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{{ComboCard | {{ComboCard | ||
| Title = Standard Airdash String | | Title = Standard Airdash String | ||
| Combo = Air Dash {{clr|K|j.K}} > {{clr|P|j.P}} > ({{clr|P|j.P}}) > {{clr|H|j.H}} > {{clr|2|2K}} / {{clr|2|5K}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|D|2D}} | | Combo = Air Dash > {{clr|K|j.K}} > {{clr|P|j.P}} > ({{clr|P|j.P}}) > {{clr|H|j.H}} > {{clr|2|2K}} / {{clr|2|5K}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|D|2D}} | ||
| Difficulty = Easy | | Difficulty = Easy | ||
| Notes = Dizzy's main airdash starter. The second {{clr|P|j.P}} can be used to adjust for height or momentum. | | Notes = Dizzy's main airdash starter. The second {{clr|P|j.P}} can be used to adjust for height or momentum. | ||
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{{ComboCard | {{ComboCard | ||
| Title = Stable Airdash | | Title = Stable Airdash | ||
| Combo = Air Dash {{clr|K|j.K}} > {{clr|P|j.P}} > ({{clr|P|j.P}}) > {{clr|H|j.H}} > {{clr|P|2P}} > {{clr|P|2P}} > {{clr|K|2K}} > {{clr|D|2D}} | | Combo = Air Dash > {{clr|K|j.K}} > {{clr|P|j.P}} > ({{clr|P|j.P}}) > {{clr|H|j.H}} > {{clr|P|2P}} > {{clr|P|2P}} > {{clr|K|2K}} > {{clr|D|2D}} | ||
| Difficulty = Very Easy | | Difficulty = Very Easy | ||
| Notes = Misses enforcing them to block low with faster timing and some damage in favor of stability. {{clr|S|c.S}} will sometimes miss or not come out, but this combo is very stable. | | Notes = Misses enforcing them to block low with faster timing and some damage in favor of stability. {{clr|S|c.S}} will sometimes miss or not come out, but this combo is very stable. | ||
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{{ComboCard | {{ComboCard | ||
| Title = Airdash j.D | | Title = Airdash j.D | ||
| Combo = Air Dash {{clr|K|j.K}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|S|4S}} > {{clr|S|236S}} | | Combo = Air Dash > {{clr|K|j.K}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|S|4S}} > {{clr|S|236S}} | ||
| Difficulty = Very Easy | | Difficulty = Very Easy | ||
| Notes = {{clr|D|j.D}} can be used to make the string gapless on block. On block go into any blockstring. On hit go into {{clr|S|4S}} | | Notes = {{clr|D|j.D}} can be used to make the string gapless on block. On block go into any blockstring. On hit go into {{clr|S|4S}} | ||
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{{ComboCard | {{ComboCard | ||
| Title = Airdash j.K and j.P only | | Title = Airdash j.K and j.P only | ||
| Combo = {{clr|K|j.K}} > {{clr|P|j.P}} > {{clr|K|j.K}} > {{clr|P|j.P}} > {{clr|P|2P}} > {{clr|P|2P}} > {{clr|K|2K}} > {{clr|D|2D}} | | Combo = Airdash > {{clr|K|j.K}} > {{clr|P|j.P}} > {{clr|K|j.K}} > {{clr|P|j.P}} > {{clr|P|2P}} > {{clr|P|2P}} > {{clr|K|2K}} > {{clr|D|2D}} | ||
| Difficulty = Very Easy | | Difficulty = Very Easy | ||
| Notes = Another gapless string this one can make it harder to see gaps, bubble resets, going for a low or throw. | | Notes = Another gapless string this one can make it harder to see gaps, bubble resets, going for a low or throw. |
Revision as of 17:22, 9 January 2024
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning.
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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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
Combo | Video/Name | Damage | Difficulty | Notes | ||||||||||||||
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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.
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2K / 5K / 2P > c.S > 5H > 2D |
Starter into KND |
- | Very Easy |
Toggle Details
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After knockdown Dizzy wants to summon to start her setplay. See okizeme.
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Throw
Easy
- [d]
- [t]
Anywhere
Throw > Dash 5K > 4S > 236S
Standard throw combo. The dash link can be difficult for beginners.
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Throw > Dash 5K > 4S > 236S |
Throw |
- | Easy |
Toggle Details
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Standard throw combo. The dash link can be difficult for beginners.
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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.
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2S > j.P > j.P > j.S > Double Jump j.P > j.S > j.D(2) |
Anti-air |
- | Very Easy |
Toggle Details
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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.
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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.
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2K/5K/2P > c.S > 5H > 2D > 236S > RRC > dash 6[H] > 236H |
RRC Extension |
- | Very Easy |
Toggle Details
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Additional corner carry and damage, but far from optimized to keep it easy.
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BnB Combos
Combo | Video/Name | Damage | Difficulty | Notes | ||||||||||||||
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Grounded BnB
Easy
- [d]
- [t]
Anywhere
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.
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(2P) > 2K / 5K > c.S > (f.S) > 5H > 2D > (236S) > 214H / (delay) 214K / okizeme setups |
Grounded BnB |
- | Easy |
Toggle Details
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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.
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Airdash BnB
Easy
- [d]
- [t]
Anywhere
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Air Dash j.KGuardHigh/AirStartup7Recovery12Advantage- > j.PGuardHigh/AirStartup6Recovery10Advantage- > (j.PGuardHigh/AirStartup6Recovery10Advantage-) > j.HGuardHigh/AirStartup10Recovery28Advantage- > 2K / 5K > c.S > 5H > 2D |
Airdash BnB |
- | Easy |
Toggle Details
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Dizzy's main airdash starter. The second j.PGuardHigh/AirStartup6Recovery10Advantage- can be used to adjust for height or momentum.
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Anti-air BnB
Easy
- [d]
- [t]
Anywhere
2S > j.K > j.P > j.S > jc 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.
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2S > j.K > j.P > j.S > jc j.K > j.S > j.D(2) |
Anti-air BnB |
- | Easy |
Toggle Details
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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.
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Abare BnB
Very Easy
- [d]
- [t]
Anywhere
For when Dizzy mashes out of pressure to get a knockdown as a confirm. 2K has to be hit before 2D will combo and if you hit 2P too many times or they are too far away it will cause 2K to whiff. Sometimes only one 2P will work.
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2P > (2P) > 2K > 2D > Cancel into summon for okizeme |
Abare BnB |
- | Very Easy | ||||||||||||||
For when Dizzy mashes out of pressure to get a knockdown as a confirm. 2K has to be hit before 2D will combo and if you hit 2P too many times or they are too far away it will cause 2K to whiff. Sometimes only one 2P will work.
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Burst Safe Throw BnB
Medium
- [d]
- [t]
Anywhere
Throw > Dash (delay) 2P > 2P > 4S > 236S
Burst safe throw combo. Opponents can still burst the ice spike but if they mash burst when thrown Dizzy will block it. Delay is character specific to ensure techless knockdown. If Dizzy blocks burst 4S won't come out but she can hit 4S again to punish the burst.
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Throw > Dash (delay) 2P > 2P > 4S > 236S |
Burst Safe Throw BnB |
- | Medium |
Toggle Details
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Burst safe throw combo. Opponents can still burst the ice spike but if they mash burst when thrown Dizzy will block it. Delay is character specific to ensure techless knockdown. If Dizzy blocks burst 4S won't come out but she can hit 4S again to punish the burst.
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Ice Spike YRC BnB
Very Easy
- [d]
- [t]
Anywhere
236S YRC > Dash 4S > 236S
Really easy confirm for Ice Spike YRC and does good damage.
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236S YRC > Dash 4S > 236S |
Ice Spike YRC BnB |
- | Very Easy |
Toggle Details
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Really easy confirm for Ice Spike YRC and does good damage.
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Bubble Hit BnB
Very Easy
- [d]
- [t]
Anywhere
j.236P/j.236K Hit > Dash 4S > 236S
Most used bubble hit confirm.
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j.236P/j.236K Hit > Dash 4S > 236S |
Bubble Hit BnB |
- | Very Easy |
Toggle Details
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Most used bubble hit confirm.
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2K/5K/2P > c.S > 5H > 2D > 236S > RRC > 421H > delayed IAD > j.K > 421H (hits) > j.H > j.236K2 > j.H > j.236K (hits) > dash [6H] > (char specific 421S > 6H / 4S) > 236H | - | Hard |
Toggle Details
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Damage extension for 50% meter. There's more optimal routes for the corner but it works there too. The 421S sequence can be omitted to make the combo more consistent and easier and it only works against some characters (Sol and ?). Not burst safe at various points.
You need to delay your IAD until just before the spears start flying. The closer to the ground the opponent is when you hit j.K the easier the followups, but you can aim for a happy middle ground to maximize consistency. If you go to high you can end with 236H after the firebubble for a very good knockdown for oki but with the tradeoff of less damage.
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Corner RRC Burst Safe BnB
Easy
- [d]
- [t]
Corner
2K/5K/2P > c.S > 5H > 2D > 236S RRC > 421H > dash 5H > 421H Hits > 236H > ( 6H )
Does good damage and is burst safe at all points after 236S RRC unless you do the optional 6H for more damage. Really easy and gives you really good oki.
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2K/5K/2P > c.S > 5H > 2D > 236S RRC > 421H > dash 5H > 421H Hits > 236H > ( 6H ) |
Corner RRC Burst Safe BnB |
- | Easy |
Toggle Details
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Does good damage and is burst safe at all points after 236S RRC unless you do the optional 6H for more damage. Really easy and gives you really good oki.
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Situational Combos
Grounded Confirms
Combo | Video/Name | Damage | Difficulty | Works On | Notes | |||||||||||||
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Counterpoke confirm
Easy
- [d]
- [t]
Anywhere
6P > f.S > (236S) / Air combo / end pressure
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 6P whiffed f.S won't come out.
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6P > f.S > (236S) / Air combo / end pressure |
Counterpoke confirm |
- | Easy | All |
Toggle Details
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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 6P whiffed f.S won't come out.
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Crouch confirm
Very Easy
- [d]
- [t]
Anywhere
(2K/5K/2P) > c.S > 2H > 236H / Air combo
Used for punishes or confirming crouch when you mixed with a high option. It can also be used for punishes against DP's that leave the opponent in crouching state.
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(2K/5K/2P) > c.S > 2H > 236H / Air combo |
Crouch confirm |
- | Very Easy | All |
Toggle Details
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Used for punishes or confirming crouch when you mixed with a high option. It can also be used for punishes against DP's that leave the opponent in crouching state.
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DP Punish
Very Easy
188 / 242 [d]
- [t]
Anywhere
2H > 421S > jump > j.236K > j.H > 236H
DP Punish route only for listed characters.
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2H > 421S > jump > j.236K > j.H > 236H |
DP Punish |
188 / 242 | Very Easy | Leo, Chipp |
Toggle Details
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DP Punish route only for listed characters.
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Anti-air Combos
Combo | Video/Name | Damage | Difficulty | Notes | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2S CH
Easy
- [d]
- [t]
Anywhere
CH 2S > 4S > 236S
Counter hit and must be close to the ground.
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CH 2S > 4S > 236S |
2S CH |
- | Easy |
Toggle Details
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Counter hit and must be close to the ground.
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6P Anti-air
Very Easy
- [d]
- [t]
Anywhere
6P > f.S > jc j.K > j.P > j.S > jc j.K > j.S > j.D(2)
A version of the air combo starting with 6P instead.
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6P > f.S > jc j.K > j.P > j.S > jc j.K > j.S > j.D(2) |
6P Anti-air |
- | Very Easy |
Toggle Details
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A version of the air combo starting with 6P instead.
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6P Anti-air to KND
Very Easy
- [d]
- [t]
Anywhere
6P > 4S > 236S
Opponent can tech if they're too high.
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6P > 4S > 236S |
6P Anti-air to KND |
- | Very Easy |
Toggle Details
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Opponent can tech if they're too high.
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Airdash Combos
Combo | Video/Name | Damage | Difficulty | Notes | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Standard Airdash String
Easy
- [d]
- [t]
Anywhere
Air Dash > j.K > j.P > (j.P) > j.H > 2K / 5K > c.S > 5H > 2D
Dizzy's main airdash starter. The second j.P can be used to adjust for height or momentum.
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Air Dash > j.K > j.P > (j.P) > j.H > 2K / 5K > c.S > 5H > 2D |
Standard Airdash String |
- | Easy |
Toggle Details
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Dizzy's main airdash starter. The second j.P can be used to adjust for height or momentum.
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Stable Airdash
Very Easy
- [d]
- [t]
Anywhere
Air Dash > j.K > j.P > (j.P) > j.H > 2P > 2P > 2K > 2D
Misses enforcing them to block low with faster timing and some damage in favor of stability. c.S will sometimes miss or not come out, but this combo is very stable.
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Air Dash > j.K > j.P > (j.P) > j.H > 2P > 2P > 2K > 2D |
Stable Airdash |
- | Very Easy |
Toggle Details
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Misses enforcing them to block low with faster timing and some damage in favor of stability. c.S will sometimes miss or not come out, but this combo is very stable.
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Airdash j.D
Very Easy
- [d]
- [t]
Anywhere
Air Dash > j.K > j.P > j.D > 4S > 236S
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.K > j.P > j.D > 4S > 236S |
Airdash j.D |
- | Very Easy |
Toggle Details
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j.D can be used to make the string gapless on block. On block go into any blockstring. On hit go into 4S
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Airdash j.K and j.P only
Very Easy
- [d]
- [t]
Anywhere
Airdash > j.K > j.P > j.K > j.P > 2P > 2P > 2K > 2D
Another gapless string this one can make it harder to see gaps, bubble resets, going for a low or throw.
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Airdash > j.K > j.P > j.K > j.P > 2P > 2P > 2K > 2D |
Airdash j.K and j.P only |
- | Very Easy |
Toggle Details
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Another gapless string this one can make it harder to see gaps, bubble resets, going for a low or throw.
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Throw Combos
Ice Spike YRC Combos
Throw Combos
Bubble Combos
Corner Combos
5D6 Combos
Very Situational Combos
Gold IK
Guts Crush
Stun
Imperial Ray
Tech Showcase
Combos Archive
Just here until it's finished being converted to the new system.
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