Minso
|
|
Ammo Capacity |
3
|
Reload Time |
-
|
Throw |
Handcuffs
|
Playstyle |
Rushdown Setplay
|
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.
Strengths |
Weaknesses
|
- Good Neutral: Minso's pokes are longer than average. This makes Minso's neutral better than average, especially when combined with 66A
- Outstanding Okizeme: Minso's okizeme is one of the best in the game, at least because it's BC-safe. It also loops into itself on hit
- Great Mix: Minso's c.B/D coupled with her crouching normals makes for a very deadly 50/50 at close range; even more so during okizeme
- Charlie: Minso's dog, Charlie, is the most versatile move in the game. His unrivaled utility allows Minso to get very creative with how she uses her
|
- Needs the Knockdown: Minso is at her strongest when she's next to her opponent during okizeme. While her pokes are great, overreliance on them can very easily make her lose the round
- Below-average Defense: Minso's main BC options are either slow (AAB) or unorthodox (Charlie), thus limiting the options she can block punish
- Awkward Air Normals: While not bad by any means, Minso's air normals can feel awkward to use, especially as jump-ins
|
Move List
Normal Attacks
5A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
60
|
Mid
|
2
|
-
|
-
|
-
|
+1
|
-
|
Stubby punch that whiffs on crouchers. Outclassed by 5C.
|
|
5B
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
60
|
Mid
|
3
|
-
|
-
|
-
|
-1
|
-
|
Minso's main poke due to its reach and frame data. Also her only standing normal that hits crouchers.
|
|
5C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
80
|
Mid
|
2
|
-
|
-
|
-
|
-1
|
-
|
Close range anti-air that works the same as 5A, except it does slightly more damage in exchange of being minus (which doesn't matter). Works best when CS'd.
|
|
5D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
80
|
Mid
|
3
|
-
|
-
|
-
|
-3
|
-
|
Really good anti-air, especially when CS'd.
|
|
AA
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
80
|
Mid
|
1
|
-
|
-
|
-
|
+14
|
-
|
Only used to go into AAB. Otherwise worthless.
|
|
AAB Budget roll Budget roll
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
160
|
Mid
|
1
|
-
|
-
|
Launch
|
-
|
-
|
Key move. It works well as a combo ender (or filler), a BC option and even as an approaching tool when CS'd. Just make sure the opponent doesn't block it.
|
|
c.A/C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
60
|
Mid
|
2
|
-
|
-
|
-
|
+8
|
-
|
While plus frames are really nice, Minso can't really do much with them since the attack whiffs on crouchers.
|
|
c.B/D The only standing overhead in the entire game The only standing overhead in the entire game
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
80
|
High
|
2
|
-
|
-
|
-
|
+2
|
-
|
The only proximity normal in the game that hits crouchers. It also does wonders up close since it hits overhead, and can be used in conjunction with her crouching normals in order to perform 50/50s.
|
|
2A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
80
|
Low
|
2
|
-
|
-
|
-
|
+1
|
-
|
Mainly used in mix-ups, forming a 50/50 with Minso's c.B/D.
|
|
2C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
80
|
Low
|
2
|
-
|
-
|
-
|
+1
|
-
|
Same as 2A, except with a different animation. Use whichever one you want
|
|
2B/D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
80
|
Low
|
3
|
-
|
-
|
-
|
-2
|
-
|
Minso's other poke, it's also her largest normal. While it does more damage than 5B, it's also slightly more commital since 2B/D has more recovery.
|
|
j.A/C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
80
|
High
|
1
|
-
|
-
|
-
|
~
|
-
|
Can be used as an IOH, but it only leads into something in the corner. Mostly strong as an air-to-air.
- Can be used for cross-ups
|
|
j.B/D
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
80
|
High
|
3
|
-
|
-
|
-
|
~
|
-
|
While it doesn't look like it, this is Minso's jump-in. It can also be used an on IOH, but it only works at a specific distance
- Cannot be used for cross-ups
|
|
Special Attacks
Taser High 66C
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
240
|
Unblockable
|
9
|
-
|
-
|
Launch
|
-
|
1
|
Very strong, forward-advancing anti-air despite not CSable since it covers around half the screen. Not much use outside of that.
|
|
Taser Low 66A
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
240
|
Unblockable
|
17
|
-
|
-
|
Launch
|
-
|
1
|
A godsend of a move. It allows Minso to quickly approach while also punishing projectile at the right distance. The best part is that it's entirely unblockable AND grants a knockdown, letting Minso run offense very easily. Since it's an unblockable OTG, 66A also allows Minso to bypass the game's combo limit and perform longer combos than almost everyone else. Its only downsides are its super high startup (slowest move in the game) and the fact that its locked behind ammo, so Minso can't spam it all day long (it also makes it a rather subpar BC option). One of the best moves in the entire game.
- Can be cancelled into Charlie on hit
|
|
Charlie ]A[ What the dog doing? Pretty much everything. What the dog doing? Pretty much everything.
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
100
|
Low
|
10
|
-
|
Total 12
|
Launch
|
-
|
-
|
Minso calls her dog (Charlie), who will then run at very high speed through the screen.
Character-defining, extremely versatile move that can be used in a myriad of ways. It can be used for dealing with zoning, covering Minso's approaches, BCing, enforcing mix-ups at close range... You name it, Charlie can probably do it. However, it's mostly useful during okizeme, where he can protect Minso from BCs, giving her a second chance at mixing the opponent up should they guess right once. This isn't all Charlie is useful for, though: he can also be used in conjunction with c.B/D to create an unblockable setup which will knock the opponent down on hit, looping Minso's okizeme.
Charlie's utility doesn't stop there, so don't hesitate to be creative with him!
- Charlie will not disappear when hit by another projectile. However, he also won't destroy projectiles on contact
|
|
Panty Shot j.]D[
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
220
|
High
|
6
|
-
|
-
|
Launch
|
~
|
-
|
Basically a powered-up j.B/D. Used similarly to j.B/D, except instead of being used as an IOH it knocks the opponent down on hit
- Can hit cross-up, but it's very janky
|
|
Universal Moves
Grab The only command grab in the entire game The only command grab in the entire game
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
On Hit
|
On Block
|
Ammo
|
140
|
-
|
2
|
-
|
-
|
Launch
|
-
|
-
|
Standard Cop throw that is buffed by the fact that it's on Minso. If she somehow lands it, she's dealing at least 50% damage and puts you in her signature okizeme. Applies handcuffs on hit
- Does 120 damage against an already cuffed opponent
|
|
Strategy
Combos