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[P4AU] Sho Minazuki - Gameplay Discussion (Discuss Gameplay, Videos, Combos, etc.)


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Posted

So, a couple questions. How do I corner mix-up, what do I do with our various oki situations, how do I use meter, and what is a rough description of the 236C/j.236C mind game?

Posted

So, a couple questions. How do I corner mix-up, what do I do with our various oki situations, how do I use meter, and what is a rough description of the 236C/j.236C mind game?

Well then @_@

Corner mixups mainly gonna be things like sb rekka 3 (overhead) into 2A for a high low, but you have other things like sb teleport to crossup or 5a > jump cancel > j.B > j.2C. Personal favorite of mine is going nuts with SB rekka 3 to keep them in and wake them up if they're sleepin on the fight. Oki situations im guessing you mean what to do for oki? You have sweep > safejump or for certain characters just staying outside dp range and using 5a to clash or make em miss then hit em. You have other things like 2a maybe even 2C so its up to you to find what you like (if you meant dealing with oki, block, look for gaps then reversal dp or even sb teleport out) *breathes*

Meter i prefer em for mixups since his super other than moonsmasher isnt big on damage how i feel it is better used or even sb knives to get in, but its up to you how you wanna use it.

Sho is a lot of left/right with his teleport since he can swap sides when he wants or he can fake you out cancel early and stay on the same side. Especially corner sb since people might not see a side swap low coming. Its not a bad tool to have but only sb version is invuln so you're open to people mashing out of it with just the regular c/d versions plus D version has longer startup so i prefer that more for a get to the geound/otherside fast tool.

Those are my 2 cents on the questions anyway..

Posted

Thanks, this is helpful. But I have some follow-up.

 

Is there anything Sho can meaty off of j.236A knockdown that won't get him DP'd? Is there any anti AoA on wake-up set-ups? What do we do with 214214A oki (If I can call it that)

 

Is there any way to get damage and do 2A+B safejump outside of jump loop and fatals?

 

What's 236A+B and 214A+B used for and does the corner give us any advantages oki-wise?

Posted

You got 2a and 5a though 5a is 9f so i go more with 2A. Uh...if you mean anti people waking up with AoA its as easy as hit them on wakeup, armor isnt active that soon and its not a dp so i question why aoa on wakeup happens (online why). Not ch moonsmasher leaves em in the air so not much oki to be had there. Can go for sneaky air throw i suppose.

Nope, sho isnt exactly a damage character so other than those two most damage you get is from jump loops non fatal which is around 3k area.

SB rekka 1 can be a reset to neutral since its +0 i hear or as a quick get in hit. SB rekka 2 can be a reversal since it has invuln to it or if you that little extra damage. In the corner judt makes boxing them in witb 5a easier so you get to do a little frame trapping plus the sb teleport stuff.

"You pissed me off!" Sho taimu 2014

Posted

Ah 2A can meaty safely? this is a game changer. I suppose I'm getting AoA'd because I'm doing helm-breaker Oki>jump>j.B, and re-watching my matches I can just block high on landing to get a juicy punish.

 

So for burst baiting, do we use 236C>immediate 2D? or just OMCs? what do we do to bait bursts? This seems like a pretty important detail to Sho who can have a hassle getting in.

 

Again, thanks for all the help. You're the actual best! =D

Posted

Ah 2A can meaty safely? this is a game changer. I suppose I'm getting AoA'd because I'm doing helm-breaker Oki>jump>j.B, and re-watching my matches I can just block high on landing to get a juicy punish.

So for burst baiting, do we use 236C>immediate 2D? or just OMCs? what do we do to bait bursts? This seems like a pretty important detail to Sho who can have a hassle getting in.

Again, thanks for all the help. You're the actual best! =D

Can jump cancel 5a, 2/5b, or 5c to take a burst since they are jump cancelable on hit(5a on block and hit). Burst probably active long enough to catch 5d.

Posted

Thanks again! Are you sure 2D couldn't bait burst? I know it has less invuln than Ley but Bursts aren't that terribly active. I seem to be able to do it okay in training mode.

 

Still Jump cancels are probably safer and therefore better. But 236C~2D has so much style...

 

It looks like 5B>236C+2D can also make Naoto's DP whiff even after it catches.

  • 2 weeks later...
Posted

AoA never has armor on frame 1, so you shouldn't get hit by wakeup AoA unless your meaty timing is off. Lots of DPs in the game can be spaced to whiff with a meaty 5A. Others whiff if you do an instant air j.2C, which is also a crossup overhead.

  • 2 weeks later...
  • 3 weeks later...
Posted

Looks like losing loops wont take away from his bnb damage much. Faster dodge will make punishing things using it much easier i suppose, might become more useful now to help bait/mixup stuff, though it feels like they forced air combos down sho players' throat with his new route..sorta looks the same-ish to me just different with combos, depending on how much damage they take off supers and stuff maybe a little weaker

"You pissed me off!" Sho taimu 2014

Posted

Damage looks about the same BnB wise. Shame that fun loops are gone though.

 

I don't like the ground follow-up for dodging. Looks like a terrible punish if you ask me. The air one seems useful though.

 

The High Speed Movement start-up change looks sooooo good!

  • 4 months later...
Posted

Curious to know how many people 1) are still alive here lol 2) know about the kara helmbreaker that sho has? if people don't know it might be something i'll include in the combo thread.

Posted

SHO main here, with a quick question:

 

Does anyone have some good combos off of Throw > One More Cancel? I've been trying Throw > OMC > 5A > 5AA > 2B > 5B (1 hit) > 5C > 8/9jc. > j5b > j5c > 214A>A for a while but it's heavily unreliable as different characters need either 8 or 9jc for you to connect the j5b, and in many cases the 214A second hit doesn't connect due to distance, which either requires an adjustment in timing on my part or is flat out a whiff. Does anyone have some good alternatives?

Posted

Grab>OMC>5AA>2B(2)>2A+B>236B>B>A>(optional moonsmash) is generally what I go for. Grab>OMC>5A>5B(1)>2B(2)>2A+B>236BBA also works sometimes

 

I think you can also get away with 2A+B>DP>236236B or occasionally 2A+B>236B>DP>236236B if you need that special in there.

Posted

Grab>OMC>5AA>2B(2)>2A+B>236B>B>A>(optional moonsmash) is generally what I go for. Grab>OMC>5A>5B(1)>2B(2)>2A+B>236BBA also works sometimes

 

I think you can also get away with 2A+B>DP>236236B or occasionally 2A+B>236B>DP>236236B if you need that special in there.

 

cheers, i'll note them down and give it a try

 

also, my apologies for not noticing the SHO combo thread

Posted

Throw (OMC)> j.B(1)> 5B(1)> 5C> 2B> delay 2AB> delay 236A~B~C>>214A~A, on everyone

Throw (OMC)> j.B(1)> 5B(1)> 5C> 2B >214A~A, on Sho/Minazuki

 

Both can sideswitch by doing airturn j.B(1) if you're cornered.

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