P4U2R/Minazuki: Difference between revisions

From Dustloop Wiki
Line 133: Line 133:
|description=
|description=
*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 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 even 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. Unsurprisingly, {{clr|3|5C}} is also the go-to CH punish in most situations, as it often leads to massive damage, with combos in perfect conditions totaling up to nearly 5000 damage ''meterless''. For example, it can go into {{keyword|AoA}} on ground CH, into air hit {{clr|3|2C}} on air CH, and loop between itself and {{clr|3|2C}} in FC juggle combos.
}}
}}



Revision as of 20:45, 4 October 2022



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 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 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 any resources to do so.

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 5C CH. For these reasons, every match with Minazuki is volatile, and he is always a force to be reckoned with.

 Minazuki  Minazuki is a well-rounded fighter, who also aims to brutally maim the opponent once he finds an opportunity.

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.
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
Reversal Type
Fatal Starters
Fatal RecoveryAny moves that put this character in a state where any Counter Hit will force a Fatal Counter.
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2A (7F)
214C+D (5F)
Reversal Type:Attack (10F)
Fatal Starters:2C
2D
214X~4X~4A/4B/A+B
Fatal Recovery:Any moves that put this character in a state where any Counter Hit will force a Fatal Counter.All 236C/D
All 214214A/B


Starter Guide

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

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.

  • Backdash cancellable, -6 on block.
  • Jump cancelable.

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 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

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 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.

  • Cancels into itself up to 2 times in a row, even on whiff

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

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.

  • Jump cancellable on hit or block
  • Second hit plummets airborne opponents

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

Two-part slash move with three hits. 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.

  • Second swing plummets airborne opponents

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

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.

  • Jump cancelable.

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
  • 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 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
  • 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, 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.

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
  • 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 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 even 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. Unsurprisingly, 5C is also the go-to CH punish in most situations, as it often leads to massive damage, with combos in perfect conditions totaling up to nearly 5000 damage meterless. For example, it 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 air hit 2C on air CH, and loop between itself and 2C in FC 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
  • 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 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.

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
  • 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
  • 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.

5[D]
  • 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, 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.

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
  • Tsukuyomi banks 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.

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

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

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

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
  • 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
  • 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 near himself unlike other DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.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.

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 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 236236D/C+D for a quick combo.

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 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 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 easier, but it now only has two versions (+ Skill Boost).


236A
  • 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

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

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).

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.


214A

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

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.


214A+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 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.

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)

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.


4A

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

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 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 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

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 a simple land cancel route starting from 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.

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
  • 4B and 4A+B Fatal Counter.

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.


4A

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

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
  • Zero 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 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.


236C

Appears in the air in front of the opponent, nothing particularly special about that 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. 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.

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 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.


214C

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.


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 touches.


214C+D

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 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.


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
  • 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.


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.


214214D
  • 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.


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.

Instant Kill

God and Demon Annihilation

222C+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.
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. 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.

Colors


External Resources

Navigation

 Minazuki



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