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I never bothered with Score Attack.

Why? Because if I really wanted to complete it I could by using the cheese method. It was usually a cheese first round with DP, and then orange burst into Instant Kill for 2nd round every time.
Not that my way still isn't for fun, there is a fun in learning something new and mastering it, is what I'm saying.
It's actually more fun to not simply play it casually, and learn the game in a bit more depth instead, though it requires time and practice.

It's hard to describe, but I suppose it's a whole lot more rewarding.
I used to go in just for blood.

Then I fought someone who knew advanced mechanics and I couldn't win a single match.

Now I hone my skills more than usual.
His D teleport that sets you behind the opponent is actually behind the opponent for a couple frames in the corner, but in the end it'll hit from the front. Certain DPs can be stuffed by this, but generally it's a dangerous move for Sho if they're calm.

Sho's doesn't have manually side switching moves, they're rather automatic. His AoA for instance actually dashes across the screen a fair distance, if the opponent is inside the dash, he'll actually go behind them (he's not invincible during this, so it's dangerous if they expect it, which is why I mix it up with the standard invincible dash, if you're close enough, you can dash behind them, AoA so you go BACK to the original position, and it really fucks with their direction. You can mix it up further with additional dashes, or choosing to attack normally/safely at the chosen side instead, since they might expect it from the other side, and while Sho's 5A is slower than others, it's still faster than most people can react while confused, and it's got good reach).

His teleport, the C and D version both have the same properties, except for the position. C version jumps you in front of them, while D version jumps behind them. The SB version will jump behind them, but it will not attack, giving his mixup yet another layer. Both except SB can be converted quite well into combos, especially on counter hit. Other than being a layer of mixup, it's also good for stuffing advances/retreats. If they jump back and you're already using the D version, 7/10 times you'll hit them. The times you don't, they're already busy retreating and you'll recover. The C version is good if they're coming forward through the air, but is a bit riskier since if they're attacking at the same time (like Aigis' spinning fire ball thing), you'll most assuredly be struck. From behind is usually safer, though some moves that have a backwards hitbox (like Mitsuru DP) will still hit you.

Sho is a smoke and mirrors character, some of his Persona pressure isn't even real, as in they won't chain together (but they seriously look like they do, and there's very few frames of safety between each hit too, so you either hit out the Persona, or keep blocking). You're also not safe from him from every single range, since his teleport uses the opponent for reference, it has no set in range, and there's also his almost-fullscreen 2D (it's essentially a free hit on his Persona if you block though), which can send you into the air, which he can easily cancel into a teleport move, oh and his throwing knives, which he can use to restrain (SB version throws two, slow and fast to space out pressure), add mixup (using A version in the middle of Rekka/Sweeps, looks like it's time to attack back? Nope. Knife came out quickly enough to stuff you and even give him a combo on you), and his B version is good for resetting pressure from a long range, giving him a chance to run back in.

OH by the way Sen. You can go ahead and forget about giving Rui his split. I guess it was deliberated that he'll meet them up again at the tables nearby.
We've been waiting.

For like, a long time.
Yosuke is really changed from P4A, he's actually faster now, but his damage has been cut, so he has a higher skill cap, but to make up for that he now has plenty of tools to beguile the opponent. Don't think the damage cut is really that big either, his tier has actually risen from the last game.

Naoto's got better rushdown and approach options now, but it doesn't look like her keepback game hasn't been touched besides the ammunition, not to mention Shadow Naoto uses a slightly different ammo gauge. On the other hand she now has a kind of shotgun blast from her revolver, so they replaced the gun cheese with something more meaningful, although it's a Persona-only move. Furthermore her anti-zone has improved greatly, her DP can now reflect projectiles, or if she sees danger in a follow-up, she can actually cancel the offensive portion with a backdash. So now if played smart, Naoto can be a very safe character with some rushdown potential.

I'm still trying to figure out Sho's corner-only combos though, but his mid-screen game seems to be incredibly brutal, since his strength stems from a horizontal game mix-up, as in, his teleport switches sides really quickly, his AoA can switch sides if he's close enough or if the enemy isn't careful while running in, as well as everyone's standard dash thing. Combining the three he can get around you from side to side 2-3 times over, and I've done it.
On the other hand I'm playing Sho who can convert a 5A start to 2.5k damage.
Then git gud at Akihiko. 90% of his moves are punching, the last 10% are thunder punches, lightning storms and his Persona.
Marie is okay. She's looking to be a solid mid-tier character, but has nothing that would make her top tier. Her weather system if mastered I think can make her somewhat difficult to fight, but the drawback is that as a Marie player you'll need some foresight, since changing the weather costs 50 SP, and the weather changes randomly at the start of each match.

And any amount of lag is bad for Yosuke anyways, like, ANY amount. He can't even really deal with just a little bit.
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