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Caer-caveral

Testament Vs Dizzy

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Against Dizzy, your main priority is to take the initiative. As we all know, if Dizzy gets you knocked down into the corner, you might very well be screwed right there as her corner game is really strong. However, I maintain that Testament has a good advantage at neutral position, and thus in the match in general.

General

Now, you have two zoning characters who both desperately wants to get the advantage. However, with no summons to lean on, it is my opinion that Testament has the upperhand, mainly due to his long pokes and EXEs. Basically, Dizzy wants to get away and get out a fish or homing pike. Your job is to stay on the chase and not allow her to get what she wants.

if you are in range, any summon attempts should be stopped with far S. If you are far away though, you have to be ready with a S EXE. Getting a punish with that takes some solid anticipation from your side though, which means be ready for it at all times. It helps if you can learn in what situations your opponent likes to use it. Also, Dizzy can quite easily punish an anticipated S EXE with ehr double airdash, so try to not be too jittery with it if she looks like she wants to bait it. Note that Dizzy is in counterhit state for a long time during her fish summon, so be ready to counterhit confirm a far S to some damage (e.g. BL, GD, 2HS).

Apart from stopping her summons, you are of course always looking for a way in. This is actually mostly the same thing as stopping summons, but now we're talking apart from that :v:

When you are some way off, GD is quite often a rather good choice. Dizzy hangs around in the air alot, laying out bubbles or just plain running away, which is excellent for some Gravedigger Transport. ground GD must be FD'ed, a fact frequently forgotten by people in the air. Also, an FD'ed GD will net Testament a nice little +3 frame advantage so as long as you're not hit out of it it's win-win, wether you hit or not. Also, if you are dashing away from her, be ready to switch direction with a GD if you see careless fish summoning.

As stated, Dizzy is not really very threatening when you are not in the corner or her summons aren't out. Testament generally outpokes her and has a much easier time playing without zoning enhancers. Far S can be spammed pretty well, and she has crap active frames, making 2HS a good move in this matchup. The important thing is not to back down. I cringe when I see Testament players who dash back at the start of rounds in this matchup. It should be fought aggressively, without giving Dizzy any more ground than is strictly necessary. Just get in there and don't let up. She'll die in two combos anyway.

Finally, when it so happens that you are quite far apart from each other Dizzy's main strength lies in her air game, so chances are she'll try to approach with an air dash or two (given that she isn't trying to summon instead, depends on how well you've done your job earlier in the match). This can pretty much always be met with a 6K if anticipated, but equally good options are to meet her in the air with jK or jS. For example doing a small dash and then jK in advance if you think she'll dash in works quite well, as you still have options to 1)airdash back with a jS if she comes at you later than expected, 2) jump again and hold the fort, again with jS as the prime move 3) airdash in at her if she takes you random jumping as a sign that she should be summoning more.

But apart from this instance, you should primarily stay grounded against Dizzy.

When Dizzy gets her game going

Let's face it, you're not going to be able to hold her off from summoning forever, she mainly has three things to be wary of: fish, homing pike and bubbles.

Fish is the main antagonist in this fight. As soon as one is out, Dizzy is free to actually start playing. Now your options are limited. First you can try to punch the fish. This is very risky though, as Dizzy can get a ch 2HS if she's close by, which hurts bad, but it's the best option if she tries to summon other things under the cover of the fish. Next up, you can try to get past the fish, either by going over dizzy or by going under the fish (e.g. with 2HS). Often quite good if there's not too much other stuff out, but beware of jumping into the corner. Finally you just tough it out. This is actually most often the best option, as other might be too dangerous. If you had trees or a P-skull out they will help. Still as long as you're not in the corner it's not so bad. Just watch out for tick throws!

Homing pike is annoying as hell once it's out, as it'll be a constant guard against you starting to pressure on Dizzy, or simply a combo aid for her if she gets a hit in. There really only two things you have against this one, apart from the aforementioned "tough it out". First is that Dizzy is feeling safe with the pike, waiting for you to hit her so that she can counter you and start a combo. This means she is more likely to stay and guard, and thus she is more susceptible to throws.

Second option is to use 2HS. When you see the spike being released, you can use 2HS to glide out of it's range after having started your pressure. If this works or not depends on several factor of spacing and timing, but it is often very useful so try it out.

For bubbles, it's all about a tricky balance of having respect for the bubbles, but not too much respect. Testament has it a little easier here as it's viable for him to stay back and wait for something to punish with a S EXE, but you still shouldn't be too afraid to move in on her. Just be extra careful. If the bubble is high you might be able to move in under it with 2HS.

Trapping

As this match is more about having less of her traps out than it is of having more of yours, trapping is not that important here. When you do though, use trees mainly. They work very well for eating fishes in a fish rush and for all the standard uses. Ground and low nets are too easily cut up for it to be worth the trouble or planting them too often.

Skulls are very good if you find the time. Especially K-skulls as they stop her air game effectively, crippling her further. P-skulls I use very rarely, but they have some value in their ability to eat the K-fish

Lately, I have begun using more high nets, as they are eaten up by summons to a much smaller degree and work somewhat for stopping dizzy from moving around too much where it's hard to reach her (which her double airdash normally allow). Don't know if it's worth it in the long run, but it might be.

Corner Rape

Being in the corner against Dizzy, eloquently put, sucks. She has very good mixups that take some good reactions to block. The fish which will usually be there as well, will eat any attempt at a poke, HS EXE, OD or warrant, so you don't really have any means of escape. If you can tough it out until the fish is gone, you are halfway there. At that point, Dizzy players will often try for some rather more whacky pressure with all her other tools at hand. This can often feel quite overwhelming, but the important thing is to stay calm and always look for a gap to throw in a poke, usually a punch, or just to jump out of there.

The worst part is probably that dizzy's tick throws at this stage is incredibly difficult to see since there's so many chances for them, and you don't really want to guess wrong while there's a fish out. Be very alert. Also, if you see a hole to jump in that might be good as her mixups become void, but she still has the "tension liquifier" (far S), so be ready to give up quite a lot of your remaining tension for this.

random notes

Ice spike is a guaranteed warrant. but can't be done on reaction (in my opinion at least) . If you feel it coming, it might be worth trying for a warrant since the payoff is huge and it's often hard for other players to punish a midscreen warrant attempt. Possible times for ice spike apart from randomly is as a frame trap after 2HS or sweep.

GD can quite easily jump through imperial ray. If she tries to push you away with it, this is a possible counter. It will hit her if she's close and does not FRC. She can of course punish this if she does FRC, but chances are she wasn't planning a 75% tension bait.

Bullshit unblockables (homing pike > imperial ray) are extra good against testament, as it will clear all traps from the field as well as give dizzy the time she needs to start her game. If you predict this however, you can punish it by doing warrant when she has finished throwing up the homing pike. If the super comes, you'll warrant the pike. A bit risky if you get baited yourself, but the reward is enormous.

combo notes

Dizzy is the one character I've found where it's actually very easy to do this combo:

corner 6P > S > 2D > HS EXE FRC > jHS > jD > BL 1-hit > HS > Net > dash > jS > jHS > BL 1-hit > (land in the corner) > HS > Net > tk BL > 236P

It does significantly more damage than most sideswitch variants, so please use it.

You can't 6K Dizzy after a throw. Just let her lie, unless you really need some extra damage and go for HS EXE FRC. However, a throw > HS EXE FRC > BL loop gets you about 150 damage.

Dizzy is nigh unBLoopable. Her hitbox makes BL loops almost impossible if the loop did not start with a tk BL, so don't even try in those cases. The only practical exceptions I've found are:

* in corner, 6P > 5S > HS > HS EXE > 6K > BL > tk BL > loop (this will not work with 2D instead of HS)

* start a combo and get youself into the corner, preferably with GD, then do S > HS BL > tk BL > loop

However, as she is a semi-light it might very well be worth it to do the standard HS EXE FRC > tk BL starter

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Update. Geez, my common matchups get really long. Am I being too wordy? Tell me if I should try to get more to the point next time. Oh, and if anyone has something to say on a mathchup, please do. I may have hijacked first post in all the threads, but I don't have enough experience to fill them all, so I'm counting on you guys.

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First is that Dizzy is feeling safe with the pike, waiting for you to hit her so that she can counter you and start a combo. This means she is more likely to stay and guard, and thus she is more susceptible to throws.

just want to add, chance this would happen when she is cornered (some Dizzy intentionally bait people to jack up her guard bar and do unblockable from it. which Testament only had a normal grab that lead into painful combos) on this situation she will see everything and WILL try to counter throw you with her gigantic throw range to the corner and put you to the hole of despair.

if u feel kind of fishy with situation better to keep the fight on mid range which she can't do much except block

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if she is in the corner. keep use of your far slash and 6k; anything else.....yeah don't get throw in that corner

Can you clarify here? I don't see exactly what you mean. I mean far s and 6k are moves that you would use on anybody in the corner, so are you just saying be especially aware of those options in the case of dizzy or what?

Also, I've noticed you talking a little more about Testament lately. Did you drop I-no?

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dude im learning how to play everyone. i actually started out playing testament. went to i-no. got pretty beast with her. now im like trying to learn a lot more of the game (as other characters) and have fun. like when i play testament and put anybody in the corner. i would stay within threatening range, in range of far slash, 6k, and hsexebeast. in dizzy's case excelence brings up the point of pressuring dizzy in the corner and having her counter throw you in the corner for a pretty "frown town" situation (air and ground throw range is retarded). you also have some really good air to air options such as jumping slash and jumping k as they are quick and have good range. testaments corner pressure isn't scary per say so there is not much he can do pertaining to the corner. its all in that mid range game against dizzy where he is going go score all of his damage. caer caveral broke the fight down pretty nicely. generally put, if you play your game safely and remove any chance at a knockdown, dizzy doesn't have much at this point.

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So in other words you're just saying to stay out of her throw range in the corner by using his longer pokes from a distance. I gotcha. Sorry if I sounded like a punk, man. Just didn't know exactly what you were trying to say.

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I wouldn't say her throw range on the ground is really an issue when you are in a pressuring position. Though you may well be a bit more wary than usual of trying to run in for a (tick) throw, but other than that you can pretty much play your corner game like you would against most other chars. It's not like she's going to throw you out of your blockstrings (unless you do a 6P too close =p), and you can't just run in unprotected against any character really. Though It's also nice if you can get a net up in the air above you to take away that escape route, since her double air dash makes it hard to stop a superjump escape attempt once you let her jump...

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you hear that!!!! no trying to throw dizzy in the corner. actually don't really attempt to throw the bitch period. she can pretty much put you in the corner from 60% of the screen. nets make big issues to alot of people. gets in the way of stuff. fucks up baiken's counters. i love it

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I wouldn't say don't throw her period, but you definitely do have to be careful. It's not like you stand to gain much from throwing her midscreen anyway since 6k bl loop doesn't work.

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