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Posts
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Homicidalrap1st
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You can do the same thing off of sweep using jA instead of jB, but you'll still get hit by yosuke DP.
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This match up sucks if you don't instant block. I basically had to learn how to instant block 5B, sweep, and droit almost on reaction to do anything.
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You can just do your normal safe jumps on Yukiko, just don't do super jump oki after megido D, you'll connect with jB too high and the block lag will mess you up.
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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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What 2B OS/whiff thing against her DP?
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I do 2AB>66[3]>jA>2A>2B>jC>236CD>214A>5B>236C>214A>236D, seems to work well on everyone, including Teddy. It just loses like 150 damage compared to the normal path.
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Hop on the Aigis skype chat if you want to talk Aigis tech.
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Dem super jumps, bro. You might wanna use the analog stick for that.
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No, not really.
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Yeah, I noticed that too. Still a good move.
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So I have a new Orgia flow chart i use. jB>jA>2A>5A>2B(1 hit)>5B The 2B is optional to throw off the timing to IB 5B. If they block until 5B, you can do 66[3]>jBjA or do sweep. You can do a cross up on 5A. Vary the timing between jB and jA to get different amounts oh hits before you land. You can also go jB straight into 2A. For sweep, you do 2AB>66[3]>j1A. This will beat most DPs on normal block, and requires precise timing on IB. Yu, Mitsuru, Naoto, Akihiko can only DP on IB. Kanji, Teddy, and Yosuke can DP this on normal sweep block. Use jB on Yukiko instead since her DP's guard point will keep you in the air for too long. For triple megido combos, there are 2 main combo paths to follow. If they get hit by jB, jA, then the combo path would be jBjA>5AA2B>jC>236CD>214A. If they get hit by 2A, then it's the same thing. If they get hit by sweep, it's 2AB>66[3]>j1A>5A>2B>jC>236CD>214A. I exclude the jB>j2B during SP megido since it makes Megido D hard to do.
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Fucking yellow beat keeps combo proration. You HAVE to try and time safe jumps to delay tech. If you're quick, double jumping as soon as you notice delay tech works.
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So you can OS kanji's super throw on wake up. Do j2B safe jump and immediately Orgia boost, punish after the super flash. If you're fast, you could react to his DP. Meaty j2B>66>jB is tight on normal block and combos. If kanji IBs the j2B to super throw, it still loses to jB. EDIT: Anyone know how to deal with delay tech, or are we stuck hovering on delay tech?
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I've been playing against an 800 PSR yukiko last night for like 20 matches. The match up kinda feels like ass. All of her normals pretty much beat ours. Trying to air to air with jC just loses a stock, Yukiko's air normals have alot of active frames and usually stuffs Athena. Yukiko's 5C is godlike antiair; it even hits behind her. At full screen, counters are your best friend. Yukiko will try to fan your counter when it's down, but you get to run in easier and possibly punish the fan. Yukiko's DP is hard to punish. I'd bait it or OS it, but I'd try to punish with sweep and she DPs again. Dash 5A or boost jC are gonna be your main punishers for her DP.
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Are you air dashing? I think the second hit only connects if you do a full jump and that's easy to block.