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Nehle

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Everything posted by Nehle

  1. Nehle

    AC: Matchups

    This more or less agrees with my assessment on the matchups I've played so far and the matchups I've tried to imagine based on previous experience. Though I'm not entirely sure about Zappa Somebody correct me on this if they have better info, because I haven't played Sol since Slash, but that matchup doesn't seem all too different. Normal stuff, really. Stay away, zone with summons poke him out of rushdowns (2P, 2K for ground. j.S, 2S for air). Don't try to get in on Sol unless you have really good cover. If he lands you in the corner, just keep cool and block most of it (FD superjump or hole if the opportunity arises) - he doesn't really have all that much when it comes to mixups, though he can frame trap you with a few moves. What you really should be looking out for is if he seems to be going for a wild throw and then jump away/hole. For oki make sure you have fish out to eat reversals
  2. TG - Tension Gain GB+ - The amount the opponents guard bar will increase if they block the attack GB- - The amount the opponents guard bar will decrease if you land the attack Lv - The move's level. Higher level means more hit and block stun Guard - The ways opponent can guard to succesfully block it. H = High, L = Low. F = FD in the air Cancel - c = it can cancel into itself. C = special cancellable Recovery - The amount of recovery frames the move will have if you don't cancel it. It's the same for block, hit and whiff SD - Frame advantage. Opponent's hitstun minus your recovery. Positive number means you get to move first. Negative means opponent moves first TK is a special way of executing air moves to activate them as early as possible. Basically you do the move input on the ground but then extend it until up/right or up/left or just up and then press the attack button. If done right your character will jump very short and then do the move. For example, if Ky does 2369S, he will make a short, short jump and then an air fireball.
  3. Nehle

    AC: Matchups

    My main gripe with Zappa is that if he gets his ghosts then he can play keepaway and force Dizzy to go on the offensive, which doesn't suit her well at all, and if he manages to haunt her then Also raoh is broke
  4. Eh, j.P*n j.H can still be changed to j.P*(n-x) j.2s j.H without significant losses (unless you accidentally land), though I prefer just going for j2s immediately, giving you time to do another one for fun high/low games. Maybe I misunderstood your post here, but I've been able to do Ice FRC IAD j2S jH on heavy floaters as well. Sure the timing is a bit different, but it's not a big deal. Not that giving up a knockdown for 40 extra damage is a very good idea to begin with My only real gripe with slower j.H is how the timing COMPLETELY changed for Ice FRC IAD, late j.H |> (S.c) S.f Ice, and that thing is my favorite transporter combo. This is something I screw up with way too often. Standard pressure to 2H > 2D Which doesn't work which leaves me at -23 Edit: But you can delay the 2H special cancel now, so a fast think should be able to solve it, maybe.
  5. Nehle

    AC: Matchups

    Alright, more stuff on Testament (with everyone gone for the summer it's practically my only matchup, except for the very occasional Johnny) Testament can NOT badlands loop Dizzy, she is also one of the trickier characters for him to knock down, thus harder to crow her. Warrant is not effective against Dizzy pressure almost at all anymore, due to it being easier to have the fish cover your rear. Same with Nightmare Circular Testament pressure is crazy great for random holes. Use this until he gets careful. Ideally he should start to get second thoughts as soon as you have 50% tension. Testament can still punish fish summons with S EXE, but it seems a lot less scary now, and a better gain if you bait and punish it. j2S takes almost all his anti-air 2s still takes almost all his air-to-ground, and oki webs if timed correctly So generally, this matchup is straight up better. It's not in favor for Dizzy, but I'm going to call it 5. Compared to the 4.5/4 it was before, this is a good improvement. Is it weird that my first thought when the Maelstrom appeared in Pirates 3 was "GO RANDOM HOLE!"?
  6. PP fish is pretty terrible unless you're standing within throw range of the opponent. Only time I use PP fish is when I'm using it as a meat shield to ward off attackers, otherwise, for bite pressure I find KP fish to do the job better what with K being meaty and making sure that the fish reaches the opponent. FB bubble has like twice the hitbox of the standard bubble though, so it's a lot harder for the opponent to escape it, but eh, at that range FB is a little redundant. In fact, with ordinary bubble the spear (if summoned fast) can pop the bubble with the first part to lock them down on riseup, then you can hold the spear and get more options.
  7. Also the old input forced you to break your guard, the new one doesn't
  8. Nehle

    AC: Matchups

    Slayer Alright played some more Slayer today. Holy fuck this matchup is way worse than I thought. Slayer has just about a ton of new options to close in on dizzy fast and basically punish any form of dry summoning you ever do. His 2S is retardedly good at anti-airing most things you throw at him. He can do exceptional damage from random pokes and if he lands his superman super then it's guaranteed death (428dmg combo). Dizzys hope in this matchup is just trying to keep safe, far away and luring Slayer into doing mistakes while chasing her, while still on no accounts making mistakes herself (like, dry summon, trying to rush in without good and well-planned backup, or falling for CH baits). Once you get a knockdown proceed with safe pressure and always have fish out to cover you from nastiness. If he gets you in the corner don't even think about punishing what may appear as a gap in his pressure (except MAYBE with the occasional random hole). Block it out and superjump away. This is a very boring way to play, unfortunately, but it's that or playing the wrong part in an instakill-combovid. I'm going to give this a 5.5 to slayer because if Dizzy actually does manage to begin her keepaway bullshit it's a long and risky road for Slayer to try to get in on her, but getting to that point is no way near easy. Potemkin: Just thought I'd add that if you block 6HS you will have just enough time to begin a forward dash and thus punish his slidehead rather easily
  9. Nehle

    AC: Okizeme

    Here's another oki based off the HP fish in corner. Good thing is that it is an autocombo off random hit, but the bad thing is that it doesn't offer quite as good mixups as the other one Knockdown in corner: 214H,P dash 2k, laser, dash S.c 5H 236S If they block, FRC the 236S and go for homing pike or bubble. If they're hit, proceed into knockdown combo and restart 236S can also be substituted for 5D Edit: More training suggests that if it's blocked, after 236S do TK P/K bubble, dj.K(towards opponent, bubble pops) > High/Low mixup
  10. Yea, its pretty boring. All the big buttons and the stick have been modded with sanwa parts. Bought it pre-modded for about $130
  11. What I'm saying is, the character is balanced using his standard moves. Any hidden moves should not affect the character balance, hence they should be only for fun i.e. crap. If a hidden move is good, it shouldn't be hidden, but part of the standard moveset and of that character's overall balancing.
  12. Guys, just to reiterate what I said earlier: You can't make GOOD hidden moves as that would fuck up the balance of the game something severe. In fact, you must make sure that the hidden moves are no assets to the player whatsoever, which is why they're made laughably bad. Just see them as jests from ArcSys
  13. After actually playing some with AC Dizzy it seems evident that Necro Okotta Bai's "Guard" column should be "unblockable" and not "throw" since it takes moves with throw invulnerability as well
  14. Hey, ward off the drama. I think everybody who plays dizzy got the "retarded" motion down, It's not a matter of actually landing the super (which is quite easy, even with the "correct" input), but the fact that you can cast it a whole lot faster and more accurately now which lets counter much more things on reaction (jump-ins, rushdowns etc.) Before AC the primary use for it was as a riseup move.
  15. Oh hey it's a lot easier on stick. The keyword is speed. Accuracy is not that important, but you have to do it fast
  16. I think you guys are underestimating just how much of an improvement the new input for necro is. I've been spamming that shit like crazy in all sorts of fun situations and it manages to come through more often than you'd expect. Hell, I managed to use it as anti-air against Baiken's IAD j.S
  17. That's what it says on the video V:)V Though I still haven't been able to pull it off in training mode :x VVV Awesome VVV
  18. It's always totally worth it though. Anyways, for sweep > fish goodness the basic input is 2D8214X. But the only times I manage to land it coherently is when I do the full motion from 8 to 4, ie 2D8963214X. Same with the other inputs except the other war around. Also homing pike is a bitch :c
  19. Nehle

    AC: Okizeme

    That's a very interesting thought, I couldn't see anything positive with PP but that might just work if you don't do it often enough (say once every 4-5 games?). What I really miss is the autocombo you got as soon as random hit landed. And you could always (even if they got hit) go for a tick throw. The 2H CH baiting might not be risky, but if it's not a CH you've just given them a get-out-of-jail-free card. Of course if they block they just gave you a homing pike fore free Right now it feels like unless the opponent has extremely low health, they might as well take an early hit because a 2H will allow them to escape ( fish lvl1 will let them tech ) and if you don't 2H then you won't be able to connect with the fish after the gap anyways so they can go back to blocking D: My advice is stay away from the PP fish pattern oki until something more solid has been discovered there. Or at least do it seldom enough so that the aforementioned 2H CH baiting will have a higher chance of connecting This thread's off to a good start, keep it coming
  20. Nehle

    AC: Okizeme

    Discuss ΛC okizeme here. For those just new to Dizzy - okizeme is really where Dizzy shines and it's from here you'll do the most damage to your opponent. Dizzy okizeme is all about planning. There's no way you can freestyle at all as much as, say, Ky. In many cases your entire input for the next seconds will already be planned once the opponent rises. If you plan and practice you can have endless possibilities to hurt and scare your opponents, but if you just improvise, there's a very good chance your corner pressure, and the match for that matter, will slip through your fingers. Read this if you don't understand the notation These are some of the more common okizemes dizzy players use. But like I said, the possibilities are endless. Note that no followup combos are listed here, you'll have to figure those out on your own, but most of them can successfully be followed up by either 2k or S.c into standard knockdown and reset. Also note that many of these are not autocombos and you'll have to prepare to go to combo earlier if the opponent accidentally ate a hit before they've come to end CORNER OKI Whenever it says "High/Low mixup" it means you can either do an airdash j.2s j.H or land 2k For almost all these, when it says airdash 2s, the 2s has to be done as early as possible to allow for a high/low mixup HP Fish: 214H,P, dash 2k, laser, dash 2k 5s, jump, fish bite, j.2s 214K, fish bite |_ ad.2s (pops bubble), High/Low mixup |_ fall a bit, dj.k (pops bubble), High/Low mixup |_ land 2k |_ land throw 214H,P, dash 2k, laser, S.c 5H |_ 236S |_ (on hit) Knockdown combo |_ (on block) P/K Bubble, dj.K (pops bubble), High/Low mixup |_ 5D HK Fish 214H,K IAD j.2s |_ ad.2s j.H |_ (if blocked) TK bubble, dj.K, High/Low mixup |_ land 2k Spear (Works in Slash too) TK Bubble, 421 (pops bubble) IAD |_ j.H, land |_ j.P (fuzzy guard) ]S[ j.H |_ land 2k ]S[ |_ j.H 214K, j.K land ]S[ summon fish |_ backdash j.H ]S[ dash 2k MIDSCREEN OKI 214H,X, short dash, jump (over opponent) |_ land 2k |_ backdash late j2s 214H,H delayed IAD (past opponent), laser, IAD back j.2S j.H, land |_(on hit) |_c.S, laser, 2K 2h 236H |_2H > 421 j.H > 214K ]S[, land, j.S j.D Does not work on all characters, list pending |_(on block) |_j.P (fuzzy guard), laser, (j.2S) j.H |> 2H 236H |_2k dash, laser, 2k 2H 236H I'll add more as I come across it The Slash P fish alternating kick/bite thing does not work as before (someone may come with a way to handle this?) because the bites are slightly further apart and the gap between the first and the second P pattern makes it a bit more troublesome, but it might be doable.
  21. All fear green ΛC dizzy! http://nehle.net/img/Dizzy_S.pal if you want it
  22. charge 2, 8462P+H And that's sorta the point with secret moves
  23. Great Millia man, join the IRC channel and we can speak crazy moon Swedish so noone will understand I'm from Gothenburg too edit: I live in Lund now though
  24. That's going to be a very close call. The opponent will have time to move before the scythe hits them, and many can get out - Testament 2H, Ky Stun Dipper, Pot FDB et cetera. The FRC will give you time to block most of it, but it's not giving any real advantages. 2D FRC is a much safer choice to end the blockstring with
  25. And to be honest she doesn't even need to FRC for that
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