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Everything posted by excelence
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Air throw is one of her AA ... it's more focused on Tick Throw setup on this thread
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afaik u can't slash back on the first +/-10(forgot the exact number) frames when you wake up
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dash buffering : hold 6 while you're doing palm thrust/puff ball then tap and hold 6 while the move is finished take more attention to your 2p/5k/2s and your oponent hit box while falling from wall stick, u only need to dash a very few step, not to deep and not to far since the hit box on this combo realy cover a big gap on it anyway, i think i don't need to dash buffer on this loop except if i go against RK
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opening the match: block, his f.s fuck up everything u got his tactic : Zone, zone, zone & corner Stun whatever rape yours: Kill him before he chipping you to death notes: this can be a very frustrating match up on neutral, keep your cool, and knock down him... Dizzy can actually kill him in just one corner knock down don't summon a fish on neutral, focus on avoiding his se and make him spent tension on it, and throw out the air pike first before the fish in any chance given when you got knocked down and presured in the corner, BLOCK!!! don't try to counter any thing, and try to escape while being cautious with tick throw, his best setup is sd(frc), throw/SE(frc),run in throw, read that one and counter throw him know his block string, u can always ib-ing every special in it, to get the chance escaping his pressure common block string: 5k,s,s,2s/hs,special 6p,c.s,6k/6p,c.s,f.s,special u can't punish his GS on max distance even if u ib the moves, i'm not sure with sb any of his FB moves must be blocked with fd while mid air he got cross up games with his air back dash j.s, get use to it quick your 2s is godlike against any normals jump in and dash through his 2d and 2k forgot to add, your daa will clashed with his 6p, he will try to bait that one
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!!!(O_O) flick a bite?? ... must keep it a secret from my local pot player
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the fact that it has guard point from the first frame of it start up is good enough for me (6k/3k)
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Pot can flick Ice Spike !!?(O_O)...
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ow yeah, that's hapen once for me, but i'm playing safe and just throwing double imperial Ray and rush him dead lol ps : nah i lied, gamma ray input is to hard for me in tight situation XD
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i just realized ... that's "Gamma Ray" for god sakes that u use on cross up, how the heck it can be connect? XD
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i'm not realy certain with the risk that u mention about, but there's some blank spot in Testament 6k before it can fully cover it's forward range that's big enough for Sol running animation to be safe, if u run fast enough. Sol has low running animation all u need to confirm is Sol run fast enough, and Testament makes his moves(whatever it is) sVV will beat it clean, if he back dash use 5k and the estimation of 8 frames can actually longer on this case. if it's 13 frames, yeah i believe i could pull that off
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6k, Tk Badlands and Forward Exe Beast will also lose to running vv on opening match in my experience like i stated before (;^_^)a ... trust me, u can see his card and stuff it on the opening of the match
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is it? ... i've a decent Testament player here(Zone, random hit into knockdown Zeinest mix up/BL loop) i'm not sure if he play his Sol match up right, but 6k opening was big pain in the neck when i use Dizzy,Buri & Jam... but when using Sol, it's the other way round, i usualy just do the run in, if he move a pixel, i'll do vv to punish ... as far as i remember i've never lose on the opening attack when using sol ... or maybe the one i go against had been in trauma on Sol Matchup. eversince i beat him pretty bad on slash and makes Testament v Sol match up looks impossible in it
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probably a guaranteed pressure in start of the match up with running and VV on reaction will stuff any of his option(6k,hs exe beast, zeinest, back dash, iad backward j.d) but i'm not realy sure with his 2d opener
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just adding some input, knowing Ky blockstring you can always IB any special involved in it. ib the first hit of SD can net auto guard on the second hit for Anji anyway the big problem is... he can frc it and yeah as much i surprised with the 6:4 ratio on Ky match up forum, this fight isn't that bad and fairly equal since Anji can rape ky pretty bad on lock down
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5hs on reaction is wiser option imo, not only you'll cancel the fish summon but Sol will hit her harder with it -> 5hs(ch),iad j.s,j.d,sw(cl),fafnir(cl)... and knowing her pattern when she will summon a fish : 1. after she get knock down on Sol 2. on max screen distance the thing she anticipated on Sol,wake up: 1. reversal GV ... as it will whiff the fish and Dizzy seriouslly hurt him if she can land counter on it and about his corner pressure: this is a real big pain in the ass to deal with there's almost no way Sol can get out of her pressure safely without 50% tension/Burst. every of his option is very risky, if u can read a tick throw 2p it but hit her once and block or the fish will will hit you or u'll hit the fish and Dizzy chop Sol's head with Necro Ax, the wisest option imo is FD jump and block everything coming afterward and read for tick throw to come. about pressuring him : if u go against good Dizzy, knowing their nature is the best weapon Sol has... that's "Don't Rush thing" ... Dizzy player is very patient they will block everything (since her best reversal is only Block,IB,SB,FD,back dash,DAA & FD jump ). Most of the time u'll end up with WT to stuff her, but know your spacing or she might counter throw you the best tactic i would suggest is "stay in close or mid range" that's where she is less harmful on neutral and some Dizzy tend to do stuff like 5hs(the easy one) or high jump and runaway(the hard one)... just be patience like Nives said and take advantage of any hit that u can land on her to your best and don't rush stuff when you almost kill her, one of her best friend is CH and she can kill Sol(without patience) in less than 15 second from full health with it. good thing to know: Sol aerial VV can stuff her aa 2s if being done low enough
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the spinning axe can also be FRC-ed Btw, if i didn't mistaken on frame 28... well whatever the same theory like SE, if Dizzy stupid enough to use it without fish protection... kill her =D
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whiffed artic impaller should be frc-ed, if she does Sol will eat a nice 2hs ch, and no objection on whiffed f.s =D
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and for everybody else is more easier imo, there's like a split second for a throw to comes if they're not stuff u up with any poke because of their what i call "un-certainty" setup is more limited 1 question what's the connection with spacing and tech throwing? if u mean that 4 pixel timing ... it's quite in-human i would say with spacing issue and timming (;^_^)>
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Badlands -> don't get hit by it Eddie Pressure -> Short Drill : don't get caught by it -> long drill : ib the 1st hit of mawaru and u got back dash, know the timing she might still get caught by little Eddie tail of the 2nd hit btw if u try matchup thread, u might even find more info about those thing
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err yeah, i'm also interested with lv3>lv3 practical combos, i can only think using BHB/SF as the 1st lv3 starter
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the word i use is wrong i think ... how about "the best option Dizzy has against hardcore blocking opponent" and i've listed back Off (with long range drill) & Necro Okotta Bai btw i know what u meant with throw of out of combos like j.hs(ch) -> throw. while near corner i also did these, it gives the same effect like throwing Imperial Ray, the difference is she still had the tension. back to topic i'm talking about reading Dizzy pressure and know when she has the best interest to just throw out, it's not really that hard to read a throw will come imo ... hell i've never go against Good Dizzy player (;>_<) and done that meaty stuff on that guy, he break it 3 times consecutively... while i do it to 5 other guy that i play more regularly it does work with nearly 90% success rate this far i guess =|
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no, i mean when Dizzy fight an oponent who know how to block isn't that one of her last option other than back off/Necro Okotta Bai? ... the specific setup i meant is, to make the defender feel uncertain what to do, that u saying "It's really easy to get in just before or just after a laser or homing pike" is exactlly what i mean on some rare case is like dashing in start of the match and throw which doesn't exactlly need any specific setup, but Dizzy can't do that all day especially against those who is in-experienced with the game =|
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yeah i know, but that's Dizzy last option, i've a friend that i rarely fight he also has stupid reflex with tech trap & tick throw(once he break my grab 5 times in just 1 round), IMO it's not something that one can't see, considering Dizzy need specific setup on most Tick Throw attempt ... i even think playing Tekken would help against tick throw games at that time for he's very good at it lol
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i think any hit with just 1 active frame or the unblockables connect on it's last active frame... that's what i think it happen on my Roger Get & j.k setup, and thx to clarifying things Gwirgyn i really forgot with the fact that some moves has multiple active frames (+_+)
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agree with emoticon, i start a match with taunt