Tech Romancer
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Everything posted by Tech Romancer
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Who or what is shinku Dizzy?
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Yep, works on all characters, even the heavy ones like Roby Ky and strange ones like Slayer. I personally always use 2p to start. What I hate though, is light and wierd hit-box characters like Johnny. For instance, Jam and Millia will float a hundred miles in the air, sometimes throwing my timing off, and Johnny (usually if I do it near a corner) it'll mess up and I'll get a close S and I have to remember to quickly push s again for the spear version. On the other hand, since his hit box is so huge, I can stick a s.HS in there before the icespike....
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Yes I did, but I was referring to EVO 2k9....but its not a big deal. But if nehle's homeboy is willing to fight for that color...I'm more than ready to comply.
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For obvious reasons... As long as no-one uses my color, I won't have to get violent.
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Ha, I didn't notice that. But is black a Christmas color? Anyway, I'm sorta serious...if I keep it up, I plan to do this game in tourneys...I would love for this color Dizzy to be the scheme associated with me.
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This is the Dizzy color I always use, no exceptions: Its mine, dammit! MINE!!! BTW, anyone notice how it matches with my Zero avatar? That's the main reason why I picked it. People will be like, "that's the 'zero scheme', must be Tech Romancer's Dizzy."
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There's a time frame for IADing after summons?! But seriously, I just do it asap. Sounds like you're botching the IAD command, probably pushing 8, but not 6 fast enough. Personally, I spend time in practice mode just IADing constantly to work it into muscle memory.
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Well then, what exactly made the tier list change the rankings between the issues of Tougeki Damashi? Did players witness some sort of potential in Dizzy's arsenal that wasn't noticed before? Because the ability list seemed to have summed it up from what I've seen so far? Furthermore, what is your opinion on the ranking of the character?
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That's what I'm saying. I believe the assessment to be correct and the information, while compiled off of a blog is pretty inarguable. I do believe she has improved from Slash, but I still think her rank is D-class. I don't understand your reasoning that she should be C-class due to her match-ups because she only has two or three, and they are still only 4.5. - 5.5. I believe the reference in the May 08 issue of Tougeki Damashi takes into account player ability, as well as "base character". With a good player, anything is possible. I'm speaking of the base Dizzy. Don't get me wrong. I love Dizzy and I'm not hating; I really do think that based on the character and what she has to work with, she's D-class.
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Not the overall, player tier list at the top of the forum, the individual ones with character abilities and descriptions at near the middle of the first page: * Max damage B: Bubble combo is her strongest. Damage ranges between 50% and somewhere between 70 and 80%. Doesn't get the opportunity to land this combo much though. * Average Damage C: A hit -> ground gatling typically results in about 30% damage. * Pokes B: Dizzy has lots of options here, the variety makes up for the particular weaknesses of the individual pokes, Grade reflects the overall ability of all her pokes taken together. * Pressure/Lockdown B+: Rather than pressure, you should be thinking more about mixups. She can't do the ??? special anymore, plus she doesn't raise the guard bar much. Nothing really special here. [??? I hate names, so I won't bother guessing. Setup for Slash Dizzy was Ice Spike, P Fish, Scythe, Spear, K Bubble -> Followup. Follow up being 1) air dash j.P,j.P, j.H (high), 2) (land) 2D xx Ice Spike FRC -> combo (low hit), 3) (land) dash up throw] [by nothing really special here, I think it's compared to what it used to be. http://www.youtube.com/watch?v=dx43R86GnTw, see round 4, starts at 2:27 or so] * Mixups A: Throw range [Longer than usual], Double airdash can setup 50/50's, lots of options and [renkei] is strong. * Okizeme A: Loopability, Damage, difficulty for opponent to block properly. Dizzy's oki is strong in all of these categories. * Against ground C: Not good. j.K has a crazy hitbox, but not much downwards coverage, j. 2S, Dizzy's hitbox is a lot bigger than her attack's hitbox. * Anti-air B: 2S is pretty good. But that alone isn't what makes her AA strong. j. P, Ice Spear, and Air throw should all be used liberally. * Breaking out of Pressure D: Given rating reflects the fact that although Dizzy's counterattack options are poor, it's easy for her to run away. In terms of actual counter attack options, her best are the unreliable Imperial Ray [disappears if Dizzy gets hit, trades poorly], Necro Coffin Super, and close S. * Defense E: Takes extra damage, easy to dizzy, no guts, and has a big hitbox. * In general B: Bubble makes for a great deterrent. Add to that her double air dash which gives her good mobility, and Imperial Ray can be used if she wants to create some distance. * Overall Rank D: Weaker character, hard to win with * Good matchups: Probably Potemkin. Dizzy should do well against Testament too. [Guess] Anyone else she can get set up on easily. * Bad matchups: Chipp, Ky, Faust, + characters who specialize in mid range combat. I consider this a more accurate description for the character, because tier lists these days fluctuate more on player skill than the character, IMO.
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OHHH MAAAANN!! I was kinda nervous that you guys were talking about using my color, lol. Awesome, I still get keep it. Just kidding. Man, I wish the signal splitter would hurry up and get here - I want to show you guys my dizzy. Like I said I am not very good, but I want to show you what I am working with. I don't claim to be a Makoto or anything, but I want to play an aggressive Dizzy - Using and abusing that mobility to keep pressure and create blockstrings while i wait for my next chance to use fish is one big part of my gameplan. I love to IAD and hit-confirm air combos whenever i get the chance. And if something is even remotely punishable by throwing or someone does a lazy or weak jump-in attempt, you can be more than certain Tech Romancer will be glad to throw your ass and start setting up for corner oki.
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Well, the official tier thread lists her overall as D-rank, the lowest in the list and furthermore explained why. Its no surprise, as characters that were formally boss characters in video games usually become low-tier when they become playable. My friend Luna plays Bridget, but he has yet to learn advanced stuff with her.
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Personally, I'm quite aggressive against slayer. I've learned to start stuffing mappa with 6p, air dash circles around him, and set bubbles like no tomorrow. A lot of his stuff outside of normals is extremely punishable unless he FRC's and this my advantage to be aggressive in that I don't allow him to gain much tension. I don't think this is a easy or favorable match-up, but I do think depending on the way it is handled, its a hell of a lot better than Chip, Millia or Order Sol.
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Dunno why, but when I first picked up GGXX, I picked Dizzy as my main. Dunno why, just wanted to play as her. I didn't know or care that she was low tier or whatever. I'm the only one who plays as her, although there was this one scrub who tried to play her. I raped his ass and squashed that notion of his real quick. But, I get the feeling she's not a very popular character...as if we didn't know why.
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What about a TK'ed bubble? Maybe if that were timed correctly, that might work? I can't test it right now, but since j.HS is part of Slayer's body (his fists)... Somebody please! There's gotta be a way to stuff this jackass from jumping in on us. If he jumps in, he establishes CC, and then he gets all this positive frame normals and mix-up potential to work with. And we don't want that crap. Also Nehle, speaking of bubbles...I posted a query for you in the video thread, but you never got back to me.
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So, other than imperial ray or (late) Necro super, we have to either dash away or suck it up and block it? No tensionless AA against Slayer?
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Since most 6p's are intended to be anti-airs (more or less), how good would you guys say it fares against Slayer's jump-ins? Is it viable? Because I'm getting kind of annoyed at Slayers j.HS.
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Geez, I always miss the obvious stuff. Yes, that should work. Hmm, also I wonder if 6p would be useful in any instances. There's a vid where Yukinose's Dizzy uses it a few times against a Slayer player. In fact, I've been wondering about the usefulness of Dizzy's 6P in general. I've played enough to know its not as good as May's, but it seems to have longer range than usual...anyone have an opinion on this?
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Anyone got tips for how to break out of Pressure, other than Necro super? Or to prevent pressure? For instance, can a well-timed 2S beat out his jumping HS? I know the gameplan for us dizzy players is to zone/play keep-away and use our range, but what happens if we fail and he gets in? I know many of slayers normals and specials leave him positive frames on block and I can't seem to see an opening. This is more annoying than anything, really - I actually consider Slayer one of the better match-ups for [my] Dizzy, but I would like tips on making the going smoother.
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Damn, for a 'scrubby' Dizzy as you call it, you've got me beat. All this thread does is make me realize how much my Dizzy sucks:gonk: Anyway, a bit early to be using the necro super against the Eddy in that first vid, especially since Eddy can fly....I guess Imperial Ray would have been better. Also, I was wondering - you guys know how projectiles can knock out Dizzy in certain cases during the necro super? Can little eddy also do this? That would be super annoying.
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That's helps a lot. Now that I know the motion of her movement, shutting her down on instinct should be a lot easier. Now if only I could keep her from rushing me down.... How useful would you say 6P is against an aggressive Millia?
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Oh shit, I just figured something out - you know the roll Millia does for her famous cross-up and pressure game, which she follows with a throw? I think its not invincible...I knocked her out of it today with a standing k as I saw her do the movement. Any notes on this?
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Guilty Gear 2: Overture released
Tech Romancer replied to rallamajoop's topic in Guilty Gear General
Yeah, yeah we get it. My thing is, why bother trying to keep stuff like this a secret. With all the clue bombs so unsubtly dropped on us, they act like its gonna be such a surprise. Except... we're dealing with Japanese people here. And they love to drop this kind of information, letting us think we know what the secret is, only to do a 180 and reveal it to be something different. -
If you're not on KD, how about one-frame jump? Would that allow us to escape and start the situation on neutral?