m (Shtkn moved page Sho (P4AU) to P4AU/SHO Minazuki) |
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(No difference)
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Revision as of 21:22, 7 June 2015
SHO Minazuki |
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Health: 8,500 Combo Rate: 65% Backdash Time: Placeholder Backdash Invincibility: 1-6
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Introduction
P-1 Climax Nickname: "The Rule-Smashing Pun Machine!"
Arcana: The Sun
Backstory:
- Originally Shuji Ikutsuki's test subject, Sho was subjected to various experiments that forged his combat powers and later given a Plume of Dusk. When his second personality, Minazuki, emerged, he fell into a coma and was abandoned by Ikutsuki. However, he awakened and now habours the desire to live alone -- completely alone, by ridding the world of all others, fulfilling Ikutsuki's wish to bring about the Fall. As the mastermind of the prior P-1 Grand Prix, Sho has now engineered the P-1 Climax to take the Persona fragments gathered during combat to create his ideal world. Despite his bratty, juvenile personality and penchant for terrible puns, Sho is an adept fighter, wielding a pair of katanas with minimal trouble and quickly disposing of any who would stand in his way.
Overview
Pros/Strengths:
- Strong offence and mix-up.
- Good reversals, both meterless and with meter.
- Tricky cross-ups with High-Speed Movement, including in-corner cross-ups.
- Unable to enter Persona break.
- Silence isn't as dangerous for Sho as it is for other characters.
- Large jump normals, making it difficult for many characters to anti-air him.
Cons/Weaknesses:
- Low damage without resources.
- No Persona means no "sandwich" combos or disjointed attacks.
- Below-average health.
- While his mix-up and pressure are oppressive, he lacks full-screen neutral tools.
- Does not have an Instant Kill.
Multi-Hit Move Properties
- Due to the nature of Sho's weapons, many of Sho's normals are multi-hit attacks. This grants him a unique damage property: for multi-hitting normal attacks, even if the first hit whiffs, the higher damage value for the first hit will be applied to the first hit that connects with an opponent, even if it's the second hit of the attack. For example, 2B has three possible hits, so if 2B's second and third hits connect, the damage will be 450 (300 + 150) rather than 300 (150 + 150) -- the damage for 2B's first hit (300) is applied to its second hit, as it was the first to strike the opponent.
- The following attacks are granted this property:
- 5B.
- 2B.
- j.B.
- j.C.
External References:
- Japanese Name: Placeholder
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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5D/2D
5D/2D |
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2A
2A |
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2B
2B |
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2C
2C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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j.2C
j.2C |
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j.D
j.D |
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Sweep
Sweep 2A+B |
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All Out Attack
All Out Attack A+B |
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Universal Mechanics
Ground Throw
Ground Throw C+D |
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Air Throw
Air Throw j.C+D |
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Izayoi
Izayoi B+D |
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Ura Izayoi
Ura Izayoi j.B+D |
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Guard Cancel Attack
Guard Cancel Attack 6A+B while blocking |
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Skill Attacks
Survival Knife
Survival Knife [4]6A/B/C/D |
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Hougetsuzan: Flash Fang
Hougetsuzan: Flash Fang 236A/B |
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Hougetsuzan: Soaring Fang
Hougetsuzan: Soaring Fang 214A/B (A/B after Flash Fang) |
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Hougetsuzan: Destructive Fang
Hougetsuzan: Destructive Fang j.236A/B (A/B after Soaring Fang) |
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High-Speed Movement
High-Speed Movement 236C/D (air OK) (C/D after Flash Fang) |
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SP Skill Attacks
Blazing Moon Barrage 236236A/B |
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Awakened SP Skill Attacks
Moon Smasher 214214A/B |
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Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Combo Notation Guide: |
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
*5A* Starter
- 5A>5AA>5B>5C>5B>2AB>236B~(delay)B~C>214A~A
- Damage: 2651 SP Gain: 24
Universal BnB, works on every character
- 5A>5AA>5B>5C>5B>2AB>236B>B+D(1)>236236B
- Damage: 3013 SP Gain: -33
Super ender on universal combo.
- 5A>5AA>5B>5C>5B>2AB>236B~(delay)B~C>214A~A>214214A
- Damage: 3731 SP Gain: -26
Awakening Ender
- 5A>5AA>5B>5C>jc>j.B>j.C>665B>5C>5B>2AB>236B~(delay)B~C>214A~A
- Damage: 3033 SP Gain: 31
One Jump loop off of a 5A, whiffs on Labrys, S. Labrys, Sho, Minazuki, Teddie, Kanji, Akihiko, Chie, Rise, Junpei, Naoto, and crouching opponents
- 5A>5AA>5B>5C>jc>j.B>j.C>665B>2B>5C>jc>j.B>j.C>665B>2AB>236B>B+D>j.B+D
- Damage: 3114 SP Gain: 33
Second Jump Loop, slightly more damage, but costs Blue Health
- 5A>5AA>5B>5C>jc>j.B>j.C>665B>2B>5C>jc>j.B>j.C>665B>2AB
- Damage: 2560 SP Gain: 25
Low damage combo, but Sweep ender allows for a safejump
- 5A>5AA>5B>5C>jc>j.B>j.C>665B>2B>5C>jc>j.B>j.C>665B>2AB>236B>B+D(1)>236236B
- Damage: 3888 SP Gain: -20
Second Jump Loop with super ender.
- 5A>5AA>5B>5C>jc>j.B>j.C>665B>2B>5C>jc>j.B>j.C>665B>2AB>236B>B+D(1)>214214B
- Damage: 4168 SP Gain: -20
Same combo with awakening ender.
*5B* Starter
- 5B>5C>jc>j.B>j.C>665B>5C>jc>j.B>J.C>665B>2AB>236B~(delay)B~A>214A~A
- Damage: 3222 SP Gain:
2 jump loops are possible off of 5B, just be aware of your starter if they get hit during stagger pressure
*2B* Starter
- CH 2B>5B>5C>236A>214B>jc>j.C>OMB>2C>5A>5AA>2B>5B(1)>5C>236A>B+D(1)>236236A
- Requirements: Burst, 50 SP, aerial opponent, counter hit
- Damage:-- SP Gain:--
*j.A* Starter
- j.A>5A>5AA>5AAA>236A>214B>j.236C>236A>214A>j.236A
- Damage:1993 SP Gain:--
*C+D* Starter
- C+D>OMC>j.B(1)>5B(1)>5C>2B>2AB>236B~(delay)B~C>214A~A
- Damage: 3197 SP Gain: -42
OMC throw combo. OMC right after the 4th hit of the throw
- C+D>OMB>2C>5C>5B(1)>2B>2AB>236B~(delay)B~C>214A~A
- Damge: 3617 SP Gain: 7
OMB throw combo. OMB as soon as the 4th hit connects, won't work if you do it late
*5A+B* Starter
- 5A+B~FC C>j.C(1)>j.B(1)>j.236B>OMC>j.B(1)>5B(1)>5C>2B>2A+B>236A>B+D(1)>236236A
- Requirements: 100 SP
- Damage:4788 SP Gain:--
Midscreen to Corner
*5B* Starter
- 5B>5C>jc>j.B>j.C>5B>5C>236A>214B>j.236C>236A>214A>j.236A
- Damage: ----, SP Gain: --
*2C* Starter
- 2C>5C>2B>5B>236B>214B>jc>j.B>2B>5B(1)>5C>jc>j.C>>2B>5B(1)>5C>236A>B+D(1)>236236Ax3
- Requirements: Awakening, 150 SP, Fatal Counter
- Damage: 7004, SP Gain: --
*214214AB* Starter
- 214214AB>OMB>2C>5A>5AA>2B>5B(1)>5C>236A>B+D(1)>214214B
- Requirements: Awakening, 125 SP, Counter Hit
- Damage: --, SP Gain: 1(-125)
- 214214AB>OMB>2C>2A+B>214A>j.C>j.B+D>214214AB
- Requirements: Awakening, 150 SP, Counter Hit
- Damage: 7611, SP Gain: 1(-150)
Corner Only
*5B* Starter
- 5B>5C>5B>236B>214B>j.236C>214A>jc>j.C>j.B>j.B+D>236236A
- Damage:-- SP Gain:--
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data