Webster –
Yeah, how is Nappy? He likes to come here and say his May can beat all of us :-p
If, sometime in the future, all of us did go down to WI. Would you play for WI or MN?
Dizzy is fun. . . but honestly, I’ve yet to see ANY to play like I do. . . I think that’s one reason GG keeps me interested longer than 3S. You can play certain characters completely abnormally, and not suck.
At Evo, I played against a Dizzy. . . he was trash. When I went to CA recently, I played against another Dizzy. He was better . . . but his Testament and Anji were loads better. . . I’m not exactly sure why, well, I take that back. Here’s one HUGE thing you need to do with Dizzy, and a lot of characters really.
Once you hear that “Counter!”, you’re entitled to free damage 90% of the time. . . people always redicule me for not ‘taking full advantage’ of a combo or situation / lockdown, etc. . . Reason for that, is because I’m waiting for that “Counter!”, that’s where the nice 20-40% come in.
IE. . . if you are in the air with Dizzy, you NEVER want to use air dust unless you’re 100% certain it’s going to be a CH. If you air dust and the person isn’t attacking, they’re probably trying to throw you, and you’ll get smacked. If you’re below someone, NEVER use hs, because that is slow and hits only below her. . If you miss it, you’re open for free hits until you touch the ground. It’s pretty much suicide to try and do anything with her if the opponent is above you, so you gotta do a throw. . . and only certain positions of her air throw wall bounce, you gotta be ready for that too.
You need to know exactly how your CH’s react to people, IF they can shake out of the stagger, or when the tech time is if they’re in the air. She’s really -not- a “Do this trap, spam this move until they get hit, combo” character. . . Some characters I can’t even do axe/spike to, they don’t reel far enough after a hit. Johnny for example, falls high, but not far. You gotta mix up stuff for him . . . Also, if you’re a few frames off, you need to cancel your S in to other shit before the 3/4th hit, or else they can tech.
Also, she’s not really safe after anything anymore. Her ice spike (if not FRC’d) can be punished on block by a TON of people. Even if I cancel a move in to a fish, I get smacked before the fish comes out.
Moral of the story. . . she takes a LOT of work to be effective compared to other characters. . . Not to belittle Stefan or anything, but the same guy who I played in CA, played Testament, and pretty much every Testament I’ve ever seen has played exactly the same way . . . The same mixups, same trap, same grave digger combo (down to the hit), same mid/high RC trick, same RC in combo combos.
It wasn’t really difficult to know what to do, since I had seen it before so many times, and when others would come down to play against the MN Dizzy, I’m sure they didn’t take me seriously, since I never rushed down, but instead played Joust with them. That being said, if you play Joust correctly with Dizzy, she can be SO GOOD.
I say joust, meaning like . . . you just keep dashing / air dashing at eachother, trading moves. Dizzy’s paper-rock-scissors game is incredibly good, if you guess the right move for the positioning vs their move, you’re going to win. Her air kick trades with Sol’s standing kick, and his slash DP.
SO yeah, I guess that could describe my playstyle. . . I don’t turtle, I joust ^.^