Plasma Sword/Blood

From SuperCombo Wiki

Introduction

Story

Overview

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

Strengths Weaknesses
  • Great mid-range neutral: Blood has a big sword that eats up the mid range, and this, combined with his easy to confirm special moves, allow him to dictate the pace of the match at most ranges except point blank and max screen.
  • High Damage Without Meter: Blood's meterless combos are among the highest damage in the game, and frequently deal more damage than other characters best meter-using BnBs.
  • Command Grab: For some reason, Blood has a combo-starting command grab, so in addition to being arguably the strongest mid-range striker in the game, he is in contention for the best grappler in the game, too. Not only does he just normally get big damage off of it, he also gets...
  • Time Stop: It's hard to argue that there's a better Plasma Field in the game than Time Stop. Once it connects, Blood gets a anywhere juggle that loops in on itself if he has more meter after the Time Stop ends. This can also be comboed off of his command grab, making him arguably the best grappler in the game. (Or at least, making the argument for it between himself/Gamof.)
  • Awful whiff recovery: Blood's strings and special moves tend to be quite bad if they whiff, moreso than average for other characters. This is a big part of the reason this character isn't top tier, as the variability of how his more advanced combos hit can make it somewhat difficult to keep combos consistent across cast and situation. Perhaps most notably, his fastest button is 5K at i12, but each part of the string from 5K up until the special cancel point is extremely laggy on whiff.
  • Somewhat weak to step: Blood's combos tend to not stay consistent off-axis, and his 2B is quite slow at i18. His strongest anti-step tool is also his most expensive, Time Stop, so there is an argument to be made to stay mobile versus this character more often than not.
  • Weak to Zoning: Because Blood's anti-zoning tool is a slow, punishable teleport, Blood can struggle somewhat versus characters with strong fireballs like June, Vector, etc.

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

2B

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 18 - - - -8 -9 - Low

A large range low with mediocre frame data and slow startup. Not a lot to write home about, but it does the job and is balanced out by other tools in Blood's toolkit being wild.

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

Dark Surprise (1,2)

Dark Surprise
236A(A)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 17 - - - -6, -7 -6, -7 - Ground

This is a 17 frame rekka with gigantic range and gigantic damage. The fact that it's safe on block and allows Blood to make any special cancelable string safe is vital to playing the character. The first two hits are both safe and only have a frame difference between the two.

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