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Psykotik

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Everything posted by Psykotik

  1. GGs to everyone in LK's room.
  2. Orgia crossup: Jump, air dash/boost, AC (this cancels the airdash and lets you glide down much like Carl`s kara fall), j.C
  3. I've got much to improve on but I'll have a crack at this anyways (everyone else, feel free to correct/rip on me) Aigis' goal is to get in on your opponent obviously. This isn't as straight-forward as it seems due to her awkward ground normals and unorthodox movements so the question is how will you get in on him/her? There are a few ways to do this: - Play it safe. Aigis has fantastic zoning moves that can allow her to keep out opponents and maintain neutral dominance. If your opponent rushes you recklessly and you catch him with 2B, either confirm into a j.C ender to pop up your opponent or (the much preferred) j.2B knockdown. You can go to Orgia mode from either of these. - A variation of the above would be to incorporate Athena into your zoning. This does wonders against poorly-done zoning. - Air approaches. In contrast to her ground normals, Aigis has surprisingly solid air normals. IAD j.C covers a good amount of her in front of her and is a 2-hit move so even you hit your opponent at maximum height of the IAD, the 2nd hit will lock him in blockstun even after you land. From there, you can begin your shenanigans. Although this can be hard to foresee if done at the right times, it can also easily be beaten by anti-airs. Use this wisely. - Orgia mode approaches. Switch to orgia mode during neutral, boost towards the opponent and run a train on them. A more safer variation of this to use on opponents who have a brain would be to use 2B while in Orgia and if the opponent blocks it, you can cancel to the boost and approach them while they're in a (very short) period of blockstun. Keep in mind that this can be costly in fuel and bullets. - Run up to them and hope that they don't push buttons. That or combine her ground movements with any of the above. Depending on the opponent, I'll either prefer to play it safe or approach with IAD j.C. Likewise, your approaches with Aigis will have to be varied against differing opponents.
  4. I think bursts do count (unless I'm missing something). http://www.youtube.com/watch?v=n5zUNdV4BDM#t=6m50s Excluding the OMB burst, there's only 9 moves leading up to the SMP.
  5. Technically she does have one. 2B without bullets is AUB (still doesn't make it good).
  6. It can be from a D megido but apparently the j.2B safe jump can also be done off a sweep: stuff, 2AB, 22B, j.2B, (hold back)...
  7. So it turns out that Yosuke can be safe jumped albeit the timing's very difficult (thanks to Cont Muffin from MM for the tip). I also found out that Kanji can be safe jumped if you use j.2B. EDIT: It seems Cont Muffin beat me to the punch for that Kanji safe jump as well lol
  8. I've mainly been using j.C as a far range air-to-air and so far, I've been having good results (then again, I might just be playing bad players :V). Like you said, I've been using it when the opponent is above me and it's been doing wonders for me. I'm usually pretty cautious about using j.C as an air-to-ground though due to how easy it is to break Athena. I usually opt to use j.B as an air-to-ground although I might throw out an IAD j.C against respectful opponents every now and then.
  9. 22A doesn't overheat you.
  10. Yume and Ishie come to mind on the topic of top Aigis players. As for combo vids: http://www.youtube.com/watch?feature=player_detailpage&v=NJNRBxzxPkw (Has a transcript in the video description) http://www.youtube.com/watch?v=ns3qamOVSf8 (It's in Japanese but it has some nifty tricks) AchedSphinx also has a bunch of combo demos on his YT http://www.youtube.com/user/AchedSphinx
  11. Safe jumps are golden for baiting out Yu's DP. Since Yu can super cancel his DP, remember to walk behind him to get that punish since he won't turn around if he cancels into a super even if you're behind him.
  12. Just hit 777 PSR with Aigis. Never touching ranked again. Why's my name red though? I didn't RQ or anything like that.
  13. Whoops. Fixed the link.
  14. http://www.youtube.com/watch?v=ns3qamOVSf8&feature=g-u-u#t=4m57s The combo itself doesn't matter as long as Aigis does a correctly timed air attack after a knockdown. As for combos enders that gives oki, in Orgia mode, always go for a Megido ender. For non-Orgia enders, ground combos should end with a sweep and air combos should end with j.2B (you won't get much advantage of j.2B though so be wary of A mashers).
  15. Kanji's BD has some kind of auto-guard property where if you attack him while he's doing it, you'll get hit while Yosuke and Teddie have counter-like BD's which, if activated, will hit you even if you're blocking (think Hakumen's counters).
  16. I just want to comment on a few things regarding the neutral game. Yosuke's kunai throws will beat out Aigis' 2B so keep in mind that Yosuke can bait and punish a 2B from Aigis while he's is the air. Additionally, his SB dash spring has projectile invincibility. As such, be extremely wary of Yosuke's meter. If he has at least 25 meter (which is not rare at all), throwing out any projectile is extremely risky.
  17. Off the top of my head: Non-orgia: - safe jump j.B* - sweep - AOA - empty jump low - throw Orgia: - instant j.B - sweep - crossup airturn j.C** - empty airturn crossup into sweep (a bit gimmicky but it's there) - safe jump j.B* into mixup - safe jump crossup j.B* into mixup - throw *safe jumps will not work against Kanji, Teddie or Yosuke. ** if spaced correctly, this can become a valid safe jump option against Kanji and Yosuke. Unsure about Teddie.
  18. GGs to Stayfree. It's nice to play a Yosuke that's not braindead.
  19. If you do go through with that, I could give you a lesson ;3
  20. Aigis combo tutorial. It's kind of basic but it's still a good resource for new Aigis players http://www.youtube.com/watch?v=ns3qamOVSf8&feature=g-u-u
  21. So I got to play Aigis mirrors for an hour today... it's a really weird match. The neutral game's kinda weird since you want to get in on your opponent and yet you also want to keep him out. It only gets weirder as you and your opponent are shifting between orgia mode and regular mode. Advantage obviously goes to whoever gets the first hit/knockdown. Overall, this is a match that has to be played methodically since Aigis is as good at keeping herself out as getting in on herself (yeah, I know that sounds weird but eh). Some points: - 2B is a great anti-air. It's kind of a general point but it's important to remember nonetheless. - Aigis' bullets disappear when she's hit. - 236A/B will beat out 2B at half screen and further. - j.214C/D should not be used as long as your opponent has bullets or meter. - Keep an eye on your bullet count. If you don't have any but your opponent does, the neutral game will become much more difficult for you. - IDK how the Aigis meta will fold out in the West but from I've played, dash cancelled j.B after a sweep on hit or block will probably be a common tactic. The reason for this is because confirming a sweep is hard as shit so it pretty much has to be done pre-emptively and sweep > j.B will let you continue your pressure anyways if the sweep is blocked. As such, a blocked sweep is probably your cue to mash dat DP. Of course, this doesn't necessarily apply to every Aigis player... I'll post more as I recall more things/play more. On another note, playing Aigis is hard work :P
  22. Aigis' worst matchup is probably against herself. I can't think of any bad matchups off the top of my head. Then again, I've only played 4 hours so far so I'm not exactly the most qualified person to talk about matchups :V
  23. Akira, I'm with JG and sinder on this one. Relius' normals, while better than Carl's, aren't anywhere as good as Ragna's. His UB is legit but our UBs are much better and doesn't require meter to set up in most cases so I wouldn't say Relius has an edge over Carl just because he has a costly version of Carl's UB. Also, Ignis' meter is relatively low so it's easy for Relius to run out of steam. While this isn't a huge problem during combos, it can be a thorn in Relius' side if he's doing blockstrings and/or is trying to follow up a UB setup. As for zoning, Relius can't exactly box out Carl with just Ignis. Carl is independent of Ada so even if Ada is hit by Ignis, Carl can still skip ahead and put himself at a dangerous range. Defensively, Relius has nothing but his CA (which is baitable) and Led Ley (which kinda sucks). I'd say Carl's much better off as not only are his options better, Relius' offense is not nearly as good as Carl's. Also... You really need to stop being so condescending in your posts. Every other Carl player here knows about Relius' tools. Just because they don't share your viewpoints doesn't mean that they lack the knowledge you have. Stop thinking that you're smarter than everyone else here.
  24. Same move prorate aka repeat proration
  25. Any WC/Midwest people wanna play a bad Carl?
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