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Tech Romancer

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Everything posted by Tech Romancer

  1. How do you get rid of Raoh? Is it possible to rush down a Zappa with Raoh option? If Zappa suffers a direct hit, does he dissapear like the other summons?
  2. Wow, nice matches. I'm just a newb, but mind if I put in my two cents before Nehle or Bizzaro jump in with detailed analysis? Firstly, I think fautless defense later in the matches would have been a rudimentary way of staving of the other player's mindless rushdown. I think that standing HP would have also helped, and if blocked canceled into dp+S or dp+k would have helped control space. Throwing in a few dusts when you finally got that A.B.A. in the corner after okizime would have worked wonders. The ABA barely used her best zoning tools - standing S in Moroha mode or HP in normal, etc. I also destictly remember a real lack of her using rekkas - a 2+HP would have been garanteed for CH at times. More IAD would have been good and the setting of bubbles mid dash. Basically, you're many times better than me, but I saw you have to work on similar things I need to. Also, this is a general question, but I see you and many other dizzy's utilize 2+D a lot. I'm assuming its giving up the extra Ice spike damage for a KD (hence giving rise to oki) but I just don't like it, as I set up oki just fine after icespike or other combo KDs.
  3. Actually, it should be the other way around, given how Undine is the "good" wing and Necro is the "bad" wing, but I guess it fits with the attack options.
  4. Heh, I wouldn't exactly call him a 'good' chipp player - does simple stuff like triple jump to advance towards me, leaving his air options used up, doesn't know bnb combos, doesn't know good knowledge of normals, bull rushes me instead of a focused rushdown, spams supers when he gets low from across the screen. :sad: He's still a step above the scrubs at my college. Someone please! Come play GG with me over in Dalton, GA! I need some decent competition:cry: !
  5. I disagree with all types of laser fish being useless on neutral. The HS type, yeah, kinda. But like I said, having a S variation for air control can work wonders when the Chipp plans to take to the skies. And as I noted before the Chipp player I have tends to triple jump A LOT.
  6. What if you have no meter? Can you IAD over it or beat it out with any normals or other specials?
  7. Yeah, Millia is a bitch. A scrub used her today at my college. The j.HS seems to take priority over almost all your air normals, her specials give me a lot of trouble - not sure what the notations or names are - those ones where she flicks her hair rapidly and zoning specials were she lays out a spinning disc. Is there any way to punish these? Other than, best I can say is handle it similar to Chipp, except as mentioned Millia has a few more zoning and lockdown techniques so its even more imperative not to get cornered Runaway and strong defense seems to be the best way to handle it. I'm know I'm really simplifying it, but...
  8. Explain?
  9. I didn't use P fish. And yes, I only used H fish when I had the advantage. Used variations of S fish when the situation was neutral.
  10. Reporting on my experience with my Chipp player today. There was some trouble, but I pulled through quite well. Agree with the comment above, you have to run away and practice good defense should Chipp catch up to you. The thing I had a problem with is you must swallow your pride and be patient. After getting a good distance, I zoned with dp+S and K, giving me enough time to access the situation and set up fishes. HS, K combination worked well for pressure and and a variety of combinations plus S worked whenever Chipp tried to take to the skies. Bubbles were a must for this confrontation. Also, I needed to remember not to get careless to get hit by his supers - they do a TON of damage, especially if they're not comboed. They are, however, very punishable after block/whiff.
  11. Just coming back to say that my set-up, okizime and bubble loop practice today at college went great. I'm very rough around the edges, but I definitely worked on improving my pressure and defense. I had a streak of about 20 today, but I'm still having a bit of timing trouble getting the first bubble loop combo of - the one involving the pike and 2+HS - I launch and IAD, then hit with j.HS, I release a bubble and the pike but by that time, they've fallen to the ground. I'm pretty sure I'm missing something here....
  12. Hmmm, added myself. The closest people on the map are about two hours away in Atlanta, though. And I don't have a damn car. I still have a crew down here in Dalton (sort of) but they're not really that hardcore about it enough to study combos, set-ups, bnb, etc.
  13. Alrighty. Got that, going to test these set-ups on some scrubs at my college this week. Hope to order a signal distribution device along with y-splitters so I can show you all my Dizzy and hopefully receive some feedback on what I'm doing wrong, right, etc. The date hasn't been set for the casuals tourney we're having over here yet, so I should have some time.
  14. Opps, sorry about that - I guess I've been practicing those set-ups for so long that when the 6+HP and Pike came into play "Set-up!" immediately jumped to mind. When you notate ]S[, that means that's the pike hitting the bubble? Or does it mean you've landed and done a standing S? Glad I finally got around to asking this, as this has been somewhat confusing since Friday.
  15. Ah! I saw you trying to set up the first bubble loop you had listed in your combo thread at 0:31! I've actually been in practice mode all weekend practicing some of your oki and combo set-ups. That one in particular I have been trying to get down. The thing I don't understand is after the second hit of 6+HP lands and the opponent is launched, do you continue to hold the pike and air combo? or do you let the pike hit, stay on the ground, etc? When and where do you summon the bubble?
  16. Well said, I think its a fair assumption to make that the Zappa player was good and pretty much just took the mistakes Dizzy made to town. I think it was in the third round, the Zappa player actually just waited for him. BTW, Nehle, do you have any match vids uploaded? As a newb dizzy player, I'd like to see what the others on this forum are working with and how they set-up, etc. You also seem to be pretty well versed in the character.
  17. http://www.youtube.com/watch?v=HMK8UCWlBCg&feature=related This isn't my match vid and it isn't a good match vid, either However, I was wondering if I could get input from anyone on what this Dizzy player could have done better to win the match or at least put up a better fight. I believe that besides pro match vids and videos depicting our fellow peers, we can also learn from pointing out mistakes made in 'lesser' vids. At the very least, it gives us advice on what to or not to do in a match. Comments?
  18. Oh yeah, definitely want that faster flaming spiral. I'm so tired of getting hit and it disappearing when its just come out. When I do dp+S, I want air defense, and I want it NOW. Hell, why we're at it make it so all projectiles when visible, stay on the field regardless of Dizzy getting hit or not. I agree, but what would you suggest? As far as tiering, I actually wouldn't want Dizzy to become mid or top tier. I think part of the fun of using Dizzy is that she is low-tier and we have to get creative and smart about getting around her limitations. If she gets something abusable, etc. and gets tiered higher than I don't think I would have as much pride in using the character. Low-tier Dizzy with set-ups and planned zoning versus all-powerful Eddy who has, well just about everything. Dizzy wins - now that's something to pat ourselves on the back for.
  19. Just a small tidbit to add - the chipp I play against has a tendency to do a simple tactic of triple jumping above me to do overheads and starting pressure. What I stupidly didn't realize before is that since he's triple jumped, he's used all his air options and can no longer air dash. Just dash to the other side of the screen and set up shit.
  20. I agree with everything noted above, as well a faster gamma ray. Especially like that comment about having an air pike that won't disappear when hit. That really sucks :/
  21. Heh, why not? Treating this battle like a normal battle doesn't seem to work. I'll give it a try. Also work on my faultless defense.
  22. Hmm, this is another match-up I have trouble with. The Vemon I play against is no where near what you would consider a Venom player, but gives me so much trouble.... Here's what he does: Starts out with something like 5S or 5HS (I'm not really sure of his normals; some poke with his stick) Harasses me with more long range normals Sometimes summons balls, but rarely uses them (Like I said a scrub player) Does this jump in attack that looks similar to a dive that hits multiple times, I have problem defending against this for some reason. Mostly random, but sometimes combos with that spinny-polestick move that does lots of damage and I can't seem to punish it even when I block it. Also hits me out of the air; is this a normal or special move? Regardless, I need to work on using my fautless defense in the air more but this move HURTS. When he's low on health, he'll abuse that overdrive where he shoots dozens from the air or the one where he makes this giant purple projectile. In conclusion, this guy really doesn't play the character right, going off of matches seen of pro Venom players but his range and normals give me so much trouble. Thoughts?
  23. My problem with Zappa is that damn sword of his, and to a lesser extent the ghosts that float around him. I'm guessing its impossible to disarm the sword from him by close-range combat, since the blade takes priority over your limbs. Just zone and pester with projectiles?
  24. Cool, that would be much appreciated. I'm no newb to fighters but just started this game recently and would like to be at least decent to comptete in a casual tournament coming up soon in my area. A close friend of mine uses Chipp and luckily doesn't know anything beyond basic combos and supers but still gives me trouble. I think the problem is I stood my ground and didn't run away enough/properly. I'll try this next time. Looking foward to you guys posts.
  25. Could someone please post info on this match-up? Dizzy is horrible at handling Chipp's rushdown and I am even more horrible at responding to it. Anyone have suggestions for turning this tide in Dizzy's favor; I try to set up stuff and next thing I know he's all over me
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