Reiji Kido / Bres (P1)
Velvet Room Attendant
Chie Satonaka (Summer Attire)
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 rekkasGuard:
-12 and command grabGuard:
- mix-ups to open up opponents. When Minazuki's out of range, he can use his longer range Persona normals, knife projectilesGuard:
-6, and his tracking teleportGuard:
+4 to continue to attack and put pressure on the opponent in neutral.
This variety of options makes him a very beginner-friendly character in addition to the ease of his essential hit-confirms and simple enough, yet effective starter combos and main BNBs.One thing that must be stressed about Minazuki, however, is his damage potential. One of the biggest threats of this character is that fact that he can consistently deal at least 3000 damage from just about any hit, and in many cases go into a safe-jump afterward. His Counter Hit and Fatal Counter punishes also take this up a notch, allowing him to well outclass the damage of many other characters before resources even come into play. Even if he doesn't have his ideal conditions, he can spend his resources very efficiently to lead into his best combo routes anyway. This makes every match with Minazuki volatile, and him, a force to be reckoned with.
|"Descend into the abyss!"|
|Lore:||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.|
|Minazuki is a well-rounded fighter who has tools for every situation.|
- Backdash cancellable, -6 on block
- Jump cancelable on hit or on block
Minazuki's 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.
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.
- Knocks down airborne opponents on hit
- Limited chain options
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.
- 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. Also uniquely works well as a combo tool, as you can link into it from Tsukiyomi (236C/D) in certain scenarios, or after a corner Ura Izayoi (j.B+D).
- 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 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. 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.
- Can be cancelled on the first hit
- Jump cancellable on hit or block
- Second swing plummets airborne opponents
- Both swings are air unblockable
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 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 5B, this move is also solid for pressure for all the same reasons.
On an air hit, you 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 CH for better damage.
- Double jump cancelable on hit or block
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 j.B while still having good range is somewhat useful (for example, Minazuki has more overhead opportunities with j.A than j.B), but still it is mostly combo filler.
- Double jump cancelable.
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. You get very high damage 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, a bit more risky than Sho's version due to that.
- Universal overhead
- Can pass through the opponent on start-up
Sho dashes toward the opponent and strikes with two wide slashes with his swords. Universal overhead. 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 5C as a staple conversion.
- 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. Minazuki can chain to 5D for tricky blockstrings, or can also 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.
You can go into a safe-jump any time this hits by simply holding  when the move ends, making Minazuki's sweep a viable failsafe ender in some scaled combos where a Tsukiyomi ender is not possible.
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.
- 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. 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.
5C is your go-to CH punish, as it leads to massive damage on both air Counter Hit anywhere and ground Counter Hit in corner, with combos totaling up to nearly 5K meterless. For example, it can go into AoA and 2C on CH as staple combos, or 5D on standing and 2C in FC juggle combos.
- Jump cancelable on hit or block
- Ground bounces on air hit
- Forces Fatal Counter on Counter 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 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 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.
- 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 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 D buttons are generally reserved as a combo ender to lead into 236C/D for a safe jump, with 5D being the main one.
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.
- Performed by holding [D], to delay the attack but also increase its range.
- Minazuki recovers before Tsukuyomi strikes.
- Held version is fully uncancellable.
The held version is basically 5D, but with a twist. 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.
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.
- Forces Fatal Counter on Counter Hit
Tsukiyomi 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.
- 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, this 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 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.
- 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 instead of a neutral tool as the latter is risky.
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.
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).
- 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.
- 2 hits.
Pretty solid air grab. Sends the opponents a little far away and has low enough recovery that you can airdash and continue pressure with j.B. You can combo out of it meterless in the corner with j.B or j.A, but midscreen combos will need meter.
- Universal reversal
- Both hits launch the opponent
- Can be canceled into Ura Izayoi on hit
- Counter Hit state recovery
Very good reversal move with invincibility through all active frames, but obviously very unsafe on whiff or block. 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 236236C and follow up with a 2C. If this move gets blocked, you can try to cancel into 236236D to cath 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 236236D/C+D for a quick combo.
- 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.
6A+B while blocking
- Guardpoint on start-up
Minazuki's Guard Cancel Attack. It utilizes Minazuki's 5AA animation and knocks the opponent away on hit. Reaches very far.
- Commonly referred to as just "knife"
Minazuki throws a horizontally advancing knife. Doesn't deal too much damage, but it's a useful tool for approaching. Command is easier than Sho's, but it now only has two versions (+ Skill Boost). This one also has a slower start-up than Sho's version (execpt for the SB version), so it isn't that useful as a zoning projectile. Cancel full screen 2D into this for anti-zoning and a large combo on Counter-Hit.
- 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.
- Hits low
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.
Throws A and B knife at the same time, with faster start-up. Useful move to restrain the opponent, as it can cover both situations and give him a means to get in.
- 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).
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.
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.
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.
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 214A.
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, though it does cost 25 SP.
Flash Fang > 4A/B
- Only accessible via Flash Fang
- Goes into Destructive Fang
- Can be cancelled into Survival Knife (236A/B) or Tsukiyomi (236C/D)
Follow-up move where Sho 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. Generally this is where combos break off into other extensions for more damage, either in the corner or with meter.
Doesn't jump that high, which makes follow-ups limited. If the opponent gets hit high enough in the air, canecling into Ura Izayoi in the corner can lead into a 2A for a combo extension.
Slower start-up, and deals 3 hits. After the attack, Minazuki can act in the air, and can land a j.A to continue pressure, or during a FC combo to go into high damage Fatal routes. He can also cancel into Destructive Fang or Izayoi, which is essential to his high damage C Wings of Purgatory combos. If delayed enough, you can cancel into Ura Izayoi in the corner for an meterless juggle extension.
Minazuki is left grounded during a majority of this move, meaning that he can OMC into a sweep or Drain to mix up and opponent that is switching to standing block in anticipation of the Destructive Fang rekka chain ender.
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. There is also not much use canceling this move into Izayoi or Destruction Fang on hit, since there are much better options.
Soaring Fang > 4A/B
- Only accessible via Soaring Fang.
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.
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.
- 2 hits
- Forces Fatal Counter on Counter Hit
Slower than the A version, but is one of Minazuki's Fatal starters, serving to punish pre-emptive mashing that's looking to beat Minazuki's j.A pressure reset after B Soaring Fang. For the most part it connects from B Soaring Fang, 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.
- Zero landing recovery
- Forces Fatal Counter on Counter Hit
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 bait 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. Very useful move for improving Sho's midscreen combo game if you have the meter for it as he can go into juggle combos and thus get a safe-jump ender.
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 another unique mix-up options on block between the overhead rekka ender, a land 2A, or Drain.
- Tracks the opponent's position
- Plummets on air hit
- FATAL RECOVERY STATE throughout the entirety of the move.
- 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.
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 2A when you land, 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.
Appears in the air in front of the opponent, nothing particularly special about that aside from keeping the same side in combos.
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.
- Does not attack
- 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.
- 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 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.
Minazuki's command throw can go after many pressure situations just like this throw, some of the most common being deep 2As and his plus frames.
Drain can also be cancelled with OMC, OMB, or a super to add on damage with a short combo.
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 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.
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.
Wings of Purgatory
- True ReversalA reversal attack of which the user is invulnerable throughout all startup frames, including the first active frame or more. This is important to note, as some reversals that are not "true" may be beaten by meaties, or are prone to trading on the first active frame.
- 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.
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.
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.
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
- Long untechable time, even longer on Counter Hit
- Only has invincibility post-superflash.
- 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.
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.
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 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.
Just like Sho's Moon Smasher, the 2nd hit shockwave can be a cheeky cross-up on the opponent.
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.
- 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"
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.
As of v2.0, the opponent can no longer avoid the unblockable follow-up attack on catch.
- 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.
- Invincible on start-up
- 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.
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.
God and Demon Annihilation
- 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. 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.
- Japanese Name: ミナヅキ ショウ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Minazuki Gameplay Document by Vincent
|To edit frame data, edit values in P4U2.5/Minazuki/Data.|
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data
• Controls • HUD • FAQ •
• Movement/Canceling • Offense • Defense • Attack Attributes • SP/Persona/Burst Gauge Usage • Status Ailments •
Detailed & Advanced Information
• Damage/Combo System • Frame Data & System Data • Universal Strategy • Misc •
• Patch Notes •