Samurai Shodown/Mina Majikina

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Mina Majikina
真鏡名 ミナ, Majikina Mina

Introduction

After spending her entire life being hounded for bringing a bow to swordfights, Mina finally takes matters into her own hands and decides to upgrade to a bow... with a short sword taped to the top limb.

In order to seal Chample's demonic power, Mina gave up some of her ability with her bow, leading to her new appearance and her new moveset. Rather than being the gimmicky part run-away/part mixup character she was previously in V Special, her current incarnation replaces all of her projectile normals with more traditional SamSho-styled normals, and puts her projectiles on a unique bow stance, making her into a more solid and traditional zoning character.

Strengths Weaknesses
  • Can easily control the screen by entering her stance, forcing the opponent to guess her intentions.
  • Can reflect almost all projectiles in the game.
  • Great mobility. Can leave the corner easily with backflip or wall jumps.
  • WFT is actually quite useful now, being easily confirmable and having a great vertical hitbox.
  • Chample shows up a lot less in this game.
  • Becoming a stance character means that if you can't get a good read, you'll be punished hard.
  • Her gameplan has become a lot more linear after the loss of command arrow.
  • Has difficulty coming back from a life deficit due to her now streamlined gameplan.
  • Chample shows up a lot less in this game.

Data

  • Damage Taken: 105%
  • Rage Factor: 0.28
  • Rage Duration: 12 seconds

Gameplan

Similar to the Strategy section of the 5sp wiki pages. List Mina's archetype, strengths, weaknesses, etc. Sample subsections could include Neutral, Okizeme, etc.

Neutral

Okizeme

Normal Moves

Unless otherwise noted, the "recovery" section on most moves refers to the move's total duration, and not just the recovery frames.

Far Slashes

5A
5A
SS Mina 5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 6 - 19 - -1 -5 Yes Yes Yes No

Short range cancelable light. Combos into 236D and 623D.

5B
5B
SS Mina 5B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
80 Mid 10 - 31 - -1 -12 Yes Yes Yes No

Really great far cancelable poke. Will combo into 214D from basically max range, making it a good punish option or hit confirm tool in neutral.

5C
5C
SS Mina 5C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
240 Mid 22 - 65 - -2 -16 No Yes Yes No

Nearly full screen heavy slash. The high amount of recoil blockstun makes it useful for recoil canceling; recoil canceling into 214C is a good way to create space to return to zoning.

2A
2A
SS Mina 2A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 9 - 23 - -4 -5 Yes Yes Yes No

Close range cancelable light. Combos into 236D and 623D. The angle makes it a good low-risk, low-reward anti-air, though be careful that you can get the close version of this normal if they jump at certain angles.

2B
2B
SS Mina 2B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
80 Low 10 - 35 - KD (+99) -9 No No No No

Identical to her old close 2B from V Special. The low-hitting property and the range makes it a good poke option, especially when used in tandem with 5BC.

2C
2C
SS Mina 2C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
160 Mid 18 - 48 - -3 -28 No Yes Yes No

Pretty standard heavy slash normal. Unlike many 2Cs, this does not hit low or knock down, making 5C preferable whenever possible for the better damage.

Near Slashes

n.5C
n.5C
SS Mina n5C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
200 Mid 19 - 49 - -3 -28 No Yes Yes No

Another pretty standard close heavy slash. This is Mina's highest damage close-range punish option without resources, though it doesn't knock down.

n.2A
n.2A
SS Mina n2A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 5 - 18 - -1 -4 Yes No No No

Like Mina's identical close 2A in V Special, this normal exists to frustrate you while you're trying to get your actually useful anti-air normal. Combos into 236D and 623D.

* All of Mina's other normals are identical regardless of proximity.

Kicks

5D
5D
SS Mina 5D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 12 - 28 - +2 +0 No No No Yes

Same as Mina's 5K from V Special. Somewhat slow startup for a standing kick, but decent frame data on hit and on block.

6D
6D
SS Mina 6D.png
Startup
SS Mina 6D Hit.png
On Hit/Block
SS Mina 6D Whiff.png
On Whiff
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Low 10 - 71 - KD (+100) -6 No No No Yes

This normal hits low and will knock down like a sweep. On block, Mina will bounce off of the opponent and land far enough to be safe to issens and stance breaks. On whiff however, Mina will fall over and be completely exposed to your opponent's favorite whiff punish. Use with caution.

2D
2D
SS Mina 2D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
20 Low 5 - 17 - +0 -3 No No No Yes

Pretty standard crouching kick. Best used to check the opponent's movement up close or to apply minor pressure.

3D
3D
SS Mina 3D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
70 Low 9~19 - 51 - KD (+82) -22~-12 No No No Yes

Sweep similar to 6D. While this has slightly more range and damage than 6D, Mina will always go into her highly punishable whiff animation, regardless of if this button hits, is blocked, or whiffs.

Dash Normals

66A
66A
SS Mina 5A.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 5 - 28 - -3 -12 Yes Yes Yes No

Identical animation to 5A. Notably combos into 214D unlike her other lights, and is her safest route into WFT after throw, at the cost of damage.

66B
66B
SS Mina 66B.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 Mid 11~13 - 34 - -3~-1 -8~-6 No No No No

Same as her 66B from V Special. Being safe to deflects, this is a strong normal to use to check with out of her dash, though it is hard to make safe on block.

66C
66C
SS Mina 66C.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
140 Mid 16 - 58 - KD (+88) -20 - No Yes No

Huge range, but very unsafe on block. This is notably Mina's only heavy normal that knocks down on hit.

66D
66D
SS Mina 66D.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
70 Low 10~18 - 40 - KD (+94) -14~-6 No No No Yes

Standard dashing kick normal. Safer alternative to 6D or 3D if you're looking for a low check knockdown.

Air Normals

j.A
j.A
SS Mina jA.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 High - - - - - - No No No No

Quick jumping light normal. Good twitch reaction air-to-air mainly.

j.B
j.B
SS Mina jB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 High - - - - - - No No No No

Mina's best air-to-air normal, has amazing hitbox priority similar to Rimururu or Kazuki's j.C's. Also her go-to crossup option.

j.C
j.C
SS Mina jC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
150 High - - - - - - No No No No

Mina's highest damage jump normal and her go-to normal for deep jump-ins. This normal can cross-up in certain contexts, but this seems to be much more difficult to set up than j.B.

j.D
j.D
SS Mina jD.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 High 6 - - - - - No No No Yes

Identical to her j.K from V Special.

Unarmed Normals

u.5S
u.5S
SS Mina u5S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 5 - - - -1 -6 No No No Yes

Mina does a very weak looking backfist. Try to get your bow back.

u.2S
u.2S
SS Mina u2S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
30 Mid 5 - - - -1 -4 Yes No No Yes

Basically the same as her close 2A while armed. Can still combo into 623D while disarmed. Try to get your bow back.

ju.S
ju.S
SS Mina juS.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 High 6 - - - - - No No No Yes

Very weak looking jump slap. Try to get your bow back.

u.66S
u.66S
SS Mina u66S.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
50 Mid 11~15 - - - -4~+0 -11~-10 No No No Yes

Knocks down like most unarmed dashing slash normals. Use the knockdown to pick up your bow.

Universal Mechanics

Guard Break
Guard Break (Throw)
4/5/6C+D
SS Mina 5CD.png
Neutral / Forward Throw
SS Mina 4CD.png
Back Throw
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Neutral / Forward 0 Throw 3 - 74 - +20 N/A No No No Yes

Universal throw. Best followed up with 66A, 66C, 2C, or 5B midscreen. (See below for combos.)

Back 0 Throw 5 - 74 - +25 N/A No No No Yes

Universal throw. Best followed up with 66A, 5C, or 5B midscreen. (See below for combos.)

Surprise Attack
Surprise Attack (Overhead)
5B+C
SS Mina 5BC.png
Armed
SS Mina u5BC.png
Unarmed
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Armed 70 High 20 - 47 - +1 +15 No No No No

Mina's universal overhead. The amazing range on this UOH makes it useful as a poke in neutral, or as a low-risk, far range mixup, similar to Jubei's UOH. This can be used in tandem with 2B to create rather annoying mid-range mixups.

Unarmed 70 High 20~21 - - - KD (+100) -11~-10 No No No Yes

While unarmed, Mina's UOH knocks down, giving you a prime oppurtunity to re-arm yourself.

Dodge
Dodge
5A+B
SS Mina 5AB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
- - - - 38 total frames - - - - - - -

Universal dodge.

Complete invincibility from frames 1 to 10. Strike invincibility from frames 11 to 16.

Stance Break
Stance Break
A+B during Just Defense
SS Mina gAB.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
0 Mid 5 - - 55 KD -24 No - - Yes

Universal Stance Break.

Counter / Blade Catch
Counter / Blade Catch
236A+B
SS Mina 236AB.png
Counter
SS Mina u236AB.png
Blade Catch
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Armed 0 N/A 2 11 34 - +35~+59 N/A N/A N/A N/A No

Universal counter. Allows you to follow up with a guaranteed attack of your own. The amount of time you have to followup depends on the strength of the attack you counter, with heavy attacks staggering the opponent for the longest amount of time. Additionally, if you counter a heavy slash or a running slash, your opponent will be disarmed.

Disarmed 0 N/A 2 12 22 - KD N/A N/A N/A N/A Yes

Universal counter. While disarmed, your counter will disarm and knock away your opponent regardless of slash level countered.

Rage Explosion
Rage Explosion
5A+B+C
SS Mina 5ABC.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
0 - - - - - - - - - - -

Unblockable pushback attack.

Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion
SS Mina Issen.png
Chample celebrating your demise. A fate worse than death.
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
300~700 Mid 9 - - - KD -44 No No No No

Has full invincibility and can anti-air. Damage scales up based on remaining health. Chample will sometimes randomly appear after Mina lands an issen to be cute.

Command Moves

Wall Jump
Wall Jump
9 (near wall)
SS Mina w9.png
Wall Jump
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
- - - - - - - - - - - Yes

Mina can jump off walls, or simply the current edge of the screen. Doing so will increase jump height and change the landing trajectory, making it difficult for the opponent to position and time an anti-air. Mina can also wall jump after her 214S if the flip trajectory causes her to hit a wall; doing this can set up ambiguous crossups and make her very difficult to anti-air.

Special Moves

Vanising Soul Stance
Vanising Soul Stance
236S
SS Mina 236S start.png
Charging arrow
SS Mina 236S overheat.png
Overcharged
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
- - 15 - - - - - No No No No

Mina's bow stance. Gone are all of her projectile normals, in favor of placing her bow-wielding abilities behind a committal stance. Most of her old angles from V Special are still present as followups from the stance, as detailed below. You can charge the your arrow up to 3 levels, and all angles from the stance can be charged. Charging will increase the damage of the fired arrow and improve the frame advantage on hit and block for Mina. Charging past the 3rd level will cause Mina to release an arrow that does the same damage as the level 1 charge arrow, but she will be stuck in a punishable on hit recovery animation, so be careful not to overcharge. While in rage, her arrows charge faster and have additional hitstun and blockstun, along with the normal rage damage buff.

Drop Stance
Drop Stance
236S (after Vanising Soul Stance)
SS Mina 236S Cancel.png
Drop Stance
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
- - - - 29 total frames - - - No No No No

Mina re-sheathes her arrow and cancels her stance. The cancel is relatively fast and can be used to bait some anti-projectile responses from your opponent (Shiki's SSM, for example), play mindgames after a recoil cancel or just to stay safe.

Mortal Missile
Mortal Missile
A (after Vanising Soul Stance)
SS Mina 236S A.png
Mortal Missile
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Uncharged 80 Mid 15+3 - 40 total frames - +0 -4 No No No No
Level 1 100 Mid 40+3 - 65 total frames - +2 -2 No No No No
Level 2 200 Mid 70+3 - 95 total frames - +6 +2 No No No No
Level 3 300 Mid 100+3 - 131 total frames - KD (+112) +6 No No No No

Mina fires an arrow at about shoulder height. The angle is similar to her old far 5C from V Special. Most characters in the game can crouch under the uncharged version, but charging to just level 1 will make the hitbox big enough to hit crouchers. This arrow will go over most ground-based projectiles without clashing so it can be useful in fireball wars, or as a situational far anti-air. The level 2 and level 3 versions are plus on block, and the level 3 version will knock down.

Geo Drive
Geo Drive
B (after Vanising Soul Stance)
SS Mina 236S B.png
Geo Drive
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Uncharged 70 Low 15+13 - 57 total frames - -7 -11 No No No No
Level 1 90 Low 40+13 - 82 total frames - -2 -9 No No No No
Level 2 120 Low 70+13 - 102 total frames - +3 -5 No No No No
Level 3 180 Low 100+13 - 142 total frames - +11 +5 No No No No

Mina crouches and fires an arrow at about calf height. The angle is similar to her old far 2B from V Special. This arrow has slower startup than the A arrow, but will not whiff on crouchers and will hit low. This will likely be your main go-to angle to use while zoning as it will catch opponents walking or dashing more easily than the A arrow. This arrow will clash with other ground-based projectiles, unlike the A arrow. The level 3 version is plus on block, but will not knock down, unlike the A version.

Heavenly Precipice
Heavenly Precipice
C (after Vanising Soul Stance)
SS Mina 236S C.png
Heavenly Precipice
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Uncharged 70 High 15+12 - 63 total frames - +23 +19 No No No No
Level 1 70 High 40+12 - 88 total frames - +23 +19 No No No No
Level 2 150 N/A 70+12 - 108 total frames - KD N/A No No No No
Level 3 300 N/A 100+12 - 148 total frames - KD N/A No No No No

Mina aims at an angle upwards and fires an arrow towards the sky. The angle is similar to her old far 5A in V Special. The uncharged and level 1 versions will fall back down, like her old far 5A, and will hit overhead while falling back down. Up close, these versions of the arrow will also hit on a standing Earthquake. The level 2 and 3 versions will only hit airborne opponents, regardless of standing height and will not come back down.

[Note: The hit and block advantage listed for the uncharged and level 1 arrows are for when they come back down on the opponent's head, and not up close on a tall standing opponent.]

Shooting Star
Shooting Star
4/5/6D (after Vanising Soul Stance)
SS Mina 236S D.png
Shooting Star
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
- - 15+7 - 105+30 frames after landing - - - No No No No

Mina jumps while continuing to prime her arrow. The direction pressed with the D button will determine the direction she jumps in (e.g. 4D jumps back). You are not required to fire an arrow after jumping, but there is a very long and punishable landing recovery if an arrow is not fired; firing an arrow will cut the landing recovery in half.

Shooting Star - Fire Arrow
Shooting Star - Fire Arrow
S (after Shooting Star)
SS Mina 236S C S.png
Shooting Star - Fire Arrow
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
Uncharged 70 High 22+3 - 14 frames after landing - -5 -16 No No No No
Level 1 90 High 47+3 - 14 frames after landing - -9 -16 No No No No
Level 2 120 High 77+3 - 14 frames after landing - -9 -17 No No No No
Level 3 160 High 107+3 - 14 frames after landing - -1 -17 No No No No

Mina fires an arrow downwards at an angle most similar to her old jC from V Special. Using a different slash button will not change the angle. This arrow can be used as a situational air-to-air or just as a method to harass an opponent who has been sufficiently conditioned by her grounded arrows.

Yuurii's Whisper
Yuurii's Whisper
214S
SS Mina 214S.png
Yuurii's Whisper
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
A - - - - 50+10 frames after landing - - - No No No No
B - - - - 75+21 frames after landing - - - No No No No
C - - - - 73+21 frames after landing - - - No No No No

Mina backflips. Unlike her old 623S in V Special, she will not fire an arrow at the end of the backflip, instead simply landing without attacking. The A version will flip forward about 1/3rd of the screen, the B version will flip almost full screen, and the C version will flip backwards almost full screen. The landing recovery can be canceled into Mina's bow stance, but not into any other special moves. Being frame 1 airborne, the move can be used defensively on a read against a throw as an alternative to dodge. The C version can be used after a recoil to create space as well. If Mina touches a wall while flipping, she can cancel the flip and jump off of the wall instead, which allows her to create some tricky jump angles that are difficult to blcok.

Bad Weather
Bad Weather
623K
SS Mina 623K.png
Bad Weather
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
120 (80, 40) Mid 11 - 62+21 frames after landing - KD (+79) -36 No No No Yes

New to SS7, Mina kicks upwards in a DP-like fashion. While the move has no invincibilty at all, the hitbox priority makes it a very strong anti-air regardless, as long as it is timed correctly. It will also combo on grounded opponents up close from all of her cancelable normals, making it your preferred ender in the corner after a forward throw.

Ichimi Instincts
Ichimi Instincts
236K
SS Mina 236K.png
Ichimi Instincts
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
60 Mid 7 - 47 - KD (+91) -22 No No No No

Also new to SS7, Mina creates an energy wave with her bow that will absorb projectiles and fire back one of her own. The fast startup makes it relatively easy to use on reaction to a fireball, but the returning projectile will rarely be fast enough to punish the opponent. Curiously, this reflect also works on non-traditional projectiles such as Wu-Ruixiang's traps or animal "projectiles" like Poppy and Mamahaha. The fast startup also makes it her fastest recoil option, in situations where you might want to beat a slow response from your opponent.

Prophecy of Arabi
Prophecy of Arabi
214K
SS Mina 214K.png
Prophecy of Arabi
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
100 Mid 14 - 47 - KD (+97) -15 No No No No

Another new special move, Mina swings around her bow and kicks the opponent. This special is her main midscreen confirm, comboing from 5B even from max range. When well spaced, this can be somewhat troublesome for some characters to punish, though most characters can use a dash normal or dash throw to punish always. Unfortunately, other than 66A, this will not combo from any of her other cancelable normals.

Foot invincibility from frames 6 to 32.

Supers

Weapon Flipping Technique

Sungan's Paranoia
236B+C
SS Mina WFT.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
340 (60, 240) Mid 1+10 - - - - -44 - - No No

Mina's WFT. Will combo from most of her cancelable normals, but the range makes it somewhat tricky to combo into after throw. A microwalk 5B after throw into WFT is optimal, or 66A can be substituted for consistency at the cost of 50 damage. This WFT can also be used as a situational anti-air due to its large hitbox and speed, but is still prone to trading, and the opponent will not be disarmed unless the full animation plays.

Super Special Move

Yanamun's Wail
641236C+D
SS Mina SSM.png
SS Mina SSM2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Cancel Recoil Deflectable Unarmed
640 Mid 10+20 - - - - -66 - - - -

Mina's SSM, which is available once per match. Basically a normal SSM, you probably won't use this much outside of a DP punish or after a good deflect. Similarly to her 6D, Mina will bounce off of the opponent on block, but she will fall over into her 3D whiff animation on whiff, so be careful.

Complete invincibility from frames 1 to 10.

Combos

Midscreen

  • (5A/2A/66A) xx 623D
    Basic combo from lights. Have to be close for 623D to combo.
  • (6CD/j.C)...
    • 2C
    • 66C
    • 66A xx 623D
      A proper dash in will let you connect 623D midscreen against most characters.
    • 5B xx 236S~A
      5B can combo into an immediate A arrow on standing opponents, but this is rarely preferable to a knockdown.
    • (66A/5B) xx 214D
      Normal post throw/jump-in combo.
    • (66A/5B) xx 236BC
      After forward throw midscreen, microwalk for 5B xx 236BC to combo.
  • 4CD 5C
    Max damage midscreen from back throw without resources.

Corner

  • (6CD/j.C) 5B xx 623D
    Max damage corner forward throw/jump-in combo. Jump-in combo can work midscreen from specific angles.

Videos

Link to Mina videos and specify year it was produced or patch version in brackets.

Example: Mina combo video by "name of content creator" (2019).

Colors

SS Mina 1.png
SS Mina 2.png
SS Mina 3.png
SS Mina 4.png


External Links

Samurai Shodown
General

FAQControlsMechanicsPatch NotesSystem Data

Characters

BasaraCharlotteDarliEarthquakeGalfordGenjuroHanzoHaohmaruIrohaJubeiKazukiKyoshiroMinaNakoruruRimururuShikiShizumaruSogetsuTam TamUkyoWan-FuWardenWuYashamaruYoshitora