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Posted
hey can anyone give me a list of the safe jump set- ups we can use on a majority of the cast?

Super Jump jB after D megido:Works everyone besides Yosuke, Kanji, and Teddy.

Normal Jump j2B after D megido: Works against everyone besides Teddy

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Posted
Super Jump jB after D megido:Works everyone besides Yosuke, Kanji, and Teddy.

Normal Jump j2B after D megido: Works against everyone besides Teddy

are these able to be done if i change back to normal mode after the d - megido knock down?

Posted

I'm going to assume Grifter is talking about boosted back dash (OM = Orgia Mode). Yes, you can do it on wake up. It's even possible to boost back dash out of Yu's Izanagi oki.

are these able to be done if i change back to normal mode after the d - megido knock down?

Yes but you need to do specific combos so that your opponent is alot higher than you before the final megido. One combo that works is as follows: 6 boost dash>j.B>j.C>(1)land 5A>j.B>j.C(2)>land>super jump straight up>j.A(1)>j.C(2)>D Megido. Then you land, deactivate, wait for a few frames, then normal jump and j.B or j.2B.

Posted

Yes I was, thanks, and I was thinking of that particular Yu situation too. Been working on utilizing orgia in neutral and the match-ups that'd be advantageous in. Avoiding dangerous oki is a major hidden option.

  • 1 month later...
Posted

Why use Megido outside of combos? I've seen a few Japanese Aigis players use it as some sort of pseudo anti-air against approaches from the air?

Posted
Why use Megido outside of combos? I've seen a few Japanese Aigis players use it as some sort of pseudo anti-air against approaches from the air?

This is something I've been struggling with. 236C catches a lot of airborne crossup attempts and dashes, but that might be matchup ignorance since it seems to catch players off guard to go from neutral to spinning. On one hand it's easy to get ib'd and punished at point blank, but on the other hand it cuts through a lot of stuff. It also helps travel without the meter drain of boosting.

It's a bad habit of mine, and I need to stop, but it works more than it should. I'd like to know if it's viable at mid level + play.

Posted
Hey whats the trick to getting her AOA to connect after her fire spin thingy ????

Make sure you're using C Megido (236C) for starters. The rest is about timing the AoA based on the height of your opponent. For example, if you 236C > AoA as fast as possible against a grounded opponent it should work, but it probably won't against someone in the air. Keep playing around with delaying the AoA until you get it basically.

I saw an air-turned 236C, any reason for that?

Air turning makes you fall in a diagonal line while 236C keeps your forward momentum, so combining the two can help you throw yourself at a grounded opponent forcing them to block or get hit if they weren't paying attention.

Posted

Something I've been noticing by watching Xie play. I don't see him do j.B > j.C that much and he goes into j.B > slight delay > 5A instead. Is it because j.B > 5A is more consistent than j.B > j.C? Sure seems to be that way, especially if you did a while bunch of stuff before the j.B.

Posted

I'm kinda new to the game (experienced in BB, though), and I marathoned through the whole 4 parts of Koichi (Aigis) vs FAB (Kanji), but there is something that I couldn't figure out yet, and that is why would Aigis always jump up after finish her Megido combo while her opponent is down, and doing something else after she landed? It doesn't look like the opponent is able to quick tech during that jump process, so I wonder did Koichi just do that to confuse his opponent?

Posted (edited)

The after-combo jumps done by Koichi were safe jumps. Safe jumps are oki setups in which you do a timed jump attack. If your opponent did a reversal on wakeup, you were low enough in your jump so that you could land, block the reversal in time and then punish. If he respects you, he still has to block the attack and from there, you can go into free pressure.

FAB actually could've quick teched right away but he chose not to. By not teching, he basically nullified the safe jump; he wouldn't have to block j.C and he'd be able to put himself in a situation where Koichi now has to actively bait out the reversal to beat it.

Edited by Psykotik
Posted
Something I've been noticing by watching Xie play. I don't see him do j.B > j.C that much and he goes into j.B > slight delay > 5A instead. Is it because j.B > 5A is more consistent than j.B > j.C? Sure seems to be that way, especially if you did a while bunch of stuff before the j.B.

If you are talking about after sweep, he is probably going for the triple megido sweep combo. I actually have no idea what you're talking about though. You didn't give any context.

@Psykotik

There is no reason to have to guess and bait any reversal as Aigis as long as you're in Orgia mode. I think I may go into training mode and test unfly safejumps for when they don't tech too (so that there is no guess).

Posted

With the unfly safejump you don't have to guess, but if you just do a regular jump attack as a safejump, wouldn't you still have to guess if they don't bite?

Posted

From tips and tricks thread:

Here's some oki I've begun to run after megido. It guarantees a safe jump no matter when they tech and keeps your air options(double jump, orgia back dash and forward dash) available:

After a megido knockdown, jump with safe jump timing while whiffing j.A on the way up and holding the 8 direction. If they teched immediately, let go of 8 and do an air normal for the safe jump. If they decide not to tech, don't let go of 8 which activates your float. Once you see the tech, come down with a jump normal to safe jump. Once you have the safe jump intact, you can start mixing up with j.B>dj>j.B for the fuzzy guard or j.B>land 2A. You can forgo the safe jump and just land and 2A for another low option.

The whiffed j.A is so you don't float too high and too soon. The float shouldn't be activated if they tech immediately. Also, it doesn't start expending a ton of orgia meter till the end of it, which makes this cost effective, reversal safe oki.

Or you can just do safe jump like normal and if they don't tech, you land and then do dash while in orgia mode and end your dash as the tech animation finishes and do meaty j.b while blocking. I'm going to test out what you just shared though and see how that works out on orgia meter.

Also, can you tell me why you wouldn't have to guess with unfly > safejump?

Posted
Make sure you're using C Megido (236C) for starters. The rest is about timing the AoA based on the height of your opponent. For example, if you 236C > AoA as fast as possible against a grounded opponent it should work, but it probably won't against someone in the air. Keep playing around with delaying the AoA until you get it basically.

Ahh so you need to use the C version,,,, is there a specific combo i need to do after the EX fire spin>B~cannon cause after this starter i always go for the D fire spin because the Cversion acts funny and misses completely

Posted

Ah, I missed that part about dashing when you land.

Also, can you tell me why you wouldn't have to guess with unfly > safejump?

(I thought you knew this?)

By unflying as your opponent techs, you basically get the same setup as dashing for a bit less Orgia meter.

Posted (edited)

You can do an air attack out of unfly?

Does sweep effectively go under moves like Liz/Teddie 5B?

Edited by Grifter
Posted

Sweep doesn't low profile anything afaik.

Anyway. The question was why wouldn't we have to guess with unfly > safejump if they don't mash on tech. So what you're saying doesn't work. What you're saying also doesn't work in general. If you unfly as your opponent is teching and then go for the jump, the timing is wrong. You have to do certain combos (an example would be sweep > c megido) that let you unfly before your opponent is allowed to hit the ground and tech. Safejump timing is jumping as soon as your opponent hits the ground.

Posted

Sweep low profiles Mitsuru's 5A but only at the tip of the 5A. Mitsuru's 5A has a thick hitbox on the inner-half of the sword and a thin hitbox on the outer-half of the sword.

And no guess with float safejump setups like Kurum is saying, since you're floating only if they don't tech immediately. If they do tech immediately, you are safe jumping like normal. It's all in the same jump.

Posted (edited)

Yeah, I was talking about that unfly setup you posted (do a jump, float if they don`t tech, fall if they do). I guess the way I worded my post made it sound a bit unclear but that was the one I was referring to in the first place.

Edited by Psykotik
Posted

I got it. That's my fault.

I don't get what Kurum is saying about unflying then going for the jump and have no clue where someone said to do that. Are you talking about normal jumping out of unfly or just cancelling it with a normal?

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