Avengers in Galactic Storm/Dr. Minerva: Difference between revisions
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{{AttackData-AiGS | {{AttackData-AiGS | ||
|damage=? | |damage=? | ||
|guard=Mid | |||
|startup=5 | |startup=5 | ||
|active=? | |active=? | ||
|recovery=? | |recovery=? | ||
|hit | |hit adv=+10 | ||
|block | |block adv=+17 | ||
|cancel=Special, Super, Assist | |cancel=Special, Super, Assist | ||
|description=A solid jab. Like most jabs in this game, you can do a 1 button infinite (or touch of stun) with it. | |description=A solid jab. Like most jabs in this game, you can do a 1 button infinite (or touch of stun) with it. | ||
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|caption= | |caption= | ||
|name= | |name= | ||
|input=cl. | |input=cl.A | ||
|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=5 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=+7 | ||
| | |block adv=+17 | ||
|cancel=Special, Super, Assist | |||
|description=A good close jab, can link into far jab which leads to a jab infinite. | |description=A good close jab, can link into far jab which leads to a jab infinite. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=9 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=+17 | ||
| | |block adv=+13 | ||
|cancel=Special, Super, Assist | |||
|description=Heavy normal with alright range. Strong button due to its great combo-friendliness (+17 on hit, cancellable). Can be used as a poke, and a strong combo extender used in many of Minerva’s touch of death combos. | |description=Heavy normal with alright range. Strong button due to its great combo-friendliness (+17 on hit, cancellable). Can be used as a poke, and a strong combo extender used in many of Minerva’s touch of death combos. | ||
}} | }} | ||
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|caption= | |caption= | ||
|name= | |name= | ||
|input=cl. | |input=cl.B | ||
|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=10 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=+8 | ||
| | |block adv=+4 | ||
|cancel=Special, Super, Assist | |||
|description=A decent damage punch. While not a bad normal, combos off of it are a lot more limited and less lenient than her other close normals, so it’s generally better to use cl.C or cl.D when you’re close to the opponent. At the very least, links into 5A and can convert into a jab infinite. | |description=A decent damage punch. While not a bad normal, combos off of it are a lot more limited and less lenient than her other close normals, so it’s generally better to use cl.C or cl.D when you’re close to the opponent. At the very least, links into 5A and can convert into a jab infinite. | ||
}} | }} | ||
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|caption= | |caption= | ||
|name= | |name= | ||
|input=cl. | |input=cl.C | ||
|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=5 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=+7 | ||
| | |block adv=+17 | ||
|cancel=Special, Super, Assist, cl.D, cl.A | |||
|description=Quick kick that can chain into cl.A and cl.D. Amazing close normal, you can use the cl.C > cl.D chain to start touch of deaths. | |description=Quick kick that can chain into cl.A and cl.D. Amazing close normal, you can use the cl.C > cl.D chain to start touch of deaths. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=6 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=+10 | ||
| | |block adv=+15 | ||
|cancel=Special, Super, Assist, 5D | |||
|description=Chains into 5D. | |description=Chains into 5D. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=12 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Launches | ||
| | |block adv=+8 | ||
|cancel=None | |||
|description=Minerva’s farthest reaching normal. Knocks down on hit. Can be used as a longer-range poke but whiffs on some crouchers. | |description=Minerva’s farthest reaching normal. Knocks down on hit. Can be used as a longer-range poke but whiffs on some crouchers. | ||
}} | }} | ||
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|caption= | |caption= | ||
|name= | |name= | ||
|input=cl. | |input=cl.D | ||
|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=5 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=+10 | ||
| | |block adv=+17 | ||
|cancel=Special, Super, Assist, 5D | |||
|description=Minerva’s strongest close normal along with cl.C. Very plus on hit and often your starter for many TODs. Mostly done when chained from cl.C. Chains into 5D. | |description=Minerva’s strongest close normal along with cl.C. Very plus on hit and often your starter for many TODs. Mostly done when chained from cl.C. Chains into 5D. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Low | ||
| | |startup=4 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=+11 | ||
| | |block adv=+17 | ||
|cancel=Special, Super, Assist, 2B | |||
|description=Great button to use in neutral, one of Minerva’s strongest normals. Allows you to confirm off of stray hits into high damage. Chains into 2B. | |description=Great button to use in neutral, one of Minerva’s strongest normals. Allows you to confirm off of stray hits into high damage. Chains into 2B. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Low | ||
| | |startup=9 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Launches | ||
| | |block adv=+3 | ||
|cancel=Special, Super, Assist | |||
|description=A 2-hit move, both hits are cancellable. The second hit launches. The issue is, the second hit is very inconsistent. It can drop on a lot of characters at most ranges, and won't hit anyone crouching. The first hit has a lot of hitstun and can combo into Minerva's specials and assists when cancelled. | |description=A 2-hit move, both hits are cancellable. The second hit launches. The issue is, the second hit is very inconsistent. It can drop on a lot of characters at most ranges, and won't hit anyone crouching. The first hit has a lot of hitstun and can combo into Minerva's specials and assists when cancelled. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Low | ||
| | |startup=6 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=+9 | ||
| | |block adv=+15 | ||
|cancel=Special, Super, Assist | |||
|description=Similar use to 2A. More range, but slightly slower. Most of the time, you can link 2 together, but this isn’t possible VS. some characters. Similar to 2D, Minerva's pushbox becomes very wide and she gains low profile while this move is active, but only for a short time. | |description=Similar use to 2A. More range, but slightly slower. Most of the time, you can link 2 together, but this isn’t possible VS. some characters. Similar to 2D, Minerva's pushbox becomes very wide and she gains low profile while this move is active, but only for a short time. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Low | ||
| | |startup=19 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Knocks Down | ||
| | |block adv=Varies (always minus) | ||
|cancel=None | |||
|description=A slide that can go under fireballs. Also seems to expand Minerva’s pushbox widely, as she can’t be hit by moves like Cap’s tackle while using it. Often not very good on block, but will low profile and stuff a lot of moves due to its odd pushbox. | |description=A slide that can go under fireballs. Also seems to expand Minerva’s pushbox widely, as she can’t be hit by moves like Cap’s tackle while using it. Often not very good on block, but will low profile and stuff a lot of moves due to its odd pushbox. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Overhead | ||
|Active | |startup=6 | ||
| | |active=Active until you land | ||
| | |recovery=? | ||
| | |hit adv=Varies | ||
| | |block adv=Varies | ||
|cancel=None | |||
|description=Description Goes Here | |description=Description Goes Here | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Overhead | ||
| | |startup=6 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Varies | ||
| | |block adv=Varies | ||
|cancel=None | |||
|description=Description Goes Here | |description=Description Goes Here | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Overhead | ||
|Active | |startup=8 | ||
| | |active=Active until you land | ||
| | |recovery=? | ||
| | |hit adv=Varies | ||
| | |block adv=Varies | ||
|cancel=None | |||
|description=Description Goes Here | |description=Description Goes Here | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Overhead | ||
| | |startup=5 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Varies | ||
| | |block adv=Varies | ||
|cancel=None | |||
|description=Description Goes Here | |description=Description Goes Here | ||
}} | }} | ||
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{{AttackData-AiGS | {{AttackData-AiGS | ||
|version =236C | |version =236C | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=15 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=-3 | ||
| | |block adv=+3 | ||
|cancel=236C~236C, Super | |||
|description=First hit of 236C rekka. Plus on block. | |description=First hit of 236C rekka. Plus on block. | ||
}} | }} | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
|version =236C~236C | |version =236C~236C | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=? | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=-7 | ||
| | |block adv=-6 | ||
|cancel=Super, 236C~236C~236C | |||
|description=Second hit of 236C rekka. | |description=Second hit of 236C rekka. | ||
}} | }} | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
|version =236C~236C~236C | |version =236C~236C~236C | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=? | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Launches | ||
| | |block adv=-29 | ||
|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 | ||
|version =236D | |version =236D | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=15 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=-7 | ||
| | |block adv=-9 | ||
|cancel=Super, 236D~236D | |||
|description=A great combo ender if you're looking to stun the opponent. Does a lot of stun. | |description=A great combo ender if you're looking to stun the opponent. Does a lot of stun. | ||
}} | }} | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
|version =236D~236D | |version =236D~236D | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=? | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=-7 | ||
| | |block adv=-6 | ||
|cancel=Super, 236D~236D~236D | |||
|description=Second hit of 236D rekka. | |description=Second hit of 236D rekka. | ||
}} | }} | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
|version =236D~236D~236D | |version =236D~236D~236D | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=? | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Launches | ||
| | |block adv=-29 | ||
|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. | ||
}} | }} | ||
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{{AttackData-AiGS | {{AttackData-AiGS | ||
|version =236A | |version =236A | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=12 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=-16 | ||
| | |block adv=-6 | ||
|cancel=None | |||
|description=Faster than the heavy version, but unsafe on hit and can't cancel into hitgrab for more safety/damage. Can sometimes be used as a Sentry juggle followup. | |description=Faster than the heavy version, but unsafe on hit and can't cancel into hitgrab for more safety/damage. Can sometimes be used as a Sentry juggle followup. | ||
}} | }} | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
|version =236B | |version =236B | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=17 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=-15 | ||
| | |block adv=-14 | ||
|cancel=63214B | |||
|description=The great thing about this move is that it can be cancelled into 63214B on hit or block. This makes it a very high damage combo ender. Keep in mind that it’s still unsafe on block, though, and that 236B xx 63214B isn’t a true blockstring. Still, if this does get blocked, it’s probably better to cancel it anyways in case they mess up the punish. | |description=The great thing about this move is that it can be cancelled into 63214B on hit or block. This makes it a very high damage combo ender. Keep in mind that it’s still unsafe on block, though, and that 236B xx 63214B isn’t a true blockstring. Still, if this does get blocked, it’s probably better to cancel it anyways in case they mess up the punish. | ||
}} | }} | ||
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{{AttackData-AiGS | {{AttackData-AiGS | ||
|version =j.236A | |version =j.236A | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=12 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Varies | ||
| | |block adv=Varies | ||
|cancel=j.236C | |||
|description=Can be cancelled into j.236C on hit or block. This move can potentially be used to escape the corner, but it is a risky maneuver. | |description=Can be cancelled into j.236C on hit or block. This move can potentially be used to escape the corner, but it is a risky maneuver. | ||
}} | }} | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
|version =j.236B | |version =j.236B | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=17 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Varies | ||
| | |block adv=Varies | ||
|cancel=j.236D | |||
|description=Can be cancelled into j.236D on hit or block. Very risky, but if you manage to get j.236B xx j.236D, it'll instantly stun everyone except Supremor. | |description=Can be cancelled into j.236D on hit or block. Very risky, but if you manage to get j.236B xx j.236D, it'll instantly stun everyone except Supremor. | ||
}} | }} | ||
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{{AttackData-AiGS | {{AttackData-AiGS | ||
|version =623C | |version =623C | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=8 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Launches | ||
| | |block adv=-20 | ||
|cancel=None | |||
|description=Description Goes Here | |description=Description Goes Here | ||
}} | }} | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
|version =623D | |version =623D | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=8 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Launches | ||
| | |block adv=-31 | ||
|cancel=None | |||
|description=Description Goes Here | |description=Description Goes Here | ||
}} | }} | ||
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|data = | |data = | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=17 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Knocks Down | ||
| | |block adv=-4 | ||
|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. | ||
}} | }} | ||
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{{AttackData-AiGS | {{AttackData-AiGS | ||
|version =j.236C | |version =j.236C | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=8 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Varies | ||
| | |block adv=Varies | ||
|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. 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 | ||
|version =j.236D | |version =j.236D | ||
| | |damage=? | ||
| | |guard=Mid | ||
| | |startup=11 | ||
| | |active=? | ||
| | |recovery=? | ||
| | |hit adv=Varies | ||
| | |block adv=Varies | ||
|cancel=None | |||
|description=A 3 hit drill kick. Does more damage/stun than the light version, but generally a lot more unsafe. Be cautious when using this, as you can potentially be punished very heavily if it’s blocked. | |description=A 3 hit drill kick. Does more damage/stun than the light version, but generally a lot more unsafe. Be cautious when using this, as you can potentially be punished very heavily if it’s blocked. | ||
}} | }} | ||
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|data= | |data= | ||
{{AttackData-AiGS | {{AttackData-AiGS | ||
|damage=? | |||
|guard=Mid | |||
|startup=12 | |||
|active=? | |||
|recovery=? | |||
|hit adv=Knocks Down | |||
|block adv=+6 | |||
|cancel=None | |||
|description=Minerva's super. Uses both super gauges. A pretty standard super, fully invincible and high damage. Plus on block, though you can't really continue pressure after if it is blocked. Strong anti-fireball, whiff punish, combo ender, but very expensive. | |description=Minerva's super. Uses both super gauges. A pretty standard super, fully invincible and high damage. Plus on block, though you can't really continue pressure after if it is blocked. Strong anti-fireball, whiff punish, combo ender, but very expensive. | ||
}} | }} |
Revision as of 10:32, 22 April 2022
Strengths | Weaknesses |
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|
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Moveset
Normal Moves
Standing Normals
5A
|
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cl.A
|
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5B
|
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cl.B
|
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cl.C
|
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5C
|
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5D
|
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cl.D
|
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Crouching Normals
2A
|
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2B
|
---|
2C
|
---|
2D
|
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Aerial Normals
j.A
|
---|
j.B
|
---|
j.C
|
---|
j.D
|
---|
Special Moves
Mar-Vell Rage
236K |
---|
Mar-Vell Surge
236P |
---|
Mar-Vell Surge (Air)
j.236P |
---|
Mar-Vell Knee
623K |
---|
Mar-Vell Driver
63214B |
---|
Sky Drill
j.236K |
---|
ULTIMATE ATTACK
236KK
|
---|
Combos
Infinites
5A microwalk 5A microwalk 5A...
Jab infinite.
5B microwalk 5B microwalk 5B…
Another one-button infinite.
cl.C microwalk cl.C microwalk cl.C…
Another one button-infinite.
Combo Starters
2A > 2A: solid, consistent combo starter. You can do 3 2As vs. some opponents when close.
2C > 2C: another good low starter, but doesn’t work on everyone (mainly drops on Shatterax).
cl.C > cl.D: high damage combo starter that leads into almost anything.
2A > 2A > 5B: Slightly tight, but leads into 5B, which could potentially start a touch of death.
cl.C > cl.A microwalk cl.C > cl.D: Starter off of Minerva's lesser used cl.C cl.A chain.
BNB Combos
2A > 2A xx 236B xx 63214B
2C > 2C xx 236B xx 63214B
High damage confirm, can do up to 40% on many characters.
2A > 2A xx 236D~236D~236D
2C > 2C xx 236D~236D~236D
Doesn’t do as much damage as a Mar-Vell Surge ender, but does significantly more stun. Keep in mind that this doesn’t work on crouching B.Knight, Cap, Minerva, and Crystal.
2A > 2A > 2A xx 236D~236D~236D
Touch of stun on some characters.
cl.C > cl.D > 5B xx 236D~236D~236D
Universal touch of stun combo.
Other Combos
j.236B xx j.236D
Touch of stun on all characters except Supremor. Won’t work at lower heights.
cl.C > cl.D > j.236D
A combo that can be done on some characters by TKing (2369D motion) a Sky Drill. Touch of stun on Crystal and Minerva.
2A 2B j.236A xx j.236C
Touch of stun on Shatterax and Korath. The timing for the TK surge is tricky. Also works on Crystal and Minerva, but the surge will stun the opponent, not the drill kick.
2A 2B(1) xx Sentry j.236B xx j.236D
Fun touch of stun on Supremor. Only works midscreen or if you're cornered.
Strategy
General Gameplan
Assist Strategy
Sentry and Ultimus are your best assist picks.
On top of Sentry's fast speed making it a great defensive assist, Minerva can often do a j.236B xx j.236D(1) followup on hit that does massive damage and stun.
Ultimus is generally a very solid assist, but it shines best in matchups like Shatterax and Thunderstrike. Minerva has no projectile of her own, so Ultimus' bullets do a good job of temporarily shutting down zoning and giving you time to approach. It's possible to try for an unblockable by jumping or j.236Aing over the opponent while they're blocking Ultimus' bullets.
You can combo into Att-Lass by cancelling any of your high-hitstun normals like cl.D, 5B, or 2B(1). Obviously, Att-Lass' instant stun can make rounds end very quickly for the opponent, but keep in mind he tends to be weaker defensively than other assists.
Ronan isn't as good as the other Kree assists but he's still pretty solid. You can do 2A 2B(2) xx Ronan as a touch of stun on some characters.
Okizeme & Setups
Matchups
Captain America
Black Knight
Thunderstrike
You can duck Thunderstrike's fireball.
Crystal
Dr. Minerva
Shatterax
2D or even a well-timed 2C can allow you to go under Shatterax's fireballs.