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MX_Engellier

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    México
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    Thundras1250

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  1. I don't know about any other guys, but I myself won't use it all the time because of how much tension the opponent gain by doing so, the damage isn't worth it in the long run if you give free dead angle attacks/reversal supers by spamming the relaunch combo.
  2. Well, I often do that when I need just a little bit of damage to finish off the round, or when I just want to land some extra damage. It doesn't depend on the starter at all, but there are a lot of ways to launch your opponent a second time, the easiest one is by doing Silent Force in the 2nd or 3d hit of JH (It depends on the height the opponent is and weight of the character) and then going with 5K > JK > BnB or 5K > cS > JK > BnB. The second one is what you say you see Nakamura doing often, it's kind of hard to explain, but depending on the height of your opponent while you're doing your combo you can pick them up again easily with 5K/cS. You can try going with 2H > JS > JD > IAD JK > JP > JH > Land 5K > cS > jK > jD > IAD > jP > jH against Elphelt/I-No so that you can get the feeling of what I'm talking about. (If you want even more damage or just fancyness, try doing this at the end of the combo: jH (2 hits) > Silent Force > Winger) The thing here, is that you need to add a couple of hits into your combo in order to relaunch without Silent Force, the basic BnB goes like Launch > jS > jD > IAD jS > jH, if you want to pick them up with 5K for example so that you can keep the combo going, you need to add either a jK between the Launch and the jS or going with IAD jK > jP > jH instead of IAD jS > jH. Once you get the hang of what I'm talking about, you'll just need to delay your hits without adding extra buttons to relaunch your opponent, anyways, try doing the combo I wrote above against Elph/I-No (I could get certain parts wrong, since I just go with whatever I feel I need to hit/delay if I want to do a relaunch combo) and see if that's what you're talking about.
  3. This is just my opinion! learning the wake-up frame data or checking them out before a fight of both face up and face down is actually really nice for a Dizzy player. By knowing the speed of the different character's wake up you can work around them and mix your opponent real bad by alternating between whiff and meaty on your fishes since they need a precise timing in order to act as a meaty, also, since you can either score a face up/down KD thanks to Dizzy's 236S, 236H, 2D (Face down) and 6H (Face up) you can expand your choices even more. The best use of this that I've found is so that I can grab instantly, most of the times they think I screwed up and try to jump away on the next KD (Which is a meaty summon), causing them to take the hit without even blocking, also, This isn't something you can abuse if you can't score a meaty Fish most of the times or every single time. *This only works if your opponent respects your options, if not, they'll mash their way out of it*
  4. Not really, just like RurouniLoneWolf said, she's pretty straight forward and has some good footsie tools, but, while she's easy to play, the ridiculous amount of setups she has plus the randomness from her ghosts make her somewhat hard to master IMO. Nonethless, she's just a blast to play with and gives you the oportunity to aproach her gameplay in many different ways.
  5. Hey LordKnight, I checked out your burst safe JI combo, but honestly I've got no idea on how to perform the damned jump thingy since I'm kind of new. Could you please be kind enough to type a Millia standard JI combo so that I can understand how that thing works on Millia? Also, is it worth spending Silent Force after 6H (1 hit) > IAD SF > (Blockstring mixup)? I kind of like going for just 5K into mixup (Badmoon, FD cancel throw, Roll YRC grab, Roll dust and so on) if they manage to block my Tandem Top mixup. Thanks beforehand =)
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