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Everything posted by Kurokun
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In regard to bubble loop setups I use, they pretty much depend on what corner oki setup I'm using, hitconfirms, and opponent reaction. Corner Oki: 214H,P>mixup... -c.S>6P>421>j.H>j.214K>]S[>bubble pop or manual with j.K>land>j.K>j.S>jc.S>j.D If the 6P results off of a mixup w or w/o the help of a c.S, there is a chance I'll loop off of it this but sometimes I'll opt to combo to knockdown instead. Works on the following chars: BA, JA, MA, MI, TE, PO, ZA, FA, CH. -bubble hit (launch)>421>loop... Sometimes I get a bubble in as part of the mixup and I'll get a launch off of it if successful. From there its possible to go straight into a loop but more often than not I'll use f.S>icespike for knockdown and back into oki setup. The ones off of CH 2S and 2H are tricky because you have to react immediately as it happens. Off of CH 2H I end up just doing H fish>dash 2P>f.S>icespike for knockdown. Or you can do H fish>dash 2H>laser>421>loop instead if you are capable. This usually happens anywhere from midscreen to outside of the corner in my experience. The bubble loop setup that starts with 6H and with air pike out (held) is good too though I don't use it as much, lol. These 2 setups that Nehle came up with and posted some time ago are quite good Despite the damage potential of bubble loops, I keep this in mind: The damage you get is good but even better if you can get an extra rep in before going for an air combo ender. However, that will depend on your own ability to land the loop successfully. Sometimes it is better to just combo to knockdown so you can do an oki setup versus dealing straight damage. Like with IceSpike FRC IAD followup combos; you can get damage from the followup combo but you lose the chance for knockdown to start oki, though in some cases the IAD followup combo makes for a good finisher. And if has a knockdown to work with along with solid oki that leads into a mixup for a combo/throw, back to knockdown, and repeats, things are looking good for her because she is controlling the pace of the matchup, imo. Despite being limited to situational/conditional usage, bubble loop makes for an awesome finisher in the corner - if you are successful in executing it, lol.
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The dustcombo listed also works at midscreen.
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My list was looking like zaeris' 1st post with explanations about upgrades and whatnot, lol. I agree with the changes though. Also: 236H - icespike -Combo ender of choice if applicable, chance of followup via FRC. -85 percent forced proration, damage in followup icespike FRC combos lessened versus high damage back in #R. -Tough FRC to hit to make safe/followup, vulnerable if whiffed without FRC. #R icespike made for high damage loop combos. Considering the high damage potential of some chars in AC, Dizzy could use this back in her arsenal to deal damage via FRC combo. j.2S -Aerial move used in IAD situations to combo to a j.H>ground combo or after icespike FRC as a followup combo. -Also in double forward IAD situations as part of mixup in corner with fish summon tactics. -Sometimes tricky to do IAD j.2S>IAD j.2S because of timing. -Dizzy's hitbox somewhat bigger than attack hitbox. Application of this move helps Dizzy in rushdown applications to get into a combo via aerial option. Though sometimes the attack can be beaten out, maybe a boost in priority through a larger attack hitbox (diagonal) could help to make Dizzy less vulnerable in the moves' animation. I miss #R Dizzy too...Now #R Dizzy with the best parts of AC Dizzy sounds too good:yaaay: Dizzy needs knockdowns and an aerial knockdown would be appropriate as an aerial combo ender. Bubble loop would most definitely benefit from this. Other (fun) things that would be cool to have: -EX Dizzy's 236H - Michael Sword Dizzy lacks a 'physical' special move and I think this could be a welcome addition to her movelist. Good range and damage, situational AA, gives knockdown pending too many additional hits, and seemingly has good priority. Could be an alternate combo ender with possible followups with FRC/RC or even situational with special effect hit. Probably be better as an FB move though. -214D - some sort of fish summon attack Eddie has a D shadow attack, Venom has a D Ball Formation move, and EX Dizzy has a D fish summon that shoot out 3 bubbles. A D fish summon for normal AC Dizzy could be feasible but what would it do? There are already 2 bite fish and 2 laser fish. If anything it could be like GGX Dizzy's S fish when summoned would appear and hover up and down in front of you like a shield but when near the proximity of the opponent it would move forward to bite once at mid or high level, disappear backward, then reappear and move forward to bite mid or low level, then disappear toward you and dissipate. That or bite once in front of opponent then disappear and reappear behind opponent to bite them once and then dissipate. Either could work. -FB Fish - 3 input fish summon FB Could be a fish summon FB move that allows for extended rushdown into pressure/mixups. 3 inputs would probably work fine. -Double Bubbles - FB bubble + regular bubble, both onscreen Ky can spam FB mines and 2x CSE, Millia with HS disc + FB discs, Eddie with drills, FB drills and shadow doing stuff, Testament with webs and trees and skulls, Venom with Ball Formation, Faust with various 'stuff' (meteors, sinks, dolls, poison, etc) ...Why can't Dizzy have 2 bubbles onscreen at once? Granted she can have fish summon with 2 inputs, bubble, scythe, air pike, and possibly Imperial Ray OD onscreen at once or in some configuration with only a few of the previous listed things, 2 bubbles (1 FB and 1 regular) don't seem so bad, lol. Hell, EX Dizzy can have 4 onscreen at once (1 FB and 3 via 214D fish summon). -Overhead Moves - oki applications 5D is the sole overhead that Dizzy has while she is on the ground versus a crouching opponent and even then that's iffy and dependent on the setup used. Like zaeris said, other 'oki' chars have them available in their arsenal so why not Dizzy? It could help her combo into knockdowns easier as an option with fish oki. Where is the love? -Special Effects - Vacuum, Wallstick, Wallbounce, Sliding, 'Hard' Hits versus block, etc. Some chars make good use of these attack properties; Axl with vacuum chain hits, Potemkin with vacuum 2S BS and Slide Head OTG state, and Jam with FB puffball/6H>6H wallstick followups to name a few. Dizzy already has 6P wallbounce>421S>bubble loop in corner but even that is situational at best. What else could possibly benefit her playstyle? It'd be nice if Dizzy was a solid B-Tier again like in #R. A-Tier and higher would require refinement in her abilities and possibly some abusable/BS stuff. Ultimately it comes down to player ability to utilize character ability. Easier said than done though, lol.
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There was a good amount of CH 2H but missed followups due to the range of the hit. Maybe H fish>dash 2p>f.S>icespike would work there or go straight into oki instead. Lots of 2H usage in general, some of it looks like AA. I like to use 2H FRC if possible to make it somewhat safe especially if whiffed, better with 50 percent tension for RC in case you mess up in a blockstring or get a hit in then followup with a combo hopefully. In the 3rd vid you got a lot of throws into left corner then tried to set up dust combo. Mostly depends on which fish setup you use and how opponent reacts to get it to work. Throw attempts in corner mixups are good as well along with standard fish tactics/followups. There is enough variation to keep your opponent off guard and keep the match in your favor, lol. I feel you on the Icespike FRCing and stuff. Some days you can be on it and others not so much. Just gotta keep working at it to be somewhat comfortable and semi consistent with it, especially if you choose to do IAD combo followups or make it safe if whiffed. 2D special cancel is worth doing depending on the situation (versus 2H and its range issues) considering the options you have off of it like JC to a.dash into whatever, bubble, fish summon or even scythe. If close and at midscreen crossups are good (like the bubble setups bizarro posted a while back) otherwise a summon of choice would work also. As zaeris said there are pressure tactics to be had with either a fish summon or bubble off of a 2D special cancel, tricky to set up but keeps momentum on your side should you be successful in your attempt. I think CST is supposed to be Charged Stun Edge? Main thing is to keep practicing/playing and strive for improvement right?
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I am also interested in glitch fish applications.
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@Killerwatt Keep using IceSpike anyway. Even better, learn the FRC and do followup after IceSpike to add insult to injury, though you lose the chance to knockdown. -IceSpike FRC, IAD j.2S, j.H, land, j.K, j.S, jc. j.S/j.2S, j.H/j.D In matchups with friends, I use that followup combo as a means to score damage, especially to finish them off should they have a low amount of life bar. Despite the negatives Dizzy has against her, she can still win matches provided you get knockdown>oki and repeat (hopefully) for victory.
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Those instant crossover setups that bizarro listed are quite nice You just have to make sure your TKed K bubble is high enough so the AD can carry you past your opponent on the ground otherwise you end up dashing against them instead. Good at midscreen after a successful IAD j.2S-j.H, land, (dash up) combo to 2D>knockdown, crossover oki setup of choice.
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I think I did that once, bubble pop w/ burst. It was a surprise tactic in the middle of a mixup that happened to work at the time, lol. @excelence I like the oki setup you posted. If anything its a choice of an oki option should you land a 2D to knockdown if you don't do any 2D special cancelling stuff instead. What are your bubble preferences in regards to the followup options you have listed?
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I'm not gonna be able to make it to EVO this year. Airfare is a bit expensive to fly up from the 808 this time around, lol.
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I like the addition of Batsu and Soki as chars.
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60% = trying to block her mixups 30% = catching a CH with a poke attempt 10% = getting out of corner somehow only to get killed elsewhere
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Against an OS player a while back, it was all about playing keep away and getting stuff out to zone with. As excelence said, "zone, oki, and lockdown" is your gameplan. Watch out if OS has Lvl 2+ charge and tension. At mid range I saw a lot of Lvl 2 gunblaze and Lvl 2 rock it attempts that if connected would often lead to a combo.
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The May I play against either plays a runaway game in the effort to avoid fish/projectile setups and to get some ground to work with or goes full aggro with dolphins in an attempt to get a CH hit>loop or to OHK>loop me. I hate that loop. Most of the damage I cause is off of CH 2H>combo which helps a lot.
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One of my friends who plays as Axl hates it when I lock him down in the corner and I knockdown>oki>and repeat for the win, lol. If he sees a fish, he'll take it out ASAP knowing what's in store for him if I am able to mixup off of it.
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Against Yossan, this was what killed me the most often. I tried that too but only succeeded a few times to runaway and regroup, only to get killed elsewhere.
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Truth on those points. PO also having that 2S w/vacuum property is somewhere up in that mix.
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I can relate with an EVO story, I got to play Yossan's I-No. I -somehow- got 1 round on him but got massacred the rest of the time, lol. I played in a tourney last weekend and had to go against Slayer in back-to-back matches for semi and final. In the end I prevailed and won the tourney; mostly just playing keep-away, got summons out to do stuff, get in to do damage then get out, and repeat. I did most of my summoning outside of mid-screen to get things going because SL can close the gap quickly with some of his attacks that advance him forward. In regard against SL's oki, I endured a lot of 6k starters into knockdown combo or ground-to-air combo. 5P works? I should try that out. What do you use backdash for mostly? I usually ended up jumping out after a good block and ran away to do something. For the most part all I did was hit-and-run tactics at range keeping mindful of SL when he had tension to do stuff. I didn't even consider approaching SL unless I had considerable cover and even then I had to make sure the attempt I launched counted and I got a knockdown to set up oki. I'm a bit more comfortable with the matchup now after playing it a whole lot more against 2 SL players here last weekend, even though its still a bad match for DI. Thanks for the input.
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I played in the team tourney also with a team of a: PO, JO, DI. Almost made it into 3rd round of comp but team got KO'ed, lol. I think I saw a couple other DI players during the team tourney: Alex G, and maybe 2 others beside myself. In singles though, I only noticed Alex G. and myself, though there may have been others but I'm not sure. I spent some of my time watching Alex G's matches among other things to see his DI in action, good stuff there. I haven't played the PO matchup in a while, though I remember jumping out as an option every now and then out of fear of being straight up Pot Buster'ed. The last bunch of posts have given me something to think about the next time I play PO. What are your guys' opinions/thoughts on the DI vs SL matchup? I played at keep away in that matchup which helped, that and his oki is problematic at times but I managed for the most part.
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Dizzy is alive here in the 808. This past weekend there was a tournament event which GGXX:AC was a part of. I ended up winning the GGXX:AC tournament, which only had 6 players, sad yes but people actually played, compared to the last tournament which had 8 players and a DI player (not me) won that event. I ended up having 2 back-to-back battles against SL players in the semi and final, that alone made me wonder if I was gonna advance any farther. I spent most of my time evading to get summons out to do something. But I perservered through the matches; semi (2-0), final (3-2) and won it all. Because it was only 6 players, the pot had become a 'winner takes all' prize. 60 bucks was my reward for winning. I wanted my 'victory' to be against the other DI player here in the 808 but he didn't attend this time. But yeah, DI players be prevailing so far over here. I hope to continue to do well at future GGXX:AC tournaments here in the 808 with Dizzy. Long live Dizzy!
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I ended up playing a DI vs DI matchup this past weekend at a tourney during casuals, that I also won (yay me, lol). Most of the time I spent chasing him down while he tried to summon something and once I got a knockdown, I went to town on him. Considering its a mirror match, you kinda want to see what it would be like to be against your chars' offense while defending, if anything you have an idea what to expect based on what 'you' can do with your char but sometimes you never know what you'll see. You might see something different that may just be the deal-breaker for the match. I used a lot of double airdashes as part of my mixup at the corner and made good on IceSpike FRC combos, which attributed to my victories. It basically just comes down to "who plays their character better" in the end, which is what matters.
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I agree with the corner being the optimal bet because of the potential of mixups to reset situations. The 'scenario' which is the downfall of most of my opponents is once I get them into the corner, I try to keep/finish them off there. At midscreen though, its like you have to have all your bases covered in the event your 1st priority followup doesn't go through, like you don't get the dash back IAD into combo and they block the whole string, you may have lost momentum in the matchup. I will say though its pretty cool when you get that one knockdown at midscreen, follow with a solid mixup that leads into the corner, and you finish your opponent off there and they're like 'WTF happened?' Here's my question to everyone. "how do you guys utilize bubbles in oki/mixups?" At midscreen after throw/knockdown I sometimes do: -214H, K or P, IAD j.214 K/S or FB bubble, pop bubble w/ j.P,j.K, or j.H,..... if opponent is hit by bubble and is launched, I combo with something applicable. if opponent is unaffected, I.....do something else like get out of there, lol. In corner I -try- to set a bubble during a mixup and pop it trying to get an aerial launch to follow-up and combo. Any thoughts on this tactic?
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The above listing would be great to see in action. If anything, the possible variations/options one could use to get a knockdown, throw, damage combo, etc. I wish you the best of luck in this project sir.
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For me when I play as Dizzy, my main objectives are to get a knockdown then mixup back to knockdown and repeat as well as play the match-up in Dizzy's favor, even though most of the time is running away and playing defensively until you get the opportunity to attack. I find myself usually thinking about making sure I can land a combo given the opportunity of hit confirmation and choosing the best possible option at the time. More or less its either getting that knockdown off of a combo to set up oki or getting some room to get summons out to do something and acting based on that. If I get the hit confirmation I combo, if not I -try- to throw as part of the mixup. I find myself using IceSpike FRC a lot and when it hits I followup with an appropriate combo or if blocked I either continue pressure or back off and regroup. I'm using bubbles to create a illusion of space against my opponents cause if they get hit and launched, I get a combo off of it. For some reason I use Scythe with or w/o FRC and sometimes get tick throws off of them or pressure coverage. And now I'm trying to utilize 2D special cancel more often to throw IceSpikes, Scythes, summon Fish, etc. and integrate that more into my playstyle. I pretty much use ODs for unblockable setups every once in a while but rarely, I should use it more though if given the chance. But when it comes down to it, once I can get some summons/projectiles going, I go on the offensive and play a bit more aggressively. Do what you can do given the situation right? Its funny though cause there happens to be another Dizzy player here in the 808 and our gameplay styles differ somewhat. He doesn't use tension for FRC/RC much if ever but for ODs instead and while his mixups are solid they are standard fare and not really varied much. I think sometimes that he could do so much more but in the end its like "if it ain't broke, it doesn't need fixin". As far as flashy combos go, I gotta agree with Nehle saying: -Flashy combo = corner rape to bubble loop- Me, I like doing IceSpike FRC loops across the screen if given the chance, lol. I think that if you can land a bubble loop that kills off your opponent, that has to be the most flashy/hype combo you can do with Dizzy.
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Very true. Playing against Yossan's I-No at EVO was quite an experience, lol. The special cancel option on 2D helps a lot because of the things you can do afterwards. At first getting it to work in my favor was problematic and I didn't use it as much. Now though, I feel a bit more confident about using it more actively in matchups. I try not to risk using 2K>2H much anymore unless it hits or when I have tension to spare, one miss and Dizzy is likely to die for the mistake. Remember when 2D was linkable off of 5H, had more range, an FRC point, and innate special cancel? Those were good times.
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@excelence The explanation of the GF>WT scenario is much appreciated. Whenever it happens I feel like I am blocking too long and then DI gets caught by WT>SW loop and is much closer to dying as a result. Nice to know there -is- a way around it for the most part. I only get to play the SO matchup once a month at best (2x so far) and both times its been 50/50. I'm doing my homework this time so to speak lol. As far as GV goes, its also good to know there is an offensive option against that as well. I didn't see it as often in the 2nd meeting vs the 1st meeting against my friend, particularly because I was more on the offensive making him guess what I was going to do for the mixup on oki. I agree on getting throws off of a blocked BR, that needs to happen more often lol. Again, thanks for the info regarding the matchup.