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CrimsonDisaster

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Everything posted by CrimsonDisaster

  1. Small hitbox = have to do different (typically worse) combos on her. Crazy priority. Pretty good moves to do out of a clash (jA and 2A especially). Lots of quick moves to bait GCs. Frame advantage on lots of things... or minor frame disadvantage (like -1) that doesn't matter because her moves still come out faster than her opponent's. Grab super to punish bad activations. Has options for almost every situation. 236AB super has a bunch of invul, apparently. Combos are pretty simple and do pretty decent damage (not wtf damage like Mei-Feng/Heart/Kamui/Kira but pretty good for the meter use) However, she's way better in the original version... kunai are absolutely silly in that version, she can practically lock some characters down by jumping up and throwing kunai at them in the corner. That's way oversimplifying what actually makes that work, but she gets stupid advantage off her air kunai in that version, giving her a safe way to feed into combos.
  2. You have BBB in your avatar. It's nowhere near that bad. FULL is pretty well balanced. It takes time to get used to the clash and the homing system but once you get that down, it's probably a more competitive game than... at least most doujin fighters. Think of it as the SFA2 for a new generation of little girl fighting enthusiasts.
  3. crouch 6K, c.S XX 214K > K, H to whatever combo D: Just a nice option if you somehow don't have tension yet.
  4. IIRC, the tail hit of DHD is techable and the dive is not. Whichever one hits last determines if they can tech? Or at least whether or not they can super-early-tech or like bounce-off-wall-fall-for-a-year-maybe-tech.
  5. You don't use FB bubble like a regular bubble. You use it like a weird fireball, almost like a Gunflame FRC. Regular bubble is a lingering threat or a safe blockstun move, FB bubble is an active "comin' atcha" kind of move.
  6. I play Bulleta/BBHood
  7. Much as I hate the delay between bites and extension bites, the gap does make it easier to fish for CH 2H XX delayed spear combos, though adjusting for the bites might be kinda odd. That's the first thing that comes to mind for adjusting to the new gaps. It's harder to have super-ambiguous-throw mixups with the larger bite gaps, but eh.
  8. pretty much!
  9. Scythe FRC isn't used very often because Dizzy doesn't have safe ways to pull out scythes in situations where the FRC would be all that useful =/ I GUESS if your opponent fell asleep you could do string to 623S FRC9 and then get iad2S/land 2D mixup. Or if you had a fish biting at the proper time? Kinda iffy since it does require you to condition your opponent a lot but it's something. Main reason to use icespike FRC in AC is to get bigger setups for the most part. Lets you feed into some crazy lockdown into 2-3 tier mixup sequence, like it has since #R.
  10. not really
  11. r0b0t- This isn't about the billions of times he does air backdash jS. It's about ONE instance where he DOUBLE JUMPS backwards into jS, causing a weird little pause wherein he loses all of his backwards momentum and falls straight to the ground faster than usual. Kadius- Unless Sol gained the ability to cancel air moves into ground animations from double jump height, I don't think that's it. The "weird" thing isn't Sol appearing to land earlier or whatever, it's that Sol literally stops in midair then drops. RedBeard- I thought it was YouTube until I realized that the pause isn't just vertical, Sol loses all of his backwards momentum. So unless Sol normally just stops moving horizontally (which isn't the case every other time I've seen Sol jump backwards, incidentally), there's something else going on other than bad video quality.
  12. For the throw combo, you do jH > D normally but you leave a pause before you jump cancel to the djH.
  13. 1.15 (XX/#R) and 1.31 (Slash) were about the same thing. FB bubble is used more or less like I said it is ;( It pops up here and there though Dizzy players like fire supers a lot again ;( j2S > jP is the best gatling ever.
  14. Except he does air backdash slash MULTIPLE TIMES during the vid (in fact he does so right before at ~47 seconds, which is probably what you are referencing) but in only one instance does he lose momentum and fall straight down. And in the instance where that happens, he double jumps backwards into jS and then suddenly loses all of his backwards momentum and drops straight to the floor. The fact that he double jumped rules out air backdash trickery. Watch the vid at ~50-51 seconds and watch Sol right after the peak of his double jump and you'll see the change in momentum that I'm talking about. The thing that really gets me though, is that he does double jump back jS AGAIN a few times during the match and the air-pause effect doesn't happen in those instances. So there's something else going on. I wouldn't think much of it except Sol literally STOPS for a split second... but this isn't, jump -> peak -> hang-time -> fall, this is jump -> peak -> fall -> mid-air pause -> fall fast... and while I would chalk that up to silly encoding, he ALSO stops all backwards movement and just drops to straight to the ground. Couple that with the jS animation cutting off early 'cuz Sol lands in the middle of it and you've got all kinds of stuff to sift through to figure out what's going on. Further adding to the mess is that Sol doesn't have a burst when he pulls this, which would make jD FDC a lot more feasible. If you want to explain it away as air backdash stuff, explain how Sol is air backdashing after a double jump.
  15. uh have you guys actually played against a real Jam? Jam gets on top of you in no time flat ON THE GROUND, her anti-airs are major problems for Dizzy (early j2S might help a bit but you're still looking at a wide variety of amazing anti-airs that all feed into major damage, plus early j2S is parry-bait) especially since her ground moves are better for the most part, and Dizzy doesn't really have a way to get Jam off her once Jam gets within her 5K range. The problem with defending against Jam is that FD/IB only does so much against a Jam frame trap. The damage isn't even the problem, the problem is that Jam gets huge initiative off any combo and there's not much Dizzy can do to stop Jam from having her way once Jam gets close. You either get knocked down or put into some vicious Jam tech trap any time you get combo'd, which could potentially mean you lose that round outright. I don't think it's hopeless for Dizzy, no matchup is hopeless, but really it's not a good look. Dizzy has hope, of course- you can easily modify fish pressure to let you safely 2K before the first bite/lazer hits so she can't parry it and then force her to block, or just space yourself so her parry -> attack hits the fish. You can of course deal with burst rush spam, which wasn't a good tactic to begin with but the rewards are so high now that people do it... still you can throw her out of it or CH 2H on reaction, boom dead Jam. And of course simple things like f.S against bad IADs, airthrowing her out of some hijinks, well timed 2S against some of her moves, etc. So definitely not hopeless and really no worse than it's ever been. Maybe even a bit better for Dizzy in terms of actually matching up because of Jam's reduced 2S and 2D range.
  16. Pot: Dizzy vs Pot matchup looks about the same as it did in Slash when you're both at neutral. You shouldn't be eating Slide Heads from far out anyhow, and if you do you aren't gonna get combo'd just yet for the most part (if you eat a fullscreen Slide Head, I mean). FB bubble creates some interesting situations closer to midscreen; from right outside the range where things start getting risky on both sides, FB bubble will fly over to Pot in a bit less than a second or so, creating instant mental pressure on Pot, if not actual blockstun/mixup situations... plus you can pop it on the way to put Pot in blockstun so you can take some calculated risks, or nail him if he flinched. I think sweep JC helps in this fight moreso than in others because it lets you do short strings from out of PB range and then either get your knockdown on hit, or on block you can take a risk and try throwing crap at him or you can back off and reset the situation. Baiken: Baiken will be a hell of a lot harder to get in on because her ground pokes got better. The other primary change to this matchup is throw breaks, which help Baiken immensely IMHO. Still, if Dizzy gets in she can kinda just throw Baiken around- problem is that Baiken is now more capable of keeping Dizzy out and also rushing Dizzy down. Dunno what I think of this matchup just yet... smart baiting/throwing up close can turn the tables for Dizzy, and Dizzy can probably bait and punish flying-Baiken-attack better than most (if you're rushing with mostly 2P/2K + throw shenanigans, you can probably do a quick dash -> icespike to punish, dunno if it'll net you the CH though). Fish are still useful if you set them from afar, just don't use lazer fish to start attacking 'cuz they are hella easy to flying-Baiken-attack (unless you are trying to bait it!). Bite fish are great as meatshields though. Slayer: BBU hits a huge vertical chunk of the screen, goes under most fish, is a ground attack (need to FD in the air) and hits in like 10F. Combined with Slayer's ability to kill Dizzy even harder now, this fight is kinda silly. BBU can make or break this match, depending on how prepared you are for it. Running away is dangerous because of BBU (travels a bit less than half the screen really fast, hits a huge vertical area, big damage, upper-body invul, ducks low), but it's not completely invincible by any means- 2K beats it clean and gives you a 2D into whatever. I'd say the matchup is about how it was in Slash, though... Slayer has always been able to kill Dizzy hella fast, the question mark has always been how well Dizzy could pressure him or run away from him. Slayer can BDC out of some pressure and bullies Dizzy on the ground, which forces her into the air where Slayer can bully her some more from the ground... but Dizzy can toss out FB bubble now, which makes Slayer have to be more careful lest he eat 50% damage off a pop. FB bubble is risky, but Dizzy is all about calculated risks. Pretty much Dizzy can run away as normal till Slayer gets bar, then she has to play it safer- but she can try to get Slayer to get frustrated and run into something big. Slayer WILL get bar before Dizzy in most matches, but if you block BBU it's -22 on block or something equally stupid so just hurt him. Patience and smart risks. Testament- Eating EXE beast still sucks. It sucks even more now that Tessu can Badlands loop off it. If Tessu is slow, your summon might hang out (if you did fish) and prevent a loop and you might not eat a CH. Spear goes away, though. Other than that, Testament got a real 6P and huge combos on lights to top off other silliness like practically-safe FB Gravediggers (-5 on block) and has way better ground pokes. That said, Tessu can kinda just die if you get him in pressure. I'd say good movement is the most important thing- if you can bait things like 6K or whatever, you can score a knockdown and then what is Testament gonna do? DAA? So yeah. I think it's in Testament's favor just because he has more good options in the fight in a neutral situation and can transition into his offense more easily than Dizzy can in this fight. Not a huge advantage (6-4?) but still noticibly in his favor.
  17. Slash defense modifiers were calculated differently, so Slash 1.31, while still being worse than Dizzy's #R defense modifier by a bit, would not mean that she takes as much damage as Chipp in #R :-O
  18. Well... I don't go out of my way to pop the bubble. I just send it out and respond to my opponent's reaction. If they try to rush at me, well... anything that hits the bubble puts them into a world of pain one way or another. If they back off, that was 25% tension spent to get breathing room and get an offense going. Nobody thinks blocked/whiffed Gunflame FRCs are wasted if they allow Sol to get in or force his opponent into a certain screen position- you can have a similar attitude with the FB bubble. Its greatest strength is the lingering threat it poses and the decisions it forces on your opponent's part.
  19. It is pretty good, it blows up like half the screen on pop. Just gotta pop it quickly 'cuz it disappears faster than you'd expect and it moves really fast too. Good for putting your opponent in blockstun from far out so you can approach. Dunno if it's the best way to clear webs and crap but if push comes to shove, it does that just fine.
  20. He lost momentum from his backwards jump then fell straight down really fast. IIRC Sol's jD FDC causes some change in his momentum. That's about all I can think of.
  21. IIRC how this works is you charge, then space out the super input as SLOW as possible during the normals. The color you glow after the FB counter, as far as I can tell. I dunno what they all mean, I think green = can't jump but that's the only one I've been hit by.
  22. Do you also want to argue that Last Edgy has slide properties? 'cuz you can OTG launch them with Darkness Anthem after that. Here's the easy thing to do, really. RC H, let them land, then try to relaunch with 6P. Does it launch? If so, it's a slide move. If not, Darkness Anthem is an OTG launch move. Seriously, it shouldn't be this hard to believe that Zappa has an OTG launch move when several characters have them.
  23. hahaha all the random dudes asking for Dizzy to get an IK and when she finally does, it's even more worthless than a standard IK.
  24. Have you even played AC yet? Probably not. Well I've been messing around with Dizzy more lately and here's the lowdown on "extended fish rushes"- -214P/K/S/H~additional input. You must input the extra attack during Dizzy's recovery from the initial summon (best to just tap during the initial command, really). It's not hard but you have to think ahead. - first off- the extensions pretty much have about half the startup time of a regular fish summon (we're talking like 21-30+ frames, depending on which extension) and you only get to do one extension. - secondly- no fish attacks increase guardbar. PERIOD. - P fish bites twice. Extending with K gives you a crappy version of the old P fish. - K fish bites ONCE without adding an extension. EXTENDED RUSHDOWN FOR LIFE. It's quite possibly the worst starter fish out of the bunch except P fish can whiff the first bite in some setups. - both lazer fish take like a year to come out (77F startup, ~44F as extension)- and the fish will go out of there way to try to fly in front of Dizzy before lazering if they are used as extensions. Honestly the best fish patterns seem to be S/H -> P/K, or P -> P/K for general purpose pressure. I'm sure with some creativity and a ton of tension, you could create some weird strings with the huge delay in between fish attacks, but keep in mind that the fish can NOT be summoned for a good while after the fish disappears, NOT after it was summoned in the first place- so fish extensions actually increase the delay before you can re-summon a fish, which hurts most of Dizzy's old trap sequences. For reference, after a fish gets hit, you can't summon a new fish for 106F. That's a good 1.5 seconds. As for Slash Dizzy H fish, crossup antics... you can make it crossup/not crossup based on about a few pixel's worth of movement + initial jump direction + airdash timing, and on top of that you can do late double-airdash/land mixup from either direction. All for a BASIC setup (throw, H fish) which can easily be extended with other moves. She had plenty of stuff off that setup and j2S just adds another crossup, really. So she gained ONE new crossup at midscreen (since j2S is redundant in high/low trickery at midscreen since late airdashes let you connect with her other moves) and in return, her corner lazer setups are weaker. On j2S- frame data wise, it's "fast" at 7F startup, except it hits BEHIND her for the first 3 active frames, then below her for 3 frames, then finally in front of her for 3 frames. That's why it's so good in crossups, air-to-ground, and combos, but it's hardly spectacular for much more than that. It gives her another move that does the same thing her other moves do. On FB bubble- unless you're right on top of them (like literally), the FB bubble will fly out of range for most of your moves REALLY FAST. Sometimes you can jS the bubble, which is okay for blowing up half the screen but all that really accomplishes is inconsistently preventing run-ins. Honestly most times I use it, it's to make my opponent scared, more than an actual application in pressure or defense or whatnot (since regular bubbles do that job fine and you can control where they will be). Plus most of the things you were "asking" for in Dizzy are just ways to make her scrubbier, IMHO. Slash Dizzy was fairly "complete" in the sense that she fit her character archetype really well, allowed for a lot of variety between players, and her moves fit together well. Slash Dizzy was interesting, and no two Dizzy players that I played in Tokyo played alike. She was worse than she was in #R for sure, but that's 'cuz she was borderline top-tier in #R, not because she's horrible in Slash.
  25. Slash Dizzy wasn't too bad. AC Dizzy is horrid. lol at random people who don't play GG trying to tell me otherwise on SRK, but they're nowhere to be seen now that the Japanese tier list is up D: Dizzy is incredibly boring to me in AC. She was interesting in Slash 'cuz she got worse due to SLIGHTLY weaker options but she got more options. AC, she didn't gain any significant options and a lot of her good ones got worse. I mean if you like to iad2S all the time or something... >.>
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