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fatewalker

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Everything posted by fatewalker

  1. fatewalker

    AC: Videos

    CH 2HS, HS Fish, 2HS, Arrow(Hold S), IAD.HS, Bubble, Release S(pop)x2, land, air combo.
  2. Anji's pressure is vary good. and IMO it is in his favor. but like Slayer it has some pretty big gaps that can be punished. mostly his Fuujin extensions. -punish P extension with j.S -Punish K extenshin with c.S during the cross over. -punish S extension with 5K after it is blocked. (FRC is tricky to punish) -Punish HS or D with 2K. you can score a CH 2HS on his D if you time it right. -if he uses Stomps learn to air throw them. K stomp is also a free throw when blocked. assuming he is close enough. getting around his Gaurd points is prety simple with a fish or Arrow out. attack low while the projectile attacks Mid. he can't GP both at once.
  3. fatewalker

    AC: Videos

    Slayer could not have got out of the first hit of the Air Spike because of Fuzzy Gaurd. that's the whole point of the Bubble poo to the Air Spike. it takes lots of practice to get it down. but as long as they block the j.K(pop) then they have to block the Air Spike. and there is some mixup in that pressure on the 2nd bubble you can Pop with j.S, 5K, or 2K, and they all lead in to a Bubble loop. and the string repeats itself with a small gap in it. so you could repeat it as long as you want. i didn't do it against Slayer because of BBU however. lol you cought that CH 2HS huh!? yea i was hella pissed for missing that. twas gonna hurt. thanks for the feed back zaeris and Nehle!!
  4. fatewalker

    AC: Videos

    Hmmmm..... HS`K Fish you say. that sounds pretty interesting. i'll try it out! thanx Merilyn!!
  5. if Slayer uses j.HS alot in jump ins or IAD strings air throwing it is usally a safe bet. his J.HS is Slow but has Jedi powers. your best bet is to go for the throw or block it. also ig he has 50% tension avoid summoning anything besides Bubbles. he'll kill you.
  6. fatewalker

    AC: Videos

    thank you ShadowyDizzy!
  7. fatewalker

    AC: Videos

    Fatewalker(DI) Vs. Femoral(SL)- http://youtube.com/watch?v=BojmU8CigsM Fatewalker(DI) Vs. Femoral(SL) 2- http://youtube.com/watch?v=x-x5xG8M9yg feed back please!
  8. Slayer has some huge gaps in his pressure out side of his links with normals. dandy step and 5D/Faint are a huge opertunity to punish him or to run away. the best way to score a knock down on him is by punishing these gaps. Dizzy's 5K is a good punisher for D Step. also Slayer sometimes likes to throw in 6K for a good mix-up. watch for this and punish it with 2HS if it is out side of Oki. you can also punish It's Late with 5K, but 5P is probly safer. other ways to get in on Slayer or to do far gatlings (just out side of BBU range) to a fish summon, or if Slayer is Mappa happy gatling to 2D TK Bubble. once your full/mid screen you can start projectile pressure. Slayer will be forced to hop around untel you come in and start pressure again. if your mix ups fail set a bubble and start full screen pressure again. IMO this match up is pretty easy as long as you stay out of range of BBU. go forth and impile that Vampire ass! EDIT: i just posted some vids into vid thread of my Dizzy vs. Slayer if that helps any. also, i forgot to mention the safest time to burst on Slayer is during his j.2K.
  9. more may Stuff: - stay out of the air when May is on the Ground. Eating a Dolphin sux hard core. - watch out of OHK set ups. common ones are whiff dolphins/j.2HS and 5K OHK. - learn may Bubble loop cuz it hurts. - 6P will beat most her Dolphins besides FB ones. - DO NOT EAT MAYS 6P!!!
  10. wow... i go away for a weekend and this thread blows up with info! anyway this may seem off topic but i wanted to get my 2 cents in on some some of the old topics. 1. yes i would consider Chipp to be a worse match-up for Dizzy more so then Jam or Eddie. i think Gonzales posted all the advantages/disadvantages for the match. i agree with pretty much every thing he said. it those reasons that make Chipp harder for Dizzy the Eddie or Jam. at least on those too you can summon rather then turtle all day. 2. Eddie Vs. Dizzy 4.5-5.5 in Eddies favor IMO- in a neutral Situation they both have great pokes. from full screen Dizzy has the advantage. laser fish and the arrow are good tools to get zato to block and kill mini eddie. he is just as scard of her pressure as anyother character without an upper. the issue with this match is that he can get 3 ublockables in a row on her and dizzy her with his retarded 6P. but still this match is not as bad as Chipp vs. Dizzy. 3. Dizzy vs. Jam (in jams favor, not sure by how much though)- in my experance with this match Dizzy pokes are a great tool agaisnt Jam, Unlike against Chipp. also you can dry summon given the right situation. Jam has weak mix up and shitty range that is you best bet in this match. but i don't have too much experance with this match-up.
  11. i disagree with Dizzy vs chipp being 5/5. Chipp is most likly Dizzy's worst match up. Dizzy will spend most of the match annoyed and hoping for a knock down. a Chipp who knows the Dizzy match up will stay in 5HS and 2D range (out of her throw range). yes if Dizzy gets the knock down then she gains an advantage. but if she fails to mix him up before the Fish is gone she is screwed, annoyed, and waiting for another luck knock down. any character inflicts huge amounts of damage on chipp. chipp won't be scared about the damage you've done to him. when the best strat for a match is to "hope" for a Knock Down it's not in your favor. the chipp match up is just stupid. "yes, it is a horrible fight that makes the baby Jesus cry every day..." -Poon (in regards to Dizzy vs Chipp).
  12. Air to Air has never been a problem for me with Dizzy. you just have to use the right move for the right situation. if your deep her j.K is super fast and is active for a long time. otherwise j.S will beat out any other areal poke. but the best option is her air throw. it's fast and has good range.
  13. in every other game besides AC you could just dash over Grand Viper..... alas that is no longer possible. 2K is your best bet to stop grand viper on the ground. it has plenty of start up so you should be able to react to it if your spacing is right. on oki a meaty 2K or Meaty bubble will work too. he'll slide under the bubble, but you should be able to block it. also more random Sol Strat: Bandit Revolver is a free throw for Dizzy when it's blocked. i think it's like -4F or something. Anti Chipp: he's to fast. he can best you to the punch on any poke or summon you try out side of Oki. my advice is to pick another character agaisnt chipp. but if that is not possible you got to hurt him and hurt him bad. if the combo isn't gonna hurt get a KD and don't let up. Chipp is in the same boat every other character is with Dizzy's pressure. he has to block it. so if your mix up fails throw and reset. good luck with that bastard.
  14. i agree. i was just curious. thanx.
  15. Sol has a small part of his dash animation that is immune to lows IIRC. Has Arcadia released a tier list yet? or could we update this one...
  16. Dizzy's fish ARE GODLY against Baiken. any conter she has Dizzy has a counter for. baikens counters that attack will hit the fish. any of the others are asking to be thrown. if your having trouble with this it is your spacing and/or the way you react to pressureing baiken.
  17. -the main thing defensivly you should watch out for in this match is wild throw. as Sol has no real mix-up. learn to spot the when he has a chance to throw you and either throw him Back(yours is faster) or back dash. -the next thing to look for on defence is Gun Flame. Gun Flam is the best chance you have to get out of pressure. either IAD back and set a bubble or High Jump and run away. -next is to bait the upper. Dizzy's offence is one ofthe best at doing this. the fish will eat the first hit of Sol's upper, but you still have to FD the second hit. also a perfect meat bubble pop is Upper safe as well. sometimes the pop will hit him. others he'll go right through. either way the resaulting combo you'll get FOR FREE will hurt. Dizzy's damage is high enough that baiting 2 uppers will win you the match. even Sol most respect the bubble.
  18. in the back of the 2000-2007 Guilty Gear arts book he lists himself as a Copic artest. from what i can tell he uses Copic Markers and watercolor pencels.
  19. fatewalker

    AC: Combos

    after the FRC you can do IAD, j.2S, j.HS, land, j.K, j.S, j.P, j.S JC, j.S, j.HSorD.
  20. hmmm..... Tage is calling you out.
  21. one Issue i have with that site is that it say's oVerture takes place the same time that GGX would have. but last i checked GGX was less then a year after GG. needless to say after watching the story of GG2 the game looks great IMO. any word on a saeside release?
  22. FB Bubble and normal Bubble are both lv4. the FB has no increased blockstun. i so wish it did....
  23. Justice is dead. Valintine is Valintine, not Justice.
  24. last i check at http://guiltygearx.com/am/cha_all.html that katakana was フラメント ナーゲル (FuRaMeNTo NeeGuRu). that sounds like Flament Nagel to me. however i can see that katakana of フラスコ (FuRaSuKo) being Fresco, but it sounds more like Flask. as in the Flask that Philippus Theophrastus Aureolus Bombastus von Hohenheim aka Paracelsus created a homunculus in.... i guess i am reading into it too much since in the Slash mook the stage is listed in English as Frasco but i am not here to argue. it would be nice to see some more vids with Diaolg in them. or perhaps the opening vid, if there is one.
  25. i think he means Flament Nagel. ABA's Key thing.
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