Verdict Guilty/Minso: Difference between revisions
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m (Notation changes to correspond what's in the Controls page) |
(→AAB) |
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{{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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| OnHit=Launch | | OnHit=Launch | ||
| OnBlock=- | | OnBlock=- | ||
| description= Key move. | | 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. | ||
}} | }} | ||
}} | }} | ||
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{{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=Keyboard: 66A<br>Pad: 236A | |input=Keyboard: 66A<br>Pad: 236A |
Revision as of 10:39, 5 May 2023
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 with great normals, mix-ups and BC-safe okizeme, although she relies on landing a knockdown in order to truly shine.
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
- 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
- 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.