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Everything posted by zaeris
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Just for clarification, this is not THE makoto but A makoto.
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ic, interesting. sigh~~ when will he grace us with his presence.
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another makoto match http://www.youtube.com/watch?v=cxv1RgLxTC4 he surely has change his style, but I like the control usuage of the holding air spike in gatling combo. here's one good one. http://www.youtube.com/watch?v=SveGSG7yazo&feature=related not sure on the name of the dizzy player though, but that last second comeback "beautiful"
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KK fish are better since they go under most of bridget attack.Thats mid screen, when he's using the roll hold an air spike to intimidate your opponent and just set it up with more summons. to me the match is in buri favour but it's like Axl, if you can score KD its all yours. of course getting there is the hard part.
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you can also throw using tech traps, don't know if you would count it as a method ^^, scypher is a good one since its a lvl 1 attack. example one, use scypher and your opponent jumps blocking your attack, anticipate the number of hits and air throw once all scypher hits has reached. what else is fun these day ^^, EDIT: I suppose it's not the correct term.
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In recent time I've learnt most of my match up. GG is well balance for anyone to win, Axl and Slayer isn't as bad as you think they are. Even baiken is a good adversary from time to time. I've only had one main but I can kick alot of asses in my region. Eddie is like the only character that I have strong hatred towards. While beating him is easy enough, I dislike his unblockable set up and Mawaru. You can beat him to his last health but it only takes on Mawaru combo and one unblockable to dizzy (the status) and IK you. Tips on fighting Eddie, kill little eddie when possible. Learn super jumping to escape corner ASAP, if you’re blocking his mix up just DAA or burst as soon as possible. Never ever try blocking his string it’s just not worth doing. While you can block them but you'll will need to wait for his little Eddie bar to decrease by alot to be safe. Most of his pokes are better than yours, so don't even try to unless you have cover fish, spike.... you can bait his pokes though, A well time 5hs into ice spike can beat 2s but I don't advise it unless you can anticipate it. Basically strategy, keep away and summon. Aim for KD and tick throws and never let him escape once you score a KD.
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the bubble lock down is indeed fun to watch but outdated these day with AC. It doesn't build guard bar as much as reload# but give nice tension gain and of course one 6hs blocked Oki build more GB then the bubble lock down which is what you should be aiming for. I would say to extend your bubble lock down to include mix up in the end. should play more with scyher frc it can add alot to mix up game from IAD to low. CH 2hs? well I curious, do you mean the old slash style with fish cancel and dash air spike?.
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very fun to watch fatewalker. Love your come back in game 2 second round ^^. I see you've been trying the reload style oki, hope to see more vids from you. EDIT: K,K fish are also good too, then there is also K,HS which can do some good mid screen oki.
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for me, controlling space is very important against Slayer. using scypher and air spike are quite handy in controlling the upper region. Slayer priority are mostly better then yours. With that Said BBU are a pain in the ass, since they go through everything same as jam retarded level. So do not special cancel in at end of gatling with scypher because he knows BBU will hit you.
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if anyones interesting In net play add my msn, it should be in my profile... maybe we can arrange a game or two now and then.
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Here are some new Makoto clips....... I’m rather unsure if it's him because his not pwn'ing as usual but defending with the world's greatest patience’s. GGXXAC: Kimiwo (AB) vs Makoto (DI) http://www.youtube.com/watch?v=qy2-hY6ASC4 GGXXAC: Oracle (KY) vs Makoto (DI) http://www.youtube.com/watch?v=YWKOaNp4HTw
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Can anyone help me with netplay.. I need instruction or an FAQ in english.
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you can analyse this in actually combat, if wall stick fail after the first 6hs then there certainty to some degree. The beauty of GG are combos are more weight/character specific. Basic Jam combo are something along 2d-> charge kick into pick up wall slam but your right its never good to underestimate anyone.
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Bridget I would say is a bad match up for dizzy, not because she zones or anything but her AA is one of the better that can easily be use to AA while you try to AD which in turn gives bridget free damage something similiar to vs. Axl. Dry Summons are quite bad, again the axl theory. Overall she plays like Axl but has better escaping tactics and starship frc which is a decent move to do. The only saving grace about bridget is her low damage out on most of her combos. overall its not too bad but you can't out right beat bridget unless you get in decent range which is a problem vs. bridget. With 2d range nerft it harder to score knockdown, pray they use KSMH (kick start my heart) and beat her down fast.
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Correction. the aim of this match is to bait jam to use up all her tension, jumping around alot is a good way to make any jam player feel comfortable attacking you with FB spam. Learn to FD well especially in the air because you're going to go splat if you don't. Learn IB and all your defences needs to be perfect, jam tick throws are weak so don't be afarid if she throws you a few time. Its the wall stick combo that hurts unless that jam player hasn't learnt the light character wall stick combo yet it might not end up too bad for you.
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Here some good tactics vs. Jam. First go psycho on her when she has no tension or less than 25% Be patience, be more patience and more patience when Jam has more than 25% ^^. /end sarcasm
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Dizzy scoring knockdown isn't a specific advantage in general for any match up. its an advantage against everyone except Baiken. Dizzy is scary when she attacks a KD opponent with fish summon and okizeme, which will tip it in dizzy favour substantially. we're talking about general match up regardless of player skill, Chipp is a monster! His normal/poke are alot better then Dizzy. His speed can punish any dry summon dizzy can do. His triple jump can evade all your summon you put on the screen.
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Agree. Dizzy air to air is actually one of the better. J.s is one of the best as a pre-emptive move which can be gatling into Ariel combo, or to simple create enough block stun and force your opponent to land. J.p is a rather decent move giving its hit box and extended reach. Making it a rather useful AA at times. j.k serve has a landing or a j2s gatling, I wouldn't use it as an Air-to-Air attack unless your close and above them which theoretical puts you in their air throw range. J.hs/j2s are more or less Air to ground move or gatling extension from your other air normals.
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Here some general advice for getting out of corners: Be patience, most block strings are never perfect. If you wait long enough they should come to you in a more impractical way: You have a few options you can do: Super jump, probably the first choice Dizzy player tend to choose, Also FD along the way to avoid getting hit, note with Dizzy maximum SJ height and her Double Air Dash you won’t be punish easily for escaping . Throw them if they are within range, Given Dizzy throw range is greater than most of the cast. Poke them a few times, 2k/2p are really good at stoping your opponent for a while. On wake up, just block patiently, Back Dash meaty if you think you can, while risky comes with good return. If you succeed as you should be able to throw them back into the corner. If you’re having issue doing reversal Necro, just block and DAA them much easier to pull off and annoy people since you can send them flying ^^. (Of course I’m greedy so I tend to go for reversal super) Learn Instant block and keep in mind dizzy has some good pokes that are FAR and quick. Anyway most of this is rehash of what’s already available. “GGAC Dizzy Guide” on Dustloop *just realise after typing. http://dustloop.com/forums/showthread.php?t=3473 Note: Bandit revolver can be AA, just 6p his ass and send him flying.
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Without Fish I usually go for 3 specials, Scyther (s) frc into IAD or Dash 2k mix up or 5d. Ice spike Frc when im in a good mood. if proper spacing is avalible air spike and 2k counter for any rush down. I don't get your second question, but I never ever do another fish summon in pressure unless I score another knockdown or a k bubble pop and summon another fish then. My favourite ending is 2d into bubble these day.
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I assume your term for DAA means Dead Angel Attack 6+ 2 button during block stun. GC = Guard cancel (Ouran, Sakura, Youshijin ectera) don't know what others call it but thats what friend and I uses. Baku are her FB attacks. The only reason I would disagree if purely based on the fact that you can't pressure any good baiken play with Dizzy since Baiken can easily escape this. Although Fish are good but they are not godly or without flaws. While both have relatively low health, Baiken has the most advantage, as Dizzy is likely to make mistake more often. GC are better than most of dizzy tools, Baiting GC are good but they can also roman most of it. The risk and return with Baiken GC are higher, since her combo launches and usually end with KD taking away a good poportion of your health as well.
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Baiken When up against Baiken controlling your gatling is vital. Any combo using hs or 2hs can be safely GC by Baiken giving her free damage. The lack of reversal is another issue, Baiken launcher and corner combo are "Demonic" as they say. Since JD is will always cause Knockdown and everyone is forced to block her oki, while it effects everyone but dizzy with poor reversal or methods to escape pressure will find it harder to escape. J.2s Oki also don't work on Baiken, ouran sux. Dizzy j.s has a landing, if done properly cannot be p GC which you can use to punish if you can do j2s as close to ground as possible. While baiken has other methods to counter Air assualts (air throw), it’s more commonly a p GC will be used. If baiken uses j.hs you can AA it with 2s, timing applies but its manageable if done correctly. Fish tick throw set up are a + vs. any baiken ^^, I'm curious as to why a baiken player would use DAA when GC and Baku seals work in the same way. The baiken match up is clearly in baiken favour. Where Dizzy greatest strength is in her oki, Baiken can escape this with ease. I'll like to think of this as a game of who can dish the most damage first given how both characters are relatively low on defence, both taking large amount of damage.
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It's 85% porate unless im mistaken, and for me against Bacon any amount of damage is good since locking bacon in the corner doesn't do much unless your trying to bait ouran. I find 2p--> f.s against Jam useless, 2k would give you knockdown but harder to land that 2k. May is also one of those annoying one.
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you should take note of characters weight. e.g. Bacon (Baiken) (light/Corner), just ice spike after throw or f.s > ice spike if your greedy. or your can 2.hs ice spike frc loop them if your feeling generous tension wise.
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even if you can master frc ice spike, the main object is what to do with it once u can do it. unless you have a goal or a combo you want to do you won't be doing frc in matches unless you have a clear and define combo or just to recover quickly from the animation delay. currently, I don't look for visual cue or sound its just correct when I hit frc so i can dash and hit 2hs ice spike again.