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zaeris

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Everything posted by zaeris

  1. I agree with whoever said imperial ray needs a tune up, its needs to be another Dark Angel, continous flame even when hit. Its an overdrive god damn it. I get so annoyed when Jams FB is better then my overdrive >.>. While its a decent damage dealer OD but it surely lacks with the new changes to AC. FB ice spike with HOS FB property, lower hits and anti air attack xD..... St. Micheal Sword is her Ex move? Well its a decent attack that isn't slow in animation like her fish, need something spammable and fast for corner hits like stun edge ^^ for cheap finish. Dizzy really could use another decent frc, ice spike is her primary one while the others are abit unuseful in most circumstance.
  2. Well Since they gave Dizzy a reuse IK, I was hoping Dizzy would get an ice spike FB, maybe something with a counter hit property? Also I would love a brand new move xD
  3. Lol, could we have a dizzy ranting section? I felt like Dizzy is what you call a "truely balance chaarcters" wish she was broken. With teh change in galting its good and bad.. dam I wish 2h--> 2D was still doable >.<
  4. Just one question. Since 6p --> air spike can combo on corners, does anyone knows if this is based on the range between characters from the corner or the weight/gravity/hit box of the opponents?
  5. I don't know much about this battle since I don't really know anyone who plays chip well. My guess is basicly dizzy dealing heavy damage and chips having low defence which give dizzy some sort of edge. I can't say much without viewing the match myself. I actually find S fish very useful vs. opponets who tends to jump alot.
  6. There been a lack of good dizzy's video recently, is it me or does anyone else find it dissapointed by the lack of high level Dizzy clips out there. Atm Im rather interested if fellow dizzy player's here would post up their clips on AC dizzy. on topic discuss. I been Playing around abit on dizzy but does anyone think using 6.p for air combo useful, as 6.P can lift opponets up combined with 2.s it can be air combo on some characters.
  7. Recovery with H is a bad habbit I must change that:keke: I didn't know about 5h losing knockback, i should remember that one. In my match in that tournament it was more of the practise the new combo's and stuff, I find it hard to do double air dash with j.2s for some reason, maybe its cause im using PAD or my jump isn't high enough or I'm not as nimble to j.2s Guess i should practise more doing double j2. dash. Spent the entire weekend vs that jam players, Still get my ass hounded. anyway, FD on wake vs Jam 6HS is good as it gives you space to avoid tick throws ectera. still working on knowing what kind of invun jam has after the first animation sequence was wondering if punishing 6hs on wake is possible if you had space. J.H vs J.2s, I sometimes find J.s2 to be ineffective as a combo starting but I will give it a try. P.S thnx for the advice
  8. Guess im too agressive in my game play. Here is a match recorded for my final matched up vs jam. I think my issue to "know when to FD" since anti-air > Me. http://www.youtube.com/watch?v=T_b6UjVn5gc&feature=PlayList&p=027D1504796B4D03&index=14 Can anyone give me suggestion on how to improve my game or to somehow expliot Jam's weakness if she has any? p.s. Please be thoughtful when critisizing
  9. Hello I'm new here. I'm currently having a hard time vs. Jam's 6HS on wake up, its rather quite annoying giving the amount of invulnerability it has even throw invulnerability. Anyone knows a good way to avoid it without eating a crap load of CH combo.
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