P4AU/Sho MINAZUKI

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Sho MINAZUKI (Persona)

Introduction

P-1 Climax Nickname: "The Scar-Faced Dark Messiah !"
Persona: Tsukiyomi
Arcana: The Moon
Backstory:

  • Sho MINAZUKI is another personality within this body which originates from a Plume of Dusk and is able to use a Persona. Sho 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.

Overview

Health: 9000
Persona Cards: 4
Play-style: Rushdown/Air Rekka
Air Movement Options: 1 Double Jump/Air Dash
Run-Type: Dash

Pros/Strengths:

  • Very powerful neutral game with access to command throws that can throw opponents off.
  • Excels at harassing opponents and getting hits.
  • Can convert into absurdly high damage from nearly any hit when he has resources to burn.
  • Long reaching normals and persona normals allows for exceptional space control.
  • Has access to an excellent approaching tool in the form of his teleport.


Cons/Weaknesses:

  • Slower than average close range normals.
  • Long lag on Persona moves makes him susceptible to Persona Break.


External References:


Move List

See also: Sho MINAZUKI Full Frame Data

Normal Moves

5A
P4U2 P-Sho 5A.png
Amazing range for a 5A
P4U2 P-Sho 5AA.png
Huge hitbox
P4U2 P-Sho 5AAA.png
SHO throws the opponent to the ground, which makes connecting Flash Fang possible.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A 200 Any 9 5 9 +1 Body

Small slash. Same as the other Sho. Cancelable with backstep. Has a longer start-up than a typical 5A move, due to it being 9F, but it has a much longer range than a typical 5A and it is +1 on guard. Very good for stagger pressure.

5AA 400 Any 14 3 15 -1 Body

Wide slash. Same motion as the other Sho's 5C. Has quite good horizontal hitbox, so the move can be used as an anti-air if the opponent jumps after blocking 5A.

5AAA 500 Any 17 2 9+18 -10 Head

Sho jumps to the air and does a cross slash. Same as the other Sho's 2C. It's pretty safe to continue into this move if you happen to anti-air someone with 5AA. Can only be cancelled with Furious Action, Tsukiyomi and Wings of Purgatory.

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

2A
P4U2 P-Sho 2A.png
Good range. Combo extender after Tsukiyomi.
Damage Guard Startup Active Recovery Frame Adv. Attribute
180 Low 7 3 9 -1 Leg

Typical sweep kick. Same as the other Sho. Can be used three times in a row.It can be also comboed from Tsukiyomi and combo into 5B.

5B
P4U2 P-Sho 5B.png
Perfect for closing gaps!
Damage Guard Startup Active Recovery Frame Adv. Attribute
300,150 Any 10 2(8)3 20 -8 Body

Two-part slash move that slams the opponent to the ground. Same as the other Sho. Can be canceled after first hit. Jump cancelable even on block. Low damage for a typical 5B move. Useful when closing the gap between your opponent and acts like a pseudo-5A.

2B
P4U2 P-Sho 2B.png
This move also knocks the opponent down to the ground!
Damage Guard Startup Active Recovery Frame Adv. Attribute
300,150 AUB 10 4(10)2,3 18 -6 Body

Two-part slash move. First launches the opponent into air and the second slams them down. Same as the other Sho. Just like 5B, this one can also be canceled after the first hit. There's a pretty long time between the two strikes, so you should always jump cancel if you get guarded.

j.A
P4U2 P-Sho jA.png
Great range for a j.A
Damage Guard Startup Active Recovery Frame Adv. Attribute
200 High 7 7 12 - Head

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

j.B
P4U2 P-Sho jB.png
Good carrier to the ground
Damage Guard Startup Active Recovery Frame Adv. Attribute
300,150 High 12 3(9)3 12 - Head

Two slashes. Same as the other Sho. A bit more risky than the other Sho's version.

All Out Attack
A+B
P4U2 P-Sho AoA.png
Covers amazing range, but shouldn't used randomly
Damage Guard Startup Active Recovery Frame Adv. Attribute
300 High 31*2 3 38 -22 Body

Dashes towards the opponent and strikes with two wide slashes with his swords. Overhead. It has a slow start-up but it covers a very long distance.

Sweep
2A+B
P4U2 P-Sho Sweep.png
Longer than a usual Sweep, so be careful while using it
Damage Guard Startup Active Recovery Frame Adv. Attribute
200,500 Low 10 3(12)3 15 -3 Leg

2 low kicks with both legs. Same move as the other Sho, but the start-up is slightly different. It can be also used in a combo in the corner or on most Fatal Counter combos

Guard Cancel Attack
6A+B
P4U2 P-Sho 5AA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- Any - - - - -

Sho's Guard Cancel Attack. It utilizes Sho's 5AA animation and knocks the opponent away on hit.


Persona Moves

5C Persona Required
P4U2 P-Sho 5C.png
Has a small range
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 Any 15 3 35 -19 Body

Tsukiyomi takes its weapon and slashes towards the ground. Has good reach. Can be linked to 5B and 2B, but the move pushes the opponent away, so the combo might drop on the center of screen. Long Recovery, so it shouldn't be used randomly.

2C Persona Required
P4U2 P-Sho 2C.png
Tsukiyomi appears behind the opponent
Damage Guard Startup Active Recovery Frame Adv. Attribute
900 Any 30 3 31 -16 Body

Tsukiyomi appear pretty far away from Sho and slashes the opponent. Doesn't appear outside of the corner. Fatal Counter. Tsukiyomi's action is identical to 5C, but has slower start-up. Pretty much no way to follow-up on an aerial hit, but can be followed by an AoA on a ground hit.

5D Persona Required
P4U2 P-Sho 5D.png
It's range can be extended by holding D
Damage Guard Startup Active Recovery Frame Adv. Attribute
1000 Any 21[38] 3 37[21] -22 Body

Tsukiyomi swings its weapon to rise the opponent into midair. Untechable time is long enough for even his Skill "Tsukiyomi" to connect. You can hold the D button to increase its range. Move pushes the opponent so it can also be used to drive the opponent towards the corner.

2D Persona Required
Damage Guard Startup Active Recovery Frame Adv. Attribute
1000 Any 27 3 34 -19 Body

Tsukiyomi appears even more far away than 5D. Tsukiyomi swings its weapon down. While it might have Fatal Counter properties, it is hard to combo from it. It also has a long recovery and can only be cancelled to a few moves. Can be used to surprise the opponent, but this move is giving one of your Persona Cards for free.

j.C Persona Required
P4U2 P-Sho jC.png
Tsukiyomi launches the opponent downwards
Damage Guard Startup Active Recovery Frame Adv. Attribute
700 Any 15 3 35 - Body

Aerial version of 5C. Tsukiyomi moves horizontally and slashes the opponent. Sho floats in the air until Tsukiyomi finishes its attack. It is most used during a combo, due to it having a long recovery.

j.D Persona Required
P4U2 P-Sho jD.png
Same as 5D
Damage Guard Startup Active Recovery Frame Adv. Attribute
1000 Any 23[32] 3 42[33] - Body

Aerial version of 5D. Tsukiyomi slashes the ground. Sho floats in the air until Tsukiyomi finishes its attack. Holding down the D button will extend the attacks range. This version also moves horizontally.

j.2D Persona Required
P4U2 P-Sho j2D.png
Same as 2D
Damage Guard Startup Active Recovery Frame Adv. Attribute
1000 Any 27 3 38 - Body

Aerial version of 2D. Tsukiyomi appears on the ground, some distance away from Sho and slashes the opponent back to air. You have to be pretty high for the move to connect in a combo.

Throws

Throw
C+D Can only be canceled with OMC, OMB or 236236D
Damage Guard Startup Active Recovery Frame Adv. Attribute
0,500*3 Throw 5 3 25 - Throw

Sho grabs the opponent, slices their stomach and the opponent falls to the ground. Same as the other Sho. Following is possible with a One More Cancel, One More Burst or D Version of Wings of Purgatory. It can be cancelled anytime with OMC, OMB or 236236D during the move, but the deals more damage than the other hits, so it's better to wait for the last move to hit before canceling it.

Air Throw
j.C+D Same as ground throw
Damage Guard Startup Active Recovery Frame Adv. Attribute
0,700,800 Throw 4 3 18 - Throw

Sho grabs the opponent, slashes them and then slashes them away. Same as the other Sho. Can be followed on the center of the screen with enough meter.


Furious Action

Izayoi
B+D
P4U2 P-Sho BD.png
Izayoi raises SHO to the air
Damage Guard Startup Active Recovery Frame Adv. Attribute
700,350 Any 10 3(3)3 39+15 Landing Recovery -40 Body

Very good anti-air move with invincibility. Same as the other Sho. Move can be cancelled from Flash Fang and Soaring Fang. It can be followed with Back Izayoi only on hit. Same as the other Sho, but if you get blocked, you can use Wings of Purgatory to put yourself in a safer position.

Back Izayoi
j.B+D
P4U2 P-Sho jBD.png
Air unblockable!
Damage Guard Startup Active Recovery Frame Adv. Attribute
600 Any 11 4 15 -13 during each attack Head

Moves a bit towards the ground during the move. Deals a large amount of blue health, so don't spam it too much. Aerial unblockable. Can be cancelled from Izayoi and Soaring Fang. Same as the other Sho, but if you get blocked, you can use Wings of Purgatory to put yourself in a safer position.


Skill Attacks

Survival Knife
236A/B
P4U2 P-Sho Knife.png
Best used after a 2D
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 400 Any 25 - Total of 43 -6 Projectile
B 400 Any 25 - Total of 46 -9 Projectile
SB 400*2 Any 17 - Total of 36 -7 Projectile

Throws a horizontally advancing knife. Doesn't deal too much damage, but it's a useful tool for approaching. It also works for okizeme. Command is easier than the other Sho's, but it now only has two version (+ Skill Boost). This one also has a slower start-up than the other Sho's version (execpt for the SB version), so it isn't that useful as an actual projectile. Mostly used after a Burst.


A: Throws a really slowly moving knife that hits the opponent around their chest. Doesn't hit crouchers. Faster recovery than B-version.


B: Throws a faster moving knife that hits the opponent around their legs. Longer recovery.


SB: Throws A and B knife at the same time. Faster start-up and a useful move to restrain the opponent.

Moon Crushing Slash: Flash Fang
214A/B
P4U2 P-Sho FlashFang.png
Usually used when you want to end a combo
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 400 Any 12 3 24 -12 Body
B 500 Any 16 3 24 -12 Body
SB 700 Any 10 3 18 0 Body

Sho rushes forward and slashes. This one has additional follow-ups, unlike the other Sho's version. It can also be cancelled into Furious Action. The SB has a very loose damage proparation which makes it possible to build combos from this move.


A: Fast start-up and doesn't leave you too much open. Used when you need a faster version.


B: 4F slower than the A version but covers longer distance during the move. That's also the reason why this version is used in most combos. Long recovery on block, so don't use it randomly.


SB: Fast start-up and quick recovery. Can be used as a one-shot move and then followed with 5B. Not too useful as a combo part.

Moon Crushing Slash: Soaring Fang
4A/B during Flash Fang
P4U2 P-Sho SoaringFang.png
Follow up for Flash Fang
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 500 Any 11 3 28 -14 Body
B 100,500 Any 13 4,2,3 15 -1 Body
SB 50*6,500 Any 6 1*6,3 7 +7 Body

Follow-up move where Sho does a heavy slash and launches himself and the opponent to the air. It can be cancelled into Izayoi.


A: Doesn't jump that high which makes it impossible to follow-up. It's only used in some combos to connect SB Destruction Fang.


B: Slower start-up. Deals 3 hits. After the attack, you can move in the air.


SB: Deals even more hits than B-version. You can continue into an aerial combo.

Moon Crushing Slash: Destruction Fang
4A/B during Soaring Fang
P4U2 P-Sho DestructionFang.png
The ender for most combos
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 600 Overhead 16 6 11 Landing Recovery - Head
B 500,200 Overhead 22 3,3 11 Landing Recovery - Head
SB 800 Overhead 17 3 Landing Recovery only 7 during each attack Head

Sho slashes the opponent back to the ground. Overhead. B and SB versions are Fatal Counters.


A: Fast start-up. Easy to connect from Soaring Fang. If you have no meter, use this version.


B: Much slower and deals a Fatal Counter. Unlike A-version, this deals two hits. Use only in combos that you know it will connect for sure.


SB: Fast start-up and falling speed. Fatal Counter. Very useful move. Can combo from it afterwards.

Tsukiyomi Persona Required
236C/D (air OK)
P4U2 P-Sho Tsukiyomi.png
Useful tool when you want to come near your opponent
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C/D 800 Overhead 40 3 4+6 Landing Recovery +4 Head
SB - - - - 28 Total Recovery - -

Sho uses Tsukiyomi to warp and then reappears in midair either from before or behind the opponent and slashes them. Overhead. Always locks to the opponent and appears a certain distance away from them. Advantageous if the slash is blocked, but it can be countered before the move hits. Fatal Recovery. It isn't practical to use when the opponent is in the air, since the move will miss.


C: Appears from before the opponent.


D: Appears from behind the opponent.


SB: Ground version appears before the opponent. Aerial version appears behind the opponent. This version only teleports you near the opponent. 2nd jump and air dash are possible after this version.

Spiritsucking/Bloodsucking Persona Required
214C/D
P4U2 P-Sho Drain.png
Mixup tool
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C/D 0,200,100*9,350 Throw 8 2 35 - Throw
214CD 0,200,100*9,350 Throw 5 2 35 - Throw

Command throw which deals damage and steals either life or meter from the opponent. It has a shorter reach than his normal throw. This move has a Fatal Recovery, so pretty risky if it happens to miss.


C: Steals 10 SP and gives them to Sho. If the opponent has less than 10 SP, the move then takes everything.


D: Steals some health. Exact amount hasn't been confirmed.


SB: Steals both health and 10 SP.

SP Skill Attacks

Wings of Purgatory Persona Required
236236C/D (air OK) Useful when you want the opponent to get away from you.
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C 2200 Any 4+27 - 76 Total (Ground), Landing Recovery Only (Air) -23(Ground),-(Air) Projectile
D 2200 Any 4+6 - 63 Total (Ground), Landing Recovery Only (Air) -30 (Ground),-(Air) Projectile
SB 2500 Any 4+3 - 66 Total (Ground), Landing Recovery Only (Air) -37 Projectile

Sho swings his swords and launches a huge energy wave forward. It has a huge vertical hitbox so the move is mainly used as a combo ender. It also has some invincibility and can be used to cover yourself if you couldn't with Izayoi. Long recovery on the ground, but the opponent can't tech for a while if the move successfully hits. One More Cancel is also possible on hit.


C: Slower version. Difficult to use standalone, but it works in combos.


D: Faster version. Used to end aerial combos. Works also to cover the recovery of his Furious Action and to punish projectile spamming.


SB: Increased speed and damage compared to D-version.

Awakened SP Skill Attacks

Moon Smasher
214214A/B
P4U2 P-Sho MoonSmasher.png
Huge damage output
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 500,2500 Any 4+2 6(28)11 32 -24 Body
B 500,2500 Any 4+7 12(30)11 40 -32 Body
SB 500,3000 Any 4+2 12(30)11 40 -32 Body

Sho jumps into air and then comes down smashing his sword into ground. The second hit creates a powerful shockwave. High damage, good amount of invincibility and works well to interrupt the opponent. Still, this one has lower damage than the other Sho's version. This version is also aerial blockable, unlike the other Sho's version.


A: Jumps lower than other versions which also makes it possible to continue the combo from this move on counter hit.


B: Jumps higher and reaches better, but takes longer and is easier to react.


SB: Higher damage. Possible to follow on Counter Hit. Definitely not worth to use in a combo, but works as a one-shot move.

Fantasy Fog Persona Required
214214C/D Your classic block-counter attack
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - 4 - 44 - -
D - - 4 - 32 - -
SB - - 1 - 40 - -

Counter move. Sho takes a stance which accepts everything except projectiles. After the opponent is caught in the move, Sho becomes fully invincibile and a screen-wide unblockable move hits and "breaks" the screen like on Shadow Labrys's "Challenge Authority". After that, the whole screen (except for the opponent) turns dark for short while. Sho can be seen now and then, but basicly you're free to throw in all kinds of mix-ups. Only down side is that summoning Tsukiyomi makes Sho visible and reveals his position. Even after getting caught in the move, opponent can evade the unblockable hit with some tricks, like One More Cancel+Furious Action, but the visual effect activates even without getting a hit confirm.


C: Longer duration than D-version and bigger overall amount of frames.


D: Shorter duration which makes it more difficult to get the move hit, but it's also safer if the move fails.


SB: Deals the same amount of damage as others.

Instant Kill

Instant Kill
222C+D
P4U2 P-Sho IK.png
Sho Time: The World
Damage Guard Startup Active Recovery Frame Adv. Attribute
K.O. Any 23+57 5 71 -57 Body

Your classic Instant Kill. His IK has a really small hit box, slow start-up and it is blockable... So, the only good thing is the invincibility. You shouldn't really use this at all.


Strategy

General Tactics

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Tips and Tricks

Combos

Midscreen

  • 5AAAA > B-Soaring > A-Destroying
  • 5AA/2Ax2 > 5B > 2B > 5C B-Flash > B-Soaring > B-Destroying/Furious Action
  • 5AA > 5B > 2B > 5C > 5D > Tsukiyomi(>D-Purgatory) (From hitting crouching)
  • 5AA(Aerial hit) > 5D > Tsukiyomi > (Slide Input゙)2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action
  • 2B(1) > j.A > j.B(1) > Jump Cancel > j.B > j.C > Aerial Furious Action(>D-Purgatory)
  • Tsukiyomi > 5AA > 5B > 2B > 5C > B-Flash > B-Soaring > A-Destroying/Furious Action
  • All-Out Attack > C-Finish(Fatal) > j.A > j.B(1) > Jump Cancel > j.B > j.C > j.2D > Tsukiyomi(>D-Purgatory)

25 SP Required

  • 5AA > 5B > 2B > 5C > B-Flash > SB-Soaring > j.A > j.B(1) > Jump Cancel > j.B > j.C > Aerial Furious Action(>D-Purgatory)
  • 5AA > 5B > 2B > 5C > 5D > SB-Tsukiyomi > j.B(1) > Jump Cancel > j.A > j.B > j.C > j.2D > Tsukiyomi(>D-Purgatory)

(Works only when hitting a crouching opponent)

  • 5AA/2B > 5B > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring>A-Destroying/Furious Action

(Doesn't work on Yukiko, Kanji or either Sho)

50 SP Required

  • 5AA > 5B > 5C > B-Flash > B-Soaring > OMC > 5D > Tsukiyomi > 5AA > 2B > 5B(1) > A-Flash > Furious Action > Aerial Furious Action
  • 5AA > 5B > 5C > B-Flash > B-Soaring > OMC > 5D > Tsukiyomi > Slide Input > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
  • 2D/j.2D > Tsukiyomi > OMC > j.B(1) > 5AA > 5D > Tsukiyomi > 2A > 5B > A-Flash > A-Soaring > A-Destroying/Furious Action
  • Throw > OMC > 5AA > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
  • Throw > OMC > j.B > Dash > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action

One More Burst Required

  • 5AA > 5B > 2B > 5C > B-Flash > B-Soaring > OMB > Charged j.D > Tsukiyomi > (Slide゙ Input) 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action

Counter Hit Only

Counter

  • 2B(1)(Counter Hit) > 5D > Tsukiyomi > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
  • 2B(1)(Counter Hit) > 5D > Tsukiyomi > 2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action
  • 5C(Counter Hit) > All-out Attack > C Finish(Fatal) > j.A > j.B(1) > Jump Cancel > j.B > j.C > j.2D > Tsukiyomi(>D-Purgatory)
  • 5C(Counter Hit) > 2C > 5B > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
  • j.2D(Counter Hit) > Aerial Furious Action > Dash > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
  • j.2D(Counter Hit) > Aerial Furious Action > Dash > 5D > Tsukiyomi > (Slide Input)2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action
  • A/SB Moon Smasher(Counter Hit) > Dash > 5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action

Fatal

  • ~B-Soaring (Fatal) > (While descending) j.A > 2B(1) > 5D > Tsukiyomi >5AA > 2B > 5B(1) > A-Flash > B-Soaring > A-Destroying/Furious Action
  • ~B-Soaring (Fatal) > (While descending) j.A > 2B(1) > 5D > Tsukiyomi >Slide > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
  • 2D(Fatal) > A-Knife > Charged j.D > C-Tsukiyomi > 5AA > 5D > SB-Tsukiyomi > j.B(1) > Jump Cancel > j.A > j.B > j.C > j.2D > Tsukiyomi(>D-Purgatory)

50 SP and One More Burst Required

  • SB-Flash(Fatal) > 5B > 5C > B-Flash > B-Soaring > OMB > Charged j.D > C-Tsukiyomi > Sweep > Flash > Soaring > SB-Destroying > 2A > 5B(1) > 2B > Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action (Deals a bit over 7000 damage)

Corner Only

  • 5AA/2A > 5B > 2B > 5C > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
  • 5AA > 5C > 5B > 2B > 5C > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
  • Air Throw > (While descending) j.B(1) > 5A > 2B > 5B(1)/Sweep > A-Flash > B-Soaring > A-Destroying/Furious Action

25 SP Required

  • 5AA > 5B > 2B > 5C > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action

50 SP Required

  • Bloodsucking/Spiritsucking > OMC > 5AA > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action
  • ~B-Soaring > Furious Action > C-Purgatory > Furious Action > Aerial Furious Action(>D-Purgatory)

100 SP Required

  • ~B-Soaring > Furious Action > C-Purgatory > Moon Smasher

150 SP Required

  • ~B-Soaring > Furious Action > C-Purgatory > D-Purgatory > Moon Smasher

One More Burst Required

  • ~OMB > Micro Dash > 2C > Sweep > Flash > Soaring > Delay > SB-Destroying > 2A > 5B(1) > 2B > Sweep > B-Flash > B-Soaring > A-Destroying/Furious Action