Jump to content
Dustloop Forums

Recommended Posts

  • 2 weeks later...
Posted

So I got to play a bit of this match up (3 matches IIRC) and from second one I got one thing straight. We're in for a ride.

 

Don't even think about using ANY D move. If the Minazuki is any decent he'll use his persona to break your Ziodyne on its start-up and can easily teleport behind you if you dare to use Cross Slash both of those lead to big damage. With your poor defensive options your DP is your best option but only if you can not be predictable with it otherwise he'll bait it and keep his mixup game until you die by mashing DP.

 

We do have the great reversal of Ghastly Wail which will stop him from going ham on us after awakening but that's pretty much it. I can only reccomend to be on the full aggresion with your normals because if he's the one with the momentum you're probably going to lose it. Stick to him as much as you can and pray that he doesn't use his DP.

 

Again, this are just rough impressions from a few matches but the Minazuki left the strong impression on me to never even think about using any D move against him because he'll just destroy you. I'd love if anyone else can say anything about it!

 

EDIT: Minazuki's TP can be easily punished by Adachi with his 2B>5C whiff>Micro Jump Loop> for around 3.5K damage which includes buff install. Combined with the Mandala Rage on Heat Riser bonus this should be Minazuki's death at any health that is not his full one.

  • 4 weeks later...
Posted

After playing a few matches and doing some analysis, this is what I've come up with so far.

I hope these ideas can help you, or give you a sense of some possible options.

 

Underlined text is hyperlinked; click to view a video demonstration.

 

---

 

Minazuki has much more range than you do. Because of this, he can really lock down the neutral game and make spacing difficult for you. Things get especially hard if your back is to the wall, as it becomes extremely difficult to counterpoke normally. Minazuki also has long blockstrings with few gaps in between, meaning he can barely touch you and then make you block for quite some time. If you end up mashing or panic, he can open you up and convert into a full combo easily for big damage.

 

The big thing with Minazuki, I think, is patience. Approach the matchup carefully in a defensive posture and wait for your chance. Once you have the advantage, do not let up unless absolutely necessary.

 

 

First things first: these crazy blockstrings.

 

First is his normal autocombo, and second is his extended chain. Note that his 5B and 2B are two hits each, which add time to the string. Also note that 5AAA is NOT an overhead (and neither is 5C).

 

Tip: When you're getting rushed by Minazuki, you'll want to hold down-back and wait. Don't mash- don't panic- any attempt at interrupting his flow needs to be deliberate. Wait for your chance, strike, and then don't let go.

 

Anyway. The usual ender is Minazuki's "rekkas", usually referred to by name in combos. There are three parts: "Flash" (the forward rush), "Soaring" (the upswing), and "Destruction" (the downswing). Destruction is an overhead.

 

There are hardly any gaps in these blockstrings, unless the opponent puts them there. (The gaps in the extended chain are 5C and Destruction.) That being said, if all you can do is block until these gaps come- why not try instant blocking for some meter? Even if you are shy about it, you can still get some good gains off just a few instant blocks. The more blockstrings Minazuki puts you through, the more you should give yourself meter (which, as we all know, is Adachi's lifeblood).

 

About these gaps, then.

 

5C is generally a gap whenever it is used in blockstrings. The thing is, you are not going to be able to react to it (except with maybe just DP), so if you interrupt using this gap, it'll have to be a hard read.

Your options are DP (Furious Action), Ghastly Wail, and Atom Smasher C/CD.

DP lands counterhit here, so it's not too bad of an option. Follow with 5C > 236D.

Ghastly Wail and Atom Smasher are self-explanatory. Be careful that you are not hit while buffering them.

 

Destruction is an overhead that you need to block high. At 22 frames, it is fairly obvious to see, and you should be able to spot it if you are staying calm. (A Destruction, the quicker variant, will not hit you if you stay crouching.)

Your options are DP, Atom Smasher C, and 2B.

DP is technically OK here- a last ditch resort if you end up panicking for some reason (but you shouldn't be).

Atom Smasher C is a little different from normal; because you catch Minazuki floating, you can follow with a short 5B > 2B > 2C combo.

2B is the preferred option, ideally. 2B will land counterhit, which means you get to land this beefy combo: CH 2B > jC whiff > 5B > 2C > 2AC > jC > 5B > 2B > 2C. Now that's what I'd like to call big damage! Master this punish combo, since you'll be using it elsewhere in this matchup.

 

Shutting these down will force Minazuki to mix things up. Crouch block, watch for throws, and remember that Minazuki only has 4 overheads:

 

j.A

j.B

AoA

B Destruction

 

All of these you should be able to deal with if you are staying calm and paying attention (and if Minazuki isn't pulling crossup airdash tricks or whatever). Crouch block and wait!

 

---

 

There are not too many raw punishes here, but it's important to look out for them.

 

Izayoi (Furious Action/DP) is pretty much your standard DP- it's almost like Narukami's. You'll want to punish it with 5B > 2C > 2AC > jC > 5B > 2B > 2C. You can switch out 5B for 2B if you're more comfortable with that, or you can go for a heavy sweep punish combo (you have to wait for them to land, though).

Beware, Izayoi can be cancelled into super right when you're about to punish them, so watch their meter carefully. If you block their super you can resume punishing them with the same combo.

 

10/16 Edit: You'll have a better time if you run behind Minazuki before you punish him. You don't even have to be patient, as long as you run behind.

If you let him land, Minazuki recovers crouching, so punish hard.

 

Minazuki's All Out Attack has a lot of range, and a special property- not only does it hit high without an obvious overhead windup, but if it is done close enough it will cross you up.

Thankfully, it's very unsafe on block. Punish with 5C > 2AB > 214A or your choice of 2AB (Sweep) combo:

2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C for 2.9k and 25 meter, or

2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C for 3.6k and 50 meter + Heat Riser buff.

Be warned; again, watch that meter, as Minazuki can One More Cancel to escape your punish. (Thankfully sweep is safe.)

 

10/8 Edit: Use these combos instead:

5C > IAD > jC > 5B > 5C > 2AB > 214A

or, add 5C as a starter to the two 2AB combos above.

 

Tsukiyomi ("Teleport" 236C/D) is quite a tricky move. Minazuki disappears and reappears, either in front of or behind you, and drops an overhead on your face that leads to combos on hit and advantage on block. Tsukiyomi gets mixed into blockstrings (especially the D crossup version) to make you panic and get you frustrated.

The secret, as said earlier, is NOT TO BLOCK IT. Do NOT block Tsukiyomi if you have any choice about it.

Instead, spot its startup (40 frames) and then land the beefy 2B combo from earlier. You will always get Fatal Counter, so you have a little more wiggle room to land your attacks if you need to dash into position for things.

Just hold down-back, block, block, block, see Tsukiyomi, then continue to hold down-back and just hit B when you're ready. You will autocorrect, don't worry. Just keep your head down.

Tsukiyomi is trouble, so you want to make Minazuki pay every time he tries it.

 

Wings of Purgatory (236236C/D) is Minazuki's giant projectile super. There are two speeds, slow and fast. If you are close enough, you can punish using the 5C or sweep combos.

Again, watch his meter, as he can One More Cancel to avoid your punish.

 

If you are out of range for a punish, keep in mind that the further away you are the less disadvantage Minazuki will have. Be careful if you decide to run in. Definitely don't go for 2D or something.

 

Try not to roll to avoid the chip. If Minazuki notices you roll every time to dodge the projectile, he can throw you off by using the slow version. If he's chucking this fullscreen, just block and let him use up his meter.

 

Moon Smasher (Awakened 214214A/B) is Minazuki's super-duper reversal option. There are two hits; he lunges into the sky, and then slams into the ground. You don't have to block the second hit high- but you should (well I would), as you have to make note of which side he lands on. He can cross you up if you're not paying attention (A and B have different ranges to them). Punish with 5C or sweep as normal, and watch his meter for the OMC escape.

 

---

 

We'll analyze some odds and ends from his moveset, now.

 

Minazuki's 5B and 2B are both two hits. On block, Minazuki can jump cancel anytime. Be aware of this when defending.

 

There's a tiny, tiny gap in 2B if you instant block the first hit. Maybe this will be of use to you (I would probably never use it).

 

5A / 2A have stupid range for weak attacks. Minazuki can easily convert off of mashed 2A at tip range, it's kind of disgusting. Anyway, if they whiff 5A or 2A for any reason, you can try to shoot them with 214A/B. Remember to aim.

 

5B is a ranged, advancing poke, often used to approach. Your 5A and 5B can't really counterpoke him, and his 5B will beat your 5C straight a lot of the time. So, Minazuki can oppress you with 5B, forcing you to block it, and then put you into blockstrings to start mixing you up. If we know the opponent will be using this in neutral, what can we do about it? We do have a few options, but for the most part they are almost all preemptive. That means if you wanna counter 5B, you should block, block, block, wait for your chance, and then once you have a read check him hard.

 

Your options are:

 

AOA - AOA has guardpoint, so it can be a useful way to stop 5B. Minazuki has a few counter-options if he knows you are going to do this (if he doesn't know you will probably catch him). He can attempt to jump cancel, he can attempt to Tsukiyomi cancel, and he can super. Super will stop you every time, so watch their meter.

 

AOA will sometimes hit Minazuki's counter attempts out of the air- follow with the 5B short hop combo.

 

Backdash, 236AA - Put yourself at about 5B's tip range. (You can do the Adachi shuffle here if that's your thing.) Backdash before he presses the button, then 236AA back in. Be careful, if you backdash late, you'll get smacked.

 

Forward jump j.B or j.C - Preemptively jump into the air, and then, depending on the spacing, air turn and j.B, or j.C (I'd prefer j.C 'cause of that big-ass hitbox). Watch your range, and use 5B when you land so you don't whiff.

 

Back jump j.C - Escape and whiff punish. I wouldn't use this a whole lot though, you lose ground and it's not a lot of damage. Maybe if you need to stall for time or something.

 

214A - Shoot him! Brrrat! If you are lucky, you'll be close enough to go in for a combo. Minazuki extends his hurtbox when he does 5B, so you have a little more range than you think.

 

Last-second DP - Technically an option, but... ehhhh. Playing neutral with 950 blue health? I'd rather do something else.

 

2B interrupt - OK, this is not really an option unless you are Mike Ross, the spacing is just too specific. It is the definition of "godlike read" though.

 

2C is used to check you at range. Minazuki's Persona appears behind you up close (but you don't have to block the opposite way) and in front of you from afar. Blocking 2C if it appears behind you pushes you towards Sho, so he can force you into another blockstring...

The startup on this is fairly obvious at 30 frames and Minazuki has to crouch to use this, so if you think you have the time, you can try rolling (Evasive Action 5AC) to get close. Watch your spacing; you might be able to start 5AA blockstring pressure, or you might just be SOL.

 

2AB (Sweep) is a two part low hitting move. There are two things you should know; one, is that you can reversal through with Atom Smasher C/CD or Ghastly Wail (any) after blocking the first hit. Two, is that if he whiffs sweep for whatever reason, you should try to shoot him with 214B. (You can also punish his whiffed 2B with 214A/B too, remember to aim.) Just because he whiffed, don't assume that you get to run in on him, you will probably get smacked as the recovery is not bad at all.

 

Survival Knife A gives Minazuki a little bit of advantage, as he can follow it in to attack, ala Sonic Boom/Kikoken. Hint: If they like running across the ground, you can slide under the projectile with a sweep and catch them...

 

A common Minazuki setup is to throw Survival Knife A at range, and then Tsukiyomi D soon after. If Minazuki spaces it right, you won't be able to 2B him out of Tsukiyomi (or at least, the timing will be a lot tighter). You can try rolling or DP to get out of it. Or, you could just block (watch your timing...)

 

The corner is a very bad place to be for you. Minazuki has better range, better speed at range, and can generally lock you down something fierce. There are a few things to note.

 

Tsukiyomi D in the corner is triiiiicky. You cannot be crossed up when cornered, but the issue here is that if you try to smack him out of the air as usual... well, there are a number of things that can go wrong with your response here because of how your inputs switch. I would just block Tsukiyomi here, and then roll the dice on a DP or reversal afterward.

 

When you are cornered, Minazuki may walk backwards within 5B's first hit range to get you to push a button or something and then beat you to the punch. If you notice him walking backwards, his legs are open- 214A him. If you get lucky, you'll get a counterhit into side switch.

 

---

 

When you get hit with a combo ending in Flash > Soaring > Destruction, you recover at disadvantage. Don't mash...

You can block, DP, reversal, or late tech (I think late tech would be the best option).

 

Did you block Destruction in a blockstring instead of attacking through it? You do have advantage... but you can't use 5A to strike back. Use 5B instead.

Be aware that if Minazuki uses SB Destruction he has advantage (a LOT of advantage) and you will have to continue to block.

 

As said- never ever ever 5D Ziodyne against Minazuki, he will just 2C and smack you. As far as 2D Cross Slash goes though, I'm not so sure- Minazuki won't be able to stop you on reaction (at least in my testing), he has to predict that you'll use it to hit you with Tsukiyomi or projectile super. This should be a non-issue anyway, however, since just chucking out raw 2D is a bad idea (why feed the other guy your persona cards anyway?)

 

Sometimes Minazuki may cancel into Tsukiyomi from Soaring. Just hit him.

 

Sometimes Minazuki may do Soaring and... follow it with nothing. He recovers in the air when he does this. Your 2B is air unblockable, so just pop him with your favorite Anti-Air combo. Watch out, they can super or OMC to get out.

 

If you block 5C and Minazuki just stands there... don't do anything. Take a breath. Don't think you have advantage enough to run in, as Minazuki can cancel into Flash really late.

 

Don't use your 5C too much in this matchup, you will just get Persona Broken.

 

If Tsukiyomi whiffs, don't try to punish it or run in or anything. Minazuki recovers too fast. Just take note of your opponent's habits.

Posted

Also remember that he has a command grab so mixing your blocking and DP'ing should be wise here. If he sees you're a sitting duck he can use Drain to give HP/SP/Both to himself. 

 

D Megidola has throw invuln. Just so you know and such because if you get baited I think it's fatal. You shouldn't even be using this move out in the open.

Posted

Sometimes Minazuki may do Soaring and... follow it with nothing. He recovers in the air when he does this. Your 2B is air unblockable, so just pop him with your favorite Anti-Air combo. Watch out, they can super or OMC to get out.

 

Remember that Minazuki still gets an air option (double jump or air dash) after Soaring if he doesn't cancel it into Izayoi, Destruction, or Super.  Since B Soaring is only -1, Minazuki can use these to evade 2B's awkward hitbox.  Since Adachi 2B is pretty bad on whiff, this ends in Minazuki's favor.  If the Minazuki player feels like being really risky for small reward, he could Ura Izayoi (Which has its own invul frames for some odd reason).  

 

Thus, autopiloting 2B after Soaring, even against meterless Minazuki, is not the best idea.  You should use it sometimes though, since if you don't Minazuki can do stuff like Soaring -> falling j.A or feint it into a low instead.

  • 4 weeks later...
Posted

A small note.

 

Sometimes Minazuki may jump back to get you to walk forward or something, and then j2D to catch you off guard.

He gets a good bit of damage from this.

 

If they autopilot the combo, block it and punish the teleport with 2B. If you're confident they won't try anything after j2D gets blocked, just jump back and jC to take their card.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Upcoming Events

    No upcoming events found
×
×
  • Create New...