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Everything posted by Drake Aldan
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More complicated combos (re: damage) fall apart online, as does playing with any sort of subtlety or finesse... BDC Mappa is pretty easy to spam, though. BDC Mappa seems to solve a few problems that Dandy Step has, since you can adjust the invul period by lengthening the backdash if you need to. And it's not so hard to execute. (And you're not forced to come back in or spend meter on YRC if you don't want to...) Anyhoo. http://youtu.be/zVRkvupWu8Q Someone explain this to me... Does 2D (or El's 5H) have some property that's not listed on the wiki?
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okey, so, here's a big writeup of what I know now (day 2 Slayer), for a fellow player here. of course, I put this out in the open so others can come look, and maybe benefit (or tell me what I'm doing wrong). since I'm describing how I play (online and easy modo only) it might seem kinda off. feel free to step in and comment, but don't expect me to improve my combos... or practice :P righto, then- --- 5K > 236K is what you'll be spamming all day. Slayer's foot has a better hitbox than you'd think, so just stick it out. Stick it out at round start as part of your dice roll; stick it out when the other guy runs at you. Think of it like Ryu's low forward into Hadoken, you move back and forth and you land 5K > 236K. Dealing with how the other guy deals with this is playing the rest of the game, right? 5K > 236K has a small gap in it; you can use 236P if you're worried about that. 2K works in much the same way (2K > 236K has a gap, 2K > 236P has no gap). 5H and 6H give enough blockstun that you can do 236K without a gap but we'll talk about that... some other time! When you have 50 meter and you see this land (should be easy enough to confirm), go for 5K > 236K > RC (early as possible) > 214KK > 5K > jK > jump cancel > jK > jD. Nice and easy, no fancy stuff. If you get this blocked this puts you slightly negative (-2) so what we're gonna do is... flowchart! Step one is BDC Mappa (backdash jump cancel Mappa). Or, 44 2369K (8K for me 'cause I'm on a Hitbox, and you can do P, too). It looks like this: http://youtu.be/YhJiHtJa_RU So, what's happening here, is that you backdash, which gives you invulnerability for a short while. Then, you input a special, then you cancel the backdash into a jump, and finally cancel the jump into the special. What this ends up doing, is that since you're - when you're blocked, the other person is going to want to press buttons. So, you phase backwards to dodge whatever they put out, and then lunge back in to punish their whiff. The backdash can be short or long depending on how fast your fingers are. Remember that a sharp quick 44 2369P may have to do if your BDC K Mappa is not fast enough for the whiff punish. (Short aside: BDC is important to know because it's one of your few "reversals/DPs". You should learn BDC Mappa (44 2369P/K) and also BDC Bloodsucking Universe (6321447H) and even BDC Dandy Step (44 214P/K). I don't know how important BDC Undertow (63214469P) would be...) Now if you're doing it right after the first 5K > 236K you can just spam BDC Mappa over and over again and the other guy will get wrecked if they're pressing the wrong button. If they stick out a move long enough or active enough to catch you backdashing, well, that move will probably be slower, so you can probably interrupt instead with 2K or 5K instead of backdashing and CH them. 2K and 5K are both + on block so you can just stick it out, and if it counters, link into another 2K/5K > 236K, and if they block it, you can press 5K again. (I'll cover blockstrings/mixups... in another post! Because I have to study them! Because I don't have mixups ._.) If they mash 2P, you can Blitz Shield them. Since it's so early in the game's lifespan you are probably not going to get re-Blitz Shielded... It's a free 214KK or 5H > 236K for you. So that's your diceroll. Spam Mappa (BDC Mappa or 5K > Mappa), then, 5K, or BDC Mappa, or Blitz Shield. When you land Mappa on hit you gain a few more options than the above. You can BDC Bloodsucking Universe (works because you're closer), or you can mash on cS (5 frames!) And of course you can RC into more damage. --- Alright, so, when you do that RC combo that ends in jD, you get a nice hard knockdown, we're gonna do stuff with that. Once you land, 214PS (you want it to whiff). Then: - press S again for "It's Late" (overhead) - do 2K (low) - 66 dash through and mash on cS (crossup) - walk up and throw them or 63214H bite (or BDC bite if you want!) It's Late has throw invincibility on startup so what we're assuming is that we whiff 214PS in their face, and if they try to wakeup throw we pop them with a counterhit. Should look something like this: http://youtu.be/hqBD3zc-VIw I just go for the easy 5K > jK > jump cancel > jK > jD again. It's still a lot of damage... But you can start with 5H, or even go into that jSHD j2K stuff if you're an offline type... anyway, once you've hit them with counterhit It's Late for a while they'll stop pressing buttons (what we hope, anyway) and you can start doing whatever you want regarding mixups. You might have to adjust your 214P timing but that's pretty much the gist of it. Oh, but watch out for DPs, and watch out when they have 50 tension for an overdrive... Whiffing 214PS might get you hit. --- so... what else? Hum. Anti-airs - 6P, 2S, 236236H... 6P has upper body invincibility for 23 frames- though you don't really get anything for hitting it unless you're in the corner (214PK into the regular). 2S doesn't have any invincibility but it does hit fairly high up, so it can help you chase down opponents sometimes... 2S > jK > jump cancel > jK > jD is fine. 236236H is an overdrive with 26 frames of total invincibility... though the angle is kind of steep. It's kind of hard to followup, I guess you can try K Mappa or 632146 if you wanna burn the meter. You can spend meter on a YRC to slow them down in the air, too! jK seems like a good air-to-air (sometimes you'll need to do that). Just jK > jD is fine, I guess you could jump cancel if you wanted. jK is also an OK jump-in. It can crossup, too. (Cool for neutral jumps, since you can still hit the opponent if they run/whiff while crossing under you). I normally use jH for the YOLO jump-in/airdash (dat proration though... and it's a bit slow... Anyone got any ideas?) Reversals... BDC bite and BDC Mappa; Dandy Step (though this can be called out); wakeup throw, if you're close enough; 236236H; Blitz Shield. Eternal Wings (236236H) is the YOLO wakeup super; your BDC bite/Mappa is the closest thing you've got to a DP, which is why it's so important to learn. BDC stuff can't really be mashed out so you'll probably spend a lot of your time blocking or using Faultless Defense until you really commit to your next move. Blitz Shield feels good since it can be executed quickly and easily- but remember that your stick has to be in neutral (5 or 2, i.e. not blocking) and you still have to guess high or low, even if you have the right timing... Still, even though it costs 1/4 meter, you get a little bit of it back if you succeed, so if you think you have the read don't be shy about it, I think it pays for itself. If the other guy does something really unsafe, 5H/6H > 236K should do. RC into combo or 632146S Dead On Time overdrive is up to you (DOT can't be bursted and gets Hell Fire boost... but my hands always mess up the input on this Hitbox. Doh! Also, the RC is a little more hit-confirmable). If they're stunned for whatever reason, raw 214KK should do. If you block a burst, try a fS > jSHD or 5K > jK > jD. Hm, what else. Don't forget about cS. cS is 5f, hits crouching opponents (unlike 5P), easily mashable/confirmable into fS for big damage... fS is +6 on block, and jump cancelable... cS > fS > cS > fS works on block or hit. It's kind of ridiculous... If you mash anything in CQC it should probably be cS. The only thing is that if you're too far away, fS is 13f... though, if you land 2P at that distance it'll just be a quick interrupt that you get nothing off of anyway (not to disparage quick interrupts or anything). 6K and 2H can hop over lows when you're playing the spacing game, though they take a little while to startup (you can't use it to dodge lows on your wakeup). 2H kinda needs meter for RC to use it right (RC > jK easy combo works well), or a counterhit/swift hands. Uhhhh... Hm, is that all I have to say? Don't use 5D - I guess? I don't really like it. The range isn't so good, you have 6K, It's Late, and command throw... and if you hit it, well you don't get hard knockdown, so you have to deal with your opponent teching above you while you land... Just seems too messy to me. You could probably pull it out if you had your opponent smack dab in the corner though. (But watch that spacing). 2D reaches pretty far for a low (slide like M. Bison) Hard knockdown so you can do the 214PS stuff. You could probably use it to catch backdashes or backwalking... It's unsafe if you do it too close, but meaty or from a distance should do fine (maybe even give you +!) Just be careful cause it just doesn't cover distance as fast as a good Mappa. Okey, I think that's it. Thanks to everyone in the topic for posting stuff in the first place so I could x-copy it...
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Blitz Shield seems like a good way to stop the opponent from mashing 2P after you do a deep K Mappa (works on block or hit). This (BDC bite) defeats mashing 2P when you land deep K Mappa on hit, too. Thanks for mentioning it. http://youtu.be/6Bcb5LT0Yag And would they put a hitbox/hurtbox display in these games already?! Jeez.
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What about the forward dash and the long dash? On an unrelated note, 6H > 236K, or raw 214KK seem like good options after Blitz Shield. Rejected!
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Stumbling through online. Spamming a lot of BDC K Mappa and It's Late on their wakeup... What is the deal with Slayer's dash, anyway? I looked on the wiki but it doesn't say anything. Does it have invul frames? Can you use it to phase through projectiles or escape the corner?
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I tried searching for it in the topic but I couldn't find anything. Since this is my first GG game and I'm not a loremaster I only have one question.
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Filled out the ground gatlings on the wiki. The link between j. 2K and j. P/j. K in air combos seems uncomfortable to hit. If you hold down a button, does it repeat that input for a few frames like Persona? (The combo in question - 5K > 236P > RC > 214KK > 5K > jS > jH > jD > j2K > jP > jK > jc > jK > jD) ed. I think I got it. Instead of 5K after 214KK, cS seems like it works better.
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Netplay time! http://youtu.be/4k_XQBmERxA vs. Minazuki. 5 matches taken from a 30~minute set (in equal intervals). If your hands make you do 2AB > 214214B you should probably curse them.
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GGs to everyone in the lobby today. Sorry roamemento, my friends list was full when I tried to add you, and your request vanished. You can resend it if you're still cool with that, I made some room.
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Recording saves local input data (I'd assume). The game plays out again during a replay, not as a video file but using the game's engine. (Does that make sense?) To make a video file from it you need a capture card, such as an Elgato Game Capture HD, AVerMedia C875 Live Gamer Portable, Hauppauge HD PVR 2, et al. Some games such as Soul Calibur V and Ultra Street Fighter IV have the ability to make video files natively from saved recordings on PS3 without a capture device, but as far as I know P4AU does not have this function.
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5A can be canceled into 214A rather late. This actually seems to be the case with 5B/5B(3)/5C as well. (Wouldn't want to do it after 5AA, since it'll whiff.) 214A/B is 12f startup though, so I don't know if I'd be doing this often. I sang the praises of stance canceling (236B > 214C) in the past, but after more experience, I've come to the conclusion that it's... useless. Absolutely useless. The only real use is after 2AB in the corner, as a delayed 214A will catch upbacking (hits low) and possibly mashing (for a free CH combo). Even then, it's not super solid because of how long you have to walk before grabbing- one of those "use sparingly" deals. Sougo was right- 5AA ~ 214C / 5AA ~ 5B / 5AA ~ block is the main three-way with Adachi, and if you are not using it then you are going to have a bad time. The initial bias should always be on 5AA ~ 214C, and then you adjust your dice rolls from there. The delay serves to confuse the opponent as well as give you enough time to confirm that you are hitting or not (5AA > 5B can be delayed a decent amount while still being comboable on hit). It also serves to move you forward into 214C range, so that if you get 5A blocked at tip range your mixup will still work. Once you pass 5AA your options start dropping dramatically and you need to think about resetting back to 5A so you can get another chance. 2B, forward jump cancel, jB is one option; it also forces them to block high. If they start AAing you, neutral jump or back jump j2D should take care of that. 5B > 2AC (hop cancel) > jB also works. A little more risky, but a little harder to react to. Try to land the jB as late/low as possible. Keep in mind that 5B followup jabs cannot be hop canceled (don't end up 2Cing in your opponent's face, now...) If you want to spend meter on SB gunshot, 5B is probably the place to do it, since you are close enough to run up 5A again without leaving a gap. If you are point blank when you start you might be able to get away with one followup 5B jab into SB gunshot. 5C generally signifies the end of your blockstring and a return to neutral. Finishing with 214B means you've given up; otherwise, you can take a risk, and - 2AB > 2AC > jB (sweep > hop cancel) - 2D > run in > 5A (this is fairly tight, don't dilly-dally) If you have your opponent cornered, 5C > 2AC > jB can work. 2D also becomes more effective (albeit more risky for you, since you're closer). Spending meter on SB gunshot after 5C means mixing up between run-in 5B, run-in 214C, and run-in block. You have to run in fairly deep for 214C to work, so keep that in mind. If you are willing to blow the meter you can 5C > 214AB > run-in halfway > 214AB > run-in and then get your 5A that way. (Better than OMCing or something.) If you can get away with 2AB, spending meter on SB gunshot there means you can dash in 5AA as normal- or just 214C them there, too. I think that's about everything (someone please correct me if they see anything missing). Once you push the opponent out to neutral you may not get another chance to touch them again (especially with your range disadvantage, and some of these setplay characters out here) so it's important you make those blockstrings count.
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http://youtu.be/zh-vMfL6vPk CH DP > 236AA (Think I saw this in an Asura video.) Safejump IAD jC is possible, but the timing is a little off as compared to normal (5C(4) > 236AA safejump). Seems like waiting until the opponent hits the ground to input IAD might be the right timing. Even if you do not safejump the oki is much, much better as compared to 665C(1) > 236D or 665C(4). (665C(4) + followup really being preferable only if it will kill, or if you have access to Mandala.) http://youtu.be/wRluNx_nWYg FC 214C/D (Megidola) > 236AA Seems to be the same concept. The link is a little tight, but it's doable. FC 214C > 5C does not seem to like working on Margaret so this is a good way to even things up, too.
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Omni's PSR too stronk. GGs to everyone in the lobby today. Seat stealing is an epidemic.
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5AA > 5B > 5C (1 hit) > 236236B > 665C > 2C > 2AC > 5C (turns into jumping C because of hop) > 5B > 2B > 2C (turns into jumping 2C because 2B recovers airborne) The timing is not that bad, once you get used to it. Even my hands can do it with consistency, it's not hard.
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Oh, 5B can also be dash canceled, I forgot. I don't think I'd use that often, though. Short hop cancel into late jC seems to confer quite a bit of advantage (as would 2B, late jC). though, because of the pushback it seems this is only truly viable in the corner (or after 2AB). Cool thing, if you start a combo with 2A (yuck) just head into autocombo. As long as you don't finish with super, you get your hard knockdown and you get your safejump.
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Playing against Margaret is a little like playing against Aigis- in that it's not wise to block. If you block against Orgia Aigis, you'll get mixed up; if you block against Margaret, you'll get pushed out. "Navigating Margaret's maze" is tiring and will inevitably slowly sap your health, so you'll want to avoid it where possible. Timer scams are real, especially with Mediarahan coming into play. --- Like with others who employ projectiles, setting Mandala with 2C is going to be hard if not impossible. You'll need to land an attack first.
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I've had this happen to me before, unfortunately... The short hop vs 5AAA seems safe to my knowledge (they just get to blockstring you, maybe). DP through is a different matter depending on character, though I don't know if it would be worth using 5AAA often as a bait as 5AAA doesn't leave you with a lot of options. Short hop vs 2AB seems safe as well (though I am usually buffering gunshot, so it's more risk...) The bad thing about DP though, is that (from my testing) it seems viable to DP the sweep on reaction. i.e. you are only going to catch mashers by stopping at 5C... Could 2D possibly be used as a sweep fake? They're both crouching, but it doesn't seem solid. Delayed 214B after 5C to catch mashing or walking seems to be the best bet. 2C could possibly be used vs people who try to jump out of 214B... But you leave yourself pretty open if they stay grounded.
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(11/1/2014) #2 NA P4U2 Netplay Tournament (PS3) 4:30 EST
Drake Aldan replied to PhantomIndex's topic in P4A Online Play
Are we still starting at 5 PM EST, or later? I may be a little late as I am going out to vote. If I end up a no-show, that'll be why. -
Because of Narukami's Zio you will not be able to set Mandala with 2C, realistically. If you are looking to set Mandala you will probably have to land a hit first. IADing Narukami may not be so effective outside of setups or reads. 5B has a bit of a vertical hitbox and it's likely that you'll be clipped trying to fly in.
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After fighting a turtle Aigis (which was one of the most stressful experiences I've had playing this game) I've come to realize that blockstring mixups are the most important thing you need- if you can't crack open their defense, you're just dead in the water against players who aren't the regular riff-raff. So I think there should be an exhaustive discussion on all the different possibilities. Please contribute or comment if you have anything to say. Off the top of my head; 5A jump cancel 2A ticks into 214C/D 2A stagger pressure (not very good because 2A starter combos stink) 2A ~ 5A/5B 5AA ~ 214C 5AA > 236B > 214C 5AA ~ 5B 5AA > 5C 5AA > DP 5AAA 5B > 5C 5B (full) > 5C 2B jump cancel 2B > jC (> j2D) 5C > 214B 5C > 2AB 5C > 2D 2AB > 214A And various delays and/or SB gunshot applicable all over. There doesn't seem to be a safe place to bait DP (i.e. press buttons, then block), as most of our normals are unsafe if left uncanceled, aside from possibly 5C (which isn't truly safe).
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When you're in the lobby and you take a long time to get back from the results screen... sometimes the person you were playing will be running like mad towards their chair when the lobby loads. Is it like this for everyone, or are dudes spazzing out trying to get the next match? GGs to Atarax570 and rubedo777 from the other day.
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A small note. Sometimes Minazuki may jump back to get you to walk forward or something, and then j2D to catch you off guard. He gets a good bit of damage from this. If they autopilot the combo, block it and punish the teleport with 2B. If you're confident they won't try anything after j2D gets blocked, just jump back and jC to take their card.
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GGs to you as well. GGs to LoneWolf1992boi. http://youtu.be/SzPYH8j_sjE Feel free to double perfect me anytime. ❤
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Here are my initial thoughts on the Aigis matchup. As my own experience is limited, this writeup is meant to serve as merely a collection of ideas and possibilities for you to take into consideration with your own play. Enclosed numbers such as "⑦" refer to punishment combos; check the "General Punish List" for a transcription and demonstration. Underlined text is hyperlinked; click to view a video demonstration. Collapsed: General Punish List: ① http://youtu.be/16KM46L6YiI 5B > 5C > 2AB > 214A or 236BB ② http://youtu.be/tIoKxDt34FE CH 5B > 5C > 2AB > 214A or 236BB CH 5B > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5B > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ③ http://youtu.be/cwHyOa00Kaw CH 2B > jC whiff > 5B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ④ http://youtu.be/8Z9jiKf_sO4 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑤ http://youtu.be/GxsJ8KW4Tzs 5C > 2AB > 214A or 236BB ⑥ http://youtu.be/kSRBEYRbaC0 CH 5C > IAD > jC > 665B > 5C > 2AB > 214A or 236BB ⑦ http://youtu.be/1FtbjHkkJ_Y CH 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) CH 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑧ http://youtu.be/BC4SEnRFHkw FC 5C > IAD > jC > 665B > 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) FC 5C > IAD > jC > 665B > 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C (> 2D in corner) ⑨ http://youtu.be/ILfFJmsAmmE 236AA or 236BB > 236236A > 662C > 2AC > jC > 665B > 2B > 2C ⑩ http://youtu.be/xyULjxapgWU [CO] 5AA > 5B > 5C > 2AB > 214AB > 665B > 2C > 2AC > jC > 5B > 2B > 2C [CO] 5AA > 5B > 5C > 2AB > 236236B > run forward > 2C > 2AC > jC > 5B > 2B > 2C --- "Don't make mistakes!" Aigis is a high-mobility, high-damage character that forces you to play the game a little differently- in that your defense must be active. Down-backing is a deathwish here, and you must avoid it at all costs. Be mindful of the current situation and Aigis' gauges, and take the fight right back to her. Orgia Mode - Orgia Mode gives Aigis access to flight, safe high-speed mixups, big damage- basically a giant headache for you. Aigis' time in Orgia is limited, but it is more than enough to cause trouble. What you do when Aigis is in Orgia is your choice; you may try to run away with a combination of backdashes/jumps and rolls, or you can try meeting her head on. When Aigis enters Orgia it is very unlikely that she will be approaching from the ground, so if she is being reckless it is the perfect time to 2B her out of the air. Orgia blockstrings are extremely effective, with multiple mixup options and multiple branching paths that perpetuate themselves throughout Orgia's duration. The only true limit is your opponent running out of ideas. The odds are heavily stacked against you, and while you can improve this by being mindful of your opponent's habits, the best approach is to not get put in a blockstring in the first place. Always contest Aigis' approach, whatever it is, because as soon as you block you will have to wait until your opponent trips on themselves or until Aigis cools down before you can start to play again. If you end up managing to knock Aigis down while she is in Orgia, always keep your guard up. If you are wailing on her, a fully charged Orgia gauge takes about 55 real-time seconds to drain. She will have 3-4k ready for you plus oki if you happen to make a mistake. Normally, Aigis will carefully manage her Orgia mode so that she can control when and where she enters and exits. If she gets sloppy, however, she may end up overheating. This is your chance- a fully overheated Aigis (denoted by the gauge turning gray) takes about 18 real-time seconds to charge back up. Aigis may become overtly defensive, or attempt to catch you in blockstrings or combos to stall for time- don't let her. Become hyperaggressive and pile on the pressure, as a rare overheat chance won't come often. When she is about to overheat, her bare metal parts will start flashing orange, and when she is overheated they will flash a dull red. This is another way to check her status without looking at the bottom of the screen. Trijumping - In Orgia, Aigis gains access to rapid short-range crossups. Trijumps can be very hard to defend against, even though they are generally the "slowest" of her mixup options. Aigis can trijump wherever she can jump or jump cancel; 5A, 5AA, jumping normals on block, or even idling at neutral. Aigis can technically boost into a trijump as well, but this makes it somewhat slower. Orgia backdash - Aigis' backdash in Orgia is not disabled on wakeup, and that means that she can do things like backdash right out of your safejumps. Because of this, pressuring Aigis in Orgia can be tricky. If you have a hard read on her, you can punish with 2C into a combo, but remember that stopping your offense for this means that there's a chance you'll be put into an Orgia blockstring... 5A - Poor range (exactly like your own 5A). Usually staggered with 2A for pressure. 5A can be jump canceled on block into a variety of things; if she tries to jB or jC you directly, you can 2B her. When she tries to use j2B or air-turn crossups to defeat your 2B, use air throws. Non-Orgia 5A jump canceling is slower, so it should be manageable for you. In Orgia, 5A becomes much deadlier, home to an extremely fast triple mixup of sweep, jB, and crossup jC, all leading to high damage- and this is not counting regular 5A tick throw pressure, either (which is buffed in Orgia as well). Try to defend using a rhythmic timing; 1~4~6. Block at the last second possible. Each option takes successively more time to use (sweep being the fastest and crossup jC being the slowest), so if your opponent is not delaying their sweep or mixing in delayed/fake overhead 2A your defense percentage should increase. Ideally, you should not let Aigis get into a range or position where she can force you to block 5A in the first place. 5B - A ranged poke that controls a good amount of space. You'll want to jump over it in neutral. In Orgia, the triple mixup "returns", but the trijump is a little easier to defend against, as Aigis has to boost upwards into it. Remember to use your rhythmic defense. 2B - Aigis' anti-air. It's actually not very good as a "reaction" anti-air- it is something Aigis has to set preemptively. 2B is never Air Unblockable unless Aigis runs out of ammo, and Aigis recovers very badly, so much so that sometimes you can punish her even after blocking in the air. If you're able to get to Aigis before she can "set" 2B, feel free to jump all over her with jC. Do NOT block 2B in any case. Out of Orgia, it allows her to safely mode change, and in Orgia it serves to lock you in blockstun while she advances. As long as a bullet touches you, 2B can be canceled into any special from even fullscreen. Your roll is projectile invincible from frame 1 so always roll 2B wherever possible. If you are close enough you should be able to punish with ⑩ after the roll- possibly more (i.e. ⑧) if your roll is preemptive. Keep a good look out for this move, as not evading it will always allow Aigis to set something up. If your AOA's guardpoint frames are active, they'll completely eat the bullets without slowing Adachi down at all, so AOA is a possible option as well. 5C - A big, chunky normal, with lots of pushback and blockstun. Blocking 5C is also another way that Aigis can safely change into Orgia. In the corner and with Orgia, Aigis can literally lock you down long enough for you to get Guard Bonus. If you predict its use, you should be able to DP or reversal through it, however. 5D - Athena comes out with a shield that covers space in front of Aigis. If you hit the shield while it is active, Athena will charge you, traveling fullscreen. Aigis may use the shield to cover herself while she uses 2B, or while she approaches from the air. Don't be intimidated; as long as you hit Aigis out of her approach, the Persona should not be any problem (in fact you'll take a card from Aigis). jA - A three-hit high (only the first hit is technically high) with short blockstun. Aigis may use this to tick into throws or other stagger pressure. A DP might be a good option after blocking it, given its nature. jB - Aigis sticks out a wicked hoof that's angled sharply downward, easily hitting crouching opponents. jB has a wonky hitbox that hits somewhat behind Aigis, making for very ambiguous crossups. In Orgia, boosting into jB serves as an instant overhead, that at close range cannot be contested without 75 meter (it is safe if the opponent is blocking). Do not try to DP it, and do not try to 2B it unless there is a fair amount of distance between you and Aigis. j2B - Aigis releases a group of grenades. The grenades have a "vacuum" effect that pull you closer to Aigis on contact. (Because of this, it can work as a blockstring extender.) Because they are projectiles, they can cause your 2B to trade with Aigis, but this shouldn't be too much of an issue (this inconveniences her as much as it does you). Combos ending in j2B tend to have safejumps, so be wary. jC - 8 frames, covering a lot of space- this is what Aigis will attempt to rule the sky with, and this is what will keep you from using too much of your own jC. Your jB may clash or beat it, depending on the timing. If she blatantly approaches you with this, from the sky or from boosting, just 2B her. AOA - Punish with ④ or ⑤. Be warned that if she OMCs she recovers airborne, so she can airdash in and continue pressure. 2AB - Aigis' sweep. A common ender for non-Orgia combos, and a possible way for her to get into Orgia. She can mode change safely on hit, but on block, if she mode changes in your face, you should be able to 2B (non-counterhit combo) her for free. She may be able to evade but she shouldn't be able to whiff punish you. From further out, it is safe (obviously, if you cannot reach her). In Orgia, the triple mixup is still intact. The bias will definitely be on jB as it is the quickest to activate; the rhythmic block should be 4~1~6 instead. Aigis will have to down boost to get her low (look at her thrusters). Triple mixup - In most cases, the triple mixup is completely safe- or, rather, you will have to block it. Do not try to DP, as you will only catch your opponent because they are mashing, or they are crouch blocking (and you hit them overhead)- technically, because they are using jumping attacks in the mixup, they recover extremely fast, fast enough to land and block your DP. You can try to SB Atom Smasher your way out of a triple mixup; if you're not swept or hit while buffering you should be able to counter for a good bit of damage and momentum, and if they don't evade it post-superflash you should have the advantage. Aigis may default to using instant jB as it forces you to stand, and punishes the standard crouch block. If you cannot (or will not) rhythmic block, demonstrate that you will stand block jB first, so that you can make them use the rest of the mixup. If you haven't noticed by now, a triple mixup can be started at almost any point in a blockstring (and this is not counting the multitude of fakes that can be thrown in), so it's in your best interest not to be put in these situations. Defending against successive mixups will be taxing if not demoralizing, so do your best to avoid it. Escape Change (Furious Action/DP) - Aigis' DP mode changes in and out of Orgia. Because Aigis is going to want to manage Orgia usage, this makes her DP a non-option in some cases; at the same time, watching Aigis' Orgia gauge can sometimes give you clues as to when she will attempt a DP. Note that because mode changing is disabled when overheated, Aigis can use DP freely there. Aigis' DP has a poor vertical hitbox, so preemptively jumping it can be useful. It also counts as a projectile, so technically it can be rolled, to make it whiff... On block, dash up and punish with ⑥ or ⑦ (give her time to land, so that you do not hit her out of the air). Watch out for last-minute super cancels. Mode Change (22A/B) - Aigis' manual way of entering and exiting Orgia. When Aigis gets low on gauge, she will try to either land a combo or get into a blockstring where she can mode change, in order to avoid overheating. This may make her actions predictable, so watch out for it. The B Mode Change, when entering Orgia, has her recover higher in the air, meaning she can attack as she falls back down (or boost over to you). Have your 2B ready. Megido Fire EX (236C/D Orgia Only) - The source of Aigis' high damage. You'll generally see this reserved for combos and not much else. Aigis will always recover crouching for a brief period after Megido. If you block a ground Megido C for any reason, you can punish with ⑩. 5A is a frame-perfect punish, so you might want to Instant Block the later hits to give yourself some breathing room. Be aware that Megido C can be OMC'd for a near-unseeable jA/2A mixup. Combos ending in Megido D tend to have safejumps, so be wary. Goddess Shield (236236C/D) - Run over and punish with ⑩. Keep in mind the SB version has two passes instead of one. Multi-Mounted Machine Gun Orion (236236A/B in air) - A grab super. Usually not something you'll see often. It doesn't hit crouchers, so just duck if you're on the ground. Heavenly Spear (Awakened 214214C/D) - Aigis may use this to get you off of her when you're pressuring. It is safe (even advantage) on block, so instead of blocking it, simply roll through it post-superflash, then run over and punish with ⑩. You can even countersuper Atom Smasher D if you like (lands Fatal Counter for a full combo), or even DP (again, Fatal Counter for a full combo). This will always work as long as you're not doing anything beforehand; even the SB version can be rolled. --- Do not use your 5B in neutral unless you really, really have to. Whiffing 5B, especially when Aigis is in Orgia, most certainly spells your doom. Save your burst for Orgia mode. Try to burst your way out of triple mixups, before her combos begin. 2D will lose to Aigis' 2B. She will be using this a lot, and otherwise she will be rushing in (making 2D ineffective) so it's best just to stay away from 2D in neutral.
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Hey, my name's backwards. O_o Nothing wrong with easy modo combos. That's pretty much my M.O....