GGACR/Dizzy/Matchups: Difference between revisions

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Chipp has a few defensive options in his kit, most notably {{MMC|game=GGACR|chara=Chipp Zanuff|input=623S|label=Beta Blade}} and {{MMC|game=GGACR|chara=Chipp Zanuff|input=623D|label=FB Beta Blade}}. Beta Blade is not a threat for Dizzy. It is a one hit DP, which makes it unsafe and punishable on just about every setup she as, as fish will eat the hit. It has an FRC, but Dizzy will almost always still be in a position to punish before the FRC if she feel Chipp will do so. FB Beta Blade is a slightly different story. FB Beta is a fast, multi-hit DP, which means it's much harder to OS against and can go through fish and still hit Dizzy. It's also very hard to punish at many ranges, so it can be low risk for the Chipp to throw out, even if the Dizzy OS's against it correctly. FB Beta is Chipp's best defensive option vs Dizzy and it is what you will see most often.
Chipp has a few defensive options in his kit, most notably {{MMC|game=GGACR|chara=Chipp Zanuff|input=623S|label=Beta Blade}} and {{MMC|game=GGACR|chara=Chipp Zanuff|input=623D|label=FB Beta Blade}}. Beta Blade is not a threat for Dizzy. It is a one hit DP, which makes it unsafe and punishable on just about every setup she as, as fish will eat the hit. It has an FRC, but Dizzy will almost always still be in a position to punish before the FRC if she feel Chipp will do so. FB Beta Blade is a slightly different story. FB Beta is a fast, multi-hit DP, which means it's much harder to OS against and can go through fish and still hit Dizzy. It's also very hard to punish at many ranges, so it can be low risk for the Chipp to throw out, even if the Dizzy OS's against it correctly. FB Beta is Chipp's best defensive option vs Dizzy and it is what you will see most often.


It is important to note that Chipp can also wake up with {{MMC|game=GGACR|chara=Chipp Zanuff|input=632146H|label=Zansei Rouga}}. This is essentially a knowledge check for new Dizzy players. If Chipp uses Zansei and fish eats the first hit. you will need to block the second hit ''crossup'' and then hold that direction for the rest of the hits. If the Dizzy is aware of this, it is an incredibly unsafe reversal option and a free punish, but it can catch players unaware at times.  
It is important to note that Chipp can also wake up with {{MMC|game=GGACR|chara=Chipp Zanuff|input=632146H|label=Zansei Rouga}}. This is essentially a knowledge check for new Dizzy players. If Chipp uses Zansei and fish eats the first hit. you will need to block the second hit ''crossup'' and then hold that direction for the rest of the hits. If the Dizzy is aware of this, it is an incredibly unsafe reversal option and a free punish, but it can catch players unaware at times. If Chipp is willing to spend 75 meter, he can FRC the Zansei and escape outright, but this is very costly.  


Aside from these options, Chipp has to play honest defense vs Dizzy oki. He has a very good option in {{MMC|game=GGACR|chara=Chipp Zanuff|input=6P|label={{clr|1|6P}}}} for mashing out of her pressure, and his triple jump allows him to make his escape patterns harder to predict and cover, but overall Dizzy can run most of her good offense and setups on Chipp.
Aside from these options, Chipp has to play honest defense vs Dizzy oki. He has a very good option in {{MMC|game=GGACR|chara=Chipp Zanuff|input=6P|label={{clr|1|6P}}}} for mashing out of her pressure, and his triple jump allows him to make his escape patterns harder to predict and cover, but overall Dizzy can run most of her good offense and setups on Chipp.

Revision as of 21:57, 29 November 2022

Dizzy


Matchups

NOTE: Old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/58-dizzy-matchups/

Things to note when discussing matchups:
-General ratio
-Optimal/inoptimal spacings
-Strong/Weak buttons
-Things to watch out for
-Character specific confirms
-etc etc

Matchups

Table of Contents
GGACR A.B.A Icon.png GGACR Anji Icon.png GGACR Axl Icon.png GGACR Baiken Icon.png GGACR Bridget Icon.png
GGACR Chipp Icon.png GGACR Dizzy Icon.png GGACR Eddie Icon.png GGACR Faust Icon.png GGACR I-No Icon.png
GGACR Jam Icon.png GGACR Johnny Icon.png GGACR Justice Icon.png GGACR Kliff Icon.png GGACR Ky Icon.png
GGACR May Icon.png GGACR Millia Icon.png GGACR Order-Sol Icon.png GGACR Potemkin Icon.png GGACR Robo-Ky Icon.png
GGACR Slayer Icon.png GGACR Sol Icon.png GGACR Testament Icon.png GGACR Venom Icon.png GGACR Zappa Icon.png



A.B.A

A.B.A A.B.A
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Anji Mito

Anji Mito Anji Mito
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Axl Low

Axl Low Axl Low
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Baiken

Baiken Baiken
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Bridget

Bridget Bridget
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Chipp Zanuff

Chipp Zanuff Chipp Zanuff
(Hard)
Chipp 6P

Very mobility heavy matchup. Chipp boasts very good buttons and movement that rivals Dizzy's own, leading to a matchup where you're forced to chase him around hoping to get a solid hit.

Neutral

In neutral, you have one goal above all: Get a knockdown. Unfortunately, this is much easier said than done. Chipp 6PGGAC Chipp 6P.pngGuardMidStartup9Recovery10Advantage-1 is a phenomenal poke against Dizzy, as it is a quick, 2-hit normal which low profiles most of Dizzy's grounded normals, as well as every single fish command. This button alone makes grounded neutral hard for Dizzy, but in combination with his other fantastic normals it can be a real struggle to hold your own.

Aerial neutral is also a struggle, as Chipp's high degree of mobility and air control and powerful air buttons make it difficult for Dizzy to contest and get a good hit. Even if she does get a hit, her unfortunate lack of real reward from air hits more or less resets to the same situation. Air throw is a game changer for this matchup, allowing Dizzy to get a knockdown from the air and begin her powerful offense.

Luckily, despite Chipp neutral being a struggle for Dizzy, his low health and Dizzy's high natural damage makes any hits you can get in neutral do a chunk of his health. Chipp's damage from neutral conversions, excluding strong counterhit conversions with 6HGGAC Chipp 6H.pngGuardMidStartup17Recovery15Advantage-2, is generally low, giving you more chances to get a hit in as well.

Offense

Chipp has low health. Dizzy does a lot of damage. Fish mixups are very scary for Chipp.

Chipp has a few defensive options in his kit, most notably Beta BladeGGAC Chipp 623S.pngGuardMidStartup5Recovery17+10 after landingAdvantage-35 and FB Beta BladeGGAC Chipp 623S.pngGuardAllStartup4Recovery30+5 after landingAdvantage-28. Beta Blade is not a threat for Dizzy. It is a one hit DP, which makes it unsafe and punishable on just about every setup she as, as fish will eat the hit. It has an FRC, but Dizzy will almost always still be in a position to punish before the FRC if she feel Chipp will do so. FB Beta Blade is a slightly different story. FB Beta is a fast, multi-hit DP, which means it's much harder to OS against and can go through fish and still hit Dizzy. It's also very hard to punish at many ranges, so it can be low risk for the Chipp to throw out, even if the Dizzy OS's against it correctly. FB Beta is Chipp's best defensive option vs Dizzy and it is what you will see most often.

It is important to note that Chipp can also wake up with Zansei RougaGGAC Chipp 632146H.pngGuardMidStartup21+4RecoveryUntil landing+32Advantage-. This is essentially a knowledge check for new Dizzy players. If Chipp uses Zansei and fish eats the first hit. you will need to block the second hit crossup and then hold that direction for the rest of the hits. If the Dizzy is aware of this, it is an incredibly unsafe reversal option and a free punish, but it can catch players unaware at times. If Chipp is willing to spend 75 meter, he can FRC the Zansei and escape outright, but this is very costly.

Aside from these options, Chipp has to play honest defense vs Dizzy oki. He has a very good option in 6PGGAC Chipp 6P.pngGuardMidStartup9Recovery10Advantage-1 for mashing out of her pressure, and his triple jump allows him to make his escape patterns harder to predict and cover, but overall Dizzy can run most of her good offense and setups on Chipp.

Defense

Do not coffin on wakeup.

Against Chipp, Dizzy is forced to play smart defense, getting in good IBs to allow for abare throws or jump outs. If he tries to reset pressure with teleports, Dizzy can use 2SGGAC Dizzy 2S.pngGuardMidStartup7Recovery22Advantage-11 to anti air him and do an air combo. As previously mentioned, coffin on wakeup is very unadvised. Chipp will be airborne for the majority of his meaties, and coffin will not be able to hit that, letting him punish easily.

The best advice that can be given for defense vs Chipp is to utilize the Replay Takeover feature to experiment with jumping, mashing, and throwing Chipp out of his pressure. A strong familiarity with his tools and options will give Dizzy the best chance she has to escape and punish.

Dizzy

Dizzy Dizzy
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Eddie

Eddie Eddie
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Faust

Faust Faust
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I-No

I-No I-No
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Jam Kuradoberi

Jam Kuradoberi Jam Kuradoberi
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Johnny

Johnny Johnny
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Justice

Justice Justice
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Kliff Undersn

Kliff Undersn Kliff Undersn
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Ky Kiske

Ky Kiske Ky Kiske
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May

May May
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Millia Rage

Millia Rage Millia Rage
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Order-Sol

Order-Sol Order-Sol
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Potemkin

Potemkin Potemkin
(Placeholder)
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Robo-Ky

Robo-Ky Robo-Ky
(Placeholder)
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Slayer

Slayer Slayer
(Placeholder)
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Sol Badguy

Sol Badguy Sol Badguy
(Even)
Slippery bag of tricks

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Testament

Testament Testament
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Venom

Venom Venom
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Zappa

Zappa Zappa
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Navigation

Dizzy