Plasma Sword/Gamof

From SuperCombo Wiki

Introduction

Story

Overview

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

Strengths Weaknesses
  • Shocking Mobility: Throw everything you think you know about grapplers out the window. Gamof and Gantetsu have some of the fastest, lowest angle jump arcs in the game, allowing them to bully nearly everyone in the cast with relative ease and instantly force a strong grab/strike mixup.
  • Command Grabs: They're grapplers. They have fast command grabs with big damage.
  • Strong Close/Mid Pokes: 2A/2B/5K/5A all make up a brutal, wild-swinging set of normals that frustrate everyone in the cast effortlessly, and allow these grapplers to keep up the pressure.
  • (Gantetsu Only) Bomb Super: Bomb super, listed as 10t Bakudan do Kanjoyu Nage, gives a character that is supposed to be weak to zoning a almost-full screen whiff punish tool for a bar.
  • (Gamof Only) Spin Super: Gamof's Super Gamo Torando turns any random stray cancelable hit into a strong hit confirm.
  • Needs Meter: Without meter, the risk/reward of these characters tends to skew far more towards command grab more often than not.
  • Can be zoned: They don't have fireballs and they don't really have much that can punish zoning without a jump-in. This is less true of Gantetsu, however, whose bomb super is an excellent whiff punish.
  • Super Command Grab: Command grab super can be jumped after the flash. This severely limits its usefulness.
  • Auto-Throw: Though Auto-Throw's Plasma Field is funny and hurts if it connects, it is nonetheless a two-step Plasma Field, meaning you can potentially activate it then get no reward.

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
2B

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 13 - - - +6 +4 - Low

While its speed is a bit slower than some other characters' 2B's, the grapplers having a 2B containment tool like this is very powerful. The fact that it's cancelable ontop of its hit/block stun data is very strong for Gamof in particular, who can 2-in-1 it into super.

Kick Normals

5K

5K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 9 - - - +4 +4 - Ground

The grapplers main super confirm/poke thanks to its speed and chain options.

5KA

5KA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 9 - - - -2 -2 - Ground

The grapplers main super confirm string. Safe on block and easy to confirm into super, this string does a lot of heavy lifting in the typical grappler 50/50 situation.

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

Gamo Tackle

Gamo Tackle
236B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 32 - - - -2 -4 - Ground, Parry

A slow, linear special move that's safe on block and has parry frames late into the animation, once he holds the axe directly in front of him. If you score the parry, instead of attacking, you gain +28 frames of advantage.

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