GGXRD-R2/Dizzy/Combos: Difference between revisions

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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.
Line 174: Line 174:
{{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.
Line 180: Line 180:
{{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}}
Line 186: Line 186:
{{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

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

To get you started.


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

A short list of Dizzy's most used combos for very common situations.


ComboVideo/NameDamage Difficulty Notes

Grounded BnB
Easy
- [d]
- [t]
Anywhere
(2P) > 2K / 5K > c.S > (f.S) > 5H > 2D > (236S) > 214H / (delay) 214K / 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 / 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

Airdash BnB
Easy
- [d]
- [t]
Anywhere
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
Dizzy's main airdash starter. The second j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- can be used to adjust for height or momentum.
Damage
-
Tension
-
Position
Anywhere
Works On
All
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

Airdash BnB

- Easy
Toggle Details
Dizzy's main airdash starter. The second j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- can be used to adjust for height or momentum.
Tension
-
Position
Anywhere
Works On
All

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.
Damage
-
Tension
-
Position
Anywhere
Works On
All
2S > j.K > j.P > j.S > jc 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

Abare BnB
Very Easy
- [d]
- [t]
Anywhere
2P > (2P) > 2K > 2D > Cancel into summon for okizeme
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.
Damage
-
Tension
-
Position
Anywhere
Works On
All
2P > (2P) > 2K > 2D > Cancel into summon for okizeme

Abare BnB

- Very Easy
Toggle Details
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.
Tension
-
Position
Anywhere
Works On
All

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.
Damage
-
Tension
-
Position
Anywhere
Works On
All
Throw > Dash (delay) 2P > 2P > 4S > 236S

Burst Safe Throw BnB

- Medium
Toggle Details
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.
Tension
-
Position
Anywhere
Works On
All

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.
Damage
-
Tension
-
Position
Anywhere
Works On
All
236S YRC > Dash 4S > 236S

Ice Spike YRC BnB

- Very Easy
Toggle Details
Really easy confirm for Ice Spike YRC and does good damage.
Tension
-
Position
Anywhere
Works On
All

Bubble Hit BnB
Very Easy
- [d]
- [t]
Anywhere
j.236P/j.236K Hit > Dash 4S > 236S
Most used bubble hit confirm.
Damage
-
Tension
-
Position
Anywhere
Works On
All
j.236P/j.236K Hit > Dash 4S > 236S

Bubble Hit BnB

- Very Easy
Toggle Details
Most used bubble hit confirm.
Tension
-
Position
Anywhere
Works On
All

RRC BnB
Hard
- [d]
- [t]
Anywhere
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
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.
Damage
-
Tension
-
Position
Anywhere
Works On
All
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

Video play trimmed.pngRRC BnB

- Hard
Toggle Details
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.
Tension
-
Position
Anywhere
Works On
All

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.
Damage
-
Tension
-
Position
Corner
Works On
All
2K/5K/2P > c.S > 5H > 2D > 236S RRC > 421H > dash 5H > 421H Hits > 236H > ( 6H )

Corner RRC Burst Safe BnB

- Easy
Toggle Details
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.
Tension
-
Position
Corner
Works On
All

Situational Combos

Combos that see regular use but not as commonly as BnBs.

Grounded Confirms


ComboVideo/NameDamage Difficulty Works On Notes

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.
Damage
-
Tension
-
Position
Anywhere
Works On
All
6P > f.S > (236S) / Air combo / end pressure

Counterpoke confirm

- EasyAll
Toggle Details
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.
Tension
-
Position
Anywhere
Works On
All

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.
Damage
-
Tension
-
Position
Anywhere
Works On
All
(2K/5K/2P) > c.S > 2H > 236H / Air combo

Crouch confirm

- Very EasyAll
Toggle Details
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.
Tension
-
Position
Anywhere
Works On
All

DP Punish
Very Easy
188 / 242 [d]
- [t]
Anywhere
2H > 421S > jump > j.236K > j.H > 236H
DP Punish route only for listed characters.
Damage
188 / 242
Tension
-
Position
Anywhere
Works On
Leo, Chipp
2H > 421S > jump > j.236K > j.H > 236H

DP Punish

188 / 242 Very EasyLeo, Chipp
Toggle Details
DP Punish route only for listed characters.
Tension
-
Position
Anywhere
Works On
Leo, Chipp

Anti-air Combos


ComboVideo/NameDamage Difficulty Notes

2S CH
Easy
- [d]
- [t]
Anywhere
CH 2S > 4S > 236S
Counter hit and must be close to the ground.
Damage
-
Tension
-
Position
Anywhere
Works On
All
CH 2S > 4S > 236S

2S CH

- Easy
Toggle Details
Counter hit and must be close to the ground.
Tension
-
Position
Anywhere
Works On
All

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.
Damage
-
Tension
-
Position
Anywhere
Works On
All
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
A version of the air combo starting with 6P instead.
Tension
-
Position
Anywhere
Works On
All

6P Anti-air to KND
Very Easy
- [d]
- [t]
Anywhere
6P > 4S > 236S
Opponent can tech if they're too high.
Damage
-
Tension
-
Position
Anywhere
Works On
All
6P > 4S > 236S

6P Anti-air to KND

- Very Easy
Toggle Details
Opponent can tech if they're too high.
Tension
-
Position
Anywhere
Works On
All

Airdash Combos


ComboVideo/NameDamage 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.
Damage
-
Tension
-
Position
Anywhere
Works On
All
Air Dash > j.K > j.P > (j.P) > j.H > 2K / 5K > c.S > 5H > 2D

Standard Airdash String

- Easy
Toggle Details
Dizzy's main airdash starter. The second j.P can be used to adjust for height or momentum.
Tension
-
Position
Anywhere
Works On
All

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.
Damage
-
Tension
-
Position
Anywhere
Works On
All
Air Dash > j.K > j.P > (j.P) > j.H > 2P > 2P > 2K > 2D

Stable Airdash

- Very Easy
Toggle Details
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.
Tension
-
Position
Anywhere
Works On
All

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
Damage
-
Tension
-
Position
Anywhere
Works On
All
Air Dash > j.K > j.P > j.D > 4S > 236S

Airdash j.D

- Very Easy
Toggle Details
j.D can be used to make the string gapless on block. On block go into any blockstring. On hit go into 4S
Tension
-
Position
Anywhere
Works On
All

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.
Damage
-
Tension
-
Position
Anywhere
Works On
All
Airdash > j.K > j.P > j.K > j.P > 2P > 2P > 2K > 2D

Airdash j.K and j.P only

- Very Easy
Toggle Details
Another gapless string this one can make it harder to see gaps, bubble resets, going for a low or throw.
Tension
-
Position
Anywhere
Works On
All

Throw Combos

Ice Spike YRC Combos

Throw Combos

Bubble Combos

Corner Combos

5D6 Combos

Very Situational Combos

You'll rarely see these despite being practical.

Gold IK

Guts Crush

Stun

Imperial Ray

Tech Showcase

Combos that see rare use due to their difficulty, consistency, or over specialization. For Lab Monsters and tech enthusiasts.

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

Navigation

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System Links
Mechanics
Application & Advanced Information
Archived Information