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Kurokun

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Everything posted by Kurokun

  1. My thoughts on the Dizzy changes are: 421D is HYPE, 214K doing multiple hits is cool, and 214S causing wallstick sounds somewhat interesting. I'm liking the ABA changes though, especially the Moroha Mode stuffs.
  2. Dizzy GGXX ACR Frame Data & Change List Change list stuffs from loketests, translation by Shinjin. Frame Data specifics are italicized System Changes Standing Guard Hitbox Dizzy's forward hitbox size increased. Crounching Guard Hitbox Dizzy's forward hitbox size increased. Jumping Guard Hitbox Dizzy's forward hitbox size increased. Normal Moves f.S Recovery is now 12F (14F in AC) 5H Startup is now 12F (13F in AC) 6H Recovery is now 21F (29F in AC) FRC timing: 18-20F (1st hit), 27-29F (2nd hit) FRC added. After the startup of the second hit. 5D Startup is now 29F (27F in AC) 2K 80% initial proration (70% in AC) Note: 2K > 5H is now a gatling option. 2D Now is special-cancellable. Can be gattled from 5HS 2D has slightly longer range. (3rd loketest addition) Note: Range increase doesn't appear to equate to that of old 2D range, prior to AC. j.2S 90% initial proration Special Moves 214x Series / Fish Summons There is now a text above your tension bar that says ”BIT NG”, showing that you cannot summon a fish. 214P / P Fish Summon (Bite) Startup is 60F(25) - AC is 54F(21) Searches for your opponent, and has a large forward movement when the distance from your opponent is large. The movement distance of the second movement has been increased. 214K / K Fish Summon (Bite) [*]Damage is 20x3 [*]Startup is 60F(27) [*]Active for 15F (3F in AC) [*]Forward movement distance decreased. [*]Three times continuous bite added. [*]Damage thus changed from 25 x 2 to 20 x 3. 214 S or 214 H / S or H, Fish Summon (Laser) [*]On air hit: causes wall stick. [*]派生から出した場合の前進距離が短くなりました。 Note: "Will travel less forward if used as a follow-up summon." (results in having a shorter startup time) 214D / D Fish Summon (Bite) [*]Damage is 60 [*]Lv 5 attack (Lv 6 on block) [*]Startup is 72-77F(44) [*]Staggers opponent on hit (max: 45F) [*]New move. [*]When summoned, it first moves backwards, then moves forward to attack with a bite. [*]'Hard Hit' on block. (Lvl 6?) 236D / D Ice Spike [*]Recovery is 53F [*]Frame Adv. is -34F [*]Floats opponent (untechable for 40F, CH for 160F) [*]FRC timing: 31-32F [*]New move. [*]Has a longer range compared to H Ice Spike; hits at around 3/4 of the screen. Note: Other move attributes are similar to that of 236H. j.214x Series / Bubble [*]If time runs out on the bubbles, it pops itself automatically (with a hit and everything) [*]If the bubble gets attacked, it now disappears. [*]Opponent can no longer destroy bubbles by striking at them. (3rd loketest addition) [*]If Dizzy gets hit, the bubble now disappears. Force Breaks j.214D / FB Bubble [*]Active for 199F (159F in AC) [*]Recovery is total 25F (total 22F in AC) [*]If time runs out on the bubbles, it pops itself automatically (with a hit and everything) [*]If Dizzy gets hit, the bubble now disappears. 421D / FB Homing Pike, Spear, Knife, etc. [*]Damage is 30x3 [*]Lv 3 attack [*]Startup is 31F [*]Recovery is total 47F [*]Homes in on opponent's location until active frames [*]1-20F in CH state [*]FRC timing: 15-16F [*]New move. [*]Projectile attack with slight homing capability and can hit 3 times if all the hits connect. Consists of three projectiles (2nd part of 421S move). [*]Can be FRCed (3rd loketest addition) Overdrives Necro Okotta Baai / 632146P [*]Damage is now 40x6 (34x6 in AC) Gamma Ray / 64641236 [*]FRC added after the second beam has been shot. Note: It is listed that the OD can be canceled (FRC), but the info is currently unavailable at this time. Observations on Dizzy from the 2nd Loketest Stream Stuff that I saw: [*]5H > 2D gatling - stuff > 2D > Ice Spike [*]421D (FB Spear) - Fires 3 projectiles, either in a linear motion towards an opponent (grounded) or relative to opponent's position (aerial). - Seems like it does pretty good guard meter damage. - It looked possible to be able to use this move after a 421S, probably after the spear was active. [*]236D (D Ice Spike) - Longer range than H version, approximate range looks to be about 3/4 of the screen (maybe doubled H Ice Spike range?). - At zoomed-in screen, D Ice Spike would reach all the way to the edge, with Dizzy at the edge of the screen range. - At zoomed-out fullscreen, D Ice Spike would reach at around 3/4 screen distance, with Dizzy at the edge of the screen range. - Can be FRCed and looks to have the same FRC timing as H Ice Spike. [*]somewhat point-blank TK Bubble summon into insta-pop is no good - Got punished every time by opponent popping bubble with an attack that also hit Dizzy. Tested against I-No 5P. [*]bait/punish scenarios for CH stuffs with opponent disarming bubble at range via a poke looks somewhat promising. [*]214K (K Fish Summon) - Attack range is shorter, looked like something between the range of 5H to H Ice Spike. [*]Gamma Ray FRC - It seemed to look lenient in timing. [*]Bubble auto-explode stuffs - Saw something like: launch > whatever > opponent lands on explosion - Possible juggle opportunity afterwards if the opponent was launched by the explosion. [*]increased forward guard range stuffs - Range to initiate guard was tested. [*]214D (D Fish Summon) - Appears to be a fish summon that is larger than normal fish summons. - Starts up behind Dizzy and moves forward horizontally for a short distance and does a bite attack then moves back in front of her and disappears (if she doesn't move from her original starting position). - Appears to follow a static range like K Fish Summon. - Causes 'Stagger' on hit, appears to be a short period. - Aerial counter-hit causes the opponent to float, somewhat similar to j.H CH. [*]214S Fish Summon Laser wallstick - In the corner, it was possible to follow-up with an air combo after the wallstick. [*]j.214D (FB Bubble) - Auto-explodes after a set period of time, which is about after 4 seconds on the round timer? ========== 421D looks HYPE. Punishing stuff from range with the 'superhadoken' will be awesome, I would like to see how it fares against various stuff, like Ky's SE and CSE, Venom's SA and balls, as well as other things. Having 25% Tension for this FB will probably make the opponent reluctant to try anything for fear of getting punished from range. K Fish looks interesting. If it does multiple hits on block as well, does it act the same way? 214S causing wallstick? If it's only on S Fish, it might be interesting to explore options to use this move, though I barely use S Fish as is. I have the same questions you have about the move. 'Glitch Fish stuff' with this might be lolz. I probably won't mind S Fish causing wallstick, but if H Fish is affected by this as well, not sure how I'd feel about that. I wonder if P Fish and H Fish have changes...
  3. Some of these changes are a mix of and It makes you wonder what else has been changed and added. Guess we'll find out later with the loketest. Overall though, the changes are interesting. Dizzy stuff looks pretty HYPE - 421D: New FB move. FB version of 421S. Fires 3 spears at opponent. - 214K fish summon hits (bites) three times. - 214S fish summon apparently causes wallstick now (unsure if 214H fish summon is affected by this change). What are your thoughts on the Axl changes?
  4. Dizzy stuff: 214K and K followup seem to have a property change: three quick hits (bites) instead of one. 214S seems capable of causing wallstick. 421D (FB 421S) fires 3 spears at opponent (seems to be like EX Dizzy's 421H, but that version only fires one spear). Interesting...
  5. It would be interesting if the DB boss was a playable character in AG. *reminisces about the time when I played DB at an arcade for a weekend* Good times.
  6. If you have any questions about Dizzy gameplay stuff, just ask.
  7. http://www.grimfiend.com/bingo/ Play some Bingo when you watch the vids of Floe playing Boshy.
  8. Horokei, I wrote up a critique of your vid. If you're interested in reading it, it's in this thread: http://www.dustloop.com/forums/showthread.php?2737-AC-Videos&p=1319271&viewfull=1#post1319271 Also, some insight on this matchup that was found in the Baiken Matchups forum: I like this, lol.
  9. Kurokun

    AC: Videos

    [GGXXAC] Horokei(Di) vs Broken_Angel(Ba) FT5 http://www.youtube.com/watch?v=0T7LIP2E9EY Match 1 - Round 1 00:11 to 00:12 - The TK bubble > back IAD j.S here was kinda bad here since it left you in range to be punished by IAD j.S > j.236K from BA. 00:14 to 00:15 - Nice catch with the CH 2S with follow-up into an air combo even though it got bursted. j.P prorates 90% so maybe use j.K or j.S to start off the air combo instead. 00:19 to 00:20 - IDK why you use a dash 5H here since you got countered by a GC attack but you somehow escape from a followup punishment opportunity from BA, which is fortunate. Maybe you were going for a tick throw here instead? 00:26 - CH 5H here was nice though I think you might have had enough time to do a combo for damage into KD for punishment or even just 2H for KD since it gatlings after 5H. 00:28 to 00:31 - Nice catch with the air-to-ground combo here in the corner. 00:32 to 00:33 - I think you meant to use IAD j.2S here instead of j.2S as part of your H/L mixup for oki. 00:41 - The CH 2S here was nice, especially since it traded with BA's j.H. Kinda hard to tell how your recovery was at this moment but it looks like you may have had the opportunity to do Imperial Ray OD here as a follow-up to possibly cause enough damage to BA for you to win the round. 00:43 - Why so close to do fish oki here? It looks like BA might've been able to do a wake up OD here to win the round. 00:46 to 00:48 - Nice throw here with an attempt at a followup combo to possibly win the round. If the Ice Spike had hit (perhaps earlier on) and you managed to FRC it, I think that a followup combo here could've possibly ended the round for a win. 00:49 - Bad fish summon here since BA was able to punish you. 00:51 to the end of the round - I think you should've held your ground here after the burst put BA into the corner and when you summoned the Air Spear. If you had held onto the Air Spear longer, maybe you could've waited for BA to make a move before releasing it then do Imperial Ray OD for unblockable stuffs. Or if you had just released it, instead maybe do another summon, like TK bubble or fish, to cover the area in front of DI. Match 1 - Round 2 1:10 - Nice CH 2S here though you weren't able to follow it up with something. 1:12 to 1:15 - RTSDing with pokes and no summon cover here got punished by BA with a GC attack into a combo. 1:21 to 1:22 - Another RTSD attempt with pokes and no summon cover that was punished by a GC attack from BA. Match 2 - Round 1 1:33 to 1:35 - Good read with the hit confirm to air combo here at the start of the round. 1:37 - Possible opportunity to combo for a KD here after 5K hit here. 1:39 - Nice CH 5H here but you missed the opportunity to followup with a combo/KD afterwards. 1:41 to 1:45 - Good throw here with a followup combo to put BA into the corner. 1:51 to 1:52 - Nice CH j.H here. I think if you had landed then jumped back up for and air combo, you could've dealt enough damage to win the round. Maybe if you did an Imperial Ray OD as you landed after the CH j.H could've worked as well. 1:56 to 1:57 - Nice 2D followup here to punish the GC attack after 2K triggered it. Possible opportunity for a special cancelled fish summon/TK bubble for oki after the 2D hit for KD. 2:14 - Good throw here to win the round. Match 2 - Round 2 2:34 to 2:36 - Nice combo here for KD though I think a special cancelled fish summon for oki after 2D hit for KD would've been a better choice for coverage than the TK bubble since the 2D hit at max range. However, if the 2D KD had hit at a closer range, crossover oki with a TK bubble could've been an option here. From my POV, it looks like a crossover AD j.S could pop the TK bubble and hit BA from behind as another option. Match 2 - Round 3 3:01 to 3:03 - Nice combo for KD here with a followup for bubble oki and double AD stuffs. 3:12 to 3:14 - Good air throw here with a followup combo for damage and KD in the corner. Match 3 - Round 1 4:03 to 4:05 - Nice combo with the AA f.S for a combo though you might've been able to get a KD if you omitted the 5H before the Ice Spike. 4:13 to 4:15 - Nice CH j.S here and hit confirming it into an air combo though you didn't get all of it. 4:18 - Missed opportunity for oki after the 2D KD here. 4:20 - Though you missed the oki attempt before this, you make up for it by getting a throw here. 4:27 to 4:29 - Much like the earlier note I had made about you getting a CH j.H, either a re-jump for an air combo or Imperial Ray OD as a followup probably could've won you the round at this point. It seems that both times you got the CH j.H, BA was pretty high up when she got hit which allowed her to tech before you were able to hit her with the f.S. 4:41 - Good air throw here to win the round. Prior to this point though, you had nearly a full lifebar and around full tension as well. I think that you could've burned some tension for a DAA to knock BA away from you for some space or even use ODs as offense here to possibly end the round more quickly cause BA took a good chunk of your lifebar before you got that air throw that won you the round. Match 3 - Round 2 4:53 to 4:55 - Nice AA CH 2S with a followup air combo here. That second j.P after the first one (maybe even the first as well, probably even the j.P used after the jump cancel) didn't seem necessary. I think you could've started the air combo with either j.K or j.S instead for more damage. 4:59 - Nice CH 2K here. Possible opportunity to follow up with 2D (maybe Ice Spike) for a KD, though range might be an issue. 5:00 to 5:01 - Good 2K > 2D combo here for KD. Possible opportunity for oki here as well via special cancelled fish summon or TK bubble. 5:08 to 5:10 - Nice AA CH 2S with a followup air combo here. Much like the earlier example, I don't think the j.P usage was necessary. Match 4 - Round 1 5:41 to 5:45 - Possible opportunity to combo for a KD after the 2K hit here. You do get a throw here though but you don't go for the post-throw followup combo and opt to go for oki instead, which was nice to see. 5:48 - Possible opportunity to combo for a KD after 2P hit here. 5:49 to 5:52 - Why are you poking without summon cover here, especially when BA can GC attack and had access to 50% tension at that moment in time? You were quite fortunate here that BA blew tension to RC the GC attack and wasn't quite able to convert into a full combo. 5:53 to 5:56 - Good air throw after the tech here though I think you should've done a followup combo after the wallbounce to have better positioning for oki. You were too close to BA to use H fish for oki here and the IAD bubble setup used (was that P bubble?) as well as the j.2S didn't really have much cover from the fish summon to be effective. Maybe using something with K fish as your oki option would've been a good option here. 6:06 - Hmm. I think you might've had enough time to do an Imperial Ray OD for corner carry + KD after the CH Air Spear hit, range would've probably been an issue though. 6:09 to 6:11 - Why are you jumping in on BA here? Easy punish with GC attack into combo. 6:16 to 6:18 - Nice punish with Imperial Ray OD after using Air Spear to trigger the H counter. Was kinda hoping you'd do it again afterwards, lol. 6:20 - I think you might've been able to punish the S counter with an OD here. 6:23 to 6:24 - Bad time and range to summon something here since it cost you the round. Match 4 - Round 2 6:51 to 6:54 - Good throw here with a followup combo to put BA in the corner. 6:55 to 6:59 - Good throw here with a followup combo. 7:01 to 7:02 - Hmm. I think the air-to-ground combo here should've been able to finish off BA for the win here, but due to the pause you made upon landing then dashing in to continue the combo (which may have not been necessary here, instead go straight into the combo once you land) allowed BA to burst out. Imperial Ray OD might've been an option here to prevent BA from bursting. Match 4 - Round 3 7:21 to 7:22 - Bad summon here since you got punished by an IAD attack from BA. 7:24 - Possible opportunity to combo for a KD after 2P hit. The second 2P here was not necessary here. 7:26 - Good air throw here. 7:32 - Possible opportunity to combo for a KD after 2P hit here. 7:38 to 7:40 - Nice AA CH 2S with a followup air combo here. 7:48 to 7:50 - Good air-to-ground combo here with a 2D KD and oki with a TK bubble. I think a 2nd AD j.S might've been able to pop the TK P bubble from behind BA. K bubble would've probably been a better choice for crossover stuffs here. Special cancelled fish summon could've been an option as well. 7:54 to 7:58 - Good throw here with a followup combo afterwards. I think if you had done Ice Spike FRC and a followup combo after that, you might've been able to win the round at that moment. Match 5 - Round 1 8:23 - Bad summon here since you got punished by an IAD attack from BA. 8:35 to 8:38 - Weird sequence of events here. You hit confirm a f.S but don't follow through with a combo and pause for a moment. Then you dash 2K > c.S and stop, then attack again into a blocked string. Were you going for a throw even though you had hit confirmed into a combo? 8:40 - Possible opportunity to combo for a KD after 2K hit here. 8:46 - Missed opportunity to combo for something after 2K hit here. 8:54 - Bad jump-in here since you got punished by a GC attack > followup combo from BA. Match 5 - Round 2 9:07 - Possible opportunity to combo for a KD after 2P hit. 9:19 to 9:22 - Good throw here with a followup combo to put BA into the corner. 9:29 - I think you had an opportunity for an air-to-ground combo after the IAD j.2S hit had you followed up with a j.H > land > ground combo. 9:31 to 9:32 - Good KD here in the corner. Though you choose to do bubble oki, fish summon for oki via a special cancelled 2D is also an option here. 9:33 to 9:36 - Nice bubble pop here with a followup combo afterwards, though you didn't get a KD at the end with Ice Spike. Imperial Ray OD might've been an option here to use after f.S hit in order to get a KD. 9:41 - Nice CH 5H here. Possible opportunity to combo after it hit, probably with either a 2H or by using an OD. 9:46 to 9:47 - Point-blank summon?! If you didn't have a burst stocked, you probably would've got hit by the OD. Match 5 - Round 3 9:57 - Possible opportunity to combo for a KD after the 1st 2P hit here. 9:58 to 9:59 - Good combo into KD, though you missed the opportunity to follow-up the KD with oki. 10:02 - Possible opportunity to combo for a KD after 2P hit here. 10:09 - Possible opportunity to combo for a KD after 2P hit here. 10:11 to 10:12 - Bad jump-in here since you got punished by a GC attack > followup combo from BA. 10:16 to 10:18 - Good hit confirm j.S into air combo here. 10:21 to 10:25 - Good punish with Imperial Ray OD after using Air Spear to trigger H counter and the followup combo was a nice touch. Match 6 - Round 1 11:08 - Possible opportunity to combo for a KD after f.S hit here. 11:14 - Possible opportunity to combo for a KD after 2P hit here. 11:26 to 11:28 - Good CH Ice Spike here with fish summon for oki afterwards. 11:29 to 11:31 - Nice CH 2P after the 5H from BA was nullified by the fish summon. Possible opportunity to combo for a KD after 2P hit. The throw to put BA closer into the corner was a good option here. 11:33 to 11:35 - 2K > 2D for KD via the fish summon oki was a good option here. 11:38 to 11:39 - Not too bad of a trade here with you countering IAD j.S from BA with a j.S to pop the bubble from DI. 11:41 to 11:42 - Possible opportunity to combo for KD after 2S hit. I think that you could've comboed into an OD for the round win here. 11:45 - Bad time to jump out here. If you had just blocked the OD, I think you could've countered with most anything for the round win. Match 6 - Round 2 11:58 to 12:00 - Nice catch with the AA f.S into a combo for KD. 12:22 to 12:24 - Good AA CH 2S with a followup air combo here. 12:27 to 12:29 - Good AA CH 2S with a followup air combo here. 12:33 to 12:36 - Bad summon here since BA used H counter via the bubble pop to punish you with a followup combo afterwards. Match 7 - Round 1 12:55 - I think you should've gone straight into 2D for KD after 2P hit here. 12:57 - Good CH Ice Spike here to punish the IAD Tatami from BA. 12:59 - I think you might've been able to punish the IAD attack from BA had you popped the bubble immediately after summoning it. 13:03 to 13:04 - Why did you pause here after bursting the Dust attempt from BA and wait for her to get up? 13:17 - Nice air throw here. 13:21 - Possible opportunity to combo for a KD after 2P hit here. 13:22 to 13:25 - Good throw here with a followup combo to put BA into the corner. 13:30 - Possible opportunity to combo for a KD after 2P hit here. Match 7 - Round 2 13:51 to 13:53 - Nice AA f.S here for a combo into the corner, though you probably might've gotten the KD via Ice Spike had you omitted the 5H from the combo. 14:00 to 14:03 - Nice CH Ice Spike here with a followup combo afterwards that ended in KD. I think that if you had done an Ice Spike FRC followup combo here, you probably could've won the round at that moment. 14:10 to 14:15 - I think you could've won the round here by using Necro's Anger OD to counter the rushdown from BA. 14:25 to 14:26 - Nice crossover after the j.2S activated the GC attack in the opposite direction and throwing BA from behind once you landed. Match 7 - Round 3 14:33 - Good air throw here to start the round. 14:50 to 14:53 - Good throw here with a followup combo for KD. 14:55 to 14:58 - Good throw here with a followup combo for KD. 15:02 to 15:05 - Nice job using 6H > air combo here to win the round. Match 8 - Round 1 15:16 - Possible opportunity to combo for a KD after 2K hit here. 15:20 - Possible opportunity to combo for a KD after 2P hit here. 15:21 to 15:23 - Nice combo into KD for bubble oki here. I think that if you were closer to BA with the 2D KD, your crossover mixup with the bubble might've been stronger. 15:41 - Pause!? Match 8 - Round 1 / Reset 16:12 - Possible opportunity for a combo after 2P hit here. 16:15 - Nice CH Ice Spike here to counter the IAD attack from BA. 16:29 to 16:31 - Nice burst bait here and following it up with a punish. 16:35 to 16:37 - Good AA f.S into a combo for KD here. I think a Ice Spike FRC followup combo or an Imperial Ray OD after the f.S hit might've been able to inflict enough damage to BA for the round win. 16:42 to 16:44 - Nice throw here with a followup f.S for the win. Match 8 - Round 2 16:50 to 16:53 - Good CH j.H here with a followup combo for KD into the corner. 16:54 to 16:57 - Good corner rushdown here with the air-to-ground combo for damage + KD. 17:04 - Possible opportunity to combo for a KD after either 2P or 2K hit. It might've been possible to use Necro's Anger OD as a surprise attack for the win here. 17:09 - Nice air throw here after the tech by BA for the win. Match 9 - Round 1 17:23 to 17:25 - Good throw here after blocking the burst, though you missed the followup combo opportunity afterwards. 17:28 - Good air throw here to catch BA after the tech. Match 9 - Round 2 17:51 to 17:52 - Nice read with the back IAD > AD j.2S > j.H at the start of the round. 17:58 - Good throw here in the corner. 18:09 to 18:13 - Good job here blocking the TK YZS then getting a throw with a followup combo for KD in the corner. 18:17 to 18:20 - Bad gatling string here with 5K > 5H since you got hit by a GC attack > combo for quite a good bit of damage. 18:23 to 18:25 - Nice AA f.S into an Ice Spike FRC combo. I think you might've been able to connect with an Ice Spike after the dash f.S though. 18:27 - Possible opportunity to combo for a KD after the 2P hit here. 18:38 - I think you might've been able to punish the H counter after 2P had triggered it with an Imperial Ray OD to win the round here. It probably would've been a good read if it was correct, lol. 18:41 to 18:42 - Hmm. I think you might've been able to punish the TK YZS on block here with an Imperial Ray OD. Some comments: - Utilize some summons to protect your rushdown. You RTSD with normals/pokes and not that much summon cover, which sometimes results in you getting countered/punished. Try to get some summons out before you decide to dash in to attack. K fish and H fish, cover a good amount of range from fullscreen to cover your approach, TK P bubble and TK K bubble cover a good amount of range in front of Dizzy by just being there, and (held) Air Spear can be utilized as either an offensive/defensive option. With summon cover, Dizzy can be more effective at mid to close range battle with her normals/pokes. Without summon cover, Dizzy puts herself at risk in close range battle when using normals/pokes by themselves, mainly because other characters have better moves/tools to use at close range compared to Dizzy. - Work on some hit confirm stuffs. Sometimes, you hit confirm something into an air combo. Other times though, you hit a standing/crouching attack and don't follow through with a combo. If 2P or 2K hit by themself, followup with something that gives KD, like 2H or 2D. If you get a 5H at close range, it gatlings to 2H. With an AA CH 2S, you can go straight into j.K or j.S for better damage versus j.P which prorates 90%. Know what you can do in a situation so that you can make the most of your attacks. - Okizeme stuffs. Work on being more consistent with your oki and have some other variations for oki as well. HP fish is usually the default option of choice but other setups like KK fish or KP fish can be effective at times. Your aerial/ground rushdown needs to be fluid in order to compliment the summon setup you use for oki. K bubble is usually used in bubble oki stuffs since it has a better area of air-to-ground coverage, though P/S bubble have their uses as well. - Tension usage. There are times where you have a lot of Tension saved up but you don't utilize it much, save for defensive measures. Both ODs can be useful at times: Imperial Ray OD can be used as a combo ender that gives damage + KD and even unblockable setups with Dizzy's summons, most notable being Air Spear. Necro's Anger OD can be used as a pseudo-reversal of sorts and as a ranged 'grab' since it's unblockable. You would lose some rounds with nearly full Tension stocked, so don't be afraid to use an OD, especially if it can help you to win the round much sooner. Outside of one instance of an Ice Spike FRC, there wasn't much FRC usage at all, unless you were trying to get FRCs out during your matches. I'd like to see more FRC usage, when applicable. You might want to consider learning 2H FRC as an option to supplement your close range rushdown tendencies so that you have a counter of sorts when theres a break between pokes and such. FB bubble might also be a Tension option worth considering, since it homes in on an opponent and has a large detonation area when popped. It could be an addition to your arsenal provided you develop some strats with it and apply it to your gameplay style. - 2D special cancel. You got some 2D KDs during your matches, which were often followed up by TK bubble for oki. Consider utilizing special cancelled fish summons when you score a 2D KD for another oki option, when applicable. - Summoning ranges. Know when you are able to summon to avoid being punished and what you're able to summon in regard to your opponent's position on the screen. - Defense. Outside of using FD and IB whenever applicable, stay out of corners and play a zoning or runaway game to create some space besides doing rushdown. Your opponent should be fighting through your summons trying to make their way to you versus you rushing them down and bringing the fight to them with no summons to back you up. Your playstyle with Dizzy suggests that you like to play "aggro" and RTSD whenever possible, without much summon cover. It's somewhat possible to play an "Aggro Dizzy" but you have to utilize her skillset to it's fullest extent to be effective. Summons are the backbone of her offense and defense and Dizzy plays best at (long) range where she can control the match in her favor. Once you get a KD, you can go all-out with RTSD tactics through okizeme and mixups. For now, just keep working at it and try out some stuff the next time you play. Also, remember to use training mode to practice some of this stuff as well. That's about it.
  10. Mostly sunny skies, with a good chance for GG along with a high probability of HYPE... ...If you visit me on my island, lol. Weather-wise, conditions may vary depending on which island you're on, what part of the island you are currently at, and the time of day. For the most part though, it's usually sunny skies, mild temperatures, with some nice trade winds. Some other info on Hawaii climate stuffs: http://www.to-hawaii.com/climate.php
  11. LOL The fact that he even asked me to partner up with him for SFxT at EVO over anyone else he knows isn't that surprising to me. AFAIK, besides him (to some extent), no one else in his local scene seems to care about SFxT stuff in general. I don't really care for SFxT, at all. Oh yeah, I asked Oleander if he was interested in some GG casuals and he said that he was down. I guess you should PM him about it or talk about it in here, whichever works.
  12. Bears, you might like this. I told a friend of mine that the format for SFxT at EVO 2012 was going to be a 2on2 team tournament. He asked me to be his partner for the tournament. I said, "No."
  13. You should ask about that in the "other" Hawaii thread cause the 808 BB players don't come here no more.
  14. I still need to play some matches with King33, lol.
  15. Hmm... If Bears hasn't seen your post yet, I'll probably let him know about it tomorrow.
  16. Bears, you check out any FRXV stuff this past weekend? http://www.youtube.com/watch?v=skrcaaBev5A GGAC Grand Finals
  17. Hmm... I still have you to play GG with whenever I visit Oahu, and I have a friend over here who's down to play GG sometimes. Same old, same old.
  18. You've got some nerve to say that considering the 'new' thread more or less is self-serving toward Oahu/BB players, especially when the idea for said thread wasn't really brought up in the first place and discussed with the other people outside of your clique. Had the idea for a new thread were to be brought up and discussed, I'd probably be onboard with the idea, but seeing as how the OP of the new thread pretty much differs from how the OP of the old thread was, makes me believe that the interests of the DL Hawaii populace are completely different and separate. Even the 'shoutout' to myself and Bears seems like an afterthought all things considered, though Lunar probably meant well by it. Basically, what I'm seeing right now is that Oahu/BB peeps wanted their own thread. But if you want to say that the 'new' thread is gonna be the general DL Hawaii thread, the OP could've been constructed better via other people's input beyond that of your clique. Fixing the OP would be a start but if the Oahu/BB people don't really care about Hawaii overall in general it would probably be best to rename your thread to reflect that. Let's be honest here; for the amount of Hawaii people that actually have DL accounts, not that many people actually post up in the 808 thread(s) to talk about stuff beyond their gaming interests/cliques with other Hawaii people,from my POV anyway. If the Oahu/BB people actually wanted their own thread, I'm somewhat surprised that it didn't happen sooner. It's kinda like SRK Hawaii stuffs all over again.
  19. Shoutouts to 1 week vacation.
  20. Hmm... Time to go ghost hunting inside an old mansion & within a lost village.
  21. Shoutouts to Bears. Good stuff, mang.
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