Gonzales Posted February 16, 2008 Posted February 16, 2008 any input on the chipp machtup its retarded he's so fast i cant seem to be able to set up anything:(
Kurokun Posted February 16, 2008 Posted February 16, 2008 @fatewalker Counter WT with throw, I should try that out sometime as well as possibly b.dashing to get out. Its when I'm stuck blocking that the WT catches me. I work to bait VV whenever possible and my friend knows I'm capable in doing so and does it less often to get out because of counter-attack damage potential. Bubbles do mess him up some lol. @excelence GF pressure for WT mixup is what ends up killing me especially when he has tension to GF FRC > WT mix up. The option to counter WT with throw seems to be the most viable option if applicable. Thanks for the feedback/strats regarding the SO matchup. Any thoughts about anti GV strats? Once in awhile my friend will use GV to seemingly get out of an oki attempt or at midrange, get the clean hit, and do something SW related. I dislike the fact more often than not that he will work to get the 'clean hit' on GV and go to town. Thanks in advance.
fatewalker Posted February 16, 2008 Posted February 16, 2008 in every other game besides AC you could just dash over Grand Viper..... alas that is no longer possible. 2K is your best bet to stop grand viper on the ground. it has plenty of start up so you should be able to react to it if your spacing is right. on oki a meaty 2K or Meaty bubble will work too. he'll slide under the bubble, but you should be able to block it. also more random Sol Strat: Bandit Revolver is a free throw for Dizzy when it's blocked. i think it's like -4F or something. Anti Chipp: he's to fast. he can best you to the punch on any poke or summon you try out side of Oki. my advice is to pick another character agaisnt chipp. but if that is not possible you got to hurt him and hurt him bad. if the combo isn't gonna hurt get a KD and don't let up. Chipp is in the same boat every other character is with Dizzy's pressure. he has to block it. so if your mix up fails throw and reset. good luck with that bastard.
Nehle Posted February 16, 2008 Posted February 16, 2008 Yeah, CHipp is the worst matchup you're gonna have. The key to it is to stay hella patient and remember that anything he ever does is a bait, and you can't AA him either. So basically, I dunno, look for mistakes on his part and capitalize on that
excelence Posted February 18, 2008 Posted February 18, 2008 @Kuro : for a GV on my experience the Sol that i go against will use it when he know i'll go for double air dash Oki to escape from corner, on mid screen there's just no way he can hit u, unless u're trying to raw summon anything... i play Sol a little and GV was quite a handy moves to use and very fast to punish something my idea of using it is whenever my op whiff something on mid screen, most Dizzy normal that also hit low(2k,2d & 2hs) will beat GV on it's active frame but, u just need to know when he'll gonna use it, and always block low v Sol and versus GF->WT... GF(frc) is Sol Best pressure, i've stated best way to deal with it is by not to get caught in it but on Oki ... wth i've no experience dealing with it then i'll go from Sol side of view... i've use this many times as a mix up v several other character other than Dizzy and understanding a little how that frame trap works.... whenever i use the GF the main idea of it is to get my oponent on Blocking frame when the GF hit they'll got caught on Block Stun, but throw can't caught something on block Stun, no big deal when the Wild Throw connect they didn't really get caught on Block stun but it's a Fuzzy guard that keep their hit box big enough to be grabbed by WT they didn't really block anything again. however this kind of pressure still has a weakness WT can't grab normal crouching op with smaller hit box so just tap 4 to IB the GF that put u on minimal blockstun and then hold 3 for normal crouching frame so he will whiff the WT... it works for Ky and Johnny as far as i remember and i haven't test it on Dizzy/Pot and about BR, if spaced right it's unpunishable, we can throw him if he do it on point blank range v Chipp: Rules : 1. No Raw Summon (even from the corner of the scren) 2. No Attacking (React and go for CH otherwise block and run like hell) 3. Get a Corner Knock down and he's pretty much dead as simple as that, trying anything outside of the rules above usualy will get my ass handed over me
Kurokun Posted February 18, 2008 Posted February 18, 2008 @excelence The explanation of the GF>WT scenario is much appreciated. Whenever it happens I feel like I am blocking too long and then DI gets caught by WT>SW loop and is much closer to dying as a result. Nice to know there -is- a way around it for the most part. I only get to play the SO matchup once a month at best (2x so far) and both times its been 50/50. I'm doing my homework this time so to speak lol. As far as GV goes, its also good to know there is an offensive option against that as well. I didn't see it as often in the 2nd meeting vs the 1st meeting against my friend, particularly because I was more on the offensive making him guess what I was going to do for the mixup on oki. I agree on getting throws off of a blocked BR, that needs to happen more often lol. Again, thanks for the info regarding the matchup.
Gonzales Posted February 20, 2008 Posted February 20, 2008 i've been playing againts a zappa player and it seems he has way more prority in air to air when he has his sword out, i've been reduced to having to block until i can have an opening or until he doest have the sword out. Am i missing something in this machtup cause i dint know zappa could control the machtup in that way
excelence Posted February 21, 2008 Posted February 21, 2008 one fact that u should know as Dizzy player on AC "NEVER MEET ANYTHING AIR TO AIR USING HER!" her mid air priority on AC is just too fucked up, iad backward with j.s is the best air to air moves she has and bubbles help a little with that messed up air to air game versus Zappa with Sword is indeed the most troublesome part on this match up, the sword priority is just too :psyduck:for Dizzy to take on, just run and set up something, this supposedly one of her best match up the fish will take care everything he has
Merilyn Posted February 21, 2008 Posted February 21, 2008 Sometimes air spike is one of the best things to have out simply because it doesn't die from a 5P or something lame. =(
Gonzales Posted February 21, 2008 Posted February 21, 2008 one fact that u should know as Dizzy player on AC "NEVER MEET ANYTHING AIR TO AIR USING HER!" her mid air priority on AC is just too fucked up, iad backward with j.s is the best air to air moves she has and bubbles help a little with that messed up air to air game versus Zappa with Sword is indeed the most troublesome part on this match up, the sword priority is just too :psyduck:for Dizzy to take on, just run and set up something, this supposedly one of her best match up the fish will take care everything he has i agree with her having shitty priority but that doest mean she cant control space in the air, depending on what character im playing againts i can set up traps with the bubbles and pikes, but your defenatly rigth air to air is not her forte. i sometimes have a hard time with i-no because her air control with her notes is superior:vbang:
excelence Posted February 21, 2008 Posted February 21, 2008 air > ground game is totally different issue if u meant about cotroling the air space area... the buffered Air Pike/HS/scythe fish was a perfect coverage for Dizzy priority to control air space anyway the only option that i only use when met something air to air is 1. air dash backward j.s 2. Air throw that's the only 2 thing that i trust otherwise i'd rather block
Gonzales Posted February 21, 2008 Posted February 21, 2008 air > ground game is totally different issue if u meant about cotroling the air space area... the buffered Air Pike/HS/scythe fish was a perfect coverage for Dizzy priority to control air space anyway the only option that i only use when met something air to air is 1. air dash backward j.s 2. Air throw that's the only 2 thing that i trust otherwise i'd rather block yeah thats waht i was refering to when i meet some characters in the air i sometimes use jumping HS its really slow to come out but if you can establish it early it has a good hitbox:kitty: i even beaten some of eddie's normals anyway im and ST player, i tend to think differently when it comes to priority
excelence Posted February 21, 2008 Posted February 21, 2008 btw regarding Dizzy v Zappa match up, u might want to see Zappa player opinion on this match up and i was ocasionally goes against Zappa player that has pretty much the same level of experience and probably better execution than me, and i do beat him pretty bad =/
Gonzales Posted February 21, 2008 Posted February 21, 2008 the player i play againts has been playing GG longer than me i ussually dio good thougth cause i have more experience in figthers i just go into GG so im trying to learn more about the machtups
Double Posted February 21, 2008 Posted February 21, 2008 yeah ive played against 2 different zappas, one rather extensively honestly, i only wrote that guide because theres really no hurt in having information up there, and that thread was rather lacking in a dizzy players opinion
excelence Posted February 21, 2008 Posted February 21, 2008 nah ... probably we got a very different match up that full scren ghost toss is the one that more likely will kill him if he do it on my match up
fatewalker Posted February 21, 2008 Posted February 21, 2008 Air to Air has never been a problem for me with Dizzy. you just have to use the right move for the right situation. if your deep her j.K is super fast and is active for a long time. otherwise j.S will beat out any other areal poke. but the best option is her air throw. it's fast and has good range.
Gonzales Posted February 22, 2008 Posted February 22, 2008 Air to Air has never been a problem for me with Dizzy. you just have to use the right move for the right situation. if your deep her j.K is super fast and is active for a long time. otherwise j.S will beat out any other areal poke. but the best option is her air throw. it's fast and has good range. thats true for a lot of normals in the game but when your facing a player of equal skill who knows your normals as well as your own air to air turns into a tottaly different battle. In those cases you can see how her air normals are not as good as other characters. Dont get me wrong her air to air is decent but limited that's why its important to be able to space with her tools,summons,bubbles,scythes and the airpike, are a godsend for dizzy. I cant imagine playing any other low tier:yaaay:
excelence Posted February 22, 2008 Posted February 22, 2008 that air pike was a godsend to electrocute Potemkin butt
Gonzales Posted February 22, 2008 Posted February 22, 2008 that air pike was a godsend to electrocute Potemkin butt lmao that machtup is kinda easy once you get used to it:toot:
zaeris Posted February 22, 2008 Posted February 22, 2008 Air to Air has never been a problem for me with Dizzy. you just have to use the right move for the right situation. if your deep her j.K is super fast and is active for a long time. otherwise j.S will beat out any other areal poke. but the best option is her air throw. it's fast and has good range. Agree. Dizzy air to air is actually one of the better. J.s is one of the best as a pre-emptive move which can be gatling into Ariel combo, or to simple create enough block stun and force your opponent to land. J.p is a rather decent move giving its hit box and extended reach. Making it a rather useful AA at times. j.k serve has a landing or a j2s gatling, I wouldn't use it as an Air-to-Air attack unless your close and above them which theoretical puts you in their air throw range. J.hs/j2s are more or less Air to ground move or gatling extension from your other air normals.
HKDizzy Posted February 22, 2008 Posted February 22, 2008 Just coming into this discussion but I figured I might as well toss in some of my input: Dizzy vs Zappa : 5.5 - 4.5 favor of Dizzy Your key objective here is simple. Just as Zappa must adapt to whatever he has, you have to do the same. Ghosts mean you have to drop your keep away game and go on the aggressive just trying to set up into the throw (which shouldn't be too difficult when your opponent is focused on full-screen ghost tosses). Sword means you should zone and play cautious since it has silly cross-ups on okizeme and strong priority that pick up orbs. Dog is pretty much a mixture of the two although Zappa will probably just go on the aggressive attempting to get a knockdown for unblockable set-ups. Even if Zappa gets 8 orbs, it's rather easy to run away and stall it out so long as you don't do anything stupid like run into overdrive or get stuck in corner only to get hit by a mix-up. Dizzy vs Chipp: 5 -5 Here is where I have a mixed opinion on the matter. The thing is, I've played against 2 types of Chipps. One who goes for 2D combo and tosses out teleports and Instant Air Alpha Blade to stay close and the other being a friend of mine's Chipp who basically focuses totally on mind-games from baiting out wake-up throws to burning 50% tension on a RC during a gatling just to redo the gatling, stop mid way, and get in a random throw to Gamma/Beta Blade (capture one) into gatling into teleport into mixup again. What you're shooting for in both cases is the knockdown. Since Chipp's stamina is low, your BnB combos will do 33% life at least and if you add FRC Ice Spikes, it can get as high as 50+%. Your throw range is way higher than his so throwing is obv a must for knockdowns but if you're opponent isn't on the ground, don't go for summons (aside from bubble) as you'll almost always be punished. Of course, you'll have to play safe but not full out keep away since Chipp has tele, Alpha Blade, and nutty dash. Once you've incited fear of 40% life through a combo into Chipp, reading him should be cake. Once again, if I missed a post that already states this stuff, sorry ^^.
excelence Posted February 22, 2008 Posted February 22, 2008 V Zappa ghost, Dizzy shouldn't worry about spacing, she has better set up than the ghost that Dizzy v Chip 5-5 i agree if Dizzy does a knock down on him and mix things up... on neutral... everything goes on Chip favor (;^_^)a
fatewalker Posted February 22, 2008 Posted February 22, 2008 i disagree with Dizzy vs chipp being 5/5. Chipp is most likly Dizzy's worst match up. Dizzy will spend most of the match annoyed and hoping for a knock down. a Chipp who knows the Dizzy match up will stay in 5HS and 2D range (out of her throw range). yes if Dizzy gets the knock down then she gains an advantage. but if she fails to mix him up before the Fish is gone she is screwed, annoyed, and waiting for another luck knock down. any character inflicts huge amounts of damage on chipp. chipp won't be scared about the damage you've done to him. when the best strat for a match is to "hope" for a Knock Down it's not in your favor. the chipp match up is just stupid. "yes, it is a horrible fight that makes the baby Jesus cry every day..." -Poon (in regards to Dizzy vs Chipp).
Nehle Posted February 22, 2008 Posted February 22, 2008 Chipp - Dizzy is entirely in Chipp's favor until Dizzy gets a knockdown, how you guys make that 5 - 5 I can't tell
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