Strengths |
Weaknesses
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- 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
- The only character in the game with cancellable crouching normals (and good ones at that)
- Very short crouching hitbox and 2D means you can low profile a lot of things
|
- Tied lowest health and stun in the game
- 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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Moveset
Normal Moves
Standing Normals
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
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Mid
|
5
|
?
|
?
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+10
|
+17
|
Special, Super, Assist
|
A solid jab. Like most jabs in this game, you can do a 1 button infinite (or touch of stun) with it.
|
|
cl.A
|
Damage
|
Guard
|
Startup
|
Active
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Recovery
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Hit Adv
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Block Adv
|
Cancel
|
?
|
Mid
|
5
|
?
|
?
|
+7
|
+17
|
Special, Super, Assist
|
A good close jab, can link into far jab which leads to a jab infinite.
|
|
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Hit Adv
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Block Adv
|
Cancel
|
?
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Mid
|
9
|
?
|
?
|
+17
|
+13
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Special, Super, Assist
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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.
|
|
cl.B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Hit Adv
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Block Adv
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Cancel
|
?
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Mid
|
10
|
?
|
?
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+8
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+4
|
Special, Super, Assist
|
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.
|
|
cl.C
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
5
|
?
|
?
|
+7
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+17
|
Special, Super, Assist, cl.D, cl.A
|
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.
|
|
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
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Mid
|
6
|
?
|
?
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+10
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+15
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Special, Super, Assist, 5D
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Chains into 5D. Not very remarkable.
|
|
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
12
|
?
|
?
|
Launches
|
+8
|
None
|
Minerva’s farthest reaching normal. Knocks down on hit. Can be used as a longer-range poke but whiffs on some crouchers.
|
|
cl.D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
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Mid
|
5
|
?
|
?
|
+10
|
+17
|
Special, Super, Assist, 5D
|
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.
|
|
Crouching Normals
2A
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Low
|
4
|
?
|
?
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+11
|
+17
|
Special, Super, Assist, 2B
|
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.
|
|
2B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Low
|
9
|
?
|
?
|
Launches
|
+3
|
Special, Super, Assist
|
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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|
2C
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
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Hit Adv
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Block Adv
|
Cancel
|
?
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Low
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6
|
?
|
?
|
+9
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+15
|
Special, Super, Assist
|
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.
|
|
2D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Low
|
19
|
?
|
?
|
Knocks Down
|
Varies (always minus)
|
None
|
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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|
Aerial Normals
j.A
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
6
|
Active until you land
|
?
|
Varies
|
Varies
|
None
|
|
|
j.B
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
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Cancel
|
?
|
Overhead
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6
|
?
|
?
|
Varies
|
Varies
|
None
|
|
|
j.C
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
|
8
|
Active until you land
|
?
|
Varies
|
Varies
|
None
|
|
|
j.D
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Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Overhead
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5
|
?
|
?
|
Varies
|
Varies
|
None
|
|
|
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
|
236C
|
?
|
Mid
|
15
|
?
|
?
|
-3
|
+3
|
236C~236C, Super
|
First hit of 236C rekka. Plus on block.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
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Cancel
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236C~236C
|
?
|
Mid
|
?
|
?
|
?
|
-7
|
-6
|
Super, 236C~236C~236C
|
Second hit of 236C rekka.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
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Cancel
|
236C~236C~236C
|
?
|
Mid
|
?
|
?
|
?
|
Launches
|
-29
|
None
|
Final hit of 236C rekka. Whiffs on crouching Cap, B.Knight, Minerva, and Crystal.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236D
|
?
|
Mid
|
15
|
?
|
?
|
-7
|
-9
|
Super, 236D~236D
|
A great combo ender if you're looking to stun the opponent. Does a lot of stun.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236D~236D
|
?
|
Mid
|
?
|
?
|
?
|
-7
|
-6
|
Super, 236D~236D~236D
|
Second hit of 236D rekka.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236D~236D~236D
|
?
|
Mid
|
?
|
?
|
?
|
Launches
|
-29
|
None
|
Final hit of 236D rekka. Whiffs on crouching Cap, B.Knight, Minerva, and Crystal.
|
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236A
|
?
|
Mid
|
12
|
?
|
?
|
-16
|
-6
|
None
|
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.
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
236B
|
?
|
Mid
|
17
|
?
|
?
|
-15
|
-14
|
63214B
|
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
|
?
|
Mid
|
12
|
?
|
?
|
Varies
|
Varies
|
j.236C
|
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
|
?
|
Mid
|
17
|
?
|
?
|
Varies
|
Varies
|
j.236D
|
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.
|
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
623C
|
?
|
Mid
|
8
|
?
|
?
|
Launches
|
-20
|
None
|
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
623D
|
?
|
Mid
|
8
|
?
|
?
|
Launches
|
-31
|
None
|
|
|
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
?
|
Mid
|
17
|
?
|
?
|
Knocks Down
|
-4
|
None
|
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
|
?
|
Mid
|
8
|
?
|
?
|
Varies
|
Varies
|
None
|
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).
|
Version
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Hit Adv
|
Block Adv
|
Cancel
|
j.236D
|
?
|
Mid
|
11
|
?
|
?
|
Varies
|
Varies
|
None
|
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
|
?
|
Mid
|
12
|
?
|
?
|
Knocks Down
|
+6
|
None
|
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.
|
|
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. On some characters, it's possible to convert off of a defensive Ultimus into an unblockable by jumping over them. They can get hit by Ultimus' leaving hitbox which is unblockable, then you can juggle a knee which is sometimes unblockable. Most consistent on slow wakeup and tall characters such as Supremor.
A video showing an Ultimus unblockable setup can be found here.
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.