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Spring_Raid

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Everything posted by Spring_Raid

  1. If you don't mind waiting 3 more weeks, I'd cop the US PS3 version of Ultimax since more people play there. I personally like 360 more because connections are smoother but I don't have XBL.
  2. GGs people and to the one Aigis player who's name escapes me from the Tartarus lobby. You used Orion in a match so I already like ya lol.
  3. Dooby the Great has spoken Also GGs to the Tartarus room yesterday and ILOVEKOKOHOE for having the best name/good Mitsuru lol.
  4. Nope, the combo page is still outdated from what I recall. If it's alright with xlolol, we should probably just copy/paste his notes since he made an extensive combo guide.
  5. Played Aigis over the weekend and overall I like her new design. Orgia meter seems to last much so I've been using it more in neutral than in the last iteration. Her meterless 3K mode change combos also feel as if they've get easier for some reason. Either the start up on 22A and 2B got faster or I've just mastered the timing lol. The new 5AA auto-combo works to me like a built in jump cancel on block so I've been using it as another method to apply aerial pressure. You can also get some cool ambiguous cross ups using 5AAA in Origia Mode on block as well. Air Mortar adds some interesting new combo routes. We may have lost triple Megido but now we got Motar loops lol. These combos also feel like they give her new orgia jA+B more purpose mid screen. Orion seems like it has limited use but have been utilizing TK B Orion to catch air neutral tech after a combo to reset damage. I've also caught forward air tech with TK B Orion as well but wouldn't spend the meter if it's not going to kill. You'd be better off using resources for something else in that case. The way she plays now, you get damage/oki commensurate with the amount of effort put in.
  6. GGs to the players in Tartarus last night. Seems like most of you guys are night owls since finding matches in the day were no bueno. I can only stay up so late on a work night
  7. I use 214C if Divine Thrust whiffs under an airborne opponent while trying to AA/catch upback. I believe it also auto-corrects.
  8. Until the US release, I'll be creepin' nearly every P4AU stream in existence. Can't wait to get my hands on the new Aigis and Marie
  9. GGs PSN. Ironically, I got booted out of every yellow square player lobby yesterday
  10. Unless you're trying to apply wake up pressure, I wouldn't recommending using 5A/2A for anything except ending reverse beat strings.
  11. I'll throw my hat in to volunteer for team Orie if needed.
  12. Thanks for the write up, Psykotik. I'll go into training mode so I can recognize what Nanase's specials look like and punish accordingly. Appreciate the in-depth reply. Edit was playing against a Nanase yesterday and also realized you can grab her out of dash B and react to dash C with 2C for a pretty gross combo afterward.
  13. Any tips on the Nanase MU? I seem to have issues anti-airing her and struggle to find gaps in between her strings.
  14. Not a bad combo off of 6B midscreen.
  15. I can't believe how much using 3C worked dealing with wake up against Gordeau. Thanks for pointing this out.
  16. I'm not sure if I was the Orie player you mentioned but we did play for about a good 40 minutes or so. That Linne pressure is solid.
  17. From my experience, it's MU where you don't want to try out zoning her because she'll win that war most of the time. I'll primarily try keeping her in 5B/5C range w/ a crystal in front of me to detonate and keep her locked down. I've also seen some Vatista players take a more rushdown approach using j.C until the cows come home. My main issue has been against Merkava as Vatista too. I'm not too fond of watching her get snatched up after losing
  18. I just tried practicing this and it's exactly what I've been looking for. Thanks again! @ TheArm: Excuse me but what does " ff(9)" mean in the preferred combo you posted? I also like the Atepo 5B/2B starter you posted and will try implementing that in my game as well.
  19. Thanks, dere. I'll practice those confirms.
  20. This is the same variation I've been messing with as well. Trying to 5C bomb screws me over, since I'm more comfortable downbacking while doing that combo. I am curious as to what combo you guys do from, let's say, nearly max range 5B > 5C. I tend to just flail around and throw a bomb but feel like there's more I should probably be doing.
  21. Nice, I'll try that out once I get home. I just started playing Vatista yesterday and really like how this character controls space. Still trying to get acclimated with charge partitioning but feel learning this character in the long run will be worth it. I've also watched the Atepo vs Hyde long set about 5 times trying absorb all the crazy stuff he does.
  22. @Spiralfang Any combo that goes into 5B/5C > 4C > 623A, 2C > 5C > 3B/3C > 623A or 2C > 5C > j.B > j.A > j.C then ends with 214B are good to start with. There are a bunch of combos in this thread you can look to reference. More importantly, start off with a simple combo you're comfortable reverse beating into 5A/2A to keep your strings safe. No need in learning a fancy combo that will get your shit pushed in for messing it up. Also remember to practice combos on "random" block to make yourself more confident in your confirms.
  23. Yuzu is arguably one of his worse MUs just because of how well she can space you out. Best thing I can recommend in that MU is jump as little as possible, shield while blocking to build meter and save CS for fireball cancel so you can keep momentum up close. Luckily it's really tough for her once you get in (after a long tug-o-war of spacing lol).
  24. @LordSpectreX - All those starters mentioned are good. I wouldn't worry about maximizing damage until you've practiced combos you're comfortable reverse beating, if it gets blocked. Not using 2A/5A starters are ideal because it allows more variety in safe strings, but aren't bad when trying to apply pressure after a knockdown or keep momentum. @Daiken - Ending combos in 22B isn't terrible but limits you on wake up a bit. I'd try ending combos in 214B for hard knockdown so you can either run up 2A, set spacing for max range 236A into CS or approach with 6D > j.A/B/C/2C afterward. I'm sure there are other approaches too.
  25. It's not an unblockable by any means but a good combo You guys should watch this video, where an Orie player did that same thing mid match. There's also a lot of neat things at neutral that would be good to replicate: https://www.youtube.com/watch?v=p0rXKpEwqnQ Edit: woops, messed up one of the notations but xlolxolx got it
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