GGACR/Dizzy/Strategy: Difference between revisions

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


===Undetermined:===
'''Things to note when discussing matchups:'''<br>
'''Things to note when discussing matchups:'''<br>
-General ratio<br>
-General ratio<br>
Line 161: Line 160:
-etc etc
-etc etc


Sol(x:x) -  
{| class="wikitable"
 
! {{Character Label|GGACR|A.B.A|24px}}
Ky:(x:x) -  
| -/- ||
 
|-
May(x:x) -  
! {{Character Label|GGACR|Anji Mito|24px}}
 
| -/- ||
Millia(x:x) -  
|-
 
! {{Character Label|GGACR|Axl Low|24px}}
Eddie(x:x) -  
| -/- ||
 
|-
Potemkin(x:x) -  
! {{Character Label|GGACR|Baiken|24px}}
 
| -/- ||
Chipp(x:x) -  
|-
 
! {{Character Label|GGACR|Bridget|24px}}
Axl(x:x) -  
| -/- ||
 
|-
Faust(x:x) -
! {{Character Label|GGACR|Chipp Zanuff|24px}}
 
| -/- ||
Baiken(x:x) -
|-
 
! {{Character Label|GGACR|Dizzy|24px}}
Jam(x:x) -  
| -/- ||
 
|-
Anji(x:x) -  
! {{Character Label|GGACR|Eddie|24px}}
 
| -/- ||
Johnny(x:x) -  
|-
 
! {{Character Label|GGACR|Faust|24px}}
Venom(x:x) -  
| -/- ||
 
|-
Testament(x:x) -
! {{Character Label|GGACR|I-No|24px}}
 
| -/- ||
Dizzy(x:x) -  
|-
 
! {{Character Label|GGACR|Jam Kuradoberi|24px}}
Bridget(x:x) -  
| -/- ||
 
|-
I-no(x:x) -  
! {{Character Label|GGACR|Justice|24px}}
 
| -/- ||
Slayer(x:x) -
|-
 
! {{Character Label|GGACR|Johnny|24px}}
Zappa(x:x) -  
| -/- ||
 
|-
Robo-Ky(x:x) -  
! {{Character Label|GGACR|Kliff Undersn|24px}}
 
| -/- ||
ABA(x:x) -  
|-
 
! {{Character Label|GGACR|Ky Kiske|24px}}
Order Sol(x:x) -  
| -/- ||
 
|-
Kliff(x:x) -  
! {{Character Label|GGACR|May|24px}}
 
| -/- ||
Justice(x:x) -  
|-
! {{Character Label|GGACR|Millia Rage|24px}}
| -/- ||
|-
! {{Character Label|GGACR|Order-Sol|24px}}
| -/- ||
|-
! {{Character Label|GGACR|Potemkin|24px}}
| -/- ||
|-
! {{Character Label|GGACR|Robo-Ky|24px}}
| -/- ||
|-
! {{Character Label|GGACR|Slayer|24px}}
| -/- ||
|-
! {{Character Label|GGACR|Sol Badguy|24px}}
| -/- ||
|-
! {{Character Label|GGACR|Testament|24px}}
| -/- ||
|-
! {{Character Label|GGACR|Venom|24px}}
| -/- ||
|-
! {{Character Label|GGACR|Zappa|24px}}
| -/- ||
|}


===Favorable:===
===Favorable:===

Revision as of 00:41, 21 October 2020


General Tactics

The foundation of Dizzy's offense and defense revolves around the usage of her projectile summons. After scoring a knockdown, Dizzy can utilize her summons for offensive rushdown (particularly the 214 series) to setup high/low mixups, crossups, and tick-throw setups, which can often lead back into a knockdown and allow for Dizzy to keep the momentum in her favor. On defense, Dizzy can utilize her summons, often in multiple combinations, for zoning purposes to control the screen and limit her opponent's movement range or to even cover her approach for rushdown. Dizzy also has a double airdash for high mobility options in either rushdown or runaway scenarios.


Dizzy does have a few weaknesses: a low defense modifier which results in her receiving more damage than usual, no viable reversal moves except for her 632146P Overdrive, and a huge hitbox which makes it easier for her to get hit and get comboed. If Dizzy is pressured in the corner by an opponent, you are likely to remain there blocking for quite some time, unless you try to take a risk to escape (FD jump, counterattack) or utilize DAA or Burst, when applicable. Also, for Dizzy to be able to use her projectile summon attacks, she needs to be well outside her opponent's effective attack range, which usually means she needs to be anywhere from beyond midscreen to fullscreen in order to summon most anything safely if her opponent isn't already knocked down.


To play Dizzy effectively, you need to capitalize on her strengths in order to cover and make up for her weaknesses.

Neutral

Compared to the rest of the cast, Dizzy has sub par normals, and is generally beaten by most opponents. On the other hand, once she has summons out, she is at a distinct advantage. Thus, the mind games in the neutral game will mostly be about Dizzy getting her summons out. To help her from being rushed down completely, she has ice spike and sometimes 5k and f.S against ground/IAD rushdown and 2s against jump-ins. Usually, the fear of being smacked by an ice spike (especially if you have tension to FRC, which makes it completely safe, and sometimes even allows you to punish their attempt to punish) is what will keep the opponent hesitating from rushing you down, and will allow you at times to trick them with a dry summon. Against certain opponents, even the odd unexpected rushdown (like, IAD back, airdash forward j.P/j.2s) can work out if they are only expecting the Dizzy player to play keepaway.

Offense

Okizeme

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.


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

Corner Okizeme Setups

HP Fish

  • 214H~P > dash 2K > H-Laser > c.S > jump > P-Fish bite > j.2S > j.214K > P-Fish bite > ...
... AD j.2S (pops bubble) > High/Low Mixup
... fall a bit > dj.K (pops bubble) > High/Low Mixup
... land > 2K > ...
... land > throw
  • 214H~P > dash 2K > H-Laser > c.S > 5H > ...
... 236S > ...
... (on hit) knockdown combo
... (on block) 2147P/K > dj.K (pops bubble) > High/Low Mixup
... 5D > Dust Combo
  • 214H~P > IAD j.2S > ...
... AD j.2S > j.H > ...
... (on hit) land > knockdown combo
... (if blocked) land > 2147P/K > dj.K (pops bubble) > High/Low Mixup
... land > 2K > ...


HK Fish

  • 214H~K > IAD j.2S > ...
... AD j.2S > j.H > ...
... (on hit) land > knockdown combo
... (if blocked) land > 2147P/K > dj.K (pops bubble) > High/Low Mixup
... land > 2K > ...


421S

  • 2147K > land > 421[S] (pops bubble) > IAD > ...
... j.H > land > ...
... j.P (fuzzy guard) > ]S[ > j.H > ...
... land 2K > ]S[ > ...
... j.H > j.214K > j.K (pops bubble) > land > ]S[ > Fish Summon
... backward AD j.H > ]S[ > land > dash 2K > ...

Midscreen Okizeme Setups

  • 214H~X > short dash forward > jump (over opponent) > ...
... land > 2K > ...
... back AD > late j.2S > ...
  • 214H~H > delayed IAD (past opponent) > H-Laser > IAD back > AD j.2S > j.H > land > ...
... (on hit)
... c.S > H-Laser > 2K > 2H > 236H
... (on block)
... j.P (fuzzy guard) > H-Laser > (j.2S) j.H > land > 2H > 236H
... (dash) 2K > H-Laser > 2K > 2H > 236H
  • 2D > ...
1) ... 2147K > forward AD > backward AD > j.2S (pops bubble) > land > short dash > combo
2) ... (delay) > 2147K > AD > j.2S (pops bubble) > land > short dash > combo
3) ... (delay) > 2147K > j.H (whiff) > (pops bubble) > land > 2K/Dust


Notes:

  • 2D knockdown must hit relatively close to the opponent.
  • 1 and 2 are crossover okizeme.

Defense

Tips & Techniques

236H FRC

236H FRC is one of the most difficult FRCs to execute in GG and it is important for you to know/learn it if you wish to be proficient in using Dizzy.


It has the following uses:

  • Transporting an opponent into the corner.
  • Giving you more time to setup for okizeme.
  • Making a blocked/whiffed 236H safe on recovery.
  • A follow-up opportunity to continue a combo and deal extra damage, especially if it has the potential to finish off an opponent.


It is recommended that you learn the FRC point through muscle memory because relying on audio/visual cues alone means that you can't concentrate on more important aspects of the game during the match.


In addition to a stand-alone 236H FRC, you should also practice the following:

  • 2H > 236H FRC
  • 5H > 236H FRC
  • f.S > 236H FRC
  • 5K > 236H FRC
  • 2D > 236H FRC

The first three (2H, 5H, f.S) are the most commonly used examples after a standard gatling combo that ends with 236H.
The fourth one (5K) is often used when you hit-confirm it as a long-range poke and are too far away to gatling to f.S or 5H and instead go straight to 236H.


Another technique that is associated with the use of 236H FRC is the ability to buffer a 'dash motion' which allows you to follow-up with a movement option after the FRC for either a combo opportunity or better positioning for okizeme. A common practice after the 236H FRC is to input the forward direction at the same moment as you are inputting the 3 attack buttons for the FRC. By doing this, it makes dashing forward after the 236H FRC a lot easier since the first directional input is already achieved and all you need to do is return to neutral and input the forward direction again to be able to dash.


It looks something like this:

  • Ground Dash version
... 236H > 6+FRC > 56
  • IAD version
... 236H > 9+FRC > 56

IAD j.2S > AD j.2S

IAD j.2S > AD j.2S is an attack string that Dizzy utilizes as the lead-in to the 'High' in her High/Low Mixup for okizeme.
To achieve this, you must do the first j.2S as early as possible in the IAD, which will give you enough time to recover from the move and allow you to follow-up with another AD before you land.


Fighting 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

A.B.A -/-
Anji Mito -/-
Axl Low -/-
Baiken -/-
Bridget -/-
Chipp Zanuff -/-
Dizzy -/-
Eddie -/-
Faust -/-
I-No -/-
Jam Kuradoberi -/-
Justice -/-
Johnny -/-
Kliff Undersn -/-
Ky Kiske -/-
May -/-
Millia Rage -/-
Order-Sol -/-
Potemkin -/-
Robo-Ky -/-
Slayer -/-
Sol Badguy -/-
Testament -/-
Venom -/-
Zappa -/-

Favorable:

Slightly Favorable:

Even:

Unfavorable:

Very Unfavorable:

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