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
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
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.
