ShenYu
[11] Champion
Just X-Copying a couple of my posts from CF.com. Will probably rewrite these soon.
Okay. I just got through a decent play session with Mina. Long story short, if you want to play her the way you did in SC3, you should change characters. She's become pretty much the ranged/spacing character. And a great chunk of her moves are dedicated to creating space between her and the opponent.
Here's a list of moves that I find are extremely important to her.
1BB
It's her 1B. But with her old 4B tacked on to it. Best part is that the second B will cause her to hop back even on block. The second hit also seems to track fairly well. So not only can you use this move to create mixups, it's also an excellent spacing tool. NCC.
BBB/BB/B4B
The B series is now extremely useful thanks to the threat of the last B for creating space. The BB is NCC and the second B when hit at tip will cause a DOS that if the opponent fails to struggle out of you can launch with 3B or just tack on 6BB. B4B is awesome as well. It's similar to 1BB except it's NC. With the threat of the second B you shouldn't have to worry about it being ducked even if blocked.
A+B
Double horizontal high swipe. First hit is fairly short range. Use to discourage the opponent from stepping your 1B or B.
6A/3K/2K/3bK/4A/8A+B
Because she's lost her ability to use 2A from standing, it's become very difficult for her to deal with the opponent up close. But you probably already knew that. 6A is your fastest short range mid. Seems like it gained a little bit of range compared to SC3. 3K is also a decently fast mid. And 2K is a decent enough interrupter. 3bK is a "get out of my face" kind of move. Basically a fast mid kick that sends the opponent flying. It is unsafe, so try use it when you know it's going to hit. 4A is the same retreating low as it was in SC3. Extremely useful. 8A+B is the same as in SC3. Meaning it's a pretty decent tech crouch that creates some space.
Now here is the meat of her game.
FC 1B
This is a fast long range low. Very hard to see and even when blocked at close range it causes enough pushout that it's not punisheable. You should be basing a good chunk of you game on this. Amazing. If rather linear. Which is where the next couple of moves come in.
2A+B
Long range low sweep. This move actually has quite a bit more range than it would appear at first. Experiment and you should figure it out. If you use this correctly it should never get punished. It will only trip at the tip.
1A
Medium range sweep. Will trip on CH at any range but you should try to use it at tip since it always trips at tip and is safe. You can combo with 3B if it hits. Mixup with 3B at this range.
11A
Same as above. However you can use it somewhat closer to the opponent since she will retreat a bit after she does it.
33AA
Long range horizontal mid. SC3 players should be familiar with this move. Useful for creating mixups using the second A.
3A
Long range horizontal mid. Tracks left. CH at tip causes a stun which you can combo into 3B. Unsafe at close range. But you shouldn't be using this at close range anyway.
22_88A
Her old bA. Good range. Fast. and knockdown. Tracks very well.
AAB
You probably already know this one. Second hit can still be ducked and it doesn't knock down anymore but it is still very useful. NCC.
7A
A jumping retreating horizontal mid. What else do you want?
Most of these options aren't too hard to block. But if there's one thing you don't want to do in SC4 it's block too much. Use this to your advantage.
2A+B G
This is pretty awesome. Brings her into crouch and at the right range, you can threaten the opponent with an FC1B/FC1KK/WSB mixup. WSB is safe and at this distance will launch on both normal and counter hit. You do need to check which you get first though to know what to combo with. If CH, combo with 66B FC1B. It normal hit, A+B.
That should be enough to get you started. Do note though that this is essentially Day 2 stuff. Haha.
Okay. I just got through a decent play session with Mina. Long story short, if you want to play her the way you did in SC3, you should change characters. She's become pretty much the ranged/spacing character. And a great chunk of her moves are dedicated to creating space between her and the opponent.
Here's a list of moves that I find are extremely important to her.
1BB
It's her 1B. But with her old 4B tacked on to it. Best part is that the second B will cause her to hop back even on block. The second hit also seems to track fairly well. So not only can you use this move to create mixups, it's also an excellent spacing tool. NCC.
BBB/BB/B4B
The B series is now extremely useful thanks to the threat of the last B for creating space. The BB is NCC and the second B when hit at tip will cause a DOS that if the opponent fails to struggle out of you can launch with 3B or just tack on 6BB. B4B is awesome as well. It's similar to 1BB except it's NC. With the threat of the second B you shouldn't have to worry about it being ducked even if blocked.
A+B
Double horizontal high swipe. First hit is fairly short range. Use to discourage the opponent from stepping your 1B or B.
6A/3K/2K/3bK/4A/8A+B
Because she's lost her ability to use 2A from standing, it's become very difficult for her to deal with the opponent up close. But you probably already knew that. 6A is your fastest short range mid. Seems like it gained a little bit of range compared to SC3. 3K is also a decently fast mid. And 2K is a decent enough interrupter. 3bK is a "get out of my face" kind of move. Basically a fast mid kick that sends the opponent flying. It is unsafe, so try use it when you know it's going to hit. 4A is the same retreating low as it was in SC3. Extremely useful. 8A+B is the same as in SC3. Meaning it's a pretty decent tech crouch that creates some space.
Now here is the meat of her game.
FC 1B
This is a fast long range low. Very hard to see and even when blocked at close range it causes enough pushout that it's not punisheable. You should be basing a good chunk of you game on this. Amazing. If rather linear. Which is where the next couple of moves come in.
2A+B
Long range low sweep. This move actually has quite a bit more range than it would appear at first. Experiment and you should figure it out. If you use this correctly it should never get punished. It will only trip at the tip.
1A
Medium range sweep. Will trip on CH at any range but you should try to use it at tip since it always trips at tip and is safe. You can combo with 3B if it hits. Mixup with 3B at this range.
11A
Same as above. However you can use it somewhat closer to the opponent since she will retreat a bit after she does it.
33AA
Long range horizontal mid. SC3 players should be familiar with this move. Useful for creating mixups using the second A.
3A
Long range horizontal mid. Tracks left. CH at tip causes a stun which you can combo into 3B. Unsafe at close range. But you shouldn't be using this at close range anyway.
22_88A
Her old bA. Good range. Fast. and knockdown. Tracks very well.
AAB
You probably already know this one. Second hit can still be ducked and it doesn't knock down anymore but it is still very useful. NCC.
7A
A jumping retreating horizontal mid. What else do you want?
Most of these options aren't too hard to block. But if there's one thing you don't want to do in SC4 it's block too much. Use this to your advantage.
2A+B G
This is pretty awesome. Brings her into crouch and at the right range, you can threaten the opponent with an FC1B/FC1KK/WSB mixup. WSB is safe and at this distance will launch on both normal and counter hit. You do need to check which you get first though to know what to combo with. If CH, combo with 66B FC1B. It normal hit, A+B.
That should be enough to get you started. Do note though that this is essentially Day 2 stuff. Haha.