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Posted

Necro works like a throw. If the opponent is either in hitstun or blockstun, it won't land. Also if they have enough throw invulnerability, it will miss (Jam 6H :arg:) Basically the only way to chain into it is f.S and cancel to Necro on fourth hit (when they stagger) but it's never worth it. It's primary use is as a reversal and exploiting gaps in the opponent's pressure or careless rushdown

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Posted

Jam 6h? (;^_^)a i abuse that moves like there's no tomorrow lol... anyway back to topic well i guess i should limit the use of Necro's Anger Primarily for Reversal... and again... stupid question... what's the most practical way for Bubble loop setup after air pike/2s against jump in(i'll pick Sol for the target)

Posted

That pretty much IS the setup dude :v:

I haven't practiced it on Sol so much but this should work for most opponents:

2S (CH) > 421 j.H > 214K ]S[, land sj.K S D

Posted

Is there anything safe you can do after blocked 2H? I really, really don't like the removal of the 2H>2D gatling, I used it all the time and now that it's gone I pretty much just die. Sometimes I can gatling into fish summon relatively safely but generally it just seems like she lost a good, fairly safe pressure string.

Posted

Is there anything safe you can do after blocked 2H? I really, really don't like the removal of the 2H>2D gatling, I used it all the time and now that it's gone I pretty much just die. Sometimes I can gatling into fish summon relatively safely but generally it just seems like she lost a good, fairly safe pressure string.

The safest thing you can do is probably 421S and then try to block. You'll still be at a frame disadvantage, but not nearly as severe as not canceling. Another thing to do is to cancel to 236S/K, the opponent might have time to punish you, but not enough to guarantee the sickle disappears

If you have tension you can always FRC the 2H or, if you're far enough away, 236H FRC. Both are completely safe.

Posted

236hs frc is much more preferable fer meh :) also the delayed one is good for Shock Theraphy :yaaay: .... but seriouslly don't ever use 2hs on blocked string (;^_^)a

Posted

what about 236s frc?

It's possible, but I don't think the FRC point is early enough to avoid a trade if the opponent has a fast poke. Could be worth trying against certain characters though.

  • 2 weeks later...
Posted

There been a lack of good dizzy's video recently, is it me or does anyone else find it dissapointed by the lack of high level Dizzy clips out there. Atm Im rather interested if fellow dizzy player's here would post up their clips on AC dizzy. on topic discuss. I been Playing around abit on dizzy but does anyone think using 6.p for air combo useful, as 6.P can lift opponets up combined with 2.s it can be air combo on some characters.

Posted

There been a lack of good dizzy's video recently, is it me or does anyone else find it dissapointed by the lack of high level Dizzy clips out there.

Atm Im rather interested if fellow dizzy player's here would post up their clips on AC dizzy.

on topic discuss.

I been Playing around abit on dizzy but does anyone think using 6.p for air combo useful, as 6.P can lift opponets up combined with 2.s it can be air combo on some characters.

SBO is just around the corner. I guess the top players are laying low, preparing themselves. Dont worry, eg. the Jams have the same problem like us Dizzys atm. ;)

SBO better compensate good for this break, lol

Posted

hi Guys! um I have a question... regarding lockdowns and such, I see some Dizzy players do this: some fish and blah blah then -> IAD j.2s -> AD -> j.2s -> continuue... how do you AD again after the first j.2s? sorry for the trouble we having a mini tourney next week so I Wanna know before that comes >< sorry for the trouble and thanx >:)

Posted

hi Guys!

um I have a question...

regarding lockdowns and such, I see some Dizzy players do this:

some fish and blah blah then -> IAD j.2s -> AD -> j.2s -> continuue...

how do you AD again after the first j.2s?

sorry for the trouble

we having a mini tourney next week so I Wanna know before that comes ><

sorry for the trouble and thanx >:)

just need to do the j2s (or any other move) on 1st AD early, really fast. What should happen is, you recover b4 hitting the ground for another action (normal move or add. AD)

Note : if your AD is too low, dont expect the 2nd AD to come out ever since youre hitting the ground already b4 the recovery of move ends. so try to AD a little higher.

For doing a 2nd AD, it helps when you know where u roughly can do a action again and input the 2nd AD in advance.

Hope that was somehow understandable, lol

Posted

Yeah, that's pretty much it. The two ways to do j.2S for me anyway, is either: - What Chun said: you input the j.2S early on the first airdash and quickly follow up with an airdash. - or, do the j.2S high enough, where the tail part of the j.2s hits the opponent. The problem with this, is that generally you would be too high to combo off of it, so it kind of makes the mix-up obvious. Although, it does give you more time to do the second airdash.

  • 1 month later...
Posted

How many dizzies were there at evo, anyone know? I think I might've seen one more besides me and alexG, but I very well might've just been trippin

  • 3 weeks later...
Posted

Just one question. Since 6p --> air spike can combo on corners, does anyone knows if this is based on the range between characters from the corner or the weight/gravity/hit box of the opponents?

Posted

Just one question.

Since 6p --> air spike can combo on corners, does anyone knows if this is based on the range between characters from the corner or the weight/gravity/hit box of the opponents?

6p > 421s works on the following characters.

females: baiken, i-no, jam, may, millia

males: bridget, chipp, faust, potemkin, testament, zappa

*(also connects on axl as well, but you need dash momentum 6p... which would never happen unless the opponent is dizzied)

as for requirements, all the things you listed matters. but you pretty much need to be very close to the wall for all characters other than potemkin.

some likely scenarios i could see you having the chance to do these combos are:

1) 2k > 6p

2) ch j.h > dash > (5k/5s) > 6p

3) opponent kills fish > (5k/5s) > 6p

as for the combo...

6p > 421 > j.h > (release) 214k > j.h > land > j.s > jc > j.s > j.d

...you will need to vary the jump timing and arrow release timing for all characters. the key is orienting the charged arrow close to the center of their hit box as possible. generally speaking, you will want to jump late as possible against lighter characters... while against potemkin you would like to jump as quickly possible and also release the arrow almost instantly as you j.h. i personally think k bubble is the easiest to use, but some people use p and s bubbles as well.

it's best to experiment the timing with everybody.

granted, i've only had handful of chances where i was able to try these combos in actual match so far... and only succeeded twice. and they were both off 2k so the total damage output wasn't that great. it probably would've been more practical for me to go for a knockdown instead.

Posted

6P > 421 also connects with HOS and Eddie (from personal exp.) and possible the whole rest of the cast as well. The thing is that you must be at the correct distance away from the wall in order to hit their hitbox with the spear (air spike). Therefore you must know at what distance it works against <x> character.

As for the combo possibilities afterwards, there are too many!! Maybe I'll post the ones I've found for diff. chars when I have time.

Posted

6p > 421s works on the following characters.

females: baiken, i-no, jam, may, millia

males: bridget, chipp, faust, potemkin, testament, zappa

This works when the opponent and dizzy are both RIGHT NEXT TO the corner

6P > 421 also connects with HOS and Eddie (from personal exp.) and possible the whole rest of the cast as well. The thing is that you must be at the correct distance away from the wall in order to hit their hitbox with the spear (air spike). Therefore you must know at what distance it works against <x> character.

And yea, for everyone else you need to be about one "character width" away, which is tricky as fuck to setup.

Also the best setup for air spike in corner imo is

Knockdown, HK fish, IAD j.2S, wait, ad.2S (just before landing), j.H short dash 5S 6P 421

I believe it's covered both in the combo and oki thread though

Posted

Lol, could we have a dizzy ranting section? I felt like Dizzy is what you call a "truely balance chaarcters" wish she was broken. With teh change in galting its good and bad.. dam I wish 2h--> 2D was still doable >.<

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