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HKDizzy

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Everything posted by HKDizzy

  1. Maybe I did push it a little by saying 5/5 for Dizzy vs. Chipp although like Double said, it is by far not her worse match-up. Chipp is seriously lacking the damage potential even against Dizzy's lifebar compared to Dizzy who can just 5K -> 5S© -> 5HS -> 236HS. The 5K's range isn't as long as Chipp's 2D or 5HS but does have anti-air capability for IAD Chipp's and that's what you're looking for. I really can't see why you all make it sound like it's so hard to score a knockdown on Chipp when his strat is pretty much the same stuff over and over. Dizzy has the better Air - Air (j.S, j.P), Air - Ground (j.2S, j.HS), and damage. Chipp has better pressure, non-okizeme mixups/crossups, range, and of course, speed. So although Dizzy's pressure game is situational in this match-up, it's not all that unlikely to happen and so long as you continue to constantly mix up those okizeme strats, you'll be at an advantage. Dizzy vs. Chipp - 4.5 - 5.5 favor Chipp (5 -5 IMO from my Chipp playing experiences)
  2. Just coming into this discussion but I figured I might as well toss in some of my input: Dizzy vs Zappa : 5.5 - 4.5 favor of Dizzy Your key objective here is simple. Just as Zappa must adapt to whatever he has, you have to do the same. Ghosts mean you have to drop your keep away game and go on the aggressive just trying to set up into the throw (which shouldn't be too difficult when your opponent is focused on full-screen ghost tosses). Sword means you should zone and play cautious since it has silly cross-ups on okizeme and strong priority that pick up orbs. Dog is pretty much a mixture of the two although Zappa will probably just go on the aggressive attempting to get a knockdown for unblockable set-ups. Even if Zappa gets 8 orbs, it's rather easy to run away and stall it out so long as you don't do anything stupid like run into overdrive or get stuck in corner only to get hit by a mix-up. Dizzy vs Chipp: 5 -5 Here is where I have a mixed opinion on the matter. The thing is, I've played against 2 types of Chipps. One who goes for 2D combo and tosses out teleports and Instant Air Alpha Blade to stay close and the other being a friend of mine's Chipp who basically focuses totally on mind-games from baiting out wake-up throws to burning 50% tension on a RC during a gatling just to redo the gatling, stop mid way, and get in a random throw to Gamma/Beta Blade (capture one) into gatling into teleport into mixup again. What you're shooting for in both cases is the knockdown. Since Chipp's stamina is low, your BnB combos will do 33% life at least and if you add FRC Ice Spikes, it can get as high as 50+%. Your throw range is way higher than his so throwing is obv a must for knockdowns but if you're opponent isn't on the ground, don't go for summons (aside from bubble) as you'll almost always be punished. Of course, you'll have to play safe but not full out keep away since Chipp has tele, Alpha Blade, and nutty dash. Once you've incited fear of 40% life through a combo into Chipp, reading him should be cake. Once again, if I missed a post that already states this stuff, sorry ^^.
  3. I pull 5K -> 2D here and there and the combo count goes up to 2 so I can only assume that it technically is a gatling though I could be completely off as I just started playing Slayer not more than a couple of weeks ago. I'm going to attempt more practice tonight and watch more videos with hopes that it starts to get a little more natural or that I can at least get 2K -> 2D at least ONCE XD. Thanks for the help guys ^^
  4. Alright, I know this is going to really hard for ppl to explain to me but here goes. How in the heck do you cancel 2k or 5k or anything 'gatlingable' into 2hs. I've tried mashing to figure out when to cancel into it, and just about pressing it as every possible location to cancel it but it just doesn't combo for me. I of course still have problems canceling 2k into much of anything (especially 2d which I hear is pretty good) as well as 5k into 2d so any help as to methods to do these more consistently would be greatly appreciated.
  5. Okay, I'm new to the threads and new to playing Sol so I'm just going to come straight out and ask: Most char's moves that have an FRC I don't really have a problem with doing because of a certain thing I look for on the char when executing the move (e.g. Ky closing his mouth after doing a hado). I cannont for the life of me find a solid thing on Sol that says when to FRC gunflame and it's absolutely killing my pressure game. I've tried heading into training mode and putting the input on but it really doesn't help. Anyone have any suggestions or tips on FRCing gunflame consistently? Any help would be appreciated ^^.
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