GGXRD-R2/Dizzy/Combos: Difference between revisions

From Dustloop Wiki
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| Difficulty = Easy
| Difficulty = Easy
| Notes      = Dizzy's main metereless BnB.  After {{clr|5|2D}} you cancel into a summon to start [[GGXRD-R2/Dizzy/Okizeme|okizeme]].  {{clr|3|f.S}} for more damage if started with close {{clr|2|2K}} / {{clr|2|5K}}.  You can do the {{clr|S|236S}} ender in the corner for more damage and you can still get oki.
| Notes      = Dizzy's main metereless BnB.  After {{clr|5|2D}} you cancel into a summon to start [[GGXRD-R2/Dizzy/Okizeme|okizeme]].  {{clr|3|f.S}} for more damage if started with close {{clr|2|2K}} / {{clr|2|5K}}.  You can do the {{clr|S|236S}} ender in the corner for more damage and you can still get oki.
}}
{{ComboCard
| Title      = Anti-air BnB
| Combo      = {{clr|S|2S}} > {{clr|K|j.K}} > {{clr|1|j.P}} > {{clr|3|j.S}} > jump cancel {{clr|K|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}}(2)
| Damage    = -
| Difficulty = Easy
| Notes      = Dizzy's main anti-air combo. Good meterless damage.  She can safely summon after.  If the opponent is too high you can hit {{clr|1|j.P}} into itself.  If the opponent is too low you can omit {{clr|1|j.P}} and even {{clr|K|j.K}} altogether.
}}
}}
{{EndComboCards}}
{{EndComboCards}}

Revision as of 03:10, 9 January 2024

Dizzy
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+P becomes 236P.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
MC = Mortal Counter
JI = Jump Install
RC = Roman Cancel
RRC = Red Roman Cancel
YRC = Yellow Roman Cancel
PRC = Purple Roman Cancel
IK = Instant Kill
AN = Answer
AX = Axl Low
BA = Baiken
BE = Bedman
CH = Chipp Zanuff
DI = Dizzy
EL = Elphelt
FA = Faust
IN = I-No
JA = Jam
JC = Jack-O'
JO = Johnny
KU = Kum Haehyun
KY = Ky Kiske
LE = Leo
MA = May
MI = Millia
PO = Potemkin
RA = Ramlethal
RV = Raven
SI = Sin Kiske
SL = Slayer
SO = Sol Badguy
VE = Venom
ZA = Zato-1

Combo List

  • All damage values are damage dealt to Sol unless the combo cannot work on him, in which case the character with the closest defense modifier is used.
  • Brackets ( ) around a move mean it is optional or conditional.
  • Damage values listed for combos with optional combo parts assume the highest damage variation unless otherwise stated.

Beginner Combos


ComboVideo/NameDamage Difficulty Notes

Starter into KND
Very Easy
- [d]
- [t]
Anywhere
2K / 5K / 2P > c.S > 5H > 2D
After knockdown Dizzy wants to summon to start her setplay. See okizeme.
Damage
-
Tension
-
Position
Anywhere
Works On
All
2K / 5K / 2P > c.S > 5H > 2D

Starter into KND

- Very Easy
Toggle Details
After knockdown Dizzy wants to summon to start her setplay. See okizeme.
Tension
-
Position
Anywhere
Works On
All

Throw
Easy
- [d]
- [t]
Anywhere
Throw > Dash 5K > 4S > 236S
Standard throw combo. The dash link can be difficult for beginners.
Damage
-
Tension
-
Position
Anywhere
Works On
All
Throw > Dash 5K > 4S > 236S

Throw

- Easy
Toggle Details
Standard throw combo. The dash link can be difficult for beginners.
Tension
-
Position
Anywhere
Works On
All

Anti-air
Very Easy
- [d]
- [t]
Anywhere
2S > j.P > j.P > j.S > Double Jump j.P > j.S > j.D(2)
Easier version of air combo that can be used in many situations. Can also work without 2S if you do rising j.P as an anti air.
Damage
-
Tension
-
Position
Anywhere
Works On
All
2S > j.P > j.P > j.S > Double Jump j.P > j.S > j.D(2)

Anti-air

- Very Easy
Toggle Details
Easier version of air combo that can be used in many situations. Can also work without 2S if you do rising j.P as an anti air.
Tension
-
Position
Anywhere
Works On
All

RRC Extension
Very Easy
- [d]
- [t]
Anywhere
2K/5K/2P > c.S > 5H > 2D > 236S > RRC > dash 6[H] > 236H
Additional corner carry and damage, but far from optimized to keep it easy.
Damage
-
Tension
-
Position
Anywhere
Works On
All
2K/5K/2P > c.S > 5H > 2D > 236S > RRC > dash 6[H] > 236H

RRC Extension

- Very Easy
Toggle Details
Additional corner carry and damage, but far from optimized to keep it easy.
Tension
-
Position
Anywhere
Works On
All

BnB Combos


ComboVideo/NameDamage Difficulty Notes

Grounded BnB
Easy
- [d]
- [t]
Anywhere
(2P) > 2K / 5K > c.S > (f.S) > 5H > 2D > (236S) > 214H / (delay) 214K / other okizeme setups
Dizzy's main metereless BnB. After 2D you cancel into a summon to start okizeme. f.S for more damage if started with close 2K / 5K. You can do the 236S ender in the corner for more damage and you can still get oki.
Damage
-
Tension
-
Position
Anywhere
Works On
All
(2P) > 2K / 5K > c.S > (f.S) > 5H > 2D > (236S) > 214H / (delay) 214K / other okizeme setups

Grounded BnB

- Easy
Toggle Details
Dizzy's main metereless BnB. After 2D you cancel into a summon to start okizeme. f.S for more damage if started with close 2K / 5K. You can do the 236S ender in the corner for more damage and you can still get oki.
Tension
-
Position
Anywhere
Works On
All

Anti-air BnB
Easy
- [d]
- [t]
Anywhere
2S > j.K > j.P > j.S > jump cancel j.K > j.S > j.D(2)
Dizzy's main anti-air combo. Good meterless damage. She can safely summon after. If the opponent is too high you can hit j.P into itself. If the opponent is too low you can omit j.P and even j.K altogether.
Damage
-
Tension
-
Position
Anywhere
Works On
All
2S > j.K > j.P > j.S > jump cancel j.K > j.S > j.D(2)

Anti-air BnB

- Easy
Toggle Details
Dizzy's main anti-air combo. Good meterless damage. She can safely summon after. If the opponent is too high you can hit j.P into itself. If the opponent is too low you can omit j.P and even j.K altogether.
Tension
-
Position
Anywhere
Works On
All

Midscreen

Corner

Situational Combos

Intermediate and Advanced Combos

Combos highlighted in blue are her main combos. Combos highlighted in red are too difficult to be considered consistent by all but the most cracked players. Other combos are situational.

Grounded Confirms

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
(2P) > 2K / 5K > c.S > (f.S) > 5H > 2D > (236S) > 214H / (delay) 214K / other okizeme setups Anywhere - - All 1Easy Dizzy's main metereless BnB. See okizeme. f.S for more damage if started with close 2K / 5K.
6P > f.S > (236S) / Air combo / end pressure Anywhere - - All 1Very Easy Dial in f.S and then confirm a hit into ice spike or air combo. If blocked just jump cancel to end pressure safely. If whiffed f.S won't come out.
2P > (2P) > 2K > 2D > Okizeme Anywhere - - All 1Very Easy Mash combo. 2K has to be hit before 2D will combo.

Anti-Air Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
2S > j.K > j.P > j.S > Double Jump j.K > j.S > j.D(2) Anywhere - - All 2Easy Dizzy's main air combo. Good meterless damage. She can safely summon after.
CH 2S > 4S > 236S Anywhere - - All 2Easy Counter hit and must be close to the ground.
6P > f.S > Jump Cancel j.K > j.P > j.S > Double Jump j.K > j.S > j.D(2) Anywhere - - All 2Easy A version of the air combo starting with 6P instead.
6P > 4S > 236S Anywhere - - All 2Easy Opponent can tech if they're too high.

Airdash Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Air Dash j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage- > j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- > (j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage-) > j.HGGXRD-R Dizzy jH.pngGuardHigh/AirStartup10Recovery28Advantage- > 2K / 5K > c.S > 5H > 2D Anywhere - - All 1Easy Dizzy's main airdash starter. The second j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- can be used to adjust for height or momentum.
Air Dash j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage- > j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- > (j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage-) > j.HGGXRD-R Dizzy jH.pngGuardHigh/AirStartup10Recovery28Advantage- > 2P > 2P > 2K > 2D Anywhere - - All 1Easy Misses the low and some damage in favor of stability. c.S won't come out at some ranges but this will always work.
Air Dash j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage- > j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- > j.DGGXRD-R Dizzy jD.pngGuardHigh/AirStartup8Recovery16Advantage- > 4S > 236S Anywhere - - All 1Easy j.D can be used to make the string gapless on block. On block go into any blockstring. On hit go into 4S
Air Dash j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage- > j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- > j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage- > j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- > 2P > 2P > 2K > 2D Anywhere - - All 1Easy Another gapless string this one can make it harder to see gaps, bubble resets, or going for empty low.

Throw Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
Throw > Dash (delay) 2P > 2P > 4S > 236S Anywhere - - All 1Easy Burst safe throw combo. Opponents can still burst the ice spike but if they mash burst when thrown Dizzy will block it. Delay will depend on matchup and is to ensure techless knockdown for the combo. If Dizzy blocks burst 4S won't come out but she can hit 4S again to punish the burst.
Throw > Dash 2K > 4S > 236S Anywhere - - All 1Easy It only works against some characters but it's great to use it when it does work. It stabilizes the height of the air combo due to 2K having a low hitbox. This avoids opponents teching out of Dizzy's throw combo and ruining her okizeme game.
Throw > Dash 2P > 6P > 6H Anywhere - - All 1Easy Against some characters it will get you longer setup times due to it knocking down face up. Often preferable to use it midscreen against anyone to get more okizeme options than ending in ice spike would give you.
Medium/Heavy Throw > IAD j.K > j.P > j.D > 6H

Lightweight Throw > IAD > j.K > delay j.D > 6H

Faust Throw > dash jump > j.K > j.P > j.P > j.D > 6H

Slayer/Pot Throw > IAD j.P > j.K > j.D > 6H
Anywhere - - All 2Hard More corner carry but character specific and the IAD link itself is difficult.

Icespike YRC Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
236S YRC > Dash 4S > 236S Anywhere - - All 1Easy Standard Ice Spike YRC Combo
236S YRC > Dash 6[H] > 236H Anywhere - - All 1Easy Tighter Ice Spike YRC confirm with better reward
236S YRC > IAD > j.236P > j.H > land dash 421S > j.H > 236P > j.P > 236H > IAD j.K > j.S > j.D > 6H Anywhere 209 - All 2Hard Extremely difficult and only works as a punish because you have to know ice spike YRC will hit. Example

Bubble Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes Video
j.236PK > 4S > 236S Anywhere - - All 1Easy Delay or space out to guarantee all hits of 4S hit and 236S combos.
j.236PK > 6H Anywhere - - All 1Easy For face up kncokdown
j.236K > Dash 6[H] > 236H Anywhere - - All 1Easy For a more advantageous KD and corner carry, optional damage extension in croner with 4S 236S
j.236PK > Jump j.K > j.P > j.S > Jump Cancel j.K > j.S > j.D(2) Anywhere - - All 1Easy No KD

Midscreen RRC BnBUseful but a bit tricky.
Medium

2K/5K/2P > c.S > 5H > 2D > 236S > RRC > 421H > late IAD > j.K > 421H (hits) > j.H > j.236K2 > j.H > j.236K (hits) > dash [6H] > 236H
A good way to cash out meter for more damage off Starter > Icespike midscreen without sacrificing oki.

Getting the hang of how long to delay the airdash can be a bit tricky at first, you want the opponent to be as close as possible to the ground so that the [6H] can hit them after the fire bubble pops them into the air, and remember to angle the bubble downwards by holding 2 as it's being summoned.

Sometimes you might have to microwalk forward and/or delay the [6H] to account for the opponent being too far away or too high up for [6H] to hit. Alternatively you can omit the [6H] and just go for 236H instead to make it easier or adjust for hitting the opponent too high in t

Midscreen RRC BnB Char SpecificOnly works on some characters.
Hard

2K/5K/2P > c.S > 5H > 2D > 236S > RRC > 421H > late IAD > j.K > 421H (hits) > j.H > j.236K2 > j.H > j.236K (hits) > dash [6H] > 421S > 6H / 4S > 236H
421S will add additional damage for characters it works against.

Corner RRC BnBRemember the dash
Hard

Starter > 236S > RRC > Dash up > [6H] > 421HS > Dash up > 5H > 421HS (Hits) > [6H] > 421HS > Dash up > 5H > 421HS (Hits) > [6H] > 421S > 4S > 421S (Hits) > 236H
Your main BnB against many characters if you wanna spend meter for a damaging combo in the corner that still ends in a knockdown. Maximum 4 hits before 236S RRC. Drops against MAY, KY, LEO, ELPHELT, SIN, RAVEN, ZATO.

There are two main things to be aware of when doing this combo:
First one is to make sure the [6H] at the start of the combo hits as high as possible as it makes the opponent bounce higher
Second thing is that you make sure to dash in so deep that you're basically under the opponent before hitting the 5H as you will need to be close enough for the rising part of 421HS and 421S to be able to hit after [6H]. Alternative you can also do a dash in before doing the [6H].

Corner RRC BnBRemember the dash
Hard

2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash 6[HS] > 421HS > dash 5H > 421HS Hits > dash 6[HS] > delay 421S > 6H / 4S > 421S Hits > 236HS
Minimum and maximum 4 hits before 236S RRC. Optimal on ELPHELT, SIN, RAVEN, ZATO.

Corner RRC Burst SafeKeep the corner and use your meter well if they have burst.
Easy


2K/5K/2P > c.S > 5H > 2D > 236S RRC > 421H > dash 5H > 421H Hits > 236H
Less damage but the entire thing after RRC is burst safe. What it lacks in damage it gives you in massive time to setup any okizeme you like. Does a bit more damage than the firepillar/ice spike route from combo trials, is easier, and gives better oki.

Standard Combos

Combo Position Damage Tension Gain Works on: Difficulty Notes
2K/5K/2P > c.S > 5H > 2D > 236S any 92 15 all Very Easy
2K/5K/2P > c.S > 2H(2) > 236H any all crouching Very Easy
2K/5K/2P > c.S > 5H > 2D > 236S > RRC > (set)421H > late IAD > j.K > (hit)421H! > j.H > j236K > j.H > 236H any 151 -40 all Easy
2K/5K/2P > c.S > 5H > 2D > 236S > RRC > (set)421H > late IAD j.K > (hit)421H! > j.H > j236K > j.H > dash [6H] > 236H any 158 -30 all Medium
2K/5K/2P > c.S > 5H > 2D > 236S RRC > (66) 214H > 236H > 214H > 236H > 236S corner 153 -50 all Medium
2K/5K/2P > c.S > 5H > 2D > 236S RRC > (set)421H > late IAD j.K > (hits)421H! > j.H > j.236K > j.H > dash [6H] > 421S > 6H/4S/f.S > 421S! > 236H mid-screen 164 -50 specific Hard
2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash [6H] > (set)421H > dash 5H > (hit)421H! > dash [6H] > (set)421H > dash 5H > (hit)421H! > dash [6H] > delay 421S > 6H/4S > 421S! > 236H corner 187 -50 specific Hard

Combo Theory

Grounded

  • Gatlings > 236S
  • Gatlings > 2D > 236S/Summon
  • Throw > dash 2K > 4S >236S
  • Throw > dash 2P/5K > 6P > 6H > Summon
  • Throw > dash 2P/5K > 4S > 236S
  • Throw > dash 2P > 2P > 4S > 236S
  • Throw > dash 2P > 2P > 6P > 6H > Summon

Air

  • j.P > j.K > j.S > jump cancel > j.K > j.S > j.D
  • j.K > j.S > jump cancel > j.P > j.K > j.S > j.D
  • j.S > j.P > j.K jump cancel > j.K > j.S > j.D

VS Crouching

  • 5K/2S/c.S > 2H > 236H
  • 5K/2S/c.S > 2H > Air Combo
  • 5K/2S/c.S > 2H > RRC Combo

Anti-Air

  • c.S > Air Combo
  • f.S > Air Combo/236S
  • 2S > Air Combo
  • 6P > [6H] > Summon/236H
  • 6P> 6H > Summon
  • 4S > 236S

Counter Hit

  • CH j.H > 4S > 236S
  • CH j.H > 5K > f.s > 5H > 2D
  • CH j.H > 2P > 2K > 2D
  • CH j.H > 2D
  • CH j.D > Dash > j.S > j.K > j.S > j.D
  • c.S > 2H > 236H -[Sol DP (623H) punish]
  • 2H > 421S > j.236K > 421S! > j.H > 236H -[Chipp and Leo DP punish]
  • 2H > 421S > j.236K > 421S! > 236H > IAD j.K > j.p > j.D > 6H -[Ky RTL punish]
  • 2H > 421S > j.236K . 421S! > dash [6H] > 236H -[Raven reversal punish]
  • 2H > 421S > j.236K . 421S! > dash [6H] > 421S > 6H > 412S! > 236H > 2K/5K > 4S > 236S -[Raven corner reversal punish]
  • Mirror (632146P) > 5D > 6H > 6H > 421S > c.S > 421S! > 5H > 2D > Stun - [Meter Raven corner reversal punish]

Videos

https://www.youtube.com/playlist?list=PLbODQyuqXIOFqrL7_WX_q6tyQq6neOqAH - RTR06 youtube channel for Dizzy tech

https://www.youtube.com/playlist?list=PLbODQyuqXIOGXQhV4cTM0kZSUVd1gbEM1 - RTR06 youtube channel for Dizzy 2.1 tech

https://twitter.com/hashtag/%E3%83%87%E3%82%A3%E3%82%BA%E3%82%A3%E3%83%BC%E6%94%BB%E7%95%A5?src=hash - Japanesse tech twitter

https://www.youtube.com/watch?v=ZCVE3WOEZS4&list=PLSq9hRF0zPpWu5npH0K4gbjCYGS-Bpcnd - Mdesilva Dizzy footage

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