GGACR/Dizzy/Combos

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Revision as of 22:25, 13 March 2018 by Shtkn (talk | contribs) (adding category)

Combo List

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.


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)


Basic Combos

  • 5K/2K > c.S > 5H > 2H > 236H
Must hit relatively close with 5K/2K, otherwise 2H will not combo after 5H hits.
  • 5K/2K > f.S > 236H
Combo after a long-range 5K/2K hits.
  • 5K/2K > ...
... 2D
... c.S > 2D
Various combos into a 2D knockdown off of a 5K/2K poke.
Okizeme is possible after knockdown by utilizing 2D special cancel/jump cancel options.
  • AD j.2S > j.H > land > c.S > 5H > 236H
Air-to-Ground combo option.
  • AD j.2S > j.H > land > dash c.S > 5H > 2H > 236H (on a crouching opponent)
Air-to-Ground combo option against a crouching opponent.

Air Combos

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

Dust Combos

  • 5D > (homing jump) > FD > j.D (2 hits) > j.214K > late j.H (pops bubble) > land > backstep > 236H
Impossible Dust Combo with a knockdown ender.
  • 5D > (homing jump) > FD > j.D (2 hits) > j.214K > j.H (pops bubble) > land > jump > j.K > j.S > JC > j.S > j.D
Impossible Dust Combo.

Throw Combos

  • Throw > dash 2P > f.S > 236H
Works on: SO, KY, MA, MI, AX, PO, CH, ED, BA, FA, TE, JA, AN, JO, VE, DI, SL, IN, ZA, BR, RK, AB, OS
  • Throw > dash 2K > f.S > 236H
Works on: SO, KY, MA, AX*, PO, CH, ED, TE, JA, AN, VE, SL, IN, ZA, BR, RK, AB, OS
  • on AX, midscreen usage can be somewhat inconsistent at times (possibly due to his hitbox when falling) but corner usage is okay
  • Throw > dash f.S > 236H
Follow-up combo option, effective in the corner.
Works well on: MA, MI, BA, JA, JO, DI, IN, BR

Counter-Hit Combos

  • 2H CH > 214H~X > dash 2P/2K > H-Laser > f.S > 236H
  • 2H CH > 421[S] > j.H > j.214K > ]S[ (pops bubble) > land > jump > j.K > j.S > JC > j.S > j.D


  • j.H CH > ...
... land > (dash) f.S > 236H
... land > jump > j.K > j.S > JC > j.S > j.D


  • 236H CH > dash 5K > f.S > 236H
  • 236H CH > dash f.S > 236H
  • 236H CH > dash 2H > 236H FRC > ...

236H FRC Combos

  • ... 236H FRC > IAD j.2S > j.H > land > jump > j.K > j.S > JC > j.S > j.D
Air combo followup.
  • ... 236H FRC > dash f.S > 236H
Ground combo followup.
  • ... 236H FRC > dash 2H > 236H FRC > ...
Ice Spike FRC Loop from previous versions of GG.

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

  • 421[S] > 6H (2 hits) > IAD j.H > j.214K > ]S[ (pops bubble) > land > jump > j.K > j.S > JC > j.S > j.D
This is a good setup to practice with, also try it without the IAD.
In a live match, you can release ]S[ to keep Dizzy safe from being punished if 6H is blocked.
  • 2H CH > 214H > short dash 2H > 421[S] > jump > j.H > j.214K > ]S[ (pops bubble) > land > jump > j.K > j.S > JC > j.S > j.D
  • 2H CH > 421[S] > jump > j.H > j.214K > ]S[ (pops bubble) > land > jump > j.K > j.S > JC > j.S > j.D
Use this variation if you're unable to summon H-Fish.
  • 5D > (homing jump) > j.D (2 hit) > j.214K > j.H (pops bubble) > land > 421[S] > jump > j.H > j.214K > ]S[ > j.K (pops bubble) > land > super jump > sj.K > j.S > j.D
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.
  • 2S CH > 421[S] > jump > j.H > j.214K > ]S[ (pops bubble) > land > jump > j.S > JC > j.S > j.D
Anti-air into Bubble Loop. The 2S CH must hit close and above Dizzy for the combo to work properly.

Corner Bubble Loop Setups

  • 214H~P > IAD j.2S > H-Laser > AD j.2S > j.H > land > P-Fish Bite > (short dash) 6P > 421[S] > Bubble Loop
The short dash isn't always necessary.
  • 214H~P > dash 2K > H-Laser > dash 2K/c.S > 6P > 421[S] > Bubble Loop


These Bubble Loop variants are based off of okizeme setups. The reason they work is because the P-Fish bites help you to lift the opponent up into the air.
Both of these Bubble Loop setups work on the entire cast of chars.


Combo Theory

Video Examples