Plasma Sword/June: Difference between revisions

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==Move List==
==Move List==
===Vertical Normals===
===Vertical Normals===
===== <span class="invisible-header"></span> =====
===== <span class="invisible-header">5A</span> =====
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{{MoveData
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|subtitle=
|subtitle=
|caption=
|caption=
|name=A
|name=5A
|data=
|data=
  {{AttackData-PS
  {{AttackData-PS
  |Damage=
  |Damage=
  |Guard=
  |Guard=
  |Startup=
  |Startup= 11
  |Active=
  |Active=
  |Recovery=
  |Recovery=
  |Total=
  |Total=
  |Hit Adv=
  |Hit Adv= -3
  |Block Adv=
  |Block Adv=
  |Property=Ground
  |Property=Ground
  |description=
  |description= 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.
  }}
  }}
}}
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Revision as of 17:00, 3 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.
  • Zoning: June's ground fireball is + even at its closest block. 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.

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

Shiden
236B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Shiden: Kai
214B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

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 - 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

  • 5AAA, (669J.AxN)
  • 3A, (669J.AxN)

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