Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Basic Combos
Combo | Position | Works on: | Difficulty | Notes |
---|---|---|---|---|
[5K] or [2K] > c.S > 5H > 2H xx 236H | Midscreen | Everyone | [1] very easy | Basic combo into KD |
AD > j.P > j.H ▷ c.S > 5H > 2H xx 236H | Midscreen | Everyone | [1] very easy | Air-to-Ground confirm against standing opponent |
AD > j.P > j.H ▷ 66 cS > 5H > 2H xx 236H | Midscreen | Everyone (crouching) | [2] easy | Air-to-Ground confirm against crouching opponent |
Throw Combos
Combo | Position | Works on: | Difficulty | Notes |
---|---|---|---|---|
Throw > 66 2P > f.S xx 236H | Midscreen | Everyone | [2] easy | |
Throw > 66 2K > f.S xx 236H | Midscreen | Everyone except BA, DI, FA, JO, MI | [2] easy | |
Throw > 66 > f.S xx 236H | Midscreen | MA, MI, BA, JA, JO, DI, IN, BR | [2] easy |
Counter-Hit Combos
Combo | Position | Works on: | Difficulty | Notes |
---|---|---|---|---|
j.H CH ▷ 66 f.S xx 236H | Midscreen | Everyone | [2] easy | |
j.H CH ▷ j9 j.K > j.S > (JC) > j.S > j.D | Midscreen | Everyone | [2] easy | |
236H CH 66 5K > f.S xx 236H | Midscreen | Everyone | [2] easy | |
236H CH 66 f.S xx 236H | Midscreen | Everyone | [2] easy | |
236H CH [66 2H xx 236H FRC]xN | Midscreen | MA, MI, BA, JA, JO, DI, IN, BR | [4] hard | Lead into Ice Spike FRC loop |
236H FRC Combos
Combo | Position | Works on: | Difficulty | Notes |
---|---|---|---|---|
(...) 236H FRC IAD j.P > j.H ▷ j9 j.K > j.S > (JC) > j.S > j.D | Midscreen | Everyone | [4] hard | Air combo followup |
(...) 236H FRC 66 f.S xx 236H | Midscreen | Everyone except BA, DI, FA, JO, MI | [4] hard | Ground combo followup |
(...) 236H FRC [66 2H xx 236H FRC]xN | Midscreen | MA, MI, BA, JA, JO, DI, IN, BR | [4] hard | Ice Spike FRC loop |
Combo Theory
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.
Scoring Knockdowns
Dizzy can use 2H*, 2D*, 236H*, and Imperial Ray to end a combo for knockdown.
*only causes knockdown on a grounded opponent (or near the ground in regard to 236H)