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Nehle

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Everything posted by Nehle

  1. http://www.nicovideo.jp/watch/sm4606983
  2. Nehle

    AC: Videos

    ]S[ means release S, in this case to let the air spike fly
  3. Nehle

    AC: Videos

    Actually, if I recall correctly, what I did there was most likely just to pin him to the ground so I could IAD with fish + air spike cover and mix it up from there. However, if the 6HS had landed (and he hadn't bursted) I would've followed that up with IAD j.H, ]S[ + 214K, such that the spik would've popped the bubble, then land and do an aircombo
  4. Nehle

    AC: Videos

    http://www.youtube.com/watch?v=vwYfubrl5CU This is the latest one I have right now, but hopefully there'll be more next sunday. Or you can just search for my name on youtube
  5. Nehle

    AC: Videos

    The very first seconds say a lot of thing about this match, really The Dizzy Player tried to backdash, but fails and gets a jump instead. The zappa player also backdashes and does a summon. here Dizzy has pretty much time to do most of her summoning or get at least a bubble out, but he (she?) is just concentrating on the fact that he failed his backdash and thus tries it again despite the fact that the situation has changed entirely. And then that's what happens during the entire match, really. Whiff a 2h? try another one. Failed a rush? Do it again! Got CH'd in your last poke? poke again until it works. Also Zappa is a lot like Testament in the fact that you really have to pay attention on what the opponent is doing it all time, especially when he has ghosts out. I lost count of how many unnecessary hits Dizzy took from not paying attention. Another thing I noticed is the extreme lack of patience Dizzy player has. He never, ever waits out a pressure to find an approprioate moment, and that costs him a lot too, especially all the pokes that got CH's and the twice failed Necro inputs. The two major things that the dizzy player need to change though is 1) If you fail something, don't try it again but assess the new situation and your currently available options and act based on that 2) Pay attention to what the opponent is doing And those two both really come down to improving execution. Once your execution is good enough you will stop having to double check that your character did what you wanted it to do and can concentrate on other aspects of the game
  6. Air move (like j.D) that gives guaranteed KD This alone would move dizzy up a few steps on the tier list. Not only would she suddenly be great abare, but she would also get a reset from her bubble loop. Give me that and I'm happy.
  7. sign me up, my robo experience is somewhat limited
  8. Quick reminder to clean you sticks every once in a while. I thought mine had broken down on me yesterday after two directions started responding very badly, but after I cleaned the microswitches it worked better than it has for the last few months.
  9. Eh, I dunno. If I want to super him, I'll toss out some summon for the bullshit unblockable which clears just about everything he has, and with a good timing puts him on the defense, which isn't one of his strongest points
  10. I don't think he even needs the airdash, he can just spam more after the hitconfirm. But yea, Level 2 missiles have 2.0x dizzy modifier, which is awesome when you play as robo-ky, but really annoying when you play against him. Taking these CHs is the fastest way to give him the match. A perfectly TKd air missile is only 11f startup too, so be very careful.
  11. If you twitch against EX testa he'll teleport to either side of you (or to overhead) and give you poison
  12. If May has you on oki/blackstring, FDing the first hits will guarantee she is out of range with her command throw unless she dashes in on you
  13. This. Axl uses the same strategy Also, baiting chain pokes with fish doesn't work because the chain is somehow invulnerable when it strikes the fish or something. I've tried ice spiking that chain several times right on the hit and it passes right through
  14. Nehle

    #R dizzy

    I dunno, playing with stick it's a lot easier to do 63214 instead of 214, and as Dizzy have no half circle motions I can't see a reason to start at 2. But he should definitely learn to confirm that the bubble was summoned. Going for the 66 input that early won't get him an airdash anyways if the bubble does come out.
  15. Nehle

    #R dizzy

    I honestly can't see how you mistake 632147P, wait for like 30f, 66 for 623146P. Do you never confirm anything at all? Also bizarro are you aware that if you push a button after summoning a fish it will do a secret follow-up command? I find this very helpful
  16. 1) Yes 2) I don't understand the question, just land when they're in blockstun? (like, jump-in j.H, land. or if you play a summoner just have your summon hit them just before you land)
  17. Nehle

    #R dizzy

    Beware though if the opponent is too close to the ground when you land the 2s you have to change the combo as to not whiff the jc.Sc, a good strategy is tossing out j.P until they are at an adequate height ajnd then do j.S > jc.S As for the 2S Ch to bubble loop, I've kinda stopped trying on that one as the CH confirm combined with the spacing is just too much. I bet my average damage 2S > 421S is below that of 2S > air combo due to the fact that the first one, though doing maybe twice as much damage, will also miss about two or three times as much
  18. Usually, that's people who are no longer online but the lobby still lists them (because they hacven't done a "clean" exit by hitting X), so no
  19. Crow Patterns L = Low, H = High, S = Schythe, F = Feathers. Brackets are K-curse extensions. 1: L L S F H (L S S) 2: F S L H H (L S F F) 3: H F L S F (S H L S) 4: S S H F F (L H H) Stole these from the Testament forum. K-curse is the high mark, while P-curse is the low one. The two annoying ones are S (overhead) and F (shield!!). If testament is pressuring you with crow, you have it a lot simpler if you know WHEN you are going to expect unblockables (2k/2d + Scythe) and when you can attempt to escape (S/H/L) Also remember that if he lands crow OTG IT IS ALWAYS TECHABLE, and could help you run away from the pressure.
  20. Matchup Statistics: Japs say 5-5, I say 4.5 -5.5. Openers: IAD back j.D or block. Sometimes you can catch him by surprise with a 5H > 236H. The dream scenario is getting a knockdown and the nightmare is getting looped and knockdowned right off the bat, which will happen if he catches you backdashing with a BL. Okizeme: Testament has almost no reversals worthy of mention here. As long as you have a fish out he can't do anything. He might try a warrant to teleport out of the corner, but if you see it then just toss him back in. If He does manage to block all you have then be wary about bullshit followups - 2H can go under and through a lot of things. Punishes: GD > if he does it close, throw. If he lands far enough from throw range and you can't punish him before he lands - just block. HS Exe will beat/trade whatever you toss out and it's practically guaranteed to favor him. Counters: Trees have a billion recovery frames and is in CH state all the time Anti airing: 2s and 5k take pretty much everything he has. Zoning: This is tough because of the constant threat of EXE beast and Testa's annoying reach. Your primary summon should probably be a homing pike Their game plan: Pressuring you not to do your shit Strategy: Running away, punishing their attempts to punish you. READ THEIR BOOKS! Char specific details: Testament has the ultimate hitbox when it comes to setting him up for combos. Learn the crow patterns, it can help you a lot. Finish and elaborate this when I get home from work
  21. I you can get a projectile wall going in this matchup, you have gained a lot. Johnny lacks the tools to get in on Dizzy when there's a lot of crap in the way
  22. Nehle

    AC: Matchups

    Yea, GBlood is the one to ask to create subforums. Gonzales: bizarro and me are in charge of the Dizzy subforum. If we could, we would've made the matchup subforum already
  23. Nehle

    AC: Matchups

    Testament 6K eats predictable dash-ins though, so you should be more wary of that than jump-whiff-bullshit But if he does that and lands and expects to throw, you can be pretty certain to just airdash again and score a j2s CH
  24. The most common mistake is that people think they should do the 2s when they're on top of the opponent. If you do that, you won't have time to recover. Do the j.2s as early as possible in the IAD and you will have enough time to do another airdash before you land.
  25. Nehle

    AC: Matchups

    It takes the laser Of course you can always work around it (use other setups), but it's sure to surprise those not used to the mirror
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