P4AU/SHO Minazuki

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< P4AU
Revision as of 17:25, 17 May 2014 by 96.60.221.20 (talk)

Overview

Placeholder

Health: Placeholder
Play-style: Rushdown
Movement Options: Double jump/ 1 air dash, dash-type run

Persona: None


Pros/Strengths:

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


Cons/Weaknesses:

  • Low range in general
  • No Persona means no "sandwich" combos or disjointed attacks
  • Placeholder


External References:


Move List

See also: Sho Full Frame Data

Normal Moves

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 - - - - -

Small slash. Same as the other Sho.

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5AA - any - - - - -

SHO does an upward slash.

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5AAA - any - - - - -

Jumps and does a cross slash in the air. Same as the other Sho's.

5B
Damage Guard Startup Active Recovery Frame Adv. Attribute
300,150 any - - - - -

Two-part slash move that slams the opponent to the ground. Same as the other Sho.

5C
P4AU Sho 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
600 any - - - - -

Wide slash.Has quite good horizontal hitbox, so the move can be used as an anti-air.

5D
P4AU Sho 5D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0 - - - - - -

SHO turns around and shows his back to the opponent. Used to dodge projectiles.

2A
P4AU Sho 2A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
160 low - - - - -

Typical sweep kick. Same as the other Sho.

2B
P4AU Sho 2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
300,300 any - - - - -

Two-part slash move. First launches the opponent into air and the second slams them down.Jump-cancelable on both hits. Same as the other Sho.

2C
P4AU Sho 2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 high - - - - -

SHO jumps in to the air and slashes the foe from above.

2D
Damage Guard Startup Active Recovery Frame Adv. Attribute
0 - - - - - -

Same as 5D.

j.A
P4AU Sho j.A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
200 high - - - - -

Extends his leg for a long kick. Same as the other Sho. Works as an air-to-air.

j.B
P4AU Sho j.B.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
j.B 300 high - - - - -

A small slash.

Version Damage Guard Startup Active Recovery Frame Adv. Attribute
j.BB 150 high - - - - -

A downward slash. Follow-up to j.B

j.C
P4AU Sho j.C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 high - - - - -

A long range slash.

j.2C
P4AU Sho j.2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 high - - - - -

SHO performs a somersault and does a downward twin slash. Good for cross-ups.

j.D
P4AU Sho j.D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
0 - - - - - -

Aerial version of 5D.

Sweep
2A+B
P4AU Sho 2AB.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
200,500 low - - - - -

2 low kicks with both legs. Same move as the other Sho, but the start-up is slightly different.

All Out Attack
A+B
P4AU Sho AoA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
All Out Attack 300 high - - - - -
All Out Rush - any - - - - -
All Out Finish (C) - any - - - - -
All Out Finish (D) - any - - - - -

SHO dashes towards the opponent and slashes them with his swords. The dash can go through an enemy for tricky cross-up.

Guard Cancel Attack
6A+B while blocking
Damage Guard Startup Active Recovery Frame Adv. Attribute
0 any - - - - -

Placeholder

Throws

Ground Throw
C+D
Damage Guard Startup Active Recovery Frame Adv. Attribute
0,500*3 - - - - - -

SHO slashes the opponent a few times and stabs the opponent with both of his swords.Can`t be comboed without OMC or OMB.Same as other Sho.

Air Throw
j.C+D
Damage Guard Startup Active Recovery Frame Adv. Attribute
0,700,800 - - - - - -

SHO slashes the opponent twice. Can`t be comboed without meter. Same as other Sho.

Furious Action

Izayoi
B+D
Damage Guard Startup Active Recovery Frame Adv. Attribute
700,350 any - - - - -

Very good anti-air move with invincibility. Same as the other Sho. Can be cancelled to Back Izayoi.

Back Izayoi
j.B+D
Damage Guard Startup Active Recovery Frame Adv. Attribute
600 any - - - - -

A downward slash. Moves a bit towards the ground during the move. Also same as other Sho.

Skill Attacks

Survival knife
[4]6A,B,C/D
Damage Guard Startup Active Recovery Frame Adv. Attribute
400 any - - - - -

SHO throws a spinning horizontally moving knife. Pretty weak.Command is harder than other Sho`s,but start-up is a bit faster than the other Sho`s.


A: Throws a slow knife that hits around the chest. Doesn`t hit crouchers.


B: Throws a slow knife that hits around the feet.


C: Throws a fast knife that hits around the chest. Doesn`t hit crouchers.


D: Throws a fast knife that hits around the feet.


SB: Throws one fast knife and one slow knife. Fast and slow knives switch places between AB and CD skill boosts.

Moon Crushing Slash: Flash Fang
236A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 400 any - - - - -
B 500 any - - - - -
SB 700 any - - - - -

SHO dashes a small distance and slashes. Cancelable to soaring fang or izayoi.


A version: Faster, but weaker than B version.


B version: Stronger and slower than A version.


SB version: Stronger and faster than other versions.

Moon Crushing Slash: Soaring Fang
214A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 700 any - - - - -
B 800 any - - - - -
SB 900 any - - - - -

A rising slash that takes SHO and his opponent to the air. Can be followed up with furious action, destruction fang or normal aerials. Not a follow up unlike the other Sho`s version of the attack.


A version: Faster than B version, but does only 1 hit.


B version: Slower than A version, but does 3 hits.


SB version: Travels a small distance forward. Faster than B version and does 7 hits.

Moon Crushing Slash: Destruction Fang
j.236A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - high - - - - -
B - high - - - - -
SB - high - - - - -

SHO slams the foe down from the air. Usually used as a combo ender. Not a follow-up like the other Sho`s version of the attack.


A version: Faster than B version.


B version: Slower than A version, but is a bit stronger.


SB version: Has faster recovery allowing it to be followed up.


236C/D
Damage Guard Startup Active Recovery Frame Adv. Attribute
0 - - - - - -

Command teleport that can be used to get behind an enemy. Can also be done in air. Aerial version is an air-to-ground teleport. Ground version goes a bit forward. Can also be used to cancel other specials.


C version: Travels a small distance.


D version: Goes a longer distance than C version.


SB version:

SP Skill Attacks


236236A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 2500 any - - - - -
B - any - - - - -
SB 3000 any - - - - -

SHO dashes at the opponent and starts slashing the foe wildly then he rises the opponent to the sky and slams them down. Can be followed in the corner.


A version:


B version:


SB version: Stronger than other versions. Can`t be followed up without counter hit.

Awakened Skill Attacks

Moon Smasher
214214A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 2700 ground - - - - -
B 3400 ground - - - - -
SB 3700 ground - - - - -

SHO does a huge jumping slash and strikes the ground dealing massive damage to the opponent. Can be followed with OMB or on counter hit. Not really useful as a combo ender. High damage, good amount of invincibility and works well to interrupt the opponent. This version is also aerial unblockable, unlike the other Sho's version.


A version:Jumps lower than others so it can be followed on CH.


B version:Jumps higher than A version, but is stronger.


SB version:Stronger than other versions.

Instant Kill

5P
P4AU Sho 5A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Placeholder

Strategy

Offense

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.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

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.

Midscreen to Corner

Corner Only