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redsilversnake

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Everything posted by redsilversnake

  1. Only technically; Kajun says in the third chapter that it's actually a replica.
  2. Kazuki has apparently discovered that you can combo into Imperial Ray from a ground throw. Throw>IAD j.K>j.P>j.K>Delayed J.HS>IR will work on Ky and Raven, but is stricter on Chipp, Axl, Elphelt, and Sin, must be done as fast as possible on Leo, Johnny, and Bedman, and requires a delayed IAD on May. Dash 2K seems to be the only way to pull it off on Potemkin. It has full corner carry even from the opposite corner.
  3. It's true that she's still relatively fresh, but it's nevertheless also true that there are things working against her. One being that, at least going by the data on Gunframe, every character's wakeup is faster than in previous games and her 214X didn't get proportionally faster startup frames, which makes her okizeme less stable than it used to be. Makkii, Kazuki, and Daiji are still talking about developing her more, though, and other good players are surely testing things, so she could improve later on. For now, though, I guess she'll be among the characters who have to work harder than others.
  4. So, Kazuki and Daiji put out some curious tweets earlier today. Kazuki said that at the moment, he feels that Dizzy worse off than in Slash. He believes this is because she lacks a "weapon" of some kind. He never finds himself thinking, "If I can get into this situation, I can win," but rather, "I lose no matter how I approach this." There just isn't much to do if no one finds a "weapon" for her. Daiji retweeted him and replied that he hasn't found one either. He contrasted her with Ramlethal, who "can see victory if Dauro hits," and Zato, who can with 2D and his drills. For Dizzy, though, even if she lands 2D or 236S/H, she can't end things afterward. The opponent just bounces back. He also wonders if this is exacerbated by her having a bad affinity with the universal mechanics. A "weapon" that has people go, "This is it!" needs to be found.
  5. Did some testing regarding this. tl;dr, don't ever use 214x except online or if you've conditioned your opponent. This isn't terribly extensive, but it should give a basic idea of each character's options should they block 5H. Sol: Grand Viper will beat 236P and 214x. Ky: Stun Dipper will beat 236P and 214x. Millia: 214K's HS followup will beat 214x. Zato: Invite Hell can hit her during 214x startup, as well as cancel out 236P if Dizzy is far enough away. Potemkin: Hammerfall will beat 236P, 236HS, and 214x. Axl: [4}6S will beat 214x. Faust: 2H will beat 214x. May: [4]6S will beat 214x; 63214HS will beat 214x at most distances and trade with 236P. Chipp: 22H will beat 236P; Alpha Blade beats 236P and 214x; if he IBs 5H, 22H will beat 236HS. Johnny: 6K, if done as early as possible, will beat 214x. Venom: Stinger Aim YRC and Carcass Raid YRC will beat 214x and 236P. Jam: 236S' K followup and 236K will beat 214x; interestingly, however, not even her 632146D will win against 236HS, instead either losing or trading depending on her distance from Dizzy. Slayer: 236K will beat 214x. I-no: Chemical Love will beat 214x. Bedman: 236S will beat 214x; his dash will work against 236HS. Ramlethal: Dauro will beat 214x, as well as 236HS if she IBs 5H. Sin: Elk Hunt will beat 214x and 236P. Elphelt: Too much to list. Jack-O: 3H will 236P and 214x. Raven: 236S will beat 214x. Haehyun: 6H will beat 214x depending on distance. Dizzy: 236S will beat 214x.
  6. Bit of advice: Do NOT autopilot special cancels in blockstrings against certain characters. I've tested with Sol, Ky, and Sin, and they can all easily hit Dizzy out of any special she does after 5H or 2D. Others likely can too, but I've yet to test them. But basically, just don't special cancel against certain characters at all when they're blocking unless you can YRC whatever it is you use. You really shouldn't try poking with Dizzy. I've lost plenty of times in situations I would've won with Elphelt (well, pre-patch, anyway); her air-to-ground game seems fine, and j.K has even worked a surprising number of times for me in air-to-air, but, as far as I can tell, she will lose the ground poke game almost every time. She does indeed seem reliant on YRC, though. But regarding 421HS, you actually don't even need to hold HS; depending on your timing, you can let go of it and the spear(s) will still stay in place unless you press it or until they fire automatically. It can be especially good with two or three out, since there will be times one will fire while the other one or two remain in place. And even if you don't wanna risk throwing out an HS move, you could always just throw out a faster normal and press it during the animation. Regarding her supers, Imperial Ray is very useful for clearing the screen and forcing the opponent to block (I've personally had decent success with it against Venom, for instance). As for Gamma Ray, the only practical use I've seen for it is to kill with chip damage against an opponent that's low on health.
  7. There's apparently been talk on Twitter, but what I've mainly seen is just the players I actually follow (Makkii, Daiji, and Kazuki) talking about how different she is, with implications that unlearning stuff from previous games might be necessary. I think the reason combos and setups are better known right now is a mix of them being easier to show in videos and many of the better players still being mostly in training mode for the first couple of days. Daiji did share a site that seems to cover some stuff for Dizzy, though, including basic concepts for neutral.
  8. For those who might not know, Kazuki and Daiji's Twitter accounts are good spots to check for combos and tech.
  9. About that combo, turns out that you can do 4S>236S afterward in the corner for a bit more damage. You do sacrifice potential okizeme options, though, and the timing isn't exactly lenient, so use it at your own discretion. You can get fish meaty, or at least close enough to practically be meaty, without YRC off of almost anything. In the above combo specifically, a slightly delayed 214K will catch the opponent doing probably anything.
  10. A Japanese player on Twitter actually did post an easier alternative to the IAD bubble combos, though it has less corner carry. Stuff>236S>RC>214H>66P>Start charging 6HS>Laser hits>6HS hits>236H
  11. Ice scythe isn't good for mixups at all; it only hits once and doesn't seem to have a great amount of blockstun. YRC expands its possible utility, but its main purpose is definitely in combos. It's a very good source of damage in her RC ones. 6H is, as far as I can tell right now, for situational knockdowns (as in the throw combo I stole from combo mode and Makkii posted earlier), with the charged version being for combos. 2H is indeed a bit more limited now, but you can get some good stuff from it if you know you're gonna hit an opponent when they're crouching (such as when you land a fully charged or counter-hit BS), thanks to it apparently being the only reliable way to combo into 236H without RC.
  12. 214K and 214H seem to be the most reliable versions for okizeme; 214P only worked for me at very close range. 421H should probably only be used with YRC available against certain characters, since they have options for hitting Dizzy during its startup and early active frames. 236S/H YRC might actually be pretty good… If you have meter, use it; it's so much easier now to get both high damage and a knockdown with these RC combos. j.K could be good for cross-ups. Midscreen throw setup: Throw>Dash 2P>6P>6H>214K. Delaying the 214K is necessary on most, if not all, characters, but the timing will vary depending on wakeup time; fortunately, though, the cancel window on 6H seems rather big.
  13. That would be because she's not out yet in Japan.
  14. Putting aside that neither of you are that good at critique (which is especially obvious with citing the Cinema Sins format, which is horrible for criticism), you're both completely overlooking the problems on the production side that caused the story's actual issues, such as low staff leaving few options for a story more involved than in Sign and Revelator.
  15. The announcer says Bedman because that's his name. If Delilah does replace him, it's a given she'll be called Delilah.
  16. He knew that she was Justice's daughter, but not knowing that Aria was Justice, he likely didn't realize she was also his until after Jack-O revealed the truth. He does seem to not wanna talk about it yet, though.
  17. Not right now, and I don't believe it's known whether or not she'll be in the update.
  18. Her wording and Sol's reaction (which is hardly not batting an eye) indicate otherwise. And considering both that Missing Link has been retconned before and that Sign had its fair share of retcons, it's pretty hard to see this as anything but yet another one.
  19. American players have believed this for a long time, but that's not actually what it means; it's just hitting your opponent out of an attack string. So, in this case, the 5A itself is the abare, not whatever ehuangsan did after it.
  20. The implication seemed to be that "Sol is special" was just Bedman's manipulation, and her remembering her inability to fall in love was a catalyst for realizing things were off and leading to her confrontation with him.
  21. It's just a preview Famitsu put up to get more people to buy the magazine. Hi-res scans won't show up until the issue itself is out.
  22. Disclaimer that the routes here are based on using assists that can hit opponents in the air. I've yet to test any that are limited to the ground, but again, it should be easy to grasp where to use almost any of them. 632146X>5B>6A>5B>2E Throw>2A>(c.5B>)2B>j.B>delayed j.E>j.D>j.B>delayed j.E>j.B>jc>j.B>j.E [Corner only] (Starter>)[4]6X>4X>IB>c.5B>2B>j.B>delayed j.E>j.D>j.B>delayed j.E>j.B>jc>j.B>j.E Throw>IB>(dash>)c.5B>2B>j.B>delayed j.E>j.D>j.B>delayed j.E>j.B>jc>j.B>j.E
  23. Notations for the less Japanese-inclined: 2A>5B>5C>[4]6A/B>4X(>646AB) If you're close enough: 2A>5B>5C>5E>j.B>jc>j.B>j.E>j.D>j.B>j.E Ground throw>646AB Air throw>j.D>j.B>j.E The rest is mostly specific to Alushia, but it's pretty easy to learn on your own how to work in most assists if you understand Ignis' combo theory. The page is generally lacking, though (seriously, nothing for her command grab?), so I'll post some myself later (including basic IB ones) if anyone wants.
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