Avengers in Galactic Storm/Dr. Minerva: Difference between revisions

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A combo that can be done on some characters by TKing (2369D motion) a Sky Drill. Touch of stun on Crystal and Minerva.
A combo that can be done on some characters by TKing (2369D motion) a Sky Drill. Touch of stun on Crystal and Minerva.
2A 2B j.236A xx j.236C
Touch of stun on Shatterax and Korath. The timing for the TK surge is tricky.


==Strategy==
==Strategy==

Revision as of 19:11, 7 April 2022


Strengths Weaknesses
  • Extremely high damage and stun, capable of many touch of stuns, infinites, etc. that can potentially kill the opponent in one touch
  • Lots of mobility options with fast walkspeed, a slide, a wall jump, and drill kicks
  • The only character in the game with cancellable crouching normals (and good ones at that)
  • Tied lowest health in the game
  • No fireball, can't apply pressure from fullscreen without getting close

Moveset

Normal Moves

Standing Normals

5A
MinervaSt.LP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

A solid jab. Like most jabs in this game, you can do a 1 button infinite (or touch of stun) with it.

cl.5A
MinervaCL.LP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

A good close jab, can link into far jab which leads to a jab infinite.

5B
St.HP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

Heavy normal with alright range. Strong button due to its great combo-friendliness (+17 on hit, cancellable). Can be used as a poke, and a strong combo extender used in many of Minerva’s touch of death combos.

cl.5B
MinervaCL.HP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

A decent damage punch. While not a bad normal, combos off of it are a lot more limited and less lenient than her other close normals, so it’s generally better to use cl.C or cl.D when you’re close to the opponent.

cl.5C
MinervaCL.LK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

Quick kick that can chain into cl.A and cl.D. Amazing close normal, you can use the cl.C > cl.D chain to start touch of deaths.

5C
MinervaJ.LK and st.lk.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

Chains into 5D.

5D
J.HK and st.HK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

Minerva’s farthest reaching normal. Knocks down on hit. Can be used as a longer-range poke but whiffs on some crouchers.

cl.5D
MinervaCL.HK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

Minerva’s strongest close normal along with cl.C. Very plus on hit and often your starter for many TODs. Mostly done when chained from cl.C.

Crouching Normals

2A
Minerva2LP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

Great button to use in neutral, one of Minerva’s strongest normals. Allows you to confirm off of stray hits into high damage. Chains into 2B.

2B
Minerva2HP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

A 2-hit move. The second hit launches. Its usefulness depends on which character you're fighting, as the hitbox is either totally unreliable (VS. Cap) or very consistent (VS. Korath).

2C
Minerva2K.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

Similar use to 2A. More range, but slightly slower. Most of the time, you can link 2 together, but this isn’t possible VS. some characters.

2D
Minerva2K.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

A slide that can go under fireballs. Also seems to expand Minerva’s pushbox widely, as she can’t be hit by moves like Cap’s tackle while using it.

Aerial Normals

j.A
MinervaJ.LP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

Description Goes Here

j.B
MinervaJ.LP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

Description Goes Here

j.C
MinervaJ.LK and st.lk.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

Description Goes Here

j.D
J.HK and st.HK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

Description Goes Here

Special Moves

Mirnerva236K.png
236K
236K
Minerva236K236K.png
236K~236K
236K~236K
Minerva236K236K236K.png
236K~236K~236K
236K~236K~236K
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
236C - - - - - - - -

Description Goes Here

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
236C~236C - - - - - - - -

Description Goes Here

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
236C~236C~236C - - - - - - - -

Whiffs on crouching Cap, B.Knight, Minerva, and Crystal.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
236D - - - - - - - -

Description Goes Here

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
236D~236D - - - - - - - -

Description Goes Here

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
236D~236D~236D - - - - - - - -

Whiffs on crouching Cap, B.Knight, Minerva, and Crystal.

236P and j.236P and 236KK.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
236A - - - - - - - -

Faster than the heavy version, but unsafe on hit and can't cancel into hitgrab for more safety/damage. Can sometimes be used as a Sentry juggle followup.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
236B - - - - - - - -

The great thing about this move is that it can be cancelled into 63214B on hit or block. This makes it a very high damage combo ender. Keep in mind that it’s still unsafe on block, though, and that 236B xx 63214B isn’t a true blockstring. Still, if this does get blocked, it’s probably better to cancel it anyways in case they mess up the punish.

236P and j.236P and 236KK.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
j.236A - - - - - - - -

Can be cancelled into j.236C on hit or block. This move can potentially be used to escape the corner, but it is a risky maneuver.

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
j.236B - - - - - - - -

Can be cancelled into j.236D on hit or block. Very risky, but if you manage to get j.236B xx j.236D, it'll instantly stun everyone except Supremor.

Minerva623K.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
623C - - - - - - - -

Description Goes Here

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
623D - - - - - - - -

Description Goes Here

Minerva63214HP.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

A hitgrab. Can be blocked. This is usually mostly used after a Mar-Vell Surge. One potential benefit of this move is that it doesn’t build any meter for the opponent, so it could be used as a combo ender if you don’t want your opponent to get the meter for an assist.

Sky Drill
j.236K
MinervaJ.236k.png
Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
j.236C - - - - - - - -

A divekick-style special. You can TK (2369C) this move to build meter very fast. This move’s frame advantage on hit/block depends heavily on your spacing, height, distance, etc., but it’s usually safe enough. Can be used as a mobility tool. Hits up to 3 times, but often lands before the third hit (This actually makes it safer, though).

Version Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
j.236D - - - - - - - -

A 3 hit drill kick. Does more damage/stun than the light version, but generally a lot more unsafe. Be cautious when using this, as you can potentially be punished very heavily if it’s blocked.

ULTIMATE ATTACK

236KK
236P and j.236P and 236KK.png
Damage Guard Startup Active Recovery Hit Adv Block Adv Cancel
- - - - - - - -

Consumes Both Super Gauges




Combos

Infinites

5A microwalk 5A microwalk 5A...

Jab infinite.

5B microwalk 5B microwalk 5B…

Another one-button infinite.

cl.C microwalk cl.c microwalk cl.c…

Another one button-infinite.

Combo Starters

2A > 2A: solid, consistent combo starter. You can do 3 2As vs. some opponents when close.

2C > 2C: another good low starter, but doesn’t work on everyone (mainly drops on Shatterax).

cl.C > cl.D: high damage combo starter that leads into almost anything.

BNB Combos

2A > 2A xx 236B xx 63214B

2C > 2C xx 236B xx 63214B

High damage confirm, can do up to 40% on many characters.

2A > 2A xx 236D~236D~236D

2C > 2C xx 236D~236D~236D

Doesn’t do as much damage as a Mar-Vell Surge ender, but does significantly more stun. Keep in mind that this doesn’t work on crouching B.Knight, Cap, Minerva, and Crystal.

2A > 2A > 2A xx 236D~236D~236D

Touch of stun on some characters.

cl.C > cl.D > 5B xx 236D~236D~236D

Universal touch of stun combo.

Other Combos

j.236B xx j.236D

Touch of stun on all characters except Supremor. Won’t work at lower heights.

cl.C > cl.D > j.236D

A combo that can be done on some characters by TKing (2369D motion) a Sky Drill. Touch of stun on Crystal and Minerva.

2A 2B j.236A xx j.236C

Touch of stun on Shatterax and Korath. The timing for the TK surge is tricky.

Strategy

General Gameplan

Assist Strategy

Ultimus, Sentry, and Att-Lass are all solid picks. Sentry is probably the most useful defense-wise, Ultimus can help you deal with projectile zoning, and Att-Lass can stun the opponent to start a TOD.

Due to how fast Sentry is (particularly if you're cornered), he's ideal if you need a quick way to get out of bad situations, an especially important tool for a low-health character. Minerva's juggles aren't the best, so it can be tricky to get a good followup on hit; but sometimes, Mar-Vell Surge will work okay if you can react to Sentry wallbouncing the opponent.

Att-Lass' ability to instantly stun the opponent can potentially win you the round. The tradeoff is his slow startup hindering his ability to be used as a defensive tool. Because of Minerva's great frame advantage, there are many ways of comboing into Att-Lass, like the combo example below.

cl.C, cl.D xx Assist, 5B (Assist Hits)

Ultimus is good if you want to be able to dissuade projectile zoning, set up unblockables, or pressure the opponent from a safe distance. You could call in Ultimus fullscreen and approach, but keep in mind that if Ultimus goes offscreen, he'll stop shooting projectiles. For unblockables, you can call in Ultimus then jump over the opponent. It won't do much damage overall, but it's useful for closing out rounds and gives good okizeme afterwards. You can also call in Ultimus while the opponent's cornered to try doing some high/low pressure using short hops and 2A.

Ronan is probably not recommended, but if you want to use him, he does have a few decent things to take advantage of. For example, 2A 2B xx Ronan can stun a lot of characters provided that the launcher gets both hits.

Okizeme & Setups

Matchups

Captain America

Black Knight

Thunderstrike

Crystal

Dr. Minerva

Shatterax

Korath

Supremor

General
Controls
HUD
System
Assist Strategy
FAQ
Characters
Captain America
Black Knight
Thunderstrike
Crystal
Dr. Minerva
Shatterax
Korath
Supremor
Galen Kor