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Everything posted by Nehle
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So 6:5? :P I haven't played this matchup in a while, so please correct me if I'm entirely off the mark here. But, yea, it's in Dizzy's advantage. It's not Dizzy having problems getting in on Axl - it's Axl having problems getting in on Dizzy, because she can run pretty easily and once she is far away enough she can start baiting for chain CHs with ice spike, 2H and similar, and it's a HUGE advantage - if Dizzy fails and/or the Axl poke hits her, she loses a bit of health, sure, but that's it. On the other hand, if she succeeds, she gets a HUGE advantage on Axl and there's a very real possibility she can kill him soon. None of them exactly thrive under pressure, if Axl manages to corner Dizzy then she is in tons of trouble, and if he lands a hit he can deal good damage on her. The same goes for the opposite, but Dizzy does have an easier time getting there as closing in for Axl is crazy risky
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I know, but actually I was pretty disappointed with those matches when I thought they were makoto, so I'm glad that he hasn't changed style, at least as far as we know Edit: VVV yes, of course VVV
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That's not makoto Edit: The ones posted earlier are not makoto either
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No, Slayer and Dizzy both have the same normal throw range - 49
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Feel free to elaborate. I don't mind good matchups, so if you have any tips or theories on why it is then I'd be more than happy , but my take on it is that it's bad and saying "I disagree" won't change anybody's mind. Dizzy always has to play a risk-reward game with calculated risks but those risks are inherently higher against SL, TE, ED because those three can take almost any random hit and kill you or at least severely hurt you from it, and then they get a knockdown.
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No No Here is WHY Slayer is a bad matchup. First of all, yes, Dizzy needs to run to set up her game, and Slayer needs to chase her. Guess who gets the tension gain? Slayer build tension like CRAZY dashing after Dizzy, and as soon as he is past 50% any type of careless summon means a dead Dizzy. Second of all, Slayer HAS options to close in fast, mappa can take him across half the screen in half a second, and if Dizzy tries summoning within mappa range, then that's a free CH for him. Third of all, Slayer has much better damage output than Dizzy, and he can get into his combos from almost any random hit, while Dizzy needs to get her good setups going. If Dizzy DOES manage to get her summong game going, she can be on the offense but as soon as she doesn't land a knockdown combo on Slayer she's going to have to be on the run - again, and that is never favorable. Okizeme wise, Slayer isn't as good as Dizzy, but here's the kicker, if Slayer fails his okizeme he is still in a very favorable position because the close-up game belongs to him unless he is in blockstun or Dizzy has a summon. Similarily, if Dizzy fails her oki / lockdown then Slayer is ALSO in a favorable position while Dizzy has to run away and try to find a new opening to get on the offense, all the while chased by a Slayer gaining tension fast. Sorry fatewalker I guess you haven't played against any good Slayers :\
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Yeah, a good Slayer won't just random BBU you, because his pokes work just as well and tend to outpoke you. Like I stated earlier if he gets a 2H CH (and, yes, all your pokes lose to it) then he gets a 90% combo for free. So, yeah, don't poke without cover, it's really dangerous
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Your keepaway is good, but your somewhat lacking on the offense. When you do IAD j.2S you always follow it up ith j.H which removes the mixup opportunity. Same problem with your oki - you had little to no mixups in there, except for the occasional tick throw. The bubble > air spike oki is indeed flashy, but had Slayer been blocking low on the first air spike it would have missed and he would've gotten a free hit. Too bad you missed the bubble loop setup on the 2H CH but props for trying - I love that shit =) So basically, work on your mixups, both in oki and in ordinary pressure strings - watch what HH, miyako and Kazuki do for some great ideas. Learning 2D special cancel is also a good idea because most of your combos ended with 2D
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Actually, a lot of Slayer's pressure is leaving intentional gaps and then bait for 2H CH and similar, and while you may punish him occasionally, he only needs to land it once to take 90% of your health. Slayer's buttons are better than Dizzy's buttons, and he knows it. BE PATIENT and RUN AWAY when the opportunity arises Things to look out for from his oki: 6K (overhead) 2D (one billion active frames, he can't mistime it and you can't counter it) 6P (eats backdash) Bite (oh for fuck's sake) Dandy > H (overhead, throw invulnerable) 6K/Mappa/D feint > throw (counter-throw) Dry summoning is okay from far away. Dizzy has no reliable anti-air against his j.H. At best you'll clash, but a safer bet is either that you miss or that he beats you/trades. Neither of these are favorable in any way. Basically, standard "bad matchup" stuff. Run away, try to buy time to set up your game and then proceed. Against Slayer it is it is impervious that you avoid taking stupid risks because he is just retarded abare.
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Going in with the assumption that the opponent doesn't know how to damage you when they have the chance is not a good attitude to have against jam. The problem with Jam tick throws are not that they are strong but since she'll forward throw you, she has an automatic option select - if the throw fails she is throw invulnerable and 6H CH is REALLY scary. Also, she builds up your guard gauge like a frickin' maniac http://youtube.com/watch?v=DOFxdcZLtoc See last round for how scary Jam is when she builds guard gauge and tension
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Chipp - Dizzy is entirely in Chipp's favor until Dizzy gets a knockdown, how you guys make that 5 - 5 I can't tell
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That Sol player wants nothing else than to land wild throw though. It's basically all he seems to go for. Anyways, more advice: Hitconfirm 2k, or at least followup to 2s so you can hitconfirm that Learn to 5H FRC and combo off of it 5H ch > don't do 3x6P. I usually go for dash command throw, but if you wanna 6P then at least do only one so you get the KD, or do some form of combo off of it (2k 2s 5h frc > whatever)
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You can do 6P > 6H > 643215S FRC, 421S but usually it's not worth it, i just let them get knocked down after the imperial ray and reset pressure
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Yeah, CHipp is the worst matchup you're gonna have. The key to it is to stay hella patient and remember that anything he ever does is a bait, and you can't AA him either. So basically, I dunno, look for mistakes on his part and capitalize on that
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I went to China (Shanghai, Hangzhou and Huangshan) last summer, it's a pretty awesome place and everything is dirt cheap (except in Shanghai's biggest shopping district, where prices are only just below western countries). For example: Nice dinner/lunch: $7 Gourmet dinner: $40 (Though you can spend $5000 if you really want) Bus ticket: 30c Taxi: $1 - $3 for regular distances High-speed train (24h trip): $70 Apart from that, China has some really wonderful places to visit. From Tibet in the west to Hong Kong in the South and Shanghai in the east and everything in between. I don't need to mention the food do I? Nobody does Chinese food better than the chinese And then of course there are the girls Hong Kong might be preferred though if you don't know Chinese
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Fish out - blockstring doesn't end here but if I had nothing planned I'd either go for bubble > mixup or , more likely, bubble, pop with homing pike > iad mixup. Fish not out, yea, something like 2p, 2k 2d > bubble and see how the opponent reacts Edit: Also this more likely goes in the okizeme thread
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A little late, but the first part is covered by the oki thread and the last part is covered by the combos thread Please, guys, learn the difference between combos and okizeme
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Okay, sorry for not writing this up earlier but here are my thoughts on Baiken (spoiler: i agree with zaeris) Anyways, the things to remember against Baiken are: 1) Mind your spacing. Since this is Dizzy's most important rule in almost every matchup, it goes without saying, really 2) Do not dry summon. Baiken is fast enough to punish almost any summon attempt. ('cept correctly placed bubbles) 3) Do not attack Baiken from the air. Because she has a billion ways to deal with that, unless you have a fish RIGHT ON her. 4) Always go for max damage, because okizeme against Baiken is risky and mostly pointless 5) Tick throw a lot. Many times you can catch baiken waiting for a chance to counter you 6) DO NOT DRY SUMMON! IT WILL KILL YOU! (bubbles are ok) So, yes, keeping all these things in mind, your basic gameplan is to keep moving and abusing Baiken mistakes. Almost any of her air rushes you can safely punish with 2S. The vicious plywood attack you'll have to block though. On the ground, 2S is as annoying as it gets, but it's managable. 2D is usually really good against Baiken since it can dodge sakura if not jumpcancelled and get you out of there in every other attempt, also on hit it gives you free fish rushdown so hooray (learn 2d special cancel, seriously) Bubbles are really good too as they cannot be countered effectively and they give you the breathers you need to setup your game (or hurt Baiken). Note though that Baiken can tech really early from a bubble hit so you'll have to aircombo here if it's not a CH. If Baiken gets knockdown on you, there are a few things to look out for 6K/Throw mixup (6K is throw invulnerable and CH hurts like fucking hell) Jumpin High/Low (airdash j.P or land 2k) Ground High/Low (TK YZN or 2D/2K) A blocked TK Youzansen is FREE HOLYFUCKDAMAGE for Dizzy (2H CH > damaging combo of choice) 2H in blockstrings is BIG NO-NO! Kazuki says he likes 5H in this matchup but I don't have the japanese skills necessary to understand all of his thoughts on it (translate anyone?)
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I've been lacking a video cable until recently, so I haven't really been able to try, but I'll do it as soon as I get home.
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Eddie Okay, fuck Eddie - as soon as he puts you in a blockstring you're pretty screwed. Even if you block extremely well, which is a definite must, he still has unblockables as well as a command throw to go for - a command throw that outreaches your ordinary throw by far. So you really, really have to learn 1F jumping if you want to survive once you're in that position. To avoid getting in that position in the first place, you have to know your spacing. Anywhere within invite hell range is the wrong place to be unless you have the support of your summons. Luckily for you, Eddie does not have the tools to punish dry summons at full-screen range, which is basically your one saving grace, keep dodging him until a moment opens up for you to get your summons on and begin approaching him carefully alternating between your summons to always have some potential threat of killing the shadow if he moves the wrong way. Even if neither of you have a summon out, Eddie can still outpoke you in most situations, so please don't think you have an advantage just because his shadow isn't there - you'll only have an advantage once he actually is in blockstun, and only then it's not a huge advantage unless summons are there to fill the gaps. In summary: Play for timeup, take no risks, kill the shadow, wait for opportune moments. Yes, I know this is boring but this is how you face most of your bad matchups. Potemkin Woo! Good matchup! As long as you play like you're supposed to. Dizzy is one of the few characters where Potemkin doesn't have an advantage at a distance. And Dizzy has pretty much every tool needed to punish him if he makes mistakes. What accidentally kills many Dizzy players in this matchup is simply predictability. If you're too obvious with your summons, you practically give the match away - Potemkin kills Dizzy pretty well once he gets a knockdown. Good thing is Dizzy does the same and she has an easier way getting there. Basic gameplan: Back off. Stay in the air a lot, bait slow moves (slidehead), summon, mixup, knockdown, rape As has been said earlier, you don't even need to IB to punish 6H > SH. However, mind that SH is not his only followup option from 6H - 6H > Megafist only leaves you a few frames gap, so you'll have to confirm that he actually does SH. If you want to be on the safe side, do coffin after 6H - which'll force him to cancel to 214P or 236236S to escape. Of course, he'll have to input the movement before he sees your response, so you're at the advantage no matter what Baiken Baiken is annoying as hell. I'll fill this up as soon as I have more time on my hands (at work now) :C Slayer See Baiken
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SOUTHERN CROSS SEASON 1 EPISODE 1 Yea, we played this yesterday. It was awesome. Everybody who showed up was awesome. our brand-new capping card was awesome. My brand-new Robo-ky (aptly named Awersome-Robo), was not awesome, but whatever, we all had great times anyways. Shinjin has nominated himself to "most awesome moment" in his match against Yonasu, but I'm not gonna spoilt what it is. Anyways, 12 people, two pools, eight playoff places, two bags of candy, one sofa. A lot was at stake To save myself all the write-up, here's a chart showing the pools. Nekomon, who some might remember from S2iL, won his group after a strong showing. Clearly better nerves this time than at S2iL Then the playoffs began. I'm only gonna link to the chart for that so it won't spoil those who want to see the awesome video. Playoff chart. Boring and full of spoilers THIS IS MUCH MORE FUN THAN LOOKING AT A CHART Yea, I know some obvious mistakes I did, but if someone wants to give more better pointers than I'm all for that too So there you go, enjoy a great show.
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This is correct, my mistake. I don't know where I got the number 70 from, My point is of course that you can do more damaging combos without burning tension on ice spike FRC, never said anything about locking her in the corner. In fact, i think I said quite the opposite :8/:
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Against Baiken though, know that she can always tech after ice spike, so if you gor for combo to ice spike in corner, and then summon, she will have no problem punishing you at all. So from throw., simply setup your okizeme without any combo, and if you do land a combo on here, you might as well go for max damage followups - knockdown is not THAT helpful against her anyways. 2H FRC ice spike loop is a real waste of tension, as ice spike has 70% force proration.
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Some more thoughts on this While backdash is is a preferred opening here, sometimes you just have to change and block or jump away, simple because if the Testament decides to open with a TK badlands when you backdash, it will eat you alive, so you can't be too obvious with it. Since BL is a pretty risky opener for Testament, the fact that it won't land guaranteed should be enough to discourage him from using it. Basically, I have three ways of starting 1) Just block to see what's coming 2) Backdash/IAD back (Dodges everything except BL) 3) Jump backwards (Dodges everything except 6K, f.S) Also, while robodash is great for clearing webs and trees; if you're too obvious with it, congratulations - you just gave Robo a free poison injection (or does he get a virus?). My experience is that missiles kills webs and patience kills trees
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http://www.youtube.com/watch?v=bJ-QbM4xzTk Some pretty awesome sickups in this movie, and worth noticing is also 6P > homing pike on some characters where the BnB setup doesn't work (Eddie )