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Everything posted by Kurokun
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WTH is this? I see there is a theme title now. Why didn't you run this by me first? Should've put something like 'Hawaii's Inter-Island IAD (or Air-Dashing) Scene'. Oh well whatever, lol. Yo Bears, you think there should be an intro post with some info about the 808 scene as well a player roster, or not?
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In the 2nd part of the split up match vid, the comeback at the end with DI against PO for the win was crazy. Good stuff Nehle.
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DI vs AX Match 1 Round 1 0:07 / IADing back is usually not a good opening move at the start of the round because of vacuum chain hits which could possibly lead into an air combo. 0:16 / Crouch block stance put you into range of AX's 6H which hit as an overhead. 0:22 / Another overhead hit by AX's 6H because of crouch block stance. 0:27 / Ice Spike could've been FRCed for safety/recovery, 0:30 / Air combo follow up could've been a bit better. 0:35 to 0:39 / Good corner rushdown here. I think an Ice Spike FRC follow up combo here could've dealt enough damage to AX for the round win. Round 2 0:49 / IADing back at round start got DI hit by AX's 5P and could've possibly led to an air combo follow up. 0:54 / Homing Pike startup got hit while in range of AX's j.S. 0:59 / Follow up Ice Spike after 2H didn't hit here, another option would've be to go straight to oki after 2H hit for KD. 1:08 / Missed opportunity to follow up for a combo to KD after f.S. Match 2 Round 1 1:40 / Overhead hit from AX's 6H while in crouch block stance. 1:48 / Overhead hit from AX's 6H while in crouch block stance. Round 2 2:35 to 2:37 / Air combo follow up could've been a bit better here. 2:38 / While the Homing Pike hit AX here, possible options could've been to follow up with an air combo or to use f.S and combo into KD. Either option though could possibly deal enough damage to finish off AX's remaining life for the round win. From my POV, I think there was some hesitation here in deciding what to do. Match 3 Round 1 2:55 / Nice start here avoiding AX's 5P and getting the combo for KD. 3:05 / Possible opportunity for oki with a special cancelled fish summon/bubble after 2D KD. 3:07 / I think if you were to pop the bubble here sooner, you might've been able to hit AX's j.S with it to give yourself an opportunity for a combo. 3:08 / I think a follow up to an air combo would've worked here after the c.S hit AX. 3:10 / Ice Spike could've been FRCed for safety. 3:16 / Follow up Ice Spike after 2H didn't hit here, possible options here could've been to go straight to oki with fish summon or FRC/RC 2H and do a follow up combo for KD then follow up with oki instead. 3:22 / I think a follow up combo after the throw might've been able to deal enough damage to AX for the round win here. Round 2 3:35 / Missed opportunity for KD here. My guess is that 2H here was supposed to be an Ice Spike instead. 3:55 / Missed opportunity to set up for oki with summons after the KD with Ice Spike. 3:58 / Possible opportunity to punish AX here during the recovery of what looks like to be 623S. Round 3 4:25 / Scythe is an interesting choice here for oki instead of using fish summon. 4:48 / Possible opportunity to combo for a KD after 2K if 2D was used, though range might be an issue here. 4:51 / Possible opportunity to punish AX with a combo while he was in the process of landing in recovery from the Axl Bomber. 5:09 / Overhead hit from AX's 6H while in crouch block stance. Match 4 Round 1 5:49 / Nice throw here to put AX into the corner. 5:59 / Scythe could've been FRCed for safety and possibly give you a chance to defend against AX's OD reprisal. Round 2 6:45 / Possible opportunity to go straight into oki after 2H KD with something like fish summon instead of following up with Ice Spike that hit OTG here. 6:49 / Possible opportunity for a follow up air combo after the Homing Pike hit. 6:50 / Why 5H here while AX was KD? 6:58 / Air combo follow up could've been a bit better after the launch from DI's 6H. 7:01 / Again, why 5H here instead of oki with summons? Match 5 Round 1 7:47 / Possible opportunity for IAD j.2S stuffs alongside fish summon oki. (Other than that AX was a bit aggressive, especially with throws in this round.) Round 2 8:33 to 8:37 / Nice throw with a follow up combo to put AX into the corner here. 8:44 to 8:50 / Good corner rushdown here against AX. I think if you had FRCed the Ice Spike at the end and hit a follow up combo afterwards, you would've been able to finish AX off here for the round win. Some comments: - I didn't see any FRC usage, though I would like to think that you were trying to get them in at various points during the matches. - Watch your follow up ranges, like with 2H>Ice Spike at close range. 2H gives KD so you can possibly go into oki afterwards, like with fish summon as an option if it hits close or you could FRC/RC 2H then combo to KD then do oki afterwards. Another option would be to use 2D for a KD and do special cancel summon stuffs, though that would require some practice to utilize it comfortably. - There were some whiffs here and there so make sure you follow through on your combo opportunities so you can make the most of the situation and don't drop your combo. - Oki could use some variations like tick throw and dust setups, also a bit more consistency in either high or low rushdown mixup methods. - Utilize FD more. Most of the time you only blocked normally and remained in range of AX's attacks afterwards, some of which have vacuum property. FD pushback can be used to minimize the effect of blockstun and give you extra space to move and act in. - Crouch block stance put you in range of many of AX's chain attacks and made you vulnerable to overhead hits from his 6H and his aerial Axl Bomber at some points in the matches. Other than that, mid range defensive stance related stuffs still stand out to me as I watched the vid and it made you quite vulnerable to some of your opponent's attacks at times. That's about it, just keep working at it. I might end up doing writeups on the JA and BA vids unless someone else does them first but whatever, lol.
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Match 1 Round 1 0:37 / Possible opportunity to escape from the corner here. Round 2 0:49 / 2D might've been an option here instead of 2H because of range. Match 2 Round 1 1:35 / Nice catch with the throw to put ED in the corner here. 1:47 / Possible opportunity to escape from the corner here. Round 2 2:18 to 2:20 / Nice start to the round here with the combo. 2:40 / I think that if you were to hit the follow up combo here, you would've been able to win the round against ED sooner. Round 3 3:03 / I think 2P>f.S could've worked in place of 2K>f.S as a follow up after the air throw into the corner here, maybe. 3:28 / Possible opportunity for a follow up combo on the ground after the CH j.H hit. Match 3 Round 1 4:07 / Possible option here to use special cancelled fish summon for oki after 2D KD. 4:11 / From my POV it looks like a possible tick throw attempt after the scythe FRC here. 4:13 to 4:17 / Nice job blocking against ED's corner pressure here. Round 2 5:20 to 5:25 / Nice burst bait here and punish with a throw to follow up combo to put ED into the corner. Match 4 Round 1 6:17 to 6:19 / Nice follow up pressuring after the 2H FRC here. 6:25 / 5K might've given you a chance for a follow up combo opportunity after the CH 5H, maybe. Round 2 7:23 / Ice Spike could've been FRCed for safety. Some comments: - Watch out for AA attack stuffs especially w/o summon cover and you decide to try to AD in/jump in to attack or try to escape/evade a possible counterattack scenario while still airborne. - Maybe utilize more tick throw attempts and dust setups as variations in oki. - There were some counter hit specific moments that could've been combo opportunities. That's about it. Good stuff with the vid though.
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2D KD>Homing Pike could possibly have some application as an oki option. However, it might be more trickier to pull off a special cancelled reverse DP input motion consistently versus special cancelling a QCB/QCF input for moves like fish summon, bubble, scythe, and Ice Spike. And as a standalone oki option, it doesn't seem like there would be much coverage as compared to using fish summon/bubble instead which are more practical options for oki after a KD. Fish summon and bubble give you ample coverage for oki, maybe scythe too depending on the version used and if it's FRCed that could prove useful as well. With Homing Pike though you'll either have to act quickly if it's a non held version or if it's a held version not get hit and lose the pike while in the process of utilizing it for something. You could probably use it for a throw setup or unblockable with OD to catch opponent off guard if they aren't paying attention, lol.
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I'll get to watching the vids later, though it may be unnecessary for me to critique them since it looks like some stuff has already been covered, lol. With a 2D KD, I think it's best to utilize a special cancelled fish summon/bubble for oki if possible. If 2D hits on block though, it's probably better to GTFO of there via an IAD/jump and AD option to escape and regroup, but it is possible to prolong pressure via RC/FRC tactics. I rarely use Ice Spike after a 2D hit/on block and even then I'd probably want to have tension to FRC it just to be safe if it's blocked. If Ice Spike hits though, you could FRC it to get a jump on fish summon for oki if applicable. Aggro Dizzy using summons for rushdown is awesome but not using summons for rushdown is quite risky, lol. If you were to supplement Dizzy's rushdown by utilizing tension for FRC tactics in the place of assistance with summons, it might be possible to do a pressure string with pokes and FRCable attacks and go for tick throws or something. It does take some time to get things going with Dizzy's summons, especially since her gameplay revolves around utilizing summons for her offensive/defensive setups in order to keep momentum in her favor during a match. That of course isn't easy to do at times considering Dizzy is quite vulnerable at the startup of her summons particularly at closer ranges to her opponent, not to mention her disadvantage against rushdown chars.
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I tend to go 'all out' in casuals, lol. If I hit and combo into an Ice Spike FRC, I will most likely utilize an IAD follow up combo afterwards or sometimes use a follow up combo on the ground into another Ice Spike, w/ or w/o FRC. In regard to oki setups, I'm likely to not use the same setup twice in a row but instead use a different/variant setup to hopefully catch the opponent off guard or to bait for a counter in response to an opponent's reprisal attack. I'm also fond of utilizing FB bubble as part of my gameplay strat and looking for opportunities to land a bubble loop if it's applicable at the time. That's just me though, lol. I like to experiment in casuals to see what works or doesn't work as well as to see what I'm able to do in a given situation, but it's mainly to get the experience of utilizing and executing advanced stuff in a real match.
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This is good stuff right here, lol. Application of advanced techniques like 2D special cancel stuffs to fish summon/Ice Spike can expand your options via a hit with 2D but only if you are comfortable in executing it. Once you are comfortable in using the techniques through practice then you can add it to your gameplay but until then it's okay to stick with what you know you are able to do in the meantime.
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Dang, I need to catch up and watch some vids, lol. BTW, nice write up on Tage*Proto's vids Zaeris.
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These 2 setups Nehle listed work as well.
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If the KD is in the corner and the 6hs hits, you could possibly follow up with a combo into bubble loop if you do IAD jH>j214K>release Air Pike>bubble pop>land>bubble loop/air combo finish. Or if the 6hs is blocked, just release the Air Pike for cover instead.
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Round 1 - 0:04 / A possible opportunity for oki via a special cancelled bubble or fish summon. - 0:16 / Nice Ice Spike FRC for safety. - 0:20 / Nice Ice Spike FRC for safety. - 0:38 / Good catch with the air throw here though maybe setting up for oki would've been a better option here since KY was a bit far away for a follow up hit or something. Round 2 - 1:13 / I think you could've set up for oki here after the KD with 2H. - 1:42 / Ice Spike could've been FRCed for safety. - 1:49 / That was unfortunate with the Ice Spike after 2K. I think you meant to do a 2H first then Ice Spike for follow up. Another option would be to use 2D after 2K hit and then do a special cancelled bubble or fish summon for oki. - 1:57 / A possible Ice Spike FRC follow up combo here for the win against KY. Round 3 - 2:28 to 2:29 / Nice Ice Spike FRC for safety into a CH 2H with follow up combo. - 2:33 / I think after the CH jH it might've been possible to follow up with a ground combo for KD here. - 2:51 / Ice Spike could've been FRCed for safety. Round 4 - 3:20 to 3:27 / Good oki to mixup into a dust combo follow up here. Some comments: - Ice Spike FRC usage was good, especially for safety purposes whenever applicable. I think I could hear the buttons for the times you wanted to FRC but missed, lol. - 2K>2H usage worked out for you in the match, just don't overuse it as a blocksting option even though you can delay a follow up special move after it because you can possibly be punished if 2H is blocked or during the startup of the special move instead. - Maybe start using 2D in blockstrings versus 2H because of it's utility in options afterwards like with jump/special cancelling moves and stuff. That's about it. Just keep working at it and play less F/UC, lol.
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Round 1 - 0:10 to 0:11 / Possible opportunity to combo for a KD after 2P. - 0:32 to 0:33 / Nice Ice Spike FRC follow up combo here for the win against SL. Round 2 - 0:42 / Possible opportunity for a mid screen crossover/crossup oki attempt after the 2D KD. - 1:04 to 1:05 / Nice Ice Spike FRC follow up combo here. - 1:15 / I think you could've done a follow up combo here after the CH 2H. Round 3 - 1:27 to 1:29 / Having your jump in countered with an AA combo isn't a good way to start a round, lol. - 1:57 / Nice CH 2H after the Ice Spike FRC here though I think you could've done a follow up combo for damage + KD. - 2:17 / Ice Spike could've been FRCed for safety. - 2:32 / Possible opportunity for a follow up combo for a KD after fS. Round 4 - 3:21 to 3:24 / Nice follow up combo into the corner after the bubble pop. Round 5 - 3:57 / Possible opportunity to combo for a KD after 2K. - 4:02 / Possible opportunity to combo for a KD after 2P. - 4:28 / That was close. Bubble pop against SL's air OD for the win was nice. Round 1 - 0:02 / Possible opportunity to combo for a KD after 2K. - 0:31 to 0:32 / Nice CH 2H after the Ice Spike FRC. Too bad the Ice Spike didn't hit at the end though. Round 2 - 0:47 / There is a possibility 2S could be used to counter JA's IAD j214K move and give you an opportunity for an air combo should it succeed. - 0:58 / Possible opportunity to combo for a KD after 2K. - 1:09 to 1:11 / Nice follow up combo after the bubble pop. - 1:24 / That 2H here could've been punished badly with FB puffball into wallstick loop combo. Round 3 - 2:31 to 2:34 / Nice follow up with 2H for KD into oki with corner pressure after the Ice Spike FRC here. - 2:37 / Good timing with the throw OD here. Round 4 - 3:31 / Nice catch with the throw OD here. - 3:40 / Possible opportunity for a combo to KD after 2P. - 3:54 to 3:55 / Rapid fire 2P into combo for the win, lol. Round 1 - 0:19 / Nice CH 2S against MI's jD here for KD. - 0:25 / Nice 2D KD though I think you could've done a special cancelled bubble or fish summon for oki. - 0:28 to 0:29 / Nice Ice Spike FRC follow up combo here. Round 2 - 1:05 / Nice CH 2H here though I think you meant to dash in for the follow up combo part, lol. - 1:25 / Good throw here but you missed the opportunity for a follow up though which was unexpected. Round 3 - 2:08 to 2:14 / Good throw into the corner here with follow up oki and rushdown to start off your comeback. Round 4 - 2:31 / I think you could've gone straight to oki here after the 2H KD. - 2:35 / Possible opportunity to combo for a KD after 2P. - 2:44 / Possible opportunity to combo for a KD after 2K. - 2:49 to 2:53 / Nice sequence with the throw setups here though after the 2nd throw why the bubble and not fish summon for oki? - 3:13 / Possible opportunity to combo for a KD after 2P. Some comments: - Ice Spike FRC combos are always nice to watch in action. - You get a fair amount of CH 2H stuffs, make the most of those situations with a follow up combo if applicable. - Follow through your low pokes (2P, 2K) and combo for a KD so you can get more opportunities for oki whenever possible. That's about it. Good stuff though.
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DI vs TE / 1st Match Round 1 - 0:15 / I think you might've went for a throw here but didn't because of the presence of trees. - 0:37 to 0:43 / Nice throw into the corner here with follow up corner oki sequence to start off your comeback. - 0:52 / Ice Spike could've been FRC'ed for safety or for possible follow up pressure along with the laser from the H fish. Round 2 - 1:06 / Missed opportunity to combo for a KD after 2P. - 1:10 / Good air throw catch after TE teched from the Scythe. - 1:14 / Missed opportunity to combo for a KD after 2P. - 1:19 / Ice Spike could've been FRC'ed for safety. - 1:35 to 1:39 / Good catch with the throw into follow up combo with Ice Spike. I think if you did a follow up combo after the Ice Spike FRC here you might've been able to win the round sooner, though there is a chance TE could've bursted the attempt. The choice to do oki with a bubble after the Ice Spike FRC in the hopes to bait the burst and punish was a good option here as well. Round 3 - 1:53 to 1:57 / Good defense against the TE corner rushdown. - 2:02 / Missed opportunity to combo for a KD after 5K. - 2:12 / I think this was supposed to be an IAD j.2S>AD j.2S mixup here after you set up for corner oki. - 2:33 to 2:35 / Nice Ice Spike FRC follow up combo here. I think you did the 2nd Ice Spike FRC so you could get a faster start on oki or something. - 2:40 / Ice Spike could've been FRC'ed for safety. There is a possibility that if you had FRC'ed the Ice Spike here, you might've been able to rushdown TE to finish him off as he did the S EXE Beast, from my POV anyway. DI vs TE / 2nd Match Round 1 - 3:01 / From my POV it looks like it might've been possible to slip in a Ice Spike to hopefully net a KD following the 5K>Air Pike hit. - 3:27 / Good throw into the corner here so you can follow up with corner oki. Round 2 - 4:05 / I think that 2D after the 2nd 2P should've connected here. It probably would've connected after the 1st one though. - 4:07 to 4:09 / Nice catch with the j.S and follow up into an air combo. - 4:10 to 4:18 / The bubble pop to stall TE in the air and make him land after you, then with you catching him on the ground with a throw into the corner for oki followed with the pressure string was quite nice. - 4:27 / Good throw here and follow up for the start of a comeback. - 4:37 / Unblockable Air Pike for the win. Nice! Round 3 - 4:57 / Missed opportunity for a KD to start oki with 2H after 2K. 2D would've probably worked though range might be an issue here. - 5:13 / After the CH 2H, it might've been possible to follow up with 214H>dash 2P/2K>f.S>Ice Spike, but since you had just summoned a fish earlier, I don't think you might've been able to summon a fish again so soon. The choice of doing a TK bubble crossover oki setup was a good option here. DI vs TE / 3rd Match Round 1 - 5:47 / Missed opportunity to combo for KD after f.S. - 5:59 to 6:03 / Nice throw with follow up combo to move TE into the corner for oki. - 6:06 / Missed opportunity to combo for KD after 2P. - 6:14 to 6:20 / Nice throw into the corner with follow up oki and rushdown combo. It would've been an awesome finish if you had managed to land the bubble loop combo here. Round 2 - 6:34 to 6:35 / Good read at the start of the round and responding with 5K>Ice Spike. - 6:44 to 6:49 / Good defense against TE's rushdown while you were in the corner. - 6:58 / Nice catch with a throw here to follow up combo for KD. - 7:06 / I think if you FRC'ed that Ice Spike here it would've allowed you to block against TE's 5K. Round 3 - 7:34 / Nice evading of TE's 6K with b.dash at the start of the round. - 7:45 / Missed opportunity to combo for a KD after 5P. - 7:56 / I think you meant to do a special cancel fish summon for oki here after the 2D KD. - 8:17 to 8:19 / Nice combo to KD for oki with follow up crossover AD to keep TE close to the corner. Some comments: - There were a good amount of Ice Spike FRC's used for follow up combos and for oki setup purposes, which were nice to see in action. - Corner oki had good pressure with fish summons and rushdown. Bubbles played a role in some oki setups like after an Ice Spike FRC. Also, I did like seeing crossover setups utilized as an option for oki. - I like the utilization of 2D special cancel to do fish summons. Though after reading the response to zaeris and to learn that some fish summons were failed TK bubble attempts is quite interesting. The reason you give makes sense though. - Defense while you were in the corner was good, especially considering TE's rushdown was quite fierce at the time. - With the hitconfirm stuffs, there were some moments of hesitation like the ones zaeris refers to. If it happens, you just have to remember to follow through is all. For all I know, you could be baiting a CH 2H for a combo or something, lol. Good stuff.
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Yeah. Physical attacks at their max range (preferrably quick attacks) can be used to set off webs in close proximity if need be. The preferred method though is to use DI's summons because they will allow you to safely set off webs from a distance. Scythes, Air Pikes, and bubble pops with summons work well here to get the job done.
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DI vs TE Round 1 - 0:15 / Missed opportunity for a combo to KD after 2K. You'd probably have to use 2D for KD then a special cancelled fish/bubble for oki though. - 0:30 / Possible chance to throw TE into the corner here upon landing, though the placement of the tree might've interfered with the attempt. - 0:37 / I think using a 5P to disarm the web would've worked here to give you some room to act afterwards. - 0:45 / Ice Spike could've been FRC'ed for safety. Round 2 - 1:07 / Good throw into the corner here. - 1:13 / The Ice Spike after the 2H wasn't necessary here since you were deep into the corner, from my POV anyway. A KD after the 2H would've been nice here but the fish bite interfered with that. - 1:20 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to TE for the win. - 1:27 / After the CH 2H here, you could've finished off TE with a f.S>combo or probably an Air Pike summon to bubble loop if you felt gutsy, lol. Round 3 - 1:42 / After the KD with Ice Spike, you could've summoned H fish for a corner oki attempt versus the TK bubble summon with Air Pike assist. - 2:03 / I think an Ice Spike FRC follow up combo after the 2H here would've dealt enough damage to TE for the win. DI vs TE / Match 2 Round 1 - 0:43 / Why P fish here after KD? Since TE was in the corner, I think H fish would've been a better option for corner oki. - 0:48 / Distance wise, H fish is usually a better option for coverage to start off midscreen oki versus using a TK bubble summon. - 1:01 / I think you could've punished the BL after it was blocked here, probably with an OD or something. Round 2 - 1:27 / After the KD with Ice Spike, you could've summoned H fish for a corner oki attempt. - 1:31 / I think a fish summon might've been possible here to start oki after the KD with Ice Spike. DI vs RK Round 1 - 0:41 / I think you could've summoned H fish for oki after the KD with Ice Spike here versus using the TK bubble summon. - 0:53 / Missed opportunity to follow up with Ice Spike for KD after 5H. Round 2 - 1:19 / After the bubble summon, another back AD>j.S might've worked to pop the bubble and hit RK as he rushed in. - 1:28 / I think a 2H to KD for oki might've worked here after the CH 5H. - 1:51 / Good catch with the 5D here for a dust combo attempt even though it got bursted. - 1:54 / Running into RK's Det. Mode at the end of the countdown is not good, lol. DI vs RK / Match 2 Round 1 - 0:15 / You should've used Ice Spike on RK's taunt here here, lol. - 0:32 / Ice Spike could've been FRC'ed for safety. - 0:50 / I think you could've summoned stuff here while waiting for RK's Det. Mode explosion to end. Round 2 - 1:32 to 1:33 / Missed opportunity for KD with follow up combo after throw. - 1:42 / Ice Spike could've been FRC'ed for safety. - 1:47 / Missed opportunity for KD with follow up combo after throw. - 2:00 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to RK for the win. Round 3 - 2:31 / Ice Spike could've been FRC'ed for safety. - 2:37 / 2H could've been FRC'ed for recovery purposes. - 3:02 to 3:08 / RK Det. Mode explosion + OD = Ouch x 2 against DI's lifebar, lol. - 3:14 / A possible Ice Spike FRC follow up combo here for the win against RK. DI vs OS Round 1 - 0:24 / I think you could've summoned fish here for support as well. - 0:37 / 6H could've been FRC'ed for safety. - 1:17 / A possible Ice Spike FRC follow up combo here for the win against OS. Round 2 - 1:45 / 2H could've been FRC'ed for safety here. I think a 2D might've been able to reach and hit OS after the 2K for a KD though you'd probably have to do a special cancelled fish/bubble for oki afterwards. - 1:53 to 1:56 / Good catch with the throw and follow up combo for KD. - 1:58 / I think you could've punished the whiffed SV with an OD. DI vs JO Round 1 - 0:26 / Missed opportunity for a combo to KD after f.S. - 0:37 / 2H could've been FRC'ed for safety. - 0:47 / Missed opportunity to start oki after 2H KD. Round 2 - 1:30 / 2H could've been FRC'ed for safety. - 1:44 / Missed opportunity for a combo to KD after 2K. - 1:57 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to JO for the win. DI vs AX Round 1 - 0:34 / Missed opportunity for a combo to KD after 2K. - 0:45 / 6H could've been FRC'ed for safety. - 0:50 / Missed opportunity for a combo to KD with Ice Spike after f.S. - 1:15 / Missed opportunity for a combo to KD with Ice Spike after f.S. I think though if you had landed the Ice Spike, FRC'ed it, and followed up with a combo, you would've won the round here. - 1:18 / Ice Spike could've been FRC'ed for safety. Round 2 - 1:25 to 1:27 / Good read at the start of the match and responding with a combo for KD. - 1:41 / I think you could've punished here with a combo for KD after AX's j.63214S move ended. - 1:45 / Missed opportunity for a combo to KD after 2K. - 2:05 / Missed opportunity for a combo to KD after f.S. - 2:12 / 2H could've been FRC'ed for safety. DI vs ZA Round 1 - 0:56 / Too bad ZA bursted to avoid the KD, lol. - 1:15 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to ZA for the win. Round 2 - 1:32 / I think you meant for an Ice Spike here for KD instead of the Scythe unless you intended for that to happen? - 1:37 / I don't think you were able to summon a fish for oki at this time. An option here would've been to summon a TK'ed FB bubble for cover, then prep an Air Pike or try to summon a fish again. - 1:44 / Missed opportunity for a combo to KD after f.S though the fish bite may have interfered with the attempt here. Some comments: I'll pretty much reiterate what has been said so far, lol. - Work on your FRC stuffs, primarily Ice Spike and 2H, and to an extent Scythe(s) and 6H. It's one of those things that you don't want to think about executing during a matchup and instead you just are able to execute it on command. - Fine tune your summon fish tactics for oki. There were times you'd get a KD in the corner but you didn't summon H fish to cover your aerial rushdown or you would get a KD at a long range but I would see P fish come out instead. Summoning fish as cover for oki helps to keep pressure on your opponent from a distance and allows you to rushdown and utilize mixups with the various fish summon followups. - Add to your mixup options. Other than high and low stuffs, you also have tick throwing and dust combos as mixup options. This will give you more options should your opponent end up blocking your rushdown attempt. - Know when to follow through. Off a low poke that hits like 2K, go for the KD so you can set up oki. This becomes an issue of using either 2H or 2D for the KD hit then adjusting for the following oki setup to work afterwards. And now some critique: - Summon strats, zone and cover. At long range you would do a TK bubble, then an Air Pike, afterwards you'd rushdown with an IAD attack. Often times the bubble would be popped when the Air Pike was summoned and all you'd have was the Pike flying toward your opponent when you started your aerial rushdown. There was seldom any ground cover with a fish summon when you used this IAD attack method. Consider delaying your follow up summon after the bubble so it doesn't pop immediately and see how your opponent reacts to it, then act accordingly with follow up summons like fish and Air Pike and decide whether you want to zone or rushdown. If you zone you can alternate summons to keep the opponent at bay if applicable. If you decide to rushdown you should have adequate support covering your approach. A summoned H fish>followup attack works as ground cover while an Air Pike (hold) and K Scythe provide aerial cover. It's usually best if you have both areas covered if possible before you commence with rushdown. If anything, you can use the bubble like a remote mine which you can detonate to cover your approach by using a physical attack or a special move. With cover, your rushdown becomes protected by adding an extra layer of defense against things like AA attacks that can possibly break through your jump in attack and hit you out of it if you aren't covered. - Aggro rushdown. On some occasions you take a more physical approach by taking the fight to your opponent and without summon cover. You seem to favor an aerial approach by IAD'ing or using a jump-in to attack and on the ground you dash into close range to attack. If you choose to IAD and attack, make sure you have cover. For jump-in attacks though hopefully they don't get stuffed, but for empty jumps use FD for safety against possible AA attacks. Finally for dash-in attacks on the ground, use FD brake to stop your forward momentum which should hopefully keep you from being hit by an opponent's attack. - Mid-range stance. This action stands out after watching the match vids, especially in some matchups like against TE and AX for example. It's a risky and quite unsafe style of play at times and along with an inclination toward an aggro playstyle, it seems to be counter-productive to Dizzy's preferred method of play. I see it as a momentum killer because you lock into that position and go into an offensive/defensive counter-mode state, which she doesn't need to be in due to her mobility. Dizzy's mobility allows her to retreat to a safer position to set up her offensive/defensive zoning game and should help her to avoid having to physically defend herself at closer ranges where she is vulnerable to an opponent's preferred attack range. Your range of motion and action is limited in this state, especially since you are in a crouch block position that is sometimes telegraphed and advertised to your opponent. In regard to motion and action limitations: - You lose access to horizontal movement, no dash/b.dash for advancement/evasion unless you stand up to break the crouch block position. - Limited vertical movement, you'd probably have to use a FD jump to get out safely. - You have access to low attacks: 2 pokes in 2P and 2K, a situational AA in 2S, a slow but FRC'able heavy attack in 2H, and a long range sweep with special cancel properties in 2D. Hopefully they aren't baited or stuffed. - Special move usage is likely to get you punished: Ice Spike only works at mid range and can be dangerous to use if you don't FRC it. Scythe suffers from startup and might only prove useful if you manage to summon it and it goes active. Fish summon is likely to get punished in it's startup time. Air Pike might work as situational AA but you are likely to get hit on startup. A TK'ed bubble might work to evade lows but even that can be risky if it's mistimed and not popped quickly to give you cover. - OD's as counter moves. You might have to break cover for a second to do an OD though unless you buffer the motion in during a block or something. Throw OD should work as long as your opponent doesn't jump. Imperial Ray OD is likely to trade the 1st hit unless it manages to flat out beat your opponent's attack attempt. Gamma Ray OD isn't recommended at such a close range, lol. Also in this state you are quite prone to jump-in attacks that can stagger or CH you for heavy damage combo setups, overhead attacks that include TK'ed moves and dust attacks, and to an extent various throw attack attempts. You do have some access to defensive measures though. There is DAA if you have 50% tension but be careful of it's range and the fact that it could be baited, burst is an option but make sure it hits and it isn't baited, and FD can be used to push back the opponent's attack to some extent. If anything though, these options can help you to escape from being on the defensive. The longer you remain in the mid-range stance, it becomes difficult to employ summon strats and tactics to get momentum back on your side since your opponent is likely to have control of the matchup at this time. Despite the comments and criticism this time around, there are signs of improvement in watching the real-life match vids versus the ones where you were up against the CPU. The former has you doing less mistakes than the latter. However, you still have a tendency to do risky/reckless things like being too aggro in your rushdown with and without cover and playing the mid-range stance game. Minimize the risk that follow with those actions by utilizing them less often. Don't get discouraged though. Just keep working at it and it will all come to you in time. That's about it.
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Yup, thumb covers P, K, S, and H, as well as multi button presses like doing FRC/RC stuff with KSH or PKH. I used to use a macro for FRC/RC stuff back when I played #Reload but it never felt quite right to me so I decided to do the 3 button method instead and stuck with that ever since, lol.
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I'm a pad player. You mean like bubble loops and stuff? I never used to use it at first, but with some practice I was able to get a feeling for the timing and now I try to use it a bit more in my gameplay if the opportunity arises via corner oki setups. I've landed bubble loops a few times in real matches. The opportunity came up and I went for it and at the time it worked out for good damage though I wasn't able to finish my opponents off with it in most cases, lol. On a scale of 1 to 5 with 1=easy and 5=difficult, I'd say 4 in my experience with it. Depending on how you press the attack buttons (thumb, various fingertips) and transitioning between them for moves/attacks is the tricky part at times. For example: ...6P>421>j.H, j.214K, ]S[, (opt. j.K), bubble pop>land>air combo followup. The tip of my thumb is holding S, while doing that the lower part of my thumb hits for the j.H, then I motion to do a K bubble still holding S, I then let go of S and that or a j.K pops the bubble, afterwards I go for a follow up air combo to finish. Then you have other starters like off of a 6H or a TK bubble pop to consider as options to do a bubble loop as well, lol.
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Round 1 - 0:17 / It might have been possible to follow up the CH j.H with something like an f.S before using the Ice Spike for KD. - 0:19 / After the KD with the Ice Spike, you could've summoned a fish for oki. - 0:26 / That Ice Spike could've been FRC'ed for safety. Round 2 - 1:07 / Too bad the follow up air combo after the bubble pop didn't pan out here. - 1:09 / That Ice Spike here could've been FRC'ed for safety here, especially since it was at a close range. - 1:14 / I think that 2P here could've led to an attempt for a KD to set up oki if it were followed up. - 1:29 / Good follow up after the 6H to win the round. Round 3 - 1:40 to 1:43 / The teching recovery into the corner here wasn't too good since RK was able to hit you by using his 2H, which got you a couple of times. - 1:57 / Good catch with the 5D here for an attempt at a dust combo. Round 4 - 2:30 / Oki follow up could've been a bit more tighter here. - 2:34 / 2P could've led into an attempt for a KD here I think. - 2:47 / Missed opportunity for a follow up combo to KD after the throw. - 3:04 / Nice Ice Spike FRC for recovery. - 3:11 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to RK for the win. Round 5 - 3:31 / Missed opportunity to follow up for a KD after the 2K. - 3:33 / Good catch with the 5D here for a dust combo attempt. - 3:44 / Missed opportunity to follow up for a KD after the 2K. - 3:45 / That Ice Spike should've been FRC'ed. You could've been punished badly here by RK.since he had a good amount of tension, especially since he was inside the range of the Ice Spike in the first place. - 3:50 / Ice Spike could've been FRC'ed here for safety. - 4:03 / The 2K here could've led into a KD to set up for oki. - 4:10 / I think if you were to follow up along the Imperial Ray OD as it hit here with an f.S, you might have been able to finish off RK much sooner for the win here. It looked possible from my POV anyway, lol. 2nd Match Round 1 - 4:23 / I think an Ice Spike after you landed from the CH j.H might have been able to connect and give you a KD for a chance to set up for oki. - 4:40 / Ice Spike could've been FRC'ed for safety. - 4:47 / After you TK'ed the bubble you could've done AD j.P x N, j.H or AD j.2S, j.H in the hopes to keep the pressure on, or even a held Homing Pike to pop the bubble then go for a mixup. - 5:01 / Missed opportunity for a follow up combo/oki attempt after the throw. - 5:13 / Ice Spike could've been FRC'ed for safety. Round 2 - 5:23 to 5:25 / Good catch with the 6H at the start of the round into an air combo follow up. - 5:47 / Missed opportunity for oki after the KD with Ice Spike. - 5:58 / Missed follow up opportunity after 5H for KD. In this case, I think an Ice Spike FRC follow up combo would've dealt enough damage to RK for the win. - 6:07 / I think you went for a 6H attempt here. It's a bit risky to rush in with it unless you can FRC it for safety whether it hits on block or is whiffed for something like a throw attempt. Round 3 - 6:27 / I think you might have been able to slip in an f.S before the Ice Spike as part of a combo for KD. - 6:50 / Though it was completely situational when RK was KD because of an explosion, an option might have been to summon fish for oki/cover since his wake up was delayed at this time. - 6:55 / A throw OD maybe would've worked here instead of the Imperial Ray OD to counter the missile from RK. It looks possible anyway. Round 4 - 7:22 / The 2P could've led into a KD to set up for oki. - 7:25 / The other option after the CH Ice Spike would be to dash in and do a combo for KD, depending on your reaction time and possibly range. Setting up for oki is usually your best bet in most cases, though I think a summoned H fish would've worked better than K fish here since the KD was at midscreen. *This wasn't a good round for you, lol. Some comments: - FRC usage. You used a lot of Ice Spikes. Some were singular while others were during blockstrings, but they needed FRC's for safety recovery. In some cases w/o FRC'ing them for safety, you are prone to punishment. There were some Scythe FRC's which were nice to see and there also was a fair amount of 6H usage. You might want to consider utilizing the FRC for recovery purposes on a blocked hit or whiff. - Oki tactics. There were a few attempts at corner oki stuffs, though the followups could be a bit more tighter. A basic one you could work with is the corner HP fish example in the Oki thread. Once you have an idea of the sequencing you can do variants of it like TK'ing a bubble mid string and going into a mixup off of that. You can also go for 5D attempts into dust combos and even tick throw setups as other options for a mixup. The IAD j.2S>AD j.2S stuffs for mixup are also an option to consider if you feel confident in your execution. - Bubbles. You didn't use them much, save for when you got a 5D to connect and you utilized a bubble for an attempt at a ID combo. Consider using them as part of a runaway game to zone and to buy time to summon fish/Homing Pike to setup for offense. Also, you can use them as part of your oki for variants in your mixup. Using the corner HP fish example from the Oki thread and from my experience, I sometimes like to throw in a TK'ed bubble after a dash 2K>c.S/2S then go for a mixup afterwards. With a KD at midscreen via a 2D, I go for either a crossup oki with a bubble and AD/double AD usage or just IAD j.214 K/S then mixup off of that instead. - 2D application. In some cases you got a hit in with 2P/2K but didn't follow it up for a KD. Though 2H may sometimes be the 'go to' move, it suffers from range issues and even then you might be too close for an Ice Spike follow up for KD or you might even have to go into oki much sooner than planned if you just use it for a KD. In the case it results in a blockstring you may want to have tension to FRC it to make it safe especially if it doesn't connect and it whiffs. 2D on the other hand does well for most part having better range and flexibility in utility on both hit or block. Some things you can do include TK'ing a bubble off of it, special cancel moves (fish summon, Scythe, Ice Spike), or even go into an IAD for advancement or escape. That's about it.
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Yup, that's the one.
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IIRC, that color palette is from SLASH, it was her normal D color. I miss DI's normal K color from SLASH.
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I was going to work on your vids next you know, lol. Round 1 - 0:08 / Too bad that gold burst didn't hit JA and give you full tension, lol. - 0:10 / Against JA's j.214K, you can use DI's 2S as AA to counter it then follow it up with an air combo. I think it has the potential to work against the IAD crossup variation as well. - 0:25 / I think a 2D might have been able to connect after the 2P for a KD to start oki. - 0:35 / That air throw from JA back into the corner was a good punish strategy should you be able to tech and escape a wallstick loop. - 0:42 / IIRC, JA is almost always able to tech after a throw>Ice Spike. After a throw into the corner, dash f.S>Ice Spike usually works as a follow up combo. That or you can let her drop after the throw for KD and go straight into oki instead. - 0:52 to 0:57 / Whiffed 2H w/o FRC = punishment combo from JA. Ouch. Round 2 - 1:13 / Possible opportunity to use 2S to counter JA's IAD j.214K. - 1:18 / Missed follow up combo opportunity after the Ice Spike FRC which was unfortunate. I'm partial to using the IAD j.2S followup combo in post Ice Spike FRC scenarios. - 1:28 / Good timing with the burst to get yourself out mid combo before you were taken to the corner for a wallstick loop. - 1:33 / I think after the KD with 2H you could've setup up for oki instead. - 1:41 to 1:43 / Nice Ice Spike FRC follow up combo even if JA was able to tech, lol. - 1:46 / The fish summon from earlier saved you here from a possible follow up FB puffball. Round 3 - 2:10 / That was weird. I thought that 2D there should've connected to give you a KD. - 2:13 / That fish summon there cost you. - 2:22 / Missed opportunity for KD after 2P. Round 4 - 2:40 to 2:41 / Nice follow up air combo after the CH j.H - 2:48 to 2:51 / Good mixup combo after oki. - 3:03 / A possible Ice Spike FRC follow up combo here for the win against JA. Round 5 - 3:15 / Missed opportunity for KD with 2H after 2K. I think 2D would've worked here. - 3:23 / That tech there unfortunately got caught by AA stuffs. - 3:32 to 3:34 / Nice Ice Spike FRC recovery into 2P>Ice Spike with fish summon assist. - 3:51 / I think you could've finished the match here if you special cancelled Ice Spike after the 2D hit. It looks possible though. Round 1 - 0:05 / I think you should've summoned fish for oki when you got the 2H KD here. - 0:24 / Possible opportunity for double AD rushdown mixup after the 2H KD and oki. - 0:27 / I think a j.D would've connected after the 2nd j.S here. - 0:38 / After the bubble pop your choices probably were c.S>air combo or f.S>Ice Spike for KD. Round 2 - 1:43 to 1:45 / Good tick throw here to put MI into the corner but you missed the chance for a throw follow up combo afterwards. - 1:57 to 1:59 / Good catch with the air throw here after MI teched the j.P, though I think a better choice afterwards would've been to do oki after the KD and go for a mixup instead. Round 3 - 2:17 / There were some options here when you TK'ed the bubble for oki after the 2D KD. If the 2D KD was close and the TK bubble was high enough you could do a crossup by doing forward AD>back AD j.2S>bubble pop into whatever or delay the TK bubble summon after KD on oki and then pop it in a single pass with AD j.2S into whatever. It works well at midscreen as an alternative oki option if you get a 2D KD and don't special cancel fish summon for oki instead. - 2:23 to 2:27 / Good catch with the air throw here and follow up combo for KD in the corner. - 2:37 / I think a 2D could've followed up the 2P here for a KD. - 2:39 / Missed opportunity for KD with 2H after 2P. - 2:47 / I think a 2D could've been used for a KD following 5K but the range might have been a problem and you would probably have to special cancel fish summon for oki though. - 2:55 / There is a possible chance that if you had FRC'ed the Ice Spike, you might have been able to defend against the 2D. Round 4 - 3:20 / From my POV it looks like there may have been an opportunity to counter MI's 214P move by using a j.H at the end of the back IAD for a CH and then do a follow up combo for KD. - 3:27 to 3:29 / MI's 5P is annoying as an AA option isn't it? lol. - 3:37 / Missed opportunity for a follow up combo to KD after the 2K. - 3:41 / Good time for a throw into the corner while MI is stuck doing SG setup for oki. - 4:07 / I think an air combo follow up after the c.S hit would've worked out better. - 4:12 to 4:13 / That was nice setup with using the throw OD to get MI to jump and avoid it, then throwing her when she landed afterwards. - 4:16 / I think an Ice Spike follow up combo here would've dealt enough damage for the win against MI. - 4:18 / Nice catch for the air throw here to win the round against MI. Round 5 - 4:53 / Good KD with 2D after the corner pressure. - 5:03 / Good follow up after the bubble pop for the win. Round 1 - 0:08 / Good throw after the 2D KD by SL, though I think you could've opted to do a midscreen oki setup here instead of just doing a follow up Ice Spike for KD. - 0:16 / Unsuccessful burst here. I think you have a better chance bursting as the hit happens rather than in between the hits. It's a trouble section that SL air combo, lol. - 0:20 / That back dash on wake up almost worked against SL's 6K. There is of course the option of countering with DI's 5P on wake up, which is risky depending on how deep the 6K is. - 0:21 / Nice air combo off of the CH j.H after the tech. - 0:30 / It looks like you could've been punished after that 2H there. - 0:43 / Nice catch with the air throw after SL teched. - 0:54 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to finish off SL. Round 2 - 1:04 / I think the 6P was used in anticipation of SL's possible opening attack (My guess is a Mappa) at the start of the match but since it wasn't, when it missed it made you vulnerable to the throw that was used here. - 1:21 to 1:24 / Nice air throw and follow up combo here. - 1:28 to 1:30 / Good mixup here for the combo to KD. - 1:32 / Good forward tick throw into the corner after the 2P. - 1:40 / I think you tried for a throw here but it didn't work out this time. - 1:42 / If that 2H was FRCed, I think you would've had a chance to defend yourself when SL made a move to attack you. - 1:55 / Dang, I was hoping you'd get the throw for the win and not SL after the fish summon absorbed the DoT, lol. Round 3 - 2:12 to 2:14 / Nice Ice Spike FRC follow up combo here. - 2:16 / Missed follow up combo for KD after f.S, though if you had used Ice Spike there is a possibility that the fish that was in the area might also hit and interfere with getting a KD, from my POV anyway. - 2:18 / Nice tick throw after the 2P. - 2:26 / I'm surprised SL didn't punish you harder after the stagger from 5H since he had 50% tension, but he did put you into the corner though. - 2:30 / That DAA could've been your ticket out of the corner had SL not baited it. - 2:57 / I think the 2H that whiffed here was supposed to be an Ice Spike, which if it had been successful and FRCed, the follow up combo might have dealt enough damage for the win against SL, which looked possible from my POV. - 2:58 to 3:04 / The conclusion of the runaway game with bubbles was quite intense, lol. Round 4 - 3:10 / Good job evading the Mappa at the start of the round. - 3:13 / Nice follow up after the CH j.H for KD. - 3:21 to 3:27 / Good oki with the Homing Pike after KD for a combo to Ice Spike with the FRC follow up combo afterwards. - 3:31 / Good follow up after the CH j.H for the win. Some comments: - There were some good Ice Spike FRC moments in those vids, mainly for follow up combos which were nice to see in action. - Your oki was pretty solid at times, which allowed for mixups and rushdown pressure tactics to occur often, especially at the corner. - Defense was good too. You withstood most corner/oki assaults and got out of them via burst/DAA/teching, that and utilizing DI's mobility to play a runaway game with support from bubbles helps as a defensive zoning option. - One minor misstep you had was against aerial/AA attacks versus DI's aerial game. Some chars are able to give chase with those options, especially if DI plays a runaway game/jumps in with no cover. It also doesn't help if those chars are fast too, like JA and MI, lol. Your gameplay is quite diverse with the utilization of various offensive and defensive tactics. Good stuff.
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Round 1 - 0:04 / At match start, I usually block or evade, though if you are gutsy enough to react to a Mappa, 5K, 2P, and 2H if timed correctly can punish the attempt and give you a chance to combo for KD. - 0:07 / After the CH 2H, it might have been possible to do H fish>dash 2P>f.S>Ice Spike. - 0:12 / Too bad the attempt for an air combo here didn't work out. - 0:17 / You were fortunate here, that 2H could've been punished by BBU. - 0:23 to 0:25 / Good air combo after the bubble pop. - 0:29 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to finish of SL. - 0:35 / That 2H could've been punished with BBU, or worse DoT. Round 2 - 0:50 / Good read on the 2D and evading it by IADing back. - 0:51 / Nice counter against the PB by popping the bubble. - 0:53 / j.D might have been an option here to end the air combo since the j.H missed. Depends on player preference though. - 0:57 / You had KD with the 2H so the Ice Spike wasn't really necessary here, you would just had to have gone straight to oki instead. - 1:02 / Tough call after the 2H here. If you decided to follow up with an Ice Spike, there is a chance it would pop the bubble and interfere with getting a KD. Another option might have been to summon a fish for oki after the 2H hit. - 1:05 / Nice CH 2H against the Mappa here. - 1:32 / That 2H cost you unfortunately. Round 3 - 1:41 / Again, nice read on the 2D at match start, though I think you could've followed up the AD j.K for an air to ground combo. - 1:45 / Missed air combo attempt here. - 1:55 / 2H could've been punished hard here, probably with DoT if the SL had not used 2H instead. - 2:17 / Another point in which 2H could be punished. - 2:20 / Missed combo opportunity for KD. Using a 2D after the 2K might have worked to get you a KD for oki. - 2:33 / Possible chance here for a follow up combo to KD after the air throw. Round 4 - 2:43 / Good read on the Mappa and avoiding it. - 2:51 / That Burst was no good there. - 2:59 / The throw into the corner was an interesting choice after the CH j.H. An option that I also see here would've been to combo to KD for oki and then do an IAD crossup/mixup afterwards. Round 5 - 3:08 to 3:10 / Good start by avoiding the Mappas. - 3:16 / I think you could've punished SL's 214P, K follow up move here. - 3:18 / Ice Spike was a bad call here because of the punish by a Mappa. - 3:31 / Good tick throw here. Some comments: - The one time you use Ice Spike FRC to make it safe...you end up getting hit by a Mappa, lol. Those 2H's on the other hand needed some FRC's though, because at some points they looked quite unsafe and were prone to punishment. - What zaeris said about jump in attacks. That and some chars' AA attacks will beat DI's jump in attacks for free, especially if they aren't covered by summons. Other than that, keep working at it.
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I took some notes lol. Recent Vids, 2nd batch: DI vs OS #2 - 0:55 / Possible midscreen oki opportunity after the throw, though I think a follow up combo after the throw was intended here. - 2:13 / After the SV, you could've punished it better instead of using 6P. - 2:23 / I think an Ice Spike FRC follow up combo here would've dealt enough damage to OS for the win. DI vs SL - 2:03 / Possible midscreen oki opportunity after the throw. - 2:30 / A possible Ice Spike FRC follow up combo opportunity here for the win against SL. - 3:13 / Possible midscreen oki opportunity after the 2D KD if you had special cancelled 2D into a fish summon or TK'ed a bubble for an IAD crossup scenario. - 3:30 / Possible chance for a follow up combo opportunity after CH 2H. - 3:41 / Missed CH Ice Spike follow up combo opportunity. - Lots of 2H usage, some of which looked like to be intended follow ups in a combo (ex: ...>f.S/5H>2H) but didn't connect because of range. While other 2H's from my POV looked like to be the result of a missed Ice Spike input instead. In some cases, an Ice Spike after the f.S/5H hit would've worked better I think. DI vs SO - 0:22 / Possible chance for a combo after the bubble pop, which you went for but missed unfortunately. - 1:14 / Missed combo attempt for KD to start corner oki. - 1:25 / Air combo follow up could've been a little better. - 1:40 / A possible Ice Spike FRC follow up combo opportunity here for the win against SO. - 1:59 / Why 6P? Punish with combo for KD to set up oki instead. DI vs FA - 0:22 / I think this was supposed to be CH 5H>2H for KD into oki but you missed with the 2H. - 0:29 / Missed CH Ice Spike follow up combo opportunity, though the range might be an issue if you were to attempt it. - 1:00 / The follow up after the AA Homing Pike was good. - 2:09 / An f.S after the 5K/before the 5H might've been an option here as part of the combo. Past Vids, 1st batch: DI vs OS - 0:17 / Missed follow up combo after throw. - 0:19 / Missed KD attempt with 2H after 2K. - 0:44 to 0:47 / Good pressuring but the Ice Spike at the end should've been FRCed. - 1:15 / Scythe could've been FRCed for continued pressure tactics. - 1:53 / Missed KD attempt with 2H after 2K. - 2:17 / Missed follow up combo after throw. - 2:22 / The follow up after the AA Homing Pike was good. DI vs RK, PvP Match - 0:13 / A TKed bubble shouldn't be used at the start of a round. That one was kind of high up lol. - 0:19 / Possible opportunity to set a bubble for zoning purposes. - 0:27 / A 2nd AD j.2S>j.H might have been able to combo after the laser hit which would've allowed for a ground combo follow up. It looks like you may have tried for a tick throw though from my POV. - 0:43 to 0:45 / I think you meant for an Ice Spike and not a Scythe lol, but good recovery with the throw back into the corner afterwards. - 0:49 to 0:53 / Good pressure to combo for the finish. - 1:03 / IAD back>bubble is sometimes a good opener but some opponents can catch you when you IAD back. - 1:09 / Good AA with Homing Pike. I think a follow up option could've been an air combo. - 1:19 / After the bubble pop I think a 5K/f.S into a combo for KD would've worked here but the fish bite made the juggle a bit too high to follow with a ground combo. - 1:27 / Good counter OD here. - 1:37 / A forward tick throw attempt during the laser hit might have worked here. Some comments and recommendations: - Why no FRC action? Utilize some next time like Ice Spike for followup combos or for move recovery safety, 2H to make it safe should it miss, and maybe even Scythe for pressure/mixup tactics. - Corner oki could be a bit more solid. There were some gaps in your pressure. On the ground there was some space between the 2nd dash 2K and the opponent, unless you were baiting for a CH 2H or something lol. A TKed bubble during ground pressure might help to control space and give you more mixup potential. You seem to prefer an aerial approach with IAD j.2S so try to work in the 2nd IAD j.2S a bit more as part of the mixup. A bubble after the 1st IAD j.2S is okay as well, though the sudden change in momentum might provide a window for the opposing char to slip out of the corner in the midst of pressure or to counter you if applicable. - Add some variations to your oki like setups for dust combos and tick throws. They both are useful from time to time as options for mixups. - Try to integrate midscreen oki into your gameplay. KD in the corner is the optimal scenario for oki but a KD at midscreen gives you another chance for oki through IAD crossup tactics and mixup variations can also work here as well. - Summon usage outside of oki was limited. When you had KD you usually went for an oki setup with summons, which should be a given in that situation. However, you didn't seem to use summons outside of that, save for some bubbles that were quickly popped and using a Homing Pike before advancing upon the opponent. A fish/bubble onscreen to zone helps DI to get the momentum going for both her offensive and defensive options. - 2H functions. You like using 2H as part of a combo, especially after f.S/5H, don't you? lol. The problem here is that you missed hitting with 2H because of range issues and it happened quite often, which can prove costly in a live match. FRCing 2H can help make it safe if it whiffs or hits on block, but that would mean you would have to have at least 25% tension available to you each time you considered in attempting to combo with it, unless you are successful in hit confirming it or you special cancel on block to something else instead which can be risky at times. You could omit the 2H after a f.S/5H and go straight into an Ice Spike if you feel the 2H won't connect or omit the 5H and go into 2H>Ice Spike earlier instead from f.S and you would still get a KD for your efforts. Either option would depend on your combo though. CH 2H>follow up combo scenarios are something you should consider looking into and adding into your gameplay as another application for utilizing 2H. - 2H vs 2D, KD utility. 2K>2H in the vids looked to be like your 'go to' low hit combo string, but as with 2H usage in your other combos you missed hitting with it because of range issues. Too far away and you'd whiff 2H, while if you were inside and close the following Ice Spike would whiff, or if the 2H was blocked you'd special cancel. Sometimes it is not safe to throw 2H out unless you have tension to FRC otherwise you can get punished if you miss or if it's blocked and if you special cancel there is a chance you can get countered on the startup of the move you use. Since 2H gives KD you could go into oki sooner and omit a follow up Ice Spike if the 2H were to hit close as an option. 2K>2D works better because of range and is flexible by being JCable on hit or block and also the special cancel application trick can prove useful if you invest some time in learning how to utilize it. You can set up for oki with a special cancelled summon or TKed bubble after a 2D KD or even change up your pressure from ground to air during a mixup by using an IAD j.2S after a blocked 2D in a combo string. I did see a 2D KD in the DI vs SL vid and I think you special cancelled an Ice Spike that missed afterwards. Maybe try to use it a bit more in your gameplay. From watching these vids, your playstyle suggests that: - You don't employ summons for a zoning game. - You appear to favor fighting at mid range or closer, while switching between semi defensive/offensive postures, and without the assistance from summons. These 2 things stand out to me the most when I watched those vids. The first point deals with not playing to one of DI's strengths in using summons to zone for offensive/defensive purposes which in turn limits her potential to be effective outside of oki. The second point deals with playing to one of DI's weaknesses which is her inability to fight effectively at mid to close range without summon assistance because it puts DI at a disadvantage against chars who specialize and excel at utilizing mid/close range tactics. This could be a bad habit in a match against a real life opponent who is likely to exploit and capitalize on that behavior. That's about it. Work on improving your ability so that you can become more effective with your gameplay.
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I'm not gonna go for the aerial counter unless I recognize the condition when it presents itself. If it works out for me, great. If it doesn't, that's good for my opponent. Whether he makes good on the follow up opportunity for damage because of my failed attempt is up to him in the end. There are times that he and I both 'know' that he should've been able to follow up something with a combo for good damage, examples being AA to air combo or something into a Bomber Loop. From my POV it looks like the follow up isn't executed properly and results in a dropped combo, which is probably attributed to nerves and execution that isn't on point at that moment in time. If I am able to escape or suffer less damage in those instances, I'll take what I can get lol.