Avengers in Galactic Storm/Dr. Minerva: Difference between revisions
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*Tied lowest health and stun in the game. Easily gets blown up by characters like Captain America and Supremor if she makes a mistake. | *Tied lowest health and stun in the game. Easily gets blown up by characters like Captain America and Supremor if she makes a mistake. | ||
*No projectile without an assist, so approaching zoners can be very tough for her. | *No projectile without an assist, so approaching zoners can be very tough for her. This means Minerva has to choose between a projectile assist for pressure or a punish assist for more consistent KO potential. | ||
*Weak anti-airing potential. Her DP often trades with or loses to jump ins and only her 5D and 2B are viable | *Weak anti-airing potential. Her DP often trades with or loses to jump ins and only her 5D and 2B are viable for anti-airing. | ||
*Limited okizeme. Compounded by her lack of a fireball, it can be hard for Minerva to set up okizeme that | *Limited okizeme. Compounded by her lack of a fireball, it can be hard for Minerva to set up okizeme that is ULTIMATE ATTACK or assist-safe | ||
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Revision as of 11:47, 22 September 2023
Contents
Story
A Kree Bio-Scientist, Minn-Erva was obsessed with the genetic stagnation of the Kree, tirelessly working to find a way to solve it. Ostensibly, she worked for the Kree Empire under its current rule. In reality, however, she is fiercely loyal to the Supreme Intelligence, joining Starforce during the events of Operation: Galactic Storm. Her knowledge of his plans may go deeper than even her partner, Captain Atlas may realize, however...
Gameplay
Minerva is one of the four normally selectable Kree characters you can play as in Avengers in Galactic Storm. Somewhat of a glass cannon, she trades low health and stun for some of the highest damage potential in the game. Having a wide range of cancels and links, she can easily confirm into a stun combo to win the round. Minerva also boasts some of the best mobility in the game, from unique options like her wall cling, psycho crusher, and drill kicks, to her fast walk speed and extremely fast low-profile dash. She's also the only character with multiple cancellable crouching normals giving her great pressure when combined with short-hops.
Though Minerva struggles when at a life deficit, she can easily turn the tide of the match when given the oppurtunity. She can seem like a bit of a strange character at first glance, but she's pretty simple at her core and can prove to be very effective taking advantage of her great buttons and mobility. If you love frame-traps, pressure, and literally explosive hitgrabs, Minerva is the character for you.
Strengths | Weaknesses |
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Moveset
Normal Moves
Standing Normals
5A
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cl.A
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5B
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cl.B
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cl.C
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5C
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5D
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cl.D
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Crouching Normals
2A
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2B
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2C
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2D
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Aerial Normals
j.A
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j.B
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j.C
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j.D
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Special Moves
Mar-Vell Rage
236K |
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Flying Attack
236P |
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Flying Attack (Air)
j.236P |
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Flying Knee
623K |
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Tombstone Pile Driver
63214B |
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Drill Kick
j.236K |
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ULTIMATE ATTACK
236KK
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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.
2A > 2A > 5B: Slightly tight, but leads into 5B, which could potentially start a touch of death.
cl.C > cl.A microwalk cl.C > cl.D: Starter off of Minerva's lesser used cl.C cl.A chain.
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. Works most consistently on Crystal/Minerva. Also possible on a couple others like Cap, but requires a very precisely TK'd drill.
2A 2B j.236A xx j.236C
Touch of stun on Shatterax and Korath. The timing for the TK surge is tricky. Also works on Crystal and Minerva, but the surge will stun the opponent, not the drill kick.
2A 2B(1) xx Sentry j.236B xx j.236D
Fun touch of stun on Supremor. Only works midscreen or if you're cornered.
Strategy
General Gameplan
Mobility
Minerva has some of the best mobility in the game. Her walkspeed is very fast, so she can move on the ground quite easily.
Minerva's forward dash has low profile for a short duration, it's possible to go under fireballs with it. The timing can be pretty tight, but her forward dash being crouch/jump cancellable on any frame makes it a fairly low commitment option.
2D is also a good choice for low profile, but beware that it is rather unsafe on block. It's a very important normal for dealing with fireball zoning.
Learning to short hop with Minerva is definitely worth it, as she doesn't have a grounded overhead. short hop j.A and j.D are good choices for quick overheads.
Minerva's walljump is done by pressing 4 while in the air next to a wall, which makes her cling onto it. You jump off by pressing 6, any button, or she'll automatically jump off after a while if you don't do anything. The main use for the walljump is for escaping the corner. If you see an opening, often a grab attempt, jump onto the wall and jump off. Maybe do a j.236A if you really want to make some distance.
Beware that this won't always work out, the opening might not be big enough for you to safely escape or you might get read. Don't attempt it too recklessly.
Another use for the walljump, mainly against Shatterax, is using it to go over projectiles. If an opponent calls Ultimus from fullscreen for example, if you have time you can cling to the wall and stay over the projectiles to avoid chip damage. The jump off may also give space to approach. Of course, this also comes with risk, Shatterax does have options like his psycho crusher to punish you.
Assist Strategy
Ultimus
Can't go wrong with Ultimus. Solid defensive assist, and Ultimus' projectiles can help you deal with zoning. On some characters, it's possible to convert off of a defensive Ultimus into an unblockable by jumping over them. They can get hit by Ultimus' leaving hitbox which is unblockable, then you can juggle a knee which is sometimes unblockable. Most consistent on slow wakeup and tall characters such as Supremor.
A video showing an Ultimus unblockable setup can be found here.
Notation for this particular setup is:
Call Ultimus, TK j.236D, jump over opponent, Ultimus exit hits unblockable, 623D
Ronan
Ronan is a good defensive assist due to its speed and (mostly) reliable homing. He also does a lot of stun on hit, so it's possible to get some cheap stuns with him.
Sentry
Probably Minerva's best assist pick. Sentry's fast, goes fullscreen, and launches the opponent. However, the best thing about Sentry is the followup juggle you can get. Minerva can pretty reliably get a 236B or j.236B, and sometimes the j.236B can be cancelled into j.236D to add to the juggle. This juggle does about 30% on all characters and builds some meter back, so landing Sentry is very rewarding.
Att-Lass
Definitely a threatening assist, as it instantly stuns the opponent, but is probably the worst assist defense-wise. Keep in mind when you play with Att-Lass you may not hit the opponent too often. If you can combo into it or catch the opponent overextending, though, Att-Lass can definitely be worth it.
Okizeme & Setups
Minerva generally doesn't get a lot from okizeme due to her weak mixups, but continuing pressure after the knockdown can be good. If you want to mix your opponent, your best bet might be a 2A/short hop j.A high/low mixup, but it is possible to react to the overhead. If you're not going for a mixup, cl.C cl.D is a good meaty. Going for a throw isn't really worth it unless you're absolutely sure it'll work. Minerva doesn't really have throw setups, and her throw is one of the weaker ones in the game, not doing much damage and not letting you apply pressure afterwards.
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