Zekashis Posted April 9, 2009 Posted April 9, 2009 Had a recent tourney in STL these are my matches. Let me know what u guys thinks: http://www.youtube.com/watch?v=0rcPoC7TTi4, Peace.... Nice Dizzy; it was fun watching you play. I gotta admit it was pretty weird seeing IAD.P, P, 2S pressure. You baited well and took advantage of it. I would like to recommend some things, though. (Don't wanna leave you empty handed. ) Air pikes I don't think I've ever seen you hold an air pike outside a knockdown. It's very useful for pressure and filling in some gaps. It didn't help much that you released it right away after a laser fish. Don't toss it aside; work with it. Also, if you could get one out before Eddie gets his little Eddie pressure going, he'd have to be a lot more careful. It also wouldn't jack up your guard bar so much. Tick throws Keep the pressure going and condition that Eddie to block more. This really helps with resetting pressure. You can follow up with an H~H fish mixup or if you're near corner--corner oki. Both hurt like hell so you don't wanna miss out on it. I know it's a pain getting that corner oki and there's the problem of Eddie getting out. I've had lots of experience with failing this. I suppose this is why I like to change my oki every so often in a game. My idea is that if they can't guess what oki you're doing, they'll block it. Jumping out? Throw a 236K into bubble/air pike mixups.
Kurokun Posted April 10, 2009 Posted April 10, 2009 Had a recent tourney in STL these are my matches. Let me know what u guys thinks: http://www.youtube.com/watch?v=0rcPoC7TTi4, Peace.... Match 1 Round 1 0:37 / Possible opportunity to escape from the corner here. Round 2 0:49 / 2D might've been an option here instead of 2H because of range. Match 2 Round 1 1:35 / Nice catch with the throw to put ED in the corner here. 1:47 / Possible opportunity to escape from the corner here. Round 2 2:18 to 2:20 / Nice start to the round here with the combo. 2:40 / I think that if you were to hit the follow up combo here, you would've been able to win the round against ED sooner. Round 3 3:03 / I think 2P>f.S could've worked in place of 2K>f.S as a follow up after the air throw into the corner here, maybe. 3:28 / Possible opportunity for a follow up combo on the ground after the CH j.H hit. Match 3 Round 1 4:07 / Possible option here to use special cancelled fish summon for oki after 2D KD. 4:11 / From my POV it looks like a possible tick throw attempt after the scythe FRC here. 4:13 to 4:17 / Nice job blocking against ED's corner pressure here. Round 2 5:20 to 5:25 / Nice burst bait here and punish with a throw to follow up combo to put ED into the corner. Match 4 Round 1 6:17 to 6:19 / Nice follow up pressuring after the 2H FRC here. 6:25 / 5K might've given you a chance for a follow up combo opportunity after the CH 5H, maybe. Round 2 7:23 / Ice Spike could've been FRCed for safety. Some comments: - Watch out for AA attack stuffs especially w/o summon cover and you decide to try to AD in/jump in to attack or try to escape/evade a possible counterattack scenario while still airborne. - Maybe utilize more tick throw attempts and dust setups as variations in oki. - There were some counter hit specific moments that could've been combo opportunities. That's about it. Good stuff with the vid though.
P.R.O. Posted April 10, 2009 Posted April 10, 2009 Yeah thanks for the feedback guys gonna practice my oki until I can do it blindfolded, and eddie is definetily her hardest matchup IMO Peace....
Zekashis Posted April 11, 2009 Posted April 11, 2009 Yeah thanks for the feedback guys gonna practice my oki until I can do it blindfolded, and eddie is definetily her hardest matchup IMO Peace.... If you think Eddie's bad wait until you face a good Chipp.
Stag.S Posted April 11, 2009 Posted April 11, 2009 Agreed, anyone that can catch Dizzy usually ends up with a dead Dizzy on the floor
nagai Posted April 11, 2009 Posted April 11, 2009 Had a recent tourney in STL these are my matches. Let me know what u guys thinks: http://www.youtube.com/watch?v=0rcPoC7TTi4, Peace.... I'd recommend simplifying your game. Instead of attempting fancy, damaging combos, go for a knockdown that'll guarantee more oki. Especially for Eddie... when you have him trapped, you want him to stay there. So yeah, do combos and strings that you can pull off consistently and stick with them. Also, it might be a good idea to do something other than backdash at the beginning of every round. It's a safe option, and if you opponent thinks you're going to do it again, surprise them by doing something else (like running in and 5k-combo). If you're going to practice oki, focus on one and stick with it until you get it perfect. my last advice... you're too jittery!!!!! jumping around like that against Eddie is dangerous... take it slow, take mental notes of your opponent's quirks, and capitalize. when you're far away, fish and spear him (hold your spear for mind-games). when he has little Eddie out at a neutral game, don't you dare get close. sometimes it's wise to not burst as soon as he combos you... delay it a bit. but yeah, keep it up, you're doing fine. just simplify your game and focus on capitalizing on opportunities... good luck.
woki Posted April 14, 2009 Posted April 14, 2009 http://www.youtube.com/watch?v=0rcPoC7TTi4 Instead of attempting fancy, damaging combos, go for a knockdown that'll guarantee more oki. After 2k-(laser)-c.s-6p-(bite)-421s, instead of going for -(bite)-IAD j.hs-(s)-214k-j.k(pops bubble)-(land)-421s(works on Eddie)-j.hs-(s)-214k-j.hs(pops bubble)-(land)-air combo (>150 dmg), I think it would've been better to do something like... -(s)-TK 214k-(bite)-j.k(pops bubble)-(land)-f.s-5hs-236hs (~140 dmg + knockdown).
excelence Posted April 14, 2009 Posted April 14, 2009 i think the first variation also works for Testament/Pot and it does up to 170 dmg iirc
Tech Romancer Posted April 15, 2009 Posted April 15, 2009 Woo, another Dizzy player that's agressive as hell, though it got you smacked up pretty good when you got a bit reckless it was still solid playing on your part Someone call me? Haven't updated in awhile: http://www.youtube.com/watch?v=2pOlJcsgZ90&feature=channel_page http://www.youtube.com/watch?v=ztRyc0UV3qY&feature=channel_page http://www.youtube.com/watch?v=F2GiNP4qKFo&feature=channel_page
Stag.S Posted April 15, 2009 Posted April 15, 2009 Only watched the jam match so far, so I'll drop some comments on it now. Jam is one of the floaty ones, so ice spike isn't always guaranteed knockdown if you catch her too high up. Keep that in mind because she can recover when other people normally wouldn't, so be careful with throw followups, or summoning after ice spike. Nice use of scythe to tick throw When you get that AD j.2S out, don't forget to do j.HS as well, even if they block it normally it'll leave you with enough distance and block stun to safely land (unless they instant block or something), and on hit it'll let you follow up with land, c.S, HS, Ice Spike. Lastly, oki still need some work I think, instead of rushing in for the combo right away after HP or HK fish, rush in either 2k or IAD j2S, wait a sec for the laser to hit, then continue your combo. Dangerous against anyone with a good wakeup, but it'll have it's uses still. Try this out after knockdown in corner. HK fish, dash in 2k, laser,2k, cs, bite, d, dust combo
Kurokun Posted April 16, 2009 Posted April 16, 2009 http://www.youtube.com/watch?v=F2GiNP4qKFo&feature=channel_page DI vs AX Match 1 Round 1 0:07 / IADing back is usually not a good opening move at the start of the round because of vacuum chain hits which could possibly lead into an air combo. 0:16 / Crouch block stance put you into range of AX's 6H which hit as an overhead. 0:22 / Another overhead hit by AX's 6H because of crouch block stance. 0:27 / Ice Spike could've been FRCed for safety/recovery, 0:30 / Air combo follow up could've been a bit better. 0:35 to 0:39 / Good corner rushdown here. I think an Ice Spike FRC follow up combo here could've dealt enough damage to AX for the round win. Round 2 0:49 / IADing back at round start got DI hit by AX's 5P and could've possibly led to an air combo follow up. 0:54 / Homing Pike startup got hit while in range of AX's j.S. 0:59 / Follow up Ice Spike after 2H didn't hit here, another option would've be to go straight to oki after 2H hit for KD. 1:08 / Missed opportunity to follow up for a combo to KD after f.S. Match 2 Round 1 1:40 / Overhead hit from AX's 6H while in crouch block stance. 1:48 / Overhead hit from AX's 6H while in crouch block stance. Round 2 2:35 to 2:37 / Air combo follow up could've been a bit better here. 2:38 / While the Homing Pike hit AX here, possible options could've been to follow up with an air combo or to use f.S and combo into KD. Either option though could possibly deal enough damage to finish off AX's remaining life for the round win. From my POV, I think there was some hesitation here in deciding what to do. Match 3 Round 1 2:55 / Nice start here avoiding AX's 5P and getting the combo for KD. 3:05 / Possible opportunity for oki with a special cancelled fish summon/bubble after 2D KD. 3:07 / I think if you were to pop the bubble here sooner, you might've been able to hit AX's j.S with it to give yourself an opportunity for a combo. 3:08 / I think a follow up to an air combo would've worked here after the c.S hit AX. 3:10 / Ice Spike could've been FRCed for safety. 3:16 / Follow up Ice Spike after 2H didn't hit here, possible options here could've been to go straight to oki with fish summon or FRC/RC 2H and do a follow up combo for KD then follow up with oki instead. 3:22 / I think a follow up combo after the throw might've been able to deal enough damage to AX for the round win here. Round 2 3:35 / Missed opportunity for KD here. My guess is that 2H here was supposed to be an Ice Spike instead. 3:55 / Missed opportunity to set up for oki with summons after the KD with Ice Spike. 3:58 / Possible opportunity to punish AX here during the recovery of what looks like to be 623S. Round 3 4:25 / Scythe is an interesting choice here for oki instead of using fish summon. 4:48 / Possible opportunity to combo for a KD after 2K if 2D was used, though range might be an issue here. 4:51 / Possible opportunity to punish AX with a combo while he was in the process of landing in recovery from the Axl Bomber. 5:09 / Overhead hit from AX's 6H while in crouch block stance. Match 4 Round 1 5:49 / Nice throw here to put AX into the corner. 5:59 / Scythe could've been FRCed for safety and possibly give you a chance to defend against AX's OD reprisal. Round 2 6:45 / Possible opportunity to go straight into oki after 2H KD with something like fish summon instead of following up with Ice Spike that hit OTG here. 6:49 / Possible opportunity for a follow up air combo after the Homing Pike hit. 6:50 / Why 5H here while AX was KD? 6:58 / Air combo follow up could've been a bit better after the launch from DI's 6H. 7:01 / Again, why 5H here instead of oki with summons? Match 5 Round 1 7:47 / Possible opportunity for IAD j.2S stuffs alongside fish summon oki. (Other than that AX was a bit aggressive, especially with throws in this round.) Round 2 8:33 to 8:37 / Nice throw with a follow up combo to put AX into the corner here. 8:44 to 8:50 / Good corner rushdown here against AX. I think if you had FRCed the Ice Spike at the end and hit a follow up combo afterwards, you would've been able to finish AX off here for the round win. Some comments: - I didn't see any FRC usage, though I would like to think that you were trying to get them in at various points during the matches. - Watch your follow up ranges, like with 2H>Ice Spike at close range. 2H gives KD so you can possibly go into oki afterwards, like with fish summon as an option if it hits close or you could FRC/RC 2H then combo to KD then do oki afterwards. Another option would be to use 2D for a KD and do special cancel summon stuffs, though that would require some practice to utilize it comfortably. - There were some whiffs here and there so make sure you follow through on your combo opportunities so you can make the most of the situation and don't drop your combo. - Oki could use some variations like tick throw and dust setups, also a bit more consistency in either high or low rushdown mixup methods. - Utilize FD more. Most of the time you only blocked normally and remained in range of AX's attacks afterwards, some of which have vacuum property. FD pushback can be used to minimize the effect of blockstun and give you extra space to move and act in. - Crouch block stance put you in range of many of AX's chain attacks and made you vulnerable to overhead hits from his 6H and his aerial Axl Bomber at some points in the matches. Other than that, mid range defensive stance related stuffs still stand out to me as I watched the vid and it made you quite vulnerable to some of your opponent's attacks at times. That's about it, just keep working at it. I might end up doing writeups on the JA and BA vids unless someone else does them first but whatever, lol.
Tech Romancer Posted April 21, 2009 Posted April 21, 2009 http://www.youtube.com/watch?v=s5z71xxPrwk&feature=channel_page Dunno if I linked this one earlier, but wtf at 3:50 - I do "arrows of redemption" super (my name for it) and Jam beats me out with some palm normal? The hell? Does that have more invincibility of something?
excelence Posted April 21, 2009 Posted April 21, 2009 haven't seen the vid... but Jam 6h indeed has Throw Invul edit : yep... that's 6h
Tech Romancer Posted April 21, 2009 Posted April 21, 2009 haven't seen the vid... but Jam 6h indeed has Throw Invul edit : yep... that's 6h What the hell is that. A 6H being able to beat out a super with invincibility frames. Ridiculous.
Zekashis Posted April 21, 2009 Posted April 21, 2009 What the hell is that. A 6H being able to beat out a super with invincibility frames. Ridiculous. Baiken's 6K would beat it out too. If you didn't get hit, Jam would've probably been grabbed. I'm not too against this either. It's just taking advantage of a move.
excelence Posted April 22, 2009 Posted April 22, 2009 What the hell is that. A 6H being able to beat out a super with invincibility frames. Ridiculous. ... u haven't see Dizzy f.s clashed and beat out Slayer DOT
Nehle Posted April 22, 2009 Posted April 22, 2009 Baiken's 6K would beat it out too. If you didn't get hit, Jam would've probably been grabbed. I'm not too against this either. It's just taking advantage of a move. Baiken's 6K doesn't have enough invulenerability to take it. As it's active for 20f and dizzy is strike invulnerable for the first 14, which is easily enough to take out Baikens 6K no matter how she times it. Jam's 6H has 22 frames of throw invuln, so it's a real bitch to time against it.
Tech Romancer Posted April 23, 2009 Posted April 23, 2009 ... u haven't see Dizzy f.s clashed and beat out Slayer DOT Yes I have. But still.
zaeris Posted April 23, 2009 Posted April 23, 2009 http://www.youtube.com/watch?v=s5z71xxPrwk&feature=channel_page Dunno if I linked this one earlier, but wtf at 3:50 - I do "arrows of redemption" super (my name for it) and Jam beats me out with some palm normal? The hell? Does that have more invincibility of something? I can't help but scream ice spike and imperial with Dizzy vs Axl ^^, if this was a a nico nico vid it would have ice spike runing across the screen. As for Jam 6hs use imperial ray instead as it wil cleanly beat it out. It is rather slow even tho it has weird invul property. and if you're brave you can backdash the first hit of 6hs and throw/SB the 2nd hit. second don't like let jam AD into you too often use 2s/f.s more as AA.
Zekashis Posted April 23, 2009 Posted April 23, 2009 Baiken's 6K doesn't have enough invulenerability to take it. As it's active for 20f and dizzy is strike invulnerable for the first 14, which is easily enough to take out Baikens 6K no matter how she times it. Jam's 6H has 22 frames of throw invuln, so it's a real bitch to time against it. Oh hm. You're right. I was playing against a Baiken for like an hour and could've sworn I got hit out of it. Maybe I just started to see things.
Stag.S Posted April 23, 2009 Posted April 23, 2009 You're only invincible on the startup of Necro's tension, for a few frames, and not at all with Imperial Ray. I found this out the hard way against many many things. Any meaty will beat out Imperial ray if it's hitbox is touching you already.
excelence Posted April 23, 2009 Posted April 23, 2009 not if u play ex Dizzy, even if she got hit ... the Imperial Ray keep rushing forward and killing my Justice *off context throwing my stress out
zaeris Posted April 23, 2009 Posted April 23, 2009 You're only invincible on the startup of Necro's tension, for a few frames, and not at all with Imperial Ray. I found this out the hard way against many many things. Any meaty will beat out Imperial ray if it's hitbox is touching you already. Meaty does beats out lots of thing but imperial ray comes out in 9 frames + 4 frames of super freeze frame. incases where necro fails to punish jam 6hs for example is when you're doing it to early. As throw invul is only 24 frames and the start up is 18 frames long. Where necro is has a start up of 9 frame + super freeze frame while its active for 20 frames. 24-20 meaning there's a if you input necro from the 4th frame of jam 6hs u 'll be beaten out. if this is the case inputing necro 9+4 frames and Jam 6hs which from the frame input 18-4 = 14 frame of remaining start up u will beat it out before it comes out leavign you with 1 frame. This asssume everything done on 4th frame of jam 6hs. if jam does a meaty where its 18 frames of start up passes and the next frame consist of active hit nercro will win with full body invul of 14 frames as there is no throw invul. The problem isn't meaty it is delay meaty which are used to beat out reversal. meaty you can punish with reversal necro on 1st frame of wake up.
Stag.S Posted April 23, 2009 Posted April 23, 2009 Yep I knew that, which is why I'm specifically said that imperial ray can be beaten with any meaty, not just a delayed or safe meaty. Necro generally beats most things, especially IAD rushdowns, but yeah it's pretty flawed compared to other, safer options that other characters have.
Killerwatt Posted May 3, 2009 Posted May 3, 2009 Hey guys! It's been a while, but I have a new vid of my DI. Against another DI no less. I think I did OK for the most part until round 5...you'll see what I mean. Advice (as always) is greatly appreciated! Elf (DI) vs killerwatt (DI)
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