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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|cancel=None | |cancel=None | ||
|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. | |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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|cancel=None | |cancel=None | ||
|description=Serves the same purpose as 623C, high-stun anti air that loses to early jump attacks. Preferred in combos. | |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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}} | }} | ||
{{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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===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}} |