Brand new to Lizzy, would like input

BelovedChild

[09] Warrior
This lizzy board is kinda dead anyway, and I've recently decided to pick up this character since I WANTED TO LEARN one of the sisters, but I can't do 236236 input to save my life(dropped Sophitia), My punishment/defensive game isn't very good, so I dunno if I should stick with Cass....so who else is alot like the sisters? Yup, the big nasty lizzy dude.

Anyway, what are beginning tips to starting off on the right track with Lizzy? I already heard about not relying on crawling for everything because that'll get my ass kicked...but what else? What are the basic fundamentals? Gimme some input.

Should I just start out with the top 10 move list? What counters crawl stance very well, should I always use my crawl stance transitions, because if I don't they're really bad on block? Just need some basics to get started, I'm about to read the combo's after I get done with this thread. Thanks in advance.
 
What I'm starting to do with Lizardman, which sets him apart from the sisters, is use his pushback moves to control the space between you and the opponent. I mainly use BB or 6B, then backstep then 1K or watch them whiff.

Also, Lizardman has a couple moves that allow for mindgames. If you don't score a CH on WS KKK, consider stopping it short and doing a low, and if they catch on do a mid or just finish the string. You can do the same thing with 66B+KAB. Instill fear into your opponent! You're a big scary lizard! Transition to Crawl, go up to them and press G to stand, then throw (or something). Lizzy has a very subtle throw animation, use that your advantage.
 
Some basic things you might find helpful:

-66A: Use it often, its broke. Free mix-up CH, or combo against non-shakers. Once they stop stepping, you can rush in with throws.

-3B is good. Pushes out nicely. Staple combo: 3B, 33A+B for 68 damage. No joke.

-Quick pokes: AA, 4K, 6A, 2K, 4K, 6B, 4B. Learn to love 'em.

-Punishers:
-14: K, AA, 4K
-15: 3K, 2K
-16: BB, 66K
-18: 6B
-20+: 3B

-A+K, B+K, and 22B give advantage on block, so dial these up against turtles to score a CH 4B or 2BK

-33B:B "JF" is trash. Don't bother learning it.

-Learn useful TCs. Liz is made of tech-crouching moves. Use them on canned strings that end with highs or when you can smell a high coming.
>Most practical: 11B, 66K, 1K, 44AB, 4B+K(all versions)
>Honorable mention: 22B, 66B+KAB, 33A+B

-Lizard Crawl: Fun but dangerous. You really have to guess right a lot to be able to linger around in this stance. Get in, try a few mix-ups, and get out-- hopefully without getting punished. Don't abuse it against Asta, Rock, Cass, or X or you'll be eating crouch throws all day if you guess wrong.
>LC stance itself can duck under lots of mids (Taki's PO A+B unblockable comes to mind) but most of the moves out of LC do not.
>LC A+B GIs verticals.
>If your opponent jumps over you while you're in LC, don't just start mashing B+K trying to roll over them lol. Your best bet is to run away or jump away with LC B or LC K, unless you're near the ring edge :p.
>His best transitions are 4[B+K] and 1K IMO.

I don't really use LC too much or know that much about it, maybe someone else can give better advice.

That's all I can think of right now. Liz is probably the most straight-forward and easiest character in the game to learn. No complicated inputs, or JFs. Just great frames, and great damage + mix-up.
 
there are some things i agree with that the above posters have said and a few i dont, or want to add to.

1. LC is ok in moderation and only against certain characters, against others you get raped just for entering it.

-dont underestimate the range of LC A you can end a round with a surprise hit that seems to go right through the opponents foot.

-33A into LC near the edge catches alot of people off guard when used sparingly as a RO tool. if they proceed to whiff a mid or high use LC B+K to RO them.

2. dont think you have to fight close with liz. lizardman has incredibly deceptive range, you can hang out and punish whiffs quite well with things like A+B or 11B.

-use moves to create space like the above mentioned 6B, or 66A. many characters cannot punish your 3B, when spaced properly.

3. when you are in close use your incredible frame advantage off of moves like 6A, AA, 3K, 9K to force a mixup. 6A, AA, 3K are all +6 meaning you can trade with anything 14 frames or slower. trade is in your favor.

-you will have a hard time making people duck if they can read 1K. THROW THROW THROW!!!! liberal use of 2K with proper setup is good as well. 236G into throw or WS B/4K is good to get people to duck.

4. try to punish lows with 66K if possible. the buffer is tight, but otherwise liz has piss poor WS punishers. you need to do something to make them pay for going low.

5. liz has decent RO game. behinnd you have 11B, g, 4B+KG for far ring out. A+G ROs to your left, 6A/3K/AA blocked into right step sidethrow will RO to your right.

6. 33B does not suck in my opinion. it is relatively safe with pushout, does decent SG damage, and leads to a big juggle.

-its great off of CH 44AB as a max damage combo and as a reverse RO.

7. post GI liz is great. he has fast and slow options for every situation.

any questions feel free to ask.
 
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