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Everything posted by Nehle
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Faust has incredible range though and can easily hurt dizzy with CH combos whenever she tries to set up her game if she's not careful. Also he can pop bubbles
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If that's the case simply do an ordinary jmp and heavy slash, you can still manage the timing quite well. Basically it's on a case-by-case basis if you should jump or IAD
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Also corner-knockdown H fish, dash FD throw. Eh, I'll add more when I come back from china
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Don't look at me~~~~! OHMIGOSH THAT STICK DIZZY SURE SUCKS HUH? ;( When I'm done being Chineses with the Chinese in China though, I'll be beasting. Holy++
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This works when the opponent and dizzy are both RIGHT NEXT TO the corner And yea, for everyone else you need to be about one "character width" away, which is tricky as fuck to setup. Also the best setup for air spike in corner imo is Knockdown, HK fish, IAD j.2S, wait, ad.2S (just before landing), j.H short dash 5S 6P 421 I believe it's covered both in the combo and oki thread though
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Kazuki is still the top rated one I think, though it should be noted that H.H took a four-win streak in 23on23, which was only beaten by Shounen and Niga (6 wins each)
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Yea, if you can CH GD on reaction, sure. But if you're forced to block it, and he's close to the ground when he does it, the only safe punish you have is throw.
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Eh, I usually open with 5k or IAD back, depending on what I think he'll do. Also, don't play defensively against Testa, you have solid priority over most of his offensive stuff (save for HS Exe, far slash, a well-timed 2H, and Gravedigger, which you should throw on block, nothing else.). It's a whole lot better to force him on the defense and have summons disarm his traps.
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there is no official data, as they are not listed in the mook
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Yes, that is correct Go into respect, it won't be cancelled by moving or jumping, only by attacks (i.e. the IK), or you can do it during the recovery of 236H edit: No, you don't hold up. Misread
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I would suggest that you after landing either go for 2k (low) or j.P fuzzy guard (high) for mixup in case they block. If they don't of course, it's welcome to combo town - population: you
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All Japanese players are sandbagging until SBO. True story anyways, Dizzy: Pros + Great movement + Very good zoning capabilities + Good reach in the air + Best normal throw range in the game + Good air-to-ground + Good anti-air + High damage from the right setup + Requires little to no tension for combos, or general offense + Great okizeme that quickly leads to very good mixups + 632146P is a good reversal + Fishes allow for safe rushdown, give 'fake' frame advantage on pressure. Can even help break out of combos + Thanks to weird hitbox, Dizzy is generally not that easy to combo on. + Bullshit "unblockables" with projectiles and superflashes can help do that last bit of damage, or help close in on an opponent safely Cons: - Really bad health rating - Worst dizzy rating in the game (Everybody who hasn't heard the "Dizzy is dizzy :v:" joke raise your hands) - Has troubles getting out of corner/pressure - Needs time to set up her game - Bad tension gain, and several matchups she has to play keepaway, which doesn't exactly help. - Requires tension to safe several moves - Very dependent on knockdowns - Won't get knockdown from high damage combos. In fact, will only get guaranteed knockdown from a few select combos, and even then it's not certain against lightweights - Bad reach on the ground - Against most characters, she is at a disadvantage at a neutral state (like the start of the round)
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I just played Jam this weekend, unfortunately not enough to get a good analysis of the matchup, but there are a few things I want to point out: 1. You add 5H to your standard ice spike combo for a little extra damage. Don't, it removes knockdown which is far more important. 2. You tend to throw backwards a lot, which is understandable since it's a little easier, but it also means you threw Jam out of the corner and that's something you should try to avoid. The only time you did throw forwards it was still away from the corner 3. Work on your midscreen oki.. I'm not even sure what it was supposed to be 4. Your corner oki seems good, but you throw out j.2S way too late (it should be as early as you possibly can efter the airdash) to be able to do another airdash, effectively destroying your mixup game. 5. Be more careful about what you summon and when against Jam. 2H > fish still leaves you at enough of a frame disadvantage to get you killed 6. As soon as jam gains more than 25% tension you should be very, very careful. Pushing the wrong button at the wrong time can prove fatal. 7. Don't tech with H and don't use j.H as a jump-in move except for a few specific situations, j.2S is a whole lot better as air-to-ground. This may seem a lot of complaints but they are only really minor, for the most part you seemed to handle the matchup rather well. I'm a firm believer that Dizzy needs to play more offensively, but against Jam who can punish pretty much all of your offensive options, it's very, very much about choosing your moment, and that is usually not when she can FB Hyappo. Anyways, those are my two cents, hope it helps in some way
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In the right situation, dizzy can do both damaging and stylish combos. However, most of the time she's going to have to stick to her basic low-damage stuff and instead make sure she gets a knockdown. Basically, there are only three kinds of combos you want to aim for 1) Get a knockdown (preferably in the corner) 2) Do tons of damage 3) Kill the opponent That means that, unless you get at least 70 or 80 extra damage from your combo or it kills the opponent, going for flashy followups that removes knockdown is very seldom worth it Basic Combos 2K 5S 5H 2H 236H (102, Knockdown) -> FRC dash f.S (4 hits) 236H (136, Knockdown) -> FRC IAD j.2S j.H |> j.K j.S jc.S j.D (156) airdash j.2S j.H |> c.S 5H 236H (154, Knockdown) -> FRC IAD j.2S j.H j.K j.S jc.S j.D (220) airdash j.2S j.H |> c.S 2H 236H FRC dash f.S (4 hits) 236H (200, Knockdown) (on crouching) airdash j.2S j.H |> dash c.S 5H 2H 236H (177, Knockdown) -> FRC dash f.S (4 hits) 2H 236H (224) -> FRC IAD j.2S j.H j.K j.S jc.S j.D (237) (on crouching in corner) airdash j.2S j.H |> dash c.S 6P 421 short dash 6h ]S[ j.K j.S jc.P j.S j.D (225) Anti Air 2S jc.K j.S j.2S j.D (125) 2S 2H FRC j.K j.S jc.S j.D (155) Basic Dust Combo D /\ FD j.D (2 hit) 214S, late j.H |> backstep 236H (144, knockdown) D /\ FD j.D (2 hit) 214K j.H |> j.K j.S jc.S j.D (165) Bubble Loop The bubble loop is by far Dizzy's most damaging combo technique. Generally, it means that you have a homing pike out while you aircombo the opponent and then release it after a j.H to give you time to summon a bubble that strikes them. The timing for the bubble loop can be pretty strict but, it's usually worth it. Sometimes the bubble will be popped by the homing pike, other times you have to manually pop it after the pike lands. I usually do a j.K after the bubble is summoned, since in most cases it will hit the opponent only if they weren't lifted by the popped bubble. j.H can also be used to pop the bubble for extra damage, but the timing is significantly harder Bubble Loop Setups Homing pike already out: 6H (2 hit) IAD j.H ]S[ 214K |> j.K j.S jc.S j.D (247) This is a good setup to practice with, also try without the IAD. But don't hesitate to try it in matches, release the homing pike to keep you safe from punish if they block 6H 2H CH > 214H short dash 2H 421 j.H 214K ]S[ (pops bubble) |> j.K j.S jc.S j.D (260) 2H CH > 421 j.H 214K ]S[ |> j.S jc.S j.D (232) Use this If you cannot summon fish (most likely because you got a 2H CH from punishing someone striking it) D /\ j.D (2 hit) 214K j.H |> 421 j.H 214K]S[ j.K (pops bubble) sj.K j.S j.D (203) This doesn't work well on heavy characters, on some you can substitute the first j.D for j.H or do a just one hit j.D (delay it a little) Anti Air: 2S CH 421 j.H 214K]S[ |> j.S j.S j.D (216) On crouching, in corner: j.2S j.H short dash c.S 6P 421 IAD j.H 214K ]S[ j.K |> sj.K j.S j.D (230) Combovid Combo #1 Throw > 214H,H delay IAD (crossup), laser, airdash back j.2S j.H 2H, laser, 421 dash 6H j.H 214K ]S[ (bubble pops) |> j.S jc.S j.D (281) Combovid Combo #2 (corner) 214H,P IAD j.2S |> 2K 2D, fish bites, IAD j.D 214K, fish bites, j.H land 421 j.H 214K]S[ j.K (bubble pops) sj.K j.S j.D (236) Ice Spike FRC The ice spike FRC, arguably one of the harder in the game, is a must to know if you wish to master Dizzy. The good news, however, is that it isn't used as widely as it was in the old X2/#R days. Mainly because the ice spike forced proration doesn't make long loops worth it anymore. However it still has its uses: 1) Transporting enemy into corner 2) Getting time for setting up oki 3) Safe a blocked/whiffed ice spike 4) Shaving of that very last bit of health on your opponent Anyways, I recommend you learn it by muscle memory, as waiting for audiovisual cues means you can't concentrate as much on other important aspects of the game at that moment. But until then, there are a few tricks to help you out. First of all, there is an echo for the "KACHING" noise, the FRC is pretty much at the same time as that echo. Some other tips: 2D Special Cancel Dizzy can, in fact, special cancel her 2D using the same technique as slayer does when he chea... back dash cancels. What you do is basically you jump cancel the 2D, and then after the 2D, but before the jump, you execute the special move and bingo, special cancel! I have three different ways I go about when I special cancel 2D: 1) The correct way Do 2D, tap up, and then input special command: Fish example: 2D8214K 2) The smooth way: Do 2D, press up and then drag in a smooth motion to include the special: Fish example: 2D8963214K This is what I find is the easiest way. Though it doesn't work for 421S for obvious reason 3) The Accidental Way Do a tigerknee'd version of the special move: Fish example 2D2147K This is not so much a good way to perform it as a warning that 2D > TK bubble might go wrong if you time it bad. That's all for now, I'm pretty sure I've covered most of the basic stuff.
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It's possible, but I don't think the FRC point is early enough to avoid a trade if the opponent has a fast poke. Could be worth trying against certain characters though.
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The safest thing you can do is probably 421S and then try to block. You'll still be at a frame disadvantage, but not nearly as severe as not canceling. Another thing to do is to cancel to 236S/K, the opponent might have time to punish you, but not enough to guarantee the sickle disappears If you have tension you can always FRC the 2H or, if you're far enough away, 236H FRC. Both are completely safe.
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That pretty much IS the setup dude I haven't practiced it on Sol so much but this should work for most opponents: 2S (CH) > 421 j.H > 214K ]S[, land sj.K S D
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I've used it as a joke against Potemkin But I don't recommend doing it in a real match. 2S is good enough for the task. If you CH you get a bubble loop setup and if it's an ordinary hit, you still get a decent aircombo
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Necro works like a throw. If the opponent is either in hitstun or blockstun, it won't land. Also if they have enough throw invulnerability, it will miss (Jam 6H ) Basically the only way to chain into it is f.S and cancel to Necro on fourth hit (when they stagger) but it's never worth it. It's primary use is as a reversal and exploiting gaps in the opponent's pressure or careless rushdown
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You are correct in that 2D dodges Sakura (stab counter), but since Dizzy lost the 2D FRC she's at a disadvantage if Baiken FRCs her Sakura, maybe jc FD can get you out, but then you've given her momentum. Ouren (superman) is a different matter. Unfortunately my Baiken opponent is away for a few more days, but last time I battled him, bite fish ate that too. Real important thing about Baiken is that you ALWAYS have fish out if you attempt to pressure/oki her, if you're standing right by your fish, it will eat most counters, giving you a chance to throw or hopefully get nice CH combos. An unprotected, blocked 2H is a dream come true for Baiken as she has all the time in the world to setup and perform a CH counter combo that will kill you. If you have the tension, 2H > Hole could prove a very successful counter bait 2S kills ALL of Baiken's jump-ins and if you get a CH it can lead to very heavy bubble loop damage. Make sure your Baiken is deadly afraid of attacking you by air. A Baiken without an airgame is a lot less fearsome. Baiken can tech early from lots of combos, learn which ones and where so you know how to deal with it and punish her for not wanting to take the damage like a normal person Be on the move constantly, punish her if she tries to attack you by air, and summon when you can. Also tick throw her. A lot. Watch out for 6K, it can't be thrown! That's what I can remember for now, I'll post more once my Baiken friend returns and I get to work on this matchup some more
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You can hit with them at the same time. You can hit with the 2k before the laser, or the laser before the 2k, so making presumptions about what will hit first is a dangerous game to play, and if the 2K comes before laser in this hypothetical situation, the laser will still cover her even if you do a guard counter. I'm not sure. Thanks to fish extensions, it might be worth it to "waste" first laser if it means not having to worry about autoguard. This of course depends on how much the Anji you're playing against actually tried to guardpoint your moves. And he can guardpoint from first frame, so unless you're going for meaty (which laser isn't), then it should at least be considered that he can do it if he wants
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Pretty much. A simple example would be Low laser fish, dash in 2k. If he tries to autoguard the laser, 2K takes him. If he tries autguarding 2K, laser takes him. So unless he wants to give away a free combo he'll have to do standard block and give dizzy free pressure (this is of course assuming that he doesn't just jump away.)
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projectile (fish, dagger, sickle) + low attacks. Since mid attacks can only be autoguarded high and low attacks can only be autoguarded low he can't take both both at the same time
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http://www.youtube.com/watch?v=bIPPsBtUyyE Combovid "Get Wild". Pretty awesome stuff imo
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Of course it is but fish eating first hit will give you longer time to react, and a blocked VV gives crazy fun punishing opportunities