GGACR/Dizzy/Okizeme

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< GGACR‎ | Dizzy


Introduction

Doc with extensive setups for okizeme (READ THIS)

Dizzy can start her okizeme once she scores a knockdown on her opponent. There are five main ways Dizzy can score a knockdown to begin her okizeme: 2H, 2D, 236H, throw, and air throw. In the corner, Dizzy can set up various High/Low Mixups with her okizeme. At midscreen, in addition to High/Low Mixups, Dizzy also has opportunities for a variety of crosssups as part of her okizeme options.


Okizeme with Dizzy is all about planning. Once you score a knockdown, your okizeme input for the next few seconds will have already been planned before the opponent rises. Through planning and practice of okizeme, you can have the potential for endless possibilities to scare and control your opponent. However, if you only improvise your okizeme, there is a chance that your pressure may not be effective and that knockdown opportunity will have been wasted and whatever momentum that you once had will have been lost.


These are some of the common okizeme patterns that Dizzy players utilize. The possibilities for okizeme with Dizzy are endless. For a beginner, K~D corner setups are recommended as a starting point.


No follow-up combos are listed here but most of these setups can be followed up by either 2K or c.S into a standard combo for knockdown and reset. Also, many of these aren't auto-combo scenarios, which means you'll have to be prepared to go into a combo earlier if the opponent is hit before coming to the end of the attack string.


Notes: High/Low Mixup

  • High = AD j.2S > j.H
  • Low = land > 2K

Notes: 421S Notation

  • [S] refers to holding the button
  • ]S[ refers to releasing the button

Midscreen Okizeme Setups

PX Fish

PD Playlist

Combo Position Works on: Notes
2D/2H Knockdown > 214P~D > P Fish Hit > Dash 2K > c.S > P Fish Hit > 5K > IAD Over > D Fish Hit > Ender/Throw Midscreen All Crossup with P~D fish. Note that 2D must be spaced correctly or summon after 2H timed correctly. Video
2D/2H Knockdown > 214P~D > P Fish Hit > Dash 2K > c.S > P Fish Hit > 5K > IAD (Doesn't Crossup) > j.214K/S > D Fish Hit > Ender/Throw Midscreen All Fakes the crossup. Video
2D/2H Knockdown > 214P~D > P Fish Hit > Dash c.S > Forward Jump > P Fish Hit > Falling j.H > land j.P > D Fish Hit > Ender/Throw Anywhere All Fuzzy setup. Video
2D/2H Knockdown > 214P~D > P Fish Hit > Dash c.S > Forward Jump > P Fish Hit > Falling j.H > 2K > D Fish Hit > Ender/Throw Anywhere All Low option from fuzzy setup
2D/2H Knockdown > 214P-P > P Fish Hit > Dash 2K > c.S > P Fish Hit > Dash 2K > c.S > P Fish Hit > Dash 2P > 2K > c.S > 5H > Ender Anywhere All Longer strike/throw string, gives you 3 chances to throw. Can be difficult to execute fully, so P-D is more recommended for beginners. Video

DX Fish

Combo Position Works on: Notes
2H/2D Knockdown > 214D~D > Dash > IAD Over > D Fish Hit > AD j.2S > j.H > D Fish Hit > Ender Midscreen Notes Crossup. Summon after 2H must be delayed, and even longer on some characters with long wakeups. Alternatively, you can just 2D, but this is character specific. Video
2H/2D Knockdown > 214D~H > Dash > IAD > j.214K/P (Fakes Crossup) > D Fish Hit > Delay Falling j.2S > j.H > H Fish Hit > Dash 2K > 5H > Ender Midscreen All Fakes the crossup. The reason D~H is used over D~D is because the second fish bite doesn't hit if you fake the crossup. Video
2H/2D Knockdown > 214D~H > Dash > IAD > j.214K/P (Fakes Crossup) > D Fish Hit > Land 2K > Ender Midscreen All Low alternative for the above, if they block the initial fish bite

421S

  • Used primarily when fish is on cooldown. Playlist.
Combo Position Works on: Notes
Knockdown > 421[S] > Dash FD Break Throw Anywhere All Throw option
Knockdown > 421[S] > Microdash 2K > ]S[ > Dash FD Break Throw Anywhere All Tick throw option. Alternitavely, you can just keep the string going
Knockdown > 421[S] > IAD Over > ]S[ > AD j.2S > j.H > Ender Midscreen All Crossup Oki. If you empty AD or end with a j.P you can throw after
Knockdown > 421[S] > Forward/Neutral Jump > ]S[ > Delay AD j.2S > j.H > Ender Anywhere All High option from 421S 50/50. Try to time the knife to hit meaty
Knockdown > 421[S] > Forward/Neutral Jump > ]S[ > Land 2K > Ender Anywhere All Low option from 421S 50/50


Corner Okizeme Setups

KD Fish

KD Playlist

Combo Position Works on: Notes
(Throw/236H Knockdown) > Microdash, 214K~D > K Fish Hit > Forward Jump > Land 2K > c.S > D Fish Hit > Throw/Ender Corner All Standard empty low mixup with K~D fish setup (Note that with a 236H knockdown, you need to meaty with a button such as 5K for it to be unjumpable. This applies for all K~D fish setups.) Video
(Throw/236H Knockdown) > Microdash, 214K~D > K Fish Hit > Forward Jump > Delay AD j.2S > j.H > D Fish Hit > Throw/Ender Corner All Standard high mixup with K~D fish setup. Video
(Throw/236H Knockdown) > Microdash, 214K~D > K Fish Hit > Forward Jump > Delay AD j.2S > j.P > Land, Throw Corner All Tick throw mixup with K~D fish setup. Video
(Throw/236H Knockdown) > Microdash, 214K~D > K Fish Hit > Delay Forward Jump > Falling j.H > Land > j.P > D Fish Hit > Throw/Ender Corner Does not work on BR, KL. Hard to get on AB, BA, KY, RO but you can do 7P to make it a bit easier. Fuzzy mixup with K~D fish setup. Jump at about the first K fish hit. Character specificness may need more testing. Video
(Throw/236H Knockdown) > Microdash, 214K~D > K Fish Hit > Delay Forward Jump > Falling j.H > 2K > D Fish Hit > Throw/Ender Corner All Low off of fuzzy mixup. Video
Knockdown > Microdash, 214K~D > Meaty 5K > Jump Forward > Airdash back j.H > j.214K > Airdash forward j.H > 2H > 421[S] > Dash Jump j.H > j.214K > ]S[ > j.K > Bubble Pop > Land j.S > dj.S > j.D Corner All Bubble loop off of AD back j.H. You can Imperial Ray after the second bubble pop if you want a KD. Video

HX Fish

Combo Position Works on: Notes
236H Knockdown > 214H~K > Dash, 2K > H Fish Hit > Dash, 2P > 2P > 5K > Jump, K Fish Hit > Delay AD j.2S > j.H > Ender Corner All High option off of K fish 50/50. Many opportunities for tick throws before the K Fish, such as before the laser or after any of the strings. Cannot DP OS on Sol, this is true for all H~K Fish setups. 2P > 2K > c.S can be used instead of 2P > 2P > 5K for more damage, but is beaten by FD and is generally less consistent. video
236H Knockdown > 214H~K > Dash, 2K > H Fish Hit > Dash, 2P > 2P > 5K > Jump, K Fish Hit > Land 2K > Ender Corner All Low option of the setup above. video
236H Knockdown > 214H~K > Dash, 5K > H Fish Hit > Forward Jump > Falling j.H > Land j.P > K Fish Hit > Ender Corner Does not work on BR, KL. Hard to get on AB, BA, KY, RO but you can do 7P to make it a bit easier. Fuzzy route. video
236H Knockdown > 214H~K > Dash, 5K > H Fish Hit > Forward Jump > Falling j.H > Land 2K > K Fish Hit > Ender Corner All Fuzzy fakeout route. video
236H Knockdown > 214H~K > IAD j.2S > H Fish Hit > AD j.2S > j.H > K Fish Hit > Second 50/50 > Ender Corner Characters tall enough to get hit by IAD j.2S Double 50/50 high option. Second 50/50 just refers to an empty IAD into either AD j.2S or land 2K. video
236H Knockdown > 214H~K > IAD j.2S > H Fish Hit > Land 2K > c.S > 5H > K Fish Hit > Second 50/50 > Ender Corner Characters tall enough to get hit by IAD j.2S Double 50/50 low option. On block omit the 5H and jump cancel the c.S. video
2H Knockdown > 214H-D > 421[S] > H Fish Hit > IAD 421]S[ > Falling j.H > Land j.P > D Fish Hit > Ender Corner Does not work on BR, KL. Hard to get on AB, BA, KY, RO but you can do 7P to make it a bit easier. Fuzzy mixup from a 2H knockdown. Can be chicken blocked, but the laser fish will drag them back to the ground. The knife covers this, but if the opponent is fast you can be DPed.
2H Knockdown > 214H-D > 421[S] > H Fish Hit > IAD 421]S[ > Falling j.H > Land 2K > D Fish Hit > Ender Corner Does not work on BR, KL. Hard to get on AB, BA, KY, RO but you can do 7P to make it a bit easier. Low variation of the above mixup.

DX Fish

Combo Position Works on: Notes
Throw or 2H Knockdown > 214D-H > IAD j.214K > Airdash Back j.H > Dash 421[S] > j.H > j.214K > 421]S[ > j.K > Bubble Pop > Imperial Ray or Air Combo Corner Likely Character Specific, Untested High damage setup off of throw or 2H KD in the corner. Not safe against multi hit reversals.
Throw or 2H Knockdown > 214D-H > IAD j.214K > Land 2D > 421[S] > j.H > j.214K > 421]S[ > j.K > Bubble Pop > Imperial Ray or Air Combo Corner Likely Character Specific, Untested Low variation of the above setup.

Refish Setups

A Refish setup refers to when the opponent blocks your first set of fish mixups (unlikely), and you stall for time in a way that allows you to wait out the cooldown and resummon without a huge gap. While there won't be any full summon sized gaps, there WILL be smaller gaps, so you'll need to learn to alter these slightly to keep the opponent guessing. Of course, this all assumes they blocked the mixups from the first fish, which is a feat on its own. All of the below setups will assume the opponent blocks the entire thing. As these are somewhat more advanced, it is recommended to really get the basics down before learning these. Please note that many of these are not setup specific, and you are encouraged to try and find ways to stall for fish cooldown and refish from various setups.

Setup Position Tension Gain Works on: Notes
214K-D > Meaty 5K > Jump Forward IAD Back j.H > j.214K > AD Forward (j.PP > j.2S)/(j.K > j.P > j.K)/(j.PP > j.K) > Land 421S > c.S > Fish Summon > 5K Corner Net Gain All Building blocks of a lot of refish setups, this can and will be used in many different setups. Use the variations after AD forward if you notice the opponent FDing. If you want an extra mix you can land after one of the j.Ps and throw into the bubble pop for a fun combo.
214K-K > 5K > Jump Forward > Land 2K > 421S > Dash 2K > 6P > 6H (1) > 236K > Fish Summon > Dash 5K/2K Corner Net Gain All Low K-K Fish refish route. If the 2K lands you can just combo into kd, or mess around with 2K 6P and see what you can get off of that. The knife timer is tight, however.
214K-K > 5K > Jump Forward > Falling j.H > Rising j.P > j.214K > Delay AD j.2S > j.H > Land 421S > 5K > Fish Summon > 5K Corner Net Gain All Overhead option for K-K refish route. May need to adjust around FD, pushback can get bad.

Choosing an Oki Route

Explain the thought process that goes into picking an oki route.

This should cover topics such as: Identifying when you can do an oki route, what you get out of an oki route, how do the resources you and the enemy have change your choice of oki route, and when do you go for damage/mixup/safe pressure.

Video Examples

Either embed individual videos, or link off to playlists of videos which cover oki.

Navigation

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