excelence Posted February 22, 2008 Posted February 22, 2008 he fight against Chip player that has Sol brain
chun_li1 Posted February 22, 2008 Posted February 22, 2008 Hm, maybe some folks are still talking about #R? Oh wait, that was actually in favour of Dizzy, not Chipp:psyduck: j/k Scoring a knockdown on Chipp at ground level, hf w/ that ... PS. Me wants a air D or special or FB that does KD on airborn opponents in next GG. I wanna spam, use my tension for more then just FD or sitting on it
BlueMoonDragon Posted February 22, 2008 Posted February 22, 2008 ok. . . This Anji I'm fighting is getting on my NERVES ; ; His lockdown is just silly and most of his normals seems to out-poke Dizzy's. and when he scores a hit thats like a 50% combo of Dizzy's HP guaranteed .__. And there is no way I can out-poke him, maybe I'm not too good on Dizzy's normals? He usually starts the round with a Rush then begins his lockdown. Its something like : Silly normals -> 236+ S ( or HS) -> S or 236+HS and sometimes 236+D. He uses 236+S -> K when he is not in a corner which is usually good for me to react with 5.cS -> into oblivion combo/lockdown. His 236+S -> P. . . I don't know how to react/punish, because he can do lots of things after it. I tried a couple of times air-grabbing him and it worked, but it is not that reliable. My real problem is with his 236+S -> S,HS or D. I can't seem to get out of them, I maybe able to block, but he continues the lockdown with more normals. which is even MORE frustrating. . . God I hate Anji:vbang: . The only matches that I won is when I throw him in the corner and started lockdown/rape/pwnage with Dizzy ( which is the reason I love Dizzy & I-no ^o^ ) And kinda off-topic question. When you normally guard or FD-Guard Poty's 6HS, is there a way that you can jump/run from his slide-Head follow-up with it? I may not be that fast but I don't think its possible. I'm sorry for the wall of text and thanks in advance ^o^ and Why is Dizzy's Defense is so fucked up .___. for GOD'S SAKE SHE IS JUSTICE'S OWN DUAGHTER! ; ; But she is good for a 3 years old
Rigel Posted February 22, 2008 Posted February 22, 2008 The only matches that I won is when I throw him in the corner and started lockdown/rape/pwnage with Dizzy ( which is the reason I love Dizzy & I-no ^o^ ) That's the only time Dizzy is as scary as anyone else.
Double Posted February 22, 2008 Posted February 22, 2008 Dizzy v chipp is skewed in chipp's favor yes, but by no means is it her worst matchup. Chipp takes so much damage from random poking and projectile shit, and any mistake on his part which resulted in him getting throw is usually GG for that round, corner or not (am i the only one that thinks that dizzy's midscreen throwing is as scary as the corner stuff?). On the other hand, he posses alot of tools to close the gap when dizzy is running away (fastest run speed, teleporting, 3 jumps). All in all, i don't have too much trouble with chipp, i'd say 5.5 in his favor.
Gonzales Posted February 23, 2008 Posted February 23, 2008 ok. . . This Anji I'm fighting is getting on my NERVES ; ; His lockdown is just silly and most of his normals seems to out-poke Dizzy's. and when he scores a hit thats like a 50% combo of Dizzy's HP guaranteed .__. And there is no way I can out-poke him, maybe I'm not too good on Dizzy's normals? He usually starts the round with a Rush then begins his lockdown. Its something like : Silly normals -> 236+ S ( or HS) -> S or 236+HS and sometimes 236+D. He uses 236+S -> K when he is not in a corner which is usually good for me to react with 5.cS -> into oblivion combo/lockdown. His 236+S -> P. . . I don't know how to react/punish, because he can do lots of things after it. I tried a couple of times air-grabbing him and it worked, but it is not that reliable. My real problem is with his 236+S -> S,HS or D. I can't seem to get out of them, I maybe able to block, but he continues the lockdown with more normals. which is even MORE frustrating. . . God I hate Anji:vbang: . The only matches that I won is when I throw him in the corner and started lockdown/rape/pwnage with Dizzy ( which is the reason I love Dizzy & I-no ^o^ ) And kinda off-topic question. When you normally guard or FD-Guard Poty's 6HS, is there a way that you can jump/run from his slide-Head follow-up with it? I may not be that fast but I don't think its possible. I'm sorry for the wall of text and thanks in advance ^o^ and Why is Dizzy's Defense is so fucked up .___. for GOD'S SAKE SHE IS JUSTICE'S OWN DUAGHTER! ; ; But she is good for a 3 years old i dont know about the anji machtup cause i've never played an anji but i can tell you about Pot, what he does with his 6HS into slidehead is sort of like a tick in st. if you block it he gets a mix-up you can jump rigth after but if the pot predicts the jump he can fux you in the ass cause one Pot combo vs. Dizzy hurts:vbang: but most of the time the potenkin will go for the slide head since its unblocable so in short just jump the slidehead or IAD it:yaaay:
HKDizzy Posted February 23, 2008 Posted February 23, 2008 Maybe I did push it a little by saying 5/5 for Dizzy vs. Chipp although like Double said, it is by far not her worse match-up. Chipp is seriously lacking the damage potential even against Dizzy's lifebar compared to Dizzy who can just 5K -> 5S© -> 5HS -> 236HS. The 5K's range isn't as long as Chipp's 2D or 5HS but does have anti-air capability for IAD Chipp's and that's what you're looking for. I really can't see why you all make it sound like it's so hard to score a knockdown on Chipp when his strat is pretty much the same stuff over and over. Dizzy has the better Air - Air (j.S, j.P), Air - Ground (j.2S, j.HS), and damage. Chipp has better pressure, non-okizeme mixups/crossups, range, and of course, speed. So although Dizzy's pressure game is situational in this match-up, it's not all that unlikely to happen and so long as you continue to constantly mix up those okizeme strats, you'll be at an advantage. Dizzy vs. Chipp - 4.5 - 5.5 favor Chipp (5 -5 IMO from my Chipp playing experiences)
zaeris Posted February 23, 2008 Posted February 23, 2008 Dizzy scoring knockdown isn't a specific advantage in general for any match up. its an advantage against everyone except Baiken. Dizzy is scary when she attacks a KD opponent with fish summon and okizeme, which will tip it in dizzy favour substantially. we're talking about general match up regardless of player skill, Chipp is a monster! His normal/poke are alot better then Dizzy. His speed can punish any dry summon dizzy can do. His triple jump can evade all your summon you put on the screen.
excelence Posted February 23, 2008 Posted February 23, 2008 pot 6hs->slidehead trap... just back dash it if u caught on block stun about chip/any player that do raw iad pressure to my Dizzy... never meet them since the last time i playing Slash ... getting a knock down on him is a big pain in the ass
Gonzales Posted February 24, 2008 Posted February 24, 2008 i've played againts chipps and jams and let me tell you its most likely in dizzy's disadvantege but its not as bad as Jam cause if your patient againts chipp you can kill him in no time flat and after the knockdown and oki setups the chipp player is left in a bad position however when playing againts Jam:( she's a lot more resilient than Chipp and if you play a good Jam you'll know that she can actullay dish out more damge than chipp. True chipp is annoying cause you cant dry summon and you have to be vey chossy on how to anti-air him, but you can kill him much quiker tahn he can kill you sligth disadvantege but its a lot easier than playing a Jam who will loop yoiu until you die:vbang:
Double Posted February 24, 2008 Posted February 24, 2008 FDing alot against Jam has always been the most important thing against her (for me anyway).
Rigel Posted February 24, 2008 Posted February 24, 2008 Chipp having low defense isn't any specific advantage for Dizzy in that he has to worry about getting put into an ambulance after 2 hits against anyone. How could one think this isn't such a bad matchup for Dizzy, I mean just look at Chipp: Triple jump = zomg you're never getting near him and most of Dizzy's normals are very situational not the best for catching him in the air, where he will be. In the air his dust beats everything. There's 2S for anti-air, but when you eat enough of his j.D that doesn't seem fun anymore. Teleport and fastest run speed = zomg you're never gonna summon anything, Dizzy is so good without summons. Yeah he does crap damage, but he's gonna hit you 20 or 30 times while you're sitting there doing nothing and Dizzy is in the running for worst in the game at getting out of pressure. Yes you'll do insane damage if you manage to hit him, but its mad risky for Dizzy, almost to the point of not being worth it, which sucks because you have to hit him to win. Definitely her worst matchup. Against Jam just watch that tension if you don't wanna get wasted by FB Puffball, since that's usually how they happen. Feet on fire beats anything you have including 2S, but if she's doing it enough that you can react to it, just block and punish. Whats annoying about Jam is that she has more pluses on block than Lane Bryant, which means tick throws and the fact that all of her normals beat yours. But at least she isn't bouncing around 6 feet above you or teleporting over your head from 20 feet away. Much better chance at hitting her with 2K which is Dizzy's strongest option for knock down alongside throw.
Gonzales Posted February 25, 2008 Posted February 25, 2008 Chipp having low defense isn't any specific advantage for Dizzy in that he has to worry about getting put into an ambulance after 2 hits against anyone. How could one think this isn't such a bad matchup for Dizzy, I mean just look at Chipp: Triple jump = zomg you're never getting near him and most of Dizzy's normals are very situational not the best for catching him in the air, where he will be. In the air his dust beats everything. There's 2S for anti-air, but when you eat enough of his j.D that doesn't seem fun anymore. Teleport and fastest run speed = zomg you're never gonna summon anything, Dizzy is so good without summons. Yeah he does crap damage, but he's gonna hit you 20 or 30 times while you're sitting there doing nothing and Dizzy is in the running for worst in the game at getting out of pressure. Yes you'll do insane damage if you manage to hit him, but its mad risky for Dizzy, almost to the point of not being worth it, which sucks because you have to hit him to win. Definitely her worst matchup. well i guess it depends on how you play, cause depending on your style the way way you view the machtups is sligthly skewed to how your accustomed to playing a machtup i agree with you on chipp defenatly having the advantege. However if you can turtle your ass off, you will start to find openings wich you can take advantege off. I really dont have a probelm doinng that cause i do all the time in super turbo., but i can see how some people migth not like having to do that. Lets think for a second; most of his normals beat hers badly so chipp can abuse them, anti-air her well,and its hard to trap him down cause of his speed, she has to runawy in order to use summons,bubles or the air pike. Not only does she have to run awy to summon anything Chipp has tools he can use to make it difficult for her. To top all off Dizzy has no good reversal to get out of the corner. Does't sound like an appelling machtup:yaaay: All joking aside thougth its not impossible to win it. The solution dont try to figt chipp, make him figth you:eng101: “…the clever combatant imposes his will on the enemy, but does not allow the enemy’s will to be imposed on him. By holding out advantages to him, he can cause the enemy to approach of his own accord…[and]…entice him with a bait.” –Sun Tzu, The Art of War We all know that the machtup is terrible so you have to play a certain way, you have to make your opponent play your game instead of his. By staying at a certain range its possible to play a very specific game of cat and mouse. Baiting is essental, and knowing waht your opponent wants to do and keep him from doing it. One example is anti-airing chipp, don't:8/: Althougth it seems like your letting your oppponent get in your face for free, little does you opponent suspect that you have other things planned for him. By clouding your true intentions your opponent will attack you exctaly how you want to to attack you. I know its hard to understand but one of the key aspects of this machtup is knowing how to frustrate your opponent so Chipps advantages are not so clear cut when he's playing againts you. Unfortunalty this requires an incredible amount of mental diciplene as well as resilience, wich ussually high level japanese players posses, but we americans are sometimes lacking. Thats why IMO its so important to stick to one character instead of swichitng around beacuase a machtup is "unwinnable". I once played a Japanese Johnny who made me cry:gonk: and when i asked him how he'd gotten so good with him he told me in really bad english: " I only play Johnny" Or i think thats what he said cause his accent was so fuxing tick:kitty: All joking aside thats my 2 cents Good luck;)
excelence Posted February 25, 2008 Posted February 25, 2008 well i guess it depends on how you play, cause depending on your style the way way you view the machtups is sligthly skewed to how your accustomed to playing a machtup i agree with you on chipp defenatly having the advantege. However if you can turtle your ass off, you will start to find openings wich you can take advantege off. I really dont have a probelm doinng that cause i do all the time in super turbo., but i can see how some people migth not like having to do that. that's blocking Lets think for a second; most of his normals beat hers badly so chipp can abuse them, anti-air her well,and its hard to trap him down cause of his speed, she has to runawy in order to use summons,bubles or the air pike. Not only does she have to run awy to summon anything Chipp has tools he can use to make it difficult for her. To top all off Dizzy has no good reversal to get out of the corner. Does't sound like an appelling machtup:yaaay: All joking aside thougth its not impossible to win it. The solution dont try to figt chipp, make him figth you “…the clever combatant imposes his will on the enemy, but does not allow the enemy’s will to be imposed on him. By holding out advantages to him, he can cause the enemy to approach of his own accord…[and]…entice him with a bait.” –Sun Tzu, The Art of War that's another advice for blocking and stay on guard for Tick Throw/UB's We all know that the machtup is terrible so you have to play a certain way, you have to make your opponent play your game instead of his. By staying at a certain range its possible to play a very specific game of cat and mouse. Baiting is essental, and knowing waht your opponent wants to do and keep him from doing it. One example is anti-airing chipp, don't:8/: that's baiting Althougth it seems like your letting your oppponent get in your face for free, little does you opponent suspect that you have other things planned for him. By clouding your true intentions your opponent will attack you exctaly how you want to to attack you. I know its hard to understand but one of the key aspects of this machtup is knowing how to frustrate your opponent so Chipps advantages are not so clear cut when he's playing againts you. another baiting man ... that's how this fight is so fucked up for Dizzy advantage
Gonzales Posted February 25, 2008 Posted February 25, 2008 there's a difference betwen bloking and trutling, you'll have to excuse my way of thinking am a long time ST player trying to get into GG, some of the mentality applies to GG as well thougth:yaaay: but your rigth its a hard machtup its not impossible thougth if the japanese can win it so can we:) my goal is that america can take the next tougeki, we almost took in CvS2 and were not far from winning superturbo. Hopefully we'll be able to hold our own in GG know that we have the game on console On another note do people consider this macht up worse than Eddie i played an Eddie who Tokied me in a ranking battle:vbang: it was kinda frustrating
Double Posted February 25, 2008 Posted February 25, 2008 In my experiences with chipp, backdashing alot will really help with this matchup. All of his normals are of course, very fast and are all jc able, but really dont have that many active frames. Dizzy's backdash is extremely average, but these 9 invulnerability frames will be plenty enough to caus chipp to whiff on most of his normals; some of them like 5d are quite punishable at any range, some of them you may or may not be able to throw afterwards. If a chipp is spamming c.S alot backdash throw works really well IMO. If the Chipp likes to teleport into the air alot, try to anticipate, jump up, and air throw. Also, again this may just be me but, tking bubble -> J.k trading seems to work really well in this match. Unless its j.D you just traded with, you should be able to get up in time to do the c.s -> air combo or at least an ice spike.
excelence Posted February 25, 2008 Posted February 25, 2008 @Gonzales : i don't say it is impossible to win, in fact i own a Chip player here that own my Bridget with Dizzy... but the match was a real mess (3tick throw in a row on dying and do come back v him with his full life bar ) ... there is seriously nothing Dizzy can do on neutral and he will try to chipping Dizzy to death, it's the best to be passive when oppening the round and bait him to rush down Dizzy and doing stupid mix up if me, i'm expecting 1. UB->FB : from this position Dizzy can actually start to set up something and put him on pressure 2. 6k/6p : be very cautious and push that damned 2hs button and sent him to hell 3. obvious tick throw attempt -> ... god please make him try that tactic more i never like how the match will run it's like 70 second for poking and end up the match in 2 second (i got one time up battle last week and it's a draw with both side dying ) i'm more comfortabe with Eddie match up, since i can do the summon from the full screen position and do some pressure/guessing games (easier to do baiting)... but if once he caught Dizzy on pressure ... i can just lmao for wtf i'm doing just then . eddie match up was never being a fight when he was on top... that's a rape
Gonzales Posted February 25, 2008 Posted February 25, 2008 huh im wondering the chipp that you play againts is he an agroo chipp? cause the chipp that i play againts( i go to the arcade on weekends) is a very tactical chipp and to tell you the truth its very scary to play againts him cause he wont fall for the usual baits or he wont run into a well set-up poke so ussually i play a very slow and choosy macht, so thats why my opinion is a little different cause i like when people are rushing me down( i know it makes no sense) but im used to setting up walls psycological advanteges ect. but its really hard cause i have to play againts people who have gone to Japan to play in tougeki. Like i've played againts this Potemkin who's beaten Japanese players at tougeki, and even thougth i have the advantege in the machtup he play's so precise that its really hard to get around his walls, however i know im getting some good practice and im hoping i can qualify in for SBO '08. Actually i would invite anybody from the boards to go there to play, the place is call TokyoGameAction in Wichindon, im not entirly sure when the qualifiers are gonna be goin on, i'll make a thread;)
excelence Posted February 25, 2008 Posted February 25, 2008 no, he is very tactical, agro Chipp was a suicidal Chip and i'm not the one started poking on this match, all i did is just running away and once in a while he nail me with B_blade, and traped on his corner pressure ... i'm baiting from there, this might sound realy stupid but i once block for at least 20 second to get a counter hit he was poking with Shuriken, Rekkas, @ Blade... whatever to chipping me to death, and whiffing something once in a while so i can get te fish to out... it's one damn boring fight
Gonzales Posted February 25, 2008 Posted February 25, 2008 yeah he's defenatly playing the machtup rigth:( well sometimes the road to victory is not flashy or exiting as long as you get the win:kitty:
Double Posted February 25, 2008 Posted February 25, 2008 What do you mean by tactical; thats a really vague term. i dont mean to single anyone out and of course different Dizzy's have different playstyles. specifically, what are you losing to chipp from? midscreen gamma blade? iad j.d? teleport j.h -> pressure? because when you say tactical, i imagine a chipp that plays a zoning sort of match (which is of course very good against some of his opponents like potemkin). the only summon dizzy shouldnt do against a full screen neutral chipp is the fish summon. i mean other than that, a chipp that runs away/zones just makes me happy. I guess my point is, while i have tried to offer specific counters to moves, your kind of just saying that chipp is godly. you know? not to sound like a dick but more input would surely be appreciated, as the more info we get out there the better all dizzy's will (theoritically) do. :keke:
excelence Posted February 25, 2008 Posted February 25, 2008 about Tactical term, he will bait by throwing a lot of Shurikens fdc his jump in/run in, Teleport and frame trapping his Rekkas. on neutral and Air pike also wasn't a smart moves on full screen, i said yeah he's godly if you try to do something on him. but if Dizzy anticipated his available option and create a fake opening for him with whatever it takes (for "nothing" or "great i got your ass" usualy take 25~50% tension for my fake Ice spike frc)... he's not so godly anymore counter specific moves is more to mind games and relatives to any matches, what i stated about just block and run is works on more general manner (with lots of question marks because of that mind games) ... well at least that's how it was worked on my match because... Chip is fast enough to counter any of Dizzy slow moves and definitelly will outprioritize her if she take the initiative. but if he takes the initiatives. It's more balanced match up IMO... this is where of that few match up i like Dizzy being on pressure than Neutral Stance
Double Posted February 25, 2008 Posted February 25, 2008 alright, yeah i understand that particular style of that matchup a bit more. like i said, alot of this stuff is just a difference in how people play characters, chipp and dizzy alike.
Gonzales Posted February 25, 2008 Posted February 25, 2008 excelence is rigth on the money, when i say vague terms like "tactical" im really refering to the use of mindgames unfortunatly explaining mindgames is very vague cause its very individual to who your playing. I gurantee you that that the Chippp i play uses the same gameplan that the opponent exelence plays. but they would play differently cause everyone has different mindgames, especially high-level players. One thing everybody realizes once you start playing in enough tournament is that everybody knows the machtups of their characters. Would that mean then that there's no point in playing a certain character cause your opponent alredy knows waht your goin to do? No beacuse thats were your mindgames are gonna be put to use. Depending on your experience in figthers or your mental diciplene you migth play a little different than another player using the exact same character. For example we know of high-level Dizzies like Makoto or Kazuki they both know the machtups but when they play againts a certain character they both play differently. It doest matter how you play as long as you know waht to expect, you have to experiment and find out what to use So one more time i'll just make a quick list of what Chipp has againts Dizzy 1. most of Chipps normals rape her. He can abuse 5HS, 6p, 5p, 5k, 2s, 2hs in most situations, 5hs, 5p and 2hs especially as anti air. 2. dizzy cannot use her frametraps against chipp, period. all frametraps she has are too slow and either trade or get beaten by his fastest moves (2p,s©, and even 5k depending on distance).(Took me a while to figure this one out:vbang: ) 3. dizzy needs to play a runaway game so she can find time to setup fishes etc. chipp's movement makes this incredibly hard for her (alpha on reaction for example, and teleports of course) - she needs to take risks because of this, which is to his advantage. 4. does not have a safe (no-tension) reversal. Thats all in a nutshell but Kazuki,Mayuki,Makoto they've all have won the machtup and i refuse to believe that we can't do it cause were not japanese:mad: Fux that shit i refuse to believe that asians are better at this game, we just gotta work harder:v:
zaeris Posted February 25, 2008 Posted February 25, 2008 Here some good tactics vs. Jam. First go psycho on her when she has no tension or less than 25% Be patience, be more patience and more patience when Jam has more than 25% ^^. /end sarcasm
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