Jump to content
Dustloop Forums

CrimsonDisaster

Members
  • Posts

    1,332
  • Joined

  • Last visited

Everything posted by CrimsonDisaster

  1. 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.
  2. 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... >.>
  3. Random thing to note but you can still burst and whiff through GV, no free IKs like back in the day though. Well, unless you were like, in IK mode and half a screen to the corner or something stupid like that. That said, some characters would have a hard time really punishing Sol after doing that, and the loss of your entire burst bar for like a CH sweep from halfscreen doesn't strike me as worth it for most characters. Some characters might get some absurdly big combo though, I haven't messed with it and I certainly haven't had anybody punish me big on the off chance that they've bursted through a GV while I was testing stuff out.
  4. Honestly I never had a huge problem with Jam IAD pressure post-XX =/ Hell, 2H stuffs a lot of her IAD antics now that I think about it. I'm a lot more afraid of ground frametraps and j2K shenanigans.
  5. You probably have time to super her if she's just doing that... 6P might work, if she's doing it off ghetto strings like f.S IAD iadD or something ghetto like that? I dunno, I generally look for airthrow, upwards MF, or super against random IADs.
  6. 2D JC special cancel is old news lol. But yeah it's nice having it, since it means she can do 2K > 2D XX icespike at ranges where she can't do 2K > c.S > H XX icespike... still hurts that the range on her 2D is back to XX style =/ 5H > 2H would be awesome if it had a bit more range... though I guess she can do point blank dash K > H > 2H into combo. Or H > whiff 2H FRC for weird antics.
  7. Well it's pretty much HnK except they are polar opposites in terms of character design:psyduck:
  8. People keep randomly eating j2S or fish re-attack. I DUNNO WHY.
  9. Chipp 6P is a nightmare, so are 2D and H. Oh and 2S (f.S sorta). To say nothing of the jump-ins out of frame advantage situations, blargh. A Chipp who fights you on the ground is a huge pain. Preemptive 2S is okay if you think he wants to run up close. If he goes for 2D from far out though, you will probably fall over. Preemptive H would be better if Chipp's 6P wasn't retarded. You COULD try the gambler's method of jumping around throwing Divine Blades, depending on who you're playing. Also backdash f.S if you think he wants to dash 6P/2D to beat your pokes from far out. Could potentially end the round if you land it! Really, beating Chipp is about being patient and making some good guesses then RAPING HIM once you land a hit. Sticking out moves early forces him to poke at you early, which in turn generally means he gets less for his pokes. Anything that forces Chipp to think is good, because a Chipp that loses his rhythm quickly turns into a dead Chipp.
  10. Also sweep, though that's hard to hit-confirm.
  11. KKK + Lilica don't need nearly as much work as people seem to think. Gier is a much bigger problem than they are. Maori, Yoriko, and Fiona are looking a lot better in recent match vids. The game simply isn't old enough, it's just the scrubs are too vocal. Kamui- really, just make her air super less awesome and she already goes down a few notches in the BS scale. I can deal with the extraordinarily good normals (she has a SWORD for goodness sakes) and I can deal with her dealing huge damage and such. The main problem with Kamui right now is that there is never a moment when she is not on the offensive, once she has bar. If she's attacking you, duh. But if she's blocking or even getting combo'd she can do 50+% damage to you out of nowhere and there's not much you can do about it except, well... block instead of pressing buttons, ie. the same thing you'd be doing if she was rushing you down. Konoha- the problem with how they're nerfing Konoha is that she's top tier because of a combination of things that are all pretty good, not any one particular thing that makes her better than everybody else. Like woof said at our gathering today, "every day I see a new move with Konoha that I've never seen before." Yuki did the typical scrub thing and just toned down all of her good moves. That's retarded, that's scrub balance, that's how you create even worse balance problems. The game simply isn't old enough to say with any confidence that toning down THAT many tools is a good idea. Kira- if her large size made her EASIER to combo instead of HARDER for some characters and/or if she was slower (ie. being a big character actually mattered at all) then that would hit her pretty hard (zoning would actually kinda work on her). Lilica- wtf? She doesn't really need nerfing that badly at all. Her combos are about as hard as anybody else's, her 236AB super just randomly clashes instead of beating things (and it can be airthrown lol), her air combos are inconsistent at best, she doesn't even the kind of trickery you would expect from her character design. She's just fast and has a combo where you repeat a sequence a bunch of times, oh wow. Saki, Heart, Mei-Feng, Liesolette, Maori all do that, where's the outrage about them? Seriously the game isn't old enough to warrant a revision yet- not saying a revision isn't needed, but a half-baked one like "FULL" is going to be? It's not fixing problems, it's creating new problems while making the game less interesting.
  12. Lol #1 character in the game for your primary, #2 as your secondary?? D: Also Arcana Heart FULL! drama, Yuki Enterprise is retarded.
  13. I remember a fairly comprehensive set of posts on Jagi a while back... but I don't think they were in a thread specifically for Jagi.
  14. AH is now on the SRK Wiki, you can thank me for starting it by adding to it ;(
  15. lol time isn't even that good, because it's not Lang-Gong or Gier. It's not even Bhanri!
  16. IB doesn't always guarantee a punish or escape, so just focus on IBing at points where you are pretty sure you'll get something out of it. I-No pressure is all kinds of weird to IB out of, though.
  17. SHE IS LOLI TIER fixed it okay
  18. shrug I played against a pretty good Maori in Houston. Maori is a pain but she randomly gets hit and then loses =(
  19. Konoha is the best or 2nd best character in the game! Most people think she's 2nd, I think they're kinda stupid ;( She does good damage, just not quite as good as Kamui. Still good enough. Generally accepted tiers: SS - Kamui S - Konoha, Kira A+ - Lilica A - Saki, Mei-Feng... Heart? B - everybody else D: B-/C - Maori, Liesolette
  20. It just sucks that Dizzy used to have one of the deadliest airthrows in the game and then they raped it over 2 consecutive versions.
  21. WTF they lessened her airthrow range? WTF someone hates Dizzy.
  22. fubarduck is already translating this and posting on GC!
  23. HOMING BAR NOT DASH METER DUuuuuHHhhhhhhhh Master Chibi I am clean-hitting fools with Fiona. Okay I only did it twice in a row and then never got it again =(
  24. Wallslam effect works kinda like Accent Core wallstick, with more untechable time afterwards? Plus you can tap D to tech off walls. Timing is kinda hard sometimes. Otherwise, you just kinda bounce off and can be hit again. Multi wall slam combos are "fake" in the sense that people can tech the wall slam with good timing, but it can be hard if your spacing to the wall is weird. 6C is more or less like HnK CD attacks. Wallstick on hit, charged version is unblockable- however if you "block" it you still get a chance to try to wriggle out. Far more feasible if they're hitting you like across the entire field, otherwise you might just want to try to wall tech. Charge 3Cs are unblockable (3C is un-airblockable as well) and do the whole Dust style launcher, 8[D] to follow up and combo. Tirian: Pick whoever, really. Everybody except Maori has like 40-60% combos for like 1 homing cancel and no super, so it really comes down to how well you move, block, and use your homing bar. This game is really intense, like SFA2 intense- you need to be constantly ready to guard cancel/be aware of guard cancels against your pressure/setups. Once you get to the baseline execution level where you're hitting the B&B combos consistently, the biggest thing in this game seems to be proper guard cancel tactics.
  25. Hold down the boost instead of just tapping it and you'll reach them with just one.
×
×
  • Create New...