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Everything posted by bizarro
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Yeah, seriously, if I was able to get a cap device or something, just do out all the setups I list from the guide and have embedded vids / links to youtube showing it being done, it would make it a lot easier for people to understand. But don't know if I'm investing in that Anyway I think Nehle is doing a dizzy video tutorial anyway so if that comes out it should help a lot.
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Oh definitely, corner is always the safest bet, especially in a competitive environment. Though part of the fun about playing dizzy is showing off your arsenal of different mixups
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Good luck man, sounds like a huge project but very worthwhile:cool:
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When/if I'm active in playing GG, Dizzy all the way. I think the reason she sticks to me for so long without getting boring is that she has near-endless options for okizeme and other setups. Last year when I was active I was coming up with around 5 new setups every week, most of which were very viable. Only reason dizzy would be dead for me is if I'm not active in GG because of other priorities in life
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Yeah, knockdown is definitely priority for Dizzy because it gives the green light on her biggest strength, which is her okizeme. In terms of knockdown in corner, sometimes I actually prefer knockdown midscreen because it gives me the option to implement crossups. Pros for corner knockdown: opponent becomes impatient to escape, can cause screwups Pros for midscreen knockdown: more mixup okizeme options, can combo into corner knockdown anyway
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I never use FD break with Dizzy, as I find going neutral is just as fast and flows better for her animation, and hence FD would just be extra inputs that can cause a higher chance for screwups Although when I play baiken I always use FD break for my throws, maybe because of the obvious animation, or maybe also because of the habit I built up of breaking a rush with FD so I can counter a poke.
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I think a complete guide would be the best, but at the same time might be a lot of work. Are you able to make long videos? If so probably not fit for youtube but more for torrent or something. In terms of length, I'm thinking it might play out like this: Ch1: 5+ minutes (because of basic combos) Ch2: 5+ minutes Ch3: 20+ minutes (~10 for okizeme alone, not sure about mind games) Ch4: 5 minutes (I'm guessing this is for flashy but not practical?) Appendix: ~25 minutes (if you devote ~1 minute to each character) Total: ~35 minutes w/o Appendix, and ~60 w/ Appendix For the time length of Ch3, it might even be as short as 5 minutes if you're just considering basic okizeme. I'm not sure what you'll include in mind games so I can't give any estimates on that. ----- Are you doing this project alone? By that I mean, are you doing all the recording/editing yourself? I was thinking to save time you might want to take short clips from existing match/combo videos, or even have people submit their own short clips to you. I'd help but I don't have any capture devices
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I also went through the trouble of converting from pad to stick so I feel ya. When you are dashing, make sure that your stick returns to neutral. A lot of times the problem is that you anticipate what you want to do so much that you rush the motion, and since the stick is so precise, oftentimes you don't return it to neutral. Also, after an icespike FRC, a common practice is to hit the forward direction at the same time as you are hitting your 3 buttons for the FRC. This makes dashing forward after an icespike FRC a lot easier, as your first directional input is already taken care of, and you only need to return to neutral and hit forward again. So it's like... 236H > 6+PKS > 56 EDIT: About the TK bubble issue, I'm sorry if it caused anybody more frustration than necessary I can't remember if the TK punch bubble works or not because I always use the TK kick bubble. I'll test it out later. EDIT2: P bubble definitely doesn't work. Sorry guys. S bubble doesn't work if tigerkneed just off the ground, but with higher S bubbles can be popped. EDIT: About the attack-level issue. I'm not an expert on the game engine so I'm probably wrong, I'll rephrase that. Thanks Gwyrgyn. BTW what I was trying to say is that even in the event of a hit exchange, the counterhit caused by your level4 attack gives you more of a chance to recover from their poke and follow up with a combo. I don't quite remember what I wrote so I'll have to check it out. EDIT2: nm you guys fixed it already
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Hey guys I'm sorry I haven't been around at all, a lot of things have happened (life) and so I haven't been adding new material or checking the forums for questions and whatnot. In fact I haven't touched AC in so long that I probably need to read my own guide to remember how to play O_O... it's sad really because right before I went "afk" I was working vigorously on a whole new set of okizeme/pressure/mixups that I've been exploring. Anyway I'm gonna skim through the new posts here and see what's new, I'm sure you guys are all dizzy experts by now and I'm probably left behind in the dust In terms my time management I don't think I'll be able to spend adequate time in keeping up with forums, news, videos, skills, etc. until summer break or something of that nature but we'll see what happens. EDIT: thanks everyone for your helpful comments btw!
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Ey! Yes well I never really did my oki or combo section because I thought Nehle already has threads for those... but um... yeah to be honest I don't have extensive char exp. but I have fooled around with both roboky and potemkin. 1. Roboky's delayed wakeup - after a throw, try 214K~H. If he delays, the H fish is late enough to act as a meaty, and if he doesn't delay, the K fish will also act as a meaty, so it's a win-win situation. 2. Potemkin - potemkin has some very fun corner-bubble-loop combos :D Also, since his hitbox is so huge even when crouch-blocking, you can oftentimes get away with an IAD > j.2S > j.H which should still hit him even if he's crouching. I know these aren't very specific, but if you have any further questions about details I might be able to help EDIT: Oh yeah a char-specific chapter would be pretty cool, BUT there is already a matchup thread out there and I'm thinking that's where things of that nature should go... i think...
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I have a question about the HRAPs (specifically HRAP 1) I recently took it apart and cleaned up the buttons since they were starting to stick. After I washed them down with soap, they feel good as new, but I did notice that there were scratches on the surfaces between the buttons and the button-casing, most likely due to friction. I was wondering if you think lubricating the area of contact is a good idea? And if so, what lubricants should I use?
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Yeah I heard this week had 36 entrants, congrats on ur turnouts :D
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Hey breaking a dash by going neutral also gives you an extra slide, i dunno if it's more or less than FD breaking tho (anyone know?), tho for some chars the neutral slide is very obvious when they go neutral, like baiken lifting up both her legs >> Also i'm thinking the slide speed is diff for each char? and i didn't know JI breaks ur run momentum, do you have any examples of how this works?
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i think there was an IRC channel for dloop, i dunno if it's still there or not ><
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Just a tip for Dizzy vs. roboky, after a throw, a 214K~H is probably ideal because if he doesn't delay his wakeup the K fish acts as meaty, if he does delay the H fish will act as meaty. You could go from there i guess
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I dunno guys, I've tested this a lot back in the day (FDing vs. neutraling) and I never noticed any difference whatsoever in terms of timing. The time it takes to hit back + 2 buttons then forward + H is the same as letting go of forward and then pressing 6H, so I figured that FD breaking only adds excessive inputs. If you have a character that favors throwing the opposite direction (FD > 4H) then there may be a slight difference in timing, but I haven't tested this since I mostly play chars with forward throws. EDIT: granted I tested on pad, I haven't tested on stick yet since I've recently switched so I could be wrong if said input is smoother on stick EDIT: although I wouldn't agree with breaking dashes 100% using FD, certain throw setups are more about reaching throw range just when someone is recovering from blockstun, where FD breaking would only be excessive
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About breaking your dash with FD vs. going neutral, realistically speaking there isn't any speed differences, so do whatever feels more comfortable. True about baiken's dash break causing lower body invincibility, that's one benefit to not breaking your dash with FD.
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Her j.2S doesn't beat any of his anti airs from my experience. His little eddie S can reach you at superjump range. When you manage to escape and get him on the other side of the screen, his neutral summon little eddie advance is too good: you can't poke it (except icespike), you can rarely jump away (eddie S, and if you manage to get by that where will you land? he's now got both sides of the screen covered), you can't airdash towards him (eddie S), usually you will end up eating a hit or blocking it, which means a rushdown from eddie. Also, while you're stuck in his mid-pressure screen and he does his drill/eddie D unblockable, it's true that you can FD jump to avoid the unblockable, but will you be able to see it coming? if you're trying to expect it, then you most likely won't be blocking low, which means it'll be easy for him to break your guard into combo > puddle > unblockable > 6p6p6p > dizzy > IK. If you do somehow have the ability to see it coming most of the time (more power to you) and FD jump, you'll still end up wasting quite a bit of tension especially if he uses his FB drill. Also, no matter how much you wiggle you won't be able to escape his IK. The recovery from 6P isn't that much, he can go right into IK mode since he's standing, plus he's right next to you. I'm certain no matter how good you are at shaking you won't be able to avoid it. I'm not saying this match is impossible for Dizzy, but in my opinion this matchup is mostly in favor of eddie. Eddie also takes a lot of damage, so as long as you get that knockdown things will go your way. I wouldn't spend a lot of time in the air for this matchup, unless you're trying to escape his little eddie (good luck, you'll still get hit even if you superjump). Easier than axl, harder than faust.
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Oh yeah, right, piece of cake... which eddie players have you played?? Eddie dominates Dizzy in all aspects. Choose from 2S, eddie S, 6H, 6P, all of them will own your air game. On the ground, your only hope for survival is to kill little eddie asap, which usually won't happen because Dizzy has NO pokes that will do this (unless the eddie you are playing against sucks and doesn't manage his little eddie well). Oftentimes I sacrafice 25% tension using icespike frc just to kill little eddie. Once he even touches you (even if you are blocking) and he has eddie out, you're pretty much dead. No viable options to escape his pressure (you could risk IB > backdash but you will probably fail and eat a low attack instead), which means pressure into unblockable into knockdown into puddle into dizzy into instant kill. I don't know how many times i've eaten 100% from my local eddie player just from 1 hit, and that doesn't even involve becoming dizzied!! Dizzy is the easiest character in the cast to become dizzy, and eddie's 6P while you're held = 90% guaranteed dizzy = no chance. And throwing him out of his command throw? I don't know how you manage that, everytime I've tried I eat the throw since his command throw range is farther than my throw range. Only option if you see it coming is to FD jump. TIP: icespike that little eddie!!!!!!11111@@ TIP: if he catches you in puddle, burst before he can 6P > 6P > 6P = dizzied = instant kill
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I can offer a few tips: 1) Against jam, don't jump so much. You're lucky that jam isn't spamming 236S~H to punish you for jumping. You want to stay on the ground as much as possible so you can 2D her puffballs, which will give you a free okizeme. 2) Focus more on knockdowns instead of aircombos so you can take control of the match using okizeme. Sometimes all it takes is 1 knockdown for dizzy to win a match. 3) Don't summon bubbles so high in the air unless you know your opponent likes to try catching you in the air (which none of your opponents did). A high bubble won't protect you when you land, and I'm surprised nobody punished you for doing that. 4) In your match against may, she kept trying her 3K on you. You know that if you block one of those you can get a 288 damage combo with 25% tension for free? (block) > dash > 2H FRC > bubble > j.H > (land) > dash > 421 > j.H > bubble ]S[ > j.H > (land) > j.S > JC > j.S > j.D (288) 5) Against axl, his 5P will make it so that you will never be able to summon a fish. Again, that axl didn't play the matchup right, but if he did you shouldn't have been able to summon, ever. You usually want to rush axl down and get that knockdown so you can start your summoning. EDIT: 6) just say no to gamma ray!
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Sorry had a midterm today, been studying. Have you tried this? It sounds nice on paper, but I'm worried about the extra frames of recovery after 214S vs. 214H might give them time to jump/poke, or even change their mentality from block mode -> escape mode (although for chars like Abba the delay might actually be beneficial). I'll try it out sometime and see if it works or not.
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Yes, what better way to say "Welcome" like a good 'ol entrance exam...
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ARGH! I finally figured out what the problem was! I use firefox, and apparently filebank doesn't even work with firefox goddamn...
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Hey, have any of you ever successfully pulled off her instant kill? It doesn't seem like there are any situations where her IK will ever hit except if after a your opponent becomes dizzy, since that way you can be charging [] and hit without jumping ...or maybe a into a superjump on dizzied opponent?
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Yo guys, I've incorporated these new arrows into my Dizzy Strategy Guide. However, for some reason it doesn't seem to flow as well as I imagined it would. Do you guys think this kind of j. , c. format is easy on the eyes, or do you think the old numpad notation seems more clear? EDIT: OH and also, I think a blue K and a green S makes more sense