-
Posts
393 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by Nehle
-
Yeah, even now most of the times where you plant a bubble the opponent wouldn't have a great chance to strike at it. They're just slightly more situational now (but FB bubble is buffed so it's okay)
-
They haven't said anything about dizzy losing jc on her 2d, so I think they just added special cancel to avoid the hassle of jump cancel cancel, same as slayer 5k, it also gained special cancel for that reason. Me, Caer and Shinjin discussed 2d > 5h and decided that, IF it can be delayed, like 2d special cancels can now, it's probably meant as a nice abare bait in blockstrings, and much nicer than delayed ice spike. I don't even know if that would combo properly on hit, but I guess it's a nice that a little extra damage can be squeezed out of the combo (but possible you'll lose the knockdown ) zaeris: Yeah, if the move has more than one active frame, then the next active hits dizzy. My point is that in the situation where baiken is cornered, planting a bubble effectively locks her sakura away, but for most other situations, it's a straight up nerf.
-
I think the bubble will just disappear if hit, but like testaments web it will probably "eat" an active frame. And in that case, it can be useful in certain situations, like eating the only active frame of Baiken's sakura. Apart from that though, it's a straight up nerf (I guess to counter the FB bubble buff?) Seems Shinjin has updated the translation for 2D, it now says "2D Now is specialcancellable. Can be gattled to 5HS" So yeah.. 2d > 5h craziness
-
Okay, having reread the changlist a bit 2D > 5H!!? That seems crazy awesome/cool actually. Don't know if it changes a lot for Dizzy, but it's nice nonetheless FB Ice Spike... I have no idea how it's supposed to be used.. maybe as a move for combos and let the ordinary one be used more for zoning? FB bubble seems doesn't autopop after all.. that would have been so good. Free leave-me-alone
-
Haha I was just about to post that! Okay, random thoughts 5H 2d is nice to have back, but in reload 2D reached much farther, so it's not as useful as it was back then... still nice though! 2D special cancel is awesome since I never learned the 2D > 421S properly (and sometimes failed the special cancel inputs...) j2S proration ;_; 6Hs always had an FRC.. did they mean they moved it? Bubble autopop!!!! FB bubble decreased recovery means it's actually an excellent defensive tool. My god, Dizzy is starting to get some really strong tools to keep people away! Having reread te list, the extra active time is actually a pure improvement, since it seems the FB bubble doesn't autopop WAIT WHAT YOU CAN'T POP IT!? Okay so that means the FB-bubble is a purely defensive tool, like a burst that costs 25% tension and activates 4 seconds later.. Still though, real strong if you can plant it when the opponent wants to pressure you.. even if they punish you, the bubble gonna be there to pop on them Gamma Ray FRC olol .. well, it could be a proper IK I suppose with the 200% dmg proration if the opponent is staggered Daaamn, Dizzy's looking FINE!
-
Tried looking at the first page of this thread?
-
[GGACR] Jam ACR Changes and Discussion Thread
Nehle replied to Amadeus46Art's topic in Jam Kuradoberiā
6H is special cancellable now. Instead of wall loop you get PowerRyuujin loops. So, spend meter to get lots of ryuujin, combo random hits to powerryuujin loops with 6H. Get lots of dmg (according to LOX, via Shinjin) -
Haha, I didn't play a single good tourney game that entire tournament...
-
For your amusement, here's me getting owned by one of the best players in the world (though I did eventually win one match \o/) Nehle(DI) vs. N-Otoko (VE) After the matches he gave me some pointers (more yomi IAD to preven ball summons was the biggest thing), but yeah, you can tell I don't really know the matchup
-
I'm not too happy about losing 5k > ice spike. 5k is like one of Dizzy's only valid ground counterpokes, and losing that means you actually have to commmit with gatling to 5h or 2d preemptively instead of just buffering ice spike.. But hey, if FB dagger is that good, then I still think dizzy is coming out ahead. I'm not sure what they mean with "homing in" either. Does this mean P-fish will go after opponents in the air as well?
-
I think that was a typo. Anyways, here's some more stuff from jap Dizzy players (again, thanks to Shinjin) Dizzy: Normals, gattlings and frc-timings (2h, 6h) are the same. There was some lag, so it was hard to investigate, but ice spike frc was "hard". ć 5K-> ice spike did not combo. Could be that it has a slower startup.. Imperial ray was as usual. Necro's Anger was also as usual (maybe more dmg?). New moves: FB-dagger can't be held. But it does a lot of damge! (around 25 x 3 ). Fish: 1-> P-fish. - Bites twice (slower startup) First bite homes in on the opponent (and has a longer range) but has longer startup than AC. Second bite is slower than in AC. 2-> K-fish - Bites three times but doesn't target the opponen. Moves predictably and bites. 3-> Lazer (S and HS) Air hit -> Sends them away. Wall stick. Will investigate if they can be combo'd, seems hard. - Lag was annoying. Well, if it can't be held than I think it would be harder/impossible, the reason for bubble loop to work is you have one hit to lift and another to hit them while you summon. I don't think FB will work like that at all (plus it's nicer to have the combo tension free) \o/
-
Quick loketest update (thanks Shinjin) Mogura [on Dizzy] Dizzy doesn't seem to have many changes. You can't hold and charge the FB-knife. The the untechable time on the K-lazer fish is short, comboing seems difficult.
-
Well, to even get the opportunity you need to airdash pretty much as soon as you can to be able to get a hit in with like j.S > j.H or something, but actually testament didn't tech in the vid so maybe that's nice clue . If it turns out they can't tech, just dash in and summon a dagger or a bubble. Then you get a pretty decent mixup opportunity. If they can tech at some point, and you manage to combo off of it with an airdash, then I think you probably do like IAD j.S/j.2S j.H land, imperial ray for knockdown or just an aircombo for damage if you don't have tension. I wonder if S laser to wallstick to H laser to wallstick would combo.. that would be a hilarious combo
-
I agree if it's only S fish it's not a huge deal (though a little annoying ), but if it's also H fish then it could be a lot worse. But it depends a lot on the circumstances required for wall stick and the opponent recovery. Hopefully a lot will be cleared up after the loketest
-
Let's make a thread to keep track of and discuss Dizzy changes for the upcoming Accent Core Plus R! Now, I fully expect the Dizzy modifications in +R to change, especially after the first loketest, so keep that in mind. Having said that, let's look at the currently known changes: 421D : New FB move, FB version of 421S (3 homing blades) K fish bites 3 times Fish laser causes wall stick Text above tension bar indicates if not possible to summon fish Okay so... FUCKING YES that FB dagger seems AWESOME. It basically is 25% tension to be guaranteed to be left alone, before it was only the threat of an ice-spike frc, but now... Holy shit! Looks like the recovery is short as well. I have already dubbed this the "superhadoken" Yes, a visual aid to show when you can't summon fish. That's a pure improvement, and a needed one at that. The K(?) fish looks weird. I want to see if it looks the same on block or whiff, because it almost seems like it "confirms" into more bites on hit. Not sure if it's good or not, but at least different. Wall stick? Yeah we saw it on the video, but it's really too early to tell anything about it. Is it only on air hit? Will it toss the opponent further now? What's the techable time on the air hit? I'm afraid that some of those questions have an answer I don't want to hear, this feels like a nerf, but it's hard to say. Discuss!
-
Like most abare, it's a gamble. If you IB > 2H then yes, in some situations it might be good, but you better make sure you FRC that shit, since the recovery is also a very weak point. I wouldn't recommend mashing it randomly though if you consider the risk/reward
-
Okay, lots of good questions, so let me explain the Dizzy fundamentals as general as I can without going into matchup specifics. The neutral game As many have pointed out, Dizzy has sub par normals, and is generally beaten by most opponents. On the other hand, once she has summons out, she is at a distinct advantage. Thus, mostly the mind games in the neutral game will be about Dizzy getting her summons out. To help her from being rushed down completely, she has ice spike and sometimes 5k and f.S against ground/IAD rushdown and 2s against jump-ins. Usually, the fear of being smacked by an ice spike (especially if you have tension to FRC, which makes it completely safe, and sometimes even allows you to punish their attempt to punish) is what will keep the opponent hesitating from rushing you down, and will allow you at times to trick them with a dry summon. Against certain opponents, even the odd unexpected rushdown (like, IAD back, airdash forward j.P/j.2s) can work out if they are only expecting the Dizzy player to play keepaway. Under pressure Okay Dizzy does not do well under pressure. She doesn't do horribly, but she doesn't do great either. Your best hope is generally to FD block and try to find an opening to get out (and remember, j.2S is throw inv.) or DAA. Once again, this can be a mind game and opponents just waiting for you to jump out can have a field day if you are too predictable, but if they are passively waiting, you can actually sneak in a summon after the worst pressure has been dealt with. Just, you know, DEFINITELY don't be predictable with this as it can lead to CH punish and DOOOOOOOOOOOOOOOM. Yeah, the occasional 2H or 2P abare might work well, but it may also very well hurt you if people are fishing for it. Be cautious On the offense Suppose you've managed to get a fish or dagger out, then suddenly you've gained tons of passive abilities. Extra shield, strike while blocking etc. So practically it allows you to advance on your opponent a lot easier, if you play your cards right, you may very well get some neutral game mixups, leading to knockdown, which is where Dizzy really shines. Two airdashes, tons of summons and awesome throw range will give you a great set of tools to mixup your opponent until they die. I suggest you look at the appropriate threads for more details. Special Matchups Well, ALL matchups are special and need to be handled in special ways, but I think I can mention two that specifically stand out for me, because they force you to use Dizzy in different ways. 1) Venom. Yeah, I played N-O last weekend. Let me tell you, he didn't give a shit if I got my summons out or not. Why? Because HIS summons are just as good as Dizzy's and he can get a lot more a lot faster. So in this matchup, it's not just a mind game to get your summons out, but also to prevent him from getting his out, and that involves a bit more rushdown than usual. 2) Chipp. He can close in on you without ever having to fear coming across Dizzy's anti-rushdown strategies, and so you have to be even more careful about when you are allowed to do things. You spend a lot of time under pressure. I hope that answers your questions, I didn't answer the one about range because it depends on so much else, but generally you want to be at a distance where you can summon without being punished.
-
This is an interesting take on it. I don't know how magz usually plays, but if he's good at adopting to other players, then I'm guessing that he "knew" you were going for the j.D. Seeing as you did the exact same thing earlier in the match (0:17), and seem to favor the j.D as a rush defense at roughly that distance (0:20, 0:22). In my mind, IF he actually did it to punish your j.D habits, then it's a ! move. If it's just desperation mashing, then it's more like ?!. It's hard to judge from only one round, but I'm leaning towards the former. Anyways, I thinks it's awesome to see such a good effort to keep supporting the community. Keep it up.
-
1. Set a fish 2. Dash in (NOT IN THE AIR. GEEZE!) 3. Abuse retarded throw range and mix up with lows to prevent jump outs. ( Don't forget to option select your throw, if you react on catching someone in the air with c.S and chain it to f.S you're gonna have a blast) 4. Train your reflexes so you can punish every counter (YES, REALLY) 5. Establish fear 6. BA: WAAAAAH
-
Holy shit! It's you guys! Let's play some time Also, get me one of those beers!
-
Yeah, that was my thought as well, but then there are some things he does that is more "classic Kazuki" stuff. Not that Dizzy players can't learn from each other but. Edit: No, it seems to be Ruki, just that he borrowed one or two things from Kazuki.
-
[AC] GGXX: Accent Core on PC - now (actually) playable online
Nehle replied to Teyah's topic in Guilty Gear Online Play
I'm doing good. Luckily we still have people in Sweden who enjoy playing Guilty, and hopefully I can find more people to play online soon You still playing #R Online? :P -
[AC] GGXX: Accent Core on PC - now (actually) playable online
Nehle replied to Teyah's topic in Guilty Gear Online Play
Dude, I never stopped. I just stopped playing online :P I'm working on it, but I just started recently and wanted to do the launcher before the lobby, since everything it needs will also be needed a lobby system -
I'm trying to figure out whether the Dizzy in the first vid is Kazuki or Ruki, anybody got a good idea?
-
[AC] GGXX: Accent Core on PC - now (actually) playable online
Nehle replied to Teyah's topic in Guilty Gear Online Play
Lobby is the next step. The Launcher was made just to make sure it was doable