-
Posts
936 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by zaeris
-
Projectiles that stay out long enough or don't disappear on hit can interrupt dizzy during the initial phases of necro anger's OD. With Eddie this is not the case because little Eddie disappear on hit while I've yet to encounter if dizzy's OD goes away I have escape eddies mawaru oki with necro's anger EDIT: When I meant scrubby I don't mean I'm a scrub literally but I haven't used her 2 months or so everything is coming back in bits and pieces.
-
all dizzy around the world mourn your death if anyone is bored. I started playing my scrubby dizzy again.... Casual vids... was playing baiken for a while.. But it just wasn't as fun. Eddie vs Dizzy Eddie vs Dizzy Baiken VS Dizzy Baiken vs Dizzy EDIT: lots of funny moments be sure to pick those up ^^
-
Millia's roll is hax but also punishable... Its only low stance and passes through object there is no invul in that moves. If millia ever tries rolling out of dizzy's oki just start with 2k. do it 3 more times and that millia player will stop rolling out of oki.
-
Well I shouldn't use projectiles.... all stuff on screen can move. although the lazer coming out is a projectile.
-
To answer your simple question it works with all projectiles. projectiles continue to move during input freezes. The spear is more prefer btw because it does more damage than lazer fish.
-
You should take time to read http://www.dustloop.com/data/ac/sol.html basicly anything attack that requires "F" means you need to FD block in the air second alternative is to IB in the air or SB which covers basicly every ground attacks If VV is perform as an aerial VV you can just block it normally without FD.
-
you're vids are quite inspirings makes me want to take up dizzy again and do some serious training.
-
to answer your question. If you hold "s" during the special you can keep it in mid air and will activate after you've release "S". Its a matter of simply timing the release. Btw... what is 6s? do you mean C.S?
-
doing it too quickly isn't really an issue if you can time the hieght when you cancel into K bubble. Get an imaginative ruler and mark it at the perfect hieght. Within the active frame of dust it should have enough untechable time mid screen or corner. You could subsitute J.d with J.hs which might be the better alternative.
-
bored today since I'm waiting for part 8 of the 23 vs 23 to be uploaded on youtube, Kazuki Bringing dizzy to the next level, this time with (s) range ice spike. The concept is an ice spike at close range something like Eddie (S) drill. same property applies frc but untechable time frames on hit is lesser than far version of ice spike. Stuff that will make dizzy's dreams possible and broken but will ultimate make life easier. (s) ice spike frc goes into Tk bubble pop or dash Air spike IAD jhs bubble release. Non- frc goes into f.s slash (HS/far) ice spike follow up. EDIT: ashamed I spelt kazuki-sama name wrong.
-
Somehow there's a bit of confusion here, I clearly said "I’m fine with it disappearing during the summon stage and the holding stage but when you release the special I feel that its property shouldn’t disappear on hit allowing it to be a normal projectile" So have you ever try air pike release do IAD j2s get hit and the pike dissapear on hit.maybe lets say 10 frames away from the pike hitting an opponent? And its clearly not an inifinte burst, if it goes away if u summon it or if you were hold it it will go away there too. Once release it is a weapon that doesn't disapear on hits. While I won't go as far as calling it balance it a fine idea to me. So no to prorated ice spike,bring back the frc ice spike loop combos and I totally agree with u on the imperial ray changes.
-
Previous post contain a somewhat balance upgrade. Now for some fun and omg she's hax. Command throw: Even the king of broken (Eddie) gets one and his summons are clearly better than Dizzy, Dizzy demands a command grab with throw invul. Animation Wise I'm thinking of necro taking over Dizzy for 180 frames and delivery a series of air spike and it will have ground bounce allows her to do additional damage. Overdrive: Dizzy justice anyone, I wouldn't mind something like dragon install which allows Dizzy to become justice for a short while. Of course I’m not looking at a full transformation but half, I still like her wings Overdrive 2: One thing I keep getting annoyed at is the lack of invul in imperial ray, this OD needs a 14 frame strike invul for reversal and AA punish. An aerial version of air spike, I have always been fond of using it in her EX version. Overheads: its bemusing since she's an oki class character with only 5D as an overhead. Millia, Eddie, and Bridget it in their arsenal so why not Dizzy? Characters like Ino and baiken have overhead properties such as Ino hover dash and Baiken's jc JD. Dizzy needs more love. Side Note: has people have been mentioning 2hs galtor. It's somewhat unreliable but with a short dash C.s--> 5hs --> 2hs should work on everyone. Side Note 2: DP are debateable for usefulness but having one in her arsenal would make your opponent think twice, I would rather take Baiken's Suzuran or Millia's Roll or Ino's Stroke the tree. Anything with low stance during activation are better than Dp for getting out of reversal I say.
-
Disclaimer * it is somewhat of a copy from the johnny thread* This sub forum hasn't been getting alot of discussion lately, so in the name of fun let’s make a list of changes we would like to see, hopefully what people list won't be as broken but the term practical and execution comes in minds as some of dizzy property needs adjustment and some changes from reload--> Slash--> AC has some ' + ' and ' - '. (2D) One of the changes to AC I don’t partially like is the 2D range nerft, Dizzy 2k is an extreme good poke if u consider its range property, probably one of the betters lows with good range. The main issue is the range decrease on 2D doesn’t let dizzy use her potential to full, while it may seems like a rant I feel a simple galtor like 2k--> 2d shouldn’t be whiffing on targets. The + side of 2d is the unprorated effect of the move but I wouldn’t mind a 70% prorate to get back her range. The jump cancel and special cancel is debatable either one is fine and I can live with either as it’s stylish and allows for great pressure game play, Jump cancel --> special cancel has been one of dizzy more technical side to game play which I think has made her a somewhat more obstructive for high level game play but also more rewarding. *Side Note brings back her 2d frc.* (Kinomi wo toru toki ni tsukatteta n desu, 421 S, Air spike) One of the few changes from reload--> slash I enjoy is the ability to hold this special. It’s an excellent move to induce threat on people without experience and with a few mental challenges you can play your game fine while holding onto it as a safe measure. One of the few things I find daunting is the lost of air spike when hit, I’m fine with it disappearing during the summon stage and the holding stage but when you release the special I feel that its property shouldn’t disappear on hit allowing it to be a normal projectile. Applying Dizzy AC fish property of staying out when fully summon that allows for punishes on dry summoning but gives leeway to dizzy as an oki class character. (Necro Okotta Baai, 632146P ) The change in input has made this move a lot more practical in real matches and with a few tweaks you can input this command as an instant block and punish. My issue is the lack of damage as in real matches those with experience can evade and punish it with ease as the start up and OD animation is a dead give away to its activation. (6P) This one I will be sitting on the fence, the changes has its + and -, I prefer its AC incarnation but it isn’t practical in any real sense as a KD would be prefer. Its property should be untechable on CH which I believe would make it a better move but that might be asking too much. The wall bounce effect into 421 s has being an interesting discovering in AC but limited to character specific combos. (J.hs ) One of Dizzy best arsenal for damages, range and block stun, - negative it can be easily punish and the longer start up has reflected badly on her game play. One of the few times I get disappointed with this move is in cross over, the long start up makes it a bad choice in those circumstance. Hopefully it would go back to the way it was in reload and we can see application of AD x2 jhs cross over. (FB bubble) Besides novelty it hasn’t been usefully much in matches, wishing for a rainbow colour bubble ^^, or better yet a real Force break. I sometimes think even Anji’s red butterfly and Bridget FB roger outclass Dizzy’s FB. (Yoku hanashiaite ni natte kuremasu, 214 “x” x= P,K,S or HS) One of the dizzy better changes, double fish input is been one of her finer points in AC, the after summon delay is problematic. Doing fish summon tick throws and not allow to resummon fish is probably the biggest issue I have about ggxx, that’s about the changes I feel hinders her from being awesome. That about everything I would like to see in the new ggxx series with dizzy, hopefully we can get some extra dizzy stuff outside of her normal maybe a new move or two.
-
you should try a follow up off the air throw, at 0.35 the follow up was easily in range I believe you could had benefit with a c.s >f.s into spike.. which would net u a corner KD for okizeme. Super jump would have been easy to use to escape pressure but you held well. Against CST if u space yourself right you should be able to get a summon off air spike hold is a good one, also rotate your strategy abit. It looks like a casual so it’s all fun and good but if you can change your pattern abit it would better your game. At 4.05 you could had opted for aerial combo since it didn't look like it would KD maybe c.s> f.s into spike would had work. Try uses 2s for AA more its quite good and ky air to ground should be AA with ease unless its a AD which u would change to using 6p instead. at some point it felt like you were trying to AA with 2hs some notes-->> 2k 2hs is likely to whiff if your spacing is incorrect switch to 2k---> 5hs which combos on crouching and CH opponents, whiff 2hs is very punishable in alot of match up as throwing it too often would leave yourself vulnerable to large combo. 2d with jc special cancel is useful as I see you use it often, besides doing those you can also use it to jc into cross over. Although I find using it to jc special cancel to be more useful and harder to punish on reaction, bubble or fish cancel is the safest since you will always score one or the other if you fail. Either special have good pressure strings around them. P.s thanks for uploading the vids it was fun watching it.
-
First vid First complaint.. god that aweful robo-ky theme song.. who ever pick that track needs to be shot ,Undine is quite awesome lol and I'm surprise u had so much gauge. on a more serious note try leting 2hs KD and summon fish for okizeme but IM sure u knew that already. more galtor but Im surprise you won with mostly 2hs into ice spike. second vid. Your IAD ice spike frc needs a few work. To me it looks like wanted to jump but than suddenly input 4 for air since the AD was quite high. also dead angle is also a valid escape tactics. I'm quite surprise that Ky doesn't use 6p much alot of those jump in looked very punishable. 3rd vid.. well watching outstanding OS vids are cool.
-
Its been a while since I've view thread, does any DL members have any vids of their dizzy they're willing to post?
-
arc should make DIzzy 2k--> 6p her BnB on all character.
-
Probably the wrong place but anyway.......... Ice spike isn't untechable.. during certain combo's when your opponent is higher than normal and on light character people can tech out of ice spike like baiken, jam and millia. Its fair because that’s her game without a knockdown she can fall very easily. Her weakness is due to lack of reversal in block strings and her air to ground is very horrible. her Air ground combo is nice but getting in on someone who's AA is S+ slayer, venom, pot, millia, faust its makes you wonder how to go about it. Her spacing is very important but there are many characters that can get in easily on dizzy like jam, slayer, faust. Those that have bad AA, can't get in on dizzy easily or don't have high priorities like slayer are at best 50/50 match up which are not many. Johnny fits one of those criteria and who else? Usually in tourney you will have unfavourable match up than good one since everyone likes Top tier character and dizzy is weak against Top Tier. P.S Summoning is slow.... and are punishable on reaction. With the introduction of FB slayer, Jam and others you're going to eat a fat combo from summoning.
-
Basic FD break dust combo... into Jhs and k bubble.
-
Yeah that could by my issue with timing hitting J.hs too early. I should time my dust combo like I do with millia AD cancel combo. and also the J.D dust set up is that character specific?
-
Yeah, Pot isn't a favourable match up for anyone once you hit the floor. Haven't been posting for a while since its depressing when you feel dizzy is alot weaker compare to the other cast but winning shouldn't be the reason that we play GG using Dizzy, now is it Matches of me getting crushed by pot. CWr5 - Armies - CK (PO) vs Lucia (DI) CWr4 - CK (PO) vs Lucia (DI) CWr3- CK (PO) vs Lucia (DI) but just to be fair, here are matches of me winning, lol. CWr5 - Casuals - CK (PO) vs Lucia (DI) 1/5 CWr5 - Casuals - CK (PO) vs Lucia (DI) 2/5 CWr5 - Casuals - CK (PO) vs Lucia (DI) 3/5 so yeah I understand how you feel Stag.S, I always crack under tourny pressure, about dust combo? I still don't understand them sometime it works sometime it doesn't. P.S thnx javi for uploading the vids
-
lol, everyone is a nightmare for dizzy even her easy match up can end up terrible stares at Pot. There was a miyako vs INO match I saw on youtube can't seem to find it can anyone locate it?
-
Guess I'm the only one who likes going against Baiken, I find her to be easier than say a good INO or Slayer. when your fighting Baiken on the Ground crushing her is quite simple with tick throws and fishes, cross over IAD are great but it depends how good the baiken player is at change inputs. The only issue I have with Baiken Jump in is when they Zone you with j.s, Dizzy 2s can't beat that well not at range... F.s Trade so be warey of it. agree.
-
Jp tick throws are quite interest. Now if only we can somehow arrange a dizzy tournament online it would be fun.