Plasma Sword/Rai-On

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Introduction

Story

Overview

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

Strengths Weaknesses
  • Easy Blockstring Infinite: Rai-On can quite easily press 5A, followed by a dash forward into another single 5A, over and over until either the player drops the infinite or the opponent burns some meter to use Plasma Revenge to escape the pressure. It doesn't work on hit, but on block 5A leaves Rai-On so plus that it will always be his turn after it, thus also allowing for setups.
  • Blanka Ball: Rai-On's unique 236 special is a 3-way Blanka Ball that despite not hitting horizontally, if used right, makes a great combo ender, punish tool, and makes it difficult to punish Rai-On for using it with how fast it is.
  • Anti-air confirms: Rai-On is a character blessed with fairly stable anti-air and air-to-air confirms, thanks largely to his 5A and j.9A strings.
  • Fantastic Air Game: Rai-On is not only able to instant air dash, but he can also double jump and utilize Akuma-esque divekicks that gives him a ton of room for fighting in the air and keeping his momentum.
  • Shout Lockdown: Rai-On's Shout is a short range projectile with a difficult to deal with hitbox, and it is so plus on block that the opponent is often forced to block Rai-On's attacks even at tip range afterwards.
  • High Damage Crouch Grab: Rai-On has a launcher off of his crouch grab that he can easily convert into big damage.
  • Strong mid/low: Rai-On might do no damage, but this can be mitigated somewhat by the fact that 4K links into 2KK, and since 2KK combos into super, both are effectively a coin flip away from keeping Rai-On in the match.
  • Cat Crouch: Rai-On has a smaller than normal crouching hitbox, making moves whiff on him that would not whiff on other characters. Most notably, he and Byakko are the only characters completely immune to each other's blockstring infinites.
  • Weak utility supers: Rai-On's 236AB is only good for combo-ing into, or using as an edge-case anti-air, because it's otherwise easy to punish in neutral and not difficult to react to. Meanwhile, his 214AB Unblockable is easily telegraphed and, outside of some whiff punish situations, will cause him to eat a full combo if used predictably.
  • Blanka Ball is unsafe on hit: Rai-On's Blanka Ball—depending upon the opponent, the meter the opponent has, and their character—can be punished on hit. While this is a fairly advanced knowledge check for an opponent to perform, it is nonetheless a big reason Rai-On sits outside the top tier, even with his powerful tools. Without Blanka Ball, Rai-On lacks a meterless combo ender, and his potency in neutral tends to go down dramatically.
  • Low Damage: Rai-On has the frames of a busted character, but he does not have the damage. Outside of a few random moves, such as Shout or his low grab, Rai-On generally struggles to hurt anyone meaningfully, and has to guess right far more often than most everyone else in the game.
  • Low Health: Both of the cats take more damage than the rest of the cast.

Default VS Mirror

Move List

Vertical Normals

5A

5A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 8 - - - +4 +20 - Ground

Here it is, the reason Rai-On is in the meta. Relatively unimpressive on hit, but on block it is -technically- a blockstring infinite, with several asterisks. As long as the enemy has 50% meter they can parry, Rai-On has to walk to keep the pressure up, and this move whiffs crouchers depending upon the character/distance. It is both your most important tool and a potential crutch that can accidentally make your gameplay linear when used poorly. If you have the life lead and the opponent doesn't have 50% meter, if they are a character that cannot duck this move, the moment you make them block it, you win the round. It is also special cancelable, for some reason.

5AA

5AA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 8 - - - +4 +17 - Ground

Similar in almost every way to 5A, except it has less block stun and pushes out a bit further. Special cancelable.

5AAA

5AAA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 8 - - - +12 +12 - Ground

Plus enough on hit to link off of, which might seem massive until you realize how far away this pushes out on both block and hit. It also scales all followup combos pretty badly, so while the combo video potential off this is massive, it's generally best to just go for reset/super here.

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

2B

2B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - i11 - - - +9 +8 - Ground

2Bs tend to be important for most of the cast in Plasma Sword, and Rai-On's is no exception. Decent range, fast speed, low cat crouch... all of this combined makes for a frustrating poke that, while it may not do much damage or score you big combo extensions, nonetheless shuts down many approach options and allows you to check your opponents easily safely. Like with most things Rai-On, the frame data sees unfair until you see his damage.

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

Sound of Thunder Thrust

Sound of Thunder Thrust
214K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - +25 +25 - Ground

Rai-On shouts at you. Green energy comes out. And if you block it or get hit by it, you are locked in place for several frames. Both situations push the opponent out, and hit pushes them out particularly far, limiting your follow-ups, usually, to just slide.

Shiden: Kai
214B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Byakko Hou
64K
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

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

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