P4U2R/Minazuki: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{P4U2R/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
|overview = '''Minazuki''' is a '''versatile rushdown''' character with numerous tricks up his sleeve. He prefers to be up close to make best use of his toolkit, but can be effective at attacking the opponent from almost any range thanks to his Persona normals and varied set of specials. His offense is very aggressive between his sword normals & other relatively safe frame-trapping buttons, and is also uniquely flexible as he '''has the most jump-cancellable on block moves in the game''', allowing him opportunities to safely disengage or reset pressure at will. In addition to this, he can use his {{MMC|input=214A|label=rekkas}} and {{MMC|input=214C/D|label=command grab}} mix-ups to open up opponents. When Minazuki's out of range, he can use his longer range Persona normals, {{MMC|input=236A|label=knife projectiles}}, and his {{MMC|input=236C/D|label=tracking teleport|imageNumber=2}} to continue to attack and put pressure on the opponent in neutral.
{{card|width=4
|header=Overview
|content='''Minazuki''' is a '''versatile rushdown''' character with numerous tricks up his sleeve. He prefers to be up close to make best use of his toolkit, but can be effective at attacking the opponent from almost any range thanks to his Persona normals and varied set of specials. His offense is very aggressive between his sword normals & other relatively safe frame-trapping buttons, and is also highly flexible as he has many jump-cancellable on block moves, allowing him opportunities to safely disengage or reset pressure at will. In addition to this, he can use his {{MMC|input=214A|label=rekkas}} and {{MMC|input=214C/D|label=command grab}} mix-ups to open up opponents. When Minazuki's out of range, he can use his longer range Persona normals, {{MMC|input=236A|label=knife projectiles}}, and his {{MMC|input=236C/D|label=tracking teleport|imageNumber=2}} to continue to attack and put pressure on the opponent in neutral.


This variety of options makes him a very beginner-friendly character, alongside other things such as the ease of his hit-confirms. He also has simple, yet effective starter combos and main {{keyword|BNB}}s.
This variety of options makes him a very beginner-friendly character, alongside other things such as the ease of his hit-confirms. He also has simple, yet effective starter combos and main {{keyword|BNB}}s.


'''One thing that must be stressed about Minazuki, however, is his damage potential'''. One of the biggest threats of this character past his well-roundedness is the fact that he can consistently deal at least 3000 damage from just about any hit, and also frequently lacks the necessity of many or ''any'' resources to do so.
'''One thing that must be stressed about Minazuki, however, is his damage potential'''. One of the biggest threats of this character past his well-roundedness is the fact that he can consistently deal at least 3000 damage from just about any hit, and also frequently lacks the necessity of many or sometimes ''any'' resources to do even better.


His Counter Hit and Fatal Counter punishes also take this up a notch, allowing him to well outclass the damage of most other characters before resources even come into play. Even if he doesn't have his ideal conditions, he can just drop some SP to lead into his best combo routes anyway. This means that at almost any randomly selected point in a match, the opponent has a good chance of getting a sizable portion of their life bar bombed or even outright erased from a Minazuki landing something as simple as a random {{clr|3|5C}} CH. For these reasons, every match with Minazuki is volatile, and he is always a force to be reckoned with.
His Counter Hit and Fatal Counter punishes also take this up a notch, allowing him to well outclass the damage of most other characters before resources even come into play. Even if he doesn't have his ideal conditions, he can just drop some SP to lead into his best combo routes anyway. This means that at many points in a match, the opponent has to be wary of getting a sizable portion of their life bar bombed or even outright erased from a Minazuki landing something as simple as a {{clr|3|5C}} CH. For these reasons, every match with Minazuki is volatile, and he is always a force to be reckoned with.
|lore = Sho MINAZUKI is another personality within this body which originates from a Plume of Dusk and is able to use a Persona. Minazuki is very composed person who doesn't believe in the concept of "friendship". He aims to create a new, perfect world where no one is chained to things called "bonds"... and he's ready to kill anyone who stands in his way.
}}
|quote = Descend into the abyss!
{{P4U2R/infobox
|summary = is a '''well-rounded''' fighter, who also aims to brutally maim the opponent once he finds an opportunity.
|fastestAttack = {{clr|1|2A}} (7F) <br/> {{clr|3|214C}}+{{clr|4|D}} (5F)
|reversalType = Attack (10F)
|fatalStarter = {{clr|3|2C}} <br/> {{clr|4|2D}} <br/> 214X~4X~{{clr|1|4A}}/{{clr|2|4B}}/{{clr|1|A}}+{{clr|2|B}}
|fatalRecovery = All {{clr|3|236C}}/{{clr|4|D}} <br/> All {{clr|1|214214A}}/{{clr|2|B}}
}}
{{ProsAndCons
|intro=is a flexible fighter, who trades some of his true well-roundedness for the ability to punish opponents with naturally high-damage combos.  
|pros =
|pros =
*'''Strong Neutral:''' Minazuki has a very strong neutral game because of certain moves like {{clr|1|5A}}, {{clr|2|{{clr|2|{{clr|2|j.B}}}}}}, and {{clr|3|5C}} reaching very far, and having {{clr|4|2D}}/{{clr|4|j.2D}} as a fullscreen check, along with a projectile.
*'''Strong Neutral:''' Minazuki has a very strong neutral game because of certain moves like {{clr|1|5A}}, {{clr|2|{{clr|2|{{clr|2|j.B}}}}}}, and {{clr|3|5C}} reaching very far, and having {{clr|4|2D}}/{{clr|4|j.2D}} as a fullscreen check, along with a projectile.
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*'''Slow Close Range Normals:''' Minazuki can be unable to punish or contest certain characters while on defense between his 7F {{clr|1|2A}}, and 9F {{clr|1|5A}} at worse spacings.
*'''Slow Close Range Normals:''' Minazuki can be unable to punish or contest certain characters while on defense between his 7F {{clr|1|2A}}, and 9F {{clr|1|5A}} at worse spacings.
*'''Susceptible To Persona Break:''' Some of Minazuki's furthest reaching Persona moves are prone to whiffing in neutral or they leave Tsukuyomi in recovery for a while, and the range makes them especially uncoverable on block without risk.
*'''Susceptible To Persona Break:''' Some of Minazuki's furthest reaching Persona moves are prone to whiffing in neutral or they leave Tsukuyomi in recovery for a while, and the range makes them especially uncoverable on block without risk.
|fastestAttack = {{clr|1|2A}} (7F) <br/> {{clr|3|214C}}+{{clr|4|D}} (5F)
|reversalType = Attack (10F)
|fatalStarter = {{clr|3|2C}} <br/> {{clr|4|2D}} <br/> 214X~4X~{{clr|1|4A}}/{{clr|2|4B}}/{{clr|1|A}}+{{clr|2|B}}
|fatalRecovery = All {{clr|3|236C}}/{{clr|4|D}} <br/> All {{clr|1|214214A}}/{{clr|2|B}}
}}
}}
</div>


{{FP Box|header=Starter Guide
==Starter Guide==
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|j3Ha7lzWAKo|450}}{{Closediv}}{{Closediv}}
{{card|header=Starter Guide
|content=<center><div class="fpvideo">{{#ev:youtube|j3Ha7lzWAKo|450}}{{Closediv}}</div>
}}
}}
{{FrameChartKey}}


==Normal Moves==
==Normal Moves==
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|description=
|description=
;{{clr|1|5A}}
;{{clr|1|5A}}
Minazuki's {{clr|1|5A}} has a longer start-up than a typical A normal, due to it being 9F, but it has a much longer range than a typical one and is also backdash cancellable. Do note that it cannot stagger into itself (any chains will be an airtight blockstring), and it is also Chest attribute, meaning it can be out-prioritized/low profiled by sweeps.
{{#invoke:FrameChart|drawFrameData
*Backdash cancellable, -6 on block.
|startup  = 9
*Jump cancelable.
|active    = 3
|recovery  = 14
}}
* Can cancel into itself on connect, but can't be staggered (repeated {{clr|A|5A}}s will always be an airtight blockstring).
* Jump and backdash cancellable on connect, backdash cancel is -6 on block.
Minazuki's {{clr|1|5A}} has a longer start-up than a typical {{clr|A|A}} normal, but in turn has a much longer range and disjoint and is backdash cancellable as well. Minazuki tends to use this button as an obnoxious defensive poke or dash button similarly to {{CLabel|P4U2R|Mitsuru}} and {{CLabel|P4U2R|Yukiko}}'s {{clr|A|5A}}s, being able to connect at ranges the opponent wouldn't expect or even outspace some abare and Furious Actions while staying relatively safe on whiff. Do note that this is vulnerable to sweeps, but Minazuki easily mixes in {{clr|B|5B}} for close range footsies to stuff the counterplay out.
----
----
'''{{clr|1|5AA}}''' is a good starter. Has quite good horizontal hitbox and can be delayed for a frame-trap, so the move can be used to catch jump-outs if the opponent jumps after blocking {{clr|1|5A}}. Can combo into {{clr|3|5C}} to get a combo, or into {{clr|4|5D}} if they get hit higher up to get a better combo.
;{{clr|1|5AA}}
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active    = 3
|recovery  = 17
}}
{{clr|A|5AA}} is a good starter. Has quite good horizontal hitbox and can be delayed for a frame-trap, so the move can be used to catch jump-outs if the opponent jumps after blocking {{clr|1|5A}}. Can combo into {{clr|3|5C}} to get a combo, or into {{clr|4|5D}} if they get hit higher up to get a better combo.
----
----
'''{{clr|1|5AAA}}''' is pretty safe to continue into this move if you happen to anti-air someone with {{clr|1|5AA}}. Can only be cancelled into specials or universal options (i.e. AoA, Sweep) on hit or block. It is also a great starter, but scales relatively poorly in combos if chained into from {{clr|1|5A}} > {{clr|1|5AA}}.
;{{clr|A|5AAA}}
{{#invoke:FrameChart|drawFrameData
|startup  = 16
|active    = 2
|recovery  = 7
|specialRecovery = 16
}}
{{clr|1|5AAA}} is pretty safe to continue into this move if you happen to anti-air someone with {{clr|1|5AA}}. Can only be cancelled into specials or universal options (i.e. AoA, Sweep) on hit or block. It is also a great starter, but scales relatively poorly in combos if chained into from {{clr|1|5A}} > {{clr|1|5AA}}.


Will combo against airborne opponents. Very unsafe against grounded opponents unless cancelled. Usually {{clr|4|5D}} or {{clr|2|5B}} is a better follow-up after {{clr|1|5AA}}.
Will combo against airborne opponents. Very unsafe against grounded opponents unless cancelled. Usually {{clr|4|5D}} or {{clr|2|5B}} is a better follow-up after {{clr|1|5AA}}.
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|input=2A
|input=2A
|description=
|description=
Low kick that serves as Minazuki's fastest low as well as his fastest normal, period. Very useful button to use, as it is his main option for mashing out of pressure and very easy to confirm into a combo on hit. Do note that the hitbox is pretty low due to the animation, so his fastest button has the problem of being weak to hops and not being useful against {{keyword|IAD}}s.
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active    = 3
|recovery  = 9
}}
* Cancels into itself up to 2 times in a row, even on whiff
Low kick that serves as Minazuki's fastest low as well as his fastest normal, period. Very useful button to use, as it is his main option for mashing out of pressure and very easy to confirm into a combo on hit or pressure sequence on block. Do note that the hitbox is pretty low due to the animation, so his fastest button has the problem of being weak to hops and not being useful against {{keyword|IAD}}s.


{{clr|1|2A}} also uniquely works well as a combo tool, as Minazuki can link into it from {{MMC|game=P4U2R|chara=Minazuki|input=236C/D|label=Tsukiyomi ({{clr|3|236C}}/{{clr|4|D}})}} in certain scenarios, or after a corner {{MMC|game=P4U2R|chara=Minazuki|input=j.BD|label=Ura Izayoi ({{clr|2|{{clr|2|j.B}}}}+{{clr|4|D}})}} to link together his main combo routes.
{{clr|1|2A}} also uniquely works well as a combo tool, as Minazuki can link into it from {{MMC|game=P4U2R|chara=Minazuki|input=236C/D|label=Tsukiyomi ({{clr|3|236C}}/{{clr|4|D}})}} in certain scenarios, or after a corner {{MMC|game=P4U2R|chara=Minazuki|input=j.BD|label=Ura Izayoi ({{clr|2|{{clr|2|j.B}}}}+{{clr|4|D}})}} to link together his main combo routes.
*Cancels into itself up to 2 times in a row, even on whiff
}}
}}


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|input=5B
|input=5B
|description=
|description=
Two slashes from Minazuki that can be canceled after first hit. Useful for poking in the mid-range, hit-confirming, closing the gap between Minazuki and the opponent while putting out hitboxes, and staying close to the opponent during pressure. {{clr|2|5B}} being jump and short hop cancellable makes it especially good for pressure, as Minazuki can choose to go for pressure resets, mix-ups, fake disengages and all the like from this normal.
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active    = 2
|inactive2 = 8
|active3  = 3
|recovery  = 20
}}
*Jump cancellable on hit or block
*Second hit plummets airborne opponents
Two slashes from Minazuki that can be canceled after first hit. Useful for poking at close ranges, hit-confirming, closing the gap between Minazuki and the opponent while putting out hitboxes, and staying close to the opponent during pressure. {{clr|2|5B}} being jump and short hop cancellable makes it especially good for pressure, as Minazuki can choose to go for pressure resets, mix-ups, fake disengages and all the like from this normal.


{{clr|2|5B}} is often used as combo filler, both at the beginning of basic combos, and in juggles to optimize damage.
{{clr|2|5B}} is often used as combo filler, both at the beginning of basic combos, and in juggles to optimize damage.
*Jump cancellable on hit or block
*Second hit plummets airborne opponents
}}
}}


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|input=2B
|input=2B
|description=
|description=
Two-part slash move with three hits, somehow. First launches the opponent into air, and the second slams them down. Basically the same thing as Sho's {{clr|2|2B}}, but jump cancellable on block. Due to the move's massive hitbox, being air unblockable on both swings, and having many cancel options into his common combo routes, it makes for a very good anti-air. Just like {{clr|2|5B}}, this move is also solid for pressure for all the same reasons.
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active    = 4
|inactive2 = 10
|active3  = 5
|recovery  = 21
}}
* Universal anti-air
* ''Both'' hits are jump cancellable on connect.
* First hit launches airborne opponents up, second hit plummets airborne opponents.
'''{{clr|B|2B}}''' is a massive, two-part slash move that everyone hates with a passion.
 
Minazuki's {{clr|B|2B}} is easily one of the best anti-airs in the game due to its large hitbox, good active frames, many cancel options into his common combo routes on hit and relatively low recovery compared to other great {{clr|B|2B}}s. Sometimes, Minazuki is even able to use this attack to hit opponents who are attempting to jump over his head to escape the corner or cross him up!
 
Just like {{clr|2|5B}}, this move is also solid for pressure for all the same reasons; easily hit-confirming, and jump-cancellable for pressure mix-ups.


On an air hit, you can combo out of {{clr|2|2B}} into various other normals such as {{clr|2|5B}} and {{clr|3|5C}} on normal hit for good damage and a safe-jump, or {{clr|3|2C}} and {{clr|4|5D}} on CH for better damage.
On an air hit, Minazuki can combo out of {{clr|2|2B}} into various other normals such as {{clr|2|5B}} and {{clr|3|5C}} on normal hit for good damage and a safe-jump, or {{clr|3|2C}} and {{clr|4|5D}} on Counter Hit for better damage.
*Second swing plummets airborne opponents
}}
}}


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|input=j.A
|input=j.A
|description=
|description=
Basic air kick that can work as an air-to-air. Unlike most other j.As in this game, it can't be canceled into itself at all. Being faster than {{clr|2|j.B}} while still having good range is somewhat useful (for example, Minazuki has more overhead opportunities with {{clr|1|j.A}} than {{clr|2|j.B}}), but still it is mostly combo filler.
{{#invoke:FrameChart|drawFrameData
*Jump cancelable.
|startup  = 7
|active    = 7
|recovery  = 12
}}
* Jump cancellable on connect.
Basic air kick that can work as an air-to-air. Unlike most other {{clr|A|j.A}}s in this game, it can't be canceled into itself at all. Being faster than {{clr|2|j.B}} while still having good range is somewhat useful (for example, Minazuki has more overhead opportunities with {{clr|1|j.A}} than {{clr|2|j.B}}), but still it is mostly combo filler.
}}
}}


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|input=j.B
|input=j.B
|description=
|description=
Minazuki does two slashes; {{clr|2|j.B}} is a very good move with massive range and 2 hits, making jumping in and hit-confirming with it very easy. You get very high damage of a CH air to air with it by immediately going into {{clr|4|j.D}}, as it gives a full combo on air or ground Counter Hit. Also used a lot to extend combos as well and used in his {{clr|4|j.D}} land cancel combo part. The first hitbox extends to hit slightly behind Minazuki as the animation suggests, meaning he can use it as a cross-up normal if close enough. The only big downside of this move is that it is kind of slow, a bit more risky than Sho's version due to that.
{{#invoke:FrameChart|drawFrameData
*Jump cancelable.
|startup  = 12
|active    = 2
|inactive2 = 9
|active3  = 3
|recovery  = 12
}}
}}
 
* Jump cancelable on connect.
===<big>[[P4U2.5/Offense#All_Out_Attack|All Out Attack]]</big>===
Minazuki does two slashes; {{clr|2|j.B}} is a very good move with massive range and 2 hits, making jumping in and hit-confirming with it very easy. He gets very high damage off of a CH air to air with it by immediately going into {{clr|4|j.D}}, as it gives a full combo on air or ground Counter Hit. Also used a lot to extend combos as well and used in his {{clr|4|j.D}} land cancel combo part. The first hitbox extends to hit slightly behind Minazuki as the animation suggests, meaning he can use it as a cross-up normal if close enough. The only big downside of this move is that it is kind of slow on the start-up, and so Minazuki may prefer to use {{clr|A|j.A}} in close air-to-air situations
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}
{{P4U2R Move Card
|input=5AB
|description=
*Universal overhead
*Can pass through the opponent on start-up
Minazuki dashes toward the opponent and strikes with two wide slashes with his swords. It has a slow start-up, but it covers a large distance and can even blow through the opponent's mashing with its autoguard in the later frames. If done close enough to the opponent, Minazuki will pass through and cross them up, but the start-up will increase to 40F. However, it is especially reactable and is still unsafe on block just like most AoAs, and thus should be used sparingly as a mix-up.
 
Minazuki gets a handsome reward from either finisher after landing his AoA, but interestingly, he can also combo into it from a Counter Hit {{clr|3|5C}} as a staple conversion.
}}
 
===<big>Sweep</big>===
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
{{P4U2R Move Card
|input=2AB
|description=
*Universal sweep
*Can out-prioritize "Chest"-attribute attacks
*Uniquely chains into {{clr|4|5D}}
Minazuki's sweep is a low-hitting double kick. Typically used to go for low hits mid-pressure string to catch the opponent trying to walk backwards, jump, or backdash out of pressure. It can also be a safe pressure ender or reset opportunity, as it is only -3 and puts him at a favorable spacing to flex his favorite buttons, {{clr|1|5A}} and {{clr|2|5B}}. Minazuki can chain to {{clr|4|5D}} for tricky blockstrings, cancel into {{clr|2|236B}} or {{clr|1|236A}}+{{clr|2|B}} to throw out 3 lows in a row. Do note that there is a small gap between the two hits that can serve as a natural frame-trap, but gives way for the opponent to Furious Action through if they are prepared.
 
Used a lot in combos as an extension off of standing confirms, and also useful for extending combos in the corner by going into {{clr|2|214B}} ~ {{clr|1|dl.4A}} > {{clr|2|j.B}}+{{clr|4|D}} > {{clr|1|2A}}.
 
You can go into a safe-jump any time this hits by simply holding [9] when the move ends, making Minazuki's sweep a viable failsafe ender in some scaled combos where a Tsukiyomi ender is not possible.
}}
}}


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|input=5C
|input=5C
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup        = 13
|active          = 3
|recovery        = 32
}}
*Ground bounces on air hit
*Ground bounces on air hit
Tsukuyomi slashes in front of Minazuki. A normal with very good vertical range that hits as high as full jumps, and horizontal range that hits as far as from round start range, but has very high recovery on whiff. The hitbox is very high on this move and it leads to high rewards on air Counter Hit, allowing it to double as a high-risk (slower, no head invuln), but high-reward anti-air. {{clr|3|5C}} is also a main combo piece for Minazuki as the ground bounce on hit makes it good in juggle combos to get a route into Tsukiyomi and a subsequent safejump. Be wary that this normal pushes the opponent away pretty far on both hit and block, so combos might drop if it connects too far away from you.
Tsukuyomi slashes in front of Minazuki to cover basically everything in front of the two for some "well-earned" footsies.  


{{clr|3|5C}} is your go-to CH punish in most situations, as it often leads to great damage, with combos in perfect conditions totaling up to nearly 5000 damage ''meterless''. For example, it can go into {{keyword|AoA}} and {{clr|3|2C}} on CH as staple combos, and loop itself and {{clr|3|2C}} in FC juggle combos.
{{clr|3|5C}} is a normal with very good vertical range that hits as high as full jumps, and horizontal range that hits as far as from round start range. It's great for poking, counterpoking, and in some cases even being able to double as a high-risk (slower, no head invuln), but ''disgustingly'' high-reward anti-air. Of course, the main caveat is its long recovery on whiff, but it's also unlikely that you will be whiffing this attack when used properly. Be wary that this normal pushes the opponent away pretty far on both hit and block, so combos might drop if it connects from too far away.
 
{{clr|3|5C}} is great as both a starter and main combo piece for Minazuki, as it has very low P1 and the ground bounce on air hit makes it good in juggle combos to go into Tsukiyomi and achieve a subsequent safejump. This is also the go-to Counter Hit punish in most situations, as it often leads to considerable advantage and sometimes massive damage, with combos starting from this move as a Counter Hit anti-air being able to total up to nearly 5000 damage ''meterless''.  
 
Example confirms: {{clr|C|5C}} can go into {{keyword|AoA}} on ground CH, into {{clr|3|2C}} on air and ground CH, and loop between itself and {{clr|3|2C}} in Fatal Counter juggle combos.
}}
}}


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|input=2C
|input=2C
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup        = 25
|active          = 3
|recovery        = 28
}}
*Jump cancelable on hit or block
*Jump cancelable on hit or block
*Ground bounces on air hit
*Ground bounces on air hit
Tsukuyomi appears a fixed distance away from Minazuki and vertically slashes the opponent. Your Persona will always attack facing the opponent, but won't appear outside of the corner. The animation of this move is identical to {{clr|3|5C}}, but has slower start-up. One of Sho's longer-range normals, used to either control space in specific matchups or litmus test the opponent in pressure. It's especially good as a frame-trap as it is a Fatal starter, and Minazuki's other long-ranged normals allow him to convert off of it if it hits that way. Don't overuse it in neutral as a bad {{clr|3|2C}} call leaves you open for over a second to get punished.
Tsukuyomi appears a fixed distance away from Minazuki and vertically slashes the opponent. Your Persona will always attack facing the opponent, but won't appear outside of the corner. The animation of this move is identical to {{clr|3|5C}}, but has slower start-up. One of Minazuki's longer-range normals, used to either control space in specific matchups or litmus test the opponent in pressure. It's especially good as a frame-trap as it is a Fatal starter, and Minazuki's other long-ranged normals allow him to convert off of it if it hits that way. Don't overuse it in neutral as a bad {{clr|3|2C}} call leaves you open for over a second to get punished.


On air hit, can be chained to {{clr|4|2D}}/{{clr|4|5D}} or jump cancelled to {{clr|2|j.B}} for a large combo, with {{clr|4|2D}}/{{clr|4|5D}} is the more optimal route off an air hit {{clr|3|2C}}. On Fatal Counter air hit, you loop this move and {{clr|3|5C}} for optimal damage by doing {{clr|3|5C}} > {{clr|3|2C}} > {{clr|1|236A}} > {{clr|3|5C}}... Same combo options on ground hit as {{clr|3|5C}}.
On air hit, can be chained to {{clr|4|2D}}/{{clr|4|5D}} or jump cancelled to {{clr|2|j.B}} for a large combo, with {{clr|4|2D}}/{{clr|4|5D}} is the more optimal route off an air hit {{clr|3|2C}}. On Fatal Counter air hit, you loop this move and {{clr|3|5C}} for optimal damage by doing {{clr|3|5C}} > {{clr|3|2C}} > {{clr|1|236A}} > {{clr|3|5C}}... Same combo options on ground hit as {{clr|3|5C}}.
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|input=j.C
|input=j.C
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup        = 13
|active          = 3
|recovery        = 26
}}
*Plummets airborne opponents on hit
*Plummets airborne opponents on hit
*Has better range when facing away from the opponent
*Has better range when facing away from the opponent
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{{clr|3|j.C}} is typically used as an extra footsies option with longer range than {{clr|2|j.B}}, especially when done while air-turned away from an opponent, and as a somewhat safe frame-trap option during pressure when used after jump cancels into IADs and IABDs. If you land this move high enough in the air such as after an AoA, this can lead into {{clr|4|j.2D}} and then continue from there.
{{clr|3|j.C}} is typically used as an extra footsies option with longer range than {{clr|2|j.B}}, especially when done while air-turned away from an opponent, and as a somewhat safe frame-trap option during pressure when used after jump cancels into IADs and IABDs. If you land this move high enough in the air such as after an AoA, this can lead into {{clr|4|j.2D}} and then continue from there.


There is an additional technique revolving around cancelling a low-to-the-ground {{clr|3|j.C}} called [https://www.dustloop.com/wiki/index.php?title=P4U2.5/Minazuki/Strategy#j.C_.3E_j.D_Land_Cancel Land Cancelling] that is also used very often, as it helps aid Minazuki's pressure and lets {{clr|3|j.C}} be used in his highest damage combos.
There is an additional technique revolving around cancelling a low-to-the-ground {{clr|3|j.C}} called [[P4U2R/Minazuki/Strategy#j.C_.3E_j.D_Land_Cancel|Land Cancelling]] that is also used very often, as it helps aid Minazuki's pressure and lets {{clr|3|j.C}} be used in his highest damage combos.
}}
}}


===<big>{{clr|4|5D}}/{{clr|4|j.D}}</big>===
===<big>{{clr|4|5D}} / {{clr|4|j.D}}</big>===
{{P4U2R Move Card
{{P4U2R Move Card
|input=5D,5[D],j.D,j.[D]|versioned=yes
|input=5D,5[D],j.D,j.[D]|versioned=yes
|description=
|description=
;{{clr|4|5D}}
;{{clr|4|5D}}
{{#invoke:FrameChart|drawFrameData
|startup        = 21
|active          = 3
|recovery        = 29
}}
*Launches the opponent on hit
*Launches the opponent on hit
*Very long untechable time on CH
*Very long untechable time on CH
*Relatively high SMP (same-move proration)
*Relatively high SMP (same-move proration)
Tsukuyomi launches the opponent extremely high into the air, with the untechable time on normal hit long enough for his Skill "Tsukiyomi" to connect. Another large normal with neutral potential like Sho's other Persona normals, but you also must be as equally careful when throwing this out. Minazuki's ground {{clr|4|D}} buttons are generally reserved as a combo ender to lead into {{clr|3|236C}}/{{clr|4|D}} for a safe jump, with {{clr|4|5D}} being the main one.
Tsukuyomi launches the opponent extremely high into the air, with the untechable time on normal hit long enough for his Skill "Tsukiyomi" to connect. Another decently-disjointed normal like Minazuki's other Persona normals, but in actuality is used almost exclusively as a combo tool due to {{clr|3|5C}} having better range, chains, and safety. In that regard, Minazuki's {{clr|4|5D}} is generally reserved as a combo tool (mostly ender) to lead into {{clr|3|236C}}/{{clr|4|D}} for a safe jump.


On Counter Hit, instead of going into {{clr|3|236C}}/{{clr|4|D}}, you can wait until they fall down and follow up with {{clr|3|5C}}/{{clr|3|2C}} to do a better combo.
On Counter Hit, instead of going into {{clr|3|236C}}/{{clr|4|D}}, you can wait until they fall down and follow up with {{clr|3|5C}} / {{clr|3|2C}} to do a better combo.


;{{clr|4|5[D]}}
;{{clr|4|5[D]}}
{{#invoke:FrameChart|drawFrameData
|startup        = 38
|recovery        = 15
|isProjectile = true
}}
*Performed by holding {{clr|4|[D]}}, to delay the attack but also increase its range.
*Performed by holding {{clr|4|[D]}}, to delay the attack but also increase its range.
*Minazuki recovers shortly after Tsukuyomi strikes.
*Minazuki recovers shortly after Tsukuyomi strikes.
*Held version is fully uncancellable.
*Held version is fully uncancellable.
The held version is basically {{clr|4|5D}}, but with a twist; Tsukuyomi will advance a set distance before striking. It is the slowest out of all of Minazuki's Persona normals, but can ''potentially'' be used as a risky way to reset pressure after conditioning the opponent to block with constant frame-traps since it is plus on block.  
The held version is basically {{clr|4|5D}}, but with a twist; Tsukuyomi will advance a set distance before striking. It is the slowest out of all of Minazuki's Persona normals, and thus despite its range is ''very'' poor, if not impossible to use in neutral as the opponent can hit it with projectiles or even just {{clr|1|5A}} on reaction. Minazuki's uses of {{clr|4|5[D]}} are rather limited to being a risky way to reset pressure after conditioning the opponent to block with constant frame-traps, since it is plus on block.  


Interestingly, since Persona normals can collide with the opponent, {{clr|4|5[D]}} can also be used to drive the opponent towards the corner during pressure, or when near the corner it can drag the opponent back next to Minazuki.
Interestingly, since Persona normals can collide with the opponent, {{clr|4|5[D]}} can also be used to drive the opponent towards the corner during pressure, or when near the corner it can drag the opponent back next to Minazuki.
----
----
;{{clr|4|j.D}}
;{{clr|4|j.D}}
*Tsukuyomi banks toward the opponent when held.
{{#invoke:FrameChart|drawFrameData
This move is essentially the same thing as {{clr|4|5D}} but in the air, even to where you can hold the button to send Tsukuyomi further as well, though {{clr|4|j.[D]}} is a little better for doing that due to having mild tracking towards the opponent. Despite the quirks, it's almost exclusively used as a combo tool instead of a neutral tool as the latter is risky.
|startup        = 23
|active          = 3
|recovery        = 27
}}
* Tsukuyomi angles toward the opponent when held.
This move is essentially the same thing as {{clr|4|5D}} but in the air, even to where you can hold the button to send Tsukuyomi further as well, though {{clr|4|j.[D]}} is a little better for doing that due to having mild tracking towards the opponent. Despite the quirks, it's almost exclusively used as a combo tool just like {{clr|4|5D}}.


Generally, when you do combos that involve comboing into and out of {{clr|3|236C}}/{{clr|4|D}}, you want to use {{clr|4|{{clr|4|j.D}}}} instead of {{clr|4|5D}} for your earlier launch to prevent the harsh SMP scaling for when you use {{clr|4|5D}} later to lead into an ender, else your damage will lessen and enders could become unstable.
Generally, when you do combos that involve comboing into and out of {{clr|3|236C}}/{{clr|4|D}}, you want to use {{clr|4|{{clr|4|j.D}}}} instead of {{clr|4|5D}} for your earlier launch to prevent the harsh SMP scaling for when you use {{clr|4|5D}} later to lead into an ender, else your damage will lessen and enders could become unstable.


This move is also what is used to cancel the recovery of {{clr|3|j.C}} when performing a [https://www.dustloop.com/wiki/index.php?title=P4U2.5/Minazuki/Strategy#j.C_.3E_j.D_Land_Cancel Land Cancel.]
This move is also what is used to cancel the recovery of {{clr|3|j.C}} when performing a [https://www.dustloop.com/wiki/index.php?title=P4U2R/Minazuki/Strategy#j.C_.3E_j.D_Land_Cancel Land Cancel.]
}}
}}


===<big>{{clr|4|2D}}/{{clr|4|j.2D}}</big>===
===<big>{{clr|4|2D}} / {{clr|4|j.2D}}</big>===
{{P4U2R Move Card
{{P4U2R Move Card
|input=2D,j.2D|versioned=yes
|input=2D,j.2D|versioned=yes
|description=
|description=
;{{clr|4|2D}}
;{{clr|4|2D}}
{{#invoke:FrameChart|drawFrameData
|startup        = 27
|active          = 3
|recovery        = 26
}}
Tsukuyomi appears even further away than {{clr|4|5D}}. Basically the same principle as {{clr|3|2C}}, but for {{clr|4|5D}}, although cannot be held for frame advantage. It can be used to surprise the opponent and catch them in the middle of a move to Fatal Counter them for a nice juggle combo, but improper usage can result in giving away a Persona card for free. While it might have Fatal Counter properties, it may be hard to combo from it at range, but you can preemptively input a {{clr|1|236A}} to make a confirm easier. Even if it's blocked, a {{clr|4|2D}} from behind into {{clr|1|236A}} or {{clr|1|236A}}+{{clr|2|B}} can let you approach and start pressure.
Tsukuyomi appears even further away than {{clr|4|5D}}. Basically the same principle as {{clr|3|2C}}, but for {{clr|4|5D}}, although cannot be held for frame advantage. It can be used to surprise the opponent and catch them in the middle of a move to Fatal Counter them for a nice juggle combo, but improper usage can result in giving away a Persona card for free. While it might have Fatal Counter properties, it may be hard to combo from it at range, but you can preemptively input a {{clr|1|236A}} to make a confirm easier. Even if it's blocked, a {{clr|4|2D}} from behind into {{clr|1|236A}} or {{clr|1|236A}}+{{clr|2|B}} can let you approach and start pressure.


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----
----
;{{clr|4|j.2D}}
;{{clr|4|j.2D}}
{{#invoke:FrameChart|drawFrameData
|startup        = 27
|active          = 3
|recovery        = 38
}}
Literally just an aerial version of {{clr|4|2D}}, except it is NOT a Fatal starter. {{clr|4|j.2D}} allows you to use {{clr|4|2D}} while playing air footsies and in some more favorable spacings in strings, such as after {{clr|3|2C}} with an IABD where a regular {{clr|4|2D}} would not connect, though in either situation it can still risk a Persona card.
Literally just an aerial version of {{clr|4|2D}}, except it is NOT a Fatal starter. {{clr|4|j.2D}} allows you to use {{clr|4|2D}} while playing air footsies and in some more favorable spacings in strings, such as after {{clr|3|2C}} with an IABD where a regular {{clr|4|2D}} would not connect, though in either situation it can still risk a Persona card.


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==Universal Mechanics==
==Universal Mechanics==
===<big>[[P4U2R/Mechanics#All_Out_Attack|All Out Attack]]</big>===
{{InputBadge|{{clr|1|5A}}+{{clr|2|B}}}}
{{P4U2R Move Card
|input=5AB
|description=
{{#invoke:FrameChart|drawFrameData
|startup        = 30
|active          = 3
|recovery        = 28
}}
{{#invoke:FrameChart|drawFrameData
|startup        = 39
|active          = 3
|recovery        = 34
}}
*Universal overhead
*Can pass through the opponent on start-up
Minazuki dashes toward the opponent and strikes with two wide slashes with his swords. It has a slow start-up, but it covers a large distance and thus can sometimes see use in blowing through the opponent's neutral with its natural autoguard. If done close enough to the opponent, Minazuki will pass through and cross them up, but the start-up will increase greatly. In either situation, AoA is especially reactable and is still unsafe on block just like most others, and thus should be used sparingly as a mix-up without OMC on deck to cancel it if blocked.
Minazuki gets a handsome reward from either finisher after landing his AoA, but interestingly, he can also combo into it from a Counter Hit {{clr|3|5C}} as a staple conversion.
}}
===<big>Sweep</big>===
{{InputBadge|{{clr|1|2A}}+{{clr|2|B}}}}
{{P4U2R Move Card
|input=2AB
|description=
{{#invoke:FrameChart|drawFrameData
|startup        = 10
|active          = 3
|inactive2 = 12
|active3 = 3
|recovery        = 15
}}
*Universal sweep
*Can out-prioritize "Chest"-attribute attacks
*Uniquely chains into {{clr|4|5D}}
Minazuki's sweep is a low-hitting double kick. Typically used to go for low hits mid-pressure string to catch the opponent trying to walk backwards, jump, or backdash out of pressure. It can also be a safe pressure ender or reset opportunity, as it is only -3 and puts him at a favorable spacing to flex his favorite buttons, {{clr|1|5A}} and {{clr|2|5B}}. Minazuki can chain to {{clr|4|5D}} for tricky blockstrings, or cancel into {{clr|2|236B}} or {{clr|1|236A}}+{{clr|2|B}} to throw out 3 lows in a row. Do note that there is a small gap between the two hits that can serve as a natural frame-trap, but gives way for the opponent to Furious Action through if they are prepared.
Used a lot in combos as an extension off of standing confirms, and also useful for extending combos in the corner by going into {{clr|2|214B}} ~ {{clr|1|dl.4A}} > {{clr|2|j.B}}+{{clr|4|D}} > {{clr|1|2A}}.
You can go into a safe-jump any time this hits by simply holding [9] when the move ends, making Minazuki's sweep a viable failsafe ender in some scaled combos where a Tsukiyomi ender is not possible.
}}
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}
{{InputBadge|{{clr|3|C}}+{{clr|4|D}}}}
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|input=CD
|input=CD
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup        = 5
|active          = 3
|recovery        = 25
}}
*The throw animation puts the opponent into a spin state, then crumple, then restands them
*The throw animation puts the opponent into a spin state, then crumple, then restands them
Average ground throw. When the throw is finished, the opponent stays standing, no knockdown or anything, but you can immediately continue pressure with {{clr|1|5A}} afterwards. No meterless conversion is possible, however you can get some solid damage off of a One More Cancel and following up with a small combo. The main conversions are OMC > IABD > {{clr|3|2C}} on the 3rd hit, or just a basic OMC into ground combo after the 4th hit. You can also One More Burst it for more damage or just super cancel it into {{clr|4|236236D}}/{{clr|3|C}}+{{clr|4|D}}, {{clr|1|214214A}}/{{clr|2|B}}/{{clr|1|A}}+{{clr|2|B}}, or {{clr|4|214214D}}.
Average ground throw. When the throw is finished, the opponent stays standing, no knockdown or anything, but you can immediately continue pressure with {{clr|1|5A}} afterwards. No meterless conversion is possible, however you can get some solid damage off of a One More Cancel and following up with a small combo. The main conversions are OMC > IABD > {{clr|3|2C}} on the 3rd hit, or just a basic OMC into ground combo after the 4th hit. You can also One More Burst it for more damage or just super cancel it into {{clr|4|236236D}}/{{clr|3|C}}+{{clr|4|D}}, {{clr|1|214214A}}/{{clr|2|B}}/{{clr|1|A}}+{{clr|2|B}}, or {{clr|4|214214D}}.
Line 223: Line 352:
|input=j.CD
|input=j.CD
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup        = 4
|active          = 3
|recovery        = 18
}}
Pretty solid air grab. Sends the opponents a little far away and has low enough recovery that you can airdash and continue pressure with {{clr|2|j.B}}. You can combo out of it meterless in the corner with {{clr|2|j.B}} or {{clr|1|j.A}}, but midscreen combos will need meter.
Pretty solid air grab. Sends the opponents a little far away and has low enough recovery that you can airdash and continue pressure with {{clr|2|j.B}}. You can combo out of it meterless in the corner with {{clr|2|j.B}} or {{clr|1|j.A}}, but midscreen combos will need meter.
}}
}}
Line 231: Line 365:
|input=BD
|input=BD
|description=
|description=
{{#invoke:FrameChart|drawFrameData
|startup        = 10
|active          = 3
|inactive2      = 3
|active3        = 3
|recovery        = 39
|specialRecovery = 10
}}
*Universal reversal
*Universal reversal
*Both hits launch the opponent
*Both hits launch the opponent
*Can be canceled into Ura Izayoi on hit
*Can be canceled into Ura Izayoi on hit
*Counter Hit state recovery
*Counter Hit state recovery
Minazuki's Furious Action is one of the best in the game due to its speed, range, and ability to cover the airspace near himself unlike other {{keyword|DP}}s in this game, but is obviously very unsafe on whiff or block. Obviously great for escaping pressure, but it shouldn't ''always'' be your first option for doing so.
Minazuki's Furious Action is one of the best in the game due to its speed, range, and ability to cover the airspace in front of himself unlike some other {{keyword|DP}}s in this game, but is pretty vulnerable to cross-ups. Great for escaping pressure, but it shouldn't ''always'' be your first option for doing so.


You can cancel into this move from Flash Fang or Soaring Fang, and then proceed to combo into Ura Izayoi for certain conversions. In that same situation you can cancel the second hit into {{clr|3|236236C}} and follow up with a {{clr|3|2C}}. If this move gets blocked, you can try to cancel into {{clr|4|236236D}} to catch the opponent during their punish, but running behind the move after blocking it stops this. If you hit the move as a reversal you can combo into Ura Izayoi then {{clr|4|236236D}}/{{clr|3|C}}+{{clr|4|D}} for a quick combo.
If this move gets blocked, you can try to cancel into {{clr|4|236236D}} to catch the opponent during their punish, but running or rolling behind the move after blocking it stops this.
 
Izayoi can also be used as a combo part by cancelling into it from Flash Fang or Soaring Fang, and cancelling the second hit into {{clr|3|236236C}}, which then links into a {{clr|3|2C}}. This can also be done from landing the Furious Action raw.
}}
}}


Line 252: Line 396:
Having an air DP is useful, as it also allows him to reversal out in bad situations in the air where other characters normally would not be able to, such as against air resets/tech traps.  
Having an air DP is useful, as it also allows him to reversal out in bad situations in the air where other characters normally would not be able to, such as against air resets/tech traps.  


Ura Izayoi is also a very important combo tool for Minazuki in the corner, as it allows him to go into juggle combos meterless from his rekkas, with the string {{clr|2|214B}}~{{clr|2|4B}} > {{clr|2|j.B}}+{{clr|4|D}}, OTG {{clr|1|2A}}.
Ura Izayoi is also a very important combo tool for Minazuki in the corner, as it allows him to go into juggle combos meterless from his rekkas, with the string {{ComboText|{{clr|2|214B}}~{{clr|2|4B}} > {{clr|2|j.B}}+{{clr|4|D}}, OTG {{clr|1|2A}}}}.
}}
}}


===<big>[[P4U2.5/Gauges#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
===<big>[[P4U2R/Mechanics#Guard_Cancel_Attack|Guard Cancel Attack]]</big>===
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
{{InputBadge|{{clr|1|6A}}+{{clr|2|B}} while blocking}}
{{P4U2R Move Card
{{P4U2R Move Card
|input=6AB
|input=6AB
|description=
|description=
*Guardpoint on start-up
{{#invoke:FrameChart|drawFrameData
Minazuki's Guard Cancel Attack. It utilizes Minazuki's {{clr|1|5AA}} animation and knocks the opponent away on hit. Reaches very far.
|startup        = 16
|active          = 3
|recovery        = 28
}}
* Guardpoint on start-up
* Knocks the opponent away on hit
Minazuki's Guard Cancel Attack is pretty favorable due to the fact that it utilizes his {{clr|1|5AA}} animation, meaning it has decent range and ''can also hit above and behind him'' unlike most, which comes in handy as it can still hit cross-up and IAD pressure reset attempts even when timed poorly.
}}
}}


==[[P4U2.5/Offense#Skills|Skill Attacks]]==
==[[P4U2R/Mechanics#Skills|Skill Attacks]]==
===<big>Survival Knife</big>===
===<big>Survival Knife</big>===
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
{{InputBadge|{{clr|1|236A}}/{{clr|2|B}}}}
Line 270: Line 420:
|input=236A,236B,236AB|versioned=yes
|input=236A,236B,236AB|versioned=yes
|description=
|description=
Minazuki throws a horizontally advancing knife projectile, that is designed more for anti-zoning rather than zoning of his own. It is not very threatening on its own due to its relatively slow start-up, low damage, and low hitstun, but it's a useful tool for space control and approaching as Minazuki can run behind a slow knife, or stuff out zoning with a fast one. A common use is cancelling far or full-screen {{clr|3|2C}} or {{clr|4|2D}} to get the knives out safely when the opponent is stuck in hitstun or blockstun.
Minazuki throws a horizontally advancing knife projectile, that is designed more for neutral threat and anti-zoning rather than hard zoning of his own. Knives aren't very threatening alone due to their relatively slow start-up, low damage, and low hitstun, but it's a useful tool for space control and approaching as Minazuki can run behind a slow knife, or is still able to stuff out zoning with a fast one. A common use is cancelling far or full-screen {{clr|3|2C}} or {{clr|4|2D}} to get the knives out safely when the opponent is stuck in hitstun or blockstun.


In comparison to Sho's, the command is easier, but it now only has two versions (+ Skill Boost).
In comparison to Sho's, the command is more accessible on demand, but it now only has two versions (+ Skill Boost).
-------
-------
;{{clr|1|236A}}
;{{clr|1|236A}}
{{#invoke:FrameChart|drawFrameData
|startup        = 25
|isProjectile          = true
|recovery        = 19
}}
*Hits some crouching characters, but not all of them.
*Hits some crouching characters, but not all of them.
This version throws a really slow-moving knife that hits the opponent around their chest, with faster recovery than B-version. Minazuki can run behind this knife to either get in on the opponent while they block it, or punish them for trying to dodge it. Unfortunately, on some characters it loses effectiveness if it can't hit them crouching, but in the matchups where it does hit the crouching opponent, Minazuki has a bit of an edge in being able to reset pressure consistently off of the knife.
This version throws a really slow-moving knife that hits the opponent around their chest, with faster recovery than B-version. Minazuki can run behind this knife to either get in on the opponent while they block it, or punish them for trying to dodge it. Unfortunately, on some characters it loses effectiveness if it can't hit them crouching, but in the matchups where it does hit the crouching opponent, Minazuki has a bit of an edge in being able to reset pressure consistently off of the knife.
Line 284: Line 439:
-------
-------
;{{clr|2|236B}}
;{{clr|2|236B}}
{{#invoke:FrameChart|drawFrameData
|startup        = 25
|isProjectile          = true
|recovery        = 22
}}
This version throws a much faster moving knife that hits the opponent around their legs. Slightly longer recovery, but hits low. You can use this one to snipe the opponent for trying to move on the ground in neutral, clip their Personas or in the start-up of long-range attacks, or in pressure to catch them with a low hit if they try to back away. Even though low-profile moves aren't particularly a problem for Minazuki, B knife can cover those too.
This version throws a much faster moving knife that hits the opponent around their legs. Slightly longer recovery, but hits low. You can use this one to snipe the opponent for trying to move on the ground in neutral, clip their Personas or in the start-up of long-range attacks, or in pressure to catch them with a low hit if they try to back away. Even though low-profile moves aren't particularly a problem for Minazuki, B knife can cover those too.
-------
-------
;{{clr|1|236A}}+{{clr|2|B}}
;{{clr|1|236A}}+{{clr|2|B}}
{{#invoke:FrameChart|drawFrameData
|startup        = 17
|isProjectile          = true
|recovery        = 20
}}
Throws A and B knife at the same time, with faster start-up and recovery. Useful move to restrain the opponent, as it can cover both situations and give him a means to get in.
Throws A and B knife at the same time, with faster start-up and recovery. Useful move to restrain the opponent, as it can cover both situations and give him a means to get in.
}}
}}
Line 298: Line 463:
*Commonly referred to as just "rekka"
*Commonly referred to as just "rekka"
*Lead into the rest of the rekka by inputting {{clr|1|4A}}/{{clr|2|B}}/{{clr|1|A}}+{{clr|2|B}}
*Lead into the rest of the rekka by inputting {{clr|1|4A}}/{{clr|2|B}}/{{clr|1|A}}+{{clr|2|B}}
*Can be cancelled into Survival Knife ({{clr|1|236A}}/{{clr|2|B}}) and Tsukiyomi ({{clr|3|236C}}/{{clr|4|D}}).
*Can be cancelled into Survival Knife ({{clr|1|236A}}/{{clr|2|B}}) and Tsukiyomi ({{clr|3|236C}}/{{clr|4|D}}) on connect.
The start of Minazuki's rekka, which leads into Soaring Fang and then Destructive Fang. Mostly used to extend pressure, or go into the rest of the series to end a combo. Can be cancelled into the two specials listed above for pressure or to stay safe on block.
The start of Minazuki's rekka, which leads into Soaring Fang and then Destructive Fang. Mostly used to extend pressure, or go into the rest of the series to end a combo. Can be uniquely cancelled into the two specials listed above for pressure or to stay safe on block.


You can cancel this move into Izayoi in case you are ever in a very high proration combo and you need to squeeze out damage.
You can cancel this move into Izayoi in case you are ever in a very high proration combo and you need to squeeze out damage.
-------
-------
;{{clr|1|214A}}
;{{clr|1|214A}}
{{#invoke:FrameChart|drawFrameData
|startup = 12
|active = 3
|recovery = 24
}}
Fast start-up and doesn't leave you open too much. Used as a need a faster version to combo into from certain normals, but is unsafe on block if not cancelled.
Fast start-up and doesn't leave you open too much. Used as a need a faster version to combo into from certain normals, but is unsafe on block if not cancelled.
-------
-------
;{{clr|2|214B}}  
;{{clr|2|214B}}  
4F slower than the A version so it doesnt combo from vertain normals, but covers longer distance during the move and also does slightly more than A version. That's also the reason why this version is used in most combos. Equally unsafe on block as {{clr|1|214A}}.
{{#invoke:FrameChart|drawFrameData
|startup = 16
|active = 3
|recovery = 20
}}
4F slower than the A version so it doesnt combo from certain normals, but covers longer distance during the move and also does slightly more damage than A version, which is why this version is used in most combos when possible. Unsafe on block just like {{clr|1|214A}}.
-------
-------
;{{clr|1|214A}}+{{clr|2|B}}
;{{clr|1|214A}}+{{clr|2|B}}
Fast start-up and quick recovery. Can be used to whiff punish moves very quickly from somewhat far away, and on CH can lead into a combo by linking into other normals like {{clr|2|5B}}. Being 0 on block, this is a better move to be throwing out every now and then to catch the opponent off guard, though it does cost 25 SP.
{{#invoke:FrameChart|drawFrameData
|startup = 10
|active = 3
|recovery = 18
}}
Fast start-up and quick recovery. Can be used to whiff punish moves very quickly from somewhat far away, and on CH can lead into a combo by linking into other normals like {{clr|2|5B}}. Being 0 on block, this is a better move to be throwing out every now and then to catch the opponent off guard or reset pressure, though it does cost 25 SP.
}}
}}


Line 318: Line 498:
|input=Flash Fang > 4A,Flash Fang > 4B,Flash Fang > 4AB|versioned=yes
|input=Flash Fang > 4A,Flash Fang > 4B,Flash Fang > 4AB|versioned=yes
|description=
|description=
*Can be cancelled into Survival Knife ({{clr|1|236A}}/{{clr|2|B}}) or Tsukiyomi ({{clr|3|236C}}/{{clr|4|D}})
*Can be cancelled into Survival Knife ({{clr|1|236A}}/{{clr|2|B}}) or Tsukiyomi ({{clr|3|236C}}/{{clr|4|D}}) on connect.
Follow-up move where Minazuki does a heavy slash and launches himself and the opponent to the air. Similar to Flash Fang, can be cancelled to two other specials on hit or block for pressure instead of just completing the rekka. Generally, this is where combos break off into other extensions for more damage, either in the corner or with meter.
Follow-up move where Minazuki does a heavy slash and launches himself and the opponent to the air. Similar to Flash Fang, can uniquely be cancelled to two other specials on hit or block for pressure instead of just completing the rekka. Generally, this is where combos break off into other extensions for more damage, either in the corner or with meter.
-------
-------
;{{clr|1|4A}}
;{{clr|1|4A}}
{{#invoke:FrameChart|drawFrameData
|startup = 9
|active = 3
|recovery = 28
}}
This version does not jump that high and has long recovery, which makes follow-ups limited and is very minus on block on its own. Not used very often if at all, except for some niche conversions.
This version does not jump that high and has long recovery, which makes follow-ups limited and is very minus on block on its own. Not used very often if at all, except for some niche conversions.


Line 327: Line 512:
-------
-------
;{{clr|2|4B}}  
;{{clr|2|4B}}  
{{#invoke:FrameChart|drawFrameData
|startup = 7
|active = 9
|recovery = 19
}}
Slower start-up, and deals 3 hits. This is the version of Soaring Fang that will see the most use as it is great for damage and pressure.
Slower start-up, and deals 3 hits. This is the version of Soaring Fang that will see the most use as it is great for damage and pressure.


After the attack, Minazuki can act in the air, and can land a {{clr|1|{{clr|1|j.A}}}} to reset pressure, or during a FC combo to go into high damage Fatal routes. He can also cancel into either of his DPs, which is essential to his high damage C Wings of Purgatory combos, and staple corner combo. In the latter case, if a cancel into Ura Izayoi is delayed enough, you can pick up after it with an OTG {{clr|1|2A}} to grant Minazuki a meterless juggle into his safejump setup.
After the attack, Minazuki can act in the air, and can land a {{clr|1|{{clr|1|j.A}}}} to reset pressure, or during a Fatal Counter combo to go into high damage Fatal routes. He can also cancel into either of his DPs, which is essential to his high damage C Wings of Purgatory combos if done while grounded and staple OTG corner combo if done while airborne. In the latter case, if a cancel into Ura Izayoi is timed right during Soaring Fang, you can pick up after it with an OTG {{clr|1|2A}} to grant Minazuki a meterless juggle into his safejump setup.


Minazuki is also left grounded during a majority of this move, meaning that he can OMC it late and go into a sweep or Drain to mix up an opponent that is switching to standing block in anticipation of the overhead rekka chain ender. Unfortunately, this also makes the Ura Izayoi combo extension a little difficult without practice.
Minazuki is also left grounded during a majority of this move, meaning that he can OMC it late and go into a sweep or Drain to mix up an opponent that is switching to standing block in anticipation of the overhead rekka chain ender. Unfortunately, this also makes the Ura Izayoi combo extension a little difficult without practice.
-------
-------
;{{clr|1|4A}}+{{clr|2|B}}  
;{{clr|1|4A}}+{{clr|2|B}}
{{#invoke:FrameChart|drawFrameData
|startup = 6
|active = 9
|recovery = 7
}}
Deals even more hits than B-version, and is plus on block. Has low recovery, meaning you can continue pressure or combo into an air normal like {{clr|2|{{clr|2|j.B}}}}. Good move midscreen for when you want to use 25 SP to increase your damage by a good amount and go into juggles.
Deals even more hits than B-version, and is plus on block. Has low recovery, meaning you can continue pressure or combo into an air normal like {{clr|2|{{clr|2|j.B}}}}. Good move midscreen for when you want to use 25 SP to increase your damage by a good amount and go into juggles.


On hit, Minazuki's primary combo option is to go into a simple land cancel route starting from {{clr|2|j.B}}, which also sets him up for other routes such as a second air string, or a basic juggle ender. Overall, this leads to more damage for 25 SP than juggles after SB Destructive Fang, but only if you have the execution for it.
On hit, Minazuki's primary combo option is to go into his land cancel string with a jump cancel into {{ComboText|{{clr|2|j.B}} > {{clr|C|j.C}} > {{clr|D|j.D}}(land cancel) > 66 {{clr|A|5A/2A}}...}}, which also sets him up for other routes such as a second air string, or a basic juggle ender. This leads to more damage for 25 SP than juggles after SB Destructive Fang, but can be a little bit harder to pull off.
}}
}}


Line 344: Line 539:
|input=Soaring Fang > 4A,Soaring Fang > 4B,Soaring Fang > 4AB|versioned=yes
|input=Soaring Fang > 4A,Soaring Fang > 4B,Soaring Fang > 4AB|versioned=yes
|description=
|description=
*{{clr|2|4B}} and {{clr|1|4A}}+{{clr|2|B}} Fatal Counter.
Minazuki does an overhead slash back to the ground. This is a safe blockstring ender and finishes Minazuki's rekka with no real follow up besides super cancel, or using the SB version.
Minazuki slashes the opponent back to the ground. This move finishes Minazuki's rekka with no real follow up besides super cancel, or using the SB version. All versions are overheads.
-------
-------
;{{clr|1|4A}}  
;{{clr|1|4A}}  
{{#invoke:FrameChart|drawFrameData
|startup = 13
|active = 1
|specialRecovery = 11
}}
Fast start-up, and is easy to connect from Soaring Fang in almost any combo. Really only used if proration is too high to end in B Destructive Fang.
Fast start-up, and is easy to connect from Soaring Fang in almost any combo. Really only used if proration is too high to end in B Destructive Fang.
-------
-------
;{{clr|2|4B}}
;{{clr|2|4B}}
{{#invoke:FrameChart|drawFrameData
|startup = 19
|active = 4
|specialRecovery = 13
}}
* '''Forces Fatal Counter on Counter Hit
{{clr|2|B}} Destructive Fang is the slowest version, but is also a basic combo ender, yet another pressure reset point for Minazuki, and one of his Fatal starters.
{{clr|2|B}} Destructive Fang is the slowest version, but is also a basic combo ender, yet another pressure reset point for Minazuki, and one of his Fatal starters.


Line 356: Line 561:
-------
-------
;{{clr|1|4A}}+{{clr|2|B}}
;{{clr|1|4A}}+{{clr|2|B}}
*''Zero'' landing recovery
{{#invoke:FrameChart|drawFrameData
|startup = 17
|active = 3
}}
* '''Forces Fatal Counter on Counter Hit
* Where the hell is this moves landing recovery?
Fast start-up and falling speed, in addition to literally ''zero'' landing recovery just like Sho's. Can be used as an extremely easy way to extend combos, with more options to combo into depending on how high up you hit it. Will automatically safejump most reversals in the gap between Soaring Fang and Destructive Fang as it has no landing recovery, and is also highly plus on block for that same reason, allowing you to reset pressure safely. Very useful move for improving Minazuki's midscreen combo game to get both damage and safe-jumps in the easiest way possible.
Fast start-up and falling speed, in addition to literally ''zero'' landing recovery just like Sho's. Can be used as an extremely easy way to extend combos, with more options to combo into depending on how high up you hit it. Will automatically safejump most reversals in the gap between Soaring Fang and Destructive Fang as it has no landing recovery, and is also highly plus on block for that same reason, allowing you to reset pressure safely. Very useful move for improving Minazuki's midscreen combo game to get both damage and safe-jumps in the easiest way possible.


If you kara-cancel a delayed A or B Destructive Fang into this on a grounded opponent, you are able to make it whiff and use the lack of landing recovery to go for a low or command throw instead, giving Minazuki some unique mix-up options between the overhead rekka ender, a land 2A, or Drain.  
If you kara-cancel a delayed {{clr|A|A}} or {{clr|B|B}} Destructive Fang into this on a grounded opponent, you are able to make it whiff and use the lack of landing recovery to go for a low or command throw instead, giving Minazuki some unique mix-up options between the overhead rekka ender, a land {{clr|A|2A}}, or Drain.  


[[P4U2.5/Minazuki/Strategy#Kara_SB_Destructive_Fang_whiff_mix-up|A video demonstration of this technique can be found on his Strategy page.]]
[[P4U2R/Minazuki/Strategy#Kara_SB_Destructive_Fang_whiff_mix-up|A video demonstration of this technique can be found on his Strategy page.]]
}}
}}


Line 373: Line 583:
*Fatal Recovery
*Fatal Recovery
*Commonly referred to as just "Teleport"
*Commonly referred to as just "Teleport"
Minazuki uses Tsukiyomi to warp and then reappears in midair, either in front of or behind the opponent, and slashes them. Always locks to the opponent, and appears a certain distance away from them. This is advantageous on block, but is VERY slow to start up to where it can be countered ''on reaction'' before the move hits, and thus should not be used all that much in pressure or neutral without proper conditioning or a hard read. It also isn't practical to use when the opponent is in the air in neutral, since the move will miss often.
Minazuki uses Tsukuyomi to warp and then reappears in midair, either in front of or behind the opponent, and slashes them. Always locks to the opponent, and appears a certain distance away from them. This is advantageous on block and leads into a combo on hit, but is VERY slow to start up to where it can be countered on reaction before the move hits. For this reason, it's hardly ever used all that much in pressure or neutral without proper conditioning or as hard read to dodge attacks and punish. It also isn't practical to use when the opponent is in the air in neutral, since the move will miss often.


Despite the above, this special is still used as an absolute ''staple'' in Minazuki's combos, as it leads to a safe-jump after any D normal launch. In addition to this, if the opponent gets hit high enough by the move (ex: using it after D normals on high air hit), you can combo a microdash {{clr|1|2A}} when you land, leading to it being used in a lot of Minazuki's high damage combos.
Despite the above, this special is still used as an absolute ''staple'' in Minazuki's combos, as it leads to a safe-jump after any {{clr|D|D}} normal launch. In addition to this, if the opponent gets hit high enough by the move (ex: using it after {{clr|D|D}} normals on high air hit), a microdash {{clr|1|2A}} can be linked after landing, leading to it being used in a lot of Minazuki's high damage combos.


Even though both the C and D versions are basically the same aside from appearance direction, they do still count as two separate specials, and thus will not incur SMP if the other version is used after the first later in a combo.
Even though both the {{clr|C|C}} and {{clr|D|D}} versions are basically the same aside from appearance direction, they do still count as two separate specials, and thus will not incur SMP if the other version is used after the first later in a combo.
-------
-------
;{{clr|3|236C}}
;{{clr|3|236C}}
Appears in the air in front of the opponent, nothing particularly special about that aside from keeping the same side in combos.
Appears in the air in front of the opponent. There's nothing particularly special about this that hasn't already been said above, aside from keeping the same side in combos.
-------
-------
;{{clr|4|236D}}
;{{clr|4|236D}}
Line 386: Line 596:
-------
-------
;{{clr|3|236C}}+{{clr|4|D}}
;{{clr|3|236C}}+{{clr|4|D}}
*Does not attack
*Does not attack.
*Can act immediately after re-appearing
*Can act immediately after re-appearing.
Ground version appears in front of the opponent, aerial version appears behind the opponent. This version only teleports you near the opponent without an attack, allowing you to use whatever move or action you want out of it, such as a double jump, air dash, normals, etc. Alternatively, it can be used to go into an air combo after a D normal launch, typically to squeeze out extra damage and go into a super to kill.
*Ground version appears in front of the opponent, aerial version appears behind the opponent.
SB Teleport is basically a feint teleport, only teleporting Minazuki without doing the attack and allowing him to use whatever move or action he wants out of it, such as a double jump, air dash, normals, etc. Alternatively, it can be used to go into an air combo after a {{clr|D|D}} normal launch, typically to squeeze out extra damage and go into a super to kill.
}}
}}


Line 399: Line 610:
*Launches opponents away for a knockdown on hit
*Launches opponents away for a knockdown on hit
*Full Counter Hit recovery
*Full Counter Hit recovery
Drain is a command throw that deals about the same damage as his regular throw, but uniquely steals either meter or life from the opponent. Good to throw out every now and then for a little more rewarding strike/throw in gaining some extra corner carry, advantage, and resource. It does have a ''very'' long recovery though, making it easily punishable when dodged.
Drain is a command throw that deals about the same damage as regular throw, but as a command grab is untechable and uniquely steals either meter or life from the opponent. Good to throw out every now and then for a little more rewarding strike/throw in gaining some extra corner carry, advantage, and resource. It does have a ''very'' long recovery though, making it easily punishable when dodged.


Minazuki's command throw can go after many pressure situations just like this throw, some of the most common being deep {{clr|1|2A}}s and his plus frames.
Minazuki's command throw can go after many pressure situations just like his regular throw, some of the most common being deep {{clr|1|2A}} stagger pressure and his plus frames.


Drain can also be cancelled with OMC, OMB, or a super to add on damage with a short combo.
Drain can also be cancelled with OMC, OMB, or a super to add on damage with a short combo.
----
----
;{{clr|3|214C}}  
;{{clr|3|214C}}
{{#invoke:FrameChart|drawFrameData
|startup        = 10
|active          = 1
|recovery        = 44
}}
This version steals 10 SP and gives it to Minazuki. If the opponent has less than 10 SP, the move then takes everything they have left. The finisher throw itself after the drain also naturally grants Minazuki 3 more SP on top of what he stole, but will also give the opponent 1 SP.
This version steals 10 SP and gives it to Minazuki. If the opponent has less than 10 SP, the move then takes everything they have left. The finisher throw itself after the drain also naturally grants Minazuki 3 more SP on top of what he stole, but will also give the opponent 1 SP.


This is the command grab that Minazuki will want to represent the most, as meter is king in Persona; delaying or denying an opponent's access to metered options, while also getting closer to his own great ones can sway interactions a decent amount.
This is the command grab that Minazuki tends to use the most, as meter is king in Persona; delaying or denying an opponent's access to metered options, while also getting closer to his own great ones can sway interactions a decent amount.
----
----
;{{clr|4|214D}}
;{{clr|4|214D}}
This version steals ~500 HP instead of meter. Doesn't see much use compared to the C version, but it has its uses.
This version steals 500 HP instead of meter. Doesn't see much use compared to the C version, but it has its uses.


If Minazuki is in Awakening, the potential of the lifesteal is better, as the defense bonus means that the 500 health he gains is effectively 800 health. This means that after one lifesteal, he will have above average HP, and after two, he will effectively have the most health in the game. He can use this to his advantage late into the round to stay alive against more touches.
If Minazuki is in Awakening, the potential of the lifesteal is better, as the defense bonus means that the 500 health he gains is effectively 800 health. This means that after one lifesteal, he will have above average HP, and after two, he will effectively have the most health in the game. He can use this to his advantage late into the round to stay alive against more stray hits and combos.
----
----
;{{clr|3|214C}}+{{clr|4|D}}
;{{clr|3|214C}}+{{clr|4|D}}
{{#invoke:FrameChart|drawFrameData
|startup        = 5
|active          = 1
|recovery        = 40
}}
Finally, the SB version steals both 500 HP and 10 SP. This is considered to be meter inefficient, but is better as a mix-up due to being 5 frames faster than the others and can be a potentially rewarding reversal throw option.
Finally, the SB version steals both 500 HP and 10 SP. This is considered to be meter inefficient, but is better as a mix-up due to being 5 frames faster than the others and can be a potentially rewarding reversal throw option.
}}
}}


==[[P4U2.5/Gauges#SP_Skill_Attack|SP Skill Attacks]]==
==[[P4U2R/Mechanics#SP_Skills|SP Skill Attacks]]==
===<big>Wings of Purgatory</big>===
===<big>Wings of Purgatory</big>===
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}} (Air OK)}}
{{PersonaRequired}} {{InputBadge|{{clr|3|236236C}}/{{clr|4|D}} (Air OK)}}
Line 457: Line 678:
-------
-------
;{{clr|2|214214B}}
;{{clr|2|214214B}}
Reaches higher than the A version, but has longer start-up, so it may not connect at the end of some long combos. Typically used after a juggle {{clr|3|5C}} late in a combo to start Sho's Triple Moon Smasher meter dump ender. Additionally, you can combo out of this version of Moon Smasher on CH into a short juggle for good damage.
Reaches higher than the A version, but has longer start-up, so it may not connect at the end of some long combos. Typically used after a juggle {{clr|3|5C}} late in a combo to start Minazuki's Triple Moon Smasher meter dump ender. Additionally, you can combo out of this version of Moon Smasher on CH into a short juggle for good damage.


Just like Sho's Moon Smasher, the 2nd hit shockwave can be a cheeky cross-up on the opponent.
Just like Sho's Moon Smasher, the 2nd hit shockwave can be a cheeky cross-up on the opponent.
Line 470: Line 691:
|input=214214C Catch,214214D,214214CD Catch,214214C Attack|versioned=yes
|input=214214C Catch,214214D,214214CD Catch,214214C Attack|versioned=yes
|description=
|description=
;All Versions
*Invincible on start-up
*No super flash unless the attack is triggered
*No super flash unless the attack is triggered
*Counters everything except for projectiles
*Counters everything except for projectiles
Line 476: Line 699:
*Counter Hit recovery
*Counter Hit recovery
*Often referred to as "Counter super", or just "Fog"
*Often referred to as "Counter super", or just "Fog"
Minazuki takes a stance to counter the opponent's physical attacks. After the opponent is caught by the move, Minazuki becomes fully invincible and breaks the fourth wall with a full-screen, unblockable stab from Tsukuyomi. After that, the whole screen (except for the opponent) turns dark for short while. Sho can be seen every now and then, but basically you're free to throw in all kinds of mix-ups. The only down side is that summoning Tsukuyomi makes Minazuki visible and reveals his position.
This super starts off with a stance that counters the opponent's physical attacks. If an opponent's attack is caught by the move, Minazuki then breaks the fourth wall with a screen-shattering, unlimited range, and completely undodgeable stab from Tsukuyomi that cloaks him and the entire screen (except for the opponent) with a dark fog. Minazuki can be seen every now and then, but basically he's able to try various different approaches or mix-ups while the opponent's view of him is obstructed. The only downside is that summoning Tsukuyomi makes Minazuki visible and reveals his position.
 
As of v2.0, the opponent can no longer avoid the unblockable follow-up attack on catch.
-------
-------
;{{clr|3|214214C}}
;{{clr|3|214214C}}
*Invincible on start-up
This version's catch frames don't start until frame 4, but Minazuki is still invincible during its start-up, letting him punish some safe-jumps and even 1F gap frame-traps on defense.
This version's catch frames don't start until frame 4, but Minazuki is still invincible during its start-up, letting him punish some safe-jumps and even 1F gap frame-traps on defense.
-------
-------
;{{clr|4|214214D}}
;{{clr|4|214214D}}
*Invincible on start-up
This version of Dream Fog functions as a traditional reversal super instead of a counter super; Tsukuyomi skips straight to doing the screen-shattering attack and fog effect alone, no catch required but has actual start-up time and is blockable as well. Despite this, it's still very good at interrupting moves at ranges or angles that Minazuki's wave super would not be able to cover. It can also be combo'd into (although only as an ender and is very resource-inefficient due to poor minimum damage), meaning he can initiate the fog on demand.
*Minimum damage: 600
This version of the move only does the screen shattering counter attack alone. The invincibility frames allow it to function as a reversal, but of course it is unsafe on block. Has a slow startup, but it still isn't too hard to combo into, thus allowing you to turn the screen black when you want to if you have 50 SP.
-------
-------
;{{clr|3|214214C}}+{{clr|4|D}}
;{{clr|3|214214C}}+{{clr|4|D}}
Deals the same amount of damage as the C version, but it can catch attacks ''on the first frame'', making ''any'' safe-jump on Minazuki a risk when he has the bar for this. Also has less recovery, so the opponent might not react fast enough to punish it if whiffed.
Deals the same amount of damage as the C version, but it can catch attacks ''on the first frame'', making ''any'' safe-jump on Minazuki a risk when he has the bar for this. Also has less recovery, so the opponent might not react fast enough to punish it if whiffed.
----
''Extra Note: Dream Fog's counterattack is one of the few supers in the game that don't crush autoguard frames like SP Skills normally do. If an opponent triggers the counter with an armored move such as {{CLabel|P4U2R|Akihiko}}'s {{MMC|chara=Akihiko Sanada|input=Cyclone > 4AB|label=SB Hook}}, they will autoguard the attack and be unaffected.''
}}
}}


==[[P4U2.5/Gauges#Instant_Kill|Instant Kill]]==
==[[P4U2R/Mechanics#Instant_Kill|Instant Kill]]==
===<big>God and Demon Annihilation</big>===
===<big>God and Demon Annihilation</big>===
{{InputBadge|{{clr|3|222C}}+{{clr|4|D}}}}
{{InputBadge|{{clr|3|222C}}+{{clr|4|D}} when [[P4U2R/Mechanics#Instant Kill|IK Conditions]] are met}}
{{P4U2R Move Card
{{P4U2R Move Card
|input=22CD
|input=222CD
|description=
|description=
*Invincible on start-up and through all active frames.
*Invincible on start-up and through all active frames.
*Cannot hit opponents who are in hitstun.
*Cannot hit opponents who are in hitstun.
He has now matured enough to possess an Instant Kill. However, his IK has a really small hitbox, slow start-up, and yet it is blockable... so the only good thing is the invincibility, and the fact that it's edgy as all hell. Can possibly be done during the super flash of a super to punish like most other IKs, but still, there's no express need to use this at all.
He has now matured enough to possess an Instant Kill. However, his IK has a really small hitbox, slow start-up, and yet it is blockable... so the only good thing is the invincibility, and the fact that it's edgy as all hell. Like most other IKs, this move is only used as an insanely disrespectful way to punish DP/super/Burst on a read, otherwise it has no other use.
}}
}}


Line 508: Line 728:
|Size=180
|Size=180
|Character=Minazuki
|Character=Minazuki
|reference9=[https://megamitensei.fandom.com/wiki/Reiji_Kido ''Reiji Kido / Bres (P1)'']
|reference9=[https://megamitensei.fandom.com/wiki/Reiji_Kido ''Reiji Kido (MIP)'']
|reference10={{Character Label|BBCF|Azrael|42px}}
|P_reference9=[https://megamitensei.fandom.com/wiki/Bres Bres (MIP)'']
|reference11={{Character Label|GGACR|Zappa|42px}}
|reference10={{Character Label|BBCF|Azrael|size=42px}}
|P_reference10={{Character Label|BBCF|Azrael|size=42px}}
|reference11={{Character Label|GGACR|Zappa|size=42px}}
|P_reference11=[https://guiltygear.fandom.com/wiki/Raoh Raoh]
|reference22=[https://megamitensei.fandom.com/wiki/Tsukuyomi ''Tsukuyomi (P4AU)'']
|reference22=[https://megamitensei.fandom.com/wiki/Tsukuyomi ''Tsukuyomi (P4AU)'']
|reference23=''Velvet Room Attendant''
|reference23=''Velvet Room Attendant''
|reference28={{Character Label|P4U2R|Chie Satonaka|42px|label=Chie Satonaka (Summer Attire)}}
|P_reference23=''Velvet Room Attendant''
|reference25=''Christmas''
|P_reference25=''Christmas''
|reference27=''Dengeki''
|P_reference27=''Dengeki''
|reference28={{Character Label|P4U2R|Chie Satonaka|size=42px|label=Chie Satonaka (Summer Attire)}}
}}
}}
==External Resources==
*[https://vincentfgc.gitbook.io/p4u2.5-minazuki-doc/ Minazuki Gameplay Document by Vincent]
*Japanese Name: ミナヅキ ショウ
*[http://seesaawiki.jp/p4u_matome/d/P4U2%a1%a1%a5%df%a5%ca%a5%c5%a5%ad%a5%b7%a5%e7%a5%a6 Japanese Wiki]
*[http://jbbs.shitaraba.net/bbs/read.cgi/game/52991/1387202422/ Japanese BBS]
*[http://sp.p4u2.tv/ranking_view.php?mode=exe&type=psr_rank&character=nb&pref=0 Arcade Profile Dan Rankings]
*[http://www.dustloop.com/forums/index.php?/topic/8578-tsukiyomi-sho-minazuki-video-thread/ Character Video Thread]


==Navigation==
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<center>{{Character Label|P4U2R|Minazuki|36px|P4AU_PSho_portrait.png}}</center>
<center>{{Character Label|P4U2R|Minazuki|size=36px}}</center>
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[[Category:Unga]]
[[Category:Unga]]

Latest revision as of 06:57, 14 February 2024

Overview

Overview

Minazuki is a versatile rushdown character with numerous tricks up his sleeve. He prefers to be up close to make best use of his toolkit, but can be effective at attacking the opponent from almost any range thanks to his Persona normals and varied set of specials. His offense is very aggressive between his sword normals & other relatively safe frame-trapping buttons, and is also highly flexible as he has many jump-cancellable on block moves, allowing him opportunities to safely disengage or reset pressure at will. In addition to this, he can use his rekkasP4U2R Minazuki FlashFang.pngGuardAllStartup12Recovery24Advantage-12 and command grabP4U2R Minazuki Drain.pngGuardThrowStartup10Recovery44Advantage- mix-ups to open up opponents. When Minazuki's out of range, he can use his longer range Persona normals, knife projectilesP4U2 P-Sho Knife.pngGuardAllStartup25RecoveryTotal 43Advantage-6, and his tracking teleportP4U2R Minazuki Tsukiyomi-2.pngGuardHighStartup40RecoveryUntil L+6Advantage+4 to continue to attack and put pressure on the opponent in neutral.

This variety of options makes him a very beginner-friendly character, alongside other things such as the ease of his hit-confirms. He also has simple, yet effective starter combos and main BNB A staple combo that is simple yet effective.s.

One thing that must be stressed about Minazuki, however, is his damage potential. One of the biggest threats of this character past his well-roundedness is the fact that he can consistently deal at least 3000 damage from just about any hit, and also frequently lacks the necessity of many or sometimes any resources to do even better.

His Counter Hit and Fatal Counter punishes also take this up a notch, allowing him to well outclass the damage of most other characters before resources even come into play. Even if he doesn't have his ideal conditions, he can just drop some SP to lead into his best combo routes anyway. This means that at many points in a match, the opponent has to be wary of getting a sizable portion of their life bar bombed or even outright erased from a Minazuki landing something as simple as a 5C CH. For these reasons, every match with Minazuki is volatile, and he is always a force to be reckoned with.
P4U2R Minazuki Nameplate.png
P4U2 Minazuki Portrait.png
Health
9,000
Backdash
21F (1~6F Inv All)
Persona Cards
4
Combo Rate
60%
Fastest Attack
2A (7F)
214C+D (5F)
Reversal Type
Attack (10F)
Fatal Starters
2C
2D
214X~4X~4A/4B/A+B
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
All 236C/D
All 214214A/B

 Minazuki is a flexible fighter, who trades some of his true well-roundedness for the ability to punish opponents with naturally high-damage combos.

Pros
Cons
  • Strong Neutral: Minazuki has a very strong neutral game because of certain moves like 5A, j.B, and 5C reaching very far, and having 2D/j.2D as a fullscreen check, along with a projectile.
  • High Meterless Damage: When in the corner, or off an air hit anywhere, Minazuki can confirm into absurdly high damage combos without spending meter.
  • Variable Offense: Because of 5A, 5B, 2B and 2C all being jump-cancelable on block and having good range, it is extremely easy for Minazuki to layer his offense with air dashes and air turns, while still maintaining pressure.
  • Good Meter Usage: With meter, Minazuki can spend it in multiple ways to convert into high damage combos. He can also use his meter well for pressure or for neutral.
  • Slow Close Range Normals: Minazuki can be unable to punish or contest certain characters while on defense between his 7F 2A, and 9F 5A at worse spacings.
  • Susceptible To Persona Break: Some of Minazuki's furthest reaching Persona moves are prone to whiffing in neutral or they leave Tsukuyomi in recovery for a while, and the range makes them especially uncoverable on block without risk.

Starter Guide

Starter Guide
StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5A

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 200 All 9 3 14 -2 Chest
5AA 400 All 12 3 17 -3 Body
5AAA 800 All 16 2 7+16L -6 Head
5A
Total: 25
  • Can cancel into itself on connect, but can't be staggered (repeated 5As will always be an airtight blockstring).
  • Jump and backdash cancellable on connect, backdash cancel is -6 on block.

Minazuki's 5A has a longer start-up than a typical A normal, but in turn has a much longer range and disjoint and is backdash cancellable as well. Minazuki tends to use this button as an obnoxious defensive poke or dash button similarly to  Mitsuru and  Yukiko's 5As, being able to connect at ranges the opponent wouldn't expect or even outspace some abare and Furious Actions while staying relatively safe on whiff. Do note that this is vulnerable to sweeps, but Minazuki easily mixes in 5B for close range footsies to stuff the counterplay out.


5AA
Total: 31

5AA is a good starter. Has quite good horizontal hitbox and can be delayed for a frame-trap, so the move can be used to catch jump-outs if the opponent jumps after blocking 5A. Can combo into 5C to get a combo, or into 5D if they get hit higher up to get a better combo.


5AAA
Total: 40

5AAA is pretty safe to continue into this move if you happen to anti-air someone with 5AA. Can only be cancelled into specials or universal options (i.e. AoA, Sweep) on hit or block. It is also a great starter, but scales relatively poorly in combos if chained into from 5A > 5AA.

Will combo against airborne opponents. Very unsafe against grounded opponents unless cancelled. Usually 5D or 5B is a better follow-up after 5AA.

If the opponent gets hit high enough up, can continue the combo with a 2A and lead to solid damage

Auto Combo continues with A Flash > A Soaring > A Destructive.

  • Knocks down airborne opponents on hit
  • Limited chain options

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
160 Low 7 3 9 -1 Foot
Total: 18
  • Cancels into itself up to 2 times in a row, even on whiff

Low kick that serves as Minazuki's fastest low as well as his fastest normal, period. Very useful button to use, as it is his main option for mashing out of pressure and very easy to confirm into a combo on hit or pressure sequence on block. Do note that the hitbox is pretty low due to the animation, so his fastest button has the problem of being weak to hops and not being useful against IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.s.

2A also uniquely works well as a combo tool, as Minazuki can link into it from Tsukiyomi (236C/D)P4U2R Minazuki Tsukiyomi-1.pngGuardHighStartup40RecoveryUntil L+6Advantage+4 in certain scenarios, or after a corner Ura Izayoi (j.B+D)P4U2 P-Sho jBD.pngGuardAllStartup11RecoveryUntil L+14Advantage- to link together his main combo routes.

5B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
400, 200 All 10 2(8)3 20 -8 Body
Total: 42
  • Jump cancellable on hit or block
  • Second hit plummets airborne opponents

Two slashes from Minazuki that can be canceled after first hit. Useful for poking at close ranges, hit-confirming, closing the gap between Minazuki and the opponent while putting out hitboxes, and staying close to the opponent during pressure. 5B being jump and short hop cancellable makes it especially good for pressure, as Minazuki can choose to go for pressure resets, mix-ups, fake disengages and all the like from this normal.

5B is often used as combo filler, both at the beginning of basic combos, and in juggles to optimize damage.

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300,150x2 Air Unblockable 10 4(10)2,3 21 -9 Body 7~13 Head
Total: 49
  • Universal anti-air
  • Both hits are jump cancellable on connect.
  • First hit launches airborne opponents up, second hit plummets airborne opponents.

2B is a massive, two-part slash move that everyone hates with a passion.

Minazuki's 2B is easily one of the best anti-airs in the game due to its large hitbox, good active frames, many cancel options into his common combo routes on hit and relatively low recovery compared to other great 2Bs. Sometimes, Minazuki is even able to use this attack to hit opponents who are attempting to jump over his head to escape the corner or cross him up!

Just like 5B, this move is also solid for pressure for all the same reasons; easily hit-confirming, and jump-cancellable for pressure mix-ups.

On an air hit, Minazuki can combo out of 2B into various other normals such as 5B and 5C on normal hit for good damage and a safe-jump, or 2C and 5D on Counter Hit for better damage.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200 High 7 7 12 Head

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300,150 High 12 2(9)3 12 Head
Total: 37
  • Jump cancelable on connect.

Minazuki does two slashes; j.B is a very good move with massive range and 2 hits, making jumping in and hit-confirming with it very easy. He gets very high damage off of a CH air to air with it by immediately going into j.D, as it gives a full combo on air or ground Counter Hit. Also used a lot to extend combos as well and used in his j.D land cancel combo part. The first hitbox extends to hit slightly behind Minazuki as the animation suggests, meaning he can use it as a cross-up normal if close enough. The only big downside of this move is that it is kind of slow on the start-up, and so Minazuki may prefer to use j.A in close air-to-air situations

Persona Moves

5C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 13 3 32 -16 Body
Total: 47
  • Ground bounces on air hit

Tsukuyomi slashes in front of Minazuki to cover basically everything in front of the two for some "well-earned" footsies.

5C is a normal with very good vertical range that hits as high as full jumps, and horizontal range that hits as far as from round start range. It's great for poking, counterpoking, and in some cases even being able to double as a high-risk (slower, no head invuln), but disgustingly high-reward anti-air. Of course, the main caveat is its long recovery on whiff, but it's also unlikely that you will be whiffing this attack when used properly. Be wary that this normal pushes the opponent away pretty far on both hit and block, so combos might drop if it connects from too far away.

5C is great as both a starter and main combo piece for Minazuki, as it has very low P1 and the ground bounce on air hit makes it good in juggle combos to go into Tsukiyomi and achieve a subsequent safejump. This is also the go-to Counter Hit punish in most situations, as it often leads to considerable advantage and sometimes massive damage, with combos starting from this move as a Counter Hit anti-air being able to total up to nearly 5000 damage meterless.

Example confirms: 5C can go into AoA Shorthand for "All-Out Attack", the command attack that serves as the universal overhead of the P4Arena games. on ground CH, into 2C on air and ground CH, and loop between itself and 2C in Fatal Counter juggle combos.

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
1000 All 25 3 28 -12 Body
Total: 55
  • Jump cancelable on hit or block
  • Ground bounces on air hit

Tsukuyomi appears a fixed distance away from Minazuki and vertically slashes the opponent. Your Persona will always attack facing the opponent, but won't appear outside of the corner. The animation of this move is identical to 5C, but has slower start-up. One of Minazuki's longer-range normals, used to either control space in specific matchups or litmus test the opponent in pressure. It's especially good as a frame-trap as it is a Fatal starter, and Minazuki's other long-ranged normals allow him to convert off of it if it hits that way. Don't overuse it in neutral as a bad 2C call leaves you open for over a second to get punished.

On air hit, can be chained to 2D/5D or jump cancelled to j.B for a large combo, with 2D/5D is the more optimal route off an air hit 2C. On Fatal Counter air hit, you loop this move and 5C for optimal damage by doing 5C > 2C > 236A > 5C... Same combo options on ground hit as 5C.

j.C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 All 13 3 26 Body
Total: 41
  • Plummets airborne opponents on hit
  • Has better range when facing away from the opponent

Minazuki floats in the air until Tsukiyomi finishes its attack, sending the opponent downwards. Essentially 5C but in the air and missing the ground bounce on hit.

j.C is typically used as an extra footsies option with longer range than j.B, especially when done while air-turned away from an opponent, and as a somewhat safe frame-trap option during pressure when used after jump cancels into IADs and IABDs. If you land this move high enough in the air such as after an AoA, this can lead into j.2D and then continue from there.

There is an additional technique revolving around cancelling a low-to-the-ground j.C called Land Cancelling that is also used very often, as it helps aid Minazuki's pressure and lets j.C be used in his highest damage combos.

5D / j.D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D 1000 All 21 3 29 -13 Body
5[D] 1000 All 38 3 Total 52 +17 Body
j.D 1000 All 23 3 27 Body
j.[D] 1000 All 32 3 Total 52 Body
5D
Total: 52
  • Launches the opponent on hit
  • Very long untechable time on CH
  • Relatively high SMP (same-move proration)

Tsukuyomi launches the opponent extremely high into the air, with the untechable time on normal hit long enough for his Skill "Tsukiyomi" to connect. Another decently-disjointed normal like Minazuki's other Persona normals, but in actuality is used almost exclusively as a combo tool due to 5C having better range, chains, and safety. In that regard, Minazuki's 5D is generally reserved as a combo tool (mostly ender) to lead into 236C/D for a safe jump.

On Counter Hit, instead of going into 236C/D, you can wait until they fall down and follow up with 5C / 2C to do a better combo.

5[D]
Total: 52
  • Performed by holding [D], to delay the attack but also increase its range.
  • Minazuki recovers shortly after Tsukuyomi strikes.
  • Held version is fully uncancellable.

The held version is basically 5D, but with a twist; Tsukuyomi will advance a set distance before striking. It is the slowest out of all of Minazuki's Persona normals, and thus despite its range is very poor, if not impossible to use in neutral as the opponent can hit it with projectiles or even just 5A on reaction. Minazuki's uses of 5[D] are rather limited to being a risky way to reset pressure after conditioning the opponent to block with constant frame-traps, since it is plus on block.

Interestingly, since Persona normals can collide with the opponent, 5[D] can also be used to drive the opponent towards the corner during pressure, or when near the corner it can drag the opponent back next to Minazuki.


j.D
Total: 52
  • Tsukuyomi angles toward the opponent when held.

This move is essentially the same thing as 5D but in the air, even to where you can hold the button to send Tsukuyomi further as well, though j.[D] is a little better for doing that due to having mild tracking towards the opponent. Despite the quirks, it's almost exclusively used as a combo tool just like 5D.

Generally, when you do combos that involve comboing into and out of 236C/D, you want to use j.D instead of 5D for your earlier launch to prevent the harsh SMP scaling for when you use 5D later to lead into an ender, else your damage will lessen and enders could become unstable.

This move is also what is used to cancel the recovery of j.C when performing a Land Cancel.

2D / j.2D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
2D 1000 All 27 3 26 -10 Body
j.2D 1000 All 27 3 38 Body
2D
Total: 55

Tsukuyomi appears even further away than 5D. Basically the same principle as 2C, but for 5D, although cannot be held for frame advantage. It can be used to surprise the opponent and catch them in the middle of a move to Fatal Counter them for a nice juggle combo, but improper usage can result in giving away a Persona card for free. While it might have Fatal Counter properties, it may be hard to combo from it at range, but you can preemptively input a 236A to make a confirm easier. Even if it's blocked, a 2D from behind into 236A or 236A+B can let you approach and start pressure.

The untechable launch on FC lets Minazuki lead straight into his optimal knife loops, making it his highest damaging Fatal starter. Additionally, since Minazuki's D normals all serve similar function in combos, 2D is also often used in Fatal combos in the corner to get around the heavy SMP that occurs from using a single D normal more than once per combo.


j.2D
Total: 67

Literally just an aerial version of 2D, except it is NOT a Fatal starter. j.2D allows you to use 2D while playing air footsies and in some more favorable spacings in strings, such as after 2C with an IABD where a regular 2D would not connect, though in either situation it can still risk a Persona card.

This move is also used after a j.C in very high air combos such as after a D button > 236C+D or AoA~C, for a short extension or to end a combo with Wings of Purgatory (236236C/D).

On its own, j.2D still leads to Minazuki's patented damage on CH. When used while rising, he will have to air dash towards the opponent a settle for a land cancel conversion, but when used close to the ground he can get a better extension via landing into air hit 2C > D normal.

Universal Mechanics

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 30 [39] 3 28 [34] -12 [-18] Body 10~30 Guard Strike
Total: 60
Total: 75
  • Universal overhead
  • Can pass through the opponent on start-up

Minazuki dashes toward the opponent and strikes with two wide slashes with his swords. It has a slow start-up, but it covers a large distance and thus can sometimes see use in blowing through the opponent's neutral with its natural autoguard. If done close enough to the opponent, Minazuki will pass through and cross them up, but the start-up will increase greatly. In either situation, AoA is especially reactable and is still unsafe on block just like most others, and thus should be used sparingly as a mix-up without OMC on deck to cancel it if blocked.

Minazuki gets a handsome reward from either finisher after landing his AoA, but interestingly, he can also combo into it from a Counter Hit 5C as a staple conversion.

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
200,500 Low 10 3(12)3 15 -3 Foot 4~12 Chest
Total: 42
  • Universal sweep
  • Can out-prioritize "Chest"-attribute attacks
  • Uniquely chains into 5D

Minazuki's sweep is a low-hitting double kick. Typically used to go for low hits mid-pressure string to catch the opponent trying to walk backwards, jump, or backdash out of pressure. It can also be a safe pressure ender or reset opportunity, as it is only -3 and puts him at a favorable spacing to flex his favorite buttons, 5A and 5B. Minazuki can chain to 5D for tricky blockstrings, or cancel into 236B or 236A+B to throw out 3 lows in a row. Do note that there is a small gap between the two hits that can serve as a natural frame-trap, but gives way for the opponent to Furious Action through if they are prepared.

Used a lot in combos as an extension off of standing confirms, and also useful for extending combos in the corner by going into 214B ~ dl.4A > j.B+D > 2A.

You can go into a safe-jump any time this hits by simply holding [9] when the move ends, making Minazuki's sweep a viable failsafe ender in some scaled combos where a Tsukiyomi ender is not possible.

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0,500×2, 400 Throw 5 3 25 Throw
Total: 32
  • The throw animation puts the opponent into a spin state, then crumple, then restands them

Average ground throw. When the throw is finished, the opponent stays standing, no knockdown or anything, but you can immediately continue pressure with 5A afterwards. No meterless conversion is possible, however you can get some solid damage off of a One More Cancel and following up with a small combo. The main conversions are OMC > IABD > 2C on the 3rd hit, or just a basic OMC into ground combo after the 4th hit. You can also One More Burst it for more damage or just super cancel it into 236236D/C+D, 214214A/B/A+B, or 214214D.

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0,800×2 Throw 4 3 18 Throw

Izayoi

B+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700,350 All 10 3(3)3 39+10L -35 Body 1~18 All
Total: 67
  • Universal reversal
  • Both hits launch the opponent
  • Can be canceled into Ura Izayoi on hit
  • Counter Hit state recovery

Minazuki's Furious Action is one of the best in the game due to its speed, range, and ability to cover the airspace in front of himself unlike some other DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s in this game, but is pretty vulnerable to cross-ups. Great for escaping pressure, but it shouldn't always be your first option for doing so.

If this move gets blocked, you can try to cancel into 236236D to catch the opponent during their punish, but running or rolling behind the move after blocking it stops this.

Izayoi can also be used as a combo part by cancelling into it from Flash Fang or Soaring Fang, and cancelling the second hit into 236236C, which then links into a 2C. This can also be done from landing the Furious Action raw.

Ura Izayoi

j.B+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600 All 11 4 Until L+14 Body 1~14 All
  • Universal reversal, but in the air.
  • Ground slides the opponent on hit.
  • Minazuki falls toward the ground after it's used.

As the name suggests, Minazuki does the inverse of his DP when he's in the air, sending himself and the opponent towards the ground. Do note that it's very different from Sho's air DP: it is not an overhead, and the landing recovery is not super cancellable like his. It can still be cancelled into from Izayoi, though, so it can still potentially be used as a way to beat out some lazy DP punish attempts if Izayoi was blocked.

Having an air DP is useful, as it also allows him to reversal out in bad situations in the air where other characters normally would not be able to, such as against air resets/tech traps.

Ura Izayoi is also a very important combo tool for Minazuki in the corner, as it allows him to go into juggle combos meterless from his rekkas, with the string 214B~4B > j.B+D, OTG 2A.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 16 3 28 -14 Body 1~21 Guard All

Skill Attacks

Survival Knife

236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 400 All 25 Until Hit Total 43 -6 Projectile
236B 400 Low 25 Until Hit Total 46 -9 Foot+Projectile
236AB 400×2 All, Low 17 Until Hit×2 Total 36 -7 Projectile, Foot+Projectile

Minazuki throws a horizontally advancing knife projectile, that is designed more for neutral threat and anti-zoning rather than hard zoning of his own. Knives aren't very threatening alone due to their relatively slow start-up, low damage, and low hitstun, but it's a useful tool for space control and approaching as Minazuki can run behind a slow knife, or is still able to stuff out zoning with a fast one. A common use is cancelling far or full-screen 2C or 2D to get the knives out safely when the opponent is stuck in hitstun or blockstun.

In comparison to Sho's, the command is more accessible on demand, but it now only has two versions (+ Skill Boost).


236A
Total: 43
  • Hits some crouching characters, but not all of them.

This version throws a really slow-moving knife that hits the opponent around their chest, with faster recovery than B-version. Minazuki can run behind this knife to either get in on the opponent while they block it, or punish them for trying to dodge it. Unfortunately, on some characters it loses effectiveness if it can't hit them crouching, but in the matchups where it does hit the crouching opponent, Minazuki has a bit of an edge in being able to reset pressure consistently off of the knife.

List of characters that Minazuki's 236A will hit crouching:
Aigis, Ken1, Labrys/Shabrys1, Narukami, Margaret, Mitsuru, and Teddie.

1: Only during certain portions of their crouching animation.


236B
Total: 46

This version throws a much faster moving knife that hits the opponent around their legs. Slightly longer recovery, but hits low. You can use this one to snipe the opponent for trying to move on the ground in neutral, clip their Personas or in the start-up of long-range attacks, or in pressure to catch them with a low hit if they try to back away. Even though low-profile moves aren't particularly a problem for Minazuki, B knife can cover those too.


236A+B
Total: 36

Throws A and B knife at the same time, with faster start-up and recovery. Useful move to restrain the opponent, as it can cover both situations and give him a means to get in.

Flash Fang

214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 400 All 12 3 24 -12 Body
214B 500 All 16 3 20 -8 Body
214AB 700 All 10 3 18 0 Body
  • Goes into Soaring Fang
  • Commonly referred to as just "rekka"
  • Lead into the rest of the rekka by inputting 4A/B/A+B
  • Can be cancelled into Survival Knife (236A/B) and Tsukiyomi (236C/D) on connect.

The start of Minazuki's rekka, which leads into Soaring Fang and then Destructive Fang. Mostly used to extend pressure, or go into the rest of the series to end a combo. Can be uniquely cancelled into the two specials listed above for pressure or to stay safe on block.

You can cancel this move into Izayoi in case you are ever in a very high proration combo and you need to squeeze out damage.


214A
Total: 38

Fast start-up and doesn't leave you open too much. Used as a need a faster version to combo into from certain normals, but is unsafe on block if not cancelled.


214B
Total: 38

4F slower than the A version so it doesnt combo from certain normals, but covers longer distance during the move and also does slightly more damage than A version, which is why this version is used in most combos when possible. Unsafe on block just like 214A.


214A+B
Total: 30

Fast start-up and quick recovery. Can be used to whiff punish moves very quickly from somewhat far away, and on CH can lead into a combo by linking into other normals like 5B. Being 0 on block, this is a better move to be throwing out every now and then to catch the opponent off guard or reset pressure, though it does cost 25 SP.

Soaring Fang

Flash Fang > 4A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Flash Fang > 4A 500 All 9 3 28 -14 Body
Flash Fang > 4B 100, 50, 500 All 7 4,2,3 19 -5 Body
Flash Fang > 4AB 100, 50×5, 500 All 6 1×6,3 7 +7 Body 4~End P
  • Can be cancelled into Survival Knife (236A/B) or Tsukiyomi (236C/D) on connect.

Follow-up move where Minazuki does a heavy slash and launches himself and the opponent to the air. Similar to Flash Fang, can uniquely be cancelled to two other specials on hit or block for pressure instead of just completing the rekka. Generally, this is where combos break off into other extensions for more damage, either in the corner or with meter.


4A
Total: 39

This version does not jump that high and has long recovery, which makes follow-ups limited and is very minus on block on its own. Not used very often if at all, except for some niche conversions.

4A sometimes sees use after sweep in the corner, as it can combo into Ura Izayoi > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 2A for a combo extension on the air hit, in that situation where 4B would not work.


4B
Total: 34

Slower start-up, and deals 3 hits. This is the version of Soaring Fang that will see the most use as it is great for damage and pressure.

After the attack, Minazuki can act in the air, and can land a j.A to reset pressure, or during a Fatal Counter combo to go into high damage Fatal routes. He can also cancel into either of his DPs, which is essential to his high damage C Wings of Purgatory combos if done while grounded and staple OTG corner combo if done while airborne. In the latter case, if a cancel into Ura Izayoi is timed right during Soaring Fang, you can pick up after it with an OTG 2A to grant Minazuki a meterless juggle into his safejump setup.

Minazuki is also left grounded during a majority of this move, meaning that he can OMC it late and go into a sweep or Drain to mix up an opponent that is switching to standing block in anticipation of the overhead rekka chain ender. Unfortunately, this also makes the Ura Izayoi combo extension a little difficult without practice.


4A+B
Total: 21

Deals even more hits than B-version, and is plus on block. Has low recovery, meaning you can continue pressure or combo into an air normal like j.B. Good move midscreen for when you want to use 25 SP to increase your damage by a good amount and go into juggles.

On hit, Minazuki's primary combo option is to go into his land cancel string with a jump cancel into j.B > j.C > j.D(land cancel) > 66 5A/2A..., which also sets him up for other routes such as a second air string, or a basic juggle ender. This leads to more damage for 25 SP than juggles after SB Destructive Fang, but can be a little bit harder to pull off.

Destructive Fang

Soaring Fang > 4A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Soaring Fang > 4A 600 High 13 Until L 11 -4 Head
Soaring Fang > 4B 500, 250 High 19 3,Until L 13 0 Head
Soaring Fang > 4AB 800 High 17 3 0L +13 Head

Minazuki does an overhead slash back to the ground. This is a safe blockstring ender and finishes Minazuki's rekka with no real follow up besides super cancel, or using the SB version.


4A
Total: 24

Fast start-up, and is easy to connect from Soaring Fang in almost any combo. Really only used if proration is too high to end in B Destructive Fang.


4B
Total: 35
  • Forces Fatal Counter on Counter Hit

B Destructive Fang is the slowest version, but is also a basic combo ender, yet another pressure reset point for Minazuki, and one of his Fatal starters.

For the most part, it connects from B Soaring Fang easily, but at high prorations you might need to switch to A Destructive Fang instead. Can be super canceled into Wings of Purgatory, or when you land, Moon Smasher to end combos with more damage.


4A+B
Total: 19
  • Forces Fatal Counter on Counter Hit
  • Where the hell is this moves landing recovery?

Fast start-up and falling speed, in addition to literally zero landing recovery just like Sho's. Can be used as an extremely easy way to extend combos, with more options to combo into depending on how high up you hit it. Will automatically safejump most reversals in the gap between Soaring Fang and Destructive Fang as it has no landing recovery, and is also highly plus on block for that same reason, allowing you to reset pressure safely. Very useful move for improving Minazuki's midscreen combo game to get both damage and safe-jumps in the easiest way possible.

If you kara-cancel a delayed A or B Destructive Fang into this on a grounded opponent, you are able to make it whiff and use the lack of landing recovery to go for a low or command throw instead, giving Minazuki some unique mix-up options between the overhead rekka ender, a land 2A, or Drain.

A video demonstration of this technique can be found on his Strategy page.

Tsukiyomi

Persona Required 236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C/D 1000 High 40 3 Until L+6 +4 Head 18~30 All
236CD 28 Total 4~26 All
  • Tracks the opponent's position
  • Plummets on air hit
  • Fatal Recovery
  • Commonly referred to as just "Teleport"

Minazuki uses Tsukuyomi to warp and then reappears in midair, either in front of or behind the opponent, and slashes them. Always locks to the opponent, and appears a certain distance away from them. This is advantageous on block and leads into a combo on hit, but is VERY slow to start up to where it can be countered on reaction before the move hits. For this reason, it's hardly ever used all that much in pressure or neutral without proper conditioning or as hard read to dodge attacks and punish. It also isn't practical to use when the opponent is in the air in neutral, since the move will miss often.

Despite the above, this special is still used as an absolute staple in Minazuki's combos, as it leads to a safe-jump after any D normal launch. In addition to this, if the opponent gets hit high enough by the move (ex: using it after D normals on high air hit), a microdash 2A can be linked after landing, leading to it being used in a lot of Minazuki's high damage combos.

Even though both the C and D versions are basically the same aside from appearance direction, they do still count as two separate specials, and thus will not incur SMP if the other version is used after the first later in a combo.


236C

Appears in the air in front of the opponent. There's nothing particularly special about this that hasn't already been said above, aside from keeping the same side in combos.


236D

Appears from behind the opponent. Of course, this version crosses up and as a result can be used to add a layer to the mix-up or to side switch mid-combo. It also cannot steal the corner from the opponent; since Minazuki cannot appear offscreen, he will just appear at the corner wall and the attack will hit same-side.


236C+D
  • Does not attack.
  • Can act immediately after re-appearing.
  • Ground version appears in front of the opponent, aerial version appears behind the opponent.

SB Teleport is basically a feint teleport, only teleporting Minazuki without doing the attack and allowing him to use whatever move or action he wants out of it, such as a double jump, air dash, normals, etc. Alternatively, it can be used to go into an air combo after a D normal launch, typically to squeeze out extra damage and go into a super to kill.

Drain

Persona Required 214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C/D 0,200,100×9,350 Throw 10 1 44 Throw
214CD 0,200,100×9,350 Throw 5 1 40 Throw
  • Cannot be cancelled into from other attacks
  • Launches opponents away for a knockdown on hit
  • Full Counter Hit recovery

Drain is a command throw that deals about the same damage as regular throw, but as a command grab is untechable and uniquely steals either meter or life from the opponent. Good to throw out every now and then for a little more rewarding strike/throw in gaining some extra corner carry, advantage, and resource. It does have a very long recovery though, making it easily punishable when dodged.

Minazuki's command throw can go after many pressure situations just like his regular throw, some of the most common being deep 2A stagger pressure and his plus frames.

Drain can also be cancelled with OMC, OMB, or a super to add on damage with a short combo.


214C
Total: 54

This version steals 10 SP and gives it to Minazuki. If the opponent has less than 10 SP, the move then takes everything they have left. The finisher throw itself after the drain also naturally grants Minazuki 3 more SP on top of what he stole, but will also give the opponent 1 SP.

This is the command grab that Minazuki tends to use the most, as meter is king in Persona; delaying or denying an opponent's access to metered options, while also getting closer to his own great ones can sway interactions a decent amount.


214D

This version steals 500 HP instead of meter. Doesn't see much use compared to the C version, but it has its uses.

If Minazuki is in Awakening, the potential of the lifesteal is better, as the defense bonus means that the 500 health he gains is effectively 800 health. This means that after one lifesteal, he will have above average HP, and after two, he will effectively have the most health in the game. He can use this to his advantage late into the round to stay alive against more stray hits and combos.


214C+D
Total: 45

Finally, the SB version steals both 500 HP and 10 SP. This is considered to be meter inefficient, but is better as a mix-up due to being 5 frames faster than the others and can be a potentially rewarding reversal throw option.

SP Skill Attacks

Wings of Purgatory

Persona Required 236236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C 2200 All 4+(40 Flash)+27 Until Hit Total Until L+0 -26 Projectile 1~32 All
236236D 2200 All 4+(40 Flash)+6 Until Hit Total Until L+0 -33 Projectile 1~11 All
236236CD 2500 All 4+(40 Flash)+3 Until Hit Total Until L+0 -40 Projectile 1~8 All
  • True Reversal A reversal attack of which the user is invulnerable throughout all startup frames, including the first active frame or more.
  • Wall bounces on hit
  • Long untechable time on hit
  • Often referred to as just "Wings", or "Wave" (super)

Minazuki and Tsukuyomi launch a huge energy wave forward across the entire screen. It has a huge hitbox, good properties on hit and has a version that sends out the projectile fairly quickly, making it very useful as either an anti-projectile/zoning or combo tool/ender. It also has some invincibility and can be used to cover yourself on recovery if your Izayoi is blocked. Long recovery on the ground, but air version only has to deal with the landing recovery. One More Cancel is also possible on hit.


236236C

The slower version that is difficult to use standalone, but it works well in combos close to the ground. If the opponent gets hit near the top of the move, you can connect a 2C afterwards.


236236D

Faster version that can be used to end just about any combo due to the speed. Works also to cover the recovery of his Furious Action and to punish projectiles and zoning with a proper read. If the opponent gets hit high enough in the corner, you can combo off of it with 2A.


236236C+D

The SB version has increased speed and damage compared to the D version. However, it has the most recovery out of all the versions, so no follow-ups are possible without OMC.

Awakened SP Skill Attacks

Moon Smasher

214214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214A 500, 2000 All 4+(63 Flash)+3 6(28)11 32 -24 Body 4~9 All
214214B 500, 2000 All 4+(63 Flash)+7 12(30)11 40 -32 Body 4~22 All
214214AB 500, 2200 All 4+(63 Flash)+2 12(30)11 40 -32 Body 1~17 All
  • Long untechable time, even longer on Counter Hit
  • A & B versions only have invincibility post-superflash.
  • Fatal Recovery
  • Minimum damage: 40% (1000)

Minazuki jumps into the air and then comes down smashing his sword into the ground, creating a powerful shockwave. Very good damage super. Due to the amount of untech time this move has, its possible to chain into it up to 3 times via a specific setup to end combos with big unburstable damage to top off Minazuki's already high damage. You can even combo out of some Moon Smashers on Counter Hit without any extra meter. This version is also aerial blockable, unlike Sho's version.


214214A

Very fast version, but comes up shorter than the other two. On the bright side, this allows the move to give Minazuki a knockdown and safe-jump oki when used as a combo ender, since the opponent won't be able to tech until they reach the ground. Used second and third in Triple Moon Smasher for its speed.


214214B

Reaches higher than the A version, but has longer start-up, so it may not connect at the end of some long combos. Typically used after a juggle 5C late in a combo to start Minazuki's Triple Moon Smasher meter dump ender. Additionally, you can combo out of this version of Moon Smasher on CH into a short juggle for good damage.

Just like Sho's Moon Smasher, the 2nd hit shockwave can be a cheeky cross-up on the opponent.


214214A+B

Does slightly more damage then the other two versions while having a faster start-up, so it can be combo'd into in situations where the other two cannot be. Travel distance and untech time is the same as the B version, and thus you can also combo out of this version on CH.

Dream Fog

Persona Required 214214C/D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214C Catch Total 43 1~22 Guard All but P
214214D 2000 All 4+(42 Flash)+19 6 Total 97 -26 Projectile 1~31 All
214214CD Catch Total 35 1~22 Guard All but P
214214C Attack 2000 Unblockable 1+(60 Flash)+0 60 Projectile 1~?? All
All Versions
  • Invincible on start-up
  • No super flash unless the attack is triggered
  • Counters everything except for projectiles
  • Causes screen to go black for 244 frames on a successful catch
  • Cannot Counter Hit the opponent
  • Counter Hit recovery
  • Often referred to as "Counter super", or just "Fog"

This super starts off with a stance that counters the opponent's physical attacks. If an opponent's attack is caught by the move, Minazuki then breaks the fourth wall with a screen-shattering, unlimited range, and completely undodgeable stab from Tsukuyomi that cloaks him and the entire screen (except for the opponent) with a dark fog. Minazuki can be seen every now and then, but basically he's able to try various different approaches or mix-ups while the opponent's view of him is obstructed. The only downside is that summoning Tsukuyomi makes Minazuki visible and reveals his position.


214214C

This version's catch frames don't start until frame 4, but Minazuki is still invincible during its start-up, letting him punish some safe-jumps and even 1F gap frame-traps on defense.


214214D

This version of Dream Fog functions as a traditional reversal super instead of a counter super; Tsukuyomi skips straight to doing the screen-shattering attack and fog effect alone, no catch required but has actual start-up time and is blockable as well. Despite this, it's still very good at interrupting moves at ranges or angles that Minazuki's wave super would not be able to cover. It can also be combo'd into (although only as an ender and is very resource-inefficient due to poor minimum damage), meaning he can initiate the fog on demand.


214214C+D

Deals the same amount of damage as the C version, but it can catch attacks on the first frame, making any safe-jump on Minazuki a risk when he has the bar for this. Also has less recovery, so the opponent might not react fast enough to punish it if whiffed.


Extra Note: Dream Fog's counterattack is one of the few supers in the game that don't crush autoguard frames like SP Skills normally do. If an opponent triggers the counter with an armored move such as  Akihiko's SB HookP4Arena Akihiko Boomerang.pngGuardAllStartup23Recovery26Advantage+1, they will autoguard the attack and be unaffected.

Instant Kill

God and Demon Annihilation

222C+D when IK Conditions are met

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral.
"Total (x)" indicates this for moves where the attacker has inactionable animation independent of active frames (i.e. projectiles and some Persona attacks).
Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
K.O. All 23+(30 Flash)+41 5 71 -57 Body 1~68 All
  • Invincible on start-up and through all active frames.
  • Cannot hit opponents who are in hitstun.

He has now matured enough to possess an Instant Kill. However, his IK has a really small hitbox, slow start-up, and yet it is blockable... so the only good thing is the invincibility, and the fact that it's edgy as all hell. Like most other IKs, this move is only used as an insanely disrespectful way to punish DP/super/Burst on a read, otherwise it has no other use.

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To edit frame data, edit values in P4U2R/Minazuki/Data.