eien_tsubasa XD Posted March 1, 2008 Posted March 1, 2008 what is slayer's match up with dizzy? i was wondering this for a long time...
DandyStepper Posted March 1, 2008 Posted March 1, 2008 Basically Even(if the Dizzy knows what to do). This game depends on how well can the Dizzy keep you away(just like any other projectile based character) until you get hit with a stupid knockdown, then mix-ups till you die. I suggest keeping you game to the ground, because Dizzy is at advantage while your in the air(Fish and Bubbles will eat your jump ins for free). Pay attention to unsafe Fish summonings(any string into fish while your blocking equals CH DOT/BBU). 2s,6hs are you air stuffers. Get in, stay in, land those combos, knockdown, mix-up, rinse, lather, repeat till dead. Alot of these match-ups are for the patient Slayers out there.(Which is what im starting to become, whether i wanted to or not)
Zaido Posted March 1, 2008 Posted March 1, 2008 you can kill her in 2 combos :V... i ono, Dizzy wil tend to try to keep stuff out there to protect her self as she mixing you up and running away and repeat process to land alot of hits till you die!... But most of the time people say you can DOT her for free when she is summoning and stuff? BBU works in that situation too i suppose?
eien_tsubasa XD Posted March 8, 2008 Author Posted March 8, 2008 is there any good ways to escape pressure from dizzy?
ajinkris Posted March 11, 2008 Posted March 11, 2008 I don't actually know, to be honest. The matchup is kinda weird. It's definitely in Slayer's favor, but if the Dizzy player makes absolutely no mistakes in her zoning game, we'll probably lose. I would like to tell you more about the matchup, since there's an ok Dizzy player here, but I don't play against him often enough. When I win I usually just hit him with a BBU or an AA into an easy 60-80% combo. When he wins it's cause I get careless and eat too much flying shit / short combos into ice spike (which does quite a bit of damage actually).
excelence Posted March 11, 2008 Posted March 11, 2008 but if the Dizzy player makes absolutely no mistakes in her zoning game err... yeah this is the hardest part playing Dizzy and btw not only on Slayer match up, on most of her match up i believe Dizzy will stick on her small ice spike kd combos scoring a ch for bubble combos is hard on a good player
Zaido Posted March 11, 2008 Posted March 11, 2008 you just have to block alot, and see what she does.. and then jump out as best as you can.. mostly..
EasyModeNub Posted March 12, 2008 Posted March 12, 2008 slap their hand in the middle of a pressure string? no? But seriously, I think jump FD is probably your safest bet for escaping.
MacArthur Blunts Posted March 12, 2008 Posted March 12, 2008 Lots of BDC jump to escape pressure. IB her shit. 1fj her throw attempts. There are many OBVIOUS holes in her projectile zoning. Kill fish with 2P, 5P, 5K, j.P, j.K. If she has a bubble out, don't jump in at her. Anti-air with 2S will be hard because there will most likely be a fish near you if she is pressuring you with airdash crap, stick with 5P. I DO NOT suggest 6H to anti air dizzy for the same reason as 2S. As everyone has stated, get good at punishing summons. Get good at IB/FD (and if you practice it, SB) create holes with FD so she has to change up her game to continue pressure. Try to IB and FD equally so you do not run out of tension. BBU 2D does not work against dizzy, so get good at 5H into AD stuff. Dizzy is also an easier character to PB loop, so learn those.
Nehle Posted March 12, 2008 Posted March 12, 2008 There are many OBVIOUS holes in her projectile zoning. Kill fish with 2P, 5P, 5K, j.P, j.K. Doing this often is like putting a sign on your forehead saying "HI PLEASE 2H CH ME". Not saying you shouldn't, but don't do it predictably, and don't do it when Dizzy is close either.
Guardian Posted March 12, 2008 Posted March 12, 2008 Doing this often is like putting a sign on your forehead saying "HI PLEASE 2H CH ME". Not saying you shouldn't, but don't do it predictably, and don't do it when Dizzy is close either. Indeed, in FL when playing Alex G, they often had a saying that goes: "Don't kill the fish" If she's not full screen, and you do hit the fish (with anything), she can punish you for about 30% w/o tension into wakeup guessing games. Wait for your chance to get advance. When you're in, she has no tools to get you off of her.
rtl42 Posted March 12, 2008 Posted March 12, 2008 what if you kill the fish with something jump cancelable -- still too risky?
Zaido Posted March 12, 2008 Posted March 12, 2008 i wouldn't say BBU or 2D doesn't work, but whoreing that shit out wont help thats all... overall when i fight dizzy, the match kind of goes like, do you know how handle the situation. Most Dizzy's that i fight like to go for the tick throws and stuff cause of her long grab range.. so... always prepare to do somethign about that when you get the chance! as far as after you score your knockdowns, dizzy for now has like 3 options that i can only think of that she can use...(i dunno what dizzy can do.. i need dizzy player input for that :V) are probalby: backdash gut it out and block and/or DAA after super(which might be a scrubby tactic but hey.. it works, it works..) and as for killing fish and getting punished, only time i feel i get punished if i try to kill fish is if i just stand their and try to poke it with my standing attacks and if she was in the position... usually i dont think she can punish too well if i do a jump P to kill it and then leave myself with Options to either FD block, jump away, or what not after.. give her a more harder time to punish me :V.. of course she can go for the air throw, but that one extra jump usually comes in handy!
CrimsonDisaster Posted March 12, 2008 Posted March 12, 2008 6H is pretty nice against Dizzy but only when you're pressuring her since she's huge when she jumps or backdashes and then she dies when it catches her jumping. But as a straight up, "oh she's jumping at me let's hit a button" it's pretty bad.
Nehle Posted March 12, 2008 Posted March 12, 2008 what if you kill the fish with something jump cancelable -- still too risky? Yes. Dizzy can hit on the same frame as you hit the fish, way before you make it off the ground. And there's not a huge risk just tossing out 2H and then cancelling to air spike because the fish protects her.
RoBoBOBR Posted March 12, 2008 Posted March 12, 2008 Zaido, he didn't say that BBU _or_ 2D doesn't work on her. He said BBU, 2D - as a combo - does not.
Zaido Posted March 12, 2008 Posted March 12, 2008 oh that.. that part doesn't work... well he just said BBU 2D so i miss understood that as 2 seperate statements other Then as a combo notation
excelence Posted March 14, 2008 Posted March 14, 2008 i wouldn't say BBU or 2D doesn't work, but whoreing that shit out wont help thats all... overall when i fight dizzy, the match kind of goes like, do you know how handle the situation. Most Dizzy's that i fight like to go for the tick throws and stuff cause of her long grab range.. so... always prepare to do somethign about that when you get the chance! as far as after you score your knockdowns, dizzy for now has like 3 options that i can only think of that she can use...(i dunno what dizzy can do.. i need dizzy player input for that :V) are probalby: backdash gut it out and block and/or DAA after super(which might be a scrubby tactic but hey.. it works, it works..) and as for killing fish and getting punished, only time i feel i get punished if i try to kill fish is if i just stand their and try to poke it with my standing attacks and if she was in the position... usually i dont think she can punish too well if i do a jump P to kill it and then leave myself with Options to either FD block, jump away, or what not after.. give her a more harder time to punish me :V.. of course she can go for the air throw, but that one extra jump usually comes in handy! her throw range aren't actually her advantage on this match up, and i just know it last week
Hellmonkey Posted March 14, 2008 Posted March 14, 2008 Option selecting your ground throw as slayer in this is a MUST imo as both characters have such long throw ranges so while it's too dangerous for some other characters, slayer can react to throw attempts or even simply her getting to close with it really well <3 (use c.5s obviously, 7 frames lol.)
Spirit Juice Posted March 14, 2008 Posted March 14, 2008 But if he's holding back and tries to OS his throw with S©, wouldn't he get a SB attempt? o_0
Hellmonkey Posted March 15, 2008 Posted March 15, 2008 But if he's holding back and tries to OS his throw with S©, wouldn't he get a SB attempt? o_0 :vbang: Moderator Wait.. from a SOL player.... ちょwwwwwwwwwwwwwwwwww
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