Verdict Guilty/Minso: Difference between revisions
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== Introduction == | == Introduction == | ||
Minso is a Cop character with | Minso is a Cop character who has basically everything going for her. While her defense is somewhat below average, she easily compensates with her incredible neutral and oppressive offense. Ironically, the only thing that prevents Minso from breaking the game apart is the game itself, which prevents her from spamming her best move 24/7. | ||
{{ProConTable | {{ProConTable | ||
|intro= [[Image:Minso.png|40px]] '''Minso''' is an offensive powerhouse with the most oppressive okizeme in the game. | |intro= [[Image:Minso.png|40px]] '''Minso''' is an offensive powerhouse with the most oppressive okizeme in the game. | ||
|pros= | |pros= | ||
* ''' | * '''Ignorant Neutral:''' Minso's kick normals are very long, making them great hitconfirmable pokes. On top of that, she can always throw out a 66A or AAB in midrange, in case she ever gets close | ||
* '''Outstanding Okizeme:''' Minso's okizeme is one of the best in the game, at least because it's BC-safe. It also loops into itself on hit | * '''Outstanding Okizeme:''' Minso's okizeme is one of the best in the game, at least because it's BC-safe. It also loops into itself on hit | ||
* '''Great Mix:''' Minso's c.K coupled with her crouching normals makes for a very deadly 50/50 at close range; even more so during okizeme | * '''Great Mix:''' Minso's c.K coupled with her crouching normals makes for a very deadly 50/50 at close range; even more so during okizeme | ||
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* '''Needs the Knockdown:''' Minso is at her strongest when she's next to her opponent during okizeme. While her pokes are great, overreliance on them can very easily make her lose the round | * '''Needs the Knockdown:''' Minso is at her strongest when she's next to her opponent during okizeme. While her pokes are great, overreliance on them can very easily make her lose the round | ||
* '''Below-average Defense:''' Minso's main BC options are either slow (AAB) or unorthodox (Charlie), thus limiting the options she can block punish <!-- Probably a non-con, needs further testing --> | * '''Below-average Defense:''' Minso's main BC options are either slow (AAB) or unorthodox (Charlie), thus limiting the options she can block punish <!-- Probably a non-con, needs further testing --> | ||
* ''' | * '''Input System:''' Due to how inputs are registered in VG, Minso isn't allowed to spam AAB 24/7, and thus has to play the video game once in a while | ||
}} | }} | ||
Revision as of 10:45, 5 May 2023
Minso | |
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Ammo Capacity | 3 |
Reload Time | 53 frames |
Throw | Handcuffs |
Playstyle | Rushdown Setplay |
Preferred Range | Close |
Introduction
Minso is a Cop character who has basically everything going for her. While her defense is somewhat below average, she easily compensates with her incredible neutral and oppressive offense. Ironically, the only thing that prevents Minso from breaking the game apart is the game itself, which prevents her from spamming her best move 24/7.
Minso is an offensive powerhouse with the most oppressive okizeme in the game. |
Strengths | Weaknesses |
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Move List
Normal Attacks
5A
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5B
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5C
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5D
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AA
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AAB
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c.P
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c.K
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2A
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2C
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2K
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j.P
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j.K
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Special Attacks
Taser High
Keyboard: 66C Pad: 236C |
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Taser Low
Keyboard: 66A Pad: 236A |
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Charlie
]A[ |
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Panty Shot
j.]D[ |
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Universal Moves
Grab
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Strategy
General Gameplan
- Placeholder
Neutral
- Placeholder
Defense
- Placeholder
Offense/Okizeme
- Placeholder
Matchups
Gun
- Placeholder
Gyeong
- Placeholder
Hyuk
- Placeholder
Jae
- Placeholder
Minso (mirror)
- Placeholder
Reese
- Placeholder
Si'u
- Placeholder
Yohan
- Placeholder
Combos
Midscreen
- 5B > AAB > 66A > Charlie (460 damage)
- Poke combo that leads into Charlie oki. Does decent damage for a poke confirm
- 2C/c.K, 2C/c.K > AAB > 66A > Charlie (720/800 damage)
- Close range combo. Usually done after BCing with AA. Leads into Charlie oki
- (Charlie comes out), {empty hop 5B}/{walk c.K} > (Charlie hits) > AAB > 66A > Charlie (560/580 damage)
- Combo for when Charlie is used in neutral. c.K is the ideal followup (especially at close range), but jumping is easier to land (and better if a projectile is on the screen). Leads into Charlie oki
- Throw, walk c.K, [microwalk c.K]*4 > AAB > 66A, Charlie (1040 damage)
- Max damage combo, and a ToD if HP was set on 1000. Easier to land than most throw combos. While it's possible to sneak in a 6th c.K, the opponent can easily stand up and get hit by AA, thus ruining the combo.
Corner
- 2K, microwalk 5B > AAB > 66A > Charlie (540 damage)
- Corner BnB. Also leads into Charlie oki.
- Charlie, c.K > 66A > Charlie (420 damage)
- Charlie hit conversion. Leads to less damage than midscreen due to this game's combo rules in the corner, but it still leads to Charlie oki.
Anti-Air
- 5C/5D > AAB > 66A > Charlie (480 damage)
- Anti-air combo. Leads into Charlie oki.
- 5C > Throw
- Throw confirm.