Gonzales Posted February 25, 2008 Posted February 25, 2008 lmao yeah Jam is retarded when she has tension FB puffballs FTW;) her 2D is really fast as well she can interrupt some cornerframetraps with it fortunatly that is also 2H bait. If you sniff out a 2D from her you can use 2H to get the CH FRC into combo:keke:
zaeris Posted February 25, 2008 Posted February 25, 2008 lmao yeah Jam is retarded when she has tension FB puffballs FTL) Correction. the aim of this match is to bait jam to use up all her tension, jumping around alot is a good way to make any jam player feel comfortable attacking you with FB spam. Learn to FD well especially in the air because you're going to go splat if you don't. Learn IB and all your defences needs to be perfect, jam tick throws are weak so don't be afarid if she throws you a few time. Its the wall stick combo that hurts unless that jam player hasn't learnt the light character wall stick combo yet it might not end up too bad for you.
Gonzales Posted February 25, 2008 Posted February 25, 2008 huh i never thougth about that way i've only played a jam player once when i went to NY for a tourney, thanks:yaaay: there's some machtups im unfamiliar with like i've never played a good bridget but i imagene her game would revolve around zoning with her yoyo and bear:?:
Nehle Posted February 25, 2008 Posted February 25, 2008 Going in with the assumption that the opponent doesn't know how to damage you when they have the chance is not a good attitude to have against jam. The problem with Jam tick throws are not that they are strong but since she'll forward throw you, she has an automatic option select - if the throw fails she is throw invulnerable and 6H CH is REALLY scary. Also, she builds up your guard gauge like a frickin' maniac http://youtube.com/watch?v=DOFxdcZLtoc See last round for how scary Jam is when she builds guard gauge and tension
zaeris Posted February 25, 2008 Posted February 25, 2008 huh i never thougth about that way i've only played a jam player once when i went to NY for a tourney, thanks:yaaay: there's some machtups im unfamiliar with like i've never played a good bridget but i imagene her game would revolve around zoning with her yoyo and bear:?: Bridget I would say is a bad match up for dizzy, not because she zones or anything but her AA is one of the better that can easily be use to AA while you try to AD which in turn gives bridget free damage something similiar to vs. Axl. Dry Summons are quite bad, again the axl theory. Overall she plays like Axl but has better escaping tactics and starship frc which is a decent move to do. The only saving grace about bridget is her low damage out on most of her combos. overall its not too bad but you can't out right beat bridget unless you get in decent range which is a problem vs. bridget. With 2d range nerft it harder to score knockdown, pray they use KSMH (kick start my heart) and beat her down fast.
zaeris Posted February 25, 2008 Posted February 25, 2008 Going in with the assumption that the opponent doesn't know how to damage you when they have the chance is not a good attitude to have against jam. you can analyse this in actually combat, if wall stick fail after the first 6hs then there certainty to some degree. The beauty of GG are combos are more weight/character specific. Basic Jam combo are something along 2d-> charge kick into pick up wall slam but your right its never good to underestimate anyone.
Double Posted February 25, 2008 Posted February 25, 2008 bridget also pressures dizzy alot better than axl, and she has unblockables which, although hard to setup, really put the hurt on if the dizzy's guard bar is jacked up. bridget's 6p and 6s are extremely scary for dizzy. overall, zaeris hit the nail on the head, though i can offer a more depth explanation if you guys want, since i get the chance to play (probably) the best bridget in the us quite often.
excelence Posted February 26, 2008 Posted February 26, 2008 i don't think Bridget Pressure was that good thought i've never get any chance for this match up, but if i imagine me against myself, this should put around 5:5 with a slight advantage on Bridget with well spacing (he has good f.s and decent mix up) well the big issue here is, both need a knock down to setup stuff and none of them has a knockdown combo and Bridget has wake up delay, starship/maintenance... yep he will screw Dizzy setup
Gonzales Posted February 26, 2008 Posted February 26, 2008 i don't think Bridget Pressure was that good thought i've never get any chance for this match up, but if i imagine me against myself, this should put around 5:5 with a slight advantage on Bridget with well spacing (he has good f.s and decent mix up) well the big issue here is, both need a knock down to setup stuff and none of them has a knockdown combo and Bridget has wake up delay, starship/maintenance... yep he will screw Dizzy setup huh? Dizzy has a knock down combo and she can also trow not follow up the combo for oki unless your talking about something else im confused:8/:
excelence Posted February 26, 2008 Posted February 26, 2008 i mean about the big combo both of them need at least 2 big combos to finish each other
Gonzales Posted February 26, 2008 Posted February 26, 2008 ohh yeah true however i once saw makoto do a combo that took like 85% health from an opponent, Ice Spike FRC into bubble loop some scary shit:psyduck: so if your really good its nice to knwo dizzy can do some crazy damage:toot:
excelence Posted February 26, 2008 Posted February 26, 2008 Ice spike FRC into bubble loop is somewhat out of my league, i just can't connect the air pike timming IMO Dizzy real damage output is a compensation for her crappy defense
Gonzales Posted February 26, 2008 Posted February 26, 2008 yeah i can get the FRC most of the time and i ussually do basic comboes after it but i've never been able to get the bubble loop after the FRC:(
fatewalker Posted February 26, 2008 Posted February 26, 2008 wow... i go away for a weekend and this thread blows up with info! anyway this may seem off topic but i wanted to get my 2 cents in on some some of the old topics. 1. yes i would consider Chipp to be a worse match-up for Dizzy more so then Jam or Eddie. i think Gonzales posted all the advantages/disadvantages for the match. i agree with pretty much every thing he said. it those reasons that make Chipp harder for Dizzy the Eddie or Jam. at least on those too you can summon rather then turtle all day. 2. Eddie Vs. Dizzy 4.5-5.5 in Eddies favor IMO- in a neutral Situation they both have great pokes. from full screen Dizzy has the advantage. laser fish and the arrow are good tools to get zato to block and kill mini eddie. he is just as scard of her pressure as anyother character without an upper. the issue with this match is that he can get 3 ublockables in a row on her and dizzy her with his retarded 6P. but still this match is not as bad as Chipp vs. Dizzy. 3. Dizzy vs. Jam (in jams favor, not sure by how much though)- in my experance with this match Dizzy pokes are a great tool agaisnt Jam, Unlike against Chipp. also you can dry summon given the right situation. Jam has weak mix up and shitty range that is you best bet in this match. but i don't have too much experance with this match-up.
Gonzales Posted February 27, 2008 Posted February 27, 2008 somebody asked about the May machtup but i only played againts one May player and he wast very good so i cant say much. One thing i noticced was that bubbles seem to be good since it creates a good hitbox when popped, and that her 6HS has retarded range but slow startup sorry i can't be of any more use:(
excelence Posted February 27, 2008 Posted February 27, 2008 my notes v May : 1. un-protected Rush down is dangerous (it's always been like that ) 2. u don't want to get hit by her j.hs 3. learn to counter throw and IB her H_dolphin FB UB's (don't poke!) 4. Jump instaled H_dolphin mix up is also a big pain in the ass to deal always block high when dealing with it, i'm not realy sure with her j2hs cross up 5. always fake up your jump in... SHE CAN KILL DIZZY IN 1 COMBOS WITH HER 6p CH!!!! 6. play runaway games, but never go counter her moves head on Dizzy priority was sux and she loves CH
fatewalker Posted February 27, 2008 Posted February 27, 2008 more may Stuff: - stay out of the air when May is on the Ground. Eating a Dolphin sux hard core. - watch out of OHK set ups. common ones are whiff dolphins/j.2HS and 5K OHK. - learn may Bubble loop cuz it hurts. - 6P will beat most her Dolphins besides FB ones. - DO NOT EAT MAYS 6P!!!
Rigel Posted February 27, 2008 Posted February 27, 2008 Why did my post get deleted/disappear/whatever happened it to? Thanks for the responses though guys.
excelence Posted February 29, 2008 Posted February 29, 2008 Ok, i might go against Slayer/Venom in the near future can i get some info how the match will go? i need to know Dizzy moves to deal with mappas/dandy/pb/BBU/j.hs on Venom match i believe it will be setup war and whoever get the knock down first will conclude the match
Merilyn Posted February 29, 2008 Posted February 29, 2008 Keep an air spike out, because fish isn't gonna save you for most of the match unless you score a knockdown. Don't dry summon much on Slayer since his mappa has retarded range. His range sucks most of the time (other than mappa), so try and control the screen with bubbles and air spike. If you think you can take out a fish, go for it. Oh, watch for his BBU, eat that and you're as good as dead.
excelence Posted February 29, 2008 Posted February 29, 2008 err yeah, i think i've tried dry summoning the fish and got mappas on my face way back then notes: 1. no Fish on neutral 2. runaway games + Bubbles & Air Pike and i need to figure it out, what's the best way to score a knock down on him =/
fatewalker Posted February 29, 2008 Posted February 29, 2008 Slayer has some huge gaps in his pressure out side of his links with normals. dandy step and 5D/Faint are a huge opertunity to punish him or to run away. the best way to score a knock down on him is by punishing these gaps. Dizzy's 5K is a good punisher for D Step. also Slayer sometimes likes to throw in 6K for a good mix-up. watch for this and punish it with 2HS if it is out side of Oki. you can also punish It's Late with 5K, but 5P is probly safer. other ways to get in on Slayer or to do far gatlings (just out side of BBU range) to a fish summon, or if Slayer is Mappa happy gatling to 2D TK Bubble. once your full/mid screen you can start projectile pressure. Slayer will be forced to hop around untel you come in and start pressure again. if your mix ups fail set a bubble and start full screen pressure again. IMO this match up is pretty easy as long as you stay out of range of BBU. go forth and impile that Vampire ass! EDIT: i just posted some vids into vid thread of my Dizzy vs. Slayer if that helps any. also, i forgot to mention the safest time to burst on Slayer is during his j.2K.
Nehle Posted February 29, 2008 Posted February 29, 2008 Actually, a lot of Slayer's pressure is leaving intentional gaps and then bait for 2H CH and similar, and while you may punish him occasionally, he only needs to land it once to take 90% of your health. Slayer's buttons are better than Dizzy's buttons, and he knows it. BE PATIENT and RUN AWAY when the opportunity arises Things to look out for from his oki: 6K (overhead) 2D (one billion active frames, he can't mistime it and you can't counter it) 6P (eats backdash) Bite (oh for fuck's sake) Dandy > H (overhead, throw invulnerable) 6K/Mappa/D feint > throw (counter-throw) Dry summoning is okay from far away. Dizzy has no reliable anti-air against his j.H. At best you'll clash, but a safer bet is either that you miss or that he beats you/trades. Neither of these are favorable in any way. Basically, standard "bad matchup" stuff. Run away, try to buy time to set up your game and then proceed. Against Slayer it is it is impervious that you avoid taking stupid risks because he is just retarded abare.
zaeris Posted February 29, 2008 Posted February 29, 2008 Keep an air spike out, because fish isn't gonna save you for most of the match unless you score a knockdown. Don't dry summon much on Slayer since his mappa has retarded range. His range sucks most of the time (other than mappa), so try and control the screen with bubbles and air spike. If you think you can take out a fish, go for it. Oh, watch for his BBU, eat that and you're as good as dead. for me, controlling space is very important against Slayer. using scypher and air spike are quite handy in controlling the upper region. Slayer priority are mostly better then yours. With that Said BBU are a pain in the ass, since they go through everything same as jam retarded level. So do not special cancel in at end of gatling with scypher because he knows BBU will hit you.
Gonzales Posted February 29, 2008 Posted February 29, 2008 I dont know if anybody mentioned it or not but BBU only has upperbody invincibility you can easy poke him whith 2k,2D. Anyway's when i play agaitns Slayer i use Guerrilla tactics:psyduck:, poke,runaway, frustrate his advances.When aint-aring him he has one arial attack that has incredible range the only way i've been able to anti-air it is to wait to the last second and use 6P, make it so you invincibily frames intersect his attack.BTW slayer has a 255 combo off BBU againts Dizzy so never get hit with it, evah!!!!!
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