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gosumog

#R dizzy

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2s: thought this move was terrible obviously till i saw it juggle in a vid where eddys floating wall kicks get blown out by dizzy 2s. my question is are the juggles different wall/nonwall and what are some significant properties (it seems hard to time) the juggle he used at the time was jk s(i think the jump was straight up?) dj p s d seriously what a hillarious move =P

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ach well, that's her best anti air since ancient times and has broken priorities against many normal jump in. btw jump forward instead of straight up

and nope, no diferent juggle thought there's some nerve wrecking juggle that come from it on ch and proper spacing hit confirming is an ass thought

2s(ch), air pike,j.hs,bubble+]s[,bubble pop+land,j.s,dj.p,dj.s,dj.d

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2s(ch), air pike,j.hs,bubble+]s[,bubble pop+land,j.s,dj.p,dj.s,dj.d

Love this combo, except it doesn't work in reload :) (I'm assuming he wants to know about in #R?) But yeah the 2S > j.K > j.S > double jump > j.S > j.H/D works anywhere, near the wall or away from it.

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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

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why do u guys talk about j.cs and j.s ive never seen a variation of her slash in the air , am i just an idiot? yeah i ran into that problem with 2s juggle, in practice mode i found at the lowest point u need to input j kps d.j psd with throws, what are the juggles wall/non wall, ch/non ch remember its #R ^^ in a wall, if you bubble>j.HS and connect, what is the juggle in this situation? ive been dashing below them and doing 6HS>j.s dj.s d for a good 220 dmg or so another wall situation is when you summon P chomper (Wtf are these things called.. 214) and connect 2d and the chomper catches them, it seems there is a strong guaranteed juggle here, if not a great air tech trap. ive been casting the sickle (236s, name? :D) then IAD, tracking pike (421s), w/e depending on if they recover and block. basically i need some "rule of thumbs" for juggles. i see pros use the crap out of 421s but i dont get the mechanics of how to work it in. oh yeah! if you are juggling in the wall and they go bird daze(the strong one, it looks like birds around their head) and u stop juggling immediately, u can get them into a crazy juggle: as they land 421s, bubble>j.H, land>dash, 6HS>rape. what is the real max dmg output string (that isnt impossible on a console controller)?? sorry if my crappy string are subpar =)! but its impossible to find specific #R help and mechanics, i understand most people forgot it all >.< ive been having too much fun to search for specifics, now that ensenga is just one button =) ps Whats with dizzys unblockable tension special, is it as rigged as it looks?

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If you're talking about the stun trap in the corner with bubbles, fuzzy guards, 421S, check out this post.

It's just a trick, and there's an easy way to get out of the stunlock.

Or are you talking about using imperial ray's freezescreen?

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its the special whre u go 34123646p (i think its p ) she throws them in a coffin and her gear nukes their ass with bow and arrow. pretty cheesy lookn but hillarious in a competetive game, am i right? XD

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Haha, it's got some good use as a reversal also, although the input in #Reload is considerably harder than in AC.

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Haha, it's got some good use as a reversal also, although the input in #Reload is considerably harder than in AC.

I think it's preference.

If they didn't change that input, I'd probably still play Dizzy.

632146+P is the worst fucking input they could have made it, considering you need to TK bubbles. :(

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I don't quite understand what you mean by the TK bubbles.

Anyway, if you like the old input better that's fine too. I think the new one is more advantageous in most situations, eg. while you are blocking, 63214(instant block)6+P, or using it on wakeup (shorter input string = faster to execute for quick decision changes).

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How can you play Dizzy and not know what it means to TK Bubbles???

2147(or 8 or 9)+P/K/S = TK'd bubble.

So say you're like me and do the input as 632147+P (out of habit and because it's easier that way) and then want to follow it with an airdash before you land (66). Instead of getting a TK'd p bubble and an airdash you get Necro's Anger instead, which considering if you're doing a p bubble and airdash you're opponent is probably far enough away that Necro's Anger will wiff completely allowing your opponent to jump/dash in for full free combo.

he main I-no tk HCL/VCL is auto input LOL!!!

He's right. TKing everything is on auto-pilot. I-No only has 2 moves that can't be TK'd. The ground super and stroke the big tree.

Also, Bizarro, are you aware that you can TK bubbles from Dizzy's 2D? I find it very helpful.

Just do it as a 360, that's what I do. 632D147K*896 *or P or S.

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How can you play Dizzy and not know what it means to TK Bubbles???

2147(or 8 or 9)+P/K/S = TK'd bubble.

So say you're like me and do the input as 632147+P (out of habit and because it's easier that way) and then want to follow it with an airdash before you land (66). Instead of getting a TK'd p bubble and an airdash you get Necro's Anger instead, which considering if you're doing a p bubble and airdash you're opponent is probably far enough away that Necro's Anger will wiff completely allowing your opponent to jump/dash in for full free combo.

He's right. TKing everything is on auto-pilot. I-No only has 2 moves that can't be TK'd. The ground super and stroke the big tree.

Also, Bizarro, are you aware that you can TK bubbles from Dizzy's 2D? I find it very helpful.

Just do it as a 360, that's what I do. 632D147K*896 *or P or S.

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

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Honestly, I think you're just rushing out the inputs recklessly, without regard for precision or accuracy. 632146 P 632147P ~ 66 It shouldn't rightfully happen unless you had pressed 6P before you even got out of jump startup, which you shouldn't because... you'd use the visual cue of setting a bubble before buffering the airdash motion. You could also not input your bubbles from 6, and do it from 2. Playing Dizzy there's not much sense to practice 632146 inputs; you barely use them compared to I-No. I just thought, maybe you're using your HCL 6FRC6 timing and applying it here? That's super-autopilot, if it's the case. The other, really obscure thing is that your stick or your stick motions are fudgy so you hit inputs that you shouldn't in the process; I find I do some really random things if I rush it out or if it's a bad day; like I'd input P dive and it came out P note. Whatever it is, it's best you iron it out before you get too used to the flawed inputs. It'll be a lot harder to change once it's ingrained into muscle memory.

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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.

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There's a slight chance I might be playing on an XX cabinet in a few weeks, what are some important differences between XX and #R (if any)? I assume icespike FRC timing has been unchanged since XX. Didn't think it needed yet another old version thread. Thanks in advance.

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