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[CP] News & Gameplay Discussion (Old)
AchedSphinx replied to kosmos badgirl's topic in BlazBlue Gameplay
The three new characters look cool. I was wondering how they'd add in another zoner, but that cloth thing looks interesting. I hope for some news on the murukumos as well Toan. -
Yes, think DP recovery, though I am not sure if you can OMC it.
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Seems like they'll be penultimate boss characters, thus they weren't shown yet. We already know a new Lambda exists, but perhaps ASW hasn't finalized her playstyle yet, with the advent of EX moves in the game, she could transform into a dangerous zoner. Will probably get to see them in the next location test, if it's not going to be the current one.
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I didn't bother mentioning DPs for this and other threads since everyone has them. Though I suppose I can edit them to be included.
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I'm starting the match-up threads to give a basic rundown of each character Aigis has to face. Please note this is a work in progress and I would be grateful to receive any feedback on errors I've made or things that are incorrect. This information isn't my own, I've gotten it from other sources, and part of it is my overall assessment. Matchup Ranking: The Enemy's Assessment: Overview General TipsDue to Yosuke’s incredible speed, the fight will often feel like its not in your favor, however sticking to fighting fundamentals can easily turn this fight around. One of the better means of approach for Aigis in this match-up is j.B and keeping to the air as much as possible. Close-RangeYosuke applying pressure in this position is somewhere you don’t want to be. His speed and cross-up abilities, along with unblockables, and status aliments can easily force you into making mistakes and put you at the disadvantage. Know which normals Yosuke can do and punish him for being predictable as a good deal of his normals and specials are unsafe on block. Once you’ve done so, confirm into Orgia Mode and apply pressure accordingly. Be wary of Yosuke’s DP, can jump cross over to punish if you don’t know whether he will use it or not. Medium-Range Far-Range Air-to-AirDue to Yosuke’s speed it can be a challenge to handle his air game. Aigis j.C is fairly good for hitting him, it has a huge hit box, and can catch Yosuke off guard and lead into big damage. j.A is also good for approaching and hit confirming. Air-to-GroundBe wary of Yosuke’s 2B, it has a high vertical reach, and is air unblockable, but it’s bad on recovery. Time your jumps accordingly to force the punish. Ground-to-Air Yosuke is a very fast opponent so if he’s approaching from the air you want to use 2B to slow him down and go into Orgia Mode and match his speed with your own. ReversalDodge is Yosuke's reversal. It does no damage however it changes the momentum immediately. It has a deceptive amount of active frames, if you seem him blinking gold/yellow that means its still in effect. The best way to deal with it are crossing over and doing j.B for the easy punish or wait until its over. Poking with 2/5A is a good way to make Yosuke mistake your pressure and use it. Good Tools For The Match Up [*]2B [*]j.B [*]Orgia Mode [*]j.A [*]j.C [*]5A [*]5B Things To Look Out For [*]Dash Spring [*]Mirage Slash [*]Tentarafoo [*]2B Conclusion [*]In this match up, it will mostly be at Yosuke's pace. He's fast so it will be difficult to counter attack at times, but a lot of his normals and specials are unsafe on block, and you can easily shift the momentum at that point. His health is also low, so defeating him in two good combos is possible. Watch for his unblockable and use pokes to escape and apply pressure. Fighting fundamentals will be the key to victory in this fight, as you're normally on the defensive against his speed.
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I'm starting the match-up threads to give a basic rundown of each character Aigis has to face. Please note this is a work in progress and I would be grateful to receive any feedback on errors I've made or things that are incorrect. This information isn't my own, I've gotten it from other sources, and part of it is my overall assessment. Matchup Ranking: The Enemy's Assessment: Overview General TipsChie is a high powered character with decent oki. Close-RangeYou will want to be in a favorable position in this position mainly because of Chie’s strong oki. If you’re at the advantage be sure to hit confirm into Aigis orgia mode pressure. Medium-RangeA good method to eliminate the threat of Chie’s oki is to destroy her persona with 5B or 2B. If she connects with her persona oki, be wary of the methods available to her, such as quick escape cross up, high/low, and if you feel pressured use your DP wisely. If you read her quick escape cross up, 5AA can be used as an effect counterattack. Far-RangeIf Chie has meter and is in awakening plan to see her use Agneyastra to close the distance and create her turn the match around oki. If she doesn’t have meter, you can pick her apart with projectiles until Orgia Mode is up and set the pace of the match. ReversalHigh Counter is Chie's reversal, and as the name applies it will counter your attack on the first frame. It will counter any type of attack, so don't assume throwing will beat it out, delaying your attack the moment you see her do it is a good way to deal with it. Think of it like Hakumen's counters with worse recovery. Aigis can also cross over j.B to punish it. Air-to-Ground Ground-to-Air Cornered Good Tools For The Match Up [*]2B [*]j.B [*]Orgia Mode [*]j.A [*]5A [*]5B Things To Look Out For [*]Agneyastra [*]Skull Cracker, first hit is overhead and the second hit is low [*]5D [*]2B Conclusion [*]This is a momentum based fight. Chie does a lot of damage and her oki is good. Her pressure strings can be difficult to deal with, however she lacks an effective answer to Aigis zoning, thus you can set the pace if you gain distance and the upper hand. Chie's run speed is faster than most characters, so keep an eye on her or else you will find yourself at the wrong end of a combo.
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I'm starting the match-up threads to give a basic rundown of each character Aigis has to face. Please note this is a work in progress and I would be grateful to receive any feedback on errors I've made or things that are incorrect. This information isn't my own, I've gotten it from other sources, and part of it is my overall assessment. Matchup Ranking: The Enemy's Assessment: Overview General TipsBe cautious of Akihiko’s instantaneous charges across screen with Kill Rush. His typical starting chain is 5AAA, which allow him to go into his mix-up or set up an unblockable attack. Cyclone can end in corkscrew, ducking, weaving/wobbling, boomerang hook, and closeout blow. With the different levels of cyclone level he can augment his combos into high-damage combos. Close-RangeYou want to escape as much as possible if Akihiko is in on you and you’re at the disadvantage. He can easily turn matches into his favor with his incredible momentum. Watch out for Akihiko’s Kill Rush, the only way for him to net damage if he does it is a low so be wary of it. He can also use his AoA for overhead. You can escape his pressure with quick escape, use wisely, or with Aigis DP. Medium-RangeUse Aigis 2B to keep Akihiko honest with j.C and j.D. He will be wary of jumping in because of it as long as you have bullets. If he has meter, he can Kill Rush from a fullscreen distance, however he is open if he guesses wrong, which is why most Akihikos will be cautious in using it. If he slips through 2B and does Kill Rush, watch his cyclone level, he can sneak in an unblockable attack to put the momentum in his favor, or one of the many options listed in the general tips. Far-Range2B, the universal Aigis keepaway is good to prevent Akihikos from making stupid mistakes. This is particularly important to recharge Orgia Mode if it’s lost and prepare for a counter attack. However, watch out for Kill Rush SB, it can reach a long ways and catch a 2B in recovery it he spaces it right. Air-to-AirAigis j.C is good to defeat Akihikos air game, in most cases you will win the exchange. As always be cautious when using it and have a back up plan. Air-to-GroundAvoid Akihiko’s 2B, it is Air Unblockable and can lead into big damage. It also has long vertical reach so timing your jump will put you at a greater advantage to punish it. Ground-to-AirIf Akihiko is in the air, 2B anti-air is a good means to keep him away. Akihiko’s j.C has long reach and is an overhead so be cautious of it. CorneredBasically a position you don’t want to be in against Akihiko. He gets the majority of his damage her, especially off fatal counters, so refrain from using bad pokes and falling for frame traps. Remember, Akihiko only has two overheads, j.C and All out Attack, both are fairly slow and easy to read so do your best to recognize when it is safe to escape and go on the offensive. Due to Akihiko’s short reaching normals, Quick Escape can be quite useful to escape from pressure, and if you have no other methods to escape Aigis Dp is always viable. ReversalDouble Uppercut is Akihiko's DP, it is air unblockable on the first hit, and can lead to good damage if he has Cyclone Level. It hits fairly high as well but you can jump over it before start up to punish and avoid it. Pokes can make him mistake your pressure and you can easily punish it on block. Good Tools For The Match Up [*]2B [*]j.C [*]Orgia Mode [*]5A [*]5B Things To Look Out For [*]Kill Rush [*]Cyclone Level [*]2B [*]j.C [*]Unblockables Conclusion [*]Akihiko is a fight that will feel similar to facing a Kanji. It will be slow paced because any mistake can lead into big damage for Akihiko, especially if he gets a counter hit. Be cautious and zone to return the pace to your favor, watch for his SB Kill Rush, as it covers a lot of ground, and once the momentum shifts into your favor pressure him in Orgia Mode. It will be a slow fight but the favor can easily change depending on who sets the pace.
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I'm starting the match-up threads to give a basic rundown of each character Aigis has to face. Please note this is a work in progress and I would be grateful to receive any feedback on errors I've made or things that are incorrect. This information isn't my own, I've gotten it from other sources, and part of it is my overall assessment. Matchup Ranking: The Enemy's Assessment: Overview General Tips Teddie is an unusual fight mostly because of the various items he can employ in battle. Knowing which one he’s using and is coming up will give prove useful. Each item’s position in the row is fixed and is carried over into the next round. MF-06 Brahman: A green action figure that transforms into a rocket. After a short amount of time, it will launch into the air and fly diagonally in the air in the same direction as the opponent. Once it launches, it will fly straight until it leaves the screen. Dr. Salt NEO: A can of soda. Gives whoever picks it up 20 SP. Good for extra meter or as a lure to bait an opponent into a risky situation. Dry Ice: A small chunk of dry ice lands on the ground and freezes on hit. It's a nice item to use while high in the air as the opponent is more likely to run into it since they can't see where it landed. Stays out for a while so Teddie can also force the opponent into it. It is also a good combo tool. Smart Bomb: A bomb attached to a parachute will float slowly and then explode after a set amount of time. Air unblockable. It's hitbox hits mostly above it, so it's mostly a tool for controlling space in the air. You can also set up an unblockable by throwing it in the corner and ending a combo with Bearscrew A so the opponent is forced to tech into it. It can also be used to extend combos in the corner. Oil Drum: An oil drum. Thrown into the air and then rolls across the ground at about the same speed as Teddie's walking speed. Extremely active and stays out for a long time. If it hits the opponent in the air, they will continually bounce off the barrel until it goes away. This is a great tool for cross up setups, harassment strategies, and controlling space on the ground. Guaranteed once thrown out (even if Teddie's hit). Generally called a barrel, even though it's not a barrel. Vanish Ball: A yellow bomb explodes and creates a smoke cloud which stays out for a while. Good for hiding mix ups. However, you also can't tell what the opponent is doing. Has no active hitbox. Firecracker: A firecracker shoots up and down across the screen. Very fast and travels pretty far. Good for catching opponents who aren't paying attention. Ball Lightning: A small mine lands on the ground. It'll shoot lighting after a set amount of time. The lightning inflicts Shock on hit. Muscle Drink: Muscle Drink. Restores 1000 HP, but inflicts Rage status. You can pick this up as a risky way to gain HP or push the opponent into it to set up unblockables. Pinwheel: Pinwheel flies across the screen in a sideways 8 motion. Good for covering space. Heavy Armor Agni: A red robot that turns into a rocket and launches. Flies towards the opponent. Will bounce off the wall once and fly back towards the opponent. Mystery Food X: A plate of was supposed to be curry but somehow ended up as something else. Will poison whoever picks it up. Amagiya Buckets:A rain of buckets on fire. Drums will sound before the buckets come down. Guaranteed once thrown, even if Teddie is hit. Generally called meteors because of their resemblance to Faust's (from Guilty Gear) meteors. Confuses on hit and is easily Teddie's best item. Close-RangeTeddie’s most common pressure tool and poke is 2A, which has a 6F start-up. His 5A has good active frames and hit box, though it’s slower than Aigis 5A poke, which she can use for counterattacks if needed. Be cautious of his 2A because it’s hit box can be tricky. Medium-RangeTeddie’s 5B gives him superiority in this position because Aigis normals cannot get within it’s range. Be cautious of it and time Aigis counter D to gain the momentum. Don’t allow yourself to be counter hit. Far-RangeAt a distance, Teddie will use his items to create him own projectiles so that he can get within medium range and punish with 5B. Aigis 2B is great for this, it can punish him and also remove persona stock, allowing you to jump into Orgia Mode and go on the offensive. Be wary of Teddievision, which can reach fullscreen away and allows him to teleport near you. Air-to-AirAigis j.C and j.A is good to catch a Teddie using items recklessly and lead into big damage combos. Air-to-Groundj.B is good to use for air-to-ground, however watch out for his 2B, it has a lot of vertical range, and is air unblockable. Time your air-options to avoid it and punish it on recovery. Ground-to-AirIf Teddie is in the air, expect him to be throwing items to catch you off guard and lead into combos. 2B is a good anti-air for this and Aigis can also j.A in the gaps of items he decides to use. ReversalTeddie Decoy is Teddie's DP. Teddie taunts his opponent. If he's hit, he explodes, bounces around the screen, and then lands far away from the opponent. Rages the opponent on activation. Projectiles will also trigger the attack though it will not rage the opponent if they are too far away. Not active from frame 1, but generally fast and very annoying to deal with. Good Tools For The Match Up [*]2B [*]j.B [*]Orgia Mode [*]j.A [*]5A [*]5B Things To Look Out For [*]5B [*]Items [*]2B [*]Teddie Vision Conclusion [*]A tricky fight that can easily shift into Teddie's pace. You want to keep it at your own pace if you want to defeat him. His items will make predicting things difficult, however they have a set order, to keep an eye on his persona, and if possible break it and apply pressure. Don't let Teddie get the momentum and the fight becomes favorable for Aigis.
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I'm starting the match-up threads to give a basic rundown of each character Aigis has to face. Please note this is a work in progress and I would be grateful to receive any feedback on errors I've made or things that are incorrect. This information isn't my own, I've gotten it from other sources, and part of it is my overall assessment. Matchup Ranking: The Enemy's Assessment: Overview General TipsYu is a very oki centered character. His 5B has good range. He also has a good anti-air in 2B and can also do raging lion on response to punish bad persona usage. He can also use a projectile. If Yu does Raging Lion TK overhead, you can counter attack with 5A and pressure him. Close-rangeAigis 5A is a good method to counter attack a Yu that does Raging lion overhead. Medium-rangeWatch for his 5B because it’s range, and you can also use 2B to prevent dash ins or bad persona usage. Far RangeUse 2B to halt his air approaches. Or you can use 236A to keep him at bay until Orgia Mode activates again. ReversalBig Gamble is Yu's DP. It is AUB on first hit, so jumping over him on wake-up can be effective. It has a high vertical hit box and can be baited with quick pokes like 5/2A. Be cautious of it because off a successful counter he can follow up with his super and turn the round around. If you block it, you have a considerable amount of time to punish. Surface-to-air Air-to-ground In corner Good Tools For The Match Up [*]2B [*]Orgia Mode [*]j.A [*]5A [*]5B Things To Look Out For [*]Raging Lion [*]Persona Oki [*]5B [*]2B Conclusion [*]Yu is similar to Shadow Labrys because how effective they are with their persona. Breaking his persona is a good way to bring the match-up in your favor. If caught in his oki, countering with 2B in gaps is a good way to put him on the defense, and give you the victory.
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I'm starting the match-up threads to give a basic rundown of each character Aigis has to face. Please note this is a work in progress and I would be grateful to receive any feedback on errors I've made or things that are incorrect. This information isn't my own, I've gotten it from other sources, and part of it is my overall assessment. Matchup Ranking: The Enemy's Assessment: Overview General TipsNaoto is a ranged/zoner type so be cautious when approaching and watch out for the traps that she leaves in her wake. You can use 2A pokes to remove them or jump block over them. Due to Naoto’s short health pool, defeating her before awakening occurs is preferred. If Naoto is on the ground and has at least 25 SP, be wary of wake up Aim SB, it will cross over if you’re close enough and lead to easy damage. Close-RangeThis is where Aigis wants to be, applying pressure in Orgia Mode and using her brand of mix-up. Be wary of Naoto’s DP, it is counter-type. Note that each successful DP she does takes off 2-3 Fate gauge if she follows up successfully. Medium-RangeWatch for Naoto’s traps as you’re approaching and use 2B to gain ground as well as Aigis D counters. Far-RangeAigis 5D can be used to counter Naoto’s attacks, giving you time to switch into Orgia mode. Naoto’s ranged game is better than Aigis, thus 2B is only advised if Naoto is approaching from the air, however it can be used to punish bad persona usage, as well as Aigis gatling gun. If you manage to get a knockdown, the momentum shifts into your favor and you can pressure Naoto with Orgia Mode mix-up. ReversalShield of Justice is Naoto's DP. Naoto makes a barrier that counters the opponents attacks and projectiles. Much like Chie's, it is also a counter, and worse if it hits Naoto reduces the amount of Fate Gauge by 2 or 3 points. Jumping in is a good way to notice it happening, or cross over j.B. It can counter throws, lows, overheads, etc so don't auto-pilot your pressure. Air-to-GroundNaoto doesn’t have a strong answer to Aigis while she’s jumping in, thus taking advantage of that can shift the flow of the match into your favor. It is also possible to punish her DP by jumping around and following up with j.B or any normal you choose. Ground-to-Air Cornered Good Tools For The Match Up [*]2B [*]j.B [*]Orgia Mode [*]j.C [*]5A [*]2A Things To Look Out For [*]Snipe, hits up to 5 times [*]Hair-Trigger Megido [*]Persona attacks Conclusion [*]Naoto can dictate the pace of the match with her zoning, however once Aigis is in, it'll be difficult for her to find an answer. Naoto's 2B is air unblockable, but the vertical hitbox isn't as great as other characters, and Aigis can take great advantage of that. Watch out for traps and keep an eye on the Fate guage and you should have a decisive victory.
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I'm starting the match-up threads to give a basic rundown of each character Aigis has to face. Please note this is a work in progress and I would be grateful to receive any feedback on errors I've made or things that are incorrect. This information isn't my own, I've gotten it from other sources, and part of it is my overall assessment. Matchup Ranking: The Enemy's Assessment: Overview General TipsShadow Labrys has a persona, Asterios, that is always on the screen to keep its position in mind relative to hers. Her oki is strong because of it. The main objective in the match up is to break the persona if possible and go on the offensive via Orgia Mode. Don’t use a lot of ammo, they’re projectile based and Shadow Labrys can used 5D to absorb the projectiles without allowing harm to herself. Like Labrys her j.B is very good and can be used as a cross-up. Close-RangeIf you’re at this distance against Shadow Labrys, pressure her as you would Labrys. Her best means to escape pressure is her DP, which is the same as Labrys, and can be easily read because of it has super armor. If Shadow Labrys is on the offensive, block where she is and not where Asterio is. Expect her to use Guillotine axe for an overhead and quick escape to cross up. Buffalo Hammer may look like a high, but it hits low, and she will do it as a means of deception. Medium-RangeShadow Labrys is strong at this range. Her 2C is deceptive, having a longer horizontal hitbox , and can be used as an anti-air. Watch out for Flame of Hades as well, it shoots a laser where the beam hits the ground and can catch you off guard. 5B and 5C are good ways to stagger pressure and potentially break persona stocks. Be cautious of Massive Slaughter, which allows Asterios to disappear underground and grab you, jumping is a good way to avoid it, and pressuring Shadow Labrys. Far-RangeDue to the length of Asterio 2C it can be used to prevent potential jump ins from this range. Shadow Labrys 8C can also be used to attack you at this range because it tracks the opponent and Asterios performs his attack. Shadow Labrys can use it while jumping, however Aigis can use 2B, but use it cautiously. Air-to-AirShadow Labrys is as good as Labrys when it comes to her air-to-air game because of j.B and it’s huge horizontal and vertical hitbox. And she can also use 2C to prevent jump-ins. Air-to-GroundIn the air, it’s tough for Aigis to get in with j.B same with Labrys because of how good her 2B is. As with Labrys, time your jumps so that you can hop over and punish the 2B. Ground-to-AirPay attention to Asterios here because Shadow Labrys has the potential to use 8C to punish you in your attempt to 2B. If she does 8C and you read it, punish her by breaking it and going on the offensive with Orgia Mode. Reversal5th Gen Axe Slash is Shadow Labrys DP, it is the same as Labrys, and is fairly easy to bait and punish. It has super armor on start-up, meaning if you attack while it's coming out it will only delay the DP from attacking, which gives you plenty of time to block and punish. It's vertical hit box isn't that high nearest Shadow Labrys, giving you the potential for easier cross overs, which you can punish. On block it is very easy to punish. Good Tools For The Match Up [*]2B [*]Orgia Mode [*]j.A [*]5B Things To Look Out For [*]Asterios [*]8C [*]j.B [*]2B [*]2C [*]Buffalo Hammer [*]Guillotine Axe Conclusion [*]Like Labrys this is a tricky match up, made more difficult due to the presence of Asterios. It can absorb projectiles, making your own zoning game worse than against other characters, and to succeed you need to keep your eye on Asterios or you will eat an 8C or 4C/D. Winning revolves around breaking her persona and keeping her pressured. Her health is much lower than Labrys and her DP is easy to read. Keep the pressure up and the round can end in two good combos and keep an eye on your own ammo reserve.
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I'm starting the match-up threads to give a basic rundown of each character Aigis has to face. Please note this is a work in progress and I would be grateful to receive any feedback on errors I've made or things that are incorrect. This information isn't my own, I've gotten it from other sources, and part of it is my overall assessment. Matchup Ranking: The Enemy's Assessment: Overview General TipsLabrys is a very dangerous opponent to face because of the amount of damage she can do. Keep an eye on her axe color, red is the most dangerous and leads to great damage. If caught in a red axe combo, the best option is to burst smartly to avoid it from turning the tables. Watch out for Labrys j.B it is very good and has exceptional horizontal and vertical distance, giving it a 360 degree hitbox and can also be used to cross-up. It is the move you will see Labrys do over others when approaching. Labrys Guillotine axe second hit is an overhead to be cautious and when she uses her chain knuckle to bring herself in, she can follow-up with j.B as another overhead. Close-RangeLabrys will typically go for 5A to stagger her pressure, however the poke is slower than Aigis 5A, thus you can punish her with it to escape it. She will go for mix-up so watch out for lows and Guillotine axe which can lead to big damage. Try to limit Labrys pressure as well, the longer she on the offensive the higher level her axe will become. Medium-RangeExpect Labrys to use chain knuckle to get in and follow up with her j.B. To keep her cautious, Aigis can use 5D and 5C can be used to punish the dash in. Far-RangeUse 2B to harass Labrys and use that to go into Orgia Mode and onto the offensive. Be careful of Labrys chain knuckle SB, it makes her invisible and allows her to close the distance with a follow-up j.B. Air-to-AirLabrys j.B is really good and what she will use for air-to-air battles. The start-up is slower than Aigis j.B and can catch Labrys in the start-up of her j.B which you can punish. Air-to-GroundLabrys 2B is very effective at preventing jump-ins that Aigis can do. Time jumps to avoid it and go for the punish. Ground-to-AirAigis 2B is great for picking off Labrys jump ins and allowing Aigis to go into Orgia Mode and onto the offensive. If Labrys is too close on jump-in, she can hit with her j.B. Reversal5th Gen Axe Slash is Labrys DP, it's the same as Shadow Labrys, and is easy to bait and punish because it has super armor from frame one. Good Tools For The Match Up [*]2B [*]Orgia Mode [*]j.A [*]5A [*]5B Things To Look Out For [*]Guillotine Axe [*]j.B [*]Chain Knuckle [*]2B Conclusion [*]This fight is a tricky one, mainly because of the range of Labrys normals, especially her j.B. To offset this, her normals are quite slow compared to Aigis, thus you can often counter her pressure and go into the advantage. Aigis also has superior ranged abilities, allowing her to dictate the pace. Slow and steady until Orgia mode, in which case you end the round in two or three combos.
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I'm starting the match-up threads to give a basic rundown of each character Aigis has to face. Please note this is a work in progress and I would be grateful to receive any feedback on errors I've made or things that are incorrect. This information isn't my own, I've gotten it from other sources, and part of it is my overall assessment. The Enemy's Assessment: Overview Matchup Ranking:10-0 General Strategy Good Tools For The Match Up Things To Look Out For Conclusion Will Update With Feedback
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I'm starting the match-up threads to give a basic rundown of each character Aigis has to face. Please note this is a work in progress and I would be grateful to receive any feedback on errors I've made or things that are incorrect. This information isn't my own, I've gotten it from other sources, and part of it is my overall assessment. Matchup Ranking: The Enemy's Assessment: Overview General TipsFor this fight, aiming to break Kanji’s persona is a good way to reduce his offensive options, and can be done easily with Aigis projectiles or pressure. Be wary of his DP, it has guard point, and can be cumbersome to deal with. If you jump in on Kanji after crushing his 5C, jumping in with j.C is a good way to punish him, and with the right spacing can avoid his 2B anti-air. Close-RangeWhen in close range you want to be the one at the advantage and not the other way around. Be cautious of his command grabs because they have invincibility frames and his DP is guard point. Kanji also has a command grab for predictable jump types, avoid it as much as possible. If you are paralyzed by one of his attack, Quick Escape is a good method to escape his pressure, timing it is crucial. Medium-RangeKanji’s 5C has great range so it is a normal that you must be cautious of. He can also feint the attack if he holds it down long enough. Use Aigis projectiles to break and punish it if possible. Kanji also has D moves he can use to summon lightning at specific points on the field, if hit, it will cause paralysis so keep your guard up at all times. If he press the D more times he can do it up to three times, be sure to count. Far-Range2B is a good means to handle the ranged game until Orgia mode is up, or when you’re setting up pressure. 2B can also break bad persona usage on Kanji’s part. Be wary of his full screen lightning strikes as they can inflict paralysis. ReversalWhat a Pain is Kanji's DP. It has guard point on frame one, meaning it can beat out other DPs, and it has a wide hit box making it tough to avoid. It paralyzes on hit. It might be possible to cross over if Aigis has enough height. Poking with 2/5A can make him mistake your pressure and you can punish accordingly. Ground-to-AirUse 2B to prevent jumpins and break person stock. You can follow up with j.C for the punish or the Aigis staple j.A. Air-to-Ground CorneredKanji is quite favorable in this position because of his yomi. His options are command throw, air command throw, and his long range normals. Be patient and you’ll find a proper opportunity to punish whatever he decides to throw out. Guarding and finding a means to quick escape is one of the best ways of escaping the pressure. Aigis super shield will lose to Kanji’s DP, which he can do on response to your super. Good Tools For The Match Up [*]2B [*]j.C [*]Orgia Mode [*]j.A [*]5A [*]5B Things To Look Out For [*]5C [*]Command Grabs [*]Air Command Grab [*]5D, lightning strikes Conclusion [*]This fight will be slower pace than most. Kanji has a lot of health to it will take some time to widdle it down. His command grabs are dangerous up close and have some invincibility so he can easily find gaps in your pressure to throw one out. If you pressure him well, the fight can easily shift into your favor, and Aigis also has range to her advantage. Take advantage of Kanji's slow pace to make it an easy win.
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I'm starting the match-up threads to give a basic rundown of each character Aigis has to face. Please note this is a work in progress and I would be grateful to receive any feedback on errors I've made or things that are incorrect. This information isn't my own, I've gotten it from other sources, and part of it is my overall assessment. Matchup Ranking: The Enemy's Assessment: Overview General tipsDue to Mitsuru’s good range normals and Coup Droit, along with her persona attacks, going into Orgia Mode can be difficult. Aigis can punish a low altitude j.B by dashing and doing 5a. Distance yourself in the air, her j.A can defeat jump ins, and be cautious of her j.C. Watch out for her 2B as well when jumping in. You cannot punish Coup Droit B or SB, perhaps with IB it becomes possible. Close RangeMitsuru’s typically use Coup Droit to close the distance followed by 5AA. Aigis can use 2A in between the 5A and 5AA to escape pressure. Medium RangeMitsuru’s 5A is very good. To safely mode change into Orgia mode, do so after 5B, 5C, or 2A+B (sweep). Can backdash to distance self when Mitsuru does Coup Droit A. If you block her 5A and plan to punish with 5D, instead go for j.C. Far RangeBe wary of Mitsuru’s long range persona attacks. You don’t want to get hit by Marin Karin, as Aigis is very SP dependant for her stronger combos. Be cautious of using 2B, as Mitsuru can Coup Droit B it on block and close the distance immediately. She can also do Coup Droit SB, so be wary using 2B. Air-to-AirBe careful of Mitsuru’s j.A, can use j.2D to counter, but be wary of using it because of persona breaks. Ground-to-AirIf Mitsuru is in the air, 2B is one of the best options to use, mainly because it allows easy change mode. If Mitsuru is running away, you can do j.A into Megido to set up a combo. Air-to-GroundAigis j.B is her go to move for air to ground. Throwing it out isn’t something you should auto-pilot however. When done, make sure you’re at the highest point as possible to avoid Mitsuru’s anti-air 2B. If CorneredIf Mitsuru has you pinned in the corner, don’t bother DPing, low-guard until a throw or All-out-attack occurs, and use that as a means of escape. For 5AA > Coup Droit B, the safest way to escape would be Quick Escape to remove yourself out the corner. Can do 2A to counter Mitsuru’s sweep feint. ReversalGetsu-ei is Mitsuru's DP. It has a huge vertical and horizonal hitbox, making it difficult or impossible to cross over her to punish it. The DP moves her toward you and she jumps a bit off the ground. It is punishable on block. Best ways to bait it out are simple pokes. Good Tools For The Match Up [*]2B [*]Orgia Mode [*]j.C [*]5A [*]5B Things To Look Out For [*]Coup Droit B [*]Her Normals [*]Her Persona long range normals [*]j.B, aka instant overhead Conclusion [*]Tough fight. You won't be able to dictate the pace as much as you'd like and her normals have far greater range than Aigis. Be careful when you're counter attacking and be mindful of Coup Droit. Once on the offense, don't let up, her DP is good but you can safely bait with 2A and gain big damage. This is probably Aigis' worse match-up, fighting fundamentals will be greatly needed to win.
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I'm starting the match-up threads to give a basic rundown of each character Aigis has to face. Please note this is a work in progress and I would be grateful to receive any feedback on errors I've made or things that are incorrect. This information isn't my own, I've gotten it from other sources, and part of it is my overall assessment. Matchup Ranking: The Enemy's Assessment: Overview General TipsBecause Yukiko can’t do much without her persona, aim to break it to gain a sure advantage in the fight. Useful tools through the fight will be 2B and staggered 5Bs to bait Yukiko’s persona usage. Close RangeClose Range -- Pressure Yukiko as best you can. Her fastest frame start-up is 2A, 7F start-up, thus using Aigis 5A, 5F start-up, is a good means to apply pressure with staggered mix-up and allowing you to easily go into Orgia mode. Be wary of her DP, it’s projectile immune and can bypass 5B or 2B. Medium RangeMid-range is a rough spot to be against Yukiko because of how good her zoning is. There are several methods to bypass her pressure, such as using Quick Escape to catch her in recovery frames and put you where you’re at the advantage. In this situation, 2B can be your friend and making Yukiko wary because she does not want to lose any persona stocks. If she is hit or blocks 2B, go into Orgia Mode and apply the necessary pressure. 2B is a good means to break her 5C and gain you the advantage. Far RangeIf you are full screen length away, the basic strategy for this is to hold your ground until an opportunity presents itself. Yukiko is favored in the position, however Aigis isn’t helpless. Your job in this situation is to break Yukiko’s persona by any means possible. Watch out for her 5D, 2D, and j.C, and when the persona is in recovery, break it and go into Orgia Mode. If your Orgia Mode is low or overheated, it’s a good means to delay and stall until you can go into it again. Her 2D is an overhead, so be cautious of it, and break it upon recovery. Air-to-AirAigis j.A is a good way to approach in an air-to-air situation. Be wary of Yukiko’s j.D. Air-to-GroundAigis j.B is great for surface to air attacks, mainly because Yukiko’s 2B isn’t air unblockable. Use this as a means of approach if she’s on the ground and punish any gaps. Yukiko’s 2B is a projectile so she can knock you out of your pressure if she guesses correctly. Surface-to-airIf you’re on the ground while Yukiko is in the air, her best means of attack is j.B. Most Yukiko will be cautious of using their persona for fear of it breaking, so block her j.B and gradually pressure her. 2B is also great to use as well. When in the cornerIf cornered by Yukiko, think of it as if you’re at far range. Block her pressure and when there’s an opening, break the persona and begin your own pressure. ReveersalDia is Yukiko's DP. It has a high vertical hit box and is invincible to projectiles. It also heals Yukiko while it's active, however the horizontal hit box is small, meaning a long range normal, such as Aigis sweep, can beat it out. Crossing over it can be done if you're quick enough, though any later and the high hit box will hit you. Poke at her with quick normals and bait it out, punishing it should be easy. Good Tools For The Match Up [*]2B [*]j.B [*]Orgia Mode [*]j.A [*]5A [*]5B [*]Gatling Blast Things To Look Out For [*]Maragidyne [*]Fire Break [*]2D [*]Agi Conclusion [*]This match up is more about breaking Yukiko's persona to give you the upper hand. A lot of her blockstrings can be predictable, so breaking persona cards should be easy. Aigis also has a lot of projectile based abilties and you'll find yourself using 2B or Gatling Blast to pick off bad persona usage. Yukiko's health is also mediocre compared to the rest of the cast, so take advantage of it early.
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I'm starting the match-up threads to give a basic rundown of each character Aigis has to face. Please note this is a work in progress and I would be grateful to receive any feedback on errors I've made or things that are incorrect. This information isn't my own, I've gotten it from other sources, and part of it is my overall assessment. Matchup Ranking: The Enemy's Assessment: Overview General TipsElizabeth’s 2C has guard point so be wary of that. Her 5D is a throw, which she can do fullscreen to set-up her combos. Use 5B and 5C as tools of approach to break her persona and easily close the distance on her. Close RangeIf not in Orgia mode, use 5B for pressure and immediately go into Orgia mode to keep the pressure. Elizabeth is superior at range, so do your best to keep her close, however watch out for Elizabeth’s 2B and DP. Medium RangeIt’s easy to misjudge Elizabeth’s 5C, thus it is something to be wary of when not in close range. Her 5C is normally used in blockstrings, so be careful of punishing wrong or you can get caught in the follow-ups: 2C and 5D (the command grab), however it does have a huge recovery time and thus can be persona broken. For the 5C > 5D follow-up, jump is a good way to escape the pressure and get in. Also, be wary of Elizabeth’s Zio, approach her cautiously until you reach close range, and note she can either go high or low with it, and the recovery is long. Far RangeYou will have to be cautiously mostly by Elizabeth’s Zio, since it can reach the fullscreen away, so your approach can’t be without a blocking defense. Can also use j.236A/B to catch her while she’s caught in Zio recovery or start up. Aigis’s 236A/B is also a good means to pick off persona stocks, but use it wisely, as Zio can catch you out out of start-up. Air-to-AirAigis is superior in air-to-air battles with Elizabeth. Use j.A as the best means of approach in the air and hit confirm into orgia mode change combos. Ground-to-Air2B is the best means for this. It beats out Elizabeth’s Garu and also kills a persona stock. In this situation, Aigis will win. After 2B connects or is blocked, go into Orgia Mode and pressure her. Elizabeth’s j.B isn’t that good for air-to-ground, thus this is a situation she won’t like to be in against Aigis. Air-to-GroundFor air to ground, Elizabeth’s 2B is something to be cautious of, thus timing when to use your j.B will be the best means of counter attack. If in Orgia mode, can cross up, or can hover or double jump to avoid the punish. If In CornerElizabeth’s options if she has you cornered are Thanatos throw and AoA. Both are dangerous and can lead to getting feared or suffering various other status effects. You don’t want to be at the receiving end of her yomi. Your best bet of escape is persona breaking Thanatos during his recovery and punish Elizabeth for it. ReversalShuffle Time is Elizabeth's DP. It's a forward moving grab that is techable, if it lands she will place a status aliment on you depending on her SP. It's easy to avoid, either tech it, jump in, or cross over. Aigis Orgia Mode keeps her off the ground, which allows her to avoid it entirely that way. Pokes to bait it don't work that well since she moves forward, instead jump cancelable moves in air normals are good ways to avoid it. Good Tools For The Match Up [*]2B [*]j.B [*]Orgia Mode [*]j.A [*]5A [*]5B Things To Look Out For [*]Ghastly Wail [*]Ziodyne [*]5D [*]2B Conclusion [*]A fairly straightforward match that allows Aigis to dictate the pace. If you don't get caught making too many mistakes you can overwhelm Elizabeth because of her horrible health pool. Two combos can decide the match against her so make them count.
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I'm just saying Aigis will have a tougher time than most of her match-ups against Mitsuru. Even for Aigis is basically saying it's just a worst match-up than she should expect. edit: I will have the match-up threads up with the info I collected soon. Some match-ups don't have info which is to be expected. I don't have match-up favors.
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I think you're doing a great job. Any ETA on the frame data (i.e damage, start up, etc)?
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I wonder where you got your source.
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Working on a character match-up guide for Aigis. At the moment Mitsuru seems to be the roughest since you can't Orgia Mode that easily. Looks like that one will be fun. Shall keep you guys posted!
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http://www.dustloop.com/guides/p4arena/hitbox/Aigis/CD.html Well, this is ground throw. I don't really remember how her throws are supposed to look haha.
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http://www.dustloop.com/guides/p4arena/hitbox/Aigis/j.CD.html The hit box on Aigis' air throw looks quite large.
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If he's trying to learn Mitsuru, yes. If not, not sure why he posted and we replied to it.