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Line 589: |
Line 589: |
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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. |
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| | 2A 2B j.236A xx j.236C |
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| | Touch of stun on Shatterax and Korath. The timing for the TK surge is tricky. |
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| ==Strategy== | | ==Strategy== |
Strengths |
Weaknesses
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- 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)
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- Tied lowest health in the game
- No fireball, can't apply pressure from fullscreen without getting close
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Moveset
Normal Moves
Standing Normals
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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A solid jab. Like most jabs in this game, you can do a 1 button infinite (or touch of stun) with it.
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cl.5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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A good close jab, can link into far jab which leads to a jab infinite.
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5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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cl.5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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cl.5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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5D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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Minerva’s farthest reaching normal. Knocks down on hit. Can be used as a longer-range poke but whiffs on some crouchers.
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cl.5D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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Crouching Normals
2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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).
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2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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2D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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Aerial Normals
j.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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j.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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j.C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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j.D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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Special Moves
236K 236K 236K~236K 236K~236K 236K~236K~236K 236K~236K~236K
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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236C
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-
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-
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-
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-
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-
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-
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-
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-
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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236C~236C
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-
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-
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-
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-
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-
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-
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-
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-
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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236C~236C~236C
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-
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-
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-
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-
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-
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-
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-
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Whiffs on crouching Cap, B.Knight, Minerva, and Crystal.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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236D
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-
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-
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-
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-
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-
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-
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-
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-
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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236D~236D
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-
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-
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-
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-
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-
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-
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-
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-
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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236D~236D~236D
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-
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-
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-
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-
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-
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-
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-
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-
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Whiffs on crouching Cap, B.Knight, Minerva, and Crystal.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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236A
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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236B
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-
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-
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-
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-
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-
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-
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-
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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.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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j.236A
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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j.236B
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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623C
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-
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-
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-
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-
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-
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-
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-
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-
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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623D
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-
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-
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-
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-
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-
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-
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-
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-
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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j.236C
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-
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-
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-
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-
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-
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-
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-
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-
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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).
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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j.236D
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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ULTIMATE ATTACK
236KK
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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Consumes Both Super Gauges
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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