Plasma Sword/Ghost Bilstein

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Introduction

Story

Overview

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

Strengths Weaknesses
  • Great mid-range neutral: Bilstein has a big sword that eats up the mid range, and this, combined with his limited-range fireball, allow him to dictate the pace of the match at most ranges except point blank and max screen.
  • High Damage: Both Bilstein versions can easily convert any cancelable poke into their supers, allowing them to score gigantic chunks of damage easily.
  • Super Armor: Bilstein's Gigant Armor grants him super armor for a period of time, and can be safely applied after landing any combo. This is a powerful and unique tool that can play a big role in allowing Bilstein to keep up pressure in some matchups, especially since it stops cinematic attacks like Plasma Fields.
  • Needs Meter: Without meter, Bilstein's risk vs. reward is awful, and since 3B is the only real big source of meter building he has in his combos, he can often find himself behind in this regard if the opponents stick to him.
  • 46B: Bilstein's 46B is one of the worst moves in the game, and unfortunately, it's very easy to activate when trying to walk backwards and do any B move as a whiff punish. This particularly shows up when trying to whiff punish with 3B, which is arguably Bilstein's best move. One accidental 46B could very well be the difference between winning and losing a round for Bilstein.
  • Gigant Armor Scaling: The trade off of having access to super armor with high health is that each hit Bilstein takes in Gigant Armor is unscaled, meaning there are some attacks that will shred his lifebar that otherwise wouldn't.

Default VS Mirror

Move List

Vertical Normals

5A

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

Main vertical poke, decent anti-air close to Bilstein, but it is mostly used to check grounded opponents in 50/50 throw situations

5AA

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

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

5AB
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

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

236+A Dark Vortex

Dark Vortex
236A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Your primary zooning tool. This is a projectile with limited range that can clip jumpers at certain heights, and on hit it knocks down and sends the enemy full screen. Without meter this is also your combo ender, as it gives you a free armor setup (or just room to brethe)

46B Hell Wind Sword

Hell Wind Sword
46B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Notable for being absolutely awful, this extremely slow move is unsafe and very easy to accidentally perform in neutral when trying to do the much better 3B string. Avoid at all costs.

623+A/B Blade Sword

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

While technically two separate moves, the only real difference between these two DPs is that the second one comes down with an attack that may still hit stepping opponents if the timing of their step is off. WIP: Invincibility? Safety?

421+K Kieru

Kieru
421+K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

If I hadn't of done this move by accident once, I would believe it didn't exist. There's something wrong with the input reader (or the listed command? But every site I've looked this up on lists it is as 421+K...) that makes this impractical, if not close to impossible, to execute. Luckily, it doesn't matter, because all it does is turn Bilstein invisible until he's hit. Note that his sword is still visible, so it's not even really true invisibility. If you want more tech or information here, you're first going to have to figure out what the rules are to make it come out consistently.

HCB+K The Final Bilstein

The Final Bilstein
HCB+K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Throw

A high damage but very slow command grab with a large amount of range. Not really critical to Bilstein's gameplan and overexposure to the animation could cause it to become useless against perceptive opponents, but its high damage is worth sneaking in once a set or so. Note that this throw has a buffering lock on it when the opponent is on the 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