Avengers in Galactic Storm/Dr. Minerva: Difference between revisions
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<div style="overflow-x:hidden"><span style="float:left; padding-top:5px; padding-right:8px; padding-bottom:5px">{{TOClimit|3}}</span> | |||
{{Aigs Character Intro|char=Dr. Minerva|short=MI|sub=0|content= | |||
==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. Seemingly working for the Kree Empire under its current rule, she is secretly loyal to the Supreme Intelligence, joining Starforce during the events of Operation: Galactic Storm. Her knowledge of the Supreme Intelligence's plans may go deeper than even her partner, Captain Atlas, may realize... | |||
==Gameplay== | |||
Minerva is one of the four normally selectable Kree characters you can play as in Avengers in Galactic Storm. With the power to control gravitons, Dr. Minerva has superstrength and the ability to fly in any atmosphere. 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. | |||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* | *High damage and stun. Capable of many touch of stun and infinite combos off many starts. | ||
* | *Excellent normals that give her access to far-reaching and suffocating pressure sequences. | ||
*Lots of mobility options | *Lots of mobility options: a fast walkspeed, low-profile dash, wall cling, sliding sweep, psycho crusher, and drill kicks | ||
* | *Incredible short-hop pressure backed-up with cancellable lows, to make opening opponents up easy and rewarding. | ||
*Very short crouching hitbox and 2D means | *Very short crouching hitbox ,low profile dash, and sliding 2D means Minerva can low profile fireballs and pokes quite easily. | ||
|cons= | |cons= | ||
*Tied lowest health and stun in the game | *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: 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 for anti-airing. | ||
* | *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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|name =Mar-Vell Rage | |name =Mar-Vell Rage | ||
|input =236K | |input =236K | ||
|image =Mirnerva236K.png | |image =Mirnerva236K.png | ||
|caption =236K | |caption =236K | ||
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|block adv=+3 | |block adv=+3 | ||
|cancel=236C~236C, Super | |cancel=236C~236C, Super | ||
|description=First hit of 236C rekka. Plus on block. | |description=First hit of 236C rekka. Plus on block. Can cancel into Super on Hit, Block, or Whiff. | ||
}} | }} | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
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|block adv=-6 | |block adv=-6 | ||
|cancel=Super, 236C~236C~236C | |cancel=Super, 236C~236C~236C | ||
|description=Second hit of 236C rekka. | |description=Second hit of 236C rekka. Can cancel into Super on Hit, Block, or Whiff. | ||
}} | }} | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
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|block adv=-29 | |block adv=-29 | ||
|cancel=None | |cancel=None | ||
|description=Final hit of 236C rekka. Whiffs on crouching Cap, B.Knight, Minerva, and Crystal. | |description=Final hit of 236C rekka. Whiffs on crouching Cap, B.Knight, Minerva, and Crystal. | ||
}} | }} | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
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|block adv=-6 | |block adv=-6 | ||
|cancel=Super, 236D~236D~236D | |cancel=Super, 236D~236D~236D | ||
|description=Second hit of 236D rekka. | |description=Second hit of 236D rekka. Can cancel into Super on Hit, Block, or Whiff. | ||
}} | }} | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
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|block adv=-29 | |block adv=-29 | ||
|cancel=None | |cancel=None | ||
|description=Final hit of 236D rekka. Whiffs on crouching Cap, B.Knight, Minerva, and Crystal. | |description=Final hit of 236D rekka. Whiffs on crouching Cap, B.Knight, Minerva, and Crystal. Can cancel into Super on Hit, Block, or Whiff. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name = | |name =Flying Attack | ||
|input =236P | |input =236P | ||
|image = 236P_and_j.236P_and_236KK.png | |image = 236P_and_j.236P_and_236KK.png | ||
|caption = | |caption = | ||
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}} | }} | ||
{{MoveData | {{MoveData | ||
|name = | |name =Flying Attack (Air) | ||
|input =j.236P | |input =j.236P | ||
|image = 236P_and_j.236P_and_236KK.png | |image = 236P_and_j.236P_and_236KK.png | ||
|caption = | |caption = | ||
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}} | }} | ||
{{MoveData | {{MoveData | ||
|name = | |name =Flying Knee | ||
|input =623K | |input =623K | ||
|image = Minerva623K.png | |image = Minerva623K.png | ||
|caption = | |caption = | ||
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|block adv=-20 | |block adv=-20 | ||
|cancel=None | |cancel=None | ||
|description= | |description=Unsafe on block. Does good stun. Decent anti air, as you'd expect a DP to be, but it does lose to early jump attacks. Not super consistent in combos, but can be used as a ender if you're close enough to the opponent. | ||
has i-frames for the first 6 frames of startup. | |||
}} | }} | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
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|block adv=-31 | |block adv=-31 | ||
|cancel=None | |cancel=None | ||
|description= | |description=Serves the same purpose as 623C, high-stun anti air that loses to early jump attacks. Preferred in combos. | ||
has i-frames for the first 6 frames of startup. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name = | |name =Tombstone Pile Driver | ||
|input =63214B | |input =63214B | ||
|image = Minerva63214HP.png | |image = Minerva63214HP.png | ||
|caption = | |caption = | ||
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|cancel=None | |cancel=None | ||
|description=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. | |description=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. | ||
If the first hit's damage is enough to kill the opponent, the music will stop but the rest of the animation will play out before the round ends. How menacing. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name = | |name =Drill Kick | ||
|input =j.236K | |input =j.236K | ||
|image = MinervaJ.236k.png | |image = MinervaJ.236k.png | ||
|caption = | |caption = | ||
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|block adv=Varies | |block adv=Varies | ||
|cancel=None | |cancel=None | ||
|description=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). | |description=A divekick-style special, often called Drill Kick. 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). | ||
}} | }} | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
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cl.C > cl.D > j.236D | cl.C > cl.D > j.236D | ||
A combo that can be done on some characters by TKing (2369D motion) a Sky Drill. | 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 | 2A 2B j.236A xx j.236C | ||
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===General Gameplan=== | ===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=== | ===Assist Strategy=== | ||
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A video showing an Ultimus unblockable setup can be found [https://www.youtube.com/watch?v=yhBrXHbdOqM here]. | A video showing an Ultimus unblockable setup can be found [https://www.youtube.com/watch?v=yhBrXHbdOqM here]. | ||
Notation for this particular setup is: | |||
Call Ultimus, TK j.236D, jump over opponent, Ultimus exit hits unblockable, 623D | |||
====Ronan==== | ====Ronan==== | ||
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==== | ====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. | 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. | ||
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===Okizeme & Setups=== | ===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. | 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. | ||
{{Navbox-AiGS}} | {{Navbox-AiGS}} |