excelence Posted January 14, 2009 Posted January 14, 2009 I didn't know about that giving me frame advantage. I'm not that familar with the match-up so anymore strats you guys could point out is awesome. My pressure is sucking even more because I after I took in you guy's comment's from last time I started recording a bunch oki,bubble loop options, etc. in a little Black Journal I carry around and review for fighting games (hence the black book) but since I didn't have anyone to play it I put down the game again, not to mention I left it at home. I am going to work on some refinement today. I DID NOT mean to use cr.S in combos. I never do that, unless very, very close. I know that I never tried to do it on purpose in these matches recorded; I guess I meant to do a far S or something. Yeah I need to FRC more. Funny thing is I can do the icespike FRC now, but I keep forgetting to do these things in the heat of battle. I believe I need to condition myself to use it in habbit more. I was thinking about the dust too, although I did not think of using it after a close. S. Keep the comments coming guys. some little input that might useful, i used to be like that too, i practice the frc by forgetting the match and keep focusing to do ice spike frc/combos in the match... got loads of foot print on my ass before it comes naturally lol
Tech Romancer Posted January 14, 2009 Posted January 14, 2009 I think you can work on some hit confirming, because there were a lot of instances where you would hit with 2k but then just do nothing. My hit confirm is pretty decent, that's me hesitating because I want to do 2HS, but I know it will whiff, and if I whiff it I know Stag.S will ride my ass about it relentlessly I know 2D is more reliable for max range cr.k but I keep forgetting to use it.
Ayumu Gardevoir Posted January 14, 2009 Posted January 14, 2009 http://www.youtube.com/watch?v=ULuAm6IcFMg Dio vs Kazuki If you don't call that a comeback in the fourth match, then something's wrong with you. Frikken' Amazing
Stag.S Posted January 14, 2009 Posted January 14, 2009 My hit confirm is pretty decent, that's me hesitating because I want to do 2HS, but I know it will whiff, and if I whiff it I know Stag.S will ride my ass about it relentlessly I know 2D is more reliable for max range cr.k but I keep forgetting to use it. I'm starting to get pretty tired of you bringing me up as your excuse. If you say you're good at hit confirm then do it. Someone who's good at hit confirm would know when not to use 2HS due to being too far away, and follow up with 5HS instead (if you connected while they're crouching or it was a CH), 2D like I've said relentlessly (which you can also sweep cancel into Icespike by tigerkneeing the motion) or tick throw off of any random hit. Planned or not. Again I'm far from an expert in the matter, but I've been punished enough by whiffs. Matches I should've had many times, lost by ONE screwup against any competent player. If I whiff with a laggy attack like that, I get torn apart in my scene. Also at the second, old video of Dio vs Kazuki. I used that for ideas against the local ABA player, and it works amazingly. Using 50% tension during a combo for guaranteed knockdown works, since ABA can tech if she's a bit high up when you Icespike her.
Tech Romancer Posted January 15, 2009 Posted January 15, 2009 I'm starting to get pretty tired of you bringing me up as your excuse. If you say you're good at hit confirm then do it. Someone who's good at hit confirm would know when not to use 2HS due to being too far away, and follow up with 5HS instead (if you connected while they're crouching or it was a CH), 2D like I've said relentlessly (which you can also sweep cancel into Icespike by tigerkneeing the motion) or tick throw off of any random hit. Planned or not. I was kidding. Calm down. I'm not using you as an excuse so hold your horses. This is by far not the only fighter I dedicate myself to, and the GGXX scene here is small at best. Its difficult to hold the game down for a period because I have to initiate people to play it and even then, the good players are rare. Thanks for understanding. Hope to have more vids uploaded soon and I'm going to work on stuff tonight after homework is taken care of. Hopefully I get that Baiken, Testament player over here this weekend.
Kurokun Posted January 15, 2009 Posted January 15, 2009 Alright! I finally got my crew together this semester and its time for us to get on polishing our GG game. Here's our first matches of the new year: http://www.youtube.com/profile?user=Ergeniz&view=videos Goddamn it, I wish I'd had my friends a bit sooner when I had my black book patterns still fresh in my mind, but I don't think I did too badly. Besides everyone else is rusty too, so its fair (kinda). At least I avoided making many of the mistakes you guys pointed out earlier although there's still some crap there. DI vs TE Round 1 - 0:15 / Missed opportunity for a combo to KD after 2K. You'd probably have to use 2D for KD then a special cancelled fish/bubble for oki though. - 0:30 / Possible chance to throw TE into the corner here upon landing, though the placement of the tree might've interfered with the attempt. - 0:37 / I think using a 5P to disarm the web would've worked here to give you some room to act afterwards. - 0:45 / Ice Spike could've been FRC'ed for safety. Round 2 - 1:07 / Good throw into the corner here. - 1:13 / The Ice Spike after the 2H wasn't necessary here since you were deep into the corner, from my POV anyway. A KD after the 2H would've been nice here but the fish bite interfered with that. - 1:20 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to TE for the win. - 1:27 / After the CH 2H here, you could've finished off TE with a f.S>combo or probably an Air Pike summon to bubble loop if you felt gutsy, lol. Round 3 - 1:42 / After the KD with Ice Spike, you could've summoned H fish for a corner oki attempt versus the TK bubble summon with Air Pike assist. - 2:03 / I think an Ice Spike FRC follow up combo after the 2H here would've dealt enough damage to TE for the win. DI vs TE / Match 2 Round 1 - 0:43 / Why P fish here after KD? Since TE was in the corner, I think H fish would've been a better option for corner oki. - 0:48 / Distance wise, H fish is usually a better option for coverage to start off midscreen oki versus using a TK bubble summon. - 1:01 / I think you could've punished the BL after it was blocked here, probably with an OD or something. Round 2 - 1:27 / After the KD with Ice Spike, you could've summoned H fish for a corner oki attempt. - 1:31 / I think a fish summon might've been possible here to start oki after the KD with Ice Spike. DI vs RK Round 1 - 0:41 / I think you could've summoned H fish for oki after the KD with Ice Spike here versus using the TK bubble summon. - 0:53 / Missed opportunity to follow up with Ice Spike for KD after 5H. Round 2 - 1:19 / After the bubble summon, another back AD>j.S might've worked to pop the bubble and hit RK as he rushed in. - 1:28 / I think a 2H to KD for oki might've worked here after the CH 5H. - 1:51 / Good catch with the 5D here for a dust combo attempt even though it got bursted. - 1:54 / Running into RK's Det. Mode at the end of the countdown is not good, lol. DI vs RK / Match 2 Round 1 - 0:15 / You should've used Ice Spike on RK's taunt here here, lol. - 0:32 / Ice Spike could've been FRC'ed for safety. - 0:50 / I think you could've summoned stuff here while waiting for RK's Det. Mode explosion to end. Round 2 - 1:32 to 1:33 / Missed opportunity for KD with follow up combo after throw. - 1:42 / Ice Spike could've been FRC'ed for safety. - 1:47 / Missed opportunity for KD with follow up combo after throw. - 2:00 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to RK for the win. Round 3 - 2:31 / Ice Spike could've been FRC'ed for safety. - 2:37 / 2H could've been FRC'ed for recovery purposes. - 3:02 to 3:08 / RK Det. Mode explosion + OD = Ouch x 2 against DI's lifebar, lol. - 3:14 / A possible Ice Spike FRC follow up combo here for the win against RK. DI vs OS Round 1 - 0:24 / I think you could've summoned fish here for support as well. - 0:37 / 6H could've been FRC'ed for safety. - 1:17 / A possible Ice Spike FRC follow up combo here for the win against OS. Round 2 - 1:45 / 2H could've been FRC'ed for safety here. I think a 2D might've been able to reach and hit OS after the 2K for a KD though you'd probably have to do a special cancelled fish/bubble for oki afterwards. - 1:53 to 1:56 / Good catch with the throw and follow up combo for KD. - 1:58 / I think you could've punished the whiffed SV with an OD. DI vs JO Round 1 - 0:26 / Missed opportunity for a combo to KD after f.S. - 0:37 / 2H could've been FRC'ed for safety. - 0:47 / Missed opportunity to start oki after 2H KD. Round 2 - 1:30 / 2H could've been FRC'ed for safety. - 1:44 / Missed opportunity for a combo to KD after 2K. - 1:57 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to JO for the win. DI vs AX Round 1 - 0:34 / Missed opportunity for a combo to KD after 2K. - 0:45 / 6H could've been FRC'ed for safety. - 0:50 / Missed opportunity for a combo to KD with Ice Spike after f.S. - 1:15 / Missed opportunity for a combo to KD with Ice Spike after f.S. I think though if you had landed the Ice Spike, FRC'ed it, and followed up with a combo, you would've won the round here. - 1:18 / Ice Spike could've been FRC'ed for safety. Round 2 - 1:25 to 1:27 / Good read at the start of the match and responding with a combo for KD. - 1:41 / I think you could've punished here with a combo for KD after AX's j.63214S move ended. - 1:45 / Missed opportunity for a combo to KD after 2K. - 2:05 / Missed opportunity for a combo to KD after f.S. - 2:12 / 2H could've been FRC'ed for safety. DI vs ZA Round 1 - 0:56 / Too bad ZA bursted to avoid the KD, lol. - 1:15 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to ZA for the win. Round 2 - 1:32 / I think you meant for an Ice Spike here for KD instead of the Scythe unless you intended for that to happen? - 1:37 / I don't think you were able to summon a fish for oki at this time. An option here would've been to summon a TK'ed FB bubble for cover, then prep an Air Pike or try to summon a fish again. - 1:44 / Missed opportunity for a combo to KD after f.S though the fish bite may have interfered with the attempt here. Some comments: I'll pretty much reiterate what has been said so far, lol. - Work on your FRC stuffs, primarily Ice Spike and 2H, and to an extent Scythe(s) and 6H. It's one of those things that you don't want to think about executing during a matchup and instead you just are able to execute it on command. - Fine tune your summon fish tactics for oki. There were times you'd get a KD in the corner but you didn't summon H fish to cover your aerial rushdown or you would get a KD at a long range but I would see P fish come out instead. Summoning fish as cover for oki helps to keep pressure on your opponent from a distance and allows you to rushdown and utilize mixups with the various fish summon followups. - Add to your mixup options. Other than high and low stuffs, you also have tick throwing and dust combos as mixup options. This will give you more options should your opponent end up blocking your rushdown attempt. - Know when to follow through. Off a low poke that hits like 2K, go for the KD so you can set up oki. This becomes an issue of using either 2H or 2D for the KD hit then adjusting for the following oki setup to work afterwards. And now some critique: - Summon strats, zone and cover. At long range you would do a TK bubble, then an Air Pike, afterwards you'd rushdown with an IAD attack. Often times the bubble would be popped when the Air Pike was summoned and all you'd have was the Pike flying toward your opponent when you started your aerial rushdown. There was seldom any ground cover with a fish summon when you used this IAD attack method. Consider delaying your follow up summon after the bubble so it doesn't pop immediately and see how your opponent reacts to it, then act accordingly with follow up summons like fish and Air Pike and decide whether you want to zone or rushdown. If you zone you can alternate summons to keep the opponent at bay if applicable. If you decide to rushdown you should have adequate support covering your approach. A summoned H fish>followup attack works as ground cover while an Air Pike (hold) and K Scythe provide aerial cover. It's usually best if you have both areas covered if possible before you commence with rushdown. If anything, you can use the bubble like a remote mine which you can detonate to cover your approach by using a physical attack or a special move. With cover, your rushdown becomes protected by adding an extra layer of defense against things like AA attacks that can possibly break through your jump in attack and hit you out of it if you aren't covered. - Aggro rushdown. On some occasions you take a more physical approach by taking the fight to your opponent and without summon cover. You seem to favor an aerial approach by IAD'ing or using a jump-in to attack and on the ground you dash into close range to attack. If you choose to IAD and attack, make sure you have cover. For jump-in attacks though hopefully they don't get stuffed, but for empty jumps use FD for safety against possible AA attacks. Finally for dash-in attacks on the ground, use FD brake to stop your forward momentum which should hopefully keep you from being hit by an opponent's attack. - Mid-range stance. This action stands out after watching the match vids, especially in some matchups like against TE and AX for example. It's a risky and quite unsafe style of play at times and along with an inclination toward an aggro playstyle, it seems to be counter-productive to Dizzy's preferred method of play. I see it as a momentum killer because you lock into that position and go into an offensive/defensive counter-mode state, which she doesn't need to be in due to her mobility. Dizzy's mobility allows her to retreat to a safer position to set up her offensive/defensive zoning game and should help her to avoid having to physically defend herself at closer ranges where she is vulnerable to an opponent's preferred attack range. Your range of motion and action is limited in this state, especially since you are in a crouch block position that is sometimes telegraphed and advertised to your opponent. In regard to motion and action limitations: - You lose access to horizontal movement, no dash/b.dash for advancement/evasion unless you stand up to break the crouch block position. - Limited vertical movement, you'd probably have to use a FD jump to get out safely. - You have access to low attacks: 2 pokes in 2P and 2K, a situational AA in 2S, a slow but FRC'able heavy attack in 2H, and a long range sweep with special cancel properties in 2D. Hopefully they aren't baited or stuffed. - Special move usage is likely to get you punished: Ice Spike only works at mid range and can be dangerous to use if you don't FRC it. Scythe suffers from startup and might only prove useful if you manage to summon it and it goes active. Fish summon is likely to get punished in it's startup time. Air Pike might work as situational AA but you are likely to get hit on startup. A TK'ed bubble might work to evade lows but even that can be risky if it's mistimed and not popped quickly to give you cover. - OD's as counter moves. You might have to break cover for a second to do an OD though unless you buffer the motion in during a block or something. Throw OD should work as long as your opponent doesn't jump. Imperial Ray OD is likely to trade the 1st hit unless it manages to flat out beat your opponent's attack attempt. Gamma Ray OD isn't recommended at such a close range, lol. Also in this state you are quite prone to jump-in attacks that can stagger or CH you for heavy damage combo setups, overhead attacks that include TK'ed moves and dust attacks, and to an extent various throw attack attempts. You do have some access to defensive measures though. There is DAA if you have 50% tension but be careful of it's range and the fact that it could be baited, burst is an option but make sure it hits and it isn't baited, and FD can be used to push back the opponent's attack to some extent. If anything though, these options can help you to escape from being on the defensive. The longer you remain in the mid-range stance, it becomes difficult to employ summon strats and tactics to get momentum back on your side since your opponent is likely to have control of the matchup at this time. Despite the comments and criticism this time around, there are signs of improvement in watching the real-life match vids versus the ones where you were up against the CPU. The former has you doing less mistakes than the latter. However, you still have a tendency to do risky/reckless things like being too aggro in your rushdown with and without cover and playing the mid-range stance game. Minimize the risk that follow with those actions by utilizing them less often. Don't get discouraged though. Just keep working at it and it will all come to you in time. That's about it.
Tech Romancer Posted January 15, 2009 Posted January 15, 2009 Thanks! Hey, I have a question - you said 5p can destroy Test's nets? So you can actually get rid of those things before they cause problems?
Alternate275 Posted January 15, 2009 Posted January 15, 2009 http://www.youtube.com/watch?v=ltHperKU4A0&mode=related&search= Yukinose vs. Kaqn A video from the first page. At about 0:56, I think I see Dizzy j.2C -> AD -> j.2C? Can somebody explain to me what's going on there? I can't seem to AD out of my j.2C =(
Grey Posted January 15, 2009 Posted January 15, 2009 A video from the first page. At about 0:56, I think I see Dizzy j.2C -> AD -> j.2C? Can somebody explain to me what's going on there? I can't seem to AD out of my j.2C =(You have to do j.2S immediately after the first AD to have time to perform the second j.2S.
Kurokun Posted January 15, 2009 Posted January 15, 2009 Thanks! Hey, I have a question - you said 5p can destroy Test's nets? So you can actually get rid of those things before they cause problems? Yeah. Physical attacks at their max range (preferrably quick attacks) can be used to set off webs in close proximity if need be. The preferred method though is to use DI's summons because they will allow you to safely set off webs from a distance. Scythes, Air Pikes, and bubble pops with summons work well here to get the job done.
Alternate275 Posted January 15, 2009 Posted January 15, 2009 You have to do j.2S immediately after the first AD to have time to perform the second j.2S. YAY! It worked Thanks much =]
Nehle Posted January 15, 2009 Posted January 15, 2009 casuals, whatever PS I have the worst hitconfirm sometimes
Stag.S Posted January 16, 2009 Posted January 16, 2009 casuals, whatever PS I have the worst hitconfirm sometimes It's pretty hard to hitconfirm off of 2k or 5k though, not much time after to follow up a combo, so it's understandable. Also, Testament is pretty rough. Being able to badlands combo you after corner knockdown is just gay >.> Some pretty nice usage of air combos though, using bubble to keep him in hitstun up there to land before him and throw was cool. I hate Dizzy's inability to do major damage in air or knockdown like other characters ._. (Okay there's bubble loop but that's not that practical)
Tech Romancer Posted January 17, 2009 Posted January 17, 2009 I hate Dizzy's inability to do major damage in air or knockdown like other characters ._. (Okay there's bubble loop but that's not that practical) Dizzy's Gamma Ray and Instant Kill: Eat it Bitches.
zaeris Posted January 18, 2009 Posted January 18, 2009 casuals, whatever PS I have the worst hitconfirm sometimes Lol, I did notice some moments of hisitation ^^, 5k delay 2hs gatling. and hat othner 5k moment when the fish ate testament exe beast.. perfect hit but delayed reaction. Although I will comment on 2d --> fish summon poke is rather risky.
Nehle Posted January 18, 2009 Posted January 18, 2009 Lol, I did notice some moments of hisitation ^^, 5k delay 2hs gatling. and hat othner 5k moment when the fish ate testament exe beast.. perfect hit but delayed reaction. Although I will comment on 2d --> fish summon poke is rather risky. Many 2d > fish are actually failed 2d > tk bubble - arguably less risky But yea, 2d > fish are about the same thing as 2h > fish. The only thing that makes it slightly less risky is that you have more opportunities off of 2d and thus the opponent will have to confirm (or guess) what you're doing before reacting
Kurokun Posted January 19, 2009 Posted January 19, 2009 casuals, whatever PS I have the worst hitconfirm sometimes DI vs TE / 1st Match Round 1 - 0:15 / I think you might've went for a throw here but didn't because of the presence of trees. - 0:37 to 0:43 / Nice throw into the corner here with follow up corner oki sequence to start off your comeback. - 0:52 / Ice Spike could've been FRC'ed for safety or for possible follow up pressure along with the laser from the H fish. Round 2 - 1:06 / Missed opportunity to combo for a KD after 2P. - 1:10 / Good air throw catch after TE teched from the Scythe. - 1:14 / Missed opportunity to combo for a KD after 2P. - 1:19 / Ice Spike could've been FRC'ed for safety. - 1:35 to 1:39 / Good catch with the throw into follow up combo with Ice Spike. I think if you did a follow up combo after the Ice Spike FRC here you might've been able to win the round sooner, though there is a chance TE could've bursted the attempt. The choice to do oki with a bubble after the Ice Spike FRC in the hopes to bait the burst and punish was a good option here as well. Round 3 - 1:53 to 1:57 / Good defense against the TE corner rushdown. - 2:02 / Missed opportunity to combo for a KD after 5K. - 2:12 / I think this was supposed to be an IAD j.2S>AD j.2S mixup here after you set up for corner oki. - 2:33 to 2:35 / Nice Ice Spike FRC follow up combo here. I think you did the 2nd Ice Spike FRC so you could get a faster start on oki or something. - 2:40 / Ice Spike could've been FRC'ed for safety. There is a possibility that if you had FRC'ed the Ice Spike here, you might've been able to rushdown TE to finish him off as he did the S EXE Beast, from my POV anyway. DI vs TE / 2nd Match Round 1 - 3:01 / From my POV it looks like it might've been possible to slip in a Ice Spike to hopefully net a KD following the 5K>Air Pike hit. - 3:27 / Good throw into the corner here so you can follow up with corner oki. Round 2 - 4:05 / I think that 2D after the 2nd 2P should've connected here. It probably would've connected after the 1st one though. - 4:07 to 4:09 / Nice catch with the j.S and follow up into an air combo. - 4:10 to 4:18 / The bubble pop to stall TE in the air and make him land after you, then with you catching him on the ground with a throw into the corner for oki followed with the pressure string was quite nice. - 4:27 / Good throw here and follow up for the start of a comeback. - 4:37 / Unblockable Air Pike for the win. Nice! Round 3 - 4:57 / Missed opportunity for a KD to start oki with 2H after 2K. 2D would've probably worked though range might be an issue here. - 5:13 / After the CH 2H, it might've been possible to follow up with 214H>dash 2P/2K>f.S>Ice Spike, but since you had just summoned a fish earlier, I don't think you might've been able to summon a fish again so soon. The choice of doing a TK bubble crossover oki setup was a good option here. DI vs TE / 3rd Match Round 1 - 5:47 / Missed opportunity to combo for KD after f.S. - 5:59 to 6:03 / Nice throw with follow up combo to move TE into the corner for oki. - 6:06 / Missed opportunity to combo for KD after 2P. - 6:14 to 6:20 / Nice throw into the corner with follow up oki and rushdown combo. It would've been an awesome finish if you had managed to land the bubble loop combo here. Round 2 - 6:34 to 6:35 / Good read at the start of the round and responding with 5K>Ice Spike. - 6:44 to 6:49 / Good defense against TE's rushdown while you were in the corner. - 6:58 / Nice catch with a throw here to follow up combo for KD. - 7:06 / I think if you FRC'ed that Ice Spike here it would've allowed you to block against TE's 5K. Round 3 - 7:34 / Nice evading of TE's 6K with b.dash at the start of the round. - 7:45 / Missed opportunity to combo for a KD after 5P. - 7:56 / I think you meant to do a special cancel fish summon for oki here after the 2D KD. - 8:17 to 8:19 / Nice combo to KD for oki with follow up crossover AD to keep TE close to the corner. Some comments: - There were a good amount of Ice Spike FRC's used for follow up combos and for oki setup purposes, which were nice to see in action. - Corner oki had good pressure with fish summons and rushdown. Bubbles played a role in some oki setups like after an Ice Spike FRC. Also, I did like seeing crossover setups utilized as an option for oki. - I like the utilization of 2D special cancel to do fish summons. Though after reading the response to zaeris and to learn that some fish summons were failed TK bubble attempts is quite interesting. The reason you give makes sense though. - Defense while you were in the corner was good, especially considering TE's rushdown was quite fierce at the time. - With the hitconfirm stuffs, there were some moments of hesitation like the ones zaeris refers to. If it happens, you just have to remember to follow through is all. For all I know, you could be baiting a CH 2H for a combo or something, lol. Good stuff.
zaeris Posted January 20, 2009 Posted January 20, 2009 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. Slayer vs Dizzy Jam vs Dizzy Milla Vs Dizzy
excelence Posted January 20, 2009 Posted January 20, 2009 watching http://au.youtube.com/watch?v=8wDpnGEWnhQ&feature=PlayList&p=3796982DC2FEFBD6&index=11 ... well because it's the most match that i played recently ~_~... solid ice spike frc combos, need some works on confirming 2h ch into combos 2d>tk bubble is ok on very rare occasion, as Slayer should have anticipate that into mappas/bbu ch combos Dizzy was made with huge ass hit box and Slayer was a wall of anti air, his 5p can convert into ridiculous damage... naked jump in should be a NO iirc his 6k can link to 2k on normal hit, work on your hi~lo defense against jumping happy opponent Dizzy also has S_fish and ch-ing his dive super with bubble is just as funny as f.s-ing his DOT lol thx for the vid :D
Stag.S Posted January 20, 2009 Posted January 20, 2009 Excelence already hit the high points of what I was gonna say, like S fish against Slayer, and being slightly off with delaying the icespike followup from 2HS, but yeah you're probably just rusty from Fate =p Against the Jam, nice work of using 2P to get out of her pressure, I should try that too, but it seems pretty risky when you're up against people who can really go to town with you on CH's
Tech Romancer Posted January 21, 2009 Posted January 21, 2009 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. Slayer vs Dizzy Jam vs Dizzy Milla Vs Dizzy Haha, I knew I was missing something...I was like, "I've seen this dude's dizzy before. How come I can't remember exactly where/who's?!" Good matches man. Looking at your vids makes me realize other stuff I could stand to do like being more calm and the strategic setting of bubbles in mid-air. Also you used a few oki patterns I am not familiar with.
excelence Posted January 22, 2009 Posted January 22, 2009 Dizzy(ex) v Ky(si) suck as hell +_+ ... *go back playing F/UC
Tech Romancer Posted January 23, 2009 Posted January 23, 2009 Dizzy(ex) v Ky(si) suck as hell +_+ ... *go back playing F/UC Whoa. You really like the cr.k, cr.HS ~ Icespike. I mean, I thought that was my trademark. Didn't keep the Ky player from getting hit by it almost everytime though. You seemed flustered and a bit rushed, much like I performed in my recent matches. I'm guessing its because we are both out of the loop and hadn't played in awhile. I suspect we'll drastically fix a lot of things after spending some time in practice mode.
excelence Posted January 23, 2009 Posted January 23, 2009 errr... no, against Ky doing 2h isn't actually bad as long as it hit and u got tension(even if it got blocked u can do mind games with delayed ice spike before spending tension for safety maneuver), and i fucked up the frc timming on 2nd round that kill me what i meant suck is, i've never been pawned with overhead that bad in this match up~_~
Stag.S Posted January 23, 2009 Posted January 23, 2009 Nice spacing with 2K 2HS, you only whiffed it once, but on the jHS CH the followup just made you prorate your damage, 5k 5HS Ice Spike would've done much nicer damage. Reckless airdashing is something I know too well too. Nice airthrowing at the beginning too, before the Ky player started to catch on haha.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now