-
Posts
162 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Gonzales
-
NEW ENGLAND THREAD *(A fusion of states and Shit talk)*
Gonzales replied to Otakuchin's topic in Offline Community
i would be down for that but i dont have a PS3 or X-Box -
NEW ENGLAND THREAD *(A fusion of states and Shit talk)*
Gonzales replied to Otakuchin's topic in Offline Community
so anybody passing by springfield on their way to ACT cause im probally gonna need a ride PM me if somethign can be worked out. -
NEW ENGLAND THREAD *(A fusion of states and Shit talk)*
Gonzales replied to Otakuchin's topic in Offline Community
OMG you guy's fused all the threads into a gigantic whore thread of hell and dint think to tell me this amazing huge pwanege Name:Gonzales Location:Springfield GG Characters:Dizzy BB Characters: Litchi Other Fighting games: ST,ST:HD,SF4,TMNT:Tournament Figthers -
one word lag nuff said
-
here's something how about when she's summonning she's not in counter hit mode and even if the opponent hits her the fish stay's out. Too broken you say, its not like there's another character who does that( looks at Testament). -More active frames on 2HS -A little bit more defense -Better Tension gain -Force break Fish that takes several hits to destroy and does 1-3 different things you know like K,S,K or K,P,HS ect. -A Dizzy Buster with twice the range of Pot Buster and 3 times the damage:)
-
beware when naked summoning she can use her pin to score a counter hit and rape in the ass
-
Dizzy - most of your normals rape her. you can abuse 5HS, 6p, 5p, 5k, 2s, 2hs in most situations, 5hs, 5p and 2hs especially as anti air. - dizzy cannot use her frametraps against chipp, period. all frametraps she has are too slow and either trade or get beaten by your fastest moves (2p,s©, and even 5k depending on distance). - dizzy needs to play a runaway game so she can find time to setup fishes etc. chipp's movement makes this incredibly hard for her (alpha on reaction for example, and teleports of course) - she needs to take risks because of this, which is to our advantage. - does not have a safe (no-tension) reversal. I took this from the chipp boards, let me tell you i've played a few chipps and there rigth on the money. All his normals are very fast you you have to play a very specific runaway game with him and fish for a knock down(pun not intended). Once you knockhim donw then you can start summoning stuf unfortuantly his normals are so fast he can quickly poke your fish out so be ready to CH 2HS and take 3/4 of his life for being stupid. The one normal that can sometimes win is FS unfortunatly tha always loses to 2D but i can beat his 2S at max range. Other than that dont try to beat him in the ground, you can however beat him in the air if you establish a J.HS early you can score a counter hit wich can net you a combo and a knockdown very important. As i play more Chipp players i will let you know what i discover of the macthup.
-
i've played this macthup enougth times to know about his command grab. If he ever command grabs you shake out as fast as possible or you will eat a BBU. Once you start shaking thougth he has mixups he can utulize, he can try to dash in for another command grab, but once your ready for that shake and immediatly 1-frame jump as soon as you see him teleport to try to command grab you again. A little note at max range 2p beats out his 2d very useful
-
personnally the two things that give me the most trouble in this machtup are tress and 2HS. Be wary as he can use 2HS to go under summons, and he'll combo into 2D wich sucks cause he has time to setup nets. I would suggest learning the FRC super it helps immensly, not only does it clear traps ig he ty's to hop over it with GD you can just run foward and block it, unfortunaly you have to be careful how he lands so you can actually trow him rigth after
-
arigth i took this from the testament forums i think it should helps us Dizzy players as well. Against Dizzy, your main priority is to take the initiative. As we all know, if Dizzy gets you knocked down into the corner, you might very well be screwed right there as her corner game is really strong. However, I maintain that Testament has a good advantage at neutral position, and thus in the match in general. General Now, you have two zoning characters who both desperately wants to get the advantage. However, with no summons to lean on, it is my opinion that Testament has the upperhand, mainly due to his long pokes and EXEs. Basically, Dizzy wants to get away and get out a fish or homing pike. Your job is to stay on the chase and not allow her to get what she wants. if you are in range, any summon attempts should be stopped with far S. If you are far away though, you have to be ready with a S EXE. Getting a punish with that takes some solid anticipation from your side though, which means be ready for it at all times. It helps if you can learn in what situations your opponent likes to use it. Also, Dizzy can quite easily punish an anticipated S EXE with ehr double airdash, so try to not be too jittery with it if she looks like she wants to bait it. Note that Dizzy is in counterhit state for a long time during her fish summon, so be ready to counterhit confirm a far S to some damage (e.g. BL, GD, 2HS). Apart from stopping her summons, you are of course always looking for a way in. This is actually mostly the same thing as stopping summons, but now we're talking apart from that When you are some way off, GD is quite often a rather good choice. Dizzy hangs around in the air alot, laying out bubbles or just plain running away, which is excellent for some Gravedigger Transport. ground GD must be FD'ed, a fact frequently forgotten by people in the air. Also, an FD'ed GD will net Testament a nice little +3 frame advantage so as long as you're not hit out of it it's win-win, wether you hit or not. Also, if you are dashing away from her, be ready to switch direction with a GD if you see careless fish summoning. As stated, Dizzy is not really very threatening when you are not in the corner or her summons aren't out. Testament generally outpokes her and has a much easier time playing without zoning enhancers. Far S can be spammed pretty well, and she has crap active frames, making 2HS a good move in this matchup. The important thing is not to back down. I cringe when I see Testament players who dash back at the start of rounds in this matchup. It should be fought aggressively, without giving Dizzy any more ground than is strictly necessary. Just get in there and don't let up. She'll die in two combos anyway. Finally, when it so happens that you are quite far apart from each other Dizzy's main strength lies in her air game, so chances are she'll try to approach with an air dash or two (given that she isn't trying to summon instead, depends on how well you've done your job earlier in the match). This can pretty much always be met with a 6K if anticipated, but equally good options are to meet her in the air with jK or jS. For example doing a small dash and then jK in advance if you think she'll dash in works quite well, as you still have options to 1)airdash back with a jS if she comes at you later than expected, 2) jump again and hold the fort, again with jS as the prime move 3) airdash in at her if she takes you random jumping as a sign that she should be summoning more. But apart from this instance, you should primarily stay grounded against Dizzy. When Dizzy gets her game going Let's face it, you're not going to be able to hold her off from summoning forever, she mainly has three things to be wary of: fish, homing pike and bubbles. Fish is the main antagonist in this fight. As soon as one is out, Dizzy is free to actually start playing. Now your options are limited. First you can try to punch the fish. This is very risky though, as Dizzy can get a ch 2HS if she's close by, which hurts bad, but it's the best option if she tries to summon other things under the cover of the fish. Next up, you can try to get past the fish, either by going over dizzy or by going under the fish (e.g. with 2HS). Often quite good if there's not too much other stuff out, but beware of jumping into the corner. Finally you just tough it out. This is actually most often the best option, as other might be too dangerous. If you had trees or a P-skull out they will help. Still as long as you're not in the corner it's not so bad. Just watch out for tick throws! Homing pike is annoying as hell once it's out, as it'll be a constant guard against you starting to pressure on Dizzy, or simply a combo aid for her if she gets a hit in. There really only two things you have against this one, apart from the aforementioned "tough it out". First is that Dizzy is feeling safe with the pike, waiting for you to hit her so that she can counter you and start a combo. This means she is more likely to stay and guard, and thus she is more susceptible to throws. Second option is to use 2HS. When you see the spike being released, you can use 2HS to glide out of it's range after having started your pressure. If this works or not depends on several factor of spacing and timing, but it is often very useful so try it out. For bubbles, it's all about a tricky balance of having respect for the bubbles, but not too much respect. Testament has it a little easier here as it's viable for him to stay back and wait for something to punish with a S EXE, but you still shouldn't be too afraid to move in on her. Just be extra careful. If the bubble is high you might be able to move in under it with 2HS. Trapping As this match is more about having less of her traps out than it is of having more of yours, trapping is not that important here. When you do though, use trees mainly. They work very well for eating fishes in a fish rush and for all the standard uses. Ground and low nets are too easily cut up for it to be worth the trouble or planting them too often. Skulls are very good if you find the time. Especially K-skulls as they stop her air game effectively, crippling her further. P-skulls I use very rarely, but they have some value in their ability to eat the K-fish Lately, I have begun using more high nets, as they are eaten up by summons to a much smaller degree and work somewhat for stopping dizzy from moving around too much where it's hard to reach her (which her double airdash normally allow). Don't know if it's worth it in the long run, but it might be. Corner Rape Being in the corner against Dizzy, eloquently put, sucks. She has very good mixups that take some good reactions to block. The fish which will usually be there as well, will eat any attempt at a poke, HS EXE, OD or warrant, so you don't really have any means of escape. If you can tough it out until the fish is gone, you are halfway there. At that point, Dizzy players will often try for some rather more whacky pressure with all her other tools at hand. This can often feel quite overwhelming, but the important thing is to stay calm and always look for a gap to throw in a poke, usually a punch, or just to jump out of there. The worst part is probably that dizzy's tick throws at this stage is incredibly difficult to see since there's so many chances for them, and you don't really want to guess wrong while there's a fish out. Be very alert. Also, if you see a hole to jump in that might be good as her mixups become void, but she still has the "tension liquifier" (far S), so be ready to give up quite a lot of your remaining tension for this. random notes Ice spike is a guaranteed warrant. but can't be done on reaction (in my opinion at least) . If you feel it coming, it might be worth trying for a warrant since the payoff is huge and it's often hard for other players to punish a midscreen warrant attempt. Possible times for ice spike apart from randomly is as a frame trap after 2HS or sweep. GD can quite easily jump through imperial ray. If she tries to push you away with it, this is a possible counter. It will hit her if she's close and does not FRC. She can of course punish this if she does FRC, but chances are she wasn't planning a 75% tension bait. Bullshit unblockables (homing pike > imperial ray) are extra good against testament, as it will clear all traps from the field as well as give dizzy the time she needs to start her game. If you predict this however, you can punish it by doing warrant when she has finished throwing up the homing pike. If the super comes, you'll warrant the pike. A bit risky if you get baited yourself, but the reward is enormous.
-
thanks for the info man, the onkly thing that i wont like about Blazeblue is that when it comes out a lot of poeple are gonna stop playing accent core wich is gonna piss me off
-
i've tried dashing thru his 2S it still hit Dizzy has anybody confirmed that you can actually dash througth cause 've tried it doest seem to work for me
-
you can hit any character but for some characters if theyre croucing i ussually wait a split second after the IAD to hit them if there crouching, that way dizzy falls a bit before the J2.S hitbox comes out. Somebody else should confirm cause i've been playing more Eddie than Dizzy lately, i swear he's like 10 easier to win with:(
-
yeah me either i never do OTG cause most people mash to tech and jsut punish the second ice pike its much better to, trow take your KD+Oki hopefully into more knockdowns
-
well againts chracteres with good 6P's i ussually use K,P fish setup that way theyhit the fish with 6P and i get to hit them with my J.2S:)
-
just wanted to add a little note Ky can use his slide move(forgot what it was called) to avoid some of your fish options like H laser. Not only that if he FRC's it he can get a combo so just be aware of it and remember that its negative on block unless he FRC's it
-
you have to realizy that not all of them are all the same negative they range from negative -9 to -13 combine that with the fact that her dolphins avoids lows she can try another Dolphin but ussually my 5k either punishes the start up of the second dolphin or it doest even come out at all. Its jsut a very stric timing
-
another little note i've played ABA enougth times in casuals to know taht knockdowns hurt when your in Moroha. If you ever hit her in Moroha never sacrifice your knockdown for a little bit of extra damage. ABA has the second most HP after Potemkin, rape the Moroha bar and get your oki hopfully into more knockdowns. Another thing ABA's 2HS and Danzai in Moroha are trow invincible so dont go for wake up trows or you'll get fucked
-
Macthup Rating 5.5-4.5 May's favor dear lord i hate this machtup, i've played a mediocre May player who gave me a lot of trouble just because he could loop me off any counter hit or command grab. That shit takes off 50%-70% easy. IMO this machtup has to be played very carefully, IAD too much can net you a counter hit dolphin, and there goes half your life. Thankfully the dolphins are negative on block, all of them,beware thougth because she can use her force break to get off the dolphin and leave herself at severe frame advantege. Be wary of trying to outpoke her is she just used her force breack to jump out of her dolphin, if you think she's goin for her command grab, use a 1 -frame jump and get out of there if she wiffs her command grab you'll have neougth time to land and press your advantege. Did I mention that her command grab is trow invincible frames 1-5, cute rigth:(? Dont try to trow her out of her command grab because you will lose everytime if the May player has any idea what their doing. Once you avoid getting hit by counter-hit dolphins, she's goin to try to tick trow you or use her normals to bait a counter-hit. If she score's a counter hit on the ground most of her normals will stagger wich will make you vulrnable to her command grab. On oki May has several good reversals to you have to be wary of, first of all her whale super is invincible on startup so make sure you wacth her tension. Her dolphins are very dangerous to get hit by because you'll eithir eat a counter hit or you'll get knockdown. Make sure you have a fish nearby you to eat her dolphin if she try's to reversal out of your Oki. Be aware of her cross-ups because her normal wich make's her go donw with the anchor has wicked priority. She also has another normal wich launches into her loop off a normalehit:psyduck:. You can try to establish a normal early but thats always risky beacuse she can alwa's charge partition a dolphin. The safest bet is a carefully timed anti-air, i find 2S to be the most effective, but 6p is good to because of the upper-body invincibility. F.S is risky but its a good reward cause you can combo it straigth to Ice Pike into knockdown. Oh dont forget that she can charge her 6HS to make it into an Overhead and charge her dust to hit low. Overall this machtup is not that bad if you play patiently. May is goin to at all cost land a counter-hit or a command grab to loop you. If you deney those two options you'll force her to use riskeir options like spamming dolphins in order to slap you out of the air. Since their negative on block withouth the force break you dont need to worry about her pressure ring you after you block them. If I miss anything dont hesitate to post up the more info the better.
-
i like excelence post cause it would allow us to post everything in neat order AND update the first post with anything that comes up.
-
arigth we have a sub-forum are we allowed to start posting macthup threads or can only mods start them. Im not a pro but i have a bit of experience agaitns some chracters.
-
im pretty sure it has to be a mod that makes the subforum so meaby we have to ask howver is in charge of the Dizzy section
-
i know i've wanted a sub-forum for like forever, i mean Dizzy is the hottest character in GGAC come on now. We defenatly need to have a sub forum for the machtups.
-
all lies:keke: Dizzy has one good reversal that you have to wacth out for Its called "OMG Seizure" All kidding aside thougth, Dizzy withouth 50% tension has no answer to Oki pressure, she can alway's try to 1-Frame jump. A good Anji will be aware of his opponents options and be ready to air-trow her out of her jump. On neutral though its a little more dangerous for Anji because altougth he can try to to auto-guard her fish, she can always expect it and hit him out of hit because he can't auto guard both hits at the same time. He can alway's use his good SJ to avoid some of her summons, be chossy thougth because she can adjust herself to avoid Anji on the way down.
-
he would not just jump, he would jump with an attack but the hit bxes would not clash but wiff. I had tried goin for an air trow thougth, i'll try that next time.