Verdict Guilty/Minso: Difference between revisions
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| '''Ammo Capacity''' || 3 | | '''Ammo Capacity''' || 3 | ||
|- | |- | ||
| '''Reload Time''' || | | '''Reload Time''' || 53 frames | ||
|- | |- | ||
| '''Throw''' || Handcuffs | | '''Throw''' || Handcuffs | ||
|- | |- | ||
| '''Playstyle''' || Rushdown<br>Setplay | | '''Playstyle''' || Rushdown<br>Setplay | ||
|- | |||
| '''Preferred Range''' || Close | |||
|- | |- | ||
|} | |} | ||
== Introduction == | == Introduction == | ||
Minso is a Cop character with | 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. | ||
{{ProConTable | {{ProConTable | ||
|intro= [[Image:Minso.png|40px]] '''Minso''' is an offensive powerhouse with the most oppressive okizeme in the game. | |||
|pros= | |pros= | ||
* ''' | * '''Ignorant Neutral:''' Minso's kick normals are very long, making them great hitconfirmable pokes. On top of that, she can always throw out a 66A or AAB in midrange, in case she ever gets close | ||
* '''Outstanding Okizeme:''' Minso's okizeme is one of the best in the game, at least because it's BC-safe. It also loops into itself on hit | * '''Outstanding Okizeme:''' Minso's okizeme is one of the best in the game, at least because it's BC-safe. It also loops into itself on hit | ||
* '''Great Mix:''' Minso's c. | * '''Great Mix:''' Minso's c.K coupled with her crouching normals makes for a very deadly 50/50 at close range; even more so during okizeme | ||
* '''Charlie:''' Minso's dog, Charlie, is the most versatile move in the game. His unrivaled utility allows Minso to get very creative with how she uses | * '''Charlie:''' Minso's dog, Charlie, is the most versatile move in the game. His unrivaled utility allows Minso to get very creative with how she uses him | ||
|cons= | |cons= | ||
* '''Needs the Knockdown:''' Minso is at her strongest when she's next to her opponent during okizeme. While her pokes are great, overreliance on them can very easily make her lose the round | * '''Needs the Knockdown:''' Minso is at her strongest when she's next to her opponent during okizeme. While her pokes are great, overreliance on them can very easily make her lose the round | ||
* '''Below-average Defense:''' Minso's main BC options are either slow (AAB) or unorthodox (Charlie), thus limiting the options she can block punish <!-- Probably a non-con, needs further testing --> | * '''Below-average Defense:''' Minso's main BC options are either slow (AAB) or unorthodox (Charlie), thus limiting the options she can block punish <!-- Probably a non-con, needs further testing --> | ||
* ''' | * '''Input System:''' Due to how inputs are registered in VG, Minso isn't allowed to spam AAB 24/7, and thus has to play the video game once in a while | ||
}} | }} | ||
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=== Normal Attacks === | === Normal Attacks === | ||
{{MoveData | {{MoveData | ||
|image=VG-Minso5A.png | |image=VG-Minso5A.png | ||
|name=5A | |name=5A | ||
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| 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. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=VG-Minso5B.png | |image=VG-Minso5B.png | ||
|name=5B | |name=5B | ||
Line 62: | 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. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=VG-Minso5C.png | |image=VG-Minso5C.png | ||
|name=5C | |name=5C | ||
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. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=VG-Minso5D.png | |image=VG-Minso5D.png | ||
|name=5D | |name=5D | ||
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| 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. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=VG-MinsoAA.png | |image=VG-MinsoAA.png | ||
|name=AA | |name=AA | ||
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| 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. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=VG-MinsoAAB.png | |image=VG-MinsoAAB.png | ||
|caption= | |caption=Do a barrel roll! | ||
|name=AAB | |name=AAB | ||
|data= | |data= | ||
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| 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. | | 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. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=VG-MinsoClosePunch.png | |image=VG-MinsoClosePunch.png | ||
|name=c. | |name=c.P | ||
|data= | |data= | ||
{{AttackData-VG | {{AttackData-VG | ||
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| guard=Mid | | guard=Mid | ||
| startup=2 | | startup=2 | ||
| active= | | active=6 | ||
| recovery= | | recovery=0 | ||
| hitstun= | | hitstun= | ||
| OnHit= | | OnHit= | ||
| OnBlock=+8 | | OnBlock=+8 | ||
| description= | | description= | ||
{{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup=2 | |||
|active=6 | |||
|recovery=0 | |||
}} | |||
Universal unexploitable plus frames. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=VG-MinsoCloseKick.png | |image=VG-MinsoCloseKick.png | ||
|caption=The only standing overhead in the entire game | |caption=The only standing overhead in the entire game | ||
|name=c. | |name=c.K | ||
|data= | |data= | ||
{{AttackData-VG | {{AttackData-VG | ||
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| 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. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=VG-Minso2A.png | |image=VG-Minso2A.png | ||
|name=2A | |name=2A | ||
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| 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. | | 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. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=VG-Minso2C.png | |image=VG-Minso2C.png | ||
|name=2C | |name=2C | ||
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| 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 | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=VG-Minso2Kick.png | |image=VG-Minso2Kick.png | ||
|name= | |name=2K | ||
|data= | |data= | ||
{{AttackData-VG | {{AttackData-VG | ||
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| 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 | | 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. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=VG-MinsojPunch.png | |image=VG-MinsojPunch.png | ||
|name=j. | |name=j.P | ||
|data= | |data= | ||
{{AttackData-VG | {{AttackData-VG | ||
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| 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 | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|image=VG-MinsojKick.png | |image=VG-MinsojKick.png | ||
|name=j. | |name=j.K | ||
|data= | |data= | ||
{{AttackData-VG | {{AttackData-VG | ||
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| 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 | ||
}} | }} | ||
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=== Special Attacks === | === Special Attacks === | ||
{{MoveData | {{MoveData | ||
|image=VG-MinsoTaserHigh.png | |image=VG-MinsoTaserHigh.png | ||
|name=Taser High | |name=Taser High | ||
|input=66C | |input=Keyboard: 66C<br>Pad: 236C | ||
|data= | |data= | ||
{{AttackData-VG | {{AttackData-VG | ||
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| 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. | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=VG-MinsoTaserLow.png | |image=VG-MinsoTaserLow.png | ||
|caption=In case you can't use AAB for some reason | |||
|name=Taser Low | |name=Taser Low | ||
|input=66A | |input=Keyboard: 66A<br>Pad: 236A | ||
|data= | |data= | ||
{{AttackData-VG | {{AttackData-VG | ||
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| guard=Unblockable | | guard=Unblockable | ||
| startup=17 | | startup=17 | ||
| active= | | active=15 | ||
| recovery= | | recovery=13 | ||
| hitstun=- | | hitstun=- | ||
| OnHit=Launch | | OnHit=Launch | ||
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| 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 | ||
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{{MoveData | {{MoveData | ||
|image=VG-MinsoCharlie.png | |image=VG-MinsoCharlie.png | ||
|caption=What the dog doing? Pretty much everything. | |caption=What the dog doing? Pretty much everything. | ||
Line 334: | 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. | ||
Character-defining, extremely versatile move that can be used in a myriad of ways. It can be used for dealing with zoning, covering Minso's approaches, BCing, enforcing mix-ups at close range... You name it, Charlie can probably do it. However, it's mostly useful during okizeme, where he can protect Minso from BCs, giving her a second chance at mixing the opponent up should they guess right once. This isn't all Charlie is useful for, though: he can also be used in conjunction with c. | Character-defining, extremely versatile move that can be used in a myriad of ways. It can be used for dealing with zoning, covering Minso's approaches, BCing, enforcing mix-ups at close range... You name it, Charlie can probably do it. However, it's mostly useful during okizeme, where he can protect Minso from BCs, giving her a second chance at mixing the opponent up should they guess right once. This isn't all Charlie is useful for, though: he can also be used in conjunction with c.K to create an unblockable setup which will knock the opponent down on hit, looping Minso's okizeme. | ||
Charlie's utility doesn't stop there, so don't hesitate to be creative with him! | Charlie's utility doesn't stop there, so don't hesitate to be creative with him! | ||
* Charlie will not disappear when hit by another projectile. However, he also won't destroy projectiles on contact | * Charlie will not disappear when hit by another projectile. However, he also won't destroy projectiles on contact | ||
* Hitbox hits extremely low, so it's somewhat easy to low crush Charlie | |||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|image=VG-MinsoPantyShot.png | |image=VG-MinsoPantyShot.png | ||
|name=Panty Shot | |name=Panty Shot | ||
Line 352: | 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. | | 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 | |||
}} | }} | ||
}} | }} | ||
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=== Universal Moves === | === Universal Moves === | ||
{{MoveData | {{MoveData | ||
|imageSize= | |imageSize= 75px | ||
|image=VG-MinsoGrab.png | |image=VG-MinsoGrab.png | ||
|name=Grab | |name=Grab | ||
|data= | |data= | ||
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| 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 | ||
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== Strategy == | == 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 == | == 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. | |||
{{Navbox-VG}} | {{Navbox-VG}} | ||
[[Category:Verdict Guilty]] | [[Category:Verdict Guilty]] |
Latest revision as of 03:46, 11 March 2024
Minso | |
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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 |
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Move List
Normal Attacks
5A
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5B
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5C
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5D
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AA
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AAB
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c.P
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c.K
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2A
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2C
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2K
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j.P
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j.K
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Special Attacks
Taser High
Keyboard: 66C Pad: 236C |
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Taser Low
Keyboard: 66A Pad: 236A |
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Charlie
]A[ |
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Panty Shot
j.]D[ |
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Universal Moves
Grab
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Strategy
General Gameplan
- Placeholder
Neutral
- Placeholder
Defense
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Offense/Okizeme
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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.