With the exception of Rimgal and Kappah, the remaining characters of the original Star Gladiator return for the sequel. The effects of the Plasma Field vary with each character, ranging from infinite Plasma Strikes, growing to gigantic sizes, and even stopping time. If the opposing character is hit by it, the 3D plane field will be temporarily boxed in with four invisible walls, making escape from the Plasma Field quite difficult. With the use of one level from the Plasma Gauge, the character who activates it will emit a sphere of Plasma energy around them. One new tactic introduced from within Plasma Sword is that characters were granted a unique special skill called a Plasma Field. Characters can also counter incoming attacks using a Plasma Reflect or Plasma Revenge tactic against their opponent, requiring at least half of a Plasma Gauge level. However, characters could perform special moves from within the combos themselves, akin to 2D fighting games (similar to the treatment found in the Street Fighter EX series). Like other 3D fighting games, set combos were implemented through tapping a specific sequence of buttons. Unlike the first game, fighters are able to battle on an endless 3D plane field, meaning that ring-outs were unavailable from within sight. The Plasma Combo System was discarded in favor of the Plasma Strike System, in which all characters have a Plasma Gauge (similar to the ones found in Street Fighter and Darkstalkers) and that they can store up to 3 levels of the Plasma Gauge, enabling them to pull off super moves called Plasma Strikes. Two of the buttons are attacks for a fighter's weapon while one button is used for a kick attack and the final button is used for inward and outward sidesteps as well as dashes. Much like the first game, players are given an arsenal of four usable buttons. The control system from the first Star Gladiator was reworked and rebuilt for the sequel.
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