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- Muscles “How to blow up Minazuki”
- Rekka pressure
- [11:53:39 PM | Edited 11:53:43 PM] Mike Muscles: not real
- [11:53:47 PM] Mike Muscles: don't let them get away with it
- 99% of the time if a minazuki does rekka rekka rekka as pressure, they're trash
- [11:54:48 PM] Mike Muscles: if they ever do one rekka, double tap back afterwards for a free IB, and after that, even SB rekka cannot punish you if you 2B
- [11:55:08 PM] Mike Muscles: If he does third rekka you punish, and most char's 2B catches both forward and backwards airdash after unless it's ass
- [11:55:13 PM] Mike Muscles: I'm pretty sure yosuke's is good enough
- [11:55:31 PM] Mike Muscles: Next level of that is they will try to rekka > knife or rekka > teleport
- [11:55:53 PM] Mike Muscles: Rekka knife is a "you're respecting me a lot, so I'm gonna do this for a free pressure reset"
- [11:56:08 PM] Mike Muscles: 99% of the time if he's thrown out the knife, it's already to late, UNLESS it's the low knife.
- [11:56:29 PM] Mike Muscles: High knife beats late mashers, like "oh he threw out a knife his pressure is over I should mash!" but then he's already recovered
- [11:56:41 PM] Mike Muscles: B knife has a lot more recovery, so if he throws a low knife and you block it, 5A that fucker
- [11:56:57 PM] Mike Muscles: If you IB it's a pure punish if you block normally he's just minus
- [11:57:19 PM] Mike Muscles: Teleport, I've tested this from every single move he has, you'll always be out of blockstun in time to 2B
- [11:57:36 PM] Mike Muscles: Online it's probably harder, but 2B is without a doubt the answer to this move
- [11:58:32 PM] Mike Muscles: Once you get to the yomi layer of SB teleport, you'll have another level of mix to deal with, but after testing it looks like speifically yosuke 2B only loses to jump afterwards, he can't airdash, air backdash, or jB (his normal options from here)
- [9/5/2014 11:59:21 PM] Mike Muscles: 5[D], 2D, 2C, j2D, jD
- [9/5/2014 11:59:42 PM] Mike Muscles: All of these lose to running forward jump, and all have enough recovery that they can be CH punished fullscreen by ~most~ of the cast
- [12:00:13 AM] Mike Muscles: If you ever see him pose like a jojo character and you're already in the air or running, go in
- [12:00:36 AM] Mike Muscles: To beat 5[D] and j[D] in the air, you'll want to change vertical planes
- [12:00:47 AM] Mike Muscles: Because it starts tracking to the vertical of when he pressed the button
- So if you're on the ground jump, if you've already jumped, fall and run
- [12:02:07 AM] Mike Muscles: j2D, 2D, and 2C always will go a set distance. I advise learning these distances so you can know when you're in range of these and being careful about laggy moves (yos jD/5D) and instead commiting to low risk options and if you see him go for it run in and punish
- Yosuke can EX J2C Minazuki Ds for a punish.
- [12:02:40 AM] Mike Muscles: The only fear would be: IF you do not punish him, he has FULL aerial mobility afterwards for jD/j2D
- [12:02:51 AM] Mike Muscles: so if he's only jumped once, he can jump jB after he recovers
- [12:03:40 AM] Mike Muscles: Some people try to run under and get ready to 2D after, but you have to meet him in the air, once he recovered if you're under him 99% of them will try to use some form of teleport to get out of that situation
- Supers:
- Wave super:
- D super is the reversal super, it comes out fast, but is very punishable, even after he lands
- C super, comes out slow, BUT IF HE LANDS IT'S ALMOST LIKELY TOO LATE TO PUNISH
- [12:05:43 AM] Mike Muscles: Moonsmasher:
- A moonsmasher:
- THIS CANNOT BE ROLLED ON REACTION
- [12:05:47 AM] Mike Muscles: REPEAT
- [12:05:48 AM] Mike Muscles: DO NOT
- [12:05:49 AM] Mike Muscles: ROLL
- [12:05:49 AM] Mike Muscles: THIS
- [12:06:07 AM] Mike Muscles: After the flash it has 2 (yes 2 because why the fuck not) frames, which means the invuln for roll will not have kicked in yet
- So unfortunately, you gotta block.
- [12:06:40 AM] Mike Muscles: If he has 100 it means a free out, but then he's used 100 meter
- [12:06:48 AM] Mike Muscles: What you do is roll the ~second~ part of the super
- If it goes to the second part he can no longer rapid
- [12:07:02 AM] Mike Muscles: Then roll and hit for a punish
- [12:07:20 AM] Mike Muscles: You can also 2B if you're manly as fuck because the second doesn't hit until it hits the ground
- [12:07:37 AM] Mike Muscles: B version you can roll on reaction, but it goes much further, and you really don't wanna get CH by this one
- [12:07:47 AM] Mike Muscles: SB version cannot be rolled.
- startup is A version startup with B version damage and distance
- [12:08:37 AM] Mike Muscles: Counter super:
- Once minazuki is in awakening, be careful throwing out persona moves, because persona moves do count as physical
- [12:08:42 AM] Mike Muscles: And can trigger off your persona
- [12:08:54 AM] Mike Muscles: Projectiles beat counter clean
- Otherwise, go into training mode and figure out when you can CH it
- [12:09:25 AM] Mike Muscles: It's unfortunately P4U2's version of P4A yosuke's dp counter
- [12:09:34 AM] Mike Muscles: If you don't know when you can punish, you probably won't get the punish
- [12:09:39 AM] Mike Muscles: But the punish window is there.
- [12:10:34 AM] Mike Muscles: It's 18 frames, but the animation isn't clear when they start or end
- [12:10:56 AM] Mike Muscles: C and D version are different too, but the rule of thumb is that when he starts to lower his swords he's CH state
- [12:11:10 AM] Mike Muscles: ALSO, THIS LOSES TO TRUE ~NON ACTIVE~ MEATIES
- [12:11:18 AM] Mike Muscles: The counter activates frame 4
- [12:11:19 AM] Mike Muscles: Not frame 1
- [12:11:35 AM] Mike Muscles: So if your move hits frames 1,2,3 and then stops being active, it'll go through it and you'll be safe
- [12:11:51 AM] Mike Muscles: So (not sure on frames) but meaty 2A is probably safe from this
- [12:11:58 AM] Mike Muscles: (But then you have to worry about moon smasher)
- [12:12:18 AM] Mike Muscles: If minazuki's are afraid of being crossed up they'll probably go for D counter/D wave since they're opposites of eachother
- [12:12:28 AM] Mike Muscles: So a crossup either way will get a super
- [12:12:42 AM] Mike Muscles: At neutral
- [12:12:46 AM] Mike Muscles: jB is good
- [12:12:56 AM] Mike Muscles: I'd venture to say it might be his best normal
- [12:13:13 AM] Mike Muscles: But the downside is because it's so long/active, once he presses it in the air he's locked into that trajectory until landing
- [12:13:23 AM] Mike Muscles: Only exception is SJ rising jB will recover before he lands
- The two things I have noticed which beat this is of course:
- 2B
- [12:14:00 AM] Mike Muscles: But more importantly: crossunders
- If a Minazuki does IAD jB he will only get ONE slash
- [12:14:19 AM] Mike Muscles: because he will land before the second
- [12:14:28 AM] Mike Muscles: So normally they'll do fulljump airdash jB
- [12:14:39 AM] Mike Muscles: Which fast characters can run under if they go low enough
- [12:15:04 AM] Mike Muscles: Alternative, you can go over it, the hitbox is great going down, but not above.
- [12:15:12 AM] Mike Muscles: In order to counter this you'll see many minazuki retreating jump jB
- [12:15:42 AM] Mike Muscles: If they're doing this the options are manly dash up 2B, or what has seen better success is dash jump airgrab
- [12:16:39 AM] Mike Muscles: This isn't a reaction thing though. You can react to his air movements but not the jB itself. If you try to go in once you see the first jB slash, the second jB slash (which has the much better hitbox) will cover him
- [12:16:51 AM] Mike Muscles: Next, 5A
- [12:17:08 AM] Mike Muscles: The thing minazuki's don't want you to know is that yes, 5A is amazing reach and a great poke
- [12:17:10 AM] Mike Muscles: But
- [12:17:31 AM] Mike Muscles: #1, it's startup is trash (9 frames) so his only option to get out of pressure is dp or roll
- [12:17:53 AM] Mike Muscles: #2, it's mostly illusory. 5A 5A 5A feels scary, but after that we can't really do much off of it
- [12:18:17 AM] Mike Muscles: There's so much distance inbetween us and the opponent that in order to really get anything we'll have to reset pressure
- [12:18:27 AM] Mike Muscles: Usually with either airdash jB or dash in
- 5B can work, but there is a gap. I've been hit out of max range 5A 5B with aki 2A
- [12:19:03 AM] Mike Muscles: Next, strings, 5AA 5B 2B 5C
- [12:19:10 AM] Mike Muscles: 2B 5C isn't real, you can dp/super inbetween those
- [12:19:16 AM] Mike Muscles: 5B 5C isn't real as well
- [12:19:32 AM] Mike Muscles: 5C > rekkas is true blockstun, which is why we want to get there, but until then not so much
- [12:20:12 AM] Mike Muscles: Sweep is gapless UNLESS you IB the first hit
- [12:20:21 AM] Mike Muscles: in which case you can dp the second hit and we cannot do ANYTHING about it
- [12:20:52 AM] Mike Muscles: SPeaking of minazuki v yosuke
- [12:20:56 AM] Mike Muscles: Minazuki is weak to crossups
- [12:21:18 AM] Mike Muscles: DP loses to crossups, and 2B's hitbox (unless done SUPER early) loses to crossups
- [12:21:19 AM] Mike Muscles: Yeah
- [12:21:22 AM] Mike Muscles: Especially online
- [12:21:32 AM] Mike Muscles: But it's def the right decision
- [12:21:55 AM] Mike Muscles: Oh, one more note before sb rekkas
- [12:21:57 AM] Mike Muscles: air dp
- [12:22:05 AM] Mike Muscles: if done low to the ground only has 15 frames of recovery
- [12:22:14 AM] Mike Muscles: if you block it go for 5A punish, you unfortunately can't get much more
- [12:22:29 AM] Mike Muscles: SB rekkas
- [12:22:34 AM] Mike Muscles: First rekka:
- 0 on block
- [12:22:42 AM] Mike Muscles: which means it's "yosuke" plus
- [12:23:14 AM] Mike Muscles: because fastest normal is 2A which is 7 frames. Fastest special is SB command grab which is 5 but you'll have to dash after SB reakka for it
- [12:23:19 AM] Mike Muscles: Second rekka, +7
- [12:23:23 AM] Mike Muscles: DO NOT DICK WITH THIS MOVE
- [12:23:44 AM] Mike Muscles: If he does this move, it's basically saying "I want to get out and I absolutely do not want to be 2B'd"
- [12:24:31 AM] Mike Muscles: Some chars he can SB 2nd rekka and then falling jA and they can't 2B if their 2B's head invuln starts too slowly, I'm not sure about yosuke
- [12:24:47 AM] Mike Muscles: 3rd SB rekka
- [12:24:51 AM] Mike Muscles: And the most important one IMO
- [12:25:16 AM] Mike Muscles: So if you've IB'd the second rekka, and that rekka was B, and you 2B and he does this, you'll both wiff
- [12:25:30 AM] Mike Muscles: because he'll land before the hitbox, but your 2B makes you head invuln
- [12:25:34 AM] Mike Muscles: weird situation
- [12:25:43 AM] Mike Muscles: Most dps can be safe jumped with this but not yosukes
- [12:25:57 AM] Mike Muscles: But again, most importantly, if he does 2nd rekka as the A version
- [12:26:07 AM] Mike Muscles: (difference between A and B is A only does 1 hit B does 3)
- [12:26:11 AM] Mike Muscles: then you will get fataled
- [12:26:18 AM] Mike Muscles: And it's one of his BEST starters
- [12:26:46 AM] ちちんぷいぷいっ: [12:24 AM] Mike Muscles:
- <<< So if you've IB'd the second rekka, and that rekka was B, and you 2B and he does this, you'll both wiff
- Unless we're talking lengthy spacing, shouldn't it be more like 'Yosuke's 2B will be blocked'?
- [12:27:02 AM] Mike Muscles: Err yeah, sorry
- [12:27:15 AM] Mike Muscles: Aki's wiffs for whatever reason
- [12:27:20 AM] Mike Muscles: But others he'll just block
- [12:28:22 AM] Mike Muscles: Speaking of command grab, there's not much to say
- [12:28:24 AM] Mike Muscles: It's good
- [12:28:27 AM] Mike Muscles: 8 frames startup
- [12:28:30 AM] Mike Muscles: steals hp or meter
- [12:28:42 AM] GreekAngel5A: if you are a shadow, he'll go for meter?
- [12:28:47 AM] Mike Muscles: Usually
- [12:28:50 AM] Mike Muscles: Unless he's really low on hp
- [12:29:00 AM] Mike Muscles: But the reward for this midscreen is low
- [12:29:12 AM] Mike Muscles: All he can get after is D wave, which does 2.25k I believe
- [12:29:17 AM] Mike Muscles: Corner it's reward gets much higher
- [12:29:31 AM] Mike Muscles: AoA, please don't get hit by this
- [12:29:56 AM] Mike Muscles: Go into training mode, have him do it to you 100 times, figure out when it'll crossup and when it won't (he has to go ~fully~ through you to cross up)
- [12:30:04 AM] Mike Muscles: but it's 40 frames startup, and that is ~not~ fast
- [12:30:45 AM] Jeff | Pssych: What's the frames on 2A?
- [12:30:50 AM] Mike Muscles: Instant kill:
- Don't roll it
- Just jump
- Be careful because it can hit behind him though
- But just don't get hit by this
- [12:31:04 AM] Mike Muscles: 2A is -1
- [12:31:11 AM] Kyle: ^ I learned not to roll the hard way
- [12:31:12 AM] Mike Muscles: 7 frame startup
- [12:31:31 AM] Mike Muscles: Where to burst:
- [12:31:43 AM] Mike Muscles: Grab OMC combo, after the backdash when he does the 2C, burst that move
- [12:31:51 AM] Mike Muscles: He can't combo after unless he drops the combo there
- [12:32:14 AM] Mike Muscles: Any combo into dp > super
- [12:32:21 AM] Mike Muscles: BURST BEFORE THE DP STARTS COMING OUT
- [12:32:40 AM] Mike Muscles: if the dp hits you once and you start bursting, C wave WILL go through the burst
- [12:32:56 AM] Mike Muscles: 5A also loses to vertical hitboxes
- [12:32:59 AM] Mike Muscles: so jC
- [12:33:01 AM] Mike Muscles: for yosuke
- jB and jA are a lot more risky because they can be caught by extended hands
- [12:33:18 AM] Mike Muscles: err, hitboxes
- If you're gonna burst what you think will be a dp > super combo, burst inbetween first and second rekkas
- but it's 40 frames startup, and that is ~not~ fast
- Iirc it's faster in the corner
- [12:34:50 AM] Mike Muscles: His AoA? I'm not sure on that but I'll check that out
- [12:34:54 AM] Mike Muscles: Maybe because he doesn't go as far?
- [12:35:01 AM] Mike Muscles: But either way it's probably still above 30
- [12:35:10 AM] Mike Muscles: Also it cannot cross up if you are FULLY in the corner
- [12:35:15 AM] ちちんぷいぷいっ: I think so. I can only go off of videos for now, but it seems noticeably faster in the corner
- [12:35:17 AM] Mike Muscles: But his grab ~will~ pull you out of the corner
- [12:35:32 AM] Mike Muscles: so grab > AoA is a gimmick that works on most people
- [12:35:35 AM] Mike Muscles: in corner
- [12:36:01 AM] Mike Muscles: Bursting whenever a teleport is coming is dangerous because a teleport can autobait a burst, if you're gonna get hit by any D move then you wanna burst that move immediately before you get too high up
- [12:36:16 AM] Mike Muscles: If you burst low to the ground and he still teleports you can actually punish him here
- [12:36:22 AM] ちちんぷいぷいっ: There is no way to manually decide whether his AoA crosses up, correct?
- [12:36:30 AM] Mike Muscles: Only distance decides
- [12:36:44 AM] Mike Muscles: So learning the distance it will and will not cross up is fairly important
- [12:36:50 AM] Mike Muscles: But if you do you can crush him
- [12:36:55 AM] Mike Muscles: if they rely on it
- [12:37:04 AM] ちちんぷいぷいっ: Is it Fatal Recovery?
- [12:37:13 AM] Mike Muscles: Unfortunately no, it should be, but it's not
- [12:37:15 AM] Mike Muscles: Sho's is
- [12:37:28 AM] Mike Muscles: But it does have 38 frames of recovery
- [12:37:38 AM] Mike Muscles: so if you do block it you usually can do whatever you want
- [12:37:46 AM] Mike Muscles: If you're gonna get hit by it, get air hit
- [12:37:51 AM] Mike Muscles: his return off air AoA is trash
- [12:38:15 AM] ちちんぷいぷいっ: Air hit AoA is trash for everybody now
- [12:38:19 AM] Mike Muscles: next, during pressure, hold down back until you're 99% sure of a gap
- [12:38:28 AM] Mike Muscles: He has no highs on the ground that should hit you
- [12:39:00 AM] Mike Muscles: 99% will come from 5B1, 5B2, 2B1, 2B2, and some form of jump cancel there, which are all beat by dash 2B
- [12:39:28 AM] ちちんぷいぷいっ: Does Minazuki have any method of fastfall 2A like Sho? Guessing SB Rekka
- [12:39:31 AM] Mike Muscles: Also if they see you standing most will try to early cancel into sweep
- [12:39:45 AM] Mike Muscles: He cannot SB air rekka without doing the other two rekkas first, unlike Sho
- [12:39:50 AM] Mike Muscles: His rekkas are true rekkas
- [12:40:00 AM] Mike Muscles: He can't go backwards or start from the second or third
- [12:40:21 AM] Mike Muscles: If he wants to do tricky 2A stuff, it'll be off SB teleport, or off his safejumps
- [12:40:32 AM] Mike Muscles: His safejumps are off sweep, grab, and teleport ender
- [12:40:46 AM] Mike Muscles: If you respect the safejump, he can then go for airdash jB or empty 2A
- [12:40:48 AM] Mike Muscles: Yeah
- [12:41:07 AM] Mike Muscles: So if you ever get knocked down by teleport, sweep, or grab
- [12:41:09 AM] Mike Muscles: Late tech
- [12:41:20 AM] Mike Muscles: Late tech ~crushes~ those options
- [12:41:32 AM] Mike Muscles: late tech in general is actually pretty tough for minazuki to deal with
- [12:41:42 AM] Mike Muscles: Especially mashy ones
- [12:41:49 AM] Mike Muscles: Because they'll get impatient
- [12:41:59 AM] Mike Muscles: And start mashing 5A or something on your wakeup
- [12:42:03 AM] Mike Muscles: which can be reversaled somehow
- [12:42:06 AM] Mike Muscles: or mistime their meaty
- or mistime their meaty
- [12:42:23 AM] Mike Muscles: Also, I found out why jA is so godlike vs yosuke jD
- [12:42:26 AM] Mike Muscles: it's active for 7 frames
- [12:42:34 AM] Mike Muscles: Reward off it is shit
- [12:42:43 AM] Mike Muscles: But holy crap if it isn't good at stopping approaches
- [12:43:02 AM] Mike Muscles: If his 5B or 2B wiffs, they're both in recovery for 20 frames
- [12:43:16 AM] Mike Muscles: So you can feasibly punish at certain ranges
- [12:43:56 AM] Mike Muscles: Also, burst management is incredibly important in this matchup
- [12:44:03 AM] Mike Muscles: Not bursting into awakening is usually a fatal mistake
- [12:44:21 AM] Mike Muscles: If he has 50 meter ~or~ burst, he can kill through awakening with a 5A
- [12:44:59 AM] Mike Muscles: But his high low mixup only exists if you respect it, otherwise it's grab/grab bait
- [12:45:09 AM] ちちんぷいぷいっ: [12:41 AM] Mike Muscles:
- <<< it's active for 7 frames
- This sounds grossly familiar...
- [12:45:18 AM] Mike Muscles: He's a lot of smoke and mirrors, but they're good smoke and mirrors
- [12:45:39 AM] Mike Muscles: patience usually will make minazukis get frustrated and try for something risking like command grab
- [12:45:41 AM] Mike Muscles: or teleport
- [12:45:56 AM] Mike Muscles: But most minazuki will just let you hang themselves on their 5A
- [12:46:55 AM] ちちんぷいぷいっ: 7f jA. I remember now.
- https://twitter.com/Omecross/status/449345559459926016/photo/1
- [12:48:29 AM] Mike Muscles: I think that's most of minazuki. In summary, fatal his teleports, go under or over his jBs, his mixup is mostly making you scared in his pressure then grab/grab tech stuff and go into training mode and learn punishes for his supers, AoA, teleport, and if they try to rekka pressure
- [12:48:37 AM] Mike Muscles: and that should free you from most trash minazukis
- [12:48:38 AM] Mike Muscles: IMO
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