Plasma Sword/Byakko

From SuperCombo Wiki

Introduction

Story

Overview

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

Strengths Weaknesses
  • Among the best supers in the game: Byakko has both a dash-in super (which is invincible) and a Raging Storm type super which both come out almost instantly. He can not only reliably combo into both but his Raging Storm super is safe, active for several frames, and can reliably anti-air without any dropped damage.
  • Blockstring Infinite: Byakko, like Rai-On, has a block string infinite with has 5A. This isn't totally game-breaking due to the overall power level of all the top tiers (and it also still loses to guard cancel reversals and whiffs versus a few characters at specific ranges) but it is a potential checkmate scenario only he and Rai-On have in certain situations.
  • High Damage Crouch Grab: Byakko, like Rai-On, has a launcher off of his crouch grab that he can easily convert into big damage.
  • Cat Crouch: Byakko, like Rai-On, has a smaller than normal crouching hitbox, making moves whiff on him that would not whiff on other characters. Most notably, he and Rai-On are the only characters completely immune to each other's blockstring infinites.
  • Polarized Range: Byakko really only has one range: point blank. If he's anywhere else on the screen, he's just thinking about how to get in.
  • Low->Super inconsistency: Byakko cannot rely on 2KK or Slide for consistent combo conversions, as the former string tends to not combo at certain ranges (and also won't combo versus specific characters,) and the later combo state is dependent upon how the slide hits. In general, he has to take bigger risks to break ankles, which might compel his opponents to walk away from him more.
  • Low Health: Both of the cats take more damage than the rest of the cast.
  • Needs meter: Byakko has no special moves that combo from his primary tools, and has to use his meter exclusively for confirms. This is a character that you can play around the meter of with reasonable consistency.

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

B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Kick Normals

2K

2K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - i5 - - - +8 +7 - Low

Byakko's main low string starter. The hit advantage might make you think he can link off of, but due to push out + a weird buffer lock on the move, nothing connects afterwards. The combo counter will also lie about this comboing in training, sometimes. Cool!

2KK

2KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - i5 - - - -3 - - Low

Byakko's main low string. It has a tendency to not combo properly depending upon range/axis/character, so careful attention to the situation is required to hitconfirm this into the third hit. If it does hit, it does cancel into dash super, and serves Byakko's main low confirm into it.

2KKK

2KKK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - i5 - - - - -13 - Low

Byakko's main low string ender without meter. All things considered, probably safer than it should be, considering what it does, and the advantage is variable with spacing.

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

Shiden
236B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Shiden: Kai
214B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Byakko Hou
64K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

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

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