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excelence

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Everything posted by excelence

  1. around 700 using Sol with Default config, got beaten by black Johnny (i hate that pimp :vbang) ... Refuse to play that mode again after knowing Survival mode steal at least 2hours++ of my life
  2. well ... u still have the ball and 2hs =/ ... got chipped to death with the ball ain't funny, i know people love their TMNT sheet when Raou comes, but like i said above u should force her to do something
  3. sry i don't get it on this part, what mix up option does he has after "sushi" ? AFAIK only teriyaki and banzai ... it's rather easy for me to counter Banzai on reaction even if i delay the timing a bit for it FRC point mixup for his j.d/fd, that's why he rarely use that =( i'm not trying to be a smart ass here, but that's me & my friend level of gameplay and i'm thankfull for all your help and input, if 722 explain this part about Chip using all his mix up option, it might open my eyes more about this match up AFAIK about his mix up 1. 5d -> no problem for me 2. Banzai -> also no problem 3. 6k -> sometimes it hit me(but he has no combo to connect), sometimes i counter it with Starship 4. UB -> FD jump if he has tension for the FB extension 5. @blade -> bait for the cross up 6. Teleport -> hard to deal with, just block and about the matchup thread, i'm fine with Do & Don't list my connection suck for dl'ing vids (2~4kbps )
  4. i've never say chiping is a bad idea, but imo spending tension just to drain up her tension is a big waste, use the tension when she try to do something, that way u can rush her, it even better if she try to imperial ray u, otherwise presure her and force her to do that something stupid
  5. first thing to understand about Dizzy, she has double air dash and running was never meant only moving backwards she will preserve that little bit of tension she has and blast imperial ray on your face 2nd with the ghost out and you do the full screen ghost toss,after she block it, she will kill you, follow Oiboi advice to stay close even with the ghost summon and throw the ghost occasionally the risk of full screen ghost toss is to severe 3rd, the sword summon is probably the best summon on this match rush her dead with the sword priority and fake out when she has the fish out 4. Raou... u don't want to chipping her tension, u want to kill her in one combo, only use the tension whenever u certain it will hit, if she space you up(which she will) throw a ball and continue rushing her
  6. i'm certain, i've seen that one on frame data, but to lazy to search em again
  7. excelence

    Bridget Q & A

    mid air 3s just give u a diagonal HSS =3 Out of topic u can try www.hlj.com for the figures
  8. excelence

    Bridget Q & A

    that's his new 4 or 1 HSS from slash, it'll homes to your oponent position, but it doesn't have full arena coverage. it travel at most 3/4 range of your screen then it'll stop if your oponent is to far away forgot to add, ... nice avatar and meh waiting for Buri Figure shipping next month
  9. @Kuro : for a GV on my experience the Sol that i go against will use it when he know i'll go for double air dash Oki to escape from corner, on mid screen there's just no way he can hit u, unless u're trying to raw summon anything... i play Sol a little and GV was quite a handy moves to use and very fast to punish something my idea of using it is whenever my op whiff something on mid screen, most Dizzy normal that also hit low(2k,2d & 2hs) will beat GV on it's active frame but, u just need to know when he'll gonna use it, and always block low v Sol and versus GF->WT... GF(frc) is Sol Best pressure, i've stated best way to deal with it is by not to get caught in it but on Oki ... wth i've no experience dealing with it then i'll go from Sol side of view... i've use this many times as a mix up v several other character other than Dizzy and understanding a little how that frame trap works.... whenever i use the GF the main idea of it is to get my oponent on Blocking frame when the GF hit they'll got caught on Block Stun, but throw can't caught something on block Stun, no big deal when the Wild Throw connect they didn't really get caught on Block stun but it's a Fuzzy guard that keep their hit box big enough to be grabbed by WT they didn't really block anything again. however this kind of pressure still has a weakness WT can't grab normal crouching op with smaller hit box so just tap 4 to IB the GF that put u on minimal blockstun and then hold 3 for normal crouching frame so he will whiff the WT... it works for Ky and Johnny as far as i remember and i haven't test it on Dizzy/Pot and about BR, if spaced right it's unpunishable, we can throw him if he do it on point blank range v Chipp: Rules : 1. No Raw Summon (even from the corner of the scren) 2. No Attacking (React and go for CH otherwise block and run like hell) 3. Get a Corner Knock down and he's pretty much dead as simple as that, trying anything outside of the rules above usualy will get my ass handed over me
  10. just my personal opinion, any Chip who using overhead on his Rekkas is a retard ... 6p/ starship will at least shave up to 50% of his lifebar even before the overhead connect... Damn this fight is ridiculous my only chance to win is whenever he try something realy stupid, blocking is the wisest advice and pray he'll do some stupid teleportatio[finput][/finput]ir dash/Zansei Roga
  11. believe me, Anji 5/6s upward reach is hell
  12. oOo yeah that's lol... but the May i go against refuse to use that moves anymore
  13. then block and expect for Fuujin to retaliate with 2k,2hs
  14. i also still can't see why Sol v Ky is 5:5 when Sol do a corner press v Ky, he can stay there for a long time and he can do some nasty damage with simple setup and stupid WT while when Ky do the corner press v Sol, he can barely keep his pace, if he melee sol he should always cautious for being IB Vipered and when he space him out GV was always be some of threat CSE FB was a good bait moves, but that shouldn't be spammed... and his damage output/combo setup compared to Sol? the only reason i agree with this 5:5 match up is... if Ky can Chipping Sol to death with SE in runaway games... but that if the Sol he go against is sluggish, not to mention Sol has his 5k =| just my personal opinion about this match up
  15. Vs I-No on corner Pressure... always block high Dizzy can punish her 2k with throw, if she's to far that should be obvious, if she's to high 2s her (she can VCL it thought)... anyway when playing Dizzy i always think like this "be very patient and expect for throw mix up for me to counter otherwise FD and when the push back far enough, high jump and get the hell out of the corner"... and btw i believe Dizzy can 2hs "Stroke The Big Tree" on reaction and got a nice ch ... anyway I-no didn't realy have any good reversal either v Dizzy pressure/oki AFAIK so, throw her to the corner and about Dizzy normal Throw range ... the only one who defeat her throw range in the game is Potemkin (by 3 pixel difference) and her throw range is equal v that broken monster from hell ...IIRC and got nailed by BB on high jump is absurd, BR is more makes sense
  16. IMHO Fafnir should be used for: 1. Punish : anything obvious/slow moves after IB 2. Bait : spam it and go for overhead/Throw for the real hit that's my general ideas of what fafnir should work btw i've never expect it to connect whenever i go against May or Venom =3
  17. @hatred : we speaking OS air throw right? on most case it looks like i'm always catch them(Sol, May, I-No, Johnny, Zappa, Ky, Tes, Eddie, Baiken, Jam, Chip & Pot ) whenever they try to jump in or when at the corner on tech recover
  18. Ryuujin(236k) isn't the same as 214k(gekirin) ... and i'm not realy certain if air back dash gekirin can be punished other by using OD by Chip. for air Back Dash Ryuujin, if spaced right Chip can 6hs/6p/B blade it for a nice CH =3
  19. err on Hatred Edge case "be on mid air, someone come at you, and you throw them easily" was never hapen to me, it's easier to be on ground when i want to air throw something, on that one it's more likely i'll got beaten by stuff if i try to do air throw
  20. if i didn't mistaken it's work on May on CH and u just need to do 236k no need to tk on that gattling. for everyone else u need to do 2d,236s~k,236k
  21. thank you, so ... to get the fastest mist cancel is by having it level up
  22. just recentlly playing Johnny out of boredome and stress ... i got some question about Mist cancel... is there any diference cancel speed on doing diferent version of MF? when i think about the s version that have the slowest start up is the easiest to use for my mist cancel gattling when i'm using other version i oftenlly blast out the mist finner when pressing O button with my middle part of thumb... do i'm doing the slowest mist cancel in a gattling? =|
  23. even Kazuki said 5.5:4.5 Dizzy disadvantage ... opening the match 1. wait and see 2. back dash 3. Bubbles 差し合い offense option ground: 1. 5hs 2. fish 3. 5k air to air: 1. far S 2. 2S 相手の固めの対処 how to deal with pressure 1. FD 2. 5k 3. 2hs ... ??;D this is as far as my understanding and i think he said to use 5k for anti airing baiken j.hs ... *shrug*
  24. err sorry for missinterprete things here... wat i call DAA for baiken is that GC, and yes people makes mistake, that also works for baiken, she must extra carefull when doing GC with the fish out, it will takes up to 75% of life loss without knock down or pressure reset for any stupid GC attempt and yes she frc sakura... so what? dizzy can throw her on the exact frame she frc it a knockdown is a pain in the ass for most of Dizzy match up, either be the one who do the chasing in Baiken match up... it's a fair trade IMHO =|
  25. excelence

    AC: Combos

    2hs is the worst possible finisher on Block string but still can be count for the delayed Ice spike anyway, usualy i never go to any real combos if it didn't connect 2p,2p,2d,iad 2s whatever
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