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Everything posted by bizarro
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You mean 2D right? It worked even better in reload Still viable though.
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Man I'm sorry guys, I've been busy and haven't checked back here in a while. Anyway, here is a video of it in action: http://www.youtube.com/watch?v=HGCyrnOAeK8 It uses the delayed summon version of 214H~K. If you haven't seen this version, basically the fish comes out like a HS laser, then switches to the K bite. Then, right after it bites, it switches back to the rest of the HS laser animation. How it works against roboky's delayed wakeup is that the starting animation shows a laser fish, so it may tempt roboky to use his delayed wakeup. Then, instead of a laser coming out, it'll switch to a bite, which will whiff as it bites right before roboky wakes up. He might then think, "Ooh, Dizzy messed up, now I get to wakeup without a meaty on me," but then the laser will come out immediately after the bite. The timing of such will let you instantly crossover, and follow up with a combo and knockdown. The input is this: throw > 214H~_K > IAD > (land) > 421 > IAD ]S[ (laser) > AD > j.2S > j.H > (land) > dash > c.S > 5H > 2H > icespike Kind of confusing, hopefully the video clears up any confusion. Oh and also, should be SRK safe as the fish will eat the first hit. Haven't tested this version for SRK safety but other similar setups yield SRK safety
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I just found a really useful application for glitch fish against roboky's delayed wakeup. It's super good. Pwnage. Hard to explain with txt though, but if people are interested I'll give it a shot.
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Rule of thumb: the closer you are to the coast, the better
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No you're totally right, 5P is Axl's strongest weapon against Dizzy on neutral.
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Yeah! I saw the posts on SRK but I can't make it this week, I just finished my summer courses (finals were ), and I have plans for this weekend already made. If anything's happening next weekend I can probably make it
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That was beautiful! *sniff*
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From what I know, I think it just takes patience. Chipp's speed is beyond Dizzy's capabilities, his pokes beat all of hers, and he can punish summons easily. He has good mixups, but they usually don't link into large combos. Try to catch him with a tick throw and use okizeme that are safe against his 1-hit-srk. I believe he wakes up slightly faster than others (at least he does in reload). It may seem like Chipp crouches quite low, but an IAD j.2S can still hit him while he's crouching. Also, don't use icespike to protect your fish, since Chipp doesn't need to kill your fish: he can just teleport behind it.
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Dizzy has an antiair??
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Can anybody with a capture device tell me what they use, and how well it works?
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Anyone heard anything about this particular capture card? Diamond VC500 One Touch Video Capture Device
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How's the project coming along? :3
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Speaking of icespike knockdowns, against heavy characters like roboky or johnny you can icespike FRC > dash > f.S > 2H > icespike x 4 and still score a knockdown
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omg how could I miss that one...
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What zaeris said You either get the knockdown and win, or you get knocked down and lose.
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Oh ya forgot to thank you for pointing that out, haven't seen it but sounds like a reasonable counter.
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Endure it comrade!! But hey, Dizzy imo got huge potential. She may be weak but she still has a huge arsenal of power. It's probably the way the designers wanted Dizzy to be. Her defense is noticeably weak, so try learning slashback timings on obvious moves (such as venom's Dubious Curve, or 6P > 6H combo, or most character's 6H for that matter. Especially useful against air dash-ins, where they usually do 2-4 hit lockdown strings). Learn the slashback, and you've just become a jedi. Use the slashback.
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Oh ya stag and zaeris, thanks for posting the vids. Gotta instant block pot's 6H, but I'm sure you already knew that Less airdashing backwards. Not only are you cooling down tension gain, but it also invites your opponent to advance. I also recommend on round start, open with foward jump > j.P. It beats out heatfist as well as potemkin jump > j.P. As of yet have never been punished by a pot with this opener. [EDIT: good thing they don't know about delayed heatfist :p] I saw some cool stuff in those matches, keep doing that hot Dizzy dominatrix lovin'
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Another situation it may arise from: off a close 2K poke into 2D (eg. on block > 2H FRC > dash > 2K > 2D) Or landing from a jump/airdash > 2K > 2D
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Oh BTW I've been writing down a really long list of okizeme patterns to use on a variety of characters, with some really interesting ones. I haven't been in training mode recently so I haven't added any new ones to the list aside from Roboky, and that was only because after playing roboky I became really frustrated at the delayed wakeup so decided to see what I could do about it :p And also the fact that roboky's wakeup srk hits dizzy instead of fish (possibly because of low hitboxes), totally unlike Sol and Ky's srk. Dunno by now I'm starting to ramble so POINT WAS I'll probably add them to the strat guide or this thread once I'm patient enough to do so
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Dizzy has an infinite on Testament, as well as possibly a few other chars (I think it worked on Johnny too when I tried it). IAD > j.K > j.P > j.2S > j.H > (land) > IAD > repeat x infinity Works on cornered and standing opponents. ------------------------- She also has semi-infinite bubble loops against potemkin and faust, although I've never gone above 5 reps.
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Yeah, I like using the FD break impossible dust every single time. If they burst after your dust hits, you're j.H will go under their burst (or if they burst right when your dust hits, you'll have time before the FD > j.H to see if they'll burst or not). Also, for most characters who aren't light, an FD > j.H midscreen will give you time to land and use f.S > icespike for a knockdown dust. Otherwise, for the corner, you can do bubble loop dust combos
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Not speaking for execelence, but I'd probably use the K bubble. Btw, a similar setup actually involves instant crossovers. You have to adjust the height on different characters, and also if they're crouching or standing of course. [EDIT: 2D must knockdown relatively close, so this isn't off of a 2D poke, rather the end of a combo string] 2D -> 1) -> 2147K > AD (6) > AD (4) > j.2S > (pop) (land) > short dash > icespike 2) -> (delay) > 2147K > AD > j.2S > (pop) (land) > short dash > icespike 3) -> (delay) > 2147K > j.H (whiff) > (pop) (land) > 2K / DUST In 1 and 2, the j.2S will actually hit from the other side while you are ADing, creating an instant crossover. The bubble will then pop, allowing you time to combo afterwards. In 3, the j.H must be done as late as possible so that you have time to land and 2K before the bubble hits, otherwise it won't be a high/low mixup. Mix it up with 5D! [EDIT: forgot to mention also that for 3, you need to time the delay so that your 2K meaties the opponent's wakeup. Bubble pop will follow instantly so is pretty safe, except for throws. That's easy to counter, just block or 5D instead, then your hitbox won't be extended for his wakeup frame]
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Holy shit, you guys had a 23 v 23? There are actually that many players up in Canada? Daaaaamn... Sucks about potemkin, I know how easy it is for him to turn the tide with one knockdown. Try to condition yourself to watch for his slidehead, and use it as an opportunity to punish him. Use K~K fish summon to bait his flicks. And yes, tourney environment is totally different from casual environment. Don't worry about it though, it should fix over time ...I think...
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Damn blitz, didn't know you partook in the herbal life. We gotta smoke up and play sometime haven't met you in person yet, but since pulsr's gatherings are on hold who knows where the next casual will be...