GGACR/Dizzy/Combos

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< GGACR‎ | Dizzy


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
JI = Jump Install
RC = Roman Cancel
FRC = Force Roman Cancel
AB =  A.B.A
AN =  Anji Mito
AX =  Axl Low
BA =  Baiken
BR =  Bridget
CH =  Chipp Zanuff
DI =  Dizzy
ED =  Eddie
FA =  Faust
IN =  I-No
JA =  Jam Kuradoberi
JO =  Johnny
JU =  Justice
KL =  Kliff Undersn
KY =  Ky Kiske
MA =  May
MI =  Millia Rage
OR =  Order-Sol (HOS)
PO =  Potemkin
RO =  Robo-Ky
SL =  Slayer
SO =  Sol Badguy
TE =  Testament
VE =  Venom
ZA =  Zappa


Combo List

Basic Combos

Combo Position Tension Gain Works on: Difficulty Notes
[5K]or[2K] > c.S > 5H > 2H > 236H any Net Gain all [1] Very Easy
[5K]or[2K] > c.S > any Net Gain all [1] Very Easy
AD > j2S > jH ▷ c.S > 5H > 2H > 236H any Net Gain all [1] Very Easy Air-to-Ground confirm against standing opponent
AD > j2S > jH ▷ 66 c.S > 5H > 2H > 236H any Net Gain all crouching [1] Very Easy Air-to-Ground confirm against crouching opponent

Dust Combos

Combo Position Works on: Notes
5D > Homing Jump > j.P > j.S > j.P > j.S > JC > j.S > j.D Any All Basic dust combo into j.D ender.
5D > Homing Jump > FD > j.D(2) > j214K > delay > j.H Bubble Pop > Backdash > 236H Any All Impossible dust into ice spike knockdown.

Throw Combos

Combo Position Tension Gain Works on: Difficulty Notes
Throw > 66 2P > f.S > 236H any Net Gain all-KL [2] Easy
Throw > 66 2K > f.S > 236H any Net Gain all except BA,DI,FA,JO,JU,KL,MI [2] Easy on AX, midscreen usage can be somewhat inconsistent but corner usage is okay
Throw > 66 > f.S > 236H any Net Gain MA,MI,BA,JA,JO,DI,IN,BR [2] Easy

2H Counter-Hit Combos

Combo Position Works on: Notes
CH 2H > Dash 5K > f.S > 236H Any All Easy counterhit 2H confirm into ice spike knockdown.
CH 2H > 214D-S > Dash 5K > 421[S] > j.H > 214K > 421]S[ > j.K > Bubble Pop > Imperial Ray/ Air Combo Ender Any All 2H counterhit combo into big damage, works anywhere on the screen.
CH 2H > 214D>S > Dash 2H > 421[S] > j.H > 214K > 421]S[ > j.H > Bubble Pop > 421[S] > j.H > 214K > 421]S[ > j.H > Bubble Pop > Imperial Ray or Air Combo Ender Corner Likely Character Specific, Untested 2H counterhit combo into huge damage in the corner.


j.H Counter-Hit Combos

Combo Position Works on: Notes
CH j.H > Land > (Dash) f.S > 236H Any All Easy CH j.H confirm into ice spike knockdown.
CH j.H > Land > Jump > j.P > j.S > JC > j.S > j.D Any All Easy CH j.H confirm into air combo.


236H Counter-Hit Combos

Combo Position Works on: Notes
CH 236H > Dash 5K > f.S > 236H Any All Easy confirm into knockdown
CH 236H > Dash f.S > 236H Any All Same as above, omits the 5K
CH 236H > Dash 2H > 236H Any All Third variation of the same combo.

236H FRC Combos

Combo Position Works on: Notes
... 236H FRC > IAD j.2S > j.H > land > jump > j.K > j.S > JC > j.S > j.D Any All Air combo followup.
... 236H FRC > dash f.S > 236H Any All Ground combo followup.

Combo Theory

Dizzy has the potential to do both damaging and stylish combos. However, it is a good idea to end a combo with a knockdown instead of continuing the combo for extra damage and sacrifice the knockdown in the process. Unless you get a significant amount of extra damage from the extended combo or if the extended combo inflicts enough damage to finish off the opponent, going for followups that remove the possibility for a knockdown are seldom worth it.

Scoring Knockdowns

Dizzy can use 2H*, 2D*, 236H*, and Imperial Ray (50% Tension) to end a combo for knockdown.
*only causes knockdown on a grounded opponent (or near the ground in regard to 236H)

Air Strings

  • ... jump > j.K > j.S > JC > j.S > j.D
  • ... jump > j.S/j.2S > j.P > j.S > JC > j.S > j.D

Bubble Loop


The Bubble Loop is the most damaging combo technique you have access to as Dizzy.

This technique requires a 421[S] attack to be held and active while you air combo the opponent and release ]S[ after a j.H to allow you enough time to summon a bubble that pops and strikes them, keeping the opponent in an aerial juggle state that can potentially allow for additional followup combo opportunities. The timing for the Bubble Loop can be quite strict, but it is usually worth utilizing even though it's a situational combo.

Sometimes, the summoned bubble will be popped by ]S[, other times you will have to manually pop the bubble with an attack instead. You can use j.K to pop the summoned bubble, since in most cases it will only hit the opponent if they weren't already lifted up by the popped bubble. j.H can be used to pop the bubble for more damage, though the timing to utilize it is significantly harder.

There are variations to the Bubble Loop: standard jump, super jump, and IAD. The version you end up utilizing may vary depending on the opponent as well as method of initial launch and even follow-up repetitions of the loop can be affected by this. It can be possible to end a rep of Bubble Loop with a knockdown, if applicable. Most of the time though, you will probably want to do multiple reps for big damage, especially if it has the potential to cause enough damage to finish off an opponent.

Bubble Loop Setups

Combo Position Tension Gain Works on: Difficulty Notes
421[S] > 6H (2 Hits) > IAD j.H > j.214K > 421]S[ Bubble Pop > Land > Imperial Ray or Air Combo Any All In a live match, you can release 421]S[ to keep Dizzy safe from being punished if 6H is blocked.
5D > Homing Jump > j.D (2 Hit) > j.214K > j.H Bubble Pop > Land > 421[S] > Jump > j.H > j.214K > 421]S[ > j.K Bubble Pop > Land > Imperial Ray or Air Combo Any All Dust Combo into Bubble Loop. The first j.D can be substituted for a j.H or just do a 1-hit j.D (delay it a bit) and will work on some chars. This variant doesn't work too well on heavy chars.

Video Examples

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