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Cont Muffin

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About Cont Muffin

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    Bronze Member

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    Carlosmig1105
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    Carlosmig1105

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    Homicidalrap1st
  1. Cont Muffin

    [P4A] Aigis Combo Thread

    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.
  2. Cont Muffin

    [P4A] Aigis Gameplay Discussion

    Dem super jumps, bro. You might wanna use the analog stick for that.
  3. Cont Muffin

    [P4A] Aigis Gameplay Discussion

    No, not really.
  4. Cont Muffin

    [P4A] Aigis Gameplay Discussion

    Are you air dashing? I think the second hit only connects if you do a full jump and that's easy to block.
  5. Cont Muffin

    [P4A] Aigis Gameplay Discussion

    I get the cross up working without having to dash, actually I dunno how you could dash in Orgia mode. Delay the Orgia boost a bit after then jump cancel and make sure you're hitting 9. The cross up works even at the longest range of 5A. Just learn the timing. Edit: I just realized that I posted the character specific cross up on here. If you go on the tips and tricks thread, I posted how the cross up works on everyone. 5A>jc(9)>66>A+C>jC>5B is the cross up.
  6. Cont Muffin

    [P4A] Aigis Combo Thread

    That makes no sense. 5B is slow, why doesn't it scale better?
  7. Cont Muffin

    [P4A] Aigis Gameplay Discussion

    I haven't seen anyone use the cross up off of 5A. If you time it right, you can combo into 5A>jB>jC and not have to throw megido without confirming.
  8. Cont Muffin

    [P4A] Aigis Gameplay Discussion

    You recover before j2B would hit, which barely gives you enough time to jump it. You have to be holding up before he does the super.
  9. Cont Muffin

    [P4A] Aigis Gameplay Discussion

    I was testing all this stuff off of 5AAA>jB>22B which gives you the less to do these set ups than Megido Fire D and sweep. One thing to keep in mind with Megido Fire D against Kanji is to put a little distance between you and Kanji. Blocking Kanji's DP suddenly gives him options to make it hard to punish. j2B>5B shuts down all of Kanji's wake up options besides super throw, so you don't even need to worry about holding back. If you're having trouble against Naoto's kick super, j2B will also stuff that if timed right.
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