Plasma Sword/Vector

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Introduction

Story

Overview

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

Strengths Weaknesses
  • Strong Neutral: Vector is the Sagat of this game. He has a strong high/low fireball, a semi-gimmicky DP and great singular buttons. There are few characters with as simple and effective of a gameplan as Vector/Omega.
  • Satellite Oki (Vector Only): Vector can convert a lot of his knockdowns into lockdowns thanks to his 214A+B super. This has great, albeit expensive, synergy with his 236A+B super, which sends the enemy full screen and allows Vector set up zoning mixups.
  • Excellent move set utility: Vector and Omega both have tools for just about any situation in the game, and their super pool also covers each other's matchup spread. While Vector's ability to convert and lockdown far outweighs Omega's (and thus, makes him the more stable tournament pick) there are certain matchups where Omega's AA super out-performs anything Vector has and makes him the better pick, such as when dealing with Saturn's missile abuse.
  • Needs Meter: Vector's only big non-meter combos are from extremely niche and unlikely situations: landing 3K or back throw. This is not a juggle character, and without meter, the robots just don't hit very hard.
  • Struggles to make comebacks: You've got a fireball and some decent pokes. That's about it. Vector doesn't have high/low pressure that's worth writing home about, he just wins neutral and converts off bad jumps from the opponent. Characters that overwhelm him in a few big guesses make his life miserable, particularly if they can easily out-maneuver his fireball game.
  • Weak to Meta: Because of the above points, every top tier pick in the game is specifically a bad matchup for him. The cats in particular make Vector's life hell, as Vector can never be without meter versus them (so that he doesn't get hit by the block string infinite) and he also can't keep them out with his core toolkit. The only character in the top tier that he doesn't very specifically have his toolkit invalidated by is June, who, in many ways, is just better at doing what Vector does anyways.

Default VS Mirror

Move List

Vertical Normals

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

One of Vector's primary pokes. Has a strong tendency to anti-air and can lead into his strong 5AA confirm.

3A

3A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 21 - - - -5 -3 - Ground

Vector/Omega's longest range poke, and a strong punish on some very minus moves, as it combos into Vector's laser super at long range. Very bad on whiff so you should pretty much always cancel it into something. Has lots of hit/block stun if it actually makes contact, though, making it a very strong but linear poke.

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

Horizontal Normals

2B

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- Low 16 - - - +6 +5 - Ground

Though it is a bit on the slower side, Vector's 2B is a fantastic neutral low poke with good range and great anti-step coverage. This is a must-have for your neutral, as it is your primary deterrent to your opponents sidestepping your entire movelist otherwise.

Kick Normals

5K

5K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - -17 -4 - Ground

Boot to the face. The awful hit data would be a lot worse for him if it weren't for the fact he can 2-in-1 it into gunshot, making it a valuable poke. As Omega, this into copyer super is a premium punish. Bad if it whiffs, but its speed and consistency means you'll want to lean on this, anyways.

5KK

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

Boot to the face x2. A great combo into fireball, and the frame advantage afterwards is pretty great for a move of its type.

5KKK

5KKK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - -28 -14 - Ground

Three boots. This is where this string stops being solid and becomes a meme. Often won't combo from 5KK and the followup afterwards is slow and reactable.

5KKKK

5KKKK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - X -15 - Ground

The biggest boot. You are doing this solely to tell your opponent you don't respect them. Nice pushout on block, but ultimately the only reason this is "safeish" is because you deserve it for not getting hit between the third hit and this.

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

Mad Spin Burst
214AB (Omega Only)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 8 - - - - - - Ground

Omega's Mad Spin Burst turns him in a diagonally moving copter. It is one of the fastest supers in the game, making it a viable punish on a lot of situations and moves no one else in the game can punish, and it also serves as a very strong reversal/anti-air.

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