Avengers in Galactic Storm/Dr. Minerva: Difference between revisions
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|pros= | |pros= | ||
*Extremely high damage and stun, capable of many touch of stuns, infinites, etc. that can potentially kill the opponent in one touch | *Extremely high damage and stun, capable of many touch of stuns, infinites, etc. that can potentially kill the opponent in one touch | ||
*Very good framedata on her normals, all of her normals (except 2D) are plus on block | |||
*Lots of mobility options with fast walkspeed, a slide, a wall jump, and drill kicks | *Lots of mobility options with fast walkspeed, a slide, a wall jump, and drill kicks | ||
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*Very short crouching hitbox and 2D means you can low profile a lot of things | *Very short crouching hitbox and 2D means you can low profile a lot of things | ||
|cons= | |cons= | ||
*Tied lowest health in the game | *Tied lowest health and stun in the game | ||
*No fireball, can't apply pressure from fullscreen without getting close | *No fireball (with the exception of Ultimus assist), can't apply pressure from fullscreen without getting close | ||
*No grounded overhead and a mediocre throw limits mixup options | |||
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|block adv=+15 | |block adv=+15 | ||
|cancel=Special, Super, Assist, 5D | |cancel=Special, Super, Assist, 5D | ||
|description=Chains into 5D. | |description=Chains into 5D. Not very remarkable. | ||
}} | }} | ||
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===Assist Strategy=== | ===Assist Strategy=== | ||
====Ultimus==== | |||
Can't go wrong with Ultimus. Solid defensive assist, and Ultimus' projectiles can help you deal with zoning. You can try to jump over the opponent to get an unblockable. | |||
====Ronan==== | |||
Ronan isn't bad, just not as useful as the other assists. He does a lot of stun, so he can definitely be threatening. He's also a pretty fast assist and a decent defensive option. | |||
====Sentry==== | |||
Probably Minerva's best assist pick. Sentry's fast, goes fullscreen, and launches the opponent. However, the best thing about Sentry is the followup juggle you can get. Minerva can pretty reliably get a 236B or j.236B, and sometimes the j.236B can be cancelled into j.236D to add to the juggle. This juggle does about 30% on all characters and builds some meter back, so landing Sentry is very rewarding. | |||
====Att-Lass==== | |||
Definitely a threatening assist, as it instantly stuns the opponent, but is probably the worst assist defense-wise. Keep in mind when you play with Att-Lass you may not hit the opponent too often. If you can combo into it or catch the opponent overextending, though, Att-Lass can definitely be worth it. | |||
===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. | |||
==Matchups== | ==Matchups== | ||
===Captain America=== | ===Captain America=== | ||
Tough matchup. Watch out for tackle and st.D, as getting hit by those moves pretty much ends the round. It's possible to counterpoke raw tackles with 2D. It's a fairly high commitment, but it works. Tackle's also punishable on block, so take advantage of that. It's a very bad idea to drill kick in this matchup; Cap can almost always punish it on block or ON HIT. | |||
Cap's zoning is also pretty tough. If you can read minds, it's possible to go over low shield with 236A/B, but this is generally a super risky maneuver. Generally you'll just jump over the fireballs, maybe even short hop them if your timing's good. | |||
If Cap has an assist or super on hand, it's probably best you respect him and try to bait him into wasting meter. Vision is pretty much instant, Giant Man is very threatening as Cap's followup juggle can melt half of your health, Iron Man and Thor you don't have to be as afraid of but be aware. Thor in particular might force you to give up the corner, which enables Cap to do his zoning. For his super, it's definitely something you must avoid at all costs. As you'd expect, it does absurd damage, not to mention that Cap can follow it up. | |||
===Black Knight=== | ===Black Knight=== | ||
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===Supremor=== | ===Supremor=== | ||
Important note about Supremor; he has a sort of weird pushbox that can sometimes interfere with your proximity normals. Instead of doing cl.C cl.D, just do cl.D. A lot of the time, cl.C will come out as 5C instead, which is not ideal. This most commonly happens when he's stunned or on wakeup. | |||
Supremor's pressure is very threatening. Reacting to his short hops is very difficult, tentacle can catch mashing and jumping, and Death Ray could get you caught in a throw setup. Keeping yourself out of the blender is the key to this matchup. Tentacle can definitely be an issue, as it will shut down any jumpin attempts or catch you on the ground if you aren't blocking. However, it's insanely punishable on block/whiff. Take advantage of that. Conditioning Supremor to make him attempt tentacle less can help a lot, your jumpins can be effective versus him. 5D is a pretty good poke in this matchup. 2D is also good. | |||
If you get caught up in Supremor's pressure, don't risk interrupting it. Try your best to block his short hops. An assist can give you a way out; remember that blocking gives you meter. You can't always escape throw setups, but if you think he's going to attempt one, jump or abare 2A can work to stop it if the setup isn't inescapable. When you're cornered, that's when Supremor will be at his most threatening. Generally you can escape by jumping out, but beware of Supremor's tentacle snatching you out of the air and putting you back where you started. | |||
This matchup is certainly doable, as your damage can match his and your superior mobility can be tough for Supremor to deal with. Sentry is definitely the best pick in this matchup, as getting the j.236B xx j.236D setup is very consistent on Supremor. If Supremor's zoning you out or building meter with Death Ray, 2D can go under it. | |||
{{Navbox-AiGS}} | {{Navbox-AiGS}} |
Revision as of 21:24, 24 April 2022
Strengths | Weaknesses |
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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
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2C
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2D
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Aerial Normals
j.A
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j.B
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j.C
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j.D
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Special Moves
Mar-Vell Rage
236K |
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Mar-Vell Surge
236P |
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Mar-Vell Surge (Air)
j.236P |
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Mar-Vell Knee
623K |
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Mar-Vell Driver
63214B |
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Sky Drill
j.236K |
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ULTIMATE ATTACK
236KK
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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
Ultimus
Can't go wrong with Ultimus. Solid defensive assist, and Ultimus' projectiles can help you deal with zoning. You can try to jump over the opponent to get an unblockable.
Ronan
Ronan isn't bad, just not as useful as the other assists. He does a lot of stun, so he can definitely be threatening. He's also a pretty fast assist and a decent defensive option.
Sentry
Probably Minerva's best assist pick. Sentry's fast, goes fullscreen, and launches the opponent. However, the best thing about Sentry is the followup juggle you can get. Minerva can pretty reliably get a 236B or j.236B, and sometimes the j.236B can be cancelled into j.236D to add to the juggle. This juggle does about 30% on all characters and builds some meter back, so landing Sentry is very rewarding.
Att-Lass
Definitely a threatening assist, as it instantly stuns the opponent, but is probably the worst assist defense-wise. Keep in mind when you play with Att-Lass you may not hit the opponent too often. If you can combo into it or catch the opponent overextending, though, Att-Lass can definitely be worth it.
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.
Matchups
Captain America
Tough matchup. Watch out for tackle and st.D, as getting hit by those moves pretty much ends the round. It's possible to counterpoke raw tackles with 2D. It's a fairly high commitment, but it works. Tackle's also punishable on block, so take advantage of that. It's a very bad idea to drill kick in this matchup; Cap can almost always punish it on block or ON HIT.
Cap's zoning is also pretty tough. If you can read minds, it's possible to go over low shield with 236A/B, but this is generally a super risky maneuver. Generally you'll just jump over the fireballs, maybe even short hop them if your timing's good.
If Cap has an assist or super on hand, it's probably best you respect him and try to bait him into wasting meter. Vision is pretty much instant, Giant Man is very threatening as Cap's followup juggle can melt half of your health, Iron Man and Thor you don't have to be as afraid of but be aware. Thor in particular might force you to give up the corner, which enables Cap to do his zoning. For his super, it's definitely something you must avoid at all costs. As you'd expect, it does absurd damage, not to mention that Cap can follow it up.
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.
Korath
Supremor
Important note about Supremor; he has a sort of weird pushbox that can sometimes interfere with your proximity normals. Instead of doing cl.C cl.D, just do cl.D. A lot of the time, cl.C will come out as 5C instead, which is not ideal. This most commonly happens when he's stunned or on wakeup.
Supremor's pressure is very threatening. Reacting to his short hops is very difficult, tentacle can catch mashing and jumping, and Death Ray could get you caught in a throw setup. Keeping yourself out of the blender is the key to this matchup. Tentacle can definitely be an issue, as it will shut down any jumpin attempts or catch you on the ground if you aren't blocking. However, it's insanely punishable on block/whiff. Take advantage of that. Conditioning Supremor to make him attempt tentacle less can help a lot, your jumpins can be effective versus him. 5D is a pretty good poke in this matchup. 2D is also good.
If you get caught up in Supremor's pressure, don't risk interrupting it. Try your best to block his short hops. An assist can give you a way out; remember that blocking gives you meter. You can't always escape throw setups, but if you think he's going to attempt one, jump or abare 2A can work to stop it if the setup isn't inescapable. When you're cornered, that's when Supremor will be at his most threatening. Generally you can escape by jumping out, but beware of Supremor's tentacle snatching you out of the air and putting you back where you started.
This matchup is certainly doable, as your damage can match his and your superior mobility can be tough for Supremor to deal with. Sentry is definitely the best pick in this matchup, as getting the j.236B xx j.236D setup is very consistent on Supremor. If Supremor's zoning you out or building meter with Death Ray, 2D can go under it.