Story
A Kree Bio-Scientist, Minn-Erva was obsessed with the genetic stagnation of the Kree, tirelessly working to find a way to solve it. Seemingly working for the Kree Empire under its current rule, she is secretly loyal to the Supreme Intelligence, joining Starforce during the events of Operation: Galactic Storm. Her knowledge of the Supreme Intelligence's plans may go deeper than even her partner, Captain Atlas, may realize...
Gameplay
Minerva is one of the four normally selectable Kree characters you can play as in Avengers in Galactic Storm. With the power to control gravitons, Dr. Minerva has superstrength and the ability to fly in any atmosphere. Somewhat of a glass cannon, she trades low health and stun for some of the highest damage potential in the game. Having a wide range of cancels and links, she can easily confirm into a stun combo to win the round. Minerva also boasts some of the best mobility in the game, from unique options like her wall cling, psycho crusher, and drill kicks, to her fast walk speed and extremely fast low-profile dash. She's also the only character with multiple cancellable crouching normals giving her great pressure when combined with short-hops.
Though Minerva struggles when at a life deficit, she can easily turn the tide of the match when given the oppurtunity. She can seem like a bit of a strange character at first glance, but she's pretty simple at her core and can prove to be very effective taking advantage of her great buttons and mobility. If you love frame-traps, pressure, and literally explosive hitgrabs, Minerva is the character for you.
Strengths |
Weaknesses
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- High damage and stun. Capable of many touch of stun and infinite combos off many starts.
- Excellent normals that give her access to far-reaching and suffocating pressure sequences.
- Lots of mobility options: a fast walkspeed, low-profile dash, wall cling, sliding sweep, psycho crusher, and drill kicks
- Incredible short-hop pressure backed-up with cancellable lows, to make opening opponents up easy and rewarding.
- Very short crouching hitbox ,low profile dash, and sliding 2D means Minerva can low profile fireballs and pokes quite easily.
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- Tied lowest health and stun in the game. Easily gets blown up by characters like Captain America and Supremor if she makes a mistake.
- No projectile without an assist: Minerva has to choose between a projectile assist for pressure or a punish assist for more consistent KO potential.
- Weak anti-airing potential. Her DP often trades with or loses to jump ins and only her 5D and 2B are viable for anti-airing.
- Limited okizeme. Compounded by her lack of a fireball, it can be hard for Minerva to set up okizeme that is ULTIMATE ATTACK or assist-safe
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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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Mid
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5
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?
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?
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+10
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+17
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Special, Super, Assist
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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.A
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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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Mid
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5
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?
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?
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+7
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+17
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Special, Super, Assist
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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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Mid
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9
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?
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?
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+17
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+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.
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cl.B
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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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Mid
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10
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?
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?
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+8
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+4
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Special, Super, Assist
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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. At the very least, links into 5A and can convert into a jab infinite.
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cl.C
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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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Mid
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5
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?
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?
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+7
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+17
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Special, Super, Assist, cl.D, cl.A
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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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Mid
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6
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?
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?
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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.
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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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Mid
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12
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?
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?
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Launches
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+8
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None
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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.D
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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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Mid
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5
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?
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?
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+10
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+17
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Special, Super, Assist, 5D
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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. Chains into 5D.
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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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Low
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4
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?
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?
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+11
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+17
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Special, Super, Assist, 2B
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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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Low
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9
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?
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?
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Launches
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+3
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Special, Super, Assist
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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
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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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Low
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6
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?
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?
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+9
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+15
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Special, Super, Assist
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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. 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.
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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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Low
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19
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?
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?
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Knocks Down
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Varies (always minus)
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None
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A slide with very low profile. Also seems to expand Minerva’s pushbox widely, as she can’t be hit by moves like Cap’s tackle while using it. Only downside is that it's rather bad on block, so use it with caution when up close.
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Aerial Normals
j.A
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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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Overhead
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6
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Active until you land
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?
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Varies
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Varies
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None
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|
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j.B
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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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Overhead
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6
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?
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?
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Varies
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Varies
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None
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|
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j.C
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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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Overhead
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8
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Active until you land
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?
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Varies
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Varies
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None
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|
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j.D
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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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Overhead
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5
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?
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?
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Varies
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Varies
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None
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|
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Special Moves
Mar-Vell Rage 236K 236K 236K 236K~236K 236K~236K 236K~236K~236K 236K~236K~236K
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Version
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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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236C
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?
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Mid
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15
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?
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?
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-3
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+3
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236C~236C, Super
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First hit of 236C rekka. Plus on block. Can cancel into Super on Hit, Block, or Whiff.
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Version
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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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236C~236C
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?
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Mid
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?
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?
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?
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-7
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-6
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Super, 236C~236C~236C
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Second hit of 236C rekka. Can cancel into Super on Hit, Block, or Whiff.
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Version
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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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236C~236C~236C
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?
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Mid
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?
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?
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?
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Launches
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-29
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None
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Final hit of 236C rekka. Whiffs on crouching Cap, B.Knight, Minerva, and Crystal.
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Version
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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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236D
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?
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Mid
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15
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?
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?
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-7
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-9
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Super, 236D~236D
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A great combo ender if you're looking to stun the opponent. Does a lot of stun.
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Version
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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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236D~236D
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?
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Mid
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?
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?
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?
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-7
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-6
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Super, 236D~236D~236D
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Second hit of 236D rekka. Can cancel into Super on Hit, Block, or Whiff.
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Version
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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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236D~236D~236D
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?
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Mid
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?
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?
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?
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Launches
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-29
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None
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Final hit of 236D rekka. Whiffs on crouching Cap, B.Knight, Minerva, and Crystal. Can cancel into Super on Hit, Block, or Whiff.
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Flying Attack 236P
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Version
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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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236A
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?
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Mid
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12
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?
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?
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-16
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-6
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63214B
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Does less damage but faster than the heavy version. Slightly more reliable as a combo ender VS. cornered opponents due to the reduced hitstun making heavy surge less reliable in those situations. Occasional Sentry juggle followup.
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Version
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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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236B
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?
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Mid
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17
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?
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?
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-15
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-14
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63214B
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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.
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Flying Attack (Air) j.236P
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Version
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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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j.236A
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?
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Mid
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12
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?
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?
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Varies
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Varies
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j.236C
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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.
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Version
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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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j.236B
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?
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Mid
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17
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?
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?
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Varies
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Varies
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j.236D
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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.
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Flying Knee 623K
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Version
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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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623C
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?
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Mid
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8
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?
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?
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Launches
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-20
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None
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Unsafe on block. Does good stun. Decent anti air, as you'd expect a DP to be, but it does lose to early jump attacks. Not super consistent in combos, but can be used as a ender if you're close enough to the opponent.
has i-frames for the first 6 frames of startup.
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Version
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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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623D
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?
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Mid
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8
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?
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?
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Launches
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-31
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None
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Serves the same purpose as 623C, high-stun anti air that loses to early jump attacks. Preferred in combos.
has i-frames for the first 6 frames of startup.
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Tombstone Pile Driver 63214B
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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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Mid
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17
|
?
|
?
|
Knocks Down
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-4
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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.
If the first hit's damage is enough to kill the opponent, the music will stop but the rest of the animation will play out before the round ends. How menacing.
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Drill Kick j.236K
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Version
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Damage
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Guard
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Startup
|
Active
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Recovery
|
Hit Adv
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Block Adv
|
Cancel
|
j.236C
|
?
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Mid
|
8
|
?
|
?
|
Varies
|
Varies
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None
|
A divekick-style special, often called Drill Kick. 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).
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Version
|
Damage
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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.
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|
ULTIMATE ATTACK
236KK
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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.
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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. Works most consistently on Crystal/Minerva. Also possible on a couple others like Cap, but requires a very precisely TK'd drill.
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
Mobility
Minerva has some of the best mobility in the game. Her walkspeed is very fast, so she can move on the ground quite easily.
Minerva's forward dash has low profile for a short duration, it's possible to go under fireballs with it. The timing can be pretty tight, but her forward dash being crouch/jump cancellable on any frame makes it a fairly low commitment option.
2D is also a good choice for low profile, but beware that it is rather unsafe on block. It's a very important normal for dealing with fireball zoning.
Learning to short hop with Minerva is definitely worth it, as she doesn't have a grounded overhead. short hop j.A and j.D are good choices for quick overheads.
Minerva's walljump is done by pressing 4 while in the air next to a wall, which makes her cling onto it. You jump off by pressing 6, any button, or she'll automatically jump off after a while if you don't do anything. The main use for the walljump is for escaping the corner. If you see an opening, often a grab attempt, jump onto the wall and jump off. Maybe do a j.236A if you really want to make some distance.
Beware that this won't always work out, the opening might not be big enough for you to safely escape or you might get read. Don't attempt it too recklessly.
Another use for the walljump, mainly against Shatterax, is using it to go over projectiles. If an opponent calls Ultimus from fullscreen for example, if you have time you can cling to the wall and stay over the projectiles to avoid chip damage. The jump off may also give space to approach. Of course, this also comes with risk, Shatterax does have options like his psycho crusher to punish you.
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.
Notation for this particular setup is:
Call Ultimus, TK j.236D, jump over opponent, Ultimus exit hits unblockable, 623D
Ronan
Ronan is a good defensive assist due to its speed and (mostly) reliable homing. He also does a lot of stun on hit, so it's possible to get some cheap stuns with him.
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.