Plasma Sword/Saturn

From SuperCombo Wiki

Introduction

Story

Overview

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

Strengths Weaknesses
  • 236 K Drill: Saturn's Drill is one of the most annoying and potent mid-range pokes in the game, capable of crossing up standing and crouching opponents depending upon range, and is completely safe if blocked. It hurts pretty bad for a single hit special move and, if that wasn't enough, the air version has invincibility at startup. All versions are difficult to intercept, if not impossible for some characters, and it is one of the easiest to enact knowledge checks in the game.
  • Standing super confirm: Saturn has a few good confirm strings into super, allowing him to play a safe and stable game if he so chooses. Or, he can spend his meter on...
  • Doll Bomb: Doll Bomb is a powerful Plasma Field, as he can not only reap gigantic damage from it, but can also combo afterwards if he structures his Doll Bomb combo correctly. By doing this, Saturn will build back some of the meter he spent to activate Doll Bomb.
  • Incredible mid range: Even without Drill, Saturn has a powerful set of mid-range tools like 3A, 3B, 2B, 5AAA, and more.
  • 46B: Like Bilstein, Saturn is cursed with a bad 46B move that occasionally comes out when you mean to do something else. Though his is a little better due to speed and cancelability, it is still unsafe
  • 236A+B Combo Stability at Range: There are some ranges where 236A+B's last hit won't combo correctly, and this can potentially hurt Saturn hard if his opponent is aware.
  • Ground Movement: Saturn's non-hop sidestep (towards his front) is tied for the worst forward box-step cancel window in the game at 16 frames. Always try to keep track of what direction Saturn is facing and only step in the direction that gives him his hop animation.
  • Weak To Meta: Saturn's relatively poor defense and reliance on a tool that can be reacted to with certain anti-airs means he is a sitting duck for basically everyone in S-tier. Having bad matchups versus everyone at the top is generally not a good sign for stability--and the character in S-tier he does best against, Zelkin, is probably the most niche pick in the tier.
  • Unusually unsafe Plasma Field: To balance the extremely high damage and near-undroppability of Doll Bomb combos, Doll Bomb is almost twice as unsafe as every single other Plasma Field activation on block in the game.

Default VS Mirror

Move List

Vertical Normals

5A

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

The incredible hit/blockstun on this move is held back by the fact it whiffs on crouchers, even big guys like Vector are able to duck this at certain ranges. Nonetheless, this is an important poke for Saturn/Prince due to its combability and range.

5AA

5AA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 10 - - - -21 -21 - Ground

Pretty much only exists to either use in juggles/strings to 5AAA or to special cancel. Does not normally combo despite what the combo counter may tell you, but can frame trap with the end of the string.

5AAA

5AAA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - 10 - - - X +0 - Ground

5AAA's on block safety justifies wailing on this string far more than 5AA's data would convince you you should. Just don't whiff it.

2A

2A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- Low 12 - - - -1 -4 - Ground

Argubly Saturn's most important grounded tool since it is safe and has a string that combos into his super.

2AK

2AK
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- Low 12 - - - +1 -11 - Ground

Arguably Saturn's most important grounded tool and, because of Saturn's 236A+B combo, the reason Saturn is a higher tier than Prince. Few characters can punish this, and those that can have to both be ready and have labbed it. If the 2A gets stepped, the wide swinging arc of the 2AK can still hit steppers, and Saturn's forward movement tends to put him out of harm's way if someone jumps over him.

2AKA

2AKA
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- Overhead 12 - - - X +5 - Ground

A very funny, gimmicky overhead with frame advantage on block. If the opponent is familiar with this slow move, it mostly just results in Saturn getting stepped or super'd on reaction, but if they've never seen it before it is a laugh-worthy way to catch them off guard. In reality, you should only ever see this if someone messed up 2AK,236A+B.

3A

3A
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- Mid 18 - - - -1 - - Ground

A fantastic long range mid poke that can be special cancelled. Controls the air in front Saturn reasonably well and walls opponents out, but is painfully weak to step.

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

Shiden
236B
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

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