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lofo

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    lofo

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  1. Not only that, but ArcSys switched Strive to rollback netcode after +R's rollback success, and Xrd got rollback afterwards. +R's rollback was part of the push for the new age of rollback being the standard.
  2. I guess my issue is, if I hit them with a sword or end a combo in a full screen freeze, why shouldn't I use that knockdown time to set a bunch of projectiles and continue zoning? Against a character like HC who can just shoot me, I get the value of going for mix, but against a character like Sol who might struggle to get in once I'm set up, it seems like setting up zoning is more consistent than going for mix which might lead to a wall break and then a reset to a fully neutral state.
  3. Pretty inexperienced with this char and something I struggle with is knowing when to stay far and throw garbage at them and when I should be trying to pin them so I can try to establish close range offense/mix. At my level it feels like vs many/most chars I can just zone them out forever, but when I watch replay footage of stronger players they tend not to do that, and that makes me feel like there's something about the character I'm not understanding.
  4. honestly i like the bigger avatars idea. here's a quick mockup of what i'm imagining
  5. I don't have strong opinions on this but I feel like (unless my settings are weird) there's a lot of dead space in the display right now. I'm wondering if the forums are designed for older monitors that weren't as wide. I'm not sure if widening would make the text feel too thin or have weird interactions with mobile, but I figured I'd raise the issue.
  6. lofo

    IAD J2S

    reserving a post for other IAD j2S stuff in case I need room later
  7. lofo

    IAD J2S

    Delay: How early in the jump is Dizzy airdashing compared to the fastest/lowest possible airdash? Delay 0 means lowest and fastest possible airdash, with 1f precision. Value: The earliest possible impact frame. What's the fastest you can hit with the IAD j2S being grounded? Blank spaces: Will not connect IAD j2S Delay 0 1 2 PO 21 22 26 JU 21 25 26 TE 21 27 32 DI 24 24 34 JO 24 25 31 SL 24 25 34 RO 24 25 33 KY 24 25 33 HOS 24 25 33 SO 24 25 33 VE 24 25 34 ED 24 25 35 BA 24 25 34 MA 24 25 34 AX 24 31 35 JA 24 31 35 MI 24 31 35 AB 24 33 CH 24 33 IN 31 32 33 FA 31 32 33 KL 31 32 34 BR 32 33 AN 32 33 ZA 33 From a superjump, Dizzy can airdash 1f earlier from the ground than from a normal jump. I n theory this can make the overhead faster, but in practice it requires the SJIAD to be frame perfect to be better. Superjump IAD j2S Delay 0 1 PO 20 24 JU 23 24 TE 23 31 DI 24 34 JO 23 32 SL 23 34 RO 23 33 KY 23 33 HOS 23 33 SO 23 33 VE 23 34 ED 24 34 BA 23 34 MA 23 34 AX 23 34 JA 23 34 MI 23 AB 31 CH 31 IN 32 FA 32 KL 32 BR 33 AN 33 ZA Fastest possible IAD j2S timings vs crouching opponents holding 1, tested by me using Eddienput scripting and recording software. I split the target characters into three groups, which are roughly the "easy" ones, the "hard" ones, and the "impossible" ones. For characters like Millia, hitting them early requires the IAD to be perfect height, which is a 1f input, so depending on your execution you may not find this viable. One expert Dizzy player told me when I was making this that they didn't think it was even possible! My feeling is, they can't air throw you or jump anyways, so even if you mess it up and it's kind of slow, if they don't hit you out of it, you're still very plus, so it's not a big deal to not get it perfectly every time. Still worth going for! I was really amazed at how fast this can be when I first measured it. 2D has 17f blockstun, so if you do it perfectly, vs the "easy" chars it's only a 7f gap. Vs Testament and Pot and it's only a 4f gap! Doing this from a neutral state is extremely difficult on lever or pad. Actually I switched to leverless specifically to do this, because it's pretty easy with SOCD and very powerful. However even on lever and pad, it's still powerful to do it out of a jump cancel, and that gives you a bit more time to do the motion. The real difference is setups like fish -> IAD j2S oki.
  8. lofo

    Dizzy 5P

    I've been watching some old Kazuki footage (circa 2013) and he seems to use 5P a lot in pressure. I want to look into that more. 5P also has a bunch of uses in neutral I didn't cover, such as being imo the lowest risk button to stop Kliff from airdashing at you (his jK beats 2S/6P) and also being a decent counterpoke in some situations (eg round start vs extended hurtboxes). The main reason I made this thread was to store this data somewhere more permanent than Discord/my SSD.
  9. lofo

    Dizzy 5P

    5P list name idle block proxy WC hit AB . . . . . BR . . . . . CH . . . . . JA . . . . . FA . . . . . KL . . . . . MI . . . . . ZA . . . . . VE . . . O O AX O . . O O AN . O O O . ED . O O O . MA . O O O . IN O O O O . BA . O . O O HO . O O O O SO . O O O O TE . O O O O DI O O O O O KY O O O O O JO O O O O O JU O O O O O PO O O O O O RO O O O O O SL O O O O O . = whiffs O = connects WC = (W)hile transitioning to (C)rouching Some data on Dizzy's 5P. 5P is extremely strong on block, having routing to itself/2P, to 2K, and a jump cancel to IAD j2S, so it can on its own build a rhythm-block resistant mixup if you can get it to connect. It's also one of her only normals that chains to 6H (the other being 6P) which has big GB+, flexible FRCs, and a jump cancel on the second hit. Unfortunately it whiffs vs crouching in many cases so we have to jump through some hoops to get it to work. Vs chars where it works while they're in blockstun, we can either chain into it (eg dash 2P 5P) or we can do it from a summon (eg K-fish). Note that a crouching opponent waking up while go through their While Crouching animation unless they cancel it with something (usually a button or crouch FD), so 5P can be a good meaty. In particular in the classic dash KD-fish corner setup, using 5P can both let you get a hitbox out faster (useful vs Pot churning) and also because of the lower hitstop allows for different setups than KD-fish 5K (because you get to jump earlier). Hypothetically they can crouch FD to avoid it, but 1. most players don't even know to try this, and 2. they don't really get anything from it, because they have to keep crouching until the 5P is done, and then they still have to deal with the fish anyways. The 5P's job is to hold them in place, and if they're crouch FDing, it's doing its job. There might be some specific OSes that can be done on this, I haven't done that much investigation on it. The case of characters who crouch under it only on hit is weird but if we're making blockstrings out of it and doing it from eg a tight on block P-fish bite, I don't think it matters because the fish isn't going to mix them somehow and mess up the setup.
  10. and can they be rectangular instead of this web 2.0 circle junk? edit: how tf did you manage to post in the like 15 seconds between my posts
  11. gotta agree with this
  12. If anyone reads this thread, we're hosting a tournament. http://pastebin.com/c3MEaMfx Super Gonq Battles #Reload August 20th 2016 (One day event) Schedule: 2-4PM Xrd Pools 4-6PM SF5 Pools 6-7 Xrd Top 8 7-8 SF5 Top 8 Signups start at 10 for all games. Venue closes at midnight, games and casuals can be run until then. Usually we all go out for dinner after it closes. Xrd $5 SFV $5 Venue $5 More events can be run if enough players show up. 60/30/10 split for 1st/2nd/3rd for all games. All game fees go to players and all venue fees go to charity. Get discounts for bringing setups! We'll waive your venue fee if you bring one! Location: Ottawa, Ontario. 1385 Woodroffe Ave. Algonquin College, Robert C. Gillett Student Commons (Building E) The entire 2nd floor (Smash) and rooms e206a/b Members of the community can host out-of-towners so ask if you're interested!
  13. Hey guys, we're hosting a tournament! (until we get some graphic design done) http://pastebin.com/c3MEaMfx Super Gonq Battles #Reload August 20th 2016 (One day event) Schedule: 2-4PM Xrd Pools 4-6PM SF5 Pools 6-7 Xrd Top 8 7-8 SF5 Top 8 Signups start at 10 for all games. Venue closes at midnight, games and casuals can be run until then. Usually we all go out for dinner after it closes. Xrd $5 SFV $5 Venue $5 More events can be run if enough players show up. 60/30/10 split for 1st/2nd/3rd for all games. All game fees go to players and all venue fees go to charity. Get discounts for bringing setups! We'll waive your venue fee if you bring one! Location: Ottawa, Ontario. 1385 Woodroffe Ave. Algonquin College, Robert C. Gillett Student Commons (Building E) The entire 2nd floor (Smash) and rooms e206a/b Members of the community can host out-of-towners so ask if you're interested!
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