Plasma Sword/June

From SuperCombo Wiki

Introduction

Story

Overview

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

Strengths Weaknesses
  • Plenty of mixups: June has a lot to work with for her strings, giving her a wide variety of mixups to frustrate the opponent with while being difficult to punish, too.
  • One of the best Plasma Fields in the game: June's Plasma Field gives her ring projectiles that she can spam, can rejuggle preventing tech rolls, and deals high damage. Best of all, she can loop back into Plasma Field off of a ring juggle.
  • Wide Stance: June's stance will make some strings not work correctly versus her on hit/block in neutral, and it is on the opponent to know that matchup information going in.
  • Forward Box Dash: June's to-her-back forward box dash is tied for the fastest in the game, and her sidestep is quite large. If she needs to get in, she can do so quite easily, even despite the weakness of her floaty jump.
  • Zoning: June's ground fireball is always going to be plus in every situation you can use it in except by itself at point blank range. She also has two angles of air fireball that she can use to run away and approach with. She also has a real reversal in the form of 236K.
  • Incredible Chip: 214K cannot be parried as every hit is a jumping kick, and the last hit is safe.
  • 669A: This move is one of the most unnecessarily juiced moves in the game, doing a raw 30+ damage on its own and having virtually no scaling. Any air-to-air or launcher that leads into this (5AAA,3A) basically means June can potentially one touch kill her opponents, since it combos into itself.
  • Unique Backdash: June's backdash is a flipping animation. While it does cover more range than a normal backdash, her animation cannot be cancelled into sidestep like a generic backdash can, meaning that June cannot box step backwards.
  • Floaty Jump: June's jump is a little easier to spot coming than other characters, though this is somewhat evened out by the fact she has a air fireball.
  • Broken Stuff Requires Execution: Without 669A TOD loops, June is still a top tier character, but she is absolutely not #1 without them. The difference in learning how to loop 669A is the difference between smothering the entire cast and very simply being a strong zoner.
  • Ele: While Ele is still arguably in the top tier purely because of the 669A loops, she is also a considerably less flexible character due to the combo inconsistency of her Meteor Step super. There is not much matchup value in picking her over June, either, since June doesn't really have much in the way of bad matchups that need covering.

Default VS Mirror

Move List

Vertical Normals

5A

5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - -3 - - Ground

A fairly standard 5A data wise that starts one of the most busted juggles in the game. Primarily used for whiff punish situations or setting up ring pressure.

5AA

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

By the time you hit 5AA, you need to know whether you want to continue the string (if it's hitting a standing opponent) or cancel into your projectile. Never stop here.

5AK

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

5AAA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - X -26 - Ground

On hit on a standing opponent, this leads to a ToD combo with 669A loops. On block or crouching, it is duckable and, even if it isn't ducked, will almost never be in range to interact with the opponent. Because it is virtually impossible to block only this move, the block data is listed as if 5AAA has whiffed after blocking 5AA.

5AAK

5AAK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - +1 +0 - Ground

When you really want to do something after 5AA, but also don't want to special cancel, there's this. This move puts her in back turn and gives her access to her Moonsault Kick special. Which... isn't good, but it's there.

5AA2K

5AA2K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - - - - Low

If you want to play a "fair" version of June, instead of trying to hit confirm into the top tier 669A loops, you could use this string to confirm into special/super. Ironically enough, doesn't work in the June mirror due to June's wide stance.

5AKA

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


5AKK

5AKK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - - - - Ground
5AA2K5K

5AA2K5K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 11 - - - - - - Ground
2A

2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - i11 - - - +2 +0 - Low

A fast, crouching, linear low with a tiny bit of frame advantage and slightly better range than many other June's other pokes. Makes for a pretty decent 2-in-1 into special or super, as there is no whiff cancel for this move without negative edge, so you can simply avoid negative edge for this and buffer super/special behind the attack frames. Whiffing this in mid range isn't great, though, as she is vulnerable for long enough to be whiff punished by decent reactions. Realistically, if 5A/3A weren't busted in terms of reward, this would be her go to move on this button.

3A

3A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - i9 - - - X -16 - Low

The destroyer of worlds. The ultimate whiff punish. Any close range sidestep should be fishing for either this or 5AA into 669A loops, and the difference between this and 5AAA is that the 5A string won't work if the opponent is crouching. For whatever reason, this is also special cancelable, if you decide to be cheeky with it on block. Cannot be done from crouch.

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
- - 8 - - - +7 +7 - Ground

One of the fastest horizontals in the game, held back by it being high-hitting and short range. Generally whiffs on all but stepping/standing opponents at close range, but it has good strings attached to it to make it good enough to still go for.

5BB

5BB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 8 - - - -11 -11 - Ground

Easy confirm into special/super, though what will combo afterwards is somewhat limited due to 5BB pushing opponents to the side on block/hit.

5BBB

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


5BBA

5BBA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 8 - - - - - - Ground
2B

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 9 - - - -13 - - Low

June's primary low starter into special/super due to it hitting low + its speed. You never stop here, though.

2BB

2BB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 9 - - - -11 - - Low

This is where you hit confirm special/super. There is a range where 2BB's second hit whiffs, so be careful: this is primarily a close range tool only.

3B

3B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 20 - - - +10 +7 - Low

June has a lot of slower command normals with odd properties that you probably won't use much, and this is one of them. If it were a bit faster it would be a stellar step check, but it trades speed for cancelability. Instead, it's sort of a mid-range-but-not-really hit-confirm into specail/super. Huge pushout on block so you can't really make a ton of use of its frame advantage, thought North Star Combo/Jump might not be a bad idea here after its blocked.

Kick Normals

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

4K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 22 - - - -9 -9 - Overhead

One of June's strongest mixup tools, see 4KK for more.

4KK

4KK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 22 - - - -3 -3 - Overhead

One of June's strongest mixup tools, and maybe one of the best overhead starters in the game. Confirm into special/super on the second hit.

3K

3K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 14 - - - X -15 - Ground

Strange launching knee that, as of this time, guarantees no known combo. If you find a reason for this move to be used, feel free to update this.

1K

1K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 19 - - - X -9 - Low

Strange full circle knockdown low. The range is only okay, but it does special cancel, has good frame data, and can combo into June's Orb Super. Largely outclassed by 3B, except this move can't be parried.

Jumping Normals

Instant Jumping A or B

Instant Jumping A or B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Overhead

This is the move that makes June/Ele top tier. It does an absurd amount of damage, juggles into itself, turns all her primary conversions into potential touch-of-death combos, and is relatively difficult to punish even on its own. A perfect 669 input with this move hits so fast and so low that it potentially can hit standing opponents on the way up. Doing 669A/B consistently is arguably the most important input for any June/Ele player to practice. Luckily, it is not nearly as difficult to learn the timing for this as it is some other dangerous stuff in the game.

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

A rather ordinary jump in attack with decent damage and enough hitstun to combo into 5AAA or 3A, the latter being preferable in case your opponent is in a crouching state for some reason.

Special Moves

Starlight Shoot

Starlight Shoot
236A (on the ground)
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 20 - - - +0 -3 - Ground

A fireball with decent (but not full screen) range and absurd lockdown potential. The frame data listed is only from point-blank range: this is almost always plus in every situation you'd normally use it in. To illustrate a common example: point blank blocked 2BBxStarlight Shoot is +4 on block.

North Star Combo (1)

North Star Combo (1)
46B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 36 - - - +9 +8 - Ground

A somewhat difficult move to get startup data for, as it completely whiffs at point blank range. This is a slow, auto-sidestepping horizontal with surprising frame advantage if it manages to connect with the opponent--but without carefully placing it, it usually just misses entirely. Not the worst thing to buffer after Starlight Shoot. Cannot be special canceled into or from, like many other 46 moves.

North Star Combo (2)

North Star Combo (2)
46BK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 36 - - - X +7 - Ground

Combos after North Star Combo (1) and still has good frame advantage on block, but also has a tendency to whiff at certain ranges that NSC1 hits. Cannot be special canceled into or from, like many other 46 moves.

Sokuten

Sokuten
214+M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Movement

A command sidestep. Considering June already has quite a wide step, and considering that she can't special cancel into this, and considering that she can't do any moves out of it, and considering it has no invincibility, it is a mystery as to why this exists.

Comet Kick

Comet Kick
214K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 24 - - - X -11 - Ground

A six hit spinning kick that cannot be parried at any point. Does a considerable amount of chip damage, knocks down, and completely locks down a blocking opponent... provided they are on axis. This move becomes a liability if it hits or is blocked off axis (such as after blocking 5BB) so, whatever you do, don't whiff it, or June will eat a full combo or back throw. Combos quite nicely from 2A. At -11 and with great pushout, it is virtually safe on block

Shine Dream Somersault

Shine Dream Somersault
236K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 12 - - - X -37 - Ground

A launching flip kick used as both anti-air and combo enders. It has true invincibility and quite a bit of pushout, plus a second attack afterwards, so it is quite difficult for opponents to punish this in general without being aware of how it works.

Shine Dream Command

Shine Dream Command
236KA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 12 - - - X -3 - Ground

The followup to Shine Dream Somersault can potentially catch people that don't know how to punish it properly off guard, and it also serves as a nice bit of chunky damage to end combos with.

Camel Clutch

Camel Clutch
Foe Down, Legs Towards A+B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - OTG throw

June flips forward and chokes the enemy out with her ring. It looks awesome, but due to how easy it is to tech in this game, there are no known guaranteed situations for this, making it only a trivial show-off move versus opponents that don't tech.

Moonsault Kick

Moonsault Kick
BT K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

A goofy but fast move that only comes out in states the game designates as backturned, and in June's case, this mainly means particular moves that put her facing away, such as 4KKK and 5AAK


Moonshine Kick

Moonshine Kick
During Moonsault Kick, K+M
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

In case one extremely situational flip kick from backturned wasn't enough, here's another one. This is a complete reuse of her 236K animation, also.

Gauge Moves

Big Bang

Big Bang
June Only, 236AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 3 to flash, 17 total to hit - - - - - - Ground

Big orb super with the ability to hit sidesteppers due to its 3D shape. Does not have invincibility after the screen flash. This is a great all-purpose super that combos off of just about every string June has, can effectively whiff punish mid range well, and in general allows her to always convert into big damage off of stray hits, juggles, overheads, and lows. It does everything except function as a reversal. This super is the reason to pick June over Ele.

Shooting Star

Shooting Star
Ele Only, 236AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 3 to flash, 12 total to hit - - - - - - Ground

A super that is difficult to land. Although faster than Meteor Step, its range on the first hit is quite short, and if it hits an airborne or juggled opponent the rest of the hits scale horribly OTG. It is also possible, in certain circumstances, for some of the rings to miss the opponent if it was comboed into in this way. It is invincible, like Meteor Step, but since it cannot be comboed into reliably in a way that matters, its difficult to argue for its use in any situation other than a yolo-against a standing opponent. And even then, Meteor Step is probably better. On whiff or block, puts Ele on the ground and may prevent some characters from properly punishing her if the opponents don't know how the super works.

Meteor Step

Meteor Step
(Ele only) 214AB
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 3 to flash, 18 total to hit - - - - - - Ground

Ele's primary ground combo super. Unfortunately, unlike June, any combo string that slightly pushes the enemy off axis (such as 2KK or 2BB) will make the last hit of this string whiff, severely limiting Ele's super combo confirms. Unlike June's Big Bang, however, it does have invincibility after the flash, so if going all-in on a only-sort-of-worth-it rush super is your thing, Ele might be the better fit for you. It's also a little tricky to guard cancel for the opponent, as any hit in the combo string that is a kick cannot be parried, so it could be a potentially funny way to attempt to chip-kill someone.

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 - Ring Thrower

Plasma Field - Ring Thrower
BK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Press buttons, make rings. A custom combo state where the June/Ele player has full reign to be creative. The most important goal is to keep the enemy in a high enough state after Ring Thrower ends so that you can combo afterwards, which is quite easy for these characters to do thanks to jump rings.

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

  • (2BB or 4KK)xStartlight Shoot -- Easy auto-pilot mid/low that combos on hit and locks down on block.
  • 5AAA, (669J.AxN) -- TOD off of whiff punish/standing hit 5AAA
  • 3A, (669J.AxN) -- TOD off of whiff punish/random hit 3A

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