SCV Seong Mi-na wishes

I think Mina needs more good/useful moves to use. Honestly, i feel like all i have is the 3B combo, 44/66A+B and 4A, with a little bit of FC1B, AA, and 1AK. She has such a small move list, and half of them are too slow/unsafe to be worth using. I think adding some moves to fill the empty spaces would be nice, especially when she doesnt have any stances to make up for it.

Although, i would like her to stay stance free
 
Plz put back her skimpy clothing on so she can distract her opponents and she'll be in top tier ;P

Mina is definitely more unique than her Kilik counter-part and from the way I view her, she seems to be mainly the defensive type of character. I agree with page with altering the properties of her move list, but if there's some aspects I don't want to be buffed, one of them would be to bring back her SC3 version of 99KB especially on NH.
 
I don't know about you guys but I loved the SCII mina most. Her slid imput B(K) was cool and had good range. The way I used her was more for mid to close range (mostly close range) because she was a faster character. I didn't think of her as a Kilik clone (much less a lesser version). She was more of a balanced character than kilik. Kilik to me was more mid to long range with a great offensive set. I think they should tone kilik down (Im tired of getting hit by the guarenteed 6A+B and 4A+B) and bring back the old Mina. She used to be one of my favs but now shes just...meh.
 
Make the recovery frames on her ranged moves faster. There's nothing wrong with making those moves unsafe up close, but from distance she should be able to perpetually attack to keep her opponent out. It should be hard work getting close to her, not just wait for her to throw out any move. Frames on block should be much better when at tip range (more blockstun).

I gotta say I do like the different properties depending on the hit section of the staff. Makes her very different and interesting to play with and against.

Need more mixups at range as well. Just mixing up between A,A and A,A,B, or 33A and 33A,A is painful. Maybe a stance out of some of those ranged moves (e.g. 3B / 3[ B ] which could lead into a stance where followups would be + on block at tip range).

Finally make her jumping attacks more obviously effective. Mina's all about jumping.
 
I don't know about you guys but I loved the SCII mina most. Her slid imput B(K) was cool and had good range. The way I used her was more for mid to close range (mostly close range) because she was a faster character. I didn't think of her as a Kilik clone (much less a lesser version). She was more of a balanced character than kilik. Kilik to me was more mid to long range with a great offensive set. I think they should tone kilik down (Im tired of getting hit by the guarenteed 6A+B and 4A+B) and bring back the old Mina. She used to be one of my favs but now shes just...meh.

So much win...! xD
 
Seong Mi-na is the mobile character with a polearm. This is what makes her unique.

This lets her do big damage and be lethal, yet she can swing the weapon, and move herself around, in ways that Zasalamel and Astaroth cannot. She has a blade where Hilde and Kilik only have a 'point', but realistically, Kilik is always going to enjoy perks and be able to slap opponents around, nothing to do about that. (Theory: Hilde got out of hand the day she was given non-thrust spear attacks? It's in her doom combo after all). At least, she should have the advantages that all four of these characters have over the zweihander wielders. (Astaroth's body e.g. 66K is a top tier weapon, so he'll always be inherently strong, sure.)
'Mobile' stands for 'quick' in some sense, it's the same thing. I mean moves like pogo stick, B+K, A+K, or FC 1KK. Astaroth could never have any of these, or FC 1B. Only Mi-na's weapon gives her the freedom she has, yet with the length (thus leverage) it has. She is a Talim that wants to not be standing right in front of you, attacking forever (more or less), like Age_of_Truth said.

In SCIV you have SG damage, and safe lows when spaced. The safe lows thing probably ought to stay on, but it's just a factor of her 'risk-reward rating' when in good zoning, as far as I'm concerned; one thing among other possibilities to make her moves "good." As long as these ideas guide Seong Mi-na design in SCV, I think she'll be okay. That is, provided buggy ghosting crap is removed, as it should be from all characters of course.

For all characters, my wish for SCV is nothing but to make the moves make sense. I've replied in the Nightmare and Raphael threads of the same sort. It's "To put into the game, all the mechanics that let what makes the weapon style actually work, in reality, do work in the game." What you add on top is why the game becomes an amusing fantasy (and yes, you have wholly unreal characters, so you add some other 'bonuses' so everyone goes beyond reality to the extraordinary; you also make sure not to 'limit' a character merely by typical 'weaknesses' of a weapon, though that does help guide matchup tweaking). The claim I'm making is, I suppose, the same as saying Mi-na has garbage, slow, nonpractical stuff, as page posted back on page 1. We're both saying the fundamentals have been ignored by the designers.
(page then said if bugs were fixed Mi-na would be passable; not sure what to make of this)

So, some specific stupidity:
66A and 3A. Neither one is actually horizontal. wtf. Neither of these moves may appear in SCV, but, I think these two moves summarise Seong Mi-na's horrid issues with tracking in SCIV, and consistency between the moves. 66A TCing and not tracking makes sense, a hori is how you would get a crouching mid with that weapon and have power, and even the + frames makes sense as the goal is obviously to get close. But you put it beside 3A, which is so much worse in properties, and not much more gain, and you ask... why is Mi-na doing that move? Why not do -anything- else? 33A when you would 3A.

6AK: Really. It's like some programmer put the 'force crouch on crouch hit' property on the wrong line. As for what to do about the move, to me, it's not about where that property is out of place, it's about the logic of having this mid-high sequence. -Why- would Mi-na attack with the butt of the weapon, 6A, just assuming it would be minus on hit (assume)? For speed, presumably. But speed without range, and intentionally putting the business end backwards? This is the strangeness; 6A was backasswards for Mi-na from its conception. To want to have a weapon attack to interrupt weapon attacks is well and good. But beside her kicks, she has two aGi moves for weapons, and is naturally good with advantage from block anyway. In sum, she has the bigger weapon - you get creative up close and you can overmaster anything a smaller weapon can do, but you need to play for high reward. 6AK shouldn't have existed. Given that it did, the natural sequence would be to cancel 6A into a pressuring but slow move (i.e. frame trap on hit), or heck a grab to mixup.

See? Intuitive design direction solving a problem. Just look at her grab animation and her 6A and it'll hurt wondering why she doesn't do it. And when you think about 6A like that, it's not that the K is high and stupid, it's that kicking after that attack weapon movement makes no sense whatsoever; the frames and "NC" label confuse this point. Until you crank up frames to 'abuseable', a stupid move is a stupid move.
That's all I've got to say for Mi-na.

@Yubashiri: Kilik is a Seong Mi-na clone. Wikipedia tells me she was here first.
 
This is how I think Mina's design should be:

She's a character who wants to keep you at range, with a bunch of long-range power attacks that make it tough and risky to get in. If you get in, she should have to rely on high-risk moves to get back to her preferred range (such as auto-GIs)

Her game should be based around her pokes and auto-GI moves, and maybe her kicks.

If CF is removed, her long range game should be improved.

There will be a few chars , such as Ivy, that out-range Mina. Mina's gimmick moves should be designed to deal specifically with those matchups.

The important thing is that Mina needs to have safe answers at range, and risky answers in-close, for most matchups.
 
We all know Mina needs more spacing, she also needs more push out moves at Close range, she has none on gaurd. Mina's horizantals need to be like everyone else and be able to kill step on both sides. And make playing her at tip basically more easy, and a must in order to win. I love tip.
 
If they aren't going to overall change up or make her horizontal range better and keep a lot of her ranged moves unsafe the very least they could do is allow her to cancel out of her attacks. like for example if (for whatever reason) do 4B+K in SC2 she could cancel out of that in case someone side stepped it (Which happens almost all the time). Now the only cancel/fake out I know of is 4A+B A B(g). It really works well if you use it sparringly.
 
u guys should be hoping that namco will even put her in sc5 before talking about possible improvements. she can very likely be dropped.
 
u guys should be hoping that namco will even put her in sc5 before talking about possible improvements. she can very likely be dropped.

So how come you're not mentioning this in the soul arenas for other characters that haven't been confirmed yet? Are we supposed to be the oppressed minority of the Calibur community or something?
 
Are we supposed to be the oppressed minority of the Calibur community or something?

Yes.

Let's be honest, in theory she should be dead by now. She and YunSeong are whiny little brats who think they should be allowed to join real battles just because they sparred with the legendary Hwang. The only time Mina ever got in a real fight, she got humiliated by Ivy so badly that Ivy couldn't even be bothered to kill her.

Not hating on Mina, she's a fine woman, just saying.
 
Perhaps not all that important, but the fact that SCV definitely takes place during the Edo Period now (I'm not sure when SC4 took place, but I know SC2 was in 1591, and that SC3 took place not too long after it), Korea isn't being invaded by Japan anymore, and so Seong Mi-Na doesn't have a reason to fight anymore (same goes for Yun-Seong). Depends on how closely they wanna stick to the story and it's setting though, I guess. Unless they make her like Mitsu, who just goes around looking for a good fight :/

If she does return, then I'll also vouch for SC3-style Mina. I can't even remember what Mina was like in SC2 (I've never played her that much to begin with) but her SC3 incarnation was fun.
 
Yes.

Let's be honest, in theory she should be dead by now. She and YunSeong are whiny little brats who think they should be allowed to join real battles just because they sparred with the legendary Hwang. The only time Mina ever got in a real fight, she got humiliated by Ivy so badly that Ivy couldn't even be bothered to kill her.

Not hating on Mina, she's a fine woman, just saying.

But she was only 19 when Ivy tried to rape her.
Mina didn't only spar with Hwang, she had a marriage proposal with him. If Mina doesn't return, maybe we can get a 16-year-old daughter, also named Mina respectively?
 
I can't really fathom what SC4 mina does noticeably better than SC4 Ivy (only relevant because I like to think what niche she could fit in). I don't think going the CF route on a keep-away character is a good way to bolster her ability to win games reliably.

With hilde's return almost a sure thing, as well as ivy's popularity.. what role does mina fit in ? I'm not talkin about tier wise in sc4.. i'm just pointing out that both of the above characters are known for their range attacks, but also are decent up close.
 
There was someone else, forgot his name, though. Even won a Jaxel tournament with her. Still, overall not nearly enough Mina players around. Shoulda taught them to fear the foot of god when it still existed. God, 4KB, 6K and 66K were so retardedly good back then.
 
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