Plasma Sword/Ghost Bilstein: Difference between revisions

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  |description= Natural combo for 5AA, cancelable. The second hit tends to whiff further out, unfortunately, so 5A->fireball is generally better
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Revision as of 20:53, 11 February 2025

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.
  • INFINITE POWER: Bilstein's Plasma Field, INFINITE POWER, gives him infinite super meter during its duration, turns his 22A+B explosion into an unblockable launcher, and turns his normal grab into a high damage command grab. Getting touched by INFINITE POWER is often a round-ending mistake by the opponent.
  • 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.
  • Weak to Meta: Piggy backing on the above, Bilstein's answer to June/Cats/Zelk's particular brand of BS is to pop armor and pray he doesn't die, which should tell you a lot about his stability against the field. He does have something of a place as a character that can keep Gantetsu/Gamof semi-grounded thanks to his own tanky health + strong mid-range normals, but that role is also covered better by a higher tier character (but lesser health) character: Blood. And if your looking to just pop Plasma Field and kill, well, Rain does that better, and fights the top tiers better, too.

Default VS Mirror

Move List

Vertical Normals

5A

5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 13 - - - -4 -3 - 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
- - - - - - - -7 - Ground

Natural combo for 5AA, cancelable. The second hit tends to whiff further out, unfortunately, so 5A->fireball is generally better

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

5K

K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - +4 +5 - Ground

A fast stomach-height kick. Reliable, stable ground combo starter into special/super, and a must have for Bilstein. The additional frame advantage on block gives it some additional value for staggers into 2K/2B/5A/etc.


2K

2K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 14 - - - +0 -3 - Ground

Your primary low, for the sole reason it comes into super. An excellent whiff punish/check on back steppers, held back only by the fact Bilstein effectively has to commit to 236A if its blocked.

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
- - 24 - - - - -13 ~ +2 - 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 breathe). Excellent pushout that keeps it largely safe, and its frame advantage can fluctuate up to +2 at tip range.

46B Hell Wind Sword

Hell Wind Sword
46B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Notable for being absolutely awful, this extremely slow move is unsafe and very easy to accidentally perform in neutral when trying to do the much better 3B string. Avoid at all costs.

623+A/B Blade Sword

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

While technically two separate moves, the only real difference between these two DPs is that the second one comes down with an attack that may still hit stepping opponents if the timing of their step is off. WIP: Invincibility? Safety?

421+K Kieru

Kieru
421+K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

If I hadn't of done this move by accident once, I would believe it didn't exist. There's something wrong with the input reader (or the listed command? But every site I've looked this up on lists it is as 421+K...) that makes this impractical, if not close to impossible, to execute. Luckily, it doesn't matter, because all it does is turn Bilstein invisible until he's hit. Note that his sword is still visible, so it's not even really true invisibility. If you want more tech or information here, you're first going to have to figure out what the rules are to make it come out consistently.

HCB+K The Final Bilstein

The Final Bilstein
HCB+K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Throw

A high damage but very slow command grab with a large amount of range. Not really critical to Bilstein's gameplan and overexposure to the animation could cause it to become useless against perceptive opponents, but its high damage is worth sneaking in once a set or so. Note that this throw has a buffering lock on it when the opponent is on the 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

Vs. Rai-On/Byakko (2.5-7.5/3-7) Most characters, when they get put into the blender of the jab block string infinite, still have the ability to reasonably safely OS non-jab options in a variety of ways, and one of those ways is sidestep. Bilstein, however, cannot, which means he is almost always guaranteed to take damage the moment he blocks either divekick or jab. Gigant Armor really doesn't do much versus Rai-On thanks to his non-parryable super eating it alive. Rai-On is harder for him because Divekick->2K is extremely consistent sources of damage for Rai-On versus him and pretty much the only way out for Bilstein is to get lucky and have the second 2K miss or be too far away to combo right into super. Bilstein's health pool and giant damage potential are the only things that really keep him competitive at all in this match.

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