Caer-caveral
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It's actually a bit too late for me to start writing these up now, but since it was asked here we go. I'll clean it up at a later date. I've really only played the berserker kind of Jam, where you feel kinda screwed if she ever gets you pressured. Other styles might be different but the main points stand. Against Jam, as with most other characters with short range, keeping her away and getting you zoning game into place is the most important part. As long as she is at a distance, you seriously outpoke her, with far S, 2S and jS being primary pokes. 2S is because otherwise she can be cocky and glide through your 5S. At the distance of these pokes, she doesn't really have good options for getting in at you without tension. The trouble starts when she gets tension, as you all know how dangerous FB puffballs are. Before she gets tension, any puffball attempt can be poked (which you are throwing out anyway) giving you a counterhit that can be linked to several damaging followups (GD, BL, possibly 2HS). When she gets 25% you have to start getting careful and watch for the startup of her glide. The main defense is warrant, as that will counter all forms of puffballs, and if you have tension it will give a very damaging combo as well. Warrant can be done on reaction of her slide, but be careful of baits from Jam. if you don't feel confident, you can of course block it and hope that was her last bit of tension, but you ust gave a her a free ticket in which sucks. Trapping Traps work wonder against Jam. All traps are good, regardless of how they are placed. Specific trap patterns probably vary depending on the person you are facing, but I have found semi high nets to be effective for stuffing her airdashes. Get trees out to cover sloppy attempts of disarming nets. Now the problem is just getting these suckers out in the first place. Random placing is dangerous as a distant Jam is fast and always on the move. Odds are she'll be in your face in the blink of an eye if your not careful. Thus, most trap sets should be done from connected or blocked pokes. Other cases only if you are confident you have the time needed. If you're patient and poke correctly, you have a good chance of getting the fortress constructed successfully, and then Jam will have a hellish time getting in. Okiseme I hate this part. There is practically no safe/good okiseme on Jam. Meaty nets will get parried, S EXE will get parried. Now we're already down to basics. 2K will be safe against the parry, and it is thus what I use most often because even if you lose the initial mixup opportunity, you can still followup with something (e.g. 2D or 6P), even if you may have to use an EXE frc for it. The big problem appears when she gets a charge for ryuujin. This means a wakeup shoryu is suddenly a very real threat, as a connected shoryu leads to charge kick and death. And it will eat 2K... The other side of the coin is that 6P dodges the shoryu altogether, thus giving you a punish on it that will hurt badly. But then we're back to the fact that a 6P is very vulnerable to parry linked to your death. Conclusion is that without a charge, you get an inferior mixup game, with a charge it's a guessing game where the loser gets hurt badly. Of course, tree crossups as okiseme still works Being pressured Actually, this part is still somewhat of a mystery for me, so if anyone can chip in that would be great. Testament lacks reliant moves for beating out a lot of her bullshit while you're being pressured. There is always the EXE game where you guess she will be standing on the ground for 16 frames more and have her eaten, but an IAD will of course beat it and punish you badly. Anyway, this is my main problem with the matchup. If she can be kept away, that's you victory right there, but under pressure I often have a hard time pulling of that win. I have a few ideas that might work well, but I currently don't have any Jam to play against, so they go untested as of yet.
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Baiken - thought by many, regardless of their own character, to be one of the trickiest matchups. This goes for Testament as well, since you'll have to adopt a quite different playstyle to get to grips on this matchup. The lack of jumpcancels and fast-recovering moves hurt in this matchup, but nets and warrant mostly makes up for it. General The first thing you want to do when facing a Baiken-player is to assess what kind of player he is. The two main types are 1) the ones who are careful with their counters, and tries to only use them on mostyl guaranteed spots and 2) the ones who has practiced fast counters and are able to pull them off immediately after a blocked attack, and does so frequently. The first type will give you much more freedom with your pressure and allows for mixup opportunities, while the second is harder to get in on but may in turn be easier to bait counters from. I'll be writing this mainly with type 2 in mind, partly because that's what I'm regularly facing, and partly because it's a more interesting matchup. Counters Baiken has five counters that can ruin your life. I'll outline them and tell you how it's possible to deal with each one. Sakura: She stabs you with her sword. it's fast enough to hit you after a blocked 2P, making it a constant threat. It can't hit you from a long range far S though. The main problem here is that it has an FRC and can thus be made completely safe for her, as well as turn the pressure right around at you. If you get hit, make sure you start mashing out of stagger so she doesn't get bullshit combos from it. You can bait it it by chaining your poke to either warrant, dust or a jump cancel. The first two options gives a great punish, but both are guesses and can be punished by other counters. There is another, sneaky, method. A net that gets hit by an attack will absorb one of the active frames that attack has. Sakura has two active frames, and it's FRC is right on the hit. This means that two nets close to you will completely nullify Sakura, while one net has a chance to nullify a Sakura FRC, depending on which frame she FRC'd it on. If you block a Sakura, remember that it now has upper body invulnerability all the way through. Punish with 2S or 2D, depending on distance. You have to be quite fast to get the 2D to hit. Mawarikomi: She runs behind you. This is annoying, especially now that the FRC point is during the invincibility, which makes it almost completely safe. If you used a fast move when she used this, you can throw her as it has no throw invincibility. For other moves you can chain into a net, as she will most often have to FRC to avoid getting stuck in it. Youshijin: antiair-counter. This is probably the worst counter for her, so it's not that much of a bother. It's presence does however mean that all jump-ins that aren't extremely low (e.g. meaty jHS) are out of the question. It also gives easy counters for blocked GD or BL, so don't throw those moves out randomly. The correct way to punish youshijin is to simply to not be in counterhit state. As long as you're not, you can take the hit and still punish her any way you want. Ouren: She jumps behind you and hit you with a high crossup. This move makes far range S no longer safe as they used to be. She has no invincibility on it, so it's possible to chain into something and eat it, but very few attacks work for this. Examples are 6HS, BL, none of which are recommended. This will mostly be used against far ranged pokes. Your choices here boil down to chaining into a net or into warrant. An instant ouren will beat out the net as it's too fast, but warrant will punish this. If she instead delays ouren, warrant will run out of active frames so it doesn't work, but then a net will. It's a constant guessing game. However, if you poked with 6K you can wait and do warrant on reaction against this, as as the cancel window is much longer. It's possible to punish it on block if you IB'd it (which you usually do automatically) by doing 5HS. What comes after depends on the spacing. Gravedigger always works but might require as much as 50% to get a good punish. If she's close enough though you can chain it to BL and still be able to combo with a low tk BL for no tension at all. Baku: Her FB, can be chained to a seal for 25% more. This one can't really be handled properly as it's too fast. An immediate warrant might beat it, but even that depends on how fast she was. Once again though, it only has 2 active frames and can be canceled by two nets. Unfortuantely, she can still do the followup even on whiff so be careful. Recap: After a poke you usually have the basic options of chaining into either a net or warrant, since one of these will eat pretty much anything. What you do depends on how your opponent is playing and your current position. Against Baiken you always have to be in her head to win. Offense When you want to attack Baiken, you have to be very careful. It is usually safer to go for the zoning approach, but more on that later. You don't really get pressure on a Baiken like you do against others. EXE resets of course becomes void, so there's a lot riding on your first mixup attempt. Throws are very good though. If she is sitting there waiting for a counter, just throw her instead. Throw combos hurt badly on her. Also, 5K is a very good poke since it's your only ranged move that can be jump canceled. Use it to bait counters and remember to FD after jumping in case of Youshijin. Another important bait is to do a poke and chain it to S EXE FRC. This allows you to recover and block a possible counter, and then go for the punish. The best situation is if you can manage to get nets out preemptively. If you stand close to a net, you have disabled both ouren and mawarikomi, giving you an easier time. If you have two nets around you, you have disabled all counters except youshijin, which kind of sucks against grounded opponents. I'd say there are three setups for this situation. The direct method is if you do a combo into a sideswitch, you can do BL out of the corner and immediately place two nets after you recover. You might have to use a HS EXE FRC to get in after this though. Method two is a bit more risky. After knocking her into the corner, run up and place one net, then run in for a mixup. That first net should protect you a bit, so now try to land a mixup and end it with 2D > net, and you're all set. At this point, she still has a few options apart from sitting there and taking it like a normal character, but they are quite risky. Sakura or Mawarikomi FRC work, but make sure you punish those hard if she misses the FRC. She can also do a Baku and then the follow up but if you are ready for this and take it easy with your gatlings, you can warrant it instead. If she has no tension, you've got almost nothing to worry about. Of course this is a bit roundabout a way to make Baiken into a normal character under pressure, but I think the best part of it is simply that if a Baiken player relies a lot on counters, this situation invites mistakes. And it's hilarious if the player in question didn't know about the properties of the net. Defense and trapping Since Testament is missing a proper antiair 6P, I'd say Baikens most common approach is through the air. Choices are basically coming in with IAD and jS, jHS or Tatami. The Tatami isn't really a problem. If you see it coming you can warrant it, otherwise just punch her out of the air with a 5P. jHS can also be punched pretty easily, but jS poses a problem as 5P does not work reliably against it. If you crouch however, IAD jS will whiff and you can proceed to punish. Because of this a crouching position as default is often advantageous. The problem is that it's too hard, at least for me, to react to if it's jS or jHS. It's easy enough to go up and block the jHS, but she just got in on you. The medicine here is to try and have a tree placed under you to protect you from this. Even better if you have time to get one more out a bit behind you. For grounded attacks, you outrange Baiken, but there's still her counters making poking unsafe. To counter this, it is best to have a net placed around the area you are standing. Preferably you should be standing inside the net, as this protects you from long range counters, allowing you to use your range to keep her away. Some interesting trivia is that you need to stand pretty much in the nets range for it to protect you from an ouren, but if you place two nets you can have them quite far behind you since, yes, ouren only has two active frames. She'll even get stuck if there's two, but I can't really explain why. This is good if you ever get the time to place them, as it will be much harder for Baiken to disarm those nets . Baiken has her own zoning move in Kabari (the chain) that can be used pretty effectively to disarm traps and possibly pull testament out of hiding while Baiken stays out of his effective range. Here it is important that you are ready to immediately warrant if you see Kabari coming. RC the warrant for a loop and that's your win right there, which should teach her not to use that move so much. If your Baiken is defensive (read: hasn't played much against testament), this is a windfall for you. Use her hesitation and backdashes to get some time to place your traps. getting the time for that is usually the hardest part of the matchup. Also, if she likes doing airdash back Tatami, you can punish it by doing S EXE FRC > IAD > jHS to whatever works from that spacing. As a last random note, if you are trapped in the corner and you have trouble to deal with her jHS here (it can be warranted, but the confirm is hard), you can use 2HS to glide out when you see it coming. Summing up In the above text, I have tried to outline the tricks and special ways to punish that I have found while playing. While helpful to know, in the end you are going to win most matches by staying patient and capitalising heavily on baikens mistakes. Baiken has very low defense and okiseme on her is tricky due to counters. This means that it's almost always best to do the most damaging combo you can from any given setup, and not worry too much about setup after the combo. Getting the fortress constructed here is halfway to victory, but if the Baiken is aggressive, finding time for it will be difficult. Take any chance you can get and don't underestimate her jS. It reaches extremely far and she moves in fast with, enabling her to punish trap sets effectively if you're not careful. I'd say try and not be too hasty, instead concentrate on what she does and how to deal with it instead of attacking too much yourself. And remember to throw a lot. Combo Notes Baiken is light meaning you can do random air combo to BL(1), and then immediately do tk > BL > loop after you land for some easy damage. For some ranges, you might want to do 5HS BL after landing, but that's not as common. Also, after air BL(1), you can do 2HS > GD > dash into the corner > HS > BL > tk BL x4. Very good damage and allows you to end with getting her into the corner. After warrant on Ouren, you can do FRC > tk BL without the need to negative edge the BL. Learn to do BL > S EXE FRC > tk BL for when any given BL launches her too far away to continue. thsi can save you a lot of damage. After a throw, you either have to do a small dash before the 6K, or wait until she is aligned with you horisontally, or you will only get one hit from the BL. In this matchup, it's important to learn to do very low tk BL's. This enables you to do far gatlings > BL > low tk BL for some really good and most of all cheap damage.
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The Slayer matchup has been getting quite some discussion in AC. Most people seem to agree that it is a good matchup for Testament, but as my most common matchup, I have found there to be two sides to it. At first, if the Slayer is not accustomed well to the matchup, Testament has a solid advantage. Slayer has to work much harder than he is used to in order to get in, and Testament has some good stuff to work with in order to make his life hell. Then you slowly realize, as the level rises, that Slayer has every tool he needs to make this matchup incredibly difficult for Testament, forcing him to play rather differently as well. It's just a blessing that, as Chunli1 is so fond of saying, most Slayers have no idea when there is free damage just lying around waiting for them. So let's get going. general play Testament has a general range advantage, but Slayers normals are simply too good so you still have to be very careful. Max far S range is where you are actually safe. His 2D will beat out or trade (in his favour) with most pokes, and 2HS has almost the same range as your far S. And don't forget that his 5K is fast, safe and long. Also as a sidenote, when he has 25%, consider using more 2S instead of far S in order to stuff random BBUs, in case your Slayer does that sort of thing. I'd like to recommend an unusually frequent use of 5P as a poke in this match. It will beat out his 2HS and 6HS at most ranges, it has a decent chance of hitting him out of a Mappa, and most of all, it's pretty safe. Throw one out and then block, and it's hard to punish, and in case you hit you got him off your back for a second which can be very valuable. Use 2HS incredibly sparingly. He has too many moves that will eat it, so it's really not worth it. HS EXE is somewhat of a high risk/reward poke, as it can counter hit alot of his stuff, giving you a free combo, but if he is close enough he can IAD over it and kill you, so be careful. He can also simply dash through it pretty easily if you become predictable with it. air to air jS is almost your only choice. It is, as always, a godly move and it's your one good chance at winning air to air. Do not use jD, or use it incredibly sparingly, as his jK will beat it or clash at all ranges. At very close ranges though, jP is probably the preferred poke just to try and get something out first. antiair... don't even think about it. He will beat you every time you try. Best bet is to try and keep him out of the air space above your head. Though 6K can beat airdashes well if you predict them. air to ground... Slayer presses a random button and stick combination and wins. All his moves are antiairs against Testament. You might get away with jumping in once in a while, but are you willing to risk your life on it? Trapping & Zoning Slayer is not very mobile, so in comparison to other matches you usually have a lot of time to get stuff out. If you can just get away safely at the start of the round, you can usually start the fortress building. His Mappa is the speed threat, but if you start with planting a net, it will catch the mappa out of it's startup if he is too close (about half of max distance). Just watch out if he positions himself into the range where it works though. if he tries, send out an EXE for him to play with. Trees are usually what you want to go for primarily in this matchup, as he has quite some trouble to get past them, what with no running. Nets usually becomes more of a distraction in order to buy time for the trees. This is because on the ground, he can disarm nets quite easily with 5K, and there's no reliable way to punish that. Nets in the air help very little due to his jK. He can actually jump straight up into a net and throw out jK, and it will still eat the net. This also ensures that he never has to stop combos because of nets, as he can just go straight through them. And did I mention it is almost as safe as his 5K? Trees however, he has to work harder against. Much of this match consists of doing the correct countermeasure when he tries to get around them. Note though that they do not work as antiairs against him, as they do against many others, because if he does jHS it will dodge trees 90% of the time. And remember you can't antiair that, but if you're good at airthrows, they are an excellent countermeasure. Skulls are also very good, especially the K-skull as it kills alot of his choices for getting in. P-skull though makes sure that he can't approach you on the ground so it might also be good if you can get one out since it will usually buy some time to set up the fortress. Playing it safe Now comes the hideously unfair and evil part. A Slayer with 50% tension can outright kill you from so many situations it is just plain redonkulous. First of all you are now no longer allowed to throw out any skulls at all. The recovery is too long and the animation too obvious. Maybe the Slayer won't take the chance, but it's not worth the risk. Secondly, ANY poke chained to trap set suddenly became russian roulette, as he will get a dead on time counterhit if he sees it coming, and then you die. I have pretty much never touched Slayer, but I can still do a very easy 310 damage + knockdown from those 50%. Now consider getting hit by a good combo. 2D is an especially risky thing to use in your blockstrings, as the recovery of 2D is so large he'll get the hit even if you did nothing. In this case an EXE is your only way out. Also while we're on the subject, 2D and 2HS is always risky to throw out in blockstrings, as he can dandy > pilebunker before those moves connect. Ending strings early, especially far ranged blockstrings, is often advantegous. Finally, his backdash cancel bullshit allows him an easier time getting out of S EXE pressure, and the S EXE okizeme almost never works. Now, where does this leave us? At 50%, any trap set is potentially your doom, no skulls o the field and you can't use some of your better gatlings. In order to drive this home, playing safe is of the essence. Look for good spots to plant stuff and take the chance. It's still very hard for him to confirm a random trap set if he's far away, so you can get away with a few there. If he jumps, and he's not right on top of you, that's one of the best spots to get a tree out. End blockstrings early, and make heavy use of HS EXE, as that is one move he still has a hard time dealing with, with the advantage of pushing him away and giving you a healthy frame advantage. After that, it's all about capitalising on what you have. Pressure, yours and his Being pressure by Slayer, as we all know, sucks. His mixups are very good, and his options for getting in again are far better than you own. Plus, you can't afford mistakes. Two combos are often enough for Slayer. Strategic FD becomes very important here, as any distance you can get between you is good. Always look for chances to superjump > airdash out, as that is probably your best bet to get out safely. As said earlier, 5P is surprisingly good at stuffing 2HS and 6HS, two moves often used against opponents in the corner. It will still loose to 2D and 6P though. Also as a general note, you can option select his feints. Both for Mappa feint and 6K feint, press back and HS with about the timing of when you usually get hit by it. This will more often than not result in a regular block if not a feint or a throw if it was one. If it was a short feint, the HS might even hit him. Also worth noting is that the long mappa can be punished if IB'ed, as long as he is in range for your fast normals. Now there is one thing Testament has here that is almost as unfair as some of Slayers bullshit, and that is IB > HS EXE in the middle of his pressure. Slayer works on links or semi-gatlings, and that means he usually has a lot of open spots in his pressure. This is really designed to give him frametraps, but you can use it to squeeze in a HS EXE at a lot of opportunities. Concentrate on IB as it gives you an easier time to get it off. If you get it down properly, you can even do it between his close S and far S, the only real gatling he has. Successful hits will usually gain you a counterhit and a combo. Now, trouble emerges as most of Slayers moves are jumpcancelable, meaning he can predict you and IAD over. He can also simply do a forward dash to dodge it, but if he does and you're ready for it, just throw him. A more annoying thing is that he can do 6K which will always pass over HS EXE. If you can read his attempts at this, 5P (or 5S if you dare) him out of it. So at this point it's all a game of how well you can break into his pressure, and how well he can read your attempts. Now, when you have him in the corner, that is the deciding factor of the match right there. He has much more trouble using his bullshit when he's in the corner, meaning it is possible to keep him in there and win yourself the match. Try to get a semi-fortress going around him, and work mainly on reacting to what he does. Watch out for those moves that beat out your stuff, like 2D and BBU, and try to get a good punish on them if he attempts it. Combo Notes Slayer is very easy for Testament to combo, probably one of the easiest in the game. His hitbox is very wide making BL, and HS added into BL loops, hit him at most ranges. Almost all midweight combos work on him. After a throw you can quite easily do: 6K > BL > delayed tk BL > HS > BL > tk BL > 2366P (i.e. dash skull) Just try to get the first tk BL as late as you can. The only problem area I can think of is that since his hitbox is very small vertically instead, making S > HS or K > HS combo when he is launched is quite difficult and requires strict timing. That was long. So basically, you have to play a very safe game all around or die trying. Much of the bullshit Testa is used to getting away with will not work if Slayer knows what to do. I remember people saying that it was a sign of how hopeless this matchup is for Slayer when the best advice for him is to buffer super inputs the entire match, but he truly does have tools against everything Testament can do, making the match a big game of reading the opponent for both players, which is kind of a disadvantage for Testament as he can no longer simply play on strategy and reaction like he usually can.
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Against Dizzy, your main priority is to take the initiative. As we all know, if Dizzy gets you knocked down into the corner, you might very well be screwed right there as her corner game is really strong. However, I maintain that Testament has a good advantage at neutral position, and thus in the match in general. General Now, you have two zoning characters who both desperately wants to get the advantage. However, with no summons to lean on, it is my opinion that Testament has the upperhand, mainly due to his long pokes and EXEs. Basically, Dizzy wants to get away and get out a fish or homing pike. Your job is to stay on the chase and not allow her to get what she wants. if you are in range, any summon attempts should be stopped with far S. If you are far away though, you have to be ready with a S EXE. Getting a punish with that takes some solid anticipation from your side though, which means be ready for it at all times. It helps if you can learn in what situations your opponent likes to use it. Also, Dizzy can quite easily punish an anticipated S EXE with ehr double airdash, so try to not be too jittery with it if she looks like she wants to bait it. Note that Dizzy is in counterhit state for a long time during her fish summon, so be ready to counterhit confirm a far S to some damage (e.g. BL, GD, 2HS). Apart from stopping her summons, you are of course always looking for a way in. This is actually mostly the same thing as stopping summons, but now we're talking apart from that When you are some way off, GD is quite often a rather good choice. Dizzy hangs around in the air alot, laying out bubbles or just plain running away, which is excellent for some Gravedigger Transport. ground GD must be FD'ed, a fact frequently forgotten by people in the air. Also, an FD'ed GD will net Testament a nice little +3 frame advantage so as long as you're not hit out of it it's win-win, wether you hit or not. Also, if you are dashing away from her, be ready to switch direction with a GD if you see careless fish summoning. As stated, Dizzy is not really very threatening when you are not in the corner or her summons aren't out. Testament generally outpokes her and has a much easier time playing without zoning enhancers. Far S can be spammed pretty well, and she has crap active frames, making 2HS a good move in this matchup. The important thing is not to back down. I cringe when I see Testament players who dash back at the start of rounds in this matchup. It should be fought aggressively, without giving Dizzy any more ground than is strictly necessary. Just get in there and don't let up. She'll die in two combos anyway. Finally, when it so happens that you are quite far apart from each other Dizzy's main strength lies in her air game, so chances are she'll try to approach with an air dash or two (given that she isn't trying to summon instead, depends on how well you've done your job earlier in the match). This can pretty much always be met with a 6K if anticipated, but equally good options are to meet her in the air with jK or jS. For example doing a small dash and then jK in advance if you think she'll dash in works quite well, as you still have options to 1)airdash back with a jS if she comes at you later than expected, 2) jump again and hold the fort, again with jS as the prime move 3) airdash in at her if she takes you random jumping as a sign that she should be summoning more. But apart from this instance, you should primarily stay grounded against Dizzy. When Dizzy gets her game going Let's face it, you're not going to be able to hold her off from summoning forever, she mainly has three things to be wary of: fish, homing pike and bubbles. Fish is the main antagonist in this fight. As soon as one is out, Dizzy is free to actually start playing. Now your options are limited. First you can try to punch the fish. This is very risky though, as Dizzy can get a ch 2HS if she's close by, which hurts bad, but it's the best option if she tries to summon other things under the cover of the fish. Next up, you can try to get past the fish, either by going over dizzy or by going under the fish (e.g. with 2HS). Often quite good if there's not too much other stuff out, but beware of jumping into the corner. Finally you just tough it out. This is actually most often the best option, as other might be too dangerous. If you had trees or a P-skull out they will help. Still as long as you're not in the corner it's not so bad. Just watch out for tick throws! Homing pike is annoying as hell once it's out, as it'll be a constant guard against you starting to pressure on Dizzy, or simply a combo aid for her if she gets a hit in. There really only two things you have against this one, apart from the aforementioned "tough it out". First is that Dizzy is feeling safe with the pike, waiting for you to hit her so that she can counter you and start a combo. This means she is more likely to stay and guard, and thus she is more susceptible to throws. Second option is to use 2HS. When you see the spike being released, you can use 2HS to glide out of it's range after having started your pressure. If this works or not depends on several factor of spacing and timing, but it is often very useful so try it out. For bubbles, it's all about a tricky balance of having respect for the bubbles, but not too much respect. Testament has it a little easier here as it's viable for him to stay back and wait for something to punish with a S EXE, but you still shouldn't be too afraid to move in on her. Just be extra careful. If the bubble is high you might be able to move in under it with 2HS. Trapping As this match is more about having less of her traps out than it is of having more of yours, trapping is not that important here. When you do though, use trees mainly. They work very well for eating fishes in a fish rush and for all the standard uses. Ground and low nets are too easily cut up for it to be worth the trouble or planting them too often. Skulls are very good if you find the time. Especially K-skulls as they stop her air game effectively, crippling her further. P-skulls I use very rarely, but they have some value in their ability to eat the K-fish Lately, I have begun using more high nets, as they are eaten up by summons to a much smaller degree and work somewhat for stopping dizzy from moving around too much where it's hard to reach her (which her double airdash normally allow). Don't know if it's worth it in the long run, but it might be. Corner Rape Being in the corner against Dizzy, eloquently put, sucks. She has very good mixups that take some good reactions to block. The fish which will usually be there as well, will eat any attempt at a poke, HS EXE, OD or warrant, so you don't really have any means of escape. If you can tough it out until the fish is gone, you are halfway there. At that point, Dizzy players will often try for some rather more whacky pressure with all her other tools at hand. This can often feel quite overwhelming, but the important thing is to stay calm and always look for a gap to throw in a poke, usually a punch, or just to jump out of there. The worst part is probably that dizzy's tick throws at this stage is incredibly difficult to see since there's so many chances for them, and you don't really want to guess wrong while there's a fish out. Be very alert. Also, if you see a hole to jump in that might be good as her mixups become void, but she still has the "tension liquifier" (far S), so be ready to give up quite a lot of your remaining tension for this. random notes Ice spike is a guaranteed warrant. but can't be done on reaction (in my opinion at least) . If you feel it coming, it might be worth trying for a warrant since the payoff is huge and it's often hard for other players to punish a midscreen warrant attempt. Possible times for ice spike apart from randomly is as a frame trap after 2HS or sweep. GD can quite easily jump through imperial ray. If she tries to push you away with it, this is a possible counter. It will hit her if she's close and does not FRC. She can of course punish this if she does FRC, but chances are she wasn't planning a 75% tension bait. Bullshit unblockables (homing pike > imperial ray) are extra good against testament, as it will clear all traps from the field as well as give dizzy the time she needs to start her game. If you predict this however, you can punish it by doing warrant when she has finished throwing up the homing pike. If the super comes, you'll warrant the pike. A bit risky if you get baited yourself, but the reward is enormous. combo notes Dizzy is the one character I've found where it's actually very easy to do this combo: corner 6P > S > 2D > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P It does significantly more damage than most sideswitch variants, so please use it. You can't 6K Dizzy after a throw. Just let her lie, unless you really need some extra damage and go for HS EXE FRC. However, a throw > HS EXE FRC > BL loop gets you about 150 damage. Dizzy is nigh unBLoopable. Her hitbox makes BL loops almost impossible if the loop did not start with a tk BL, so don't even try in those cases. The only practical exceptions I've found are: * in corner, 6P > 5S > HS > HS EXE > 6K > BL > tk BL > loop (this will not work with 2D instead of HS) * start a combo and get youself into the corner, preferably with GD, then do S > HS BL > tk BL > loop However, as she is a semi-light it might very well be worth it to do the standard HS EXE FRC > tk BL starter
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I find the easiest to be Slayer. I usually do throw > early 6K > delayed tk BL > HS (no dash) > BL > tk BL > 2366P I can get it pretty reliably on a few characters with that basic concept. About sideswitches, go here for a small essay on them (end of the post): http://www.dustloop.com/forums/showthread.php?t=3414
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I haven't experimented that much but I'd say it's both character dependant and strict. It's easier if you start the combo while a bit further away though, gives you more time until they hit the net. I'm still not sure if it's actually useful. It IS quite difficult to perform, at least to do it consistently, and I'm not sure that landing a K-skull from that is advantegous compared to getting a corner knockdown and a P-skull.