Strengths |
Weaknesses
|
- Extremely high damage and stun, capable of many touch of stuns, infinites, etc. that can potentially kill the opponent in one touch
- Lots of mobility options with fast walkspeed, a slide, a wall jump, and drill kicks
- The only character in the game with cancellable crouching normals (and good ones at that)
|
- Tied lowest health in the game
- No fireball, can't apply pressure from fullscreen without getting close
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Moveset
Normal Moves
Standing Normals
5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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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|
cl.5A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
|
-
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-
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-
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-
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-
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-
|
-
|
A good close jab, can link into far jab which leads to a jab infinite.
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|
5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
|
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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|
cl.5B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
|
-
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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.
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cl.5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
|
-
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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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|
5C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
|
-
|
-
|
-
|
|
|
5D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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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|
cl.5D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
Crouching Normals
2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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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|
2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
|
-
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-
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-
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-
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-
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-
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-
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-
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A 2-hit move. The second hit launches. Depending on distance and the character, the way this move hits tends to vary a lot. Sometimes only the first hit hits, sometimes only the second, sometimes both…
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|
2C
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
|
-
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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.
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|
2D
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Damage
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Guard
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Startup
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Active
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Recovery
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Hit Adv
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Block Adv
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Cancel
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-
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-
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-
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-
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-
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-
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-
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-
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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.
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|
Aerial Normals
j.A
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Damage
|
Guard
|
Startup
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Active
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Recovery
|
Hit Adv
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Block Adv
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Cancel
|
-
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-
|
-
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-
|
-
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-
|
-
|
-
|
|
|
j.B
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Damage
|
Guard
|
Startup
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Active
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Recovery
|
Hit Adv
|
Block Adv
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Cancel
|
-
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-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.C
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
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Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.D
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Damage
|
Guard
|
Startup
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Active
|
Recovery
|
Hit Adv
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Block Adv
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Cancel
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-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Special Moves
236K 236K 236K~236K 236K~236K 236K~236K~236K 236K~236K~236K
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
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236C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
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236C~236C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
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236C~236C~236C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Whiffs on crouching Cap, B.Knight, Minerva, and Crystal.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236D
|
-
|
-
|
-
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-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236D~236D
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236D~236D~236D
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Whiffs on crouching Cap, B.Knight, Minerva, and Crystal.
|
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
j.236A
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
j.236B
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Can be cancelled into j.236D on hit or block.
|
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
623C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
623D
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
j.236C
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
j.236D
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
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.
|
|
ULTIMATE ATTACK
236KK
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Consumes Both Super Gauges
|
|
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.
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.
Strategy
General Gameplan
Assist Strategy
Okizeme & Setups
Matchups
Captain America
Black Knight
Thunderstrike
Crystal
Dr. Minerva
Shatterax
Korath
Supremor