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Double

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Everything posted by Double

  1. What do you mean by tactical; thats a really vague term. i dont mean to single anyone out and of course different Dizzy's have different playstyles. specifically, what are you losing to chipp from? midscreen gamma blade? iad j.d? teleport j.h -> pressure? because when you say tactical, i imagine a chipp that plays a zoning sort of match (which is of course very good against some of his opponents like potemkin). the only summon dizzy shouldnt do against a full screen neutral chipp is the fish summon. i mean other than that, a chipp that runs away/zones just makes me happy. I guess my point is, while i have tried to offer specific counters to moves, your kind of just saying that chipp is godly. you know? not to sound like a dick but more input would surely be appreciated, as the more info we get out there the better all dizzy's will (theoritically) do. :keke:
  2. In my experiences with chipp, backdashing alot will really help with this matchup. All of his normals are of course, very fast and are all jc able, but really dont have that many active frames. Dizzy's backdash is extremely average, but these 9 invulnerability frames will be plenty enough to caus chipp to whiff on most of his normals; some of them like 5d are quite punishable at any range, some of them you may or may not be able to throw afterwards. If a chipp is spamming c.S alot backdash throw works really well IMO. If the Chipp likes to teleport into the air alot, try to anticipate, jump up, and air throw. Also, again this may just be me but, tking bubble -> J.k trading seems to work really well in this match. Unless its j.D you just traded with, you should be able to get up in time to do the c.s -> air combo or at least an ice spike.
  3. FDing alot against Jam has always been the most important thing against her (for me anyway).
  4. Dizzy v chipp is skewed in chipp's favor yes, but by no means is it her worst matchup. Chipp takes so much damage from random poking and projectile shit, and any mistake on his part which resulted in him getting throw is usually GG for that round, corner or not (am i the only one that thinks that dizzy's midscreen throwing is as scary as the corner stuff?). On the other hand, he posses alot of tools to close the gap when dizzy is running away (fastest run speed, teleporting, 3 jumps). All in all, i don't have too much trouble with chipp, i'd say 5.5 in his favor.
  5. NICE ty for the upload; koichi is a hero
  6. granted ive only played against johnny a few times but, once he gets her in a corner lockdown with level 2 mistcanceling, dizzy is in a ton of trouble. She cant really superjump out of it too well either and most of johnny's moves will trade with imperial ray as its coming out (causing it to disappear). With a jacked up guard gage and dizzy's really bad defense ratings, johnny can really take the match in one combo like this. on the other hand, johnny is one of the easiest characters in the game to hit/combo with as dizzy (she actually has an infinite on him, not that those are too important). not to mention, johnny's best distance clearing requires 25% tension, so if dizzy gets a wall of summons, hes in trouble. All in all i think this is an even match, but johnny players, you should be spamming 6h all day long with lvl2 coin: it owns dizzy so much if she has no fish out.
  7. yeah ive played against 2 different zappas, one rather extensively honestly, i only wrote that guide because theres really no hurt in having information up there, and that thread was rather lacking in a dizzy players opinion
  8. This is one matchup where Dizzy's normals are better than her opponents. Naked Zappa loses out with almost every move, 5s included, to Dizzy's 5k. Her 2k will also out poke most of Zappa's normals. Summoning frequently and attemtping to summon on wakeup will usually result in severe punishment. If timed correctly, summon will anti-air Dizzy's j.2s, though. Another disadvantage that Zappa has here, is that (without a summon of his own) he really can't punish Dizzy for full screen dry summoning. With the Dog out: The dog isnt really all that great in this matchup, except that his jump is a pretty good anti air and will sometimes catch Dizzy even if she is air dashing backwards. There is usually so much clutter on the screen that the dog will be killed before its able to do much. With the Sword out: This is actually a pretty good summon to have out against Dizzy, as it gives Zappa much better anti air options. Also, Dizzy has some trouble under pressure from the sword in the corner. Alot of the random pokes that the sword has will catch Dizzy's feet as she tries to superjump out of the corner, or if she tries to backdash. Her air hitbox is really big With the Ghosts out: This is definately the best summon to have out against Dizzy. She cannot, CANNOT dry summon or icespike (without frc) anything, even bubbles, when zappa has the ghosts. Do the full screen ghost toss often, as it will likely catch her foot as she air dashes. In all likelyhood, the Dizzy will either try to land an frc'd icespike, a 2k, or a j.2s in order to get rid of the ghosts. When pressuring Dizzy in the corner with ghost lockdown, her only option (aside from daa) is to attempt to superjump out. If you sense it coming, go for an airthrow. With Raou out: This summon is decent to have out, because the risk/reward is so excellent; Dizzy will likely die if she gets hit and the Zappa has 50% tension. Use raou's super as soon as Dizzy gets some distance; shes trying to set up some cover for when you rush her down. If you catch her with it, a huge portion of her life will drop. If not, you still drain her bar, and its not like shes getting much bar running away from you all the time. If she scores a knockdown on you, dont try to poke out of her pressure/oki. She will be using a really meaty attack on your wakeup, most likely j.2s or 6h. Just be patient. In general, I would have to say that this is one of Dizzy's stronger matchups. I would suggest going for air throws alot as Zappa, and of course, pressuring her for as long as possible.
  9. well said hellmonkey
  10. vs anji, the thing i seem to have alot of trouble with in the corner is his 2h (i think). the blockstun on that thing is ridiculous, and trying to superjump out of anji's stuff doesnt work too well usually; his 5 and 6s i think just hit dizzy in the air too much. anyway yeah i really hate this matchup too
  11. Dizzy's 6P will punish a slayer backdash cancelling pretty much every time at any range. The move isnt really safe, but if the slayer really is just backdashing every single get up, this move will catch him and of course lead into combo.
  12. What would eddie's mindset be in the start of the match? i mean, would he try a ground normal or something to get dizzy in blockstun right away or would he take the backseat (i would be inclined to iad backwards away from eddie, but i wonder if icespike, though risky, would be an option here because i "think" its faster than eddie's normals at that range).
  13. i dont have a ton of pot experience, but as far as opening aggressive moves go, 5k is pretty good. if he uses hammerfall you can get the c.s out quickly enough. if it hits otherwise, 5h to icespike. also, if your intent on running away at the start, im sure a tk bubble ad back and f.s would help you start out with some distance against pot.
  14. Arcana heart is great (i play lilica) but its hard to find combo videos and the like unless you know japanese. As for now, using the wind arcana and double airdashing for cross-ups will have to suffice :p
  15. if ice spike get blocked though, axl gets a free resengaki (is that right? :p) and knockdown from any distance, not to mention that at most distances, 5p will counter icespike before it even comes out at all. this match is quite a bit in axl's favor, but j.2s will help alot (dont iad all the time very much, though, stick right above axl's head).
  16. That's not something you hear everyday
  17. Double

    AC: Videos

    Thanks for the vid Zazz. That Dizzy was good at tic throwing--naitomea was his name? I didn't recognize his playstyle as any of the other 3 main Japanese Dizzy players so... Lol @ Jam for getting thrown in such a simple setup.
  18. I can't thank you enough for this guide bizarro.
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