Plasma Sword/Kaede

From SuperCombo Wiki

Introduction

Story

Overview

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

Strengths Weaknesses
  • Great mid-range pokes: Kaede's mid-range pokes are a nightmare to get in on, allowing her to check both step, forward movement, and jump with just a handful of moves.
  • True Reversal Super: Kaede's Concealed Technique: Flame Dragon Summon super has invincibility and puts her in the air during recovery, where she's allowed actions as she falls down. If the opponent is unaware of this or doesn't have Plasma Field/another decent AA option to punish it, Kaede can be quite annoying for many characters to punish after it is blocked.
  • Gimmicky Plasma Field: While able to do pretty good damage, Kaede's Plasma Field is reliant on the player able to consistently hit the opponent in a game of Whack-A-Mole, which gets increasingly faster.
  • Juggles Required For Supers: Kaede's super conversions are best after j.K, and in order to consistently combo into this, she has to rely on landing Fourth Technique: Paired Shadow Gods, a gimmicky overhead that only combos from specific moves and leaves her wide open on whiff. In other words, Kaede's most consistent starters are gimmicky at best and wildly committal at worst.

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

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

First Technique: Shadow Stich
236A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

A strange, slow, invisible projectile that locks the opponent briefly in place if it hits. It has some height to it, meaning it can catch people in the air depending upon how high they are, but it will not hit stepping opponents. Great to throw out on oki and in long range situations, but it does not go full screen. If it hits close enough for you to pressure, you can technically force a 2KK/Paired Shadow Gods mixup.

Second Technique: Smashing Light Ring
236B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Despite what it looks like, this move does not have invincibility nor is it particularly good at anti-airing. It is, however, fast, and works well as a combo/juggle ender, and shuts down step when the opponent is near.

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

This is arguably the reason to play Kaede. A fast, long range all-in overhead that leads to a full, high damage juggle. It is technically block-reactable but that requires a certain familiarity from your opponent, and it becomes even harder to deal with once mixing it in places that also have low string filler.

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