |||
|description= 2Bs tend to be important for most of the cast in Plasma Sword, and Byakko's is no exception. Decent range, fast speed, low cat crouch... all of this combined makes for a frustrating poke that, while it may not do much damage or score you big combo extensions, nonetheless shuts down many approach options and allows you to check your opponents easily safely. The push out on both block and hit makes it somewhat difficult to followup on, but make no mistake: the ball's in your court. | |||
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}} | }} |
Revision as of 21:56, 31 January 2025
Introduction
Story
Overview
(Insert brief description about character and how they play, other details)
Strengths | Weaknesses |
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Default VS Mirror
Move List
Vertical Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | - | - | +4 | +21 | - | Ground | |
Byakko's busted cat jab. Does not hit other cats crouching, or Gantetsu/Gamof crouching when at specific ranges. |
5AA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | -4 | +14 | - | Ground | |
Byakko loses frame advantage on hit, and without a fast special move to combo into, that's a rather large weakness, all things considered. |
5AAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | +12 | - | Ground | |
Because Byakko loses frame advantage on 5AA, his 5AAA is completely inferior to Rai-On's, as it does not combo. Considering it also has the same pushout on block, it also isn't the best of pressure tools to go for, either. There is something he can do here, though, that separates him from Rai-On a bit in a positive way... |
5AAAK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | +3 | +1 | - | Ground | |
...and that's this. This simple little low kick puts Byakko back in 2K/5A range at frame advantage. Since it's a kick, it cannot be parried. The damage off of this is basically nothing unless you're willing to risk it all on 236A+B cancels, which -will- combo, but because none of the hits in the string combo to this point, is a pretty wild guess/read to make |
5AAAA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | -15 | - | Ground | |
"Blue Palm." It pushes out really far on block so it is probably safe versus most characters. But... it also pushes out really far on block, and you want to be in close. You probably shouldn't use this |
2A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 9 | - | - | - | +0 | +14 | - | Ground | |
Good range and speed, incredibly busted frame data on block. It's a really good thing he doesn't have any sort of reward for this on hit. Enough frame advantage on block that slide afterwards catches jumpers. Pushes out pretty far on block/hit, so its difficult to do much aside from slide afterwards that doesn't lose to sidestep/jump. |
3A
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 19 | - | - | - | - | -15 | - | Ground | |
Byakko's primary launcher into damage, and one of his most important moves. You could, in theory, cancel this into your back hop and get a smaller confirm from it, but -15 is pretty hard to punish at the range it puts you at and, more importantly, landing this move into a juggle super confirm is the single reason to play this character. This frame traps after all his of 5AAA on block. |
While Running A or B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 10 | - | - | - | -13 at close range, -2 at tip | -13 at close range, -2 at tip | - | Jumping | |
Byakko's running overhead is a two part move. Even at tip range this is at disadvantage, so be careful. This part of the move tends to whiff smaller opponents when crouching, so its also a matchup dependent move. |
While Running A or B, A/B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Overhead | 10 | - | - | - | X | -7 | - | Jumping | |
The second part of Byakko's running overhead. Knocks down on hit. Combos with the first part, making it a fairly good mixup/approach tool. |
Horizontal Normals
5B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 10 | - | - | - | -12 | +6 | - | Ground | |
An extremely fast horizontal with somewhat limited range. With huge frame advantage on block, this is a great tool for containment, but the hit disadvantage means you may get accidently wrecked by someone mashing step->button during your block strings. |
5BB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | -1 | +2 | - | Ground | |
A two hit horizontal string that's plus on block would be incredible money for this character if only it comboed. The second hit does combo into specials/supers, but the bigger issue is getting this move to hit at all. |
5BAB or 5KAB
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | - | - | - | - | +7 | +4 | - | Low | |
Creates a little space with slight frame advantage, will frame trap into its own string ender or slide at the range it creates, and it is one of the few special cancelable moves he has that combos into 236B. Unfourtantely, the string itself does not combo, but the final B has enough hitstun that comboing into super on reaction is more than doable. |
2B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | i11 | - | - | - | +12 | +10 | - | Ground | |
2Bs tend to be important for most of the cast in Plasma Sword, and Byakko's is no exception. Decent range, fast speed, low cat crouch... all of this combined makes for a frustrating poke that, while it may not do much damage or score you big combo extensions, nonetheless shuts down many approach options and allows you to check your opponents easily safely. The push out on both block and hit makes it somewhat difficult to followup on, but make no mistake: the ball's in your court. |
Kick Normals
5K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | - | - | -7 | -7 | - | Ground | |
One of Byakko's main buttons and fastest attacks. Hits a bit faster up close than the animation might make it seem. Mostly a good move because of the strings attached to it. |
5KK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | - | - | -18 | -18 | - | Ground | |
This two kick hit cannot be parried, combos into supers, and has some very good strings attached to it. However, it is linear and, perhaps more importantly, this hit tends to whiff crouchers in some matchups, such as the cat mirror. As a confirm, it is generally out performed by 5KA |
5KA or 5BA
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | - | - | +7 | +23 | - | Ground | |
This is a premium hit confirm into super thanks to its consistency on opponents regardless of hitbox size and the fact that it is plus on block. The giant frame advantage makes a few of his strings afterwards unjumpable/steppable, which is great for locking down squirrelly opponents that don't like to block. |
2K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 5 | - | - | - | +8 | +7 | - | Low | |
Byakko's main low string starter. The hit advantage might make you think he can link off of it, but due to push out + a weird buffer lock on the move, nothing connects afterwards aside from the occasional perfectly timed 5A. The combo counter will also lie about this comboing in training, sometimes. Cool! Despite these problems, 2K is still your primary pressure tool outside of 5A (which this pairs nicely with) |
2KK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | i5 | - | - | - | -3 | - | - | Low | |
Byakko's main low string. It has a tendency to not combo properly depending upon range/axis/character, so careful attention to the situation is required to hitconfirm this into the third hit. If it does hit, it does cancel into dash super, and serves Byakko's main low confirm into it. It almost never combos on crouching opponents regardless of axis. |
2KKK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | i5 | - | - | - | - | -13 | - | Low | |
Byakko's main low string ender without meter. All things considered, probably safer than it should be, considering what it does, and the advantage is variable with spacing. |
3K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 8 | - | - | - | -6 at close range, +10 at tip | -7 at close range, +8 at tip | - | Low | |
The slide. Byakko's main low poke. Plus enough on hit that it is relatively easy to confirm into swords super with enough practice. Far more reliable than 2KK in that regard. It is technically possibile to do 3K(tip), 2K->Dash super, if you're feeling saucy about your neutral. |
4K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 29 | - | - | - | +3 on standing, +4 on crouching, +2 on crouching counterhit, -2 on standing counterhit | +2 | - | Low | |
Byakko's overhead kick. Unlike Rai-On, he does not get links from this and, weirdly, he loses a lot of frame advantage on counterhit. A far less important move for this cat, but it is still a pressure OH that jumps lows/throws. |
While Running K
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 | - | - | - | X | -6 at close range | - | Low | |
It's Byakko's slide again, but its a frame faster and knocks down. The knockdown does not stop sword super from comboing afterwards. |
Divekick
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | ~10 | - | - | - | +6 | +20 | - | Ground | |
Byakko divekick. Hit/Block advantage is an estimate--data used is for the earliest frame 2K can be entered (frame 11 after jump starts) blocked/hit at the top of a 2p Byakko's head. Becomes more or less plus depending upon how its blocked. Byakko's divekick is far worse than his cat counterpart, as he rarely gets meaningful confirms off of his. However, the block data is quite good still, and is one of his most oppressively tools. Still, Byakko has some tools that have the same function, such as airdash K, so its not like he's hurting for similar tools. |
Jumping Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Special Moves
236 B Shippu Zan
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | Low | 31 | - | - | - | - | -11 | - | Low | |
An extremely long range knock down horizontal low. At -11, and especially with spacing, this can be difficult if not impossible for some characters to punish. It is very slow despite the somewhat subtle startup animation, though, and can be jump punished. |
Kessou Jin 214B
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 18 | - | - | - | - | -27 (both hits blocked) | - | Ground | |
Byakko stabs his hands into the ground and swords come out around him. This move only hits in a very small circle around Byakko, making it very difficult to ever actually hit someone with. If it whiffs, he's vulnerable for any punish his opponents want, and if its blocked, it's not much better. It does have a tendency to beat anything above Byakko clean, though... but you'd probably just want the super version of this to do anti-airs, anyways. In contention for one of the worst special moves in the game, but Byakko still has some niche uses for it. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Gauge Moves
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | 7 (2 pre flash, 5 post) | - | - | - | - | - | - | Ground | |
Byakko's swords are probably the reason you should play him. Fast, great anti-air, good damage, this is the glue that holds the rest of his movelist together. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Miscellaneous
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Strategy
General Gameplan
Matchups
Vs. Zelkin (5.5:4.5)-- Byakko is one of the few characters that can dance evenly with Zelkin in the sky thanks to his double jump/divekicks, and he completely outclasses Zelkin on the ground thanks to his swords super. However, Byakko is also made of paper, and if there's anything Zelkin is particularly good at doing, it's stealing rounds out of nowhere with bucket loads of unearned damage. Zelkin not having any grounded super means he's particularly susceptible to Byakko's particular brand of jab-infinite BS and divekicks, so it's almost always optimal for Zelkin to save his meter for parry attempts.