Plasma Sword/Blood

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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.)
  • Normal Grab Combos Into Super (Shaker only): While somewhat redundant considering the character can already do command grab combos for more damage, Normal Throw -is- a frame faster and slightly less vulnerable on whiff.
  • Ground Roll Rekka Cancel: The "Dark Surprise" Rekka is already a bit of an absurd move on its own and about 80% of the reason that this character is as high of a tier as he is, but the fact that Blood/Shaker can instantly touch the ground from normal knockdowns and launch themselves back at the opponent relatively safely is a luxury almost no one in the game can afford.
  • Slow: Blood/Shaker do not have i9 moves, severely limiting what they can do in certain frame trap situations, and also limiting what they can punish.
  • 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 i11, but each part of the string from 5K up until the special cancel point is extremely laggy on whiff.
  • Input Overlap: Rekka and DP share a button, which presents a execution challenge with the 2KxRekka combo, a cornerstone of the character. Blood has to use this in some key matchups and accidently doing DP instead of Rekka will cost Blood lots and lots of health, more often than not.
  • 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

5A

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

A big chunky vertical with below average speed and gigantic range. A pretty decent poke for snuffing out low to the ground jumps and for neutral.

5AA

5AA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 14 - - - -17 -17 - Ground

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

5AB

5AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 14 - - - -15 -2 - Ground

Natural combo for 5AB, cancelable into rekka. Marginally better than 5A hit stun wise, and much better in terms of consistency and block stun. Still may whiff at tip 5A range, though.

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

5K

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

Blood's fastest normal and one of his very few true frame traps.

5KA

5KA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - -2 - - Ground

Blood's most important string from his fastest button, as it leads to the most consistent damage into rekka.


5KAB

5KAB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - +0 +0 - Ground

Blood's most important string from his fastest button, as it leads to the most consistent damage into rekka.

2K

2K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- Low 14 - - - -4 -6 - Ground

Low hit confirm into 2KK string or Rekka cancel. Unfortunately, 2KK won't hit some characters when standing, so this single poke into Rekka is generally more stable (although more difficult to correctly perform, as the quick input means you might accidently do DP instead..)

2KK

2KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- Low 14 - - - -5 -6 - Ground

Low hit confirm string into Rekka cancel. Unfortunately, 2KK won't hit some characters when standing. These characters include: Blood/Shaker, Both Bilstiens, Cats, and Kaede/Rain.

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.

Fatal Edge 623A

Fatal Edge
623A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 45 - - - X -34 - Ground

A big forward stab with lots of pushout used almost exclusively for Time Stop combos. It's called "fatal edge" because if you accidently do it outside of Time Stop, you'll probably die. Or, at least, you should, if your opponent is paying attention.

Evil Storm 236K

Evil Storm
236K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 33 - - - - -40 - Ground

A slow shoulder tackle into an uppercut. Generally only used to end Time Stop combos for obvious reasons when you look at its startup and recovery. Some characters can even get jump ins after blocking it.

Teleportation (Ground)

Teleportation (Ground)
236/214M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Blood disappears and then reappears, frozen in place for a bit on the ground. Cannot act until frame 69. (Not a joke.) Disappears on frame 14, reappears on frame 51. Generally only useful as a fake for the far better air teleport, specifically to bait out slower anti-airs that might otherwise thwart it.

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
- - 10 - - - - - - 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