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Saros

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  1. Hi guys. Long time Dizzy player since X2. I am far from good, but would just like to share my thoughts. I most probably am wrong or misunderstanding some things so please correct me. It's going to be long and rambling, sorry for that. tl;dr - Dizzy neutral is harder now. Play very safe, make the opponent respect your tick throws/air throws. Do not crossup fish setups/IAD block strings ending in jP->jH, if opponent has a tendency to blitz. Only when opponent starts to respect your throws will you be able to get that tiny slight delay needed to throw your summons/bubble out. USE YOUR DOUBLE AIRDASHES. Dizzy in Xrd has a really hard time I feel. I'll talk about the + and - points Bubble seems slower to pop, the pop itself is smaller (about 3 pixels?) No reliable air-to-ground (j2S was excellent, but perhaps too powerful) No reliable IAD air-to-ground Much more difficult to confirm Character specific timing oki Blitz kills crossup attempts Throw, throw, and throw. Air throw, and air throw some more. D fish Fire spear YRC Fire spike 2HS Let me cover them one by one: 1. Previously you could use jK to pop TK bubble and you could block in time and react. Now you have to commit to jP which is 2 frames slower. I find myself getting hit out of attempting to jP the bubble far far more often and opponents are blocking the pop far more often. Probably the most in any of the GG games. The pop itself is smaller, which encourages opponents to close in. Previously TK bubble air backdash jS was a decent way to get them to block and summon. No longer. The bubble pop is much easier to avoid/low profile. Fire bubble, now this is good. Fire bubble allows you to cover much greater horizontal range, and is probably the reason for the smaller pop. However it comes at a greater risk, fire bubble lifts you up higher (which can be useful at times, e.g. go over stun edge height), takes longer start, recover and pop and opponents can get under it much easier than P bubble. Good news is off course, spike/air throw RC into fire bubble KD/loop damage. It's hard to do, and character specific, but no one stopped playing I-No in AC because she was difficult, so suck it up and lab more. You MUST be able to deal great damage when the time is right, your chances to deal safe damage are lower in Xrd. 2. Let's look at air-to-ground scenarios, landing and IAD/AD/double AD. Landing air-to-ground, if you cannot safely do jH, jP and jK are your realistic options. jK if done too high (hit on standing opponent), you have to jP/jS. jS can totally whiff, jP realistically only lets you safely land and 5P. However, you need great reflexes or great experience to decide, and a mistake in decision WILL lead to you getting hit by mashers or thrown. Always end with 2D when combo. If air dashing backwards, sometimes jH can be punished depending on opponent. It has a smaller vertical hurtbox than it looks (the feet in particular don't seem to be hurtable) but some moves will cleanly beat it. Better to land and react to any attempts to antiair jH. 3. Am I the only one having severe problems with IAD strings? xxjP jH gets blitz if they IB jP. If you go for whiff jS/jH or jK jP land throw, it's a decent option but at great risk since her throw range is shorter now, you may end up with a cS if they FD or worse fS, or worst, 4S which whiffs nicely on crouching. You need to be really alert, like I said it's difficult to confirm Dizzy and you must be perfect with your strings or your chances are very low. In this case 5K+H OS may be the overall safer option as you retain jc option. On a standing opponent 5P after landing is probably the safest option. Next, you have to IAD really low or else you will go over opponent to the other side. I've found that over time opponents know the height at which I can IAD successfully and I have to stop my attempt. Then I have little options except to attempt to back off or jump and air dash around. Backing off is NOT an option, everyone will chase after Dizzy, you will not have enough time to bubble pop or summon unless you YRC. YRC as a defensive option for aborting your IAD is not wise, you'll back yourself into a wall eventually with no meter. 4. Dizzy has to commit really early to most ... things. Setups, specials, normals, the lot. I've watched Makki, Takehara, HH, and they seem to have the same problem. The universal blitz, charged blitz kills many setups. So do not attempt to do the setups which allow blitz too often, or make sure they have no meter to blitz. The overall safest option I find is to 2D, K fish with the appropriate delay to make sure the first bite is meaty, then delay your dash in so that you can see the blitz, punish accordingly, if no blitz, go for your throw. Without throw you return to neutral, try to use a JC move to back off, cS is good, 5K or 2HS is OK. If they IB cS, prepare to stop your 2P or microdash 2P/5P (on Pot and possible Haehyun?). 5. There's no away around this. Lab, train, and train some more. Anywhere outside of corner, ice spike ender is a poor option unless going for damage with RC. This leaves 2D into spear, or K fish. Both of these options need to be fine tuned to the wakeup timing of each opponent. You MUST learn this or you have nothing outside of RC. Whenever you get a midscreen throw, ending with 6H + P fish is a strong option as it gives you throw and a blitz/burst bait. For corner carry, like one of the previous post mentioned, explore your Imperial Ray options. Dizzy is strong in the corner setup. 6. Mentioned previously, blitz is bad for Dizzy. Even if you IAD very high over their head you will get blitz rejected. If you go too high with a blitz safe timing you will get air thrown. Just always bait the blitz and train your opponent to respect. Then when you feel the time is right try your crossups/fake crossup. 7. Whilst the throw range has been reduced significantly, you must still attempt throws. I find that if I can get 2-3 throws per round I generally have a good chance if I don't mess up. Throw gives you many many options. 6H into fish, some carry with the classic xxx4S ice spike, and in the corner, even if you spike, you can microdash P fish meaty on most characters. With YRC you can K fish, 236P YRC, ice spear, and do your high/low IAD, this I find is generally the best option as it stops upbacking/DP and it's generally hard (but not impossible) to blitz because you can always dash in 2K versus IAD. This is a great mind pressure tool and you should be expecting any of the opponent reversals/defenses/burst to pop up when you start your dash/IAD. 8. Dizzy has excellent, near the best air throw range. You must punish any attempts to jump in or jump out of your fish with air throw, if doing forward throws OS with 6P+H. I'm still relatively poor at the quick reaction air throws but this I feel is something that must be worked on or your projectiles will just get disrespected. 9. D fish is pretty interesting. In the corner it gives more options than P fish but you need to react really fast. It autoguards one hit and then pulls back and does a really far reaching bite. Some weird stuff happens when the D fish autoguards multihit overdrives like Ramlethal's. The fish blocks the first hit of Ramlethals OD and then get this, flies through the entire OD and hits Ramlethal, seemingly immune to the rest of the hits. Much testing needs to be done still. Being an autoguard, if you place it right on top of the opponent in the corner, it makes it very hard for them to get out. The D fish can be low profiled which goes right under it (e.g Ky 2D), so don't treat it as a free lunch and dash in. Remember when the fish blocks a hit it will pull back really far and provide NO hit protection until it goes back in front of you. Can lead to throw/air if opponent tries to block/jump respectively, so be ready. Treat it as a K fish and use your JC (most likely 2P 5K jc) to get some breathing room to summon spear or air dash back in if you see opponent try to hit the fish. 10. This deserves a special mention. This is your "come and get me" move. YRCing fire spear at the correct times and releasing H correctly makes it stay in place without launching until you release H again. It behaves like Eddie in that sense. I've sometimes gotten three spears out, and upon YRCing, one spear released and two were held. I have yet to figure out how to do it again. YRCing fire spear wrongly will launch it immediately which isn't a great option so lab it. It does massive damage if you hit with 3 spears, and if they block it, the blockstun is quite long, you can hide behind it and dust, or crossup safely. Your opponent will most likely attempt to run past or jump over it, if they try to run past, either stop them in their tracks with 2P or block their move and release the spears. Very good reward. It is however difficult to combo if the spear(s) hit(s), if you are quick enough you can nail a fire spike which gives you plenty of time to set meaty fish. Now, how to find the time to launch and hold fire spear? Generally, after fire spike, after RC or after Imperial ray. After fire spike I tend to YRC jump immediately as I expect the opponent to come in. 11. Fire spike has very short active time, don't be deceived by the flaming gust. It only hits when it first gusts up after that the flaming effect is just pretty and has no hit box. It does hit very high vertically and is a way to frame trap after 2D, or bring upbackers in the corner down to the ground if you YRC it. Beware of frame trapping after 2D with fire spike as some opponents can punish on block/IB. Slayer in particular can simply forward dash past the fire spike. Ky can stun dipper on IB (which may not reach you). So be ready to YRC, or don't do it at all. Again, you have to commit early, before you even 2D. If you 2D without fire spike and they IB 2D the same punishes apply. So if you 2D against these opponents, better not to use fire spike and YRC fish. 2D has a long cancel window so make good use of it. It will eventually train your opponent enough to buy you time to stay safe or summon. 12. 2HS is the highest non-meter damage starter in my experience. So if you're going for the kill, use it when possible. 2HS jc jS jP jS dj jS jD on most opponents. The jc is only after the 2nd hit. It works sometimes as an anti-air or anti-upback but it is (again) difficult to confirm. You may not get the 1st hit, and 2nd hit may hit too high making you whiff jS (in which case use jD if you want some damage). 2HS also is probably the highest RISC increasing move Dizzy has, so incorporating it into your fish block strings is a way to get the opponent really nervous/build up possible greater reward for damage. If they FD it hey, it's all good, gives you more room to jc back airdash. So that's all I've got so far. There's too many matchup specific stuff to talk about in one post.
  2. I have tried many times to throw Sol out of his Wild Throw. And failed miserably. I'm talking like 50+ attempts in various spacing and timings. Can someone confirm if you can throw him out of that. Also the range seems rather far for his Wild Throw... Hah! When I first played GG, there was this bloke who did multiple VVs in the corner against me and I thought the game was broken for allowing such a silly infinite. Of course, he didn't tell me I could tech. Speaking of FDing VV in the air, remember you need to FD BR in the air if you're attempting to jump out. If he switches to BB, IB it, a free throw for you. But that's normally not going to happen. 5P will counter BR before it hits you if you train yourself to reflexively hit it when you hear "BAN-" *COUNTER*. But there is little you can do to follow up unless he is near enough for jP. Still, might have some use. FRC GF is one of the worst nightmares you can face. If you IB his ground string he can WT you even easier. But he has to create some space (I think to avoid being thrown during WT startup maybe) so get used to the spacing. Of course, staying out of GF range is the ideal thing to do, but if you can't, always try and jump backwards and block, many Sol's jK/jP after the FRC, don't give them free KD, but at the same time, don't stand there and take the GF and give him the options. Remem You can 6P Riot Stomp, but needs good reflexes if it's done close to you. Gatling it or cancel it to summon or whatever, remember 6P counter wall bounces but they can tech quite fast after the wallbounce. Don't try and air to ground approach him without summon protection, his 5K is godly, fast and two hits and JC. Resist the urge to try and poke him, his normals will own you. Try as hard as you can to nail the all important KD. And then have at it, you have many VV safe options. Lastly, Sol has this really evil trick, if his spacing is good. He can do a running GF FRC that's really hard to see whether it's going to hit you or not. Then just WT while the GF passes by you. Dizzy can't reversal backdash cause she will eat the GF. But this is really specific and rare. I'm not even sure if it works in AC anymore.
  3. Whoa, that bites. Still, it isn't exactly the fault of the capture device that you can't record and play at the same time is it? Try getting a 2nd hand one, being able to play and record is worth it.
  4. I don't know if you guys realise this yet, but there is a fairly big difference between a software encoder and a hardware one. Software encoders require a computer to do the processing. And if your computer is not fast enough, you suffer issues. On the other hand, you get a lot of flexibility in choosing encoding settings. Hardware encoders, reasonably cheap ones like the Pinnacle VT I'm using, may not be able to change their settings, but they work fine for GG purposes. Just plug in a thumb drive/iPod/USB harddisk and away you go. They also do not suffer from desynch/dropped frames issues. Seeing the prices of some of these USB devices listed here, I can tell that they are software encoders. These USB boxes merely act as a converter from TV signals to USB. You still need to fiddle with recording software to start recording. I used to do that, but I was never happy with the inconsistency of the framerate, and the audio synch. Using a Core2Duo 1.6GHz, 2GB RAM, GeForce 8500GT, it still drops frames, lags, audio desynchs. I got sick of it. I'm not going to upgrade my PC just to video record. After finding the Pinnacle VT, I never looked back.
  5. Uh, I have not yet seen a TV that does not have video-out ports. Try looking behind your TV. I use a really crap China brand TV from 5+ years ago and it already has video-out ports. Two sets in fact (though that only means you get to see three sets of crap output). I need someone to sponsor me a new TV. Thankyouverymuch,
  6. I'm surprised no one even notices the Pinnacle Video Transfer. http://www.pinnaclesys.com/PublicSite/us/PinnacleLife/PinnaclePVT Pros: - Hardware encoding - No PC/laptop required, record direct to USB drive - Small and easy to carry around - works with any device that outputs Cons: - records using what appears to be proprietary Apple Quicktime format, can't edit it with my normal VDub (open source proggy) - it's a dumb device. You can't choose what codec you want to record in. Or change any of the default recording settings, including bitrate, resolution, and interlacing. - no widescreen resolution (but for our GG purposes, irrelevant) So if you're willing to bear with having to buy their software to encode (VideoSpin its called), it's not a bad choice. I think there should be another way to encode using other non-proprietary tools but I haven't had the time to check yet.
  7. I know what you mean. I think it's down to adapting to it. I use my ring finger for H, and middle for S. The thing is, my middle finger is quite a bit longer than my ring, so I tend to hit S earlier than H. However, I've sort of adapted to it, my curling my middle finger sideways a bit. It's hard to explain, but like I said, I'm sure you can adapt to it. Also, I'm pretty sure there's a small allowance. You don't exactly have to hit them in perfect unison. I can tell from the feeling in my fingertips that I rarely hit them close together, and it still seems to work. So give it a go.
  8. Saros

    AC: Videos

    Eh? What if you used the bubble as a meaty? As in, whiff the jK. Would that work?
  9. Does that work? I seem to recall this May doing 3K after I do H fish, and it would hit me when I dash in after the fish. Can someone confirm this? Or am I doing something wrong?
  10. Eh? I'd hardly call Eddie's 2S fast, but in any case, I wouldn't want to even go near Eddie. That bloody Eddie scares me to death, one combo can get Dizzy dizzy wtf I've seen players scared to death of Dizzy too though, and actually sitting there paralyzed with fear. That was when a good Dizzy at this arcade getting in the region of 20-0, and even Sols DID NOT DARE TO POKE DIZZY. It's all in the mind. He was doing all kinds of crazy crap that had huge gaping holes and no one just dared to do anything, it was an odd feeling. I won a mirror match against him (ruining his streak) and he got really angry (at himself) and smashed the machine on the other side and cursed so loud everyone could hear him over the noise of the blaring arcade machines. But he's a nice guy in person, just pissed at himself. I guess he does not have much experience in mirror matches (thankfully I do haha) Conversely I've played Sols with no fear of Dizzy, not even when I TK a S bubble and they come right in my face immediately trying to 2D under it (I really hate Sol's 2D). And on the same type of players tick throws simply don't work, they will mash 2D so any small mistake in your throw range gets you counter 2D (or just plain 2D) which is always a bad thing when you're facing Sol. Again, it's all down to who you're facing. And you got to get a feel for the pace. Throws can always work if the opponent is hesitant. The key is to make them fear your approach and take advantage of it. Anyway like I said, in that particular vid and with Kazuki in that specific situation, he made a good choice. It's exactly what I would have done, when considering that IN does not have anything much on wakeup to defend against Dizzy in the corner. These days I'm so scared of taking any KDs that I really don't dare to try anything without a fish out. Dizzy takes so much damage from anyone T_T I've lost rounds where I was at near 100% and I was SURE the opponent was going to eat my throw as a killing blow muahaha and I got counter 2D into a combo movie SW loop, then one more loop and asdfagas I lose. Argh. Bad memories haha.
  11. Now let's look at the Pros and Cons of using 4H after FD braking Pros of FD Brake + 4H throw attempts faster than 6H by a significant amoountthrows behind youcan catch opponent attempting to backdash with H, if throw fails Cons of failed FD Brake + 4H throw attempts 13F startup, 15F recovery, -4 on blockLimited safe followupsthrows behind you (if succeed, duh) There is a genuine advantage to the speed and range at which you can attempt throws when using FD brake + 4H. This is good when you wish to guarantee a killing blow while avoiding burst. It is also good if your back is to the corner and you wish to toss the opponent there. It is also possible to catch some characters during their backdash recovery frames, if they attempt it. This might not happen often, but stranger things have happened. However, I do not think you can get a KD if you followup with a spike as your H is going to be hitting them while they are in the air. Not too sure about this though. Now, consider the cons. The frame data for H is enough for the opponent to jump out or gold burst. Your followups are limited to (1) 2H->special (2) do nothing (3) RC for safety (4) 2H FRC. The opponent is going to be pretty close, closer if they IBed the 2H. Ideally, 2H FRC is the safest, if you really need it at any cost. Taking into account all these, my personal philosophy is to use 6H OS whenever I can, and 4H very sparingly, and only when I really feel that a fast throw, or corner throw, is well worth any risk involved. In this vid: http://www.youtube.com/watch?v=W8owjI3iA5Y Kazuki (DI) vs Ten (IN), look at the part around 01:08. You can see the classic case of where a corner throw is desirable to turn around the situation, and Kazuki attempts it with FD brake + 4H, but Ten avoids it totally. If Kazuki had used 5S©, it would have most likely gotten him a counter hit. However, it is by no means a bad decision. In fact, it is probably what I would have done. If you can play the vid frame by frame, you can also see how Kazuki actually FD braked a little too late and could have attempted the throw from a further range (and hence possibly thrown Ten indeed during his IN's jump startup frames).
  12. First of all, I must have misunderstood your case. I was thinking in terms of not getting a 6H out rather than not getting the throw altogether. Secondly, while there are times when FD Brake + 4H throw is desirable (such as when your back is to the corner, or when you need to cover far range), there are also many cases where FD Brake + OS throw with Dizzy's 5S© is beneficial. Thirdly, the best throw technique for Dizzy, is when it is a good time to throw. Any throw, FD brake or not, will work if your opponent is in the correct state of mind for you to throw (and of course, you being in throw range). How you get into range is entirely up to you. Believe me when I say whether you are a few frames faster or not, matters little. I'm sure you've seen many many many Jap tournement vids where players are simply thrown and you wonder, why is he just sitting there getting thrown. It's all down to the state (I'm tempted to use the word spirit) of the opponent. You can actually throw in so many situations, but the underlying factor is whether your opponent lets you do it or not (yes, the opponent lets you). Also now in AC, there are many previously guaranteed throws that are no longer feasible due to throw brakes. Example is when an opponent does a jump in whiff and you attempt a throw. Once they are used to it, they will simply throw break. This is one aspect which I dislike somewhat, as they should not be able to turn a disadvantageous situation (due to their own mistake) into a neutral sit. While I dislike theory fighting, I feel that sometimes it's better to understand the reasons why most people do things, and hopefully we can incorporate into our own game. So I'd like to touch on the pros and cons of failed 4H or 6H OS throws. Note that in Dizzy's case, you always want to use 5S© as your OS throw option. Also note that this is irrelevant to FD braking or sliding, those are separate factors which are determined by range you need to cover. Pros of Failed 6H+5S© OS Throw JC option+1 on blockx2 Stuncatch them attempting to jump outeasier to position yourself within throw range11 frame total recovery to bait burstthrows towards the front Cons of 6H+5S© OS Throw attempts it is slower than 4H by a noticeable amountyou can get poked out of it if your opponent is expecting itthrows towards the front Most of these are a no brainer, just frame data. Why easier to position? If you are doing FD brake -> throw, and misjudge the range you will most slightly forward when you attempt 6H throws, but you will move backward if you use 4H. You might be thinking, hay, why don't I just get closer before FD braking? You can, but you'd lose the 4 dot range advantage over most opponents. By FD braking a tiny bit earlier, and walking the remaining dots to get into throw range, you not only are able to be more precise in your positioning to get into throw range, you can also can bait the opponent in trying to 1F jump out (if he fails, you get a free ground to air or spike KD)attempt a fast poke to stop you getting in (throws are 0 startup, mostly you will win)throw you before you throw him/her (you have 4 dot advantage over many of the cast)Gold burst (11 frame recovery from 5S© allows you to IB bursts naturally) Since you have all the properties of 5S©, as well as your extra throw range on most of the cast, this is usually all to your advantage. Of course this all depends on your opponent's state of mind and character. This is by no means guaranteed. Why is throwing in front of you both a pro and a con? It's all down to positioning. Whether you want to throw towards corner or towards midscreen. Some people say Dizzy has better options midscreen via multiple crossups of H~H fish, some prefer the high-low games off H~P fish in the corner, up to you. Continued next post.
  13. 66 (dash), 4+PK (FD brake), 6S+H (option select throw) Problem solved.
  14. Saros

    AC: Matchups

    STBT H is the one with the FRC point and travels a little further, but startup is longer too. STBT S has no FRC but shorter range + startup. Both have the same active as far as I can tell. The annoying thing is the throw invince somewhere in the middle of the startup. Have to be careful if you're trying for a throw or you eat a counter. I used to have the habit of trying to throw any STBT attempts, but there's quite a small window only and I guess I eventually gave up trying to throw that. Video Says Thousand Words: http://www.youtube.com/watch?v=uZR0Y0vYJfk 00:21 - FRCed STBT H into 6H (it swings up after a bit and its deceptively good at killing jump ins + 5K cancel makes it recover pretty fast. It will kill normal jump-in j2S so watch otu), pity he missed the followup combo. 02:25 - This is what happens when you miss the small throw window on STBT 02:30 - Must ... resist... urge... to .... tech
  15. Saros

    AC: Matchups

    I'm no expert, but I have a friend who play's IN. Here's what I've found: 1(a). IN's air throw is godly range, but if you can recognise the usual tech throw points, like some have said, tech late. 1(b) If you are really fast and it seems IN is a bit too far and has to dash further to throw you, tech and jump again immediately. Be careful of I-No's SJ jP though, it kills alot of DI's air moves and IN can combo into her FB for quite a bit of pain. Try to get to a safer position with high in the air ADs (watch out for that SJ jP!). 1©. Don't spam tech like most people do when you are in the corner, it is not worth it as she can lead to ground-to-air KD combo and you're back to square one. Let her OTG you and let yourself fall. If IN is attempting tech throw by OTGing you near the corner, she will have to sacrifice some of her note's hits which isn't a bad trade off. It is still not safe if IN FRC's it and lands straight down into a really fast low, however you can then quite safely reversal BD -> throw. I do not believe most IN's will try corner tech throws after you've done that to them a couple times as she is not in a favourable position (hand on stick-wise) to throw break. 2(a). If IN has done a clean note in your face, it becomes difficult. You can: IB the last hit of note and BD if IN is trying for a double-dash overhead scam into a 2K low you will escape and can try to throw her, but this has a risk of DI being thrown as note hits are lv1 and you get out of block stun really fast if you IB, be careful. On the plus side, similar to what I mentioned above, IN cannot input throw break command if she is going for 2K unless the player has super fast hands. FD IN's normals in the hopes of pushing her far away to limit her high-low options this is generally what I try to do, if IN goes in with air attacks and *if* you can push her far enough away, she is limited dashing landing slide 2K (hm.. hard to describe it) so that she can get a low, or dash for a longer time and try for a jK. This will give you more time to watch for an opening and get those note hits to expire faster (since she spends more time travelling). Good IN's generally don't extend their ground normals to more than one hit if you block it though... so they can still reach you with dashing landing slide 2K with not much change in their timing. Be careful. Reversal BD and take the note hits in the air only attempt this if you have a burst and you are desperate as this is highly likely *not* to work. The reason I put this down is that if you have a burst and IN is trying to bait it by simply blocking after dashing in your face. You *might* have a chance to tech (then you have to deal with tech throw, oh the stress). This is extremely risky for obvious reasons (the horrors of eating IN's jD still haunt me). 2(b) If IN has not done a clean note and there is a chance to 1-frame jump up. DO IT and FD block the note in the air (to slow your landing and block her grounds), this will kill all her high-low games and somewhat ease the situation. After landing, you have more chances of defense. You can also normal block in the air but I don't really feel safe doing that. The downside, of course, is your precious tensionnnnnnnnnn 3(a). The note has a big flaw, IN needs to spam on the stick to get it to move decently far in the vertical plane. Jump straight up and try to stay up with a K/S bubble if possible (not SJ, normal jump) and watch IN's movements, just be aware of the type of note, fast or slow and then try to watch IN, not the note. Keep your peripheral vision on the note though. Sadly, DI's air hitbox is rather large and this is easier said than done. If IN notes in the air (and they should) and then she... drops straight down and then looks like she is trying to do squats, or has a bowel problem double jump up (towards usually makes you jump smack into the note), zoning with jS, j2S or jH as you land (be careful of 6P if you're in range, which you shouldn't be). If you can pop the bubble early during your DJ you can delay your landing if you desire with another bubble. Just to extend your options. drops straight down, and then flies towards you without landing for some time This means IN has committed her note angle. It is hard to judge her flight time but you will sort of get used to it. You can escape this note easily but it presents a new problem, with IN flying at you, it is difficult to dodge the note while moving in her direction as the threat of her air throw is always there (not to mention that jP). Watch your height carefully, or time an air backdash if the note is going really low (careful about landing ON the note if you jump/AD backwards). Try to zoning with a jS or jH as you land to deny her getting in air throw range. If you can pop the bubble with jP even better, bubble again before you land on the note :X and watch for a chance to pop it with jK as IN is probably on her approach flight by the time you land. lands, jumps, and does a quick double jump Note's on its way up, watch the range and see if you can dash in under it. Be careful of IN's dives though, try to IB/block it in the air if you can and you have advantage on landing. The same goes for both fast and slow notes, except you need to adjust your timing, it all comes down to experience. Note that fast or slow notes are relative to your position. If you are far away, the slow note would be the one that starts out fast, then slows down. If you are near however, the slow note would be the one that starts out slow, then speeds up. 3(b) Explode the note before it comes near you There are many ways depending on where the note is headed. You can use spear, S scythe (K not recommended), P/K fish or popped bubbles. Of all these however, I feel that spear is the most flexible. You can hold it and block the note in the air, and IN will have to be careful coming in or doing a 2nd consecutive note as you can unleash the spear on her. She might still do it if she has tension for FRC though. Bubble is not a bad choice, and one of the few times where P bubble comes in handy for its travel range. A bubble also gives you the chance to air BD pop it of course, which can give you the distance needed to get some projectile out. But be careful of the note going really low and landing on your feet, if IN keeps doing that switch to K or S bubble. If its a slow note you have time to jump again though. 3© Get hit by the note Yes, if it is a 2-3 hit note, take it in the air and tech out. You have double air dash, IN does not. Not the safest thing to do, but if you did not react to the note fast enough so the note is already in your face, and IN is flying towards you already, *and* you have health, it comes down to taking the damage from note, or blocking it and have IN below you. It's up to you in the end. 4(a) STBT S version You can try to BD it. It's got really short hit active frames. If you're feeling like a hero you can try 2K (not 2P) into whatever, but IN usually does STBT S version after a 2H which you need to IB or it becomes difficult to safely 2K it (hello counter + high float!). Or just jump (1-frame preferred). Do not try to predict if a STBT is coming after 2H though, as she can gatling to 2D. Eating 2Ds makes Dizzy sad. One more way is to simply block it. If you can IB even better, you get some frame advantage. 4(b) STBT H version This one is rather tricker due to the FRC. IN usually does it near the corner only. Assuming IN has tension for FRC, the startup is longer so you can jump out, but be careful of FRC -> air throw (CURSE THAT AIR THROW). Generally don't BD as it only gets you in trouble. She can 6H you before you can recover from BD which is quite painful and now you're forced to air tech and say hello to air throw or fall down and give her a note setup. Good luck :X If you do get hit by STBT H on the ground, learn to shake out of it on reaction. Fast. And you can limit many of her follow-up options. I am unable to make decently short posts most of the time. Sorry.
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