Plasma Sword/Gerelt

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Introduction

Story

Overview

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

Strengths Weaknesses
  • Incredible 2B: For all the faults of Gerelt and Claire have, they have one of the best anti-step lows in the game in the form of a i9, special cancelable 2B.
  • Overall Speed: 66K,2B,and his Boxstep are all either among or the fastest moves of their type in the game.
  • Easy Mid/Low: 2B/214+B allows Claire and Gerelt to run a continual coin flip on the opponent over and over again.
  • Ground Mobility: Gerelt/Claire have some of the fastest box-steps in the game, allowing them to move quickly and evasively without the need of jumping.
  • Good Safe Chip Special: 236A is a frustrating multi-part stab that is both a easy confirm and very safe on block special, only truly limited by its linearity.
  • Combo Super Builds Back Meter: 214A+B can be used in juggles off of 3A, giving both characters a way to build back the meter they spend mid combo.
  • 236A+B Hitboxes: Depending upon who you pick, you have to accept that both characters 236A+B supers have situations they just aren't very good in. Gerelt's supers are far worse at getting the full hits in neutral (but its better at whiff punishing in mid range), but they combo more consistently off his pokes, while Claire's will always hit fully off of 5AA but tends to leave her wide open on any off axis hit, including the majority of her other confirm options like BB.
  • Dead Zones: There's a lot of polish issues with the hitboxes on these characters normals that you just have to learn to play around. 3A, for example, has a deadzone near Gerelt's chest, so despite being a upwards swinging launcher, there is a way for jumping opponents to just jump right through the arc.
  • Painfully Weak to Zoning: Gerelt and Claire struggle mightly versus any character that can run away, not only because they lack anti-fireball tools, but because many of thier own tools tend to not combo properly at tip/off-axis.
  • Anti-Airs: Despite looking like a anti-air DP, 214K is neither fast, invincible, or even good at hitting jumping opponents. In general, the only real way Gerelt/Claire can deal with jumping opponents is pre-emptively or with step. Given how strong their ground mobility is, it is generally better to just evade with box-step and take control from there.
  • Auto 66KK: There is a bug with 66KK that causes the second hit to come out even if you don't input it. Currently known triggers for this are doing 236AK, 236AB, 66KK, or Gerelt's 214A+B super. You can "fix" this bug by doing 236A, 236AA, or doing 66Kx236A/236AA. However, it will break again if you do any of the triggers, meaning you'll have to "fix" it again, etc. Considering how vital 66K is to Gerelt's gameplan, this is an unfortunate and unavoidable thing a Gerelt player must keep track of.

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

5B

5B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - -5 -5 - Low

Having a i11 anti-step move is quite good, though unfortunately, Gerelt/Claire swing it high enough that it simply whiffs versus a lot of lower-profile moves in the game. Be mindful of what characters you use this against.

5BB

5BB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - -17 -17 - Low

Great combo starter for special/super, held back by its weakness on block/whiff/hit advantage. You're always going to want to do 5BBxSomething. QCF+A will whiff on block if you cancel it on the very first cancelable frame, as 5BB's second hit pushes the opponent off axis.

2B

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 9 - - - -5 -7 - Low

Safe on block and, more importantly, special cancelable, this fast low is Gerelt/Claire's primary lockdown tool and source of consistent damage.

Kick Normals

5K

K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 10 - - - -8 - - Ground

A fast, short range kick, primarily used as combo filler in juggles. It does confirm into string->specials easily in neutral, its just that the kick itself doesn't have a huge hitbox that is useful in footsies.

5KK

5KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 10 - - - -7 - - Ground

Juggle filler and confirm into special/super.

2K

2K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 21 - - - -2 -3 - Low

A somewhat slow anti-step-to-one-side low with unusually good frame advantage for this game, and especially good given Gerelt's fast attacks. Will only catch step in the direction it swings towards if the opponent is late on step, but always catches step in the direction it swings frm.

66K

66K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - 7 - - -8 - - Ground

A very fast dashing attack that is special cancelable. Given the usefulness of QCF+A, it's hard to not want to abuse this. It also links after Gerelt's 4B, meaning you have an honest to god link into super at point blank range.

Jumping Normals

Early j. K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 10 - - - - - - Ground

Gerelt's flip kick is notable for being able to hit opponents while on the ground from an instant input. This combined with his unusal flipping hurtbox makes this a valid panic button, as it knocks opponents away. Despite being an instant jumping attack, however, the flip kick is not an overhead.

While Falling A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Special Moves

Andelucia Storm

Andelucia Storm
236A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - -3 - - Ground

Arguably the main reason to play as either of these characters, Andelucia Storm is one of the safest special moves in the game and allows the fencers to confirm from a variety of mid range pokes effectively.

Andelucia Storm (Mash)

Andelucia Storm
236A(AA...)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - -11 - - Ground

Mashing Andelucia Storm gives more damage but pushes out. -11 is not a death sentence in this game and the chip is not bad, but you're not going to press buttons after this, if you know what I mean.

Bloody Flamenco

Bloody Flamenco
214K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 21 - - - - -46 - Ground

Only useful as a high risk anti-step and combo ender. It looks like it would anti-air or have invulnerability. It has neither. It does low profile highs, though, so if you have a read on something like a high swinging 5B, there's a chance it might beat it.

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 - Burst Mode

Plasma Field - Burst Mode
BK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 21 - - - - - - Ground

Once you hit with Plasma Field, your opponent is in a juggle-able state for 55 frames before they can tech off the ground. Your earliest action will come out on frame 44, and there is one frame of buffer (so earliest inputs register on frame 43.) This means you have 11 frames to squeeze a guaranteed move in. This pretty much only leaves Burst Mode A, 66K, and 2B. However, teching incorrectly also causes them to get hit by Burst Mode A (and really, anything that will hit them in the place they are teching,) and for some reason 66K is immune to the 1 frame buffering, making it very easy to connect with afterwards. In short, you have a choice: land the guaranteed but hard high damage Burst Mode A, or do the much easier 66K->Andelucia Storm combo and go for a reset. Vs Opponents that (perhaps wisely) stay on the ground, 2B will launch them, and will also catch tech, but generally leads to less damage.

Burst Mode A

Burst Mode: A
BK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 7 - - - - - - Ground

Multi-stab with high damage, great chip, and juggle properties. This is what you're aiming for after activating Plasma Field. It is important to note that Burst Mode A is a different move from QCF+A(AAA...) and does much more damage.

Burst Mode B

Burst Mode: B
BK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 15 - - - - - - Ground

Stuns a standing enemy and does good chip, also seems to ground bounce juggled opponents. Too slow to fit in the opening burst mode window, though.

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