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Posted

Hey guys, got another vid of my Dizzy for you. I'm trying to incorporate the bubble more. Other than that I know for a fact there are better things I can be doing as Dizzy. But I'll leave that up to you to tell me. Don't forget to let me know what I'm doing right as well as wrong, so that I can make note of that and keep it up.

bacon (OS) vs killerwatt (DI)

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Posted

Using 5k to attempt to stuff out that rushdown was nice, and it's good to see you try and guarantee your knockdown with 2D, but you'll need to learn how to do the 2D special cancel to capitalize on using it, otherwise 2HS works just as well when you're that close for a guaranteed knockdown. Good to see you use bubble to cover yourself but you're not covering yourself enough before you begin the rushdown. A good way to use bubble, if you're midscreen, is to TK summon, AD back while hitting j.S. Also to set it up right in front of them as part of a corner pressure to put some fear into them works, but you have to do it quickly, summon fish, bubble, pop, to bait some dragon punches. Space yourself so you don't get hit by the uppercut too though. Sometimes it looks like you forget to input more than one command for the fish. There's really no advantage to using one command for the fish, even if you do save some time doing it, so always follow up. Also, nice one frame jump, random and not needed at the time but it's nice to see you can do it, my own is pretty sketchy at times but it does save me from some corner pressure where it's the only option Lastly, in the corner you need to be a bit more patient on blocking, it looks like you got a bit too twitchy and ate a counter hit j.HS too many times, again things that happen to me as well in my own matches

Posted

lol that HOS was just begging for a coffin reversal in the face. Remind him that just because you're Dizzy that doesn't mean he can simply throw random crap out at you and expect it to be effective pressure. Also don't do obvious j.2S/j.H jump-ins against characters who can uppercut you in the face. I don't think it's a particularly effective tactic even against people who can't. And like Stag said, be more patient with blocking and use the tk bubble > backdash j.S. That's all I got because I suck too.

Posted

heres a list, haven't made one in a while

Bad

0.08: you need to remember to use double fish input, KK or HS (p/k) works well.

0.17: Sumper jump double air dash to escape, maybe you attempting it.

0.38: 5k,5hs,2hs,ice spike. with proper spacing I would use the 2hs but its left up to you to decided if u think its viable.

0.48: on bubble summon you have 3 option: pop, jump and IAD back. Jumping is viable to punish whiff move as you're coming down.

1.07: bubble pick up are usually F.s for knockdown ice spike or aerial combo. air pike if you're pro.

1.21: bait OS charge burst because its punishable on whiff.

1.50: work on your hit confirm combo, on hit always land ice spike on block scyher is viable.

2.32: 2k--> 5hs combo on crouch hit stance comfirm which stance your opponent is in.

Good

1.33 good f.s punish

good usuage of dust in block string.

3.36 good throw mix up (it works ) :yaaay:

Generally note: the bubble can be use as a threat, sometimes its better to leave it floating out to let your opponent know you have it out. makes them think twice of rushing, at scrub level ^^ people rarely do rush.

you're giving OS too much freedom, holding air pike deals with air mentality. Keeping it in the air whiling doing dizzy stuff would increase your game more. (also viable AA)

F.s IAD dash attemps.

FD OS 6hs more push back.

General space control: k/s scypher/air spike and HS fish

important note: there are two type of KD. throw follow up into ice spike are not meaty. means your HS fish are not meaty enough and opponent can jump, opt for HS fish and k scypher to avoid and pressure or 6hs/2k.

on full KD HS fish is meaty and IAD j2s x2 becomes beastly.

p.s its easier finding the bad rather than the good I will work on it more.

Posted

My first GGXX AC tourney, everyone.

double elimination and goddamn I got raped. Up against one of the best players in the USA; "Pimpjuice" Charles in my First match. :gonk:

* http://www.youtube.com/watch?v=S3KPqTDkojs

* http://www.youtube.com/watch?v=xbnxuwXNwo0

Ugh, I had a chance to come back in the second match against Pimpjuice but I messed up my hit confirm to icespike this one time and another, I went in without summons when he did this ground teleport which of course was stupid and did not help matters. WTF was I thinking?! :vbang:

The second, more of the same and I didn't know how to get out of testament's pressure. :mad:

Gack, I did better in the casuals held before/after the tourney, which I am uploading as I write this and will post links to later. Awww man, what horrible luck. Pimpjuice in my first match?! Goddamn...

Posted

Most of the game play were mainly bad due to inexpierence and hisitation :keke: I recommend you read on the match up forum and also work on your 5hs hit confirm into ice spike... To step up your game you need to do mutiple summon. In most cases you would summon one fish/air pike and do a rush down. to control a high degree of space do fish+ scypher/ air pike. with the bubble being your main pressure ^^. While you don't always need to you should make you're opponent fear you more so less rush down attempts from them. what else? 2s testaments JD ^^ and clear nets.

Posted

Lol, tech writing comments and not remembering who I am. This Month began the first of the CW tourny for me. haahah since I've become such a big fate fanboi I've haven't touch GG for a while. Some nice matches here and some fugly ones enjoy.

Round 1

- 0:10 to 0:11 / Possible opportunity to combo for a KD after 2P.

- 0:32 to 0:33 / Nice Ice Spike FRC follow up combo here for the win against SL.

Round 2

- 0:42 / Possible opportunity for a mid screen crossover/crossup oki attempt after the 2D KD.

- 1:04 to 1:05 / Nice Ice Spike FRC follow up combo here.

- 1:15 / I think you could've done a follow up combo here after the CH 2H.

Round 3

- 1:27 to 1:29 / Having your jump in countered with an AA combo isn't a good way to start a round, lol.

- 1:57 / Nice CH 2H after the Ice Spike FRC here though I think you could've done a follow up combo for damage + KD.

- 2:17 / Ice Spike could've been FRCed for safety.

- 2:32 / Possible opportunity for a follow up combo for a KD after fS.

Round 4

- 3:21 to 3:24 / Nice follow up combo into the corner after the bubble pop.

Round 5

- 3:57 / Possible opportunity to combo for a KD after 2K.

- 4:02 / Possible opportunity to combo for a KD after 2P.

- 4:28 / That was close. Bubble pop against SL's air OD for the win was nice.

Round 1

- 0:02 / Possible opportunity to combo for a KD after 2K.

- 0:31 to 0:32 / Nice CH 2H after the Ice Spike FRC. Too bad the Ice Spike didn't hit at the end though.

Round 2

- 0:47 / There is a possibility 2S could be used to counter JA's IAD j214K move and give you an opportunity for an air combo should it succeed.

- 0:58 / Possible opportunity to combo for a KD after 2K.

- 1:09 to 1:11 / Nice follow up combo after the bubble pop.

- 1:24 / That 2H here could've been punished badly with FB puffball into wallstick loop combo.

Round 3

- 2:31 to 2:34 / Nice follow up with 2H for KD into oki with corner pressure after the Ice Spike FRC here.

- 2:37 / Good timing with the throw OD here.

Round 4

- 3:31 / Nice catch with the throw OD here.

- 3:40 / Possible opportunity for a combo to KD after 2P.

- 3:54 to 3:55 / Rapid fire 2P into combo for the win, lol.

Round 1

- 0:19 / Nice CH 2S against MI's jD here for KD.

- 0:25 / Nice 2D KD though I think you could've done a special cancelled bubble or fish summon for oki.

- 0:28 to 0:29 / Nice Ice Spike FRC follow up combo here.

Round 2

- 1:05 / Nice CH 2H here though I think you meant to dash in for the follow up combo part, lol.

- 1:25 / Good throw here but you missed the opportunity for a follow up though which was unexpected.

Round 3

- 2:08 to 2:14 / Good throw into the corner here with follow up oki and rushdown to start off your comeback.

Round 4

- 2:31 / I think you could've gone straight to oki here after the 2H KD.

- 2:35 / Possible opportunity to combo for a KD after 2P.

- 2:44 / Possible opportunity to combo for a KD after 2K.

- 2:49 to 2:53 / Nice sequence with the throw setups here though after the 2nd throw why the bubble and not fish summon for oki?

- 3:13 / Possible opportunity to combo for a KD after 2P.

Some comments:

- Ice Spike FRC combos are always nice to watch in action.

- You get a fair amount of CH 2H stuffs, make the most of those situations with a follow up combo if applicable.

- Follow through your low pokes (2P, 2K) and combo for a KD so you can get more opportunities for oki whenever possible.

That's about it. Good stuff though.

Posted

Dizzy(ex) v Ky(si)

suck as hell +_+ ... *go back playing F/UC

Round 1

- 0:04 / A possible opportunity for oki via a special cancelled bubble or fish summon.

- 0:16 / Nice Ice Spike FRC for safety.

- 0:20 / Nice Ice Spike FRC for safety.

- 0:38 / Good catch with the air throw here though maybe setting up for oki would've been a better option here since KY was a bit far away for a follow up hit or something.

Round 2

- 1:13 / I think you could've set up for oki here after the KD with 2H.

- 1:42 / Ice Spike could've been FRCed for safety.

- 1:49 / That was unfortunate with the Ice Spike after 2K. I think you meant to do a 2H first then Ice Spike for follow up. Another option would be to use 2D after 2K hit and then do a special cancelled bubble or fish summon for oki.

- 1:57 / A possible Ice Spike FRC follow up combo here for the win against KY.

Round 3

- 2:28 to 2:29 / Nice Ice Spike FRC for safety into a CH 2H with follow up combo.

- 2:33 / I think after the CH jH it might've been possible to follow up with a ground combo for KD here.

- 2:51 / Ice Spike could've been FRCed for safety.

Round 4

- 3:20 to 3:27 / Good oki to mixup into a dust combo follow up here.

Some comments:

- Ice Spike FRC usage was good, especially for safety purposes whenever applicable. I think I could hear the buttons for the times you wanted to FRC but missed, lol.

- 2K>2H usage worked out for you in the match, just don't overuse it as a blocksting option even though you can delay a follow up special move after it because you can possibly be punished if 2H is blocked or during the startup of the special move instead.

- Maybe start using 2D in blockstrings versus 2H because of it's utility in options afterwards like with jump/special cancelling moves and stuff.

That's about it. Just keep working at it and play less F/UC, lol.

Posted

thx :yaaay: i use lots of 2h because i'm suck ad 2d special canceling and ice spike frc combos still become an issue on my gameplay :vbang: i'm working on frc combos 1st, since i have too many match that can be won with it but i lost by screwing up the frc combos (;^_^)a

Posted

Yeah the Jam player didn't seem to quite know how to deal with Dizzy's oki, or how to lock Dizzy down with her IAD shehanigans. Very very solid Dizzy player though. Hoping I get my matches up soon, did some recording today. Mostly against our Aba player, though I also have a few matches against our Chipp as well. We did money matches, and I ended up losing both despite how close I was :psyduck:

Posted

Thanks for checking them out guys :).

Feels like a disservice if we don’t give you a proper check up.

Round start up against Jam I usually prefer to wait and see. Jump IAD is usually fast enough though.

The most problem I have with this jam player is the pressuring method against Dizzy. Jc to Ad backwards isn’t going to help her win matches she needs to be in Dizzy face 24/7. It is her job to chsae and yours to outwits. Giving Dizzy a moment to breath is like asking her to summon and kill them.

Round 1

0.19 Nice air throw and quite brave too, I’m surprise you went behind it, work on Air throw follow up, they might be hard but the gain is enormous into Corner Oki.

0.27 Hit confirm your combos into ice spike. Try to maximize damage, getting more hits and oki is good but sometimes you an’t afford not to squeeze every damage as possible.

0.31 be aware that Jk is a lvl 4(?) move and bubble requires at least 22 frames. In-between those are enough to be air throw safely or AA

0.35 Your Oki needs some work, not that there anything wrong with it per se but F.S could had been something. Try working on a good oki mix up

0.37 Hit confirm 2p into 2k 5hs ice spike

0.42 nice baiting.

0.43 Well I’m guilty of using OD myself but rather do a summon instead because the distance+spacing wasn’t a threat as such.

Round 2

1.20 lol, I was screaming grab that ass ^^ it is possible and easy to grab 236s of jams or at least 2k. With possible puffball attach throwing is the safest to continues being dominate.

1.24 needs more ice spike finisher, 2d will take over your systems someday.

1.25 use j2s instead of js

1.29 It would have been fun to see if u got jam with a delay ice spike.

1.38 good pressures but the fish should have been KP, k scythe into shenanigans would be fine too.

1.45 spend too much bars unnecessarily

1.54 Good burst baiting although fail to punish, throw if she lands or 2s if she’s in the air blue bursting doesn’t have that much invul.

1.57 again abuse throw or 2k ranges don’t let charge go unpunished.

2.11 nice round finisher, using Japanese jp recover into AD j2s. I need to work on using it more in my matches.

Overall your 2d is becoming habitual and you need a balance of ice spike. Solid game overall but a few technical aspects would be good to see once in a while like ice spike frc or simple mix up. Tick throws are never used you should in general think about them as a tool. If you can throw reset x3 they will start pushing button and eating your oki easier.

Video 2

Round 1

0.16 nice cross over

0.28 you seem to forgo a lot of ice spike in your combos. Once you find a good slayer opponent every damage counts when possible since both goes into KD it is perfectly fine if not better to go into ice spike.

0.32 lol, would love to see how much time you can abuse that oki ^^, the gaps are there.

0.37 Nice round finisher, potentially 2k 5hs 22hs into ice spike would had worked as well.

Round 2

0.57 FD earlier more pushback allows for less tick throws.

1.05 AD js? Well if it did hit the follow up would be AD forward j2s jhs But I thought jhs would had easier connect, at least your dust combo are better than mine lol

Round 3

1.17 be aware that faust AA is a lot better and gayer than a lot of people it beats a lot of dizzy j2s.

1.20 should try j2s jc js jd or anything along the j2s variation. Nice and easier hit pick up combo.

1.21 lol, hope that was a failed the throw ^^, I know I do them all the time and die for it.

1.33 I never liked using j2s jhs land 5hs, 5hs is a really slow move 10 frame startup or something if jhs is a lvl 5 move the frame of hit confirm you have to do a move is around 11 frames or so including landing and AD momentum of j2s.

1.45 nice gold bursting

1.52 yeah faust has a lame hit box, so what can you do? Probably double j2s or j2s land and throw/2k

1.56 good reversal ^^ necro ftw.

1.60 S laser fish should think about those too. You be surprise how well they work, people will jump out of Dizzy oki use them. With that much bar left you could have won the match with a funny S laser fish.

Double hs input fish are funny too.

The Dizzy faust match is really in Faust advantage, good play overall the AD attempts needs to be first overcome with summon. Faust AA is superior in GG a bit more patience will help you a lot of this match up.

General game play I would to see ice spike frc, Tick Throws, Ice spike ender and more cross over mid screen oki. Just a few things you can to make your opponent look sillier.

Posted

My Chipp and Aba matches http://www.youtube.com/watch?v=9RnKOVFhIf8&feature=channel_page and http://www.youtube.com/watch?v=c3UwuNoafRw&feature=channel_page

Two money matches, for some reason we went with a first to win 3 in a row against the ABA player, so that's the last 3 matches where I got smashed. I'll have the earlier rounds up later, when I wasn't playing as retarded haha. Like trying to throw Chipp's tension :vbang:

Too bad we didn't get the Aba kill combo on Dizzy recorded, he pulled off one iteration of the double orb hit on me in the corner with slightly cranked guard bar, and I died from 90% life ._.

Posted

Thanks Zaeris. I guess reason i dont do ice spike enders a lot is because it has to be FRC'ed to get the really good oki right? I will work on that for sure and closing the gaps in my pressure. Thanks a lot.

Posted

if hit, Ice Spike doesn't necessarily need to be frc-ed to get an Oki setup, Ice Spike frc is mainly used for extra damage or being safer when it blocked or whiff

Posted

Icespike FRC combos don't add much more due to the huge pro-ration, especially if it's off a low poke I find. I'd rather use the frc to be safe or to have a bigger time frame to set up oki, but the oki after a single Icespike combo works just as well, in my opinon.

Posted

Icespike FRC combos don't add much more due to the huge pro-ration, especially if it's off a low poke I find. I'd rather use the frc to be safe or to have a bigger time frame to set up oki, but the oki after a single Icespike combo works just as well, in my opinon.

lol, When people say "Huge" that is untrue since the force poration is only 85%. Lows have a porate of 70%.The game does not say add further reduction on porates which is not lower than the intial porate of 70%.

What force porate means that regardless of which pokes you use first it will porate the follow damage after it to at least 85% if however you combo from a low 70% it will not reduce further since it is not lower than the inital porate. same concept applies to ice spike frc after throws where throws have a porate of 50%.

Don't confused guard bar reduction with porate people.

Posted

lol, When people say "Huge" that is untrue since the force poration is only 85%. Lows have a porate of 70%.The game does not say add further reduction on porates which is not lower than the intial porate of 70%.

What force porate means that regardless of which pokes you use first it will porate the follow damage after it to at least 85% if however you combo from a low 70% it will not reduce further since it is not lower than the inital porate. same concept applies to ice spike frc after throws where throws have a porate of 50%.

Don't confused guard bar reduction with porate people.

err wait... doesn't force prorate means u got further proration on follow up combos?

eg 2k>2h>ice spike(frc)>5k>5h>icespike

after 2k (2h>icespike) got 70% proration

after ice spike frc (5k>5h>icespike) u got 70% + 85% proration

more ice spike = more proration, didn't it work that way?

Posted

THe system only uses the lowest Porate given.. 70<85 it will only porate by 70% not 70%* 85% = 59.5% Let say you do a normal 5k poke.. 100>85 hence you have a poration of 85% on the following combo after ice spike frc. Guard bar also kicks in after each amount of hits. Porate hits works off the first hit of a combo.. so c.s -> 2k does not porate by 70% after 2k. if however 2k has a force porate then the follow combo will be reduce to 70% regardless of the what first hit involved. Well I could be wrong but my friends and I had this debate and came to conclusion the systems only takes the lowest value. Maybe Im wrong :gonk: If what u say is how it works wouldn't Sol sidewander porate like crap after wild throw? Maybe when I have time I just do mutiple frc ice spike loop and see what happens.

Posted

I always thought pro-ration was additive, and thats why we hardly see more than half damage comboes, but it might just be guard bar draining like you mentioned now that I think about it, but regardless Ice Spike FRC combos add maybe 50 damage extra if you do it twice from a low poke, not sure about off of 5k I'll experiment when I got time. Anytime I see multiple Ice Spike loops though the damage is just really not worth the FRCs unless it's needed for a kill.

Posted

THe system only uses the lowest Porate given.. 70<85 it will only porate by 70% not 70%* 85% = 59.5%

Let say you do a normal 5k poke.. 100>85 hence you have a poration of 85% on the following combo after ice spike frc.

Guard bar also kicks in after each amount of hits.

Porate hits works off the first hit of a combo.. so c.s -> 2k does not porate by 70% after 2k. if however 2k has a force porate then the follow combo will be reduce to 70% regardless of the what first hit involved.

Well I could be wrong but my friends and I had this debate and came to conclusion the systems only takes the lowest value. Maybe Im wrong :gonk:

If what u say is how it works wouldn't Sol sidewander porate like crap after wild throw?

Maybe when I have time I just do mutiple frc ice spike loop and see what happens.

This is at least how it works in melty, but I'm not sure about GG.

But there are other factors as well that make it hard to take calculate, like the Xth hit only does Y% of damage, which slowly declines up until hit 14, I believe.

I'll consult the mook about it and see if I can do some simple calculations based on that

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