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Everything posted by chun_li1
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You´ll only eat rensengeki if he stays put, digs into his position (since its a charge move). Cant do the move if hes advancing, running at you. So you have to observe that. And no, its not in Axls favour. Learn the match up or learn Dizzy better. Unless youre playing Slash, in that case Ill take everything back. The Master (not me, Im only Blue belt ) says this : Axl Matchup This matchup isn't hard lol You both have the means to counter each other. When you dash at each other he can attack, or not. At this moment, if he attacks, ice spike him. When he begins to try to read whether you spike or not, then is the time to dash in -> throw, giving a huge gain. After guarding a rensen, backdash -> fish is relatively safe. Fighting long distance is satisfactory, as he doesn't have anything strong to threaten you with.
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Try IAD P (or SB) or short ground dash into IAD. that should give you enough momentum to cross over.
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Maybe the factor, where when can you do this damage, get the chance to do it, is included in there.
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Indeed I have. 1998-2001 was my time in SG for studies. And I remember Anthony (your local CvS2 top gun). You guys all hang out at Bugis Junction or 1 of those Funlands (YCK, Ang Mo Kio, etc)?
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omg, I hear Singlish! Long time no hear lah! Thx for vids!
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Be patient. Dont try to kill pot b4 time out. Expect the match to go the full distance. No shame winning by time out (as chipp)
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Heya, Id like to see a match up analysis for the Dizzy Match up:kitty: Well, its considered a bad match FOR Axl if you follow them japanese (4:6) All the Dizzy players outside of Nippon would disagree, that this was inverted or at least a 5:5. Well, lets try to take down this myth that Dizzy instant fails when she faces Axl! PS H.H. remark on this match up goes something like, "Pftt, I have nothing to fear from Axl. But this fucking Chipp is fucking me up! His j. HS is owning me!"
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They do watch our videos. eg. Xenophobians Jam CMs. His CMs get linked on Jap. sites.
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Youre not missing anything. Well, actually you do. Knowing everything about Dizzy AND Axl, knowing the match up in detail, doing max combos. Those match ups ratings only go into full effect then. Try changing the strategy in that match. Also, I advise a lot of patience. eg, if axl keeps 5P, 2P you, block first and wait & see approach. And you need to start looking at how you can counter certain moves. All the little details can give you the winning edge. PS. Bah, match up ratings. Useless for us scrubs. When u play like good japanese, then u can start following them. The more complex, deep the game, the more you need to master to get anywhere close to those ratings. Otherwise, the gaps in ratings become much more wider instead. To this day I rofl at people who say Honda owns Vega for free in Super Turbo, based on personal exp., even though official rating is 5:5. All because they use the wrong gameplay, strategy in that match.
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If IAD HS doesnt cut it for you, do running/dashing jump HS. Normal jump HS doesnt do the job well on small hitboxes since you are not getting deep enough to opponent. The whole reason why they do IAD HS, to get as deep as possible into, near hitbox, if they are too far after doing the rising spike.
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Throws can be teched, command throws cant be. Her airthrows sux like almost rest of cast now in terms of range. And for followup purposes, depending where u throw them, it tends to be bad too. 2nd largest airthrow range, no damage proration on it, those were the good old #R days.
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St. Michaels Sword as a FB similar to HOS, that be sweet.
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kazuki, the best > very strong mindgames (see SBO 06, using opponents knowledge of dizzys weakness against them); sick combos, comebacks from what I heard from someone in japan atm. Makoto > unique style. makoto does stuff ONLY makoto does. H.H. > overall good. but I really dont see anything sticking out in his gameplay. He just wins somehow.
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Agreed. And where the hell are the other HH matches?! especially VS shonen!
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just need to do the j2s (or any other move) on 1st AD early, really fast. What should happen is, you recover b4 hitting the ground for another action (normal move or add. AD) Note : if your AD is too low, dont expect the 2nd AD to come out ever since youre hitting the ground already b4 the recovery of move ends. so try to AD a little higher. For doing a 2nd AD, it helps when you know where u roughly can do a action again and input the 2nd AD in advance. Hope that was somehow understandable, lol
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SBO is just around the corner. I guess the top players are laying low, preparing themselves. Dont worry, eg. the Jams have the same problem like us Dizzys atm. SBO better compensate good for this break, lol
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Only on Pot so far (and if he doesnt have meter) Still have to field test, IB foolproof it, and I need a human player for that ... On other characters ... well, its not a sure fire thing (easy to get out once the opponent sees thru everything).
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You can also get it here :P http://www.geocities.jp/toramusi777/ggxx-combomovie.html Bah, the guy stole some of my ideas! While he was at it, he should have made, shown the low oki variations on the beam, IAD over set ups. But the set up sux anyways w/o proper conditioning, so nvm ... I kinda like the new variation on the corner set up. Good versus slayer if he tries to dash jc on wake up and other wake up stuff. But i still have some tricks im still waiting for them to show. Disappointed they havnt shown anything involving FB yet. Maybe its time I show what can be done w/ it ...
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6P, eddie > 1~16F upperbody invincibility. Stun modifier x3. Prorates 90%. x 3?! May has x 3 on her 6P. does that mean, eddie can stun someone as quick as May now?! Or is that a mistake?
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Did 6P get better in terms of proper invincibility, better upper body invincibilty? I remember it sucking so bad that it was damn hard just hitting sol out of his 214K (where he goes to the wall). With everybody elses 6P it was a joke hitting sol. Now it seems just as easy w/ Dizzys 6P.
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Ok, against Pot and Dizzy works too the low oki. I thought was a throw range factor, but realised i was just off w/ the timings. And something i discovered while lokking into above. If Pot tries back dash + throw on wake up, then its combo time for Dizzy. Beam + both okis will hit him out of his back dash at end. Also tried this against Testas OD and Inos OD (which has hit box at the back ... I think) on wake up. Dizzy doesnt get hit. So she is kinda safe high up behind opponents head. PS. Ok. im tired and gonna play PSU now. Also just remembered I should try this VS. slayers dash cancels. So more to come.
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Alright, ladies & gents. GG AC Dizzy rocks, yada, so good, yada, complete!, yada. Just started this week to invest some time into AC and Dizzy. So here is a foretaste of my fruits of labor. No quicky, written of a movie, match vid oki. But a wholly thought through oki. Ok, not really new, since its been there since XX, but it was so character specific PLUS easy to get out IF you knew. Basicaly looked this this. > Mid screen Throw, beam HS, running jump over opponent 1. land and 2K, ... (low) 2. before land, IAD back + air K, ground combo LoL at both cuz for : 1. if opponent IBs beam, Dizzy gets throw on ground. 2. jump K is one of the shittiest moves in the game. Funny that it can even hit something. Opponent could just jump out (block beam mid air and immediately hits ground after) OR just stand or crouch guard if you were Faust, Millia, etc. Fast forward to AC Dizzy. Same stuff. Mid screen Throw., beam HS (add. input is optional & combos resulting from it coming soon), now you have to kinda run few steps before you do running jump over opponent (ill tell you why later). 1. land and 2K, ... 2. before land, IAD back + 2S, ground combo ok, not much difference, right? Wrong! 1. If opponent IBs beam, and you land, 2K > cant throw Dizzy (i tried this against Pot and Dizzy. sometimes I can throw, still trying to find out why it sometimes does) 2. If opponents jumps away the moment he gets up, he blocks beam mid air right after leaving the ground (I tried jump + IB, rejump, doesnt work :D) and lands immediately. Then he has to immediately block high or low during short fall, depending which oki variation you did (land 2K or IAD 2S). From what I can tell, 1. works better now since beam fish hits later and 2. is obvious. Now I said b4 that you had to kinda run few steps before running jump. Reason is. I f you dont do that, what can happen is, you dont cross over opponent (which could screw up your timings, confuse you) or if he jumps right after getting up, opponents gets away easily. Now it gets better. Vulcanic Vipers and Co. are always everybodys bane. Even for those that have "protected" rushes. Now, if a Sol decides to VV himself out on wake while Dizzy does the above > if he does normal VV input front, he will hit the fish but not Dizzy. If he knows you´re going to cross and does the VV input to the back in advance ... well ... you just hear COUNTER or GROUNDO VIPER (which goes in the wrong direction, away from Dizzy). Either way, its Win:Win! So here you have it, a good mid screen oki! More to come in future. PS @ Nehle. Old Slash beam front back oki still sucks. Old way to get out doesnt work (got counter measure) BUT there is a new way ... Well, it does work against a couple of characters still ... I think (those that get up late). Looking into it. PS2 Is it me or is K fish hella meaty?! Im looking into possible wake up okis with meaty K fish.
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Oi, what about me?! I started the feel good wave! AC
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lol, no, been around forever (after X). and that goes for entire cast.
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I totally do not agree with this. IMO, AC Dizzy seems to be the best version. Slash dizzy has left me with bad aftertaste of beta, trial version Dizzy > incomplete character or experimental redesign. For this, ARC (or Sega for being the money whores they are) is too blame. Friend of mine got the scoop during his participation in last SBO, that AC was well into development, when Sega decided to just milk the series some more. Seems to me ARC went ahead and only used some of their new ideas for Dizzy, and keeping the good stuff for AC. Or just doing a sloppy job, who knows ... I feel Slash Dizzy is very incomplete. I have been begging for certain changes to be done on Dizzy since #R already (easier Necro grab input, longer fish rushes, imrpoved 6P, better air normal to hit crouch opponents, cross up air normal, etc.). And what this about not gaining significant options and a lot of her good ones got worse? O.o - Just wait until the you get to see all the new tricks w/ the air 2S on wake up opponents. Alone the fact that air 2S hits crouch opponents, screams for good old fashioned high, low okis again (I hate the current mid screen front - cross up oki w/ laser, everybody uses in Slash, that shit is dumb, 101% easy to escape if opponent knows "the trick" ) And no, I dont think her Air 2S is only good in random IADs or stuff. The hitbox is sexy, and makes for a good tool to pop bubbles. - Fish rushes getting extended is god send for my play style. I use a lot of "Eddie Style" rushes w/ bite fishies. Only thing that annoyed me was, bite rush is over fast and the gaps between every bite was too small. Really a pain to get good pressure out of it. - FB Bubble i cant say anything yet. Havnt seen a good application. I do have a idea for a good application though. > eg. there are lots of situation where you end your IAD string w/ HS + bubble (so as not to get thrown on ground once land). So instead do FB bubble instead of normal and you should be able to do a high/low mix up before you land. This wouldnt work w/ the normal bubble (poor range), but her FB might do it. Hitting that bubble during downfall and still be able to move w/ IAD after, now thats what we´d have to find out. Ah well, looking forward to having fun w/ AC Dizzy. And good riddance to Slash Dizzy.