Plasma Sword/System

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ESOTERICS

String Clearing

Plasma Sword has a strange buffer system: string buffers are quite large, whereas buffering individual moves into each other is almost existent and requires precision. Because this, you might often accidently continue strings you didn't meant to while attempting to buffer individual moves.

To compensate for this, the developers added string clearing for buffers via the move button. Simply hit the move button during the string and you will no longer be able to do string follow-ups. If you want to use the middle part of a string without an ender, this is the easiest way to guarantee that you don't accidently do more of the string than you want.

This does not necessarily apply to special moves, however: Byakko jump back stance options, for example, cannot be string cleared via this mechanic.

Step-Block OS

A strong defensive mechanic in this game is the step-block OS, which very simply means that, while you are on defense, you can input 1+M continually to beat various options from your opponent. If the opponent does a move that is fast enough to interact with the block stun you've been placed in, you'll remain blocking. If they do something that is slower, a step will come out and you will either avoid it if its linear, or get hit with an off-axis/white flash hit if its a horizontal or just perfectly timed vertical. Off-axis and white flash hits tend to cause some strings to uncombo, which is an important way to get out of some of the scarier traps in the game.

"White Flash" Counterhits

Counter hits cause a white flash to occur in Plasma Sword. In comparison to other games, these offer no additional benefit to the attacker. In fact, the "white flash" causes some very specific moves in the game to have worse hit advantage. This is not a bug, but an intentionally designed system to allow psuedo escapes for some of the scarier frame traps in the game. Take Rai-On's slide, for example. Rai-On has giant frame traps of upwards 20+ on block, but if he attempts slide (one of his best options) during these and the opponent starts up step, a white-flash will occur and he won't be able to combo into super as easily, if at all depending on spacing. This pairs naturally with the step-block OS above to force players on offense to be well practiced in how they stop step.

Box Stepping

Box stepping is the primary technical movement in Plasma Sword, and easily one of the most important things to get into your hands when playing. Luckily, thanks to the addition of a movement button, it is quite easy to do.

All you have to do is: Sidestep (either 5M or 2M)xx(6M for fwd dash/4M for bck dash)xx(Sidestep)xx(Dash), etc...

This movement is the fastest and safest way to move in the game, as it avoids verticals entirely, can throw some horziontal strings off axis, avoids projectiles, jump ins, throws... you get the idea. It is weak to big single hit horizontals, plasma field, and delayed buttons.

It is also worth noting that different characters have different speeds at which they can step.


Box Step Dash Speeds

There's a sometimes massive difference in box step speeds depending upon which direction your character is facing, something of which directly ties into the fact several characters can change thier direction-facing with 4B or other moves. Each character has a different animation that plays depending upon wether they dash in the direction thier model is facing or away, and this animation determines how quickly you can cancel the step into a forward or backdash. This is sometimes really noticeable: for example, Gerelt's sidestep to his front is always a twirl.

Attacks can be buffered, at earliest, four frames before the cancel occurrence. So, for example, if the forward dash cancel comes out on frame 19, you can input your attacks on frame 15 at earliest.

Basic movement (walking forwards or backwards, jumping) can be buffered at any point during the sidestep.

For the sake of simplicity, mirror characters have been excluded from this chart, as they share step data.

Forward Dash Box Step Input Speeds
Character Step Earliest Step Input Forward Dash Cancel Occurs
Blood (both directions) 11 19
Bilstein (both directions) 11 19
Byakko (Both directions) 8 16
Gamof (Both directions) 8 16
Gerelt (towards back) 7 15
Gerelt (towards front) 11 19
Gore (towards back "cartwheel") 11 19
Gore (towards front) 16 24
Hayato (towards front) 8 16
Hayato (towards back) 14 23
June (towards front) 10 18
June (towards back) 7 15
Kaede (Both directions) 10 18
Rai-On (Both directions) 8 16
Rain (Both directions) 10 18
Saturn (towards back "Hop") 11 19
Saturn (towards front "multi-step") 16 24
Zelkin (towards front) 13 21
Zelkin (towards Back) 12 20

Snapple-Step (Crouch-Step Cancel)

Discovered by the player Snapplejax, sidestep can be canceled into earlier actions with walking forwards or backwards. For some characters, such as June, this is the best movement cancel the character has access to, and for the whole cast, it provides an alternative movement option to box stepping that maintains their current range. For most of the cast, it is also quite easy to do as well: simply sidestep, hold back or forward, then tap the button again as the sidestep recovers. (June/Ele cannot do this due to their backdash.)

This is also the fastest method for attacking out of a sidestep, and it appears that the type of sidestep (please refer to the box stepping chart above) impacts the speed of the cancel. An easy example: attempt to do Hayato TB Sidestep 4B vs. TF Sidestep 4B, and feel how much faster the cancel window is on the better TF sidestep.

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