Plasma Sword/June: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 423: Line 423:


===Jumping Normals===
===Jumping Normals===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">Instant Jumping A or B</span> =====
<font style="visibility:hidden" size="0"></font>
<font style="visibility:hidden" size="0"></font>
{{MoveData
{{MoveData
Line 429: Line 429:
|subtitle=
|subtitle=
|caption=
|caption=
|name=While Jumping A or B
|name= Instant Jumping A or B
|data=
|data=
  {{AttackData-PS
  {{AttackData-PS

Revision as of 21:58, 12 July 2024

Introduction

Story

Overview

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

Strengths Weaknesses
  • Plenty of mixups: June has a lot to work with for her strings, giving her a wide variety of mixups to frustrate the opponent with while being difficult to punish, too.
  • One of the best Plasma Fields in the game: June's Plasma Field gives her ring projectiles that she can spam, can rejuggle preventing tech rolls, and deals high damage. Best of all, she can loop back into Plasma Field off of a ring juggle.
  • Wide Stance: June's stance will make some strings not work correctly versus her on hit/block in neutral, and it is on the opponent to know that matchup information going in.
  • Forward Box Dash: June's to-her-back forward box dash is tied for the fastest in the game, and her sidestep is quite large. If she needs to get in, she can do so quite easily, even despite the weakness of her floaty jump.
  • Zoning: June's ground fireball is always going to be plus in every situation you can use it in except by itself at point blank range. She also has two angles of air fireball that she can use to run away and approach with. She also has a real reversal in the form of 236K.
  • Incredible Chip: 214K cannot be parried as every hit is a jumping kick, and the last hit is safe.
  • 669A: This move is one of the most unnecessarily juiced moves in the game, doing a raw 30+ damage on its own and having virtually no scaling. Any air-to-air or launcher that leads into this (5AAA,3A) basically means June can potentially one touch kill her opponents, since it combos into itself.
  • Unique Backdash: June's backdash is a flipping animation. While it does cover more range than a normal backdash, her animation cannot be cancelled into sidestep like a generic backdash can, meaning that June cannot box step backwards.
  • Floaty Jump: June's jump is a little easier to spot coming than other characters, though this is somewhat evened out by the fact she has a air fireball.

Default VS Mirror

Move List

Vertical Normals

5A

5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - -3 - - Ground

A fairly standard 5A data wise that starts one of the most busted juggles in the game. Primarily used for whiff punish situations or setting up ring pressure.

5AA

5AA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - -17 - - Ground

By the time you hit 5AA, you need to know whether you want to continue the string (if it's hitting a standing opponent) or cancel into your projectile. Never stop here.

5AAA

5AAA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - X -26 - Ground

On hit on a standing opponent, this leads to a ToD combo with 669A loops. On block or crouching, it is duckable and, even if it isn't ducked, will almost never be in range to interact with the opponent. Because it is virtually impossible to block only this move, the block data is listed as if 5AAA has whiffed after blocking 5AA.

5AAK

5AAK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - +1 +0 - Ground

When you really want to do something after 5AA, but also don't want to special cancel, there's this. This move puts her in back turn and gives her access to her Moonsault Kick special. Which... isn't good, but it's there.

5AA2K

5AA2K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - - - - Ground

If you want to play a "fair" version of June, instead of trying to hit confirm into the top tier 669A loops, you could use this string to confirm into special/super. Ironically enough, doesn't work in the June mirror due to June's wide stance.

2A

2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - i11 - - - +2 +0 - Low

A fast, crouching, linear low with a tiny bit of frame advantage and slightly better range than many other June's other pokes. Makes for a pretty decent 2-in-1 into special or super, as there is no whiff cancel for this move without negative edge, so you can simply avoid negative edge for this and buffer super/special behind the attack frames. Whiffing this in mid range isn't great, though, as she is vulnerable for long enough to be whiff punished by decent reactions. Realistically, if 5A/3A weren't busted in terms of reward, this would be her go to move on this button.

3A

3A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - i9 - - - X -16 - Low

The destroyer of worlds. The ultimate whiff punish. Any close range sidestep should be fishing for either this or 5AA into 669A loops, and the difference between this and 5AAA is that the 5A string won't work if the opponent is crouching. For whatever reason, this is also special cancelable, if you decide to be cheeky with it on block. Cannot be done from crouch.

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

Horizontal Normals

5B

5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 8 - - - +7 +7 - Ground

One of the fastest horizontals in the game, held back by it being high-hitting and short range. Generally whiffs on all but stepping/standing opponents at close range, but it has good strings attached to it to make it good enough to still go for.

5BB

5BB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 8 - - - -11 -11 - Ground

Easy confirm into special/super, though what will combo afterwards is somewhat limited due to 5BB pushing opponents to the side on block/hit.

2B

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 9 - - - -13 - - Low

June's primary low starter into special/super due to it hitting low + its speed. You never stop here, though.

2BB

2BB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 9 - - - -11 - - Low

This is where you hit confirm special/super. There is a range where 2BB's second hit whiffs, so be careful: this is primarily a close range tool only.

3B

3B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 20 - - - +10 +7 - Low

June has a lot of slower command normals with odd properties that you probably won't use much, and this is one of them. If it were a bit faster it would be a stellar step check, but it trades speed for cancelability. Instead, it's sort of a mid-range-but-not-really hit-confirm into specail/super. Huge pushout on block so you can't really make a ton of use of its frame advantage, thought North Star Combo/Jump might not be a bad idea here after its blocked.

Kick Normals

K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground
4K

4K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 22 - - - -9 -9 - Overhead

One of June's strongest mixup tools, see 4KK for more.

4KK

4KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 22 - - - -3 -3 - Overhead

One of June's strongest mixup tools, and maybe one of the best overhead starters in the game. Confirm into special/super on the second hit.

3K

3K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 14 - - - X -15 - Low

Strange launching knee that, as of this time, guarantees no known combo. If you find a reason for this move to be used, feel free to update this.

1K

1K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 19 - - - X -9 - Low

Strange full circle knockdown low. The range is only okay, but it does special cancel, has good frame data, and can combo into June's Orb Super. Largely outclassed by 3B, except this move can't be parried.

Jumping Normals

Instant Jumping A or B

Instant Jumping A or B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Overhead

This is the move that makes June/Ele top tier. It does an absurd amount of damage, juggles into itself, turns all her primary conversions into potential touch-of-death combos, and is relatively difficult to punish even on its own. A perfect 669 input with this move hits so fast and so low that it potentially can hit standing opponents on the way up. Doing 669A/B consistently is arguably the most important input for any June/Ele player to practice. Luckily, it is not nearly as difficult to learn the timing for this as it is some other dangerous stuff in the game.

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

Special Moves

Starlight Shoot

Starlight Shoot
236A (on the ground)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 20 - - - +0 -3 - Ground

A fireball with decent (but not full screen) range and absurd lockdown potential. The frame data listed is only from point-blank range: this is almost always plus in every situation you'd normally use it in. To illustrate a common example: point blank blocked 2BBxStarlight Shoot is +4 on block.

North Star Combo (1)

North Star Combo (1)
46B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 36 - - - +9 +8 - Ground

A somewhat difficult move to get startup data for, as it completely whiffs at point blank range. This is a slow, auto-sidestepping horizontal with surprising frame advantage if it manages to connect with the opponent--but without carefully placing it, it usually just misses entirely. Not the worst thing to buffer after Starlight Shoot. Cannot be special canceled into or from, like many other 46 moves.

North Star Combo (2)

North Star Combo (2)
46BK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 36 - - - X +7 - Ground

Combos after North Star Combo (1) and still has good frame advantage on block, but also has a tendency to whiff at certain ranges that NSC1 hits. Cannot be special canceled into or from, like many other 46 moves.

Byakko Hou
64K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

623A/B
Guren
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

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 - Ring Thrower

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

Press buttons, make rings. A custom combo state where the June/Ele player has full reign to be creative. The most important goal is to keep the enemy in a high enough state after Ring Thrower ends so that you can combo afterwards, which is quite easy for these characters to do thanks to jump rings.

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

  • (2BB or 4KK)xStartlight Shoot -- Easy auto-pilot mid/low that combos on hit and locks down on block.
  • 5AAA, (669J.AxN) -- TOD off of whiff punish/standing hit 5AAA
  • 3A, (669J.AxN) -- TOD off of whiff punish/random hit 3A

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