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Mysrt

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About Mysrt

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  1. Mysrt

    [P4A] Aigis Combo Thread

    im pretty sure the sweep triple megido doesn't work against teddie. Maybe if you swap the 5C for a 5B it will work. Either way its a pain and I just do the normal BnB vs him.
  2. Mysrt

    [P4A] Aigis Combo Thread

    To be fair, BnB combos are different for nearly every iteration of fighting game. So I wouldn't get caught up on 'you wont be able to do this in the next game'. Its not a very good reason to not learn these combos. To your actual question, i personally think the orgia sweep combo is better than the previous BnB. Your mixup options are much better from 5A and landing j.C could be a pain from j.B if you didn't start with sweep. This way you can easily confirm j.B -> 5A -> either 5C or 5A depending on if your sweep hit. And when you hit 5A on block you have a 3way mixup you can go for instantly, (j.B, sweep, or crossup).
  3. Mysrt

    [P4A] Aigis Combo Thread

    Ah ok, that makes sense, but still the only move used twice is 214A and that was used prior to the 11th hit. So how is SMP affecting this combo? With Naoto it makes sense, you use 10 differently move then do 236C~D as your 11th and onward and you wont have SMP applied and you can loop. However we aren't using the same move twice here. All I can think of is the final hit of 236C and 236D are counted as the same move, but different from the final hit of 236CD. I guess thats it? You have to hit them with the move for it to count as a move toward the SMP. So no, changing modes does not count since it does not hit. However our R-Action would count as a move since it does actually hit them along with changing modes. However you wouldn't really want to use R-Action in the middle of a combo for obvious reasons.
  4. Mysrt

    [P4A] Aigis Combo Thread

    The bug is SMP is only applied to the first 10 unique moves you use. So your 11th hit and onward don't have SMP applied to them so long as they weren't one of the 10 moves you used prior. Side note, naotos SMP loop isn't an infinite it just does alot of damage. And yes 236CD/C/D all count as different moves. I know someone said it was SMP, but I'm failing to see the SMP here. The only move that is used twice is 214A and that is used before the 11th move. Since each Megiddo used is different SMP wouldn't apply in the first place.
  5. Mysrt

    [P4A] Aigis Combo Thread

    what was your final notation to get the combo to work? edit: Also i'm not an expert but there's no 'A' in megido so I don't think its pronounced 'meg eee a do'. I believe when I hear the announcers say it on the Japanese videos they say 'meg eee do'.
  6. Mysrt

    [P4A] Aigis Combo Thread

    Adding in all the j.bs can actually hurt your damage because of the proration. I don't even think Gatling gun combos there but even if it does you definitely DO NOT want to use it. You would hardly gain any damage and you would waste bullets and give up all oki.
  7. Mysrt

    [P4A] Aigis Gameplay Discussion

    I've actually found I can hit confirm j.C in normal mode pretty easily IF you put out your j.C really early so the hit that connects is the spear. From there you can go into the IAD relaunch combo pretty easily, (minus the IAD)
  8. Mysrt

    [P4A] Aigis Combo Thread

    Found some combos that aren't listed on the main page, they are pretty similar to ones that are listed though so they are probably known. Orgia Mode - Midscreen/corner 2AB > 66 > j.B > j.C > 5B > j.B > j.C > 236CD > 214A > 236C > 5AB > 214214C 5.3k 75 meter If you have 125 meter you can throw in a 214214D after the 5AB to take it to 6k Normal Mode/Orgia Mode - Anywhere 236236C > 214214D > 214214C 5k damage 150 meter.
  9. Do we have a worthwhile counter hit combo? I've been looking for something to do with my counter hit 5Cs and all I can figure is to just air dash and get the couple of hits.
  10. I was learning the SMP loop off of a throw today and found you can actually buffer supers after a throw. What you do is throw ~wait for animation to end, then since the only thing you can do after that is C you can do 236C236B and it will come out as if you did C 236236B. So you cant buffer during the throw animation but you have time to buffer before the C goes off. Now for this combo its almost a moot point because if you do it too fast the shot wont connect anyway. However this is useful for mudoon in the corner because if you are too slow it will shoot them out instead of into.
  11. She has great damage, great range, great speed. Hard to find a weakness and I dont think she has a bad matchup? Shes very good but this game is balanced very well compared to Arksys's most recent efforts. While mitsuru is top tier there are very many others not far behind. There are however some terrible matchups in the game. I want to play Elizabeth but fear the mitsuru matchup so much in the tournament I'm not sure if I want ot waste my time to just get scrubbed by the matchup.
  12. Correct, the bug is something along the lines of the first 10 unique moves used in a combo have hitstun scaling applied to them. Any move after the 10th has no hitstun scaling applied outside of general combo length, So to get to the point where you can do the loop you have to perform the full combo first. I'm sure I didn't describe the bug technically correct but its along those lines.
  13. Make sure you are doing the entire combo, its not as simple as just doing 236B in a corner. After the combo start you pretty much have all day to connect them.
  14. You don't need to do a backdash/forward dash for the 2[C]. You can just sit there in the corner and connection 2c -> 5c, the difficulty here is you have to hit with all 3 hits of 2c for it to work.
  15. Just picked up the game, having alot of fun with naoto. I started learning the SMP loop from this thread and for what its worth I feel its alot easier to do 214C, 214D, 236A after mudoon. As this way is alot more mindless and I could never get the timing of the way listed in the thread. Also this way I only have to do one move immediately after mudoon, instead of two. Since dropping the first trap buys me enough time to drop both the D trap and the 236A afterwards. It seems like i can still connect and get as many reps as otherwise? Any disadvantage that I don't know of to doing it this way?
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