P4AU/SHO Minazuki

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SHO Minazuki
P4U2 Sho Portrait.png

Health: 8,500

Combo Rate: 65%

Persona Cards: -

Backdash Time: Placeholder

Backdash Invincibility: 1-6

Movement Options: 1 Double Jump/Airdash, Dash type: Run, Command Dash

  • All Jumps have 3F prejump, can not input any commands for the first 2 airborne frames, and have blocking disabled for the first 5 airborne frames
  • All air backdashes are invincible 1-5F
Play-style
Rushdown

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.


Strengths/Weaknesses

Strengths Weaknesses
  • 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.
  • 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.


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


Normal Moves

5A

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 200 Any 9 5 9 +1 Body
5AA 400 Any 10 3 15 -1 Body
5AAA 500 Any 17 2 9+18 -10 Head

  • Backdash cancel is -6 on block

Large slash. Has more start-up than a typical 5A at 9F, but it has a much larger range than a typical 5A and it is 0 on guard. Very good for stagger pressure as it cannot be low-profiled, and its range allows Sho to space himself so that reversals will whiff. Has a good vertical hutbox, making it a situational anti-air and good for preventing jump-outs. 5A be cancelled into itself up to three times by inputting the move as 4A. Backdash cancellable. Jump-cancellable on block and hit.


5AA is -1 on block and fast start-up (faster than Minazuki's 5AA), so it can be used in pressure. Useful combo move.


5AAA is head attribute but not an overhead. Like many other 5AAAs, Sho's builds ~13 SP and 1/8th of the Burst gauge on hit.

Sho's auto-combo continues with A Flash > A Soaring > A Destructive. With 50 meter, A Flash will instead Super Cancel into Blazing Moon Barrage.

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 cancelled on either hit. Low damage for a typical 5B move. Useful when closing the gap between Sho and the opponent and acts like a pseudo-5A, though it has noticeably more recovery than 5A.

5C

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

Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - 33 total - -

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

The invulnerability frames will cause projectiles to whiff completely, but do not make Sho "not there" with respect to physical attacks. While projectile attacks such as Narukami's Zio or Yukiko's fans will pass through Sho as if he is not there, strike attacks such as Narukami's Swift Strike will push Sho along the ground once making contact with Sho. Dodge can be punished immediately if the opponent's attack remains active past Sho's invulnerability frames. Sho cannot perform any action until Dodge fully recovers, so it's best used sparingly.

2A

Damage Guard Startup Active Recovery Frame Adv. Attribute
160 Low 7 3 9 -1 Foot

Sweep kick with great range. Hits low. Sho's fastest normal at 7f. Can be chained into itself up to three times. Gatlings to 5A, but 5A does not gatling to 2A, so 2A > 2A > 5A is a valid chain but not 5A > 2A. -1 on block, making it good for pressure and tick throw set-ups.

2B

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

Two-part slash move that hits three times. 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.

Both Sho's upward and downward swings possess the AUB trait, making it a surprisingly dangerous 2B under the right conditions.

2C

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 as well as 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. 2C can also be kara-cancelled to create an instant overhead for even deadlier mix-ups.

j.A

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. Great horizontal range and a huge number of active frames, but doesn't have much vertical range. Very good for punishing aerial persona attacks and air-to-air battles, but not for air-to-ground combat.

j.B

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. One of Sho's best normals thanks to its horizontal and vertical range, making it difficult for opponents to anti-air the jump.

j.C

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. Works as an air-to-air, though slower than j.A. Typically reserved for combos.

j.2C

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 at close range, and looks similar to Sho's 2C, which won't cross up.

j.D

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 5D/2D Dodge. Has landing recovery in addition to the recovery on Dodge itself, so use it wisely.

Sweep

2A+B

Damage Guard Startup Active Recovery Frame Adv. Attribute
200,500 Low 10 3(8)3 15 -3 Foot

Two low kicks with both legs. Used in blockstrings and in combos. Unlike Minazuki's sweep, Sho's is gapless even if the opponent Instant Blocks the first hit. Low profiles Chest attribute attacks. While the start-up is good, it's a two-hit attack, so it has more active frames than most other sweeps, leaving Sho very punishable on whiff.

All Out Attack

A+B

Damage Guard Startup Active Recovery Frame Adv. Attribute
300 High 31 during each attack 3 38 -22 Body

  • Fatal Recovery.

Sho dashes toward the opponent and strikes with two wide slashes with his swords. Overhead. It has a slow start-up but it covers a large distance. If done close enough to the opponent, Sho will pass through and cross them up. If Sho passes through the opponent, the start-up increases to 40f.


Universal Mechanics

Ground Throw

C+D

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 in Crumple state. 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

j.C+D

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. Can be followed up in the corner with a falling j.B.

Izayoi

B+D

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. On hit, it can be followed up with Ura Izayoi.

Ura Izayoi

j.B+D

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. Unlike Minazuki's, is an overhead. Be careful using this follow up with Izayoi since it can result in a large amount of blue health.

Guard Cancel Attack

6A+B while blocking

Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

  • Inputted as 6A+B while blocking at the cost of 50SP.

Has the same animation as Sho's 5C, giving it a good hitbox. Like all Guard Cancel Assaults, it's slow, blasts the opponent away on hit, does zero damage, has autoguard to all attacks for the duration, and a One More! Cancel or One More! Burst can be used to cancel the lengthy recovery.


Skill Attacks

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 approach the opponent. Situational pressure tool and can bait mashing. Knives can also be used to harass opponents at range or to punish their Personas, or even for chip damage by using the SB versions. Note that charging can be performed on diagonal inputs, so [1] can be used to charge as well as [4].

Hougetsuzan: Flash Fang

236A/B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 600 Any 12 3 24 -12 Body
B 600 Any 16 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

214A/B (A/B after Flash Fang)

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

j.236A/B A/B after Soaring Fang

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

  • A and B versions Fatal Counter.

Sho slashes downwards, falling back to the ground. Unlike Minazuki, Sho can perform this move as a followup to Soaring Fang or by itself. The SB version is a very fast overhead with no landing recovery, and if performed by kara-cancelling Sho's teleport (High Speed Movement), it becomes an instant overhead. On block, cancelling into the A or B versions from Soaring Fang leaves a gap in the string that opponents can easily reversal through, so you must use the SB version to remain safe.

High-Speed Movement

236C/D (air OK) C/D after Flash Fang

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - - - 35 total - -
D - - - - 49 total - -
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. SB version is similar to the D version, only it recovers significantly faster and can cross the opponent up in the corner.

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

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

  • All versions Fatal Recovery.

Sho's rushing combo super. After lurching backward, he then rushes at the enemy. If blocked, Sho will remain in front of the enemy and vulnerable to a massive punish. On hit, Sho performs an automatic combo ending with a slash that knocks the opponent down and away. The SB version deals more damage and knocks the opponent upwards at the end. Can be followed up on CH if close enough to the corner. Can side-switch. The A and SB versions have the fastest start-up, while the B version has much slower start-up and increased invulnerability frames. All versions are extremely unsafe on block.

Typically used as a combo ender for additional damage, though Blazing Moon Barrage can also be used as a reversal and punish. Since Sho is invuln during the rush preceding the attack, the A and SB versions can be used to punish opponents already committed to moves with significant recovery, including Persona attacks -- Sho will continue the rush until he reaches the opponent, ignoring their Persona.

While super-canceling causes Blue Health, the animation for Blazing Moon Barrage is lengthy enough to allow Sho to recover most of the Blue Health incurred from the super-cancel.


Awakened SP Skill Attacks

Moon Smasher

214214A/B

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 700,2000 AUB 4+2 6(28)11 32 -24 Body
B 700,2500 AUB 4+7 12(30)11 40 -32 Body
SB 700,3000 AUB 4+2 12(30)11 40 -32 Body

  • AUB for 8f while rising.

Sho's Awakening super and best reversal. He rises up diagonally with his blades and then slams them straight down. If both hits connect, Moonsmasher deals an obscene amount of damage. Additionally, it is air unblockable for 8f, but can be airblocked afterward; however, due to its AUB frames, opponents must be on-point with their safe-jumps once Sho reaches Awakening.

Moonsmasher will not connect at the end of long combos due to proration, limiting its use as a combo finisher to shorter combos. On raw hit, the A version does the least amount of damage and the SB version the most.

Unlike Minazuki's Moonsmasher, Sho's does not launch the opponent on counter-hit for a follow-up combo. However, Sho's can be followed up with a One More! Burst, unlike Minazuki's. Just like Minazuki, Sho travels the shortest horizontal and vertical distance during the A version, while rising higher before the first hit with the B and SB versions. The B and SB versions can cross-up on the second hit.


Navigation

Ambox notice.png To edit frame data, edit values in P4AU/SHO Minazuki/Data.