woki
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Bubble loops and some other things you can do on Faust
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Thank you all for the comments. :china: Agreed, lol. Haha, I'm sorry.
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After watching The Supreme Eddie Movie by Kusoru, I just thought someone should make one for Dizzy. http://www.youtube.com/watch?v=ybrLwlzQrqc&fmt=35 Enjoy and thank you for watching. :china: PS. GG is still fun to play.
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In this year's 23 on 23 @ G3, Ky<Zappa<Dizzy<Ky<Zappa<Dizzy<Ky<Zappa<Dizzy<Ky<Zappa<Dizzy<Ky......
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After 2k-(laser)-c.s-6p-(bite)-421s, instead of going for -(bite)-IAD j.hs-(s)-214k-j.k(pops bubble)-(land)-421s(works on Eddie)-j.hs-(s)-214k-j.hs(pops bubble)-(land)-air combo (>150 dmg), I think it would've been better to do something like... -(s)-TK 214k-(bite)-j.k(pops bubble)-(land)-f.s-5hs-236hs (~140 dmg + knockdown).
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Uh... no anti-aliasing.... Was the first game like this? I don't remember. Anyways... after playing through the story mode, my eyes got tired really fast... Now the lag is my secondary concern.
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I just wanted to point out that whenever you see someone doing sj.k backward, it always means that when he was doing 2147k, either he didn't wait long enough after popping a bubble or he just didn't input correctly (like doing 147k or 247k). It happens.... even at the G3 final. Did anyone watch it by any chance? Also, when you see someone doing an empty jump after 2d (assuming that he was trying to special cancel), it means that either he didn't input 2369 fast enough or he pressed a button too early. I'm talking about the second video (Te vs Di) btw. PS. No one should do 2p-2p-2d when the first 2p actually hit them!!!!!
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Yes, it actually matters. That 2S CH combo doesn't really work on Sol when he's doing 214K, because 421S whiffs. Try the combo on a different character.
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Some fuzzy guard setups in AC
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Corner combo with 25% tension (if you couldn't hit confirm): After knockdown - 214h.p - 2k - (laser) - 2k - c.s - 5h - (bite) - 2h (frc) - (dash) - 5k - (bite) - f.s - 5h - 236h For this combo, try to go for 14-15 hits so that you have enough time to summon another fish.
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Great work, Kyle. I just wanted to say that I couldn't tell who performed which combo. Some caption would've been nice. Well.. it's the Dolphin "Loop" after all. There are other variations like 5p-5s-SVD (but then I don't play May so.... maybe someone else can elaborate it better).
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Stuffs that Dizzy can do when they get hit by 2k in the corner...
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Have you tried 632146C after 6A? Yeah, let me quote what my crew member said about it. "That is the most overhead looking move that's not an overhead!!!" I think 6B should be just used to counter low pokes and throws. At least that's how I've been using it, but I'd really like to know exactly how fast Jin gets off the ground when you do 6B.
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Some stuff related to Dizzy's 66
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Nope, it doesn't imply anything. Whether they were crouching or standing, the combo is the same when they get launched by dust. I just thought it would be more relevant to have the training dummy couching (since they usually don't get hit by dust while standing..) although.... the truth is that the dummy happened to be crouching and I never bothered to change it... EDIT: Reworded.. since I meant the dust combo not the ground combo.
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Yeah, one thing I thought about adding into the video was when to do 2S so that you can clash with air normals like Pot's j.D, and what you can do after they clash. But... it's still situational. Btw, here's another one. It's about 5D. 5D
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It seems like there's too much work involved. Hell.. I made a 1 minute long video and the whole process took 3 hours already... -_- Btw, the video is related to 2S and stuff. 2S
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So... one thing I've always wanted to do in this matchup is to throw out 5p in the beginning of the match and score a CH. It's still EXPERIMENTAL but if timed right (it's like 2-3frames (?) after Axl does a move), 5p has a potential to beat out Axl's opening moves including f.S, 5p, and 63214S(crossup overhead). More notes on Axl's moves: f.S - Dizzy's 5p makes her very thin during the startup and active frame, so even if you didn't time it right, both 5p and Axl's f.S will whiff. 5p - Doing it too early or too late will result in Dizzy eating a CH. 63214S (crossup overhead) - because of this move, you might want to press forward after 5p so that you can block it even if you didn't time it right. Recently, I had a chance to try it out but I was never able to pull it off because either Axl wouldn't do it or I kept missing the timing... oh well, my execution wasn't so good overall... Here's the match... But then again, even if you score a CH, 5p doesn't really combo into anything from that distance, so I wouldn't say it's that useful opener but at least it might make you feel good from seeing Dizzy slapping Axl hard in the beginning of the match.
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I saw you summoned fish and then airdashed away from ABA. Did you try to bait FB Danzai? FB Danzai on wakeup sucks when fish (typically K fish) is out, so don't be afraid to do your oki on her. A couple things you should know about FB Danzai: 1) When ABA does FB Danzai on wake up, fish will easily eat the first hit 2) After the first hit, like when she raises her key all the way up is when her super armor disappears and she's still in CH state 3) 2nd hit will never hit you if you are standing right next to ABA Just do your Oki and when you confirm FB Danzai, just cancel into f.S (I like doing this because it feels good... and you gain tension quite a lot too) and cancel into 2HS when her super armor disappears. After 2HS CH, you know the drill. Even if you did 2HS too early and the super armor took the hit, you won't get hit by the 2nd hit of FB Danzai anyway so you're safe. You can just throw or do whatever you want afterward. PS. Do you plan to go to the Vancouver tourney in November btw? You should.
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Reserved for match videos for direct download. (since youtube quality is just... )
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http://www.youtube.com/watch?v=4hNGUYl-gto I wonder what happened at the end of the vid...
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It's "Remember Memories" by Yuria. If you want to find out where it's from, you can click HERE (at your own risk!!!)
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I think I saw a lot of 6HS which was supposed to be a throw. Try to do the option-select throw by pressing 6, S, and HS, all together. (You can also press K instead of S.) If they are not in the range or still in the block stun, c.S will come out instead of 6HS.
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INO throw tech traps: I think late teching is the only way. Okizeme: Save your burst and tension for DAA!!!! just one example of Ino's pattern dash j.k | j.s -- j.d (overhead, also works as frame trap) -- delayed VCL (frame trap) | --- (land) low attack You can get ready to do something after blocking chemical love but then if she has 25% tension, she can FRC it and do chemical love one more time for another frame trap, so that's another thing that you have to watch out for. Zoning Notes: The number of hit increases as the note travels farther, so try not to block it when you are full screen away. Air pike seems to work better for me against the note. Stroke the tree: I'd try to backdash because she'd often FRC it into throw. And correct me if I'm wrong. I want to know more about this matchup as well.