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Posted

@Dark

Surviving Eddie rushdown is pretty much the same for most characters: Block extremely fucking well

And you'll want to save your burst until Eddie does his puddle unblockable, which has the highest chance of making Dizzy dizzy...

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Posted

Dizzy's 6P will punish a slayer backdash cancelling pretty much every time at any range. The move isnt really safe, but if the slayer really is just backdashing every single get up, this move will catch him and of course lead into combo.

Posted

Eddie

Okay, fuck Eddie - as soon as he puts you in a blockstring you're pretty screwed. Even if you block extremely well, which is a definite must, he still has unblockables as well as a command throw to go for - a command throw that outreaches your ordinary throw by far. So you really, really have to learn 1F jumping if you want to survive once you're in that position.

To avoid getting in that position in the first place, you have to know your spacing. Anywhere within invite hell range is the wrong place to be unless you have the support of your summons. Luckily for you, Eddie does not have the tools to punish dry summons at full-screen range, which is basically your one saving grace, keep dodging him until a moment opens up for you to get your summons on and begin approaching him carefully alternating between your summons to always have some potential threat of killing the shadow if he moves the wrong way.

Even if neither of you have a summon out, Eddie can still outpoke you in most situations, so please don't think you have an advantage just because his shadow isn't there - you'll only have an advantage once he actually is in blockstun, and only then it's not a huge advantage unless summons are there to fill the gaps.

In summary: Play for timeup, take no risks, kill the shadow, wait for opportune moments. Yes, I know this is boring but this is how you face most of your bad matchups.

Potemkin

Woo! :toot: Good matchup! As long as you play like you're supposed to. Dizzy is one of the few characters where Potemkin doesn't have an advantage at a distance. And Dizzy has pretty much every tool needed to punish him if he makes mistakes.

What accidentally kills many Dizzy players in this matchup is simply predictability. If you're too obvious with your summons, you practically give the match away - Potemkin kills Dizzy pretty well once he gets a knockdown. Good thing is Dizzy does the same and she has an easier way getting there.

Basic gameplan: Back off. Stay in the air a lot, bait slow moves (slidehead), summon, mixup, knockdown, rape

As has been said earlier, you don't even need to IB to punish 6H > SH. However, mind that SH is not his only followup option from 6H - 6H > Megafist only leaves you a few frames gap, so you'll have to confirm that he actually does SH. If you want to be on the safe side, do coffin after 6H - which'll force him to cancel to 214P or 236236S to escape. Of course, he'll have to input the movement before he sees your response, so you're at the advantage no matter what

Baiken

Baiken is annoying as hell. I'll fill this up as soon as I have more time on my hands (at work now) :C

Slayer

See Baiken

Posted

Baiken

When up against Baiken controlling your gatling is vital.

Any combo using hs or 2hs can be safely GC by Baiken giving her free damage.

The lack of reversal is another issue, Baiken launcher and corner combo are "Demonic" as they say. Since JD is will always cause Knockdown and everyone is forced to block her oki, while it effects everyone but dizzy with poor reversal or methods to escape pressure will find it harder to escape.

J.2s Oki also don't work on Baiken, ouran sux.

Dizzy j.s has a landing, if done properly cannot be p GC which you can use to punish if you can do j2s as close to ground as possible. While baiken has other methods to counter Air assualts (air throw), it’s more commonly a p GC will be used.

If baiken uses j.hs you can AA it with 2s, timing applies but its manageable if done correctly.

Fish tick throw set up are a + vs. any baiken ^^,

vs. Baiken DAA... I agree with woki u should try to bait it and then know your spacing and the range of Baiken DAA both of it were punishable with Throw and pressure reset

I'm curious as to why a baiken player would use DAA when GC and Baku seals work in the same way.

The baiken match up is clearly in baiken favour. Where Dizzy greatest strength is in her oki, Baiken can escape this with ease. I'll like to think of this as a game of who can dish the most damage first given how both characters are relatively low on defence, both taking large amount of damage.

Posted

Does anyone have any opinions/experience regarding the Sol matchup? The Sol player I play against is quite aggressive, mainly going for SW loops off of: -236p FRC mixup into WT > SW loop -236k RC > SW loop -missed air bursts into WT > SW loop At the start of the match, he usually throws a f.s to tag me. I block and sometimes do b.IAD > bubble, pop or not, to create some space to summon fish and proceed from there. At max range, I'm usually able to get some summons out to work for a rushdown/mixup > knockdown. Other times, he'll catch me off of something and force me to go defensive and block mixups from the ground and sometimes air while going for a WT > SW loop which ends up killing me cause I -try- to get out of but not successfully. In terms of offense via oki, I'm able to catch him on most occasions even with the threat of VV, its just that getting to that situation of knockdown > oki is sometimes troublesome. Thanks in advance for any input regarding this matchup.

Posted

-the main thing defensivly you should watch out for in this match is wild throw. as Sol has no real mix-up. learn to spot the when he has a chance to throw you and either throw him Back(yours is faster) or back dash. -the next thing to look for on defence is Gun Flame. Gun Flam is the best chance you have to get out of pressure. either IAD back and set a bubble or High Jump and run away. -next is to bait the upper. Dizzy's offence is one ofthe best at doing this. the fish will eat the first hit of Sol's upper, but you still have to FD the second hit. also a perfect meat bubble pop is Upper safe as well. sometimes the pop will hit him. others he'll go right through. either way the resaulting combo you'll get FOR FREE will hurt. Dizzy's damage is high enough that baiting 2 uppers will win you the match. even Sol most respect the bubble.

Posted

@Zaeris : i still think it's 5:5 like u said who get to do the combo first is mostlikely will win the match, and getting presured when using Dizzy was never a good thing just make sure the fish is always out and abuse her throw range (+_o)> ... btw what's GC/baku? :v: V Sol ... 2s for his jump in :v: and try not to get caught in GF pressure for wild throw mix up, if the Sol u fight against is poor on spacing do fate walker sugestion to counter throw him once he's down in the corner just go crazy =)

Posted

I assume your term for DAA means Dead Angel Attack 6+ 2 button during block stun. GC = Guard cancel (Ouran, Sakura, Youshijin ectera) don't know what others call it but thats what friend and I uses.

Baku are her FB attacks.

@Zaeris : i still think it's 5:5 like u said who get to do the combo first is mostlikely will win the match, and getting presured when using Dizzy was never a good thing just make sure the fish is always out and abuse her throw range (+_o)> ... btw what's GC/baku

The only reason I would disagree if purely based on the fact that you can't pressure any good baiken play with Dizzy since Baiken can easily escape this. Although Fish are good but they are not godly or without flaws.

While both have relatively low health, Baiken has the most advantage, as Dizzy is likely to make mistake more often. GC are better than most of dizzy tools, Baiting GC are good but they can also roman most of it. The risk and return with Baiken GC are higher, since her combo launches and usually end with KD taking away a good poportion of your health as well.

Posted

err sorry for missinterprete things here... wat i call DAA for baiken is that GC, and yes people makes mistake, that also works for baiken, she must extra carefull when doing GC with the fish out, it will takes up to 75% of life loss without knock down or pressure reset for any stupid GC attempt and yes she frc sakura... so what? dizzy can throw her on the exact frame she frc it :vbang: a knockdown is a pain in the ass for most of Dizzy match up, either be the one who do the chasing in Baiken match up... it's a fair trade IMHO =|

Posted

Dizzy's fish ARE GODLY against Baiken. any conter she has Dizzy has a counter for. baikens counters that attack will hit the fish. any of the others are asking to be thrown. if your having trouble with this it is your spacing and/or the way you react to pressureing baiken.

Posted

Okay, sorry for not writing this up earlier but here are my thoughts on Baiken (spoiler: i agree with zaeris)

Anyways, the things to remember against Baiken are:

1) Mind your spacing. Since this is Dizzy's most important rule in almost every matchup, it goes without saying, really

2) Do not dry summon. Baiken is fast enough to punish almost any summon attempt. ('cept correctly placed bubbles)

3) Do not attack Baiken from the air. Because she has a billion ways to deal with that, unless you have a fish RIGHT ON her.

4) Always go for max damage, because okizeme against Baiken is risky and mostly pointless

5) Tick throw a lot. Many times you can catch baiken waiting for a chance to counter you

6) DO NOT DRY SUMMON! IT WILL KILL YOU! (bubbles are ok)

So, yes, keeping all these things in mind, your basic gameplan is to keep moving and abusing Baiken mistakes. Almost any of her air rushes you can safely punish with 2S. The vicious plywood attack you'll have to block though. On the ground, 2S is as annoying as it gets, but it's managable. 2D is usually really good against Baiken since it can dodge sakura if not jumpcancelled and get you out of there in every other attempt, also on hit it gives you free fish rushdown so hooray :yaaay: (learn 2d special cancel, seriously)

Bubbles are really good too as they cannot be countered effectively and they give you the breathers you need to setup your game (or hurt Baiken). Note though that Baiken can tech really early from a bubble hit so you'll have to aircombo here if it's not a CH.

If Baiken gets knockdown on you, there are a few things to look out for

6K/Throw mixup (6K is throw invulnerable and CH hurts like fucking hell)

Jumpin High/Low (airdash j.P or land 2k)

Ground High/Low (TK YZN or 2D/2K)

A blocked TK Youzansen is FREE HOLYFUCKDAMAGE for Dizzy (2H CH > damaging combo of choice)

2H in blockstrings is BIG NO-NO!

Kazuki says he likes 5H in this matchup but I don't have the japanese skills necessary to understand all of his thoughts on it (translate anyone?)

聖ソルやろうと思ったけど最近勝ってない(ていうか対戦自体してないw)ということである程度まとまってるキャラは自分のメモがてらに対策書いてみようと思います。

バイケン対策

4.5:5.5ディズィー不利。昔に比べると大分マシになりました^^

JDの強化でどっからでもほぼダウン奪われるのが辛い。後キレ畳が昔より返しずらい。

あとは昔と大して戦い方は変わらないかも。

開幕

①様子見、②バクステ、③泡

基本付き合わない。たまに泡。とにかく距離を取るか状況を有利にする事だけを考える。

相手の選択肢は遠S、畳、JDといった感じかな。

基本的にリターン負けするので付き合わない。

立ち回り

距離を離して立ち回るディズィー、それを追いかけるバイケン。それが基本的なディズィー対バイケンの図式。

まず相手のタイプを見て地上牽制、対空重視にするかを決める。

地上と空中で突っ込んでくる相手をさばけたらうかつに攻めてこれなくなるのでそこで生成。

差し合い

○地上

①立ちHS、②魚、③立ちK

①置き技として優秀。バイケンの地上技に相性がいい。魚ヒット確認忘れずに。

カバリ、低空ダッシュJSに弱い。

②主にカバリ対策。リターンがでかい。ガードされてもそこまで反撃受けない。

様子見られてオーレン、回り込み投げには弱い。

③立ちHSよりリーチが短い分硬直が短いのでそこそこ優秀。

○対空

①遠S、②屈S

①置き技。ちょいダッシュ遠Sが相手の低空ダッシュを潰しやすい。低空ダッシュJSに最低相打ちとれれば向こうはダウンするのでこっち有利。

②見てから対空。距離を見誤ればキレ畳からカウンターで死んでしまうが、これも若干ダッシュして遠すぎないある程度の中間距離を保っておけば優秀な対空となる。

○生成

基本は泡。泡を出すとうかつにバイケン側は攻めれなくなる。

その分カバリが多くなったりするのでそこを見逃さず迎撃。

話し相手は主にHS話し追加KかHS。レーザーを出しつつ追加Kでガードされた時のフォロー。

K話し追加Kで相手にまとわりつかせてプレッシャーをかけるのもあり。潰してくるなら魚や屈HS。

話し相手にオーレンしてくる相手には木の実や縦明かりを置いておくと、オーレンに当たってくれるのでおいしい。

ガーキャンには基本的に付き合わない。話し相手を出せばそうそう出せない。

オーレンは一応直ガ立ちKで反撃はできるが若干難しい。

相手の固めの対処

①FD、②立ちK、③屈HS

①FD>ジャンプを意識。ディズィーはFDが強力なので使わない手はない。

②相手の技が途切れたところに差し込む。JHSやカバリに弱い。

③FDで離して近づいてきたところに置いておくと以外と当たる。リターンがでかいのでリスクは伴うが使い分けると相手にとってプレッシャー。

ダウン時は投げ仕込みが強い。バイケンの前K暴れ潰しが怖くなくなる。投げ仕込み使うとバイケン側は下段を使わざるを得なくなる。

後JHSガード時の対処。

微妙に投げ返せない位置でガードしてしまった時はJHSガード>空投げが以外と当たる。

バイケン側としては投げ暴れ潰しとして上りJHSを再度出す事が多いのでよく投げられる。

投げ返すときは近S投げ仕込みで。

起き攻め

メインはHS話しK追加からの投げ、下段単純二択。色気づいて中下段起き攻めしてしまうとガーキャンで痛い目にあうことが多い。

ガーキャンを狙う=様子を見るので投げが超有効。

レシピとしては

魚後

HS話し相手P追加>投げ[

         >屈K>話し相手追加K>投げ

                    >屈K

                    >(ヒット時)屈K近S立ちHS屈HS魚

投げと下段のタイミングを変えてガーキャンの的をしぼらせにくくする。

オーレンで逃げられてもタイミングによっては見てから魚が入るが、確定反撃ができなくても追加K話のおかげで向こうにターンを奪われない。

ちなみに中央起き攻めは

投げ>木の実からの裏表ニ択起き攻めが強い。話し相手絡みだと、話し相手ガードされたときにガーキャンされてしまうのであまりおいしくない。

ざっと書いてみた。また修正があれば書き直します。ではでは。

空投げ仕込みマスターしないとな…

Posted

even Kazuki said 5.5:4.5 Dizzy disadvantage ... :v:

opening the match

1. wait and see

2. back dash

3. Bubbles

差し合い offense option

ground:

1. 5hs

2. fish

3. 5k

air to air:

1. far S

2. 2S

相手の固めの対処 how to deal with pressure

1. FD

2. 5k

3. 2hs ... ??;D

this is as far as my understanding and i think he said to use 5k for anti airing baiken j.hs ... *shrug*

Posted

I'm just wondering about two matchups, one is general any corner pressure raping on Dizzy (AB, AN, etc) and I-No vs Dizzy Granted I'm not very good, I'm still screwing up the basics such as IAD crossups, wake-up supers, or just inputs in general (though every now and then the arcade stick and slash button gives everyone a bit of trouble so it's not always me) but I'm just wondering what's the best counter for corner pressure? I try IAD my way out but sometimes I get nailed by something like Sol's Bandit Bringer or VV, and trying to poke them in their pressure holes is risky since I might end up eating a counter hit into combo. As for IN vs DI, the one I play is one of the best ones in my area and I'm obviously not (I've picked up this fighter back in December-ish) but I can't seem to touch his I-No, I can't throw him on wakeup because of IN's dash and I eat a lot of damage from her aerial game which I can't seem to match, or 2P out of And as a last note, it's unfair when I get WT by Sol... during my Necro Okotta Baai :vbang:

Posted

Here some general advice for getting out of corners:

Be patience, most block strings are never perfect. If you wait long enough they should come to you in a more impractical way:

You have a few options you can do:

Super jump, probably the first choice Dizzy player tend to choose, Also FD along the way to avoid getting hit, note with Dizzy maximum SJ height and her Double Air Dash you won’t be punish easily for escaping .

Throw them if they are within range, Given Dizzy throw range is greater than most of the cast.

Poke them a few times, 2k/2p are really good at stoping your opponent for a while.

On wake up, just block patiently, Back Dash meaty if you think you can, while risky comes with good return. If you succeed as you should be able to throw them back into the corner.

If you’re having issue doing reversal Necro, just block and DAA them much easier to pull off and annoy people since you can send them flying ^^. (Of course I’m greedy so I tend to go for reversal super)

Learn Instant block and keep in mind dizzy has some good pokes that are FAR and quick.

Anyway most of this is rehash of what’s already available. “GGAC Dizzy Guide” on Dustloop

*just realise after typing.

http://dustloop.com/forums/showthread.php?t=3473

Note: Bandit revolver can be AA, just 6p his ass and send him flying.

Posted

Vs Anji: Use 2k a lot. It beats a lot of his normals and his forcebreak on startup. Don't go in the air unless you already have a fish or air spike out. His FB catches Dizzy's hitbox really easy (one of the reasons I really hate Dizzy). You have to be careful though because if he does that random ryujin or w/e it's called and CHs you it's going to hurt. His 5p really owns her too. If you get cornered here's how to deal with it: He only has about 4 options during his mixups on variety of pressure. If he does his fb 5k it on reaction and combo him. If he does that thing where he jumps and throws those blocks at you just super jump out. If he does that thing where he jumps and stomps the ground try using 5S to beat it ( I haven't really experimented with that yet, but I found that Millia's 5k will beat it). If he throws out a butterfly after a mixup just super jump out. I believe those are the only mixup options he has, I may have missed some. VS I-NO I think it was stated in the tier list thread that Dizzy is one of her best matchups. Her massive hitbox makes it easier to combo/mixup/catch. Whenever you notice that she is trying to approach you uncovered by a note at midlevel of the screen (aka not way in the air) use 5s (far version) and she will eat it everytime. If she's too high though you will probably eat one of her Dive specials. You can also 2k her Stroke the big tree on reaction. As for dealing with her pressure all I can say is try to gold burst and DAA. Sometimes backdashing works, but that's only if she doesn't do a meaty VCL or isn't already air dashing towards you putting on pressure. I play against an I-NO regularly but not that much with Dizzy anymore so XAQ would probably know more about dealing with the pressure. I just know the 5S ownage. :)

Posted

Vs I-No on corner Pressure... always block high Dizzy can punish her 2k with throw, if she's to far that should be obvious, if she's to high 2s her (she can VCL it thought)... anyway when playing Dizzy i always think like this "be very patient and expect for throw mix up for me to counter otherwise FD and when the push back far enough, high jump and get the hell out of the corner"... and btw i believe Dizzy can 2hs "Stroke The Big Tree" on reaction and got a nice ch :v: ... anyway I-no didn't realy have any good reversal either v Dizzy pressure/oki AFAIK so, throw her to the corner :) and about Dizzy normal Throw range ... the only one who defeat her throw range in the game is Potemkin (by 3 pixel difference) and her throw range is equal v that broken monster from hell :vbang: ...IIRC and got nailed by BB on high jump is absurd, BR is more makes sense

Posted

vs anji, the thing i seem to have alot of trouble with in the corner is his 2h (i think). the blockstun on that thing is ridiculous, and trying to superjump out of anji's stuff doesnt work too well usually; his 5 and 6s i think just hit dizzy in the air too much. anyway yeah i really hate this matchup too :(

Posted

vs anji, the thing i seem to have alot of trouble with in the corner is his 2h (i think). the blockstun on that thing is ridiculous, and trying to superjump out of anji's stuff doesnt work too well usually; his 5 and 6s i think just hit dizzy in the air too much.

anyway yeah i really hate this matchup too :(

Then jump w/ FD. FD in air will reduce hitbox. Just more proof, Dizzys hitbox is too messed up.

Posted

Thanks for the baiken stuff, Nehle, i've been looking for this. My friend has been assraping me with his baiken vs my dizzy. Once he turns on the pressure, I just cave. And it seems like all his air attacks snuff out my air attacks. I'll try out the air slashes. Hopefully someone can do a more thorough translation of the japanese stuff (thanks for what you could do excelence).

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