Plasma Sword/Ghost Bilstein: Difference between revisions

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===Special Moves===
===Special Moves===
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===== <span class="invisible-header">236+A Dark Vortex</span> =====
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|subtitle=236A
|subtitle=236A
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|caption=
|name=First Technique: Shadow Stich
|name=Dark Vortex
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  {{AttackData-PS
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  |Block Adv=
  |Block Adv=
  |Property=Ground
  |Property=Ground
  |description= WIP
  |description= Your primary zooning tool. This is a projectile with limited range that can clip jumpers at certain heights, and on hit it knocks down and sends the enemy full screen. Without meter this is also your combo ender, as it gives you a free armor setup (or just room to brethe)
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Revision as of 11:37, 30 June 2024

Introduction

Story

Overview

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

Strengths Weaknesses
  • Great mid-range neutral: Bilstein has a big sword that eats up the mid range, and this, combined with his limited-range fireball, allow him to dictate the pace of the match at most ranges except point blank and max screen.
  • High Damage: Both Bilstein versions can easily convert any cancelable poke into their supers, allowing them to score gigantic chunks of damage easily.
  • Super Armor: Bilstein's Gigant Armor grants him super armor for a period of time, and can be safely applied after landing any combo. This is a powerful and unique tool that can play a big role in allowing Bilstein to keep up pressure in some matchups, especially since it stops cinematic attacks like Plasma Fields.
  • Needs Meter: Without meter, Bilstein's risk vs. reward is awful, and since 3B is the only real big source of meter building he has in his combos, he can often find himself behind in this regard if the opponents stick to him.
  • 46B: Bilstein's 46B is one of the worst moves in the game, and unfortunately, it's very easy to activate when trying to walk backwards and do any B move as a whiff punish. This particularly shows up when trying to whiff punish with 3B, which is arguably Bilstein's best move. One accidental 46B could very well be the difference between winning and losing a round for Bilstein.
  • Gigant Armor Scaling: The trade off of having access to super armor with high health is that each hit Bilstein takes in Gigant Armor is unscaled, meaning there are some attacks that will shred his lifebar that otherwise wouldn't.

Default VS Mirror

Move List

Vertical Normals

5A

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

Main vertical poke, decent anti-air close to Bilstein, but it is mostly used to check grounded opponents in 50/50 throw situations

5AA

5AA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground
5AAA

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

5AB
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

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

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

236+A Dark Vortex

Dark Vortex
236A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Your primary zooning tool. This is a projectile with limited range that can clip jumpers at certain heights, and on hit it knocks down and sends the enemy full screen. Without meter this is also your combo ender, as it gives you a free armor setup (or just room to brethe)

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