P4AU/SHO Minazuki: Difference between revisions

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Sho's teleport/flash step. Can cross up through the opponent. The D version travels much farther than the C version, covering roughly 3/4ths of the screen. Can use Flash Fang or Soaring Fang right after the teleport, otherwise there's a noticeable recovery. SB version reduces this recovery. Can help Sho get closer to the opponent but it should be used with caution.
Sho's teleport/flash step. Can cross up through the opponent. The D version travels much farther than the C version, covering roughly 3/4ths of the screen. Can use Flash Fang or Soaring Fang right after the teleport, otherwise there's a noticeable recovery. SB version reduces this recovery and can cross up in the corner. Can help Sho get closer to the opponent but it should be used with caution.


The midair version has Sho teleport diagonally onto the ground. D version aims at a slightly wider angle but has more startup.
The midair version has Sho teleport diagonally onto the ground. D version aims at a slightly wider angle but has more startup.
In addition to cancelling the recovery of the teleport itself into Flash Fang or Soaring Fang, you can also cancel the recovery of Flash Fang and Soaring Fang into High-Speed Movement. Sho can only use each version of Flash Fang and Soaring Fang once this way in a single string.
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Revision as of 10:20, 22 November 2014

Sho Minazuki

Introduction

P-1 Climax Nickname: "The Rule-Smashing Pun Machine !"
Persona:N/A
Arcana: The Sun
Backstory:

  • Placeholder


Overview

Health: 8500
Persona Cards: 0
Play-style: Rushdown
Air Movement Options: 1 Double Jump/Air Dash
Run-Type: Dash

Pros/Strengths:

  • Good offense
  • Good reversals
  • Tricky cross-ups
  • Unable to enter Persona Break
  • Silence isn't as dangerous for SHO as it is for other characters


Cons/Weaknesses:

  • Low damage without resources
  • No Persona means no "sandwich" combos or disjointed attacks
  • Low life


External References:


Move List

See also: Sho Full Frame Data

Normal Moves

5A
5A
P4AU Sho 5A.png
P4AU Sho 5AA.png
P4AU Sho 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 200 Any 9 5 9 0 Body

Large slash. Cancelable with backstep. Has a longer start-up than a typical 5A move, due to it being 9F, but it has a much longer range than a typical 5A and it is 0 on guard. Very good for stagger pressure.

5AA 400 Any 10 3 15 -1 Body

Upward slash.

5AAA 500 Any 17 2 9+18 -10 Head

A jumping attack with a downwards slash, similar to his 2C.

Auto Combo continues with A Flash > A Soaring > A Destructive. With 50 meter, A Flash will instead Super Cancel into Blazing Moon Barrage.

5B
5B
Damage Guard Startup Active Recovery Frame Adv. Attribute
300,150 Any 10 2(8)3 20 -8 Body

Two-part slash move that slams the opponent to the ground. Can be canceled after first hit. Low damage for a typical 5B move. Useful when closing the gap between your opponent and acts like a pseudo-5A.

5C
5C
P4AU Sho 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300,150 Any 15 3 21 -7 Body

Wide slash. Same motion as Minazuki's 5AA. Can cancel into 5B or 2B unless two B normals have been already used in the chain.

5D/2D
5D/2D
P4AU Sho 5D.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5D/2D - - - - 33 total - -

Sho turns around and shows his back to the opponent. A parry used for dodging the opponent's attacks.

2A
2A
P4AU Sho 2A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
160 Low 7 3 9 -1 Foot

Typical sweep kick. Can be used three times in a row.

2B
2B
P4AU Sho 2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300,150 AUB 10 4(10)2,3 18 -6 Body

Two-part slash move. When it connects with a midair opponent, the first slash launches the opponent into air and the second slash slams them down. Just like 5B, this one can also be canceled after the first hit.

2C
2C
P4AU Sho 2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
800 All 30 3 5+6 after landing +6 Head

Sho jumps into the air and strikes with a downwards slash. Can be used to go over certain moves and throw attempts. Very strong pressure tool used to reset a string into an advantageous situation, but is slow enough to be punished on reaction if used predictably. Because 2C Fatal Counters, it is Sho's best damage punish on moves that recover slowly. Fatal Recovery.

Can be cancelled into air D/SB teleport for tricky surprise crossups. Can also be cancelled later to perform grounded specials.

On air hit, the opponent can be picked up from the ground with 2A or 5A for a combo.

j.A
j.A
P4AU Sho j.A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
200 High 7 7 12 - Head

Extends his leg for a long kick. Works as an air-to-air.

j.B
j.B
P4AU Sho j.B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300,150 High 12 3(9)3 12 - Head

Two slashes. Can be cancelled after the first hit.

j.C
j.C
P4AU Sho j.C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 High 12 3(4)3 11 - Head

Two horizontal slashes. Can be cancelled after the first hit.

j.2C
j.2C
P4AU Sho j.2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 High 28 3 12 - Head

Sho performs a short hop forward in midair and then slashes downwards. Will cross up the opponent from close range, and looks similar to Sho's 2C, which won't cross up.

j.D
j.D
P4AU Sho j.D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - 33 total + 16 after landing - -

Sho turns around and shows his back to the opponent, avoiding attacks. Midair version of his dodge/parry.

Sweep
Sweep
2A+B
P4AU Sho 2AB.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
200,500 Low 10 3(8)3 15 -3 Foot

2 low kicks with both legs.

All Out Attack
All Out Attack
A+B
P4AU Sho AoA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 High 31 during each attack 3 38 -22 Body

Dashes towards the opponent and strikes with two wide slashes with his swords. Overhead. It has a slow start-up but it covers a very long distance. If done close enough to the opponent, Sho will pass through and cross them up.


Universal Mechanics

Ground Throw
Ground Throw
C+D
P4AU Sho CD.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0,500*3 Throw 5 3 25 - Throw

Sho grabs the opponent, slices their stomach and the opponent falls to the ground. Can be canceled with a One More Cancel or One More Burst. If cancelling with One More Burst, the timing is a bit tighter.

Air Throw
Air Throw
j.C+D
P4AU Sho j.CD.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0,700,800 Throw 4 3 18 - Throw

Sho grabs the opponent, slashes them and then slashes them away.


Izayoi
Izayoi
B+D
P4AU Sho BD.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
700,350 Any 10 3(3)3 39+15 Landing Recovery -40 Body

Very good anti-air move with invincibility. Move can be cancelled from Flash Fang. It can be followed with Ura Izayoi only on hit.

Ura Izayoi
Ura Izayoi
j.B+D
P4AU Sho j.BD.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
600 Any 11 4 22 Landing Recovery -14 during each attack Head

A downwards slash that knocks the opponent away. Can be cancelled from Izayoi and Soaring Fang. Be careful using this follow up with Izayoi since it can result in a large amount of blue health.

Guard Cancel Attack
Guard Cancel Attack
6A+B while blocking
P4AU Sho 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0 any - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

Follow the Help:Writing_Character_Pages guidelines


Skill Attacks

Survival Knife
Survival Knife
[4]6A/B/C/D
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A/B/C/D 400 Any 13 - Total of 43 -18 Projectile
SB 400*2 Any 13 - Total of 34 -9 Projectile

Sho throws out a combat knife at the opponent. Speed and height of the knife depend on the button used. A: Aims near the chest, slow. Whiffs on crouching opponents. B: Aims near the legs, slow. C: Aims near the chest, fast. Whiffs on crouching opponents. D: Aims near the legs, fast. SB ver A+B: Throws two knives. High knife travels slow, low knife travels fast. SB ver C+D: Throws two knives. High knife travels fast, low knife travels slow.

Once out, the projectile will stay out even if Sho is hit. Sho can run behind a slow knife to help approach the opponent.

Hougetsuzan: Flash Fang
Hougetsuzan: Flash Fang
236A/B
P4AU Sho FlashFang.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A/B 600 Any 12 3 24 -12 Body
SB 600 Any 10 3 18 0 Body

Sho rushes forward and slashes. Can be canceled into Soaring Fang by pressing A or B on block or hit. Can also be canceled into Izayoi. B version travels further. SB version is faster and has the range of the B version.

Hougetsuzan: Soaring Fang
Hougetsuzan: Soaring Fang
214A/B (A/B after Flash Fang)
P4AU Sho SoaringFang.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 500 Any 8 3 28 -14 Body
B 100,50,650 Any 10 5,2,3 21 -7 Body
SB 100,50*5,550 Any 6 1*6,3 7 +7 Body

Sho does a heavy slash and launches himself and the opponent to the air. Can be canceled into Destructive Fang by pressing A or B on block or hit. It can be cancelled into Ura Izayoi. Unlike Minazuki, Sho can perform this move as a followup to Flash Fang or by itself. A version hits ones, B version hits three times, and SB version hits five times. A version launches upwards right away while B and SB versions drag the blade along the ground first, covering more distance.

Hougetsuzan: Destructive Fang
Hougetsuzan: Destructive Fang
j.236A/B
(A/B after Soaring Fang)
P4AU Sho DestructiveFang.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 1000 High 18 until landing 16 Landing Recovery - Head
B 1000 High 22 until landing 16 Landing Recovery - Head
SB 1000 High 14 until landing 0 - Head

Sho slashes downwards, falling back to the ground. Unlike Minazuki, Sho can perform this move as a followup to Soaring Fang or by itself. Fatal Counters.

High-Speed Movement
High-Speed Movement
236C/D (air OK)
(C/D after Flash Fang)
P4AU Sho HighSpeedMovementGround.png
P4AU Sho HighSpeedMovementAir.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - - - 35 total (21 after landing in Air) - -
D - - - - 49 total (21 after landing in Air) - -
Ground SB - - - - 29 total - -
Air SB - - - - 6 after landing - -

Sho's teleport/flash step. Can cross up through the opponent. The D version travels much farther than the C version, covering roughly 3/4ths of the screen. Can use Flash Fang or Soaring Fang right after the teleport, otherwise there's a noticeable recovery. SB version reduces this recovery and can cross up in the corner. Can help Sho get closer to the opponent but it should be used with caution.

The midair version has Sho teleport diagonally onto the ground. D version aims at a slightly wider angle but has more startup.

In addition to cancelling the recovery of the teleport itself into Flash Fang or Soaring Fang, you can also cancel the recovery of Flash Fang and Soaring Fang into High-Speed Movement. Sho can only use each version of Flash Fang and Soaring Fang once this way in a single string.


SP Skill Attacks

Blazing Moon Barrage
236236A/B
P4AU Sho BlazingMoonBarrage.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 100*13,1200 Any 4+4 16 20 -17 Body
B 100*13,1200 Any 4+14 16 20 -17 Body
SB 100*13,1700 Any 4+4 18 20 -19 Body

Sho's rushing combo super. He lurches back and then rushes at the enemy. If it hits, he goes into an automatic combo ending with a slash that knocks the opponent down and away. SB version deals more damage and knocks the opponent upwards at the end.


Awakened SP Skill Attacks

Moon Smasher
214214A/B
P4AU Sho MoonSmasher.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 700,2000 AUB, All 4+2 6(28)11 32 -24 Body
B 700,2500 AUB, All 4+7 12(30)11 40 -32 Body
SB 700,3000 AUB, All 4+2 12(30)11 40 -32 Body

Sho's awakening super, he rises up diagonally with his blades and then slams them straight down. It can be used as a reversal. If both hits connect, it can deal a great amount of damage. Additionally, it is air unblockable for a short distance as it's rising. Can be blocked higher up in the animation.


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:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

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>5AAA>236A>214A>j.236A
Damage:-- SP Gain:--
  • 5A>5B>5C>236B>214B>j.236C>214A>j.236A
Damage:-- SP Gain:--

*2B* Starter
2Bch>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>5C>5B(1)>2B>2AB>236A>214A>j.236A
Requirements:50 SP
Damage:2971 SP Gain:--
  • C+D>OMB>2C>5C>5B(1)>2B>2AB>236A>B+D(1)>236236A
Requirements: Burst, 50 SP
Damage:4121 SP Gain:--

*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

  • 214214AAB>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:--