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Claxus

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Everything posted by Claxus

  1. Thanks for the advice. I've gotten a little more used to it. Mostly just accepting I have to play more defensive than ever against him, and focus on instant blocking and waiting until he tries other methods to break my guard. Orgia backdash helps a bunch, too. I did end up mostly just DPing his teleport if not blocking, but that's kind of iffy sometimes because of the forced mode switch. With 5D and 2D, I meant more in neutral, it's just he has so many options to bypass the shield it makes it kind of pointless. So it's mostly the neutral game I struggle with, I rarely feel like I'm playing at my own pace. But I find that it's not that bad if I find a moment to go into 22A Orgia and just forget conserving, and burn meter to boost around into a good opening or bait.
  2. I play a friend who mains Minazuki... I usually play Junpei or Yu, but I've been trying to main Aigis, and I'm finding the matchup very difficult. I really struggle in neutral, since Aigis' normals are very short, and I'm used to characters with good j.Bs. I know j.C is key for her neutral, but more often than not, Minazuki's sheer range and active frames breaks my Persona at any attempt I approach. I'm not sure what to do when they teleport, either. 2B works sometimes, but the lack of head invulnerability makes it risky if I don't react precisely. Zoning doesn't exactly work against him, and I can't really tone down his offense with 5D or 2D because his range tends to just hit all the way through Athena and to me, or he just teleports or uses Tsukiyomi to break it from behind. Sometimes he'll just mash 5A when I approach and it seems nothing can beat it out. I'm just not sure how to deal with the matchup, despite how much experience I have fighting him, and usually being able to counter all his tricks, Aigis' range and Persona just seems to get completely schooled.
  3. Thanks for the advice. Yeah, I wrote that combo wrong. There was supposed to be a j.C in between the two j.Bs, which is what lifts them for the second j.B. 5AA > 2B > 5C > j.B > j.C > j.B > 236B It's basically a lesser version of the tall-character combo you mentioned, I found out later that it's character-specific so I stopped using it. I had just started using that combo with 2AB since then, or the 5AA > 2C routes if I'm close enough. I always ended the ground combo with 236A, though, but now I do see that the bunt is better if I'm not going to be using a homerun. About Trismegistus, any good setups? I know you can do some oki after 214(C/D) with 5D, but that's about it. Actually, that one's really hit or miss for me. Half the time Trismegistus spawns over me rather than the opponent. Should I just mash 5D to get the timing? Anyway, I play a lot against someone that mains Marie, so I'm having trouble even setting up my Persona with a super-jump j.D, because all her Persona attacks are huge and outprioritize most of my own except for 214(C/D) I believe. So I'm wondering if there's some more frame-advantageous ways to use Trismegistus in general, against characters that give little space to do so.
  4. I've been trying to work around Junpei's resourceless stuff. I know his best combo for netting bats is the one with 2C > shorthop > j.B > 5A, but I can't land it consistently... I've stumbled into this combo though, for 4 bats. 5AA > 2B > 5C > j.B > j.B > 236B It can get 5 runs if you add the 50 SP, too. Is it character specific? Any reason I should use other options? I'm fairly new to this iteration, and have just been trying to start out with Junpei, and I just really want to optimize his basics for when I don't have (or want to) OMB, and having something I can pull off easy enough to get to Victory Cry as I progress. The combo thread only had 3-bat and 5-bat combos, so I dunno.
  5. So how are Yosuke's SP skills in terms of use and viablity? This is what I know: 236AB - Awesome to close in, and invincible to projectiles(?). Any good combo follow ups? Maybe on counter? j.236CD - Kunai toss is safe because of dash cancelling (Any real use in combos where it's worth the 25 SP? I can only hit with some normals after it) 236CD - Tentarafoo, good to cause Confusion nearly across the map. Is Jiraiya invincible during it? j.2CD - Teleport down without having to risk a low kick. Good potential on combos it seems, but can it combo outside of fatal counter? j.236AB - It's a Moonsault Crescent Slash in place... But what's its use? Only use I can think of is using it after a normal Moonsault or two to catch some people off guard who will try to block the other direction... Yeah, never mind, no one will fall for that. Is it safe on block? Invincibility? Combos? I don't get this one...
  6. I feel the same way... I liked being able to react to AoA overheads if I was quick. I'm not sure if it's possible to block things like that online when the game goes full-speed... It felt like I could really think about my options and react to attacks. Oh well, it's generally better to have the game run with no lag.
  7. For Crescent Slash following Moonsault, you shouldn't delay it. Actually, it may be a bad habit, but after I do Moonsault, I just keep pressing A until I confirm the hit, then just do the motion for the next Moonsault, and keep it going. Still, you shouldn't delay it, you want to throw it as soon as possible so the enemy won't escape. After 236D, you want to do the Super the instant Jiraiya exhales (do the motion just before, and hit D the instant he woudl deflate). Just look for Jiraiya's cue, and it becomes really easy to time. You only have a split second even if you time it correctly, to combo into the Super. It would be easier if you use 236C, because it doesn't push the opponent very far.
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