Verdict Guilty/Minso: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
|||
(2 intermediate revisions by the same user not shown) | |||
Line 46: | Line 46: | ||
| guard=Mid | | guard=Mid | ||
| startup=2 | | startup=2 | ||
| active= | | active=7 | ||
| recovery= | | recovery=1 | ||
| hitstun= | | hitstun= | ||
| OnHit= | | OnHit= | ||
| OnBlock=+1 | | OnBlock=+1 | ||
| description= Stubby punch that whiffs on crouchers. Outclassed by 5C. | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=2 | |||
|active=7 | |||
|recovery=1 | |||
}} | |||
Stubby punch that whiffs on crouchers. Outclassed by 5C. | |||
}} | }} | ||
}} | }} | ||
Line 63: | Line 69: | ||
| guard=Mid | | guard=Mid | ||
| startup=3 | | startup=3 | ||
| active= | | active=7 | ||
| recovery= | | recovery=3 | ||
| OnHit= | | OnHit= | ||
| OnBlock=-1 | | OnBlock=-1 | ||
| description= Minso's main poke due to its reach and frame data. Also her only standing normal that hits crouchers. | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=3 | |||
|active=7 | |||
|recovery=3 | |||
}} | |||
Minso's main poke due to its reach and frame data. Also her only standing normal that hits crouchers. | |||
}} | }} | ||
}} | }} | ||
Line 79: | Line 91: | ||
| guard=Mid | | guard=Mid | ||
| startup=2 | | startup=2 | ||
| active= | | active=8 | ||
| recovery= | | recovery=2 | ||
| OnHit= | | OnHit= | ||
| OnBlock=-1 | | OnBlock=-1 | ||
| description= Close range anti-air that works the same as 5A, except it does slightly more damage in exchange of being minus (which doesn't matter). Works best when CS'd. | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=2 | |||
|active=8 | |||
|recovery=2 | |||
}} | |||
Close range anti-air that works the same as 5A, except it does slightly more damage in exchange of being minus (which doesn't matter). Works best when CS'd. | |||
}} | }} | ||
}} | }} | ||
Line 95: | Line 113: | ||
| guard=Mid | | guard=Mid | ||
| startup=3 | | startup=3 | ||
| active= | | active=10 | ||
| recovery= | | recovery=2 | ||
| OnHit= | | OnHit= | ||
| OnBlock=-3 | | OnBlock=-3 | ||
| description= Really good anti-air, especially when CS'd. | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=3 | |||
|active=10 | |||
|recovery=2 | |||
}} | |||
Really good anti-air, especially when CS'd. | |||
}} | }} | ||
}} | }} | ||
Line 112: | Line 136: | ||
| guard=Mid | | guard=Mid | ||
| startup=1 | | startup=1 | ||
| active= | | active=4 | ||
| recovery= | | recovery=0 | ||
| OnHit=- | | OnHit=- | ||
| OnBlock=+14 | | OnBlock=+14 | ||
| description= Only used to go into AAB. Otherwise worthless. | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=1 | |||
|active=4 | |||
|recovery=0 | |||
}} | |||
Only used to go into AAB. Otherwise worthless. | |||
}} | }} | ||
}} | }} | ||
Line 129: | Line 159: | ||
| guard=Mid | | guard=Mid | ||
| startup=1 | | startup=1 | ||
| active= | | active=13 | ||
| recovery= | | recovery=13 | ||
| OnHit=Launch | | OnHit=Launch | ||
| OnBlock=- | | OnBlock=-17 ~ -4 | ||
| description= Key move, and possibly the best attack in the entire game. Since it's completely invincible ''starting from frame 1'', Minso can liberally abuse it in neutral to force her way in (at least if the game lets her do it). While it can't iframe through projectiles, she can still CS during the move, allowing her to block low projectiles. Said invincibility also makes it incredibly safe in offense, since it's now quite literally unpunishable. The only downside of this move is that it's tied to the game's weird input system, preventing Minso from spamming this move 24/7. | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=1 | |||
|active=13 | |||
|recovery=13 | |||
}} | |||
Key move, and possibly the best attack in the entire game. Since it's completely invincible ''starting from frame 1'', Minso can liberally abuse it in neutral to force her way in (at least if the game lets her do it). While it can't iframe through projectiles, she can still CS during the move, allowing her to block low projectiles. Said invincibility also makes it incredibly safe in offense, since it's now quite literally unpunishable. The only downside of this move is that it's tied to the game's weird input system, preventing Minso from spamming this move 24/7. | |||
}} | }} | ||
}} | }} | ||
Line 146: | Line 182: | ||
| guard=Mid | | guard=Mid | ||
| startup=2 | | startup=2 | ||
| active= | | active=6 | ||
| recovery= | | recovery=0 | ||
| hitstun= | | hitstun= | ||
| OnHit= | | OnHit= | ||
| OnBlock=+8 | | OnBlock=+8 | ||
| description= Universal unexploitable plus frames. | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=2 | |||
|active=6 | |||
|recovery=0 | |||
}} | |||
Universal unexploitable plus frames. | |||
}} | }} | ||
}} | }} | ||
Line 164: | Line 206: | ||
| guard=High | | guard=High | ||
| startup=2 | | startup=2 | ||
| active= | | active=8 | ||
| recovery= | | recovery=0 | ||
| hitstun= | | hitstun= | ||
| OnHit= | | OnHit= | ||
| OnBlock=+2 | | OnBlock=+2 | ||
| description= The only proximity normal in the game that hits crouchers. It also does wonders up close since it hits overhead, and can be used in conjunction with her crouching normals in order to perform 50/50s. | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=2 | |||
|active=8 | |||
|recovery=0 | |||
}} | |||
The only proximity normal in the game that hits crouchers. It also does wonders up close since it hits overhead, and can be used in conjunction with her crouching normals in order to perform 50/50s. | |||
}} | }} | ||
}} | }} | ||
Line 183: | Line 231: | ||
| guard=Low | | guard=Low | ||
| startup=2 | | startup=2 | ||
| active= | | active=7 | ||
| recovery= | | recovery=1 | ||
| hitstun=- | | hitstun=- | ||
| OnHit= | | OnHit= | ||
| OnBlock=+1 | | OnBlock=+1 | ||
| description= Mainly used in mix-ups, forming a 50/50 with Minso's c.K. | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=2 | |||
|active=7 | |||
|recovery=1 | |||
}} | |||
Mainly used in mix-ups, forming a 50/50 with Minso's c.K. | |||
}} | }} | ||
}} | }} | ||
Line 200: | Line 254: | ||
| guard=Low | | guard=Low | ||
| startup=2 | | startup=2 | ||
| active= | | active=7 | ||
| recovery= | | recovery=1 | ||
| hitstun=- | | hitstun=- | ||
| OnHit= | | OnHit= | ||
| OnBlock=+1 | | OnBlock=+1 | ||
| description= Same as 2A, except with a different animation. Use whichever one you want | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=2 | |||
|active=7 | |||
|recovery=1 | |||
}} | |||
Same as 2A, except with a different animation. Use whichever one you want | |||
}} | }} | ||
}} | }} | ||
Line 217: | Line 277: | ||
| guard=Low | | guard=Low | ||
| startup=3 | | startup=3 | ||
| active= | | active=8 | ||
| recovery= | | recovery=3 | ||
| hitstun=- | | hitstun=- | ||
| OnHit= | | OnHit= | ||
| OnBlock=-2 | | OnBlock=-2 | ||
| description= Minso's other poke, it's also her largest normal. While it does more damage than 5B, it's also slightly more commital since 2K has more recovery. | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=3 | |||
|active=8 | |||
|recovery=3 | |||
}} | |||
Minso's other poke, it's also her largest normal. While it does more damage than 5B, it's also slightly more commital since 2K has more recovery. | |||
}} | }} | ||
}} | }} | ||
Line 235: | Line 301: | ||
| guard=High | | guard=High | ||
| startup=1 | | startup=1 | ||
| active= | | active=16 | ||
| recovery= | | recovery=0 | ||
| hitstun= | | hitstun= | ||
| OnHit= | | OnHit= | ||
| OnBlock=~ | | OnBlock=~ | ||
| description= Can be used as an IOH, but it only leads into something in the corner. Mostly strong as an air-to-air. | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=1 | |||
|active=16 | |||
|recovery=0 | |||
}} | |||
Can be used as an IOH, but it only leads into something in the corner. Mostly strong as an air-to-air. | |||
* Can be used for cross-ups | * Can be used for cross-ups | ||
}} | }} | ||
Line 253: | Line 325: | ||
| guard=High | | guard=High | ||
| startup=3 | | startup=3 | ||
| active= | | active=12 | ||
| recovery= | | recovery=3 | ||
| hitstun=- | | hitstun=- | ||
| OnHit= | | OnHit= | ||
| OnBlock=~ | | OnBlock=~ | ||
| description= While it doesn't look like it, this is Minso's jump-in. It can also be used an on IOH, but it only works at a specific distance | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=3 | |||
|active=12 | |||
|recovery=3 | |||
}} | |||
While it doesn't look like it, this is Minso's jump-in. It can also be used an on IOH, but it only works at a specific distance | |||
* Cannot be used for cross-ups | * Cannot be used for cross-ups | ||
}} | }} | ||
Line 274: | Line 352: | ||
| guard=Unblockable | | guard=Unblockable | ||
| startup=9 | | startup=9 | ||
| active= | | active=15 | ||
| recovery= | | recovery=13 | ||
| hitstun=- | | hitstun=- | ||
| OnHit=Launch | | OnHit=Launch | ||
| OnBlock= | | OnBlock= | ||
| Ammo=1 | | Ammo=1 | ||
| description= Very strong, forward-advancing anti-air despite not CSable since it covers around half the screen. Not much use outside of that. | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=9 | |||
|active=15 | |||
|recovery=13 | |||
}} | |||
Very strong, forward-advancing anti-air despite not CSable since it covers around half the screen. Not much use outside of that. | |||
}} | }} | ||
}} | }} | ||
Line 294: | Line 378: | ||
| guard=Unblockable | | guard=Unblockable | ||
| startup=17 | | startup=17 | ||
| active= | | active=15 | ||
| recovery= | | recovery=13 | ||
| hitstun=- | | hitstun=- | ||
| OnHit=Launch | | OnHit=Launch | ||
Line 301: | Line 385: | ||
| Ammo=1 | | Ammo=1 | ||
| description= | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=17 | |||
|active=15 | |||
|recovery=13 | |||
}} | |||
A godsend of a move. It allows Minso to quickly approach while also punishing projectile at the right distance. The best part is that it's entirely unblockable ''AND'' grants a knockdown, letting Minso run offense very easily. Since it's an unblockable OTG, 66A also allows Minso to bypass the game's combo limit and perform longer combos than almost everyone else. Its only downsides are its super high startup (slowest move in the game) and the fact that its locked behind ammo, so Minso can't spam it all day long (it also makes it a rather subpar BC option). One of the best moves in the entire game. | A godsend of a move. It allows Minso to quickly approach while also punishing projectile at the right distance. The best part is that it's entirely unblockable ''AND'' grants a knockdown, letting Minso run offense very easily. Since it's an unblockable OTG, 66A also allows Minso to bypass the game's combo limit and perform longer combos than almost everyone else. Its only downsides are its super high startup (slowest move in the game) and the fact that its locked behind ammo, so Minso can't spam it all day long (it also makes it a rather subpar BC option). One of the best moves in the entire game. | ||
* Can be cancelled into Charlie on hit | * Can be cancelled into Charlie on hit | ||
Line 322: | Line 411: | ||
| OnBlock= | | OnBlock= | ||
| description= | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=10 | |||
|isProjectile=true | |||
|recovery=2 | |||
}} | |||
Minso calls her dog (Charlie), who will then run at very high speed through the screen. | Minso calls her dog (Charlie), who will then run at very high speed through the screen. | ||
Line 340: | Line 434: | ||
| damage=220 | | damage=220 | ||
| guard=High | | guard=High | ||
| startup= | | startup=5 | ||
| active= | | active=15 | ||
| recovery= | | recovery=4 | ||
| hitstun=- | | hitstun=- | ||
| OnHit=Launch | | OnHit=Launch | ||
| OnBlock=~ | | OnBlock=~ | ||
| description= Basically a powered-up j.K. Used similarly to j.K, except instead of being used as an IOH it knocks the opponent down on hit | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=5 | |||
|active=15 | |||
|recovery=4 | |||
}} | |||
Basically a powered-up j.K. Used similarly to j.K, except instead of being used as an IOH it knocks the opponent down on hit | |||
* Can hit cross-up, but it's very janky | * Can hit cross-up, but it's very janky | ||
* Can't be used by player 2 if they're using a controller | * Can't be used by player 2 if they're using a controller | ||
Line 363: | Line 463: | ||
| guard=- | | guard=- | ||
| startup=2 | | startup=2 | ||
| active= | | active=13 | ||
| recovery= | | recovery=0 | ||
| OnHit=Launch | | OnHit=Launch | ||
| OnBlock= | | OnBlock= | ||
| description= | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=2 | |||
|active=13 | |||
|recovery=0 | |||
}} | |||
Standard Cop throw that is buffed by the fact that it's on Minso. If she somehow lands it, she's dealing at least 50% damage and puts you in her signature okizeme. Applies handcuffs on hit | Standard Cop throw that is buffed by the fact that it's on Minso. If she somehow lands it, she's dealing at least 50% damage and puts you in her signature okizeme. Applies handcuffs on hit | ||
Line 429: | Line 534: | ||
* '''(Charlie comes out), {empty hop 5B}/{walk c.K} > (Charlie hits) > AAB > 66A > Charlie''' (560/580 damage) | * '''(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 | :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 | ||
* '''j.P > AAB > AAB, 2K > AAB > 66A > Charlie''' (960 damage) | |||
:Jump-in combo, if you feel like jumping for whatever reason. The first AAB must be buffered while jumping. | |||
* '''Throw, walk c.K, [microwalk c.K]*4 > AAB > 66A, Charlie''' (1040 damage) | * '''Throw, walk c.K, [microwalk c.K]*4 > AAB > 66A, Charlie''' (1040 damage) |
Latest revision as of 03:46, 11 March 2024
Minso | |
---|---|
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 |
---|---|
|
|
Move List
Normal Attacks
5A
|
---|
5B
|
---|
5C
|
---|
5D
|
---|
AA
|
---|
AAB
|
---|
c.P
|
---|
c.K
|
---|
2A
|
---|
2C
|
---|
2K
|
---|
j.P
|
---|
j.K
|
---|
Special Attacks
Taser High
Keyboard: 66C Pad: 236C |
---|
Taser Low
Keyboard: 66A Pad: 236A |
---|
Charlie
]A[ |
---|
Panty Shot
j.]D[ |
---|
Universal Moves
Grab
|
---|
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
- j.P > AAB > AAB, 2K > AAB > 66A > Charlie (960 damage)
- Jump-in combo, if you feel like jumping for whatever reason. The first AAB must be buffered while jumping.
- 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.