Plasma Sword/Ghost Bilstein: Difference between revisions

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(Created page with "==Introduction== ===Story=== ===Overview=== (Insert brief description about character and how they play, other details) {{ ProConTable | pros= * '''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 black and max screen. * '''High Damage:''' Both Bilstein versions can easily convert any cancelable poke into their super...")
 
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{{ ProConTable
{{ ProConTable
| pros=
| pros=
* '''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 black and max screen.
* '''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.  
* '''High Damage:''' Both Bilstein versions can easily convert any cancelable poke into their supers, allowing them to score gigantic chunks of damage easily.  
| cons=
| cons=

Revision as of 16:25, 26 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.
  • 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.

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

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

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