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Double

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Everything posted by Double

  1. there are 3 dizzy players in ohio, so yeah i know the matchup kinda well. although i feel that mirrors are mostly a crap shoot. f.s and 421s are winners in the mirror matchup. ill go into more detail if needed
  2. excelence, of course it isnt easy to do. but its still one advantage that dizzy has over most characters, so its good to try to take advantage of it. i think that its some that is more or less hard to keep track of though, and not really something you can practice in training mode so much, but as i said the upside to dizzy throwing is great.
  3. imo tick throwing (and throwing in general) is simply too powerful for a character like dizzy. even if he techs or pokes you out of your throw or whatever, the risk reward for landing a throw, especially into the corner, is too good. if you throws are getting teched alot, you need to practice the spacing for dizzy's extra 4 pixels a bit more. at least for my fighting style, going for the throw is among the top priorities of my offenseive options. in fact, the only matchups where going for a throw alot isnt a good idea are the characters with strong shoryus that hit multiple times (sol and hos).
  4. Double

    is dizzy alive?

    *shrug* it happens your guide is still the best though, bizarro
  5. excellent vids; that potemkin is pretty cool
  6. i think that frc is primarily to make whiffing a bit safer when a rushdown character iad's you.
  7. Done
  8. there was a thread about it, maybe it got deleted? the coolest thing about doing delayed summons is doing them when you're in the corner; you can have the laser fish shoot at dizzy instead of just the direction she is facing.... not that there is any real pratical use to summoning a fish when being pressured in the corner
  9. Double

    AC: Combos

    is there some list as to what characters dizzy can combo her 6p into 421s (in the corner of course)? maybe its earlier in this thread and i missed it
  10. lots of new characters, nice no new arcana though?
  11. if you 5h after a ch 5k, it should always work, ill check on it a bit later though happy easter dizzy players btw
  12. if you are really close to them when you 5k or you have alot of forward momentum, you need to throw in a 2h after the 5h on certain crouching characters in order to hit with the icespike (anji is one of them, i dont remember the rest off the top of my head).
  13. yeah i would say 5.5 - 4.5 in her favor.... i used to think its even but once you get a throw into the corner it really is alot harder for axl to do anything than most characters.
  14. Double

    AC: Videos

    i admire this dizzy's patience nontheless.
  15. aha i was just gonna ask about the millia matchup, im assuming its not one of dizzy's better ones. btw how many dizzy's ARE going to be at fr? i know of 5 so far, myself included. i assume alex g will be leading the same char 3v3 team but are we just gonna go by singles placements after that or what?
  16. yes, though you can get hit out of that super AFTER it grabs your opponent sometimes. NEVER do it on venom, because his pool balls will do it every time... but for eddie yeah that will work.
  17. its like i said, the more we talk about it the better we all get (supposedly).
  18. usually ill only use fd break if i have 1 or less summons out and am running up for a throw on someone who is planning to play defensively (for instance, a robo-ky with 20% or so tension sitting on a mat). if im planning a tick throw, ill usually just running and throw as soon as i hit neutral again.
  19. tk bubble (and popping it with either j.k or b.airdash j.s) is excellent against slayer, as long as he doesnt have 50% tension. if he does btw, dizzy's f.s will clash with dead on time almost every time from any distance except right in front of him. ill agree that slayer's oki is really scary to fight as a dizzy player, but once you've managed to get the first block, 1f jump, or backdash in, he has trouble getting a hit. with crap on the screen, slayer is really going to try to get in through the air (using his j.2k alot to dodge stuff). dont try to anti air him of course, although tk bubble j.k will trade with his j.h, and once hes on top of you again, then your forced to block. so what? just play patiently, knowing that you have plenty of tools to punish the gaps in his pressure strings. i personally love 5k in this match. all in all i think fatewalker hit the nail on the head, and i play this matchup (against a good slayer) quite often.
  20. i really disagree and i have definately played against good slayers. 50% tension aside, dizzy has the tools to beat slayer even without fish covering her.
  21. backdashing is quite hot.
  22. his 2k too? wow thats awesome yeah dashing over slayers 2h is always fun
  23. So most of you think Slayer has a huge advantage in this matchup? I honestly love this matchup, because slayer players cant really do what they want to do... at least not as well (80% kill combos aside). Dizzy is IMO the best character in the game to punish bdc jumps and specials. Not to mention that you can backdash most of slayers stuff and get a throw, and also if you are playing a slayer that likes to go for throws alot, the increased throw range really helps. 5-5 matchup imo; and its a really fun match to play/watch. BTW fatewalker, nice matches, though you probably shouldnt throw out 2H as much as you did.
  24. bridget also pressures dizzy alot better than axl, and she has unblockables which, although hard to setup, really put the hurt on if the dizzy's guard bar is jacked up. bridget's 6p and 6s are extremely scary for dizzy. overall, zaeris hit the nail on the head, though i can offer a more depth explanation if you guys want, since i get the chance to play (probably) the best bridget in the us quite often.
  25. alright, yeah i understand that particular style of that matchup a bit more. like i said, alot of this stuff is just a difference in how people play characters, chipp and dizzy alike.
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