- Very powerful neutral game with access to command throws that can throw opponents off.
- Excels at harassing opponents and getting hits.
- Can convert into absurdly high damage from nearly any hit when he has resources to burn.
- Long reaching normals and persona normals allows for exceptional space control.
- Has access to a risky approaching tool in the form of his teleport.
- Slower than average close range normals.
- Long recovery on Persona moves makes him susceptible to Persona Break.
External References
- Japanese Name: ミナヅキ ショウ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Normal Moves
5A
- Backdash cancel is -6 on block
5A can be canceled with backdash. Has a longer start-up than a typical 5A move, due to it being 9F, but it has a much longer range than a typical 5A and can be cancelled into itself up to three times by inputting 4A. Very good for stagger pressure.
5AA is a good starter. Has quite good horizontal hitbox, so the move can be used as an anti-air if the opponent jumps after blocking 5A. Can be used a frame trap by delaying it a bit.
5AAA is pretty safe to continue into this move if you happen to anti-air someone with 5AA. Can only be cancelled with Auto Combo, Furious Action, Tsukiyomi and Wings of Purgatory.
Will combo against airborne opponents. Very unsafe against grounded opponents unless cancelled. Usually 5C or 5B is a better follow-up after 5AA.
Auto Combo continues with A Flash > A Soaring > A Destroying.
2A
Can be used three times in a row. It can be also comboed from Tsukiyomi and combo into 5B.
5B
Can be canceled after first hit. Jump cancelable even on block. Low damage for a typical 5B move. Useful when closing the gap between your opponent and acts like a pseudo-5A. Much riskier to whiff than 5A.
2B
Two-part slash move. First launches the opponent into air and the second slams them down. Same as the other Sho. Just like 5B, this one can also be canceled after the first hit.
j.A
Works as an air-to-air. Mostly combo filler.
j.B
A bit more risky than the other Sho's version. Gives a full combo on air or ground counterhit. The first hit can cross up.
All Out Attack
A+B
Dashes towards the opponent and strikes with two wide slashes with his swords. Overhead. It has a slow start-up, but it covers a very long distance. Depending on distance, Minazuki will pass through the opponent and cross up. Combos from counterhit 5C.
Sweep
2A+B
It can be also used in a combo in the corner or on most Fatal Counter combos. Can chain to 5D for tricky blockstrings. On block, the opponent can reversal between the two hits, but is otherwise very safe.
Persona Moves
5C
Has good reach. Can be linked to 5B and 2B, but the move pushes the opponent away, so the combo might drop on the center of screen. Long Recovery, so it shouldn't be used randomly. Can also combo into AoA and 2C on CH or 5D and 2C in FC combos and 5D in crouch hit combos.
2C
Tsukiyomi appears a fixed distance away from Minazuki and vertically slashes the opponent. Doesn't appear outside of the corner. Fatal Counter. Tsukiyomi's animation is identical to 5C, but has slower start-up. On air hit, can be chained to 2/5D or jump cancelled to j.B for a large combo. 2/5D is the more optimal route off an air hit 2C. Same combo options on ground hit as 5C.
5D
Untechable time is long enough for even his Skill "Tsukiyomi" to connect. You can hold the D button to increase its range. Move pushes the opponent so it can also be used to drive the opponent towards the corner.
2D
Tsukiyomi appears even more far away than 5D. Tsukiyomi swings its weapon down. While it might have Fatal Counter properties, it is hard to combo from it. It also has a long recovery and can only be cancelled to a few moves. Can be used to surprise the opponent, but this move is giving one of your Persona Cards for free.
j.C
Sho floats in the air until Tsukiyomi finishes its attack. It is most used during a combo, due to it having a long recovery, however air-turn j.C is useful for controlling space. Launches the opponent downwards if hit in the air. If high enough, this can lead into a combo into j.2D into more.
j.D
Sho floats in the air until Tsukiyomi finishes its attack. Holding down the D button will extend the attacks range. This version also moves horizontally.
j.2D
Aerial version of 2D. Tsukiyomi appears on the ground, some distance away from Sho and slashes the opponent back to air. You have to be pretty high for the move to connect in a combo.
Universal Mechanics
Throw
C+D
Followup combos are possible with a One More Cancel or One More Burst. It can be cancelled anytime with OMC or OMB during the move, but the last hit deals more damage than the other hits, so it's better to wait for the last move to hit before canceling it.
Air Throw
j.C+D
Can be followed on the center of the screen with enough meter.
Can be followed up with jump A or jump B without any meter or a burst in the corner.
Izayoi
B+D
Very good anti-air move with invincibility. Move can be cancelled from Flash Fang and Soaring Fang. It can be followed with Back Izayoi only on hit. Same as the other Sho, but if you get blocked, you can use Wings of Purgatory to put yourself in a safer position.
Ura Izayoi
j.B+D
Moves a bit towards the ground during the move. Deals a large amount of blue health, so don't spam it too much. Can be cancelled from Izayoi and Soaring Fang. Same as Sho's, but is not an overhead and if blocked, you can use Wings of Purgatory to put yourself in a safer position.
Guard Cancel Attack
6A+B
Sho's Guard Cancel Attack. It utilizes Sho's 5AA animation and knocks the opponent away on hit.
Skill Attacks
Survival Knife
236A/B
Throws a horizontally advancing knife. Doesn't deal too much damage, but it's a useful tool for approaching. It also works for okizeme. Command is easier than the other Sho's, but it now only has two version (+ Skill Boost). This one also has a slower start-up than the other Sho's version (execpt for the SB version), so it isn't that useful as a zoning projectile. Cancel full screen 2D into this for anti-zoning and a large combo on counter-hit.
A: Throws a really slowly moving knife that hits the opponent around their chest. Doesn't hit crouchers. Faster recovery than B-version.
B: Throws a faster moving knife that hits the opponent around their legs. Longer recovery.
SB: Throws A and B knife at the same time. Faster start-up and a useful move to restrain the opponent.
Flash Fang
214A/B
This one has additional follow-ups, unlike the other Sho's version. It can also be cancelled into Furious Action. The SB has a very loose damage proparation which makes it possible to build combos from this move.
A: Fast start-up and doesn't leave you too much open. Used when you need a faster version.
B: 4F slower than the A version but covers longer distance during the move. That's also the reason why this version is used in most combos. Long recovery on block, so don't use it randomly.
SB: Fast start-up and quick recovery. Can be used as a one-shot move and then followed with 5B. Useful for scoring a fast hit from range.
Soaring Fang
Flash Fang > 4A/B
Follow-up move where Sho does a heavy slash and launches himself and the opponent to the air. It can be cancelled into Izayoi/Ura Izayoi.
A: Doesn't jump that high, which makes follow-ups limited. Cancels to Ura Izayoi or Destructive Fang.
B: Slower start-up. Deals 3 hits. After the attack, you can move in the air. Cancels to Destructive Fang or Izayoi, which is essential to his high damage C Wings of Purgatory combos. Can be cancelled into Tsukiyomi or Survival Knife for pressure options.
SB: Deals even more hits than B-version. You can continue into an aerial combo, but isn't the most efficient use of meter.
Destruction Fang
Soaring Fang > A/B
Sho slashes the opponent back to the ground. If executed too quickly after Soaring Fang, Destructive Fang will whiff entirely on a crouching opponent. B & SB Fatal Counter
A: Fast start-up. Easy to connect from Soaring Fang. If you have no meter, use this version.
B: Much slower and deals a Fatal Counter. Unlike A-version, this deals two hits. Use only in combos that you know it will connect for sure.
SB: Fast start-up and falling speed, in addition to literally zero landing recovery. Fatal Counter. Can combo from it afterwards. Will automatically safe jump most reversals. Very useful move.
Tsukiyomi
Sho uses Tsukiyomi to warp and then reappears in midair either from before or behind the opponent and slashes them. Overhead. Always locks to the opponent and appears a certain distance away from them. Advantageous if the slash is blocked, but it can be countered before the move hits. Fatal Recovery. It isn't practical to use when the opponent is in the air, since the move will miss.
C: Appears from before the opponent.
D: Appears from behind the opponent.
SB: Ground version appears before the opponent. Aerial version appears behind the opponent. This version only teleports you near the opponent without an attack, allowing you to use whatever move or action you want out of it. 2nd jump and air dash are possible after this version.
Drain
Command throw which deals damage and steals either life or meter from the opponent. It has a shorter reach than his normal throw. This move has a Fatal Recovery, so pretty risky if it happens to miss.
C: Steals 10 SP and gives them to Sho. If the opponent has less than 10 SP, the move then takes everything.
D: Steals about 500 health. Exact amount hasn't been confirmed.
SB: Steals both health and 10 SP. Meter inefficient, but is 3 frames faster.
SP Skill Attacks
Wings of Purgatory
Sho swings his swords and launches a huge energy wave forward. It has a huge vertical hitbox so the move is mainly used as a combo ender. It also has some invincibility and can be used to cover yourself if you couldn't with Izayoi. Long recovery on the ground, but the opponent can't tech for a while if the move successfully hits. One More Cancel is also possible on hit.
C: Slower version. Difficult to use standalone, but it works in combos.
D: Faster version. Used to end aerial combos. Works also to cover the recovery of his Furious Action and to punish projectile spamming.
SB: Increased speed and damage compared to D-version.
Awakened SP Skill Attacks
Moon Smasher
214214A/B
Sho jumps into the air and then comes down smashing his sword into the ground. The second hit creates a powerful shockwave. High damage, good amount of invincibility and works well to interrupt the opponent. Still, this one has lower damage than the other Sho's version. This version is also aerial blockable, unlike the other Sho's version.
A: Jumps lower than other versions which also makes it possible to continue the combo from this move on counter hit.
B: Jumps higher and reaches better, but takes longer and is easier to react to.
SB: Higher damage. Possible to follow on Counter Hit. Definitely not worth using in a combo, but works as a one-shot move.
Dream Fog
Counter move. Sho takes a stance which accepts everything except projectiles. After the opponent is caught in the move, Sho becomes fully invincibile and a screen-wide unblockable move hits and "breaks" the screen like on Shadow Labrys's "Challenge Authority". After that, the whole screen (except for the opponent) turns dark for short while. Sho can be seen now and then, but basicly you're free to throw in all kinds of mix-ups. Only down side is that summoning Tsukiyomi makes Sho visible and reveals his position. Even after getting caught in the move, opponent can evade the unblockable hit with some tricks, like One More Cancel+Furious Action, but the visual effect activates even without getting a hit confirm.
C: Longer duration than D-version and bigger overall amount of frames.
D: Shorter duration which makes it more difficult to get the move hit, but it's also safer if the move fails.
SB: Deals the same amount of damage as others.
Instant Kill
God And Demon Annihilation
222C+D
Your classic Instant Kill. His IK has a really small hit box, slow start-up and it is blockable... So, the only good thing is the invincibility. You shouldn't really use this at all.
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Click [★] for character's full frame data