Plasma Sword/Gerelt: Difference between revisions

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  |description= Safe on block and, more importantly, special cancelable, this fast low is Gerelt/Claire's primary lockdown tool and source of consistent damage.
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Revision as of 19:46, 1 July 2024

Introduction

Story

Overview

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

Strengths Weaknesses
  • Incredible 2B: For all the faults of Gerelt and Claire have, they have one of the best anti-step lows in the game in the form of a i9, special cancelable 2B.
  • Easy Mid/Low: 2B/214+B allows Claire and Gerelt to run a continual coin flip on the opponent over and over again.
  • Good Safe Chip Special: 236+B is a frustrating multi-part stab that is both a easy confirm and very safe on block special, only truly limited by its linearity.
  • Combo Super: 214A+B can be used in juggles off of 3A, giving both characters a way to build back the meter they spend mid combo.
  • 236A+B Hitboxes: Depending upon who you pick, you have to accept that both characters 236A+B supers have situations they just aren't very good in. Gerelt's supers are far worse at getting the full hits in neutral (but its better at whiff punishing in mid range), but they combo more consistently off his pokes, while Claire's will always hit fully off of 5AA but tends to leave her wide open on any off axis hit, including the majority of her other confirm options like BB.
  • Dead Zones: There's a lot of polish issues with the hitboxes on these characters normals that you just have to learn to play around. 3A, for example, has a deadzone near Gerelt's chest, so despite being a upwards swinging launcher, there is a way for jumping opponents to just jump right through the arc.
  • Painfully Weak to Zoning: Gerelt and Claire struggle mightly versus any character that can run away, not only because they lack anti-fireball tools, but because many of thier own tools tend to not combo properly at tip/off-axis.
  • Anti-Airs: Despite looking like a anti-air DP, 214K is neither fast, invincible, or even good at hitting jumping opponents. In general, the only real way Gerelt/Claire can deal with jumping opponents is pre-emptively or with step.

Default VS Mirror

Move List

Vertical Normals

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

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
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 9 - - - - -7 - Low

Safe on block and, more importantly, special cancelable, this fast low is Gerelt/Claire's primary lockdown tool and source of consistent damage.

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