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Delay: How early in the jump is Dizzy airdashing compared to the fastest/lowest possible airdash? 
Delay 0 means lowest and fastest possible airdash, with 1f precision.
Value: The earliest possible impact frame. What's the fastest you can hit with the IAD j2S being grounded?
Blank spaces: Will not connect
IAD j2S
Delay	0	1	2
PO	21  	22  	26  
JU	21  	25  	26  
TE	21  	27  	32  
DI 	24  	24  	34  
JO	24  	25  	31  
SL	24  	25  	34  
RO	24  	25  	33  
KY	24  	25  	33  
HOS	24  	25  	33  
SO	24  	25  	33  
VE	24  	25  	34  
ED	24  	25  	35  
BA	24  	25  	34  
MA	24  	25  	34  
			
AX	24  	31  	35  
JA	24  	31  	35  
MI 	24  	31  	35  
AB	24  	33  	
CH	24  	33  	
			
IN	31  	32  	33  
FA	31  	32  	33  
KL	31  	32  	34  
BR	32  	33  	
AN	32  	33  	
ZA	33  		


From a superjump, Dizzy can airdash 1f earlier from the ground than from a normal jump. I
n theory this can make the overhead faster, but in practice it requires the SJIAD to be frame perfect to be better.
Superjump IAD j2S
Delay	0	1
PO	20  	24  
JU	23  	24  
TE	23  	31  
DI 	24  	34  
JO	23  	32  
SL	23  	34  
RO	23  	33  
KY	23  	33  
HOS	23  	33  
SO	23  	33  
VE	23  	34  
ED	24  	34  
BA	23  	34  
MA	23  	34  
		
AX	23  	34  
JA	23  	34  
MI 	23  	
AB	31  	
CH	31  	
	
IN	32  	
FA	32  	
KL	32  	
BR	33  	
AN	33  	
ZA		

Fastest possible IAD j2S timings vs crouching opponents holding 1, tested by me using Eddienput scripting and recording software. I split the target characters into three groups, which are roughly the "easy" ones, the "hard" ones, and the "impossible" ones. For characters like Millia, hitting them early requires the IAD to be perfect height, which is a 1f input, so depending on your execution you may not find this viable. One expert Dizzy player told me when I was making this that they didn't think it was even possible! My feeling is, they can't air throw you or jump anyways, so even if you mess it up and it's kind of slow, if they don't hit you out of it, you're still very plus, so it's not a big deal to not get it perfectly every time. Still worth going for!

 

I was really amazed at how fast this can be when I first measured it. 2D has 17f blockstun, so if you do it perfectly, vs the "easy" chars it's only a 7f gap. Vs Testament and Pot and it's only a 4f gap!

 

Doing this from a neutral state is extremely difficult on lever or pad. Actually I switched to leverless specifically to do this, because it's pretty easy with SOCD and very powerful. However even on lever and pad, it's still powerful to do it out of a jump cancel, and that gives you a bit more time to do the motion. The real difference is setups like fish -> IAD j2S oki.

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