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Everything posted by Nehle
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I find that summon + getting in can be real hard timing wise. Sometimes it's easier to just go for an IAD mixup right off the bat without summons backing you up. Or if you really want to summon, you're going to have to accept a weak(er) oki, but at least you can start a strong positional / neutral play.
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Yeah, it's a "level 6", but that's just a level 5 with special properties, so it's still "officially" level 5 (in any case it's not level 2). I think it's a bit weird though that the mook doesn't mention anything special about the level 6 moves (same with KY/PO 6H. Just says "5" and no extra notes) RE: Ice Spike. Mook doesn't mention any proration
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D fish is not level 2, it's level 5. Updated the wiki
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Just a small reminder to post about Dizzy +R changes in the thread that is about Dizzy's changes in +R. This thread is about vanilla AC
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In the latest vid Kazuki does a shitload of KD Fish > 2k > 421S > IAD mixup in the corner. Seems relly solid thanks to the long blockstun by K fish He also does a sweet-ass confirm where he comboes into bubble loop by planting a bubble while the opponent is staggered by D fish Edit: THanks, Horokei
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http://www.nicovideo.jp/watch/sm19150133 Kazuki :DI: vs Nage :FA:
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Okizeme is awesome. This thread is about how you win the match after a knockdown in AC+R For starters I think we just list whatever we can pick up in the videos before we can actually get hands-on experience
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Let's talk combos! For starters I think we just list whatever we can pick up in the videos before we can actually get hands-on experience
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Placeholder for general Dizzy strats This wiki post is still pretty relevant you guys!! Let's keep the talk in this thread to Dizzy strategies in +R, from specific situations to general strategies and matchups. For starters I think we just list whatever we can pick up in the videos before we can actually get hands-on experience
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Yeah, especially if your knockback is increased since earlier by something like 2p 2p or whatever. I guess it's also meant to help with the new 5h > 2d gatling, which means better midscreen oki from 5h > 2d rather than 5h > 236H. Nobody knows just how much further it reaches of course, but hey, all range increase is an improvement.
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News from 3rd loketest (from Shinjin) Dizzy (src: Miyako) - Opponent can no longer destroy bubbles by striking at them. They still disappear if Dizzy is hit. Self-exploding bubble mechanism still there - 2D has slightly longer range. - FB dagger has an FRC. - Apart from that she is like the old loketest. --- So it looks like this is the Dizzy we're getting in the final release. Maybe a few more tweaks but considering they barely changed her between tests it seems like they're pretty much decided on her. Nice with a few small buffs now. Bubble back on track for being slightly more useful, at least you can TK set a little easier again.
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It doesn't actually change that much in the oki game. You still "only" get one or two mixups, and you should capitalize on them properly. It is, however really nice in the neutral game, if you manage to sneak a summon out, the reward is much bigger than it was in Slash, as it actually gives you a distinct advantage against most opponents. I like it, I don't feel it is "scrubby" at all. Knockdown is so strong in GG, a lot of characters can win a round from just one sweep, and getting that knockdown is your reward for winning the neutral game. Dizzy is supposed to be good at mixups. She has a hard time as it is in neutral, she should get a good reward from winning it.
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I've seen it miss the wall a few times because the opponent is too far away though
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I ran it through google translate just now, and realized it's probably not entirely accurate, though it is correct in a sense. "Advance of the case out of the derived distance has been reduced." So basically, I think it means that "Will travel less forward if used as a follow-up", which of course results in shorter startup.
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Re: That untranslated jap part about follow-up. When watching the videos, it didn't seem to have more forward momentum, but rather faster startup when used as a follow-up, maybe that's what it meant.. I don't know, I'm still optimistic about +R Dizzy, even though maybe not as super hype as I was before, but still. I keep thinking about 421D, and I can't say I'm not sure where it's applicable anymore? Maybe after a block string to keep advantage? For sure, it's going to be nice against Testament to disarm some traps? Against Eddie to kill the Shadow? That's not a lot of use cases. FB bubble I think will be the go-to tension sink (besides ice spike FRC), but I don't like that it stays active for SO LONG. Generally, +R dizzy will improve against characters with limited movement, and lose out against fast rush downs (millia, chipp et al), or just aggresive players. I think she's coming out ahead though, but it's not as much as I though it would be. The new D fish is cool, but I don't see the point of it either..
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autopop! yay!! damn, I'm just gonna dump all my tension on fb bubbles if they keep them that way
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I like to use meaty Ice Spike as okizeme sometimes in AC. If the opponent tries something you get a CH in the corner, otherwise you're still safe (wasted mixup option but oh well). Especially against characters who, since I'm not approaching on the oki, think that they have time to dodge or poke the fish . It's a legit strategy. So, yeah, meaty full screen ice spike is definitely an option (the other option from midscreen ice spike is IAD mixup on the spot, without summons). However, I get the feeling that it's going to become predictable real fast that midscreen ice followed by laser will result in meaty ice spike, and even with FRC, I don't think you have time to properly follow it up if they just block. So, yeah, it's an option, but I think I'd rather go for 2d / 2h > summon instead of ice spike at mid screen, because I simply get even more options off of that. But hey, extra options never hurt!
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Thanks for the update! Liking full-screen ice spike. TAKE THAT AXL >:o .. Also all other full-screen punishers (TE, PO, IN.. I'm looking at you) suddenly, Dizzy can force opponents to be in an extremely narrow space to avoid summon mind games.. Jesus christ.. at 25% tension, Dizzy is gonna be EXTREMELY hard to catch (bubble, dagger, ice spike frc:s) We're moving up the tier list people!
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According to Shinjin, this was hard to translate, but after some mutual guessing back and forth we guess it might mean something like "If used as a follow-up, it will have more forward momentum"
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I don't think it's gonna be used that much in blockstrings. I think it's just something that aids dizzy in the mind game I talked about above - "gee whiz, if you don't attack this bubble, it's gonna explode on you, but if you DO, then Dizzy can do what she wants while you attack the air" EDIT: Actually, scratch that, I think you CAN use it in blockstrings, if you prefer to bait stuff instead of doing mixups immediately, something like 2D (knockdown) > TK p bubble > 2p 2p 2k 2d (all attacks miss bubble) > summon (bubble pops about this time?) > advantage! But then you lose out on the high/low, as almost all attacks that are overhead would also pop a bubble Yay choices!?!?
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Well, in most of the situations where an opponent could hit you during summon, they could still do so in AC and get a punish even though the bubble didn't disappear. I think this is mostly gonna affect those bubble that you placed and got away from, but could still potentially return to and start an offense. They'd be easy pickings for the opponent now Most of the times you plant a TK bubble you can pop it _really fast_ if you notice the opponent is closing in, so that's not a big issue in my mind. It's only annoying against characters with long pokes without hurtbox on them (Ky, Testament, I-No, Faust), against those kind of characters you can't TK an ordinary bubble in the neutral game But also, if the opponent is throwing out an attack just to disarm a bubble, that means more time for you to get another summon out, and you can protect it with ice spike if you manage to land.. Sounds like fun mind games ahead \ o /
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Ahh, righto, then it's back to normal again. 2d > 5h would have been a lot more fun though... Anyways, yeah, it's like old reload gatling except 2d doesn't have as long reach. Still, an extra gatling is better than nothing, especially considering how better than 2h 2d is EDIT: Well, I think with the nerfs ordinary bubbles get and then buff FB bubble gets we're gonna see it a lot more. A lot of the changes in +R are for the purpose of making the moves that cost tension more useful.