bizarro Posted September 20, 2007 Posted September 20, 2007 I was hoping they'd give her a fish summon FRC in AC (T_T)
zaeris Posted September 20, 2007 Posted September 20, 2007 Well Since they gave Dizzy a reuse IK, I was hoping Dizzy would get an ice spike FB, maybe something with a counter hit property? Also I would love a brand new move xD
Zazz Posted September 20, 2007 Posted September 20, 2007 632146p lol XD i do rather like how they made the coffin a normal motion (which makes sense since they've been nerfing its damage since GGX) and how about giving Diz a normal mode Michael Sword? the move just looks neat.
bizarro Posted September 20, 2007 Posted September 20, 2007 It's too bad that 632146P overdrive no longer makes Dizzy invincible after it connects. Now any little thing on screen can hit her out of it.
excelence Posted September 21, 2007 Posted September 21, 2007 Imperial Ray also has stupid Invincibility Frame that trades for anything (T-T)... about Michael Sword... having one should be nice, but i'm sastisfied with Ice Spike :D
chun_li1 Posted September 21, 2007 Posted September 21, 2007 St. Michaels Sword as a FB similar to HOS, that be sweet.
zaeris Posted September 21, 2007 Posted September 21, 2007 I agree with whoever said imperial ray needs a tune up, its needs to be another Dark Angel, continous flame even when hit. Its an overdrive god damn it. I get so annoyed when Jams FB is better then my overdrive >.>. While its a decent damage dealer OD but it surely lacks with the new changes to AC. FB ice spike with HOS FB property, lower hits and anti air attack xD..... St. Micheal Sword is her Ex move? Well its a decent attack that isn't slow in animation like her fish, need something spammable and fast for corner hits like stun edge ^^ for cheap finish. Dizzy really could use another decent frc, ice spike is her primary one while the others are abit unuseful in most circumstance.
excelence Posted September 24, 2007 Posted September 24, 2007 scythe frc was actually good for tick throw setup (;^_^)> btw guys... we're going overboard here, with this kind of discussion i demand "Pot Buster" lol XD tons of lock down moves but no command throw? :/
Merilyn Posted September 24, 2007 Posted September 24, 2007 I dunno about command throw, but Dizzy already has one of the best throws in the game. Her air throw isn't that bad either.
chun_li1 Posted September 24, 2007 Posted September 24, 2007 I dunno about command throw, but Dizzy already has one of the best throws in the game. Her air throw isn't that bad either. Throws can be teched, command throws cant be. Her airthrows sux like almost rest of cast now in terms of range. And for followup purposes, depending where u throw them, it tends to be bad too. 2nd largest airthrow range, no damage proration on it, those were the good old #R days.
bizarro Posted September 26, 2007 Posted September 26, 2007 Hey, have any of you ever successfully pulled off her instant kill? It doesn't seem like there are any situations where her IK will ever hit except if after a your opponent becomes dizzy, since that way you can be charging [] and hit without jumping ...or maybe a into a superjump on dizzied opponent?
Merilyn Posted September 26, 2007 Posted September 26, 2007 I... probably will never do an IK in a real match.
zaeris Posted September 26, 2007 Posted September 26, 2007 Well I rather use gamma ray then go for IK in real matches.. if I had full tention bar, probably from a burst ^^
zaeris Posted September 30, 2007 Posted September 30, 2007 I been practising Dizzy Air spike -->> IAD/AD-->> jHS-->> release ectera ectera I was wonder how does everyone does the AD, for example in some matchs I would dash dragging my oponent foward but abit low to connect jHS, is this factor more related to characters weight or is there a simple trick to it?
excelence Posted October 1, 2007 Posted October 1, 2007 ;D i don't think Dizzy j.HS could miss to anyone, if it doesn't connect try to delay the jhs a little/ change it with j2s
zaeris Posted October 1, 2007 Posted October 1, 2007 not miss as in directly missing, but when i AD Sometimes I do it too quicky and Ad under the opponent when it is being lifted by air spike.
Nehle Posted October 1, 2007 Posted October 1, 2007 If that's the case simply do an ordinary jmp and heavy slash, you can still manage the timing quite well. Basically it's on a case-by-case basis if you should jump or IAD
chun_li1 Posted October 1, 2007 Posted October 1, 2007 If IAD HS doesnt cut it for you, do running/dashing jump HS. Normal jump HS doesnt do the job well on small hitboxes since you are not getting deep enough to opponent. The whole reason why they do IAD HS, to get as deep as possible into, near hitbox, if they are too far after doing the rising spike.
zaeris Posted October 1, 2007 Posted October 1, 2007 http://youtube.com/view_play_list?p=B318C4C222D56319 BTW here are some of couchwarriors Stage 7 clip, couch warrior is an australia based consol monthly ranking tournament and since manifest (melbourne) anime convention started we've been getting a few more players into our competition so its alot more fun now. Anyway I play Dizzy under the nick of "Lucia" and I would like to ask people to give me points on how to imporve my game. Personally I feel that I lack tactics, since most of the time I seem to be punishing people based on their mistake and also I think im starting to get into repetitive habbits of using air bubbles too much. p.s. I still hate jam.
bizarro Posted October 1, 2007 Posted October 1, 2007 I can offer a few tips: 1) Against jam, don't jump so much. You're lucky that jam isn't spamming 236S~H to punish you for jumping. You want to stay on the ground as much as possible so you can 2D her puffballs, which will give you a free okizeme. 2) Focus more on knockdowns instead of aircombos so you can take control of the match using okizeme. Sometimes all it takes is 1 knockdown for dizzy to win a match. 3) Don't summon bubbles so high in the air unless you know your opponent likes to try catching you in the air (which none of your opponents did). A high bubble won't protect you when you land, and I'm surprised nobody punished you for doing that. 4) In your match against may, she kept trying her 3K on you. You know that if you block one of those you can get a 288 damage combo with 25% tension for free? (block) > dash > 2H FRC > bubble > j.H > (land) > dash > 421 > j.H > bubble ]S[ > j.H > (land) > j.S > JC > j.S > j.D (288) 5) Against axl, his 5P will make it so that you will never be able to summon a fish. Again, that axl didn't play the matchup right, but if he did you shouldn't have been able to summon, ever. You usually want to rush axl down and get that knockdown so you can start your summoning. EDIT: 6) just say no to gamma ray!
zaeris Posted October 1, 2007 Posted October 1, 2007 that Axel player was a new entrant, I don't think he has a handle of dizzy yet. So im waiting for stage 8 to see what he has improved on. 1, guess air bubble has become a habbit ^^, I'm ashamed to say its happens often when i try TK bubble but fail with a super jump sometimes. 2. Against May, well its a first time for us at couchwarrior since she also a new entrant, 2H frc, I tend to not use often but your combo is interesting I should give it a try some day. I still haven't gotten into the habbit of using 421 s after a low bubble attack. lol, at gamma ray ^^, scrubby habbits never die. Yeah it was a bad call, still I blame jams command jump EDIT: Fighting Jam overall is never a pleasent journey for me. On the Ground 6HS, 2s, 2d are quite annoying. Especially 2s on counter then jam scores a free combo and if you're unlucky it leads to wall slam. In the air its not so bad, with good time FD its as scray as any other matches. Against Jam I like to bait FB puff ball with double jump, beside that AD ftw, but thats just me.
zaeris Posted October 5, 2007 Posted October 5, 2007 off,topic but it would be interesting if dustloop had a mirc channel for all users ^^,
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