Speaking of the Dustloop wiki, data regarding the S-Hold system seems incorrect. The S-Hold system does not allow you to perform supers at no SP Cost, contrary to what is written.
If you safe jump properly after your combos, you should easily catch people jumping. If they're blocking, 5B>sweep will always hit them if they're holding up back. If you're struggling comboing off the j.C, try to react to the counter hit indications and then confirm.
How about carmine? I was playing against a hilda today and it felt like there was very little she could do apart from block my stuff for 30 seconds after I got in (which isn't too hard with blood wheels).
Carmine's Command Grab doesn't work like a melty blood airgrab, it's just a normal command grab super. The "combo" you would've seen is actually an unblockable setup whereby Carmine cancels 236A/B into the command grab before the 236A/B hits. If they block they get grabbed, if they jump, they get hit by the wheel.
I'd like to open up some discussion regarding Aigis' options to bait or prevent the opponent's burst.
Other than OMCing a normal and Megido locking out burst, what other options does she have and which parts of her combos can be altered to be burst safe?
I've heard that j.C can be made burst safe and I've seen it work to bait a burst (whereby the first hit hit, then aigis blocked the burst without the second j.C hit coming out), but I'm not sure how since j.C isn't jump cancellable.
Are there some nice burst safe combos that sacrifice damage for the guaranteed kill when the opponent is low on life?
Practice your combos, blockstrings and movement. Aigis isn't getting nerfed so everything except Triple Megido combos will still work in the next version.
Try cancelling your normals into 6B or faking the 6B and going for a throw. You could also just jump cancel normals to keep pressure. Just make sure you don't end your blockstrings with 236D.
If you're having trouble with her wake-up teleport; after your 6D in the corner, jump and do a meaty 5B>2B. You can get a combo or pressure if she doesn't teleport. If she does, the 5B will whiff but the 2B will catch her leading to a full combo. (If you have 50 heat, you can proceed to messenga and put her back in the corner.)
A move that "high profiles" means that you won't have a low hurtbox, when using that move. Therefore, moves with very low hitboxes eg. 2B will miss.
6B doesn't have invuln, but since you can chain into it, it will frame trap the opponent
https://www.youtube.com/watch?feature=player_embedded&v=zHXKoooplq4
Hey, Aussie Kanji player here. I'd like some tips for dealing with the Yosuke match-up, specifically the match @ 7:30. That 5A>5B pressure seems really hard to deal with, as does his general mobility.