Avengers in Galactic Storm/Dr. Minerva: Difference between revisions
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{{Aigs Character Intro|char=Dr. Minerva|short=MI|sub=0|content= | {{Aigs Character Intro|char=Dr. Minerva|short=MI|sub=0|content= | ||
==Story== | ==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. | 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== | ==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. | 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. | 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. | ||
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{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
*High damage and stun. Capable of many touch of stun and infinite combos. | *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: a fast walkspeed, low-profile dash, wall cling, sliding sweep, psycho crusher, and drill kicks | *Lots of mobility options: a fast walkspeed, low-profile dash, wall cling, sliding sweep, psycho crusher, and drill kicks | ||
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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 | *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 | *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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