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Posted

I took some notes lol. Recent Vids, 2nd batch: DI vs OS #2 - 0:55 / Possible midscreen oki opportunity after the throw, though I think a follow up combo after the throw was intended here. - 2:13 / After the SV, you could've punished it better instead of using 6P. - 2:23 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to OS for the win. DI vs SL - 2:03 / Possible midscreen oki opportunity after the throw. - 2:30 / A possible Ice Spike FRC follow up combo opportunity here for the win against SL. - 3:13 / Possible midscreen oki opportunity after the 2D KD if you had special cancelled 2D into a fish summon or TK'ed a bubble for an IAD crossup scenario. - 3:30 / Possible chance for a follow up combo opportunity after CH 2H. - 3:41 / Missed CH Ice Spike follow up combo opportunity. - Lots of 2H usage, some of which looked like to be intended follow ups in a combo (ex: ...>f.S/5H>2H) but didn't connect because of range. While other 2H's from my POV looked like to be the result of a missed Ice Spike input instead. In some cases, an Ice Spike after the f.S/5H hit would've worked better I think. DI vs SO - 0:22 / Possible chance for a combo after the bubble pop, which you went for but missed unfortunately. - 1:14 / Missed combo attempt for KD to start corner oki. - 1:25 / Air combo follow up could've been a little better. - 1:40 / A possible Ice Spike FRC follow up combo opportunity here for the win against SO. - 1:59 / Why 6P? Punish with combo for KD to set up oki instead. DI vs FA - 0:22 / I think this was supposed to be CH 5H>2H for KD into oki but you missed with the 2H. - 0:29 / Missed CH Ice Spike follow up combo opportunity, though the range might be an issue if you were to attempt it. - 1:00 / The follow up after the AA Homing Pike was good. - 2:09 / An f.S after the 5K/before the 5H might've been an option here as part of the combo. Past Vids, 1st batch: DI vs OS - 0:17 / Missed follow up combo after throw. - 0:19 / Missed KD attempt with 2H after 2K. - 0:44 to 0:47 / Good pressuring but the Ice Spike at the end should've been FRCed. - 1:15 / Scythe could've been FRCed for continued pressure tactics. - 1:53 / Missed KD attempt with 2H after 2K. - 2:17 / Missed follow up combo after throw. - 2:22 / The follow up after the AA Homing Pike was good. DI vs RK, PvP Match - 0:13 / A TKed bubble shouldn't be used at the start of a round. That one was kind of high up lol. - 0:19 / Possible opportunity to set a bubble for zoning purposes. - 0:27 / A 2nd AD j.2S>j.H might have been able to combo after the laser hit which would've allowed for a ground combo follow up. It looks like you may have tried for a tick throw though from my POV. - 0:43 to 0:45 / I think you meant for an Ice Spike and not a Scythe lol, but good recovery with the throw back into the corner afterwards. - 0:49 to 0:53 / Good pressure to combo for the finish. - 1:03 / IAD back>bubble is sometimes a good opener but some opponents can catch you when you IAD back. - 1:09 / Good AA with Homing Pike. I think a follow up option could've been an air combo. - 1:19 / After the bubble pop I think a 5K/f.S into a combo for KD would've worked here but the fish bite made the juggle a bit too high to follow with a ground combo. - 1:27 / Good counter OD here. - 1:37 / A forward tick throw attempt during the laser hit might have worked here. Some comments and recommendations: - Why no FRC action? Utilize some next time like Ice Spike for followup combos or for move recovery safety, 2H to make it safe should it miss, and maybe even Scythe for pressure/mixup tactics. - Corner oki could be a bit more solid. There were some gaps in your pressure. On the ground there was some space between the 2nd dash 2K and the opponent, unless you were baiting for a CH 2H or something lol. A TKed bubble during ground pressure might help to control space and give you more mixup potential. You seem to prefer an aerial approach with IAD j.2S so try to work in the 2nd IAD j.2S a bit more as part of the mixup. A bubble after the 1st IAD j.2S is okay as well, though the sudden change in momentum might provide a window for the opposing char to slip out of the corner in the midst of pressure or to counter you if applicable. - Add some variations to your oki like setups for dust combos and tick throws. They both are useful from time to time as options for mixups. - Try to integrate midscreen oki into your gameplay. KD in the corner is the optimal scenario for oki but a KD at midscreen gives you another chance for oki through IAD crossup tactics and mixup variations can also work here as well. - Summon usage outside of oki was limited. When you had KD you usually went for an oki setup with summons, which should be a given in that situation. However, you didn't seem to use summons outside of that, save for some bubbles that were quickly popped and using a Homing Pike before advancing upon the opponent. A fish/bubble onscreen to zone helps DI to get the momentum going for both her offensive and defensive options. - 2H functions. You like using 2H as part of a combo, especially after f.S/5H, don't you? lol. The problem here is that you missed hitting with 2H because of range issues and it happened quite often, which can prove costly in a live match. FRCing 2H can help make it safe if it whiffs or hits on block, but that would mean you would have to have at least 25% tension available to you each time you considered in attempting to combo with it, unless you are successful in hit confirming it or you special cancel on block to something else instead which can be risky at times. You could omit the 2H after a f.S/5H and go straight into an Ice Spike if you feel the 2H won't connect or omit the 5H and go into 2H>Ice Spike earlier instead from f.S and you would still get a KD for your efforts. Either option would depend on your combo though. CH 2H>follow up combo scenarios are something you should consider looking into and adding into your gameplay as another application for utilizing 2H. - 2H vs 2D, KD utility. 2K>2H in the vids looked to be like your 'go to' low hit combo string, but as with 2H usage in your other combos you missed hitting with it because of range issues. Too far away and you'd whiff 2H, while if you were inside and close the following Ice Spike would whiff, or if the 2H was blocked you'd special cancel. Sometimes it is not safe to throw 2H out unless you have tension to FRC otherwise you can get punished if you miss or if it's blocked and if you special cancel there is a chance you can get countered on the startup of the move you use. Since 2H gives KD you could go into oki sooner and omit a follow up Ice Spike if the 2H were to hit close as an option. 2K>2D works better because of range and is flexible by being JCable on hit or block and also the special cancel application trick can prove useful if you invest some time in learning how to utilize it. You can set up for oki with a special cancelled summon or TKed bubble after a 2D KD or even change up your pressure from ground to air during a mixup by using an IAD j.2S after a blocked 2D in a combo string. I did see a 2D KD in the DI vs SL vid and I think you special cancelled an Ice Spike that missed afterwards. Maybe try to use it a bit more in your gameplay. From watching these vids, your playstyle suggests that: - You don't employ summons for a zoning game. - You appear to favor fighting at mid range or closer, while switching between semi defensive/offensive postures, and without the assistance from summons. These 2 things stand out to me the most when I watched those vids. The first point deals with not playing to one of DI's strengths in using summons to zone for offensive/defensive purposes which in turn limits her potential to be effective outside of oki. The second point deals with playing to one of DI's weaknesses which is her inability to fight effectively at mid to close range without summon assistance because it puts DI at a disadvantage against chars who specialize and excel at utilizing mid/close range tactics. This could be a bad habit in a match against a real life opponent who is likely to exploit and capitalize on that behavior. That's about it. Work on improving your ability so that you can become more effective with your gameplay.

Posted

Just also gonna point out that you recklessly double airdash without cover, again it works for computer and maybe even some people but it's things like that lose you games. FD blocking more probably wont hurt either.

Posted

I took some notes lol.

Wow, such a complete analysis! Me likie. :yaaay:

I keep watching vids, I review the threads and write in my "black book" and still, I keep missing stuff. Above all, the things that ring true are my whiffing of 2HS noted by you and Stag.S. The airdash comment noted by Stag S. also made me go back and look more closely at what I was doing...What was I thinking?! Why aren't I using my FRC's? Lot's of stuff that just looks sloppy.

From watching these vids, your playstyle suggests that:

- You don't employ summons for a zoning game.

- You appear to favor fighting at mid range or closer, while switching between semi defensive/offensive postures, and without the assistance from summons.

These 2 things stand out to me the most when I watched those vids. The first point deals with not playing to one of DI's strengths in using summons to zone for offensive/defensive purposes which in turn limits her potential to be effective outside of oki. The second point deals with playing to one of DI's weaknesses which is her inability to fight effectively at mid to close range without summon assistance because it puts DI at a disadvantage against chars who specialize and excel at utilizing mid/close range tactics. This could be a bad habit in a match against a real life opponent who is likely to exploit and capitalize on that behavior.

I guess that sums me up in a nutshell. Besides Ruby in MvC2, I don't really have experience with zoning characters and I probably play this way without taking into account I'm not playing a pure rushdown character. It seems to me that the most important blunder I've made when playing Dizzy is that I have had the incorrect mindset.

All these comments are great and I have no excuses for them. Let's see I can start implementing them tomorrow.

Posted

Oh yeah, just wanted to come back and say something about my use of bubbles that Kurokun mentioned - in many of my vids, you guys say I "tiger Kneed" the bubbles - my Tiger kneeing abilities aren't that bad :sweatdrop:, actually what I did was IAD ~ bubble. I can actually TK my bubbles fairly close to the ground (some of my vids should have me TKing a P bubble at various points). Just wanted to clear that up.

EDIT: Another note - in my recent vids, I have started subbing out the 2k, 2HS, icespike combo for 2k, 5S [2 hit], 5HS, icespike. I like this new combo...in fact I like it a lot. Its a lot safer, although its range is slightly lower, the damage is still greater than the 2D combo... I'm just loving it. Another thing: I was messing around in training mode thinking up blockstrings and I found that 2p gattles to to 5K! Awesome. I've started using this as well. With my new found "wealth", you start seeing less of me using 2HS Stag S. ;)

Posted

Oh yeah, just wanted to come back and say something about my use of bubbles that Kurokun mentioned - in many of my vids, you guys say I "tiger Kneed" the bubbles - my Tiger kneeing abilities aren't that bad :sweatdrop:, actually what I did was IAD ~ bubble. I can actually TK my bubbles fairly close to the ground (some of my vids should have me TKing a P bubble at various points). Just wanted to clear that up.

EDIT: Another note - in my recent vids, I have started subbing out the 2k, 2HS, icespike combo for 2k, 5S [2 hit], 5HS, icespike. I like this new combo...in fact I like it a lot. Its a lot safer, although its range is slightly lower, the damage is still greater than the 2D combo... I'm just loving it. Another thing: I was messing around in training mode thinking up blockstrings and I found that 2p gattles to to 5K! Awesome. I've started using this as well. With my new found "wealth", you start seeing less of me using 2HS Stag S. ;)

2p--> 5k is standard in most jap vids, why? because of the galtor potential and jc into bubble is juicy because of galtor option. most people can read all of dizzy galtor, like example after 5hs you can special cancel or do nothing most people will special cancel lol (guilty myself).

here some vids of myself... somehow a stroke of luck I manage to win the tournament in my area.. well the top 8 still lost in single tourny though.

CWr9 - Top8 - Akai Hikari (JA) vs Lucia (DI)

CWr9 - Top8 - Javi (MI) vs Lucia (DI)

CWr9 - Top8 - Feri (SL) vs Lucia (DI)

*I will write up some input for tech romance vids later*

Zero vs Eddie

never galtor into f.s on crounching opponents.

f.s application are usually AA (anti Air) or throw follow ups, and if you want to be fancy use f.s 2hs frc into IAD jpj2sjhs.

standard ground galtor 2k c.s 5hs ice spike, you should at least familarise yourself with using 5hs after c.s

for practise on 6hs combo, usually when you fail throw lol, 6hs(2hits) jc js, jp, js (jc) js jhs if close. and 6hs (2hits) jc js jc js jhs.

BTW you need to put your GGXX vids in a single playlist

Posted

another vid of mine

http://www.youtube.com/watch?v=4kAMYpxl27U

sry for the quality :v:

What's this now? You guys rip me to shreds for using 2HS and whiffing it, but you missed it a few times in that vid like me. I'm mad. :mad:

Nah, just kidding, lol. Although I have realized that it is certainly something that I can't afford to miss with. :vbang: On that note, incase someone wants to analyze some more of my vids, don't bother with the vid "GGXX AC match - Zero (Dizzy) vs Order Sol #4"; I already know exactly what mistakes I made in that match. :rolleyes: Its another one of those "WTF was I thinking matches", did okay the first round but made a lot of dumb mistakes the second, partly because I reverted to my old bad habits.

Posted

another vid of mine

http://www.youtube.com/watch?v=4kAMYpxl27U

sry for the quality :v:

few notes, but its hard to give advice on improvement since most of the mistakes are droped combo's.

1.32, 2hs isn't a range poke :psyduck:

2.20, well 2k 2hs/5hs ice spike? maybe too nervous

2.32, I'm an advocate of air throw follow up since they will always put you in a better position. easy c.s f.s ice spike follow up there.

3.16, punish cross wise heel- never leave it going unpunished its one of the few easy punish you'll get in matches, reaction rather slow

in general jujmp in with j2hs when they see it coming is a no no:vbang: , I would use jk if I had to.

ice spike can be punish by mappa whether you believed bring slayer closer to you is a good thing.

some of a few dizzy habits I've seen are tech with jhs or AD jhs, it can be a large negative if people starts reading it, don't need to feed slayer.

Posted

@Tech: no, we rip u to shreds so u don't become like me :vbang: ... i'm serious of this, i've been playing Dizzy for the past 2years and dropping the 2hs habbit is hard like hell @Zaeris: thx 1.32 bad habit of mine, i'm expecting mappas and 2hs is my main punisher, seriously need to drop the urge to press 2hs, 2p is much better pokes in this match +_+ 2.20 nope, my execution was suck :vbang:

Posted

Hmm, this is directed at no one in particular but when I see many dizzies posted on here, I'm impressed by the set-ups, patience, and general ability to wall pressure, as well as having that eye to capitalize on mistakes.

But, it seems too "tame", or stationary to me. Now I'm not saying I wish to be like Mokoto or something, but per Kurokun's comments about my playstyle I don't like being defensive. Now this probably isn't a good thing for a Dizzy player (in fact, I'm pretty sure its not) and after reading the input for my matches I felt pretty down and kept thinking, "Man, I suck so hard...".

But I think there's another side to the coin - when I see many of our opponents, their general mindset is, "she's a zoning character, as long she has no summons we can rush her ass down" or "She'll run away all day". The way I play is to counteract this - if I let people think I'm running away/blocking 24/7 or I'm defenseless without assists, they'll walk all over me. This is not to say I like to soak up damage - in fact, I think I'm fairly decent at blocking.

"You appear to favor fighting at mid range or closer, while switching between semi defensive/offensive postures, and without the assistance from summons."

After thinking about this, I think maybe this can be considered a strength. Now, I still need to remember to dry summon more, and not be as reckless, but I think if I can fix all the things you guys are telling and refine my current mindset this could turn out to be pretty advantageous. Agree? Disagree?

Posted

i agree, if we didn't play offensive 24/7 and capitalize opponent recklesnes, as she has very good iad2s that may lead to win the round but playing offensive with her in general i would say it's bad idea, as most of her moves has terrible hit box and might get you stuffed with something that u should not and defensive isn't actually the right term to play as her imo, i would say she is an opportunist, if she can't rtsd in the start of the round, she'll run away, throwing crap etc and waiting her opponent to react on her doing and take advantage whenever she can, even when she was got pinned down in the corner, if she is patience enough she can make the fight to 50/50 situation again and then starting runaway and throwing crap again. many of new player that i go against wouldn't want to lose momentum and they starting to take the risk for keeping the pressure on with the setup which when fail was usually will be heavily in Dizzy favor and might kill them just by 1 wrong guesses

Posted

@Tech: He only whiffed a few times, (with pretty disastrous results I might add) and I'm sorry to say but they are a lot more apparent in your vids. 2HS isn't bad, but overusing it is, which showed a bit in the video even when it highlighted how well Dizzy's lockdown potential is.

Also, did you notice that when he did use 2D as a blockstring, it wasn't as risky as 2D? Not to say that it's always safe, it can still be punished by certain people.

And on that note, I actually found out why 2k causes a lot of things to whiff. Without forward momentum, 2k actually pushes away people, making 2HS whiff, and at max range even 2D. If you use 2K with your forward slide, then normally you're okay.

Regarding playstyle, I'm not too sure it's offensive as it is reckless because my playstyle is often pretty similar. After any burst I tend to instantly recover if I can, IAD back and do j.2S jH | k c.S H 236H. When it works it nets me huge damage, when it doesn't I die :vbang:

But I think we mostly said that you need to play to a few more of Dizzy's strenghs. You can be aggressive, but you're safest with your zoning tools assisting your rush down, and there are times when you should let your tools do your work. One of Dizzy's "best" matchups would be Potemkin, but without using all the projectiles you have and mixing it up, it's as bad as any other.

Posted

@Stag : i will add, 2k>2hs galtor is crap, and shouldn't be used without confirming the range of push back. yeah with momentum, the 2hs wouldn't whiff, but sometimes on some opponent with thin hit box, the ice spike wouldn't connect and if i really want the low hit of 2k with momentum i will prefer 2k>c.s>5h>ice spike

Posted

@Tech: He only whiffed a few times, (with pretty disastrous results I might add) and I'm sorry to say but they are a lot more apparent in your vids. 2HS isn't bad, but overusing it is, which showed a bit in the video even when it highlighted how well Dizzy's lockdown potential is.

Also, did you notice that when he did use 2D as a blockstring, it wasn't as risky as 2D? Not to say that it's always safe, it can still be punished by certain people.

And on that note, I actually found out why 2k causes a lot of things to whiff. Without forward momentum, 2k actually pushes away people, making 2HS whiff, and at max range even 2D. If you use 2K with your forward slide, then normally you're okay.

Regarding playstyle, I'm not too sure it's offensive as it is reckless because my playstyle is often pretty similar. After any burst I tend to instantly recover if I can, IAD back and do j.2S jH | k c.S H 236H. When it works it nets me huge damage, when it doesn't I die :vbang:

But I think we mostly said that you need to play to a few more of Dizzy's strenghs. You can be aggressive, but you're safest with your zoning tools assisting your rush down, and there are times when you should let your tools do your work. One of Dizzy's "best" matchups would be Potemkin, but without using all the projectiles you have and mixing it up, it's as bad as any other.

Stag S. I think you are a bit stuck on my first batch of vids and mistakes I made that you somewhat missed the point of my post. Yes, I whiffed 2HS. I was reckless. I didn't use the holy power of 2D. Yes, I am officially The-Worst-Dizzy-Player-Ever. I suck at life and this game. I already know that. :( But don't worry so much on that.

My point/query was after fixing these, remembering to dry summon more and being less reckless in my rushdown, I was wondering if it would be a good idea to still keep my general mindset and not be as defense oriented as you, or say zaeris. I just think I can still be more aggressive while still fixing the problems you fellows have layed out for me.

Posted

lol, I'm more of a mix as I don't think I play defensively. Zoning is a form of offensive if it helps set up safe pressure. In a lot of my vids you will see me poking peoples rush in attempt or rush with no summons. going on a constant attack pattern is cool and all but you'll need both even makoto blocks when corner but its the general mind game and the ability to read your opponent if you can play offensively without getting hit then why not.

Posted

another vid of mine

http://www.youtube.com/watch?v=4kAMYpxl27U

sry for the quality :v:

Round 1

- 0:04 / At match start, I usually block or evade, though if you are gutsy enough to react to a Mappa, 5K, 2P, and 2H if timed correctly can punish the attempt and give you a chance to combo for KD.

- 0:07 / After the CH 2H, it might have been possible to do H fish>dash 2P>f.S>Ice Spike.

- 0:12 / Too bad the attempt for an air combo here didn't work out.

- 0:17 / You were fortunate here, that 2H could've been punished by BBU.

- 0:23 to 0:25 / Good air combo after the bubble pop.

- 0:29 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to finish of SL.

- 0:35 / That 2H could've been punished with BBU, or worse DoT.

Round 2

- 0:50 / Good read on the 2D and evading it by IADing back.

- 0:51 / Nice counter against the PB by popping the bubble.

- 0:53 / j.D might have been an option here to end the air combo since the j.H missed. Depends on player preference though.

- 0:57 / You had KD with the 2H so the Ice Spike wasn't really necessary here, you would just had to have gone straight to oki instead.

- 1:02 / Tough call after the 2H here. If you decided to follow up with an Ice Spike, there is a chance it would pop the bubble and interfere with getting a KD. Another option might have been to summon a fish for oki after the 2H hit.

- 1:05 / Nice CH 2H against the Mappa here.

- 1:32 / That 2H cost you unfortunately.

Round 3

- 1:41 / Again, nice read on the 2D at match start, though I think you could've followed up the AD j.K for an air to ground combo.

- 1:45 / Missed air combo attempt here.

- 1:55 / 2H could've been punished hard here, probably with DoT if the SL had not used 2H instead.

- 2:17 / Another point in which 2H could be punished.

- 2:20 / Missed combo opportunity for KD. Using a 2D after the 2K might have worked to get you a KD for oki.

- 2:33 / Possible chance here for a follow up combo to KD after the air throw.

Round 4

- 2:43 / Good read on the Mappa and avoiding it.

- 2:51 / That Burst was no good there.

- 2:59 / The throw into the corner was an interesting choice after the CH j.H. An option that I also see here would've been to combo to KD for oki and then do an IAD crossup/mixup afterwards.

Round 5

- 3:08 to 3:10 / Good start by avoiding the Mappas.

- 3:16 / I think you could've punished SL's 214P, K follow up move here.

- 3:18 / Ice Spike was a bad call here because of the punish by a Mappa.

- 3:31 / Good tick throw here.

Some comments:

- The one time you use Ice Spike FRC to make it safe...you end up getting hit by a Mappa, lol. Those 2H's on the other hand needed some FRC's though, because at some points they looked quite unsafe and were prone to punishment.

- What zaeris said about jump in attacks. That and some chars' AA attacks will beat DI's jump in attacks for free, especially if they aren't covered by summons.

Other than that, keep working at it.

Posted

lol, I'm more of a mix as I don't think I play defensively. Zoning is a form of offensive if it helps set up safe pressure. In a lot of my vids you will see me poking peoples rush in attempt or rush with no summons.

going on a constant attack pattern is cool and all but you'll need both even makoto blocks when corner but its the general mind game and the ability to read your opponent if you can play offensively without getting hit then why not.

Maybe it was because you were up against people like Jam and Testament, who can do well in CC and have high damage output, but you always seem to take the defensive option and are content to remain patient until you can set up a KD and do oki. You never seem "jumpy" like me. You usually let the enemy come to you, instead of the other way around. I guess that's what I meant. Finally, like you said, you love to poke and let people make mistakes while I would rather do blockstrings and footwork rather than poke. Also, I punish mistakes, but its while "things are going on" (dunno how to word it better) rather than wait for them to happen.

Of course, my style probably explains why I suck so hard, but....

Posted

Yes, I am officially The-Worst-Dizzy-Player-Ever. I suck at life and this game. I already know that. :( But don't worry so much on that.

Trust me when I say you have no right to say that. Remember this?

I doubt anyone can produce a faster LEGIT match than I did.

Also, it may seem like I only saw your first few vids and I'm repeating what I already said but I have seen the other vids too. Just not as meticulous as Kurokun in reviewing them

But yeah, I think aggressive Dizzy's would work for you. It's just sometimes you're knocked down and forced to be defensive, so you have to bide your time being defensive. I'm not too sure how the players you play are, but once someone like I-no gets me into the corner knockdown it's usually a slaughter.. don't even get me started on Millia's. But for these characters, solid rushdown with fish oki on an agressive Dizzy player is what wins.

Anyways time to head off to class now, and yeah you need work but don't be so harsh on yourself, it'll come in time just accept criticism when it comes in then work on it.

Posted

SNIP.

lol, and I got no comments for my vids :gonk:

Maybe it was because you were up against people like Jam and Testament, who can do well in CC and have high damage output, but you always seem to take the defensive option and are content to remain patient until you can set up a KD and do oki. You never seem "jumpy" like me.

Lol, thats me usually camping for oppotunity with 2hs or 2k. I do that from time to time. throwing alot of ice spike in matches can be an aggressive style but you also need good frc management. That is where makoto shine's as he is very hard to punish when playing agressively, but when he does screw up his in a really bad position.

more tick throw? every match should have dizzy using it onces. Its her best tool in the game you people should be abusing it.

Posted
:psyduck:

Also, it may seem like I only saw your first few vids and I'm repeating what I already said but I have seen the other vids too. Just not as meticulous as Kurokun in reviewing them

Alright. Its just that in my recent vids, there has been much less 2HS usage and whiffing - its much better. I've zoned better, my corner oki is more comfortable, etc. I airdash recklessly a bit, but there's somewhat more control. It seemed as if you didn't notice the general improvement made, there.

Anyways time to head off to class now, and yeah you need work but don't be so harsh on yourself, it'll come in time just accept criticism when it comes in then work on it.

Strange you have class on Thanksgiving. :psyduck: No, I have no problem accepting criticism, that's why I post my vids here. I don't think I'm being harsh; I really do think my Dizzy sucks more than anyone I've seen. But again, that's why I'm here at Dustloop.

Oh, one more thing that's not directed at anyone - I was speaking with a Dizzy player on youtube (dunno if he is a member here or not) and he said this in one of our conversations:

Try to find Kazuki, HH. Do not listen to people who tell you to learn from Makoto. Makoto is a exhibitionist, he does fancy and pretty to look at stuff, but in actual tournaments against high level players he crumbles and loses ALL the time (he has never entered a quarter or semi finals, I don't think I've ever seen him even qualify in the last 3 years)

I've never been a big fan of Makoto or anything; I just play the way I feel is best, but this is very interesting - I'd like some comments on this.

Posted

Round 1 0:7 : working on it, just my reflex on real match're sux :vbang: 0:17 : that is the sad part of my crew that doesn't able to to punish whiffed 2h severely and doesn't help me to remove the habit of spamming 2h 0:29 : yeah my frc on combo was a dull i'm practicing again my frc combos this past 2 days +_+ 0:35 : looking at the condition, this is actually a sucked mind games, i'm expecting the Slayer to rush down with mappas and he expecting me to jump escape Round 2 0:53 : yes i should opt the j.d on my air combos, i'm being too comfortable with j.h recently 0:57 : my auto combos habit :vbang: 1:02 : big chance i'm trying to ice spike him but i failed the input :gonk: 1:32 : yeah, i'm expecting another mappas lol Round 3 1:55 : yeah, if he playing a little bit an opportunist, but i think he did the correct decision, if he able press the 2hs a few frame earlier expecting my 2h, i would got caught in CH and big combos lol... either way, my 2hs habit and expecting ch without being able to properly punish is bad +_+ Round 4 2:59 : yeah that's my option when i got j.h ch either way causing serious pain, but i prefer corner throw a little bit more, since it gives Dizzy way to many option for perfect mix up or oki lol Round 5 3:18 : no i didn't watch my tension and trying to frc here :vbang: ... and 2d option was better on block string, wtf i'm thinking back there >_> 3:31 : i will say i got lucky that time the range for tick throw is too far imo, people likes to play safe when they had life advantage... if not i should already eat his 2p and loads of thx for pointing out my mistakes :keke: and lol @Zaeris @Tech : H.H and Kazuki play text books Dizzy while Kazuki play a completely safe Dizzy and opportunist, H.H plays a little bit more aggressive and willing to take a little risk to keep his pressure on ... if u like more action, takes Makoto

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