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====Routing to Knockdown==== | ====Routing to Knockdown==== | ||
Dizzy needs knockdowns to setup oki so routing to them is the most important thing she does in a combo. Her most common gatling routes are shown in her BnB combos but for a full understanding of her gatlings you need to see her gatling table | Dizzy needs knockdowns to setup oki so routing to them is the most important thing she does in a combo. Her most common gatling routes are shown in her BnB combos but for a full understanding of her gatlings you need to see her [[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|gatling table]] | ||
* Gatlings > {{clr|D|2D}} - Vs grounded opponents. Cancel into a summon for Okizeme. | * Gatlings > {{clr|D|2D}} - Vs grounded opponents. Cancel into a summon for Okizeme. |
Revision as of 14:36, 15 January 2024
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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 HKD
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 HKD |
- | 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
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 |
- | Easy |
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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
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 |
- | Easy |
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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 | Position | 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 | Anywhere |
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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Anti-air BnB
Easy
- [d]
- [t]
Anywhere
2S > Jump Cancel > 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.
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2S > Jump Cancel > j.K > j.P > j.S > Jump Cancel > j.K > j.S > j.D(2) |
Anti-air BnB |
- | Easy | Anywhere |
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
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 |
- | Easy | 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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Standard Airdash BnB
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 BnB |
- | Easy | Anywhere |
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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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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 | Anywhere |
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
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 |
- | Easy | Anywhere |
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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 | Anywhere |
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 | Anywhere |
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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2K/5K/2P > c.S > 5H > 2D > 236S RRC > 421H > dash 5H > 421H Hits > 236H > ( 6H ) | - | Easy | Corner |
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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Combos
Grounded Confirms
Combo | Video/Name | Damage | Difficulty | Works On | 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 | All |
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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Abare BnB
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 |
- | Easy | All | |||||||||||||
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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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
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 |
- | 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
Medium
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 | Medium | 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 | ||||||||||||||
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Anti-air BnB
Easy
- [d]
- [t]
Anywhere
2S > jc > 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 > jc > 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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2S CH Low To Ground
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 Low To Ground |
- | Easy |
Toggle Details
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Counter hit and must be close to the ground.
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6P Anti-air
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 |
- | 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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Air to Air Combos
Combo | Video/Name | Damage | Difficulty | Notes | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Airdash Vs Airborne
Easy
131 [d]
- [t]
Anywhere
Airdash > j.K > j.P > j.D(2) > Land > jump > j.S > jc > j.S > j.D(2)
Works about single jump height and closer to the ground. For people that jumped and got hit by your j.K.
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Airdash > j.K > j.P > j.D(2) > Land > jump > j.S > jc > j.S > j.D(2) |
Airdash Vs Airborne |
131 | Easy |
Toggle Details
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Works about single jump height and closer to the ground. For people that jumped and got hit by your j.K.
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j.D CH Air Combo
Medium
160 [d]
- [t]
Anywhere
CH j.D(1) > j.236P > Airdash > j.K > j.P > j.D(2) > Land > jump > j.S > jc > j.P > j.S > j.D(2)
For when you are pretty sure you will CH j.D and want damage.
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CH j.D(1) > j.236P > Airdash > j.K > j.P > j.D(2) > Land > jump > j.S > jc > j.P > j.S > j.D(2) |
j.D CH Air Combo |
160 | Medium |
Toggle Details
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For when you are pretty sure you will CH j.D and want damage.
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j.D CH Combo w/ Knockdown
Medium
125 [d]
- [t]
Anywhere
CH j.D(1) > j.236P > j.H > j.236P Pops > land > 236H
Less damage but has knockdown from j.D. Good especially if first hit of j.D would CH but 2nd would ruin the knockdown so you can't just take the land and summon to get oki.
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CH j.D(1) > j.236P > j.H > j.236P Pops > land > 236H |
j.D CH Combo w/ Knockdown |
125 | Medium |
Toggle Details
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Less damage but has knockdown from j.D. Good especially if first hit of j.D would CH but 2nd would ruin the knockdown so you can't just take the land and summon to get oki.
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Airdash Combos
Combo | Video/Name | Damage | Difficulty | Notes | ||||||||||||||
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Standard Airdash BnB
Easy
- [d]
- [t]
Anywhere
Airdash > 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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Airdash > j.K > j.P > (j.P) > j.H > 2K / 5K > c.S > 5H > 2D |
Standard Airdash BnB |
- | 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
Airdash > 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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Airdash > 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
AirdDash > 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
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AirdDash > 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
Combo | Video/Name | Damage | Difficulty | Works On | Notes | |||||||||||||
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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 | All |
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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Easy Throw BnB
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 |
Easy Throw BnB |
- | Easy | All |
Toggle Details
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Standard throw combo. The dash link can be difficult for beginners.
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Stable (Char Specific)
Easy
- [d]
- [t]
Anywhere
Throw > Dash 2K > 4S > 236S
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.
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Throw > Dash 2K > 4S > 236S |
Stable (Char Specific) |
- | Easy | Sol, Ky, May, Zato, Pot, Chipp, Axl, Venom, I-no, Sin, Jack-O, Jam, Kum, Raven, Baiken |
Toggle Details
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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.
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Throw 6H
Easy
- [d]
- [t]
Anywhere
Throw > Dash 2P > 6P > 6H
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.
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Throw > Dash 2P > 6P > 6H |
Throw 6H |
- | Easy | All |
Toggle Details
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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.
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See Niche Throw Combos |
Ice Spike YRC Combos
Combo | Video/Name | Damage | Difficulty | Position | Works On | Notes | ||||||||||||
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Burst Safe 236S Ender
Easy
- [d]
- [t]
Anywhere
236S YRC > Dash 4S > 236S
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236S YRC > Dash 4S > 236S |
Burst Safe 236S Ender |
- | Easy | Anywhere | All |
Toggle Details
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Fire Pillar Ender
Easy
- [d]
- [t]
Anywhere
236S YRC > Dash 6[H] > 236H
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236S YRC > Dash 6[H] > 236H |
Fire Pillar Ender |
- | Easy | Anywhere | All |
Toggle Details
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H Fish Setup Corner Combo (Universal)
Medium
- [d]
- [t]
Corner
(214H) 236S YRC > IAD j.236K > 214H (hits) > j.H > j.236K (hits) > Dash 6[H] > 421S > 6H/4S (1) > 236H
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(214H) 236S YRC > IAD j.236K > 214H (hits) > j.H > j.236K (hits) > Dash 6[H] > 421S > 6H/4S (1) > 236H |
H Fish Setup Corner Combo (Universal) |
- | Medium | Corner | All |
Toggle Details
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H Fish Setup Corner Combo (Optimal)
Hard
- [d]
- [t]
Corner
(214H) 236S YRC > IAD j.236K > 214H (hits) > j.H > j.236K (hits) > Dash 6[H] > 421H > Dash 5H > 421H (hits) > dash 6[H] > 421S > 6H/4S (1) > 421S Hits > 236HS
Finicky combo that may require cutting 214H reps, or ending in 236S instead of 236H depending on height and character.
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(214H) 236S YRC > IAD j.236K > 214H (hits) > j.H > j.236K (hits) > Dash 6[H] > 421H > Dash 5H > 421H (hits) > dash 6[H] > 421S > 6H/4S (1) > 421S Hits > 236HS |
H Fish Setup Corner Combo (Optimal) |
- | Hard | Corner | Answer, Axl, Baiken, Bedman, Chipp, Dizzy, Faust, I-No, Jack-O, Jam, Johnny, Kum, Millia, Potemkin, Ram, Raven, Slayer, Sol, Venom, Zato |
Toggle Details
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Finicky combo that may require cutting 214H reps, or ending in 236S instead of 236H depending on height and character.
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See Ice Spike YRC Tech Showcase |
Bubble Combos
Combo | Video/Name | Damage | Difficulty | Notes | ||||||||||||||
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Bubble Pop BnB
Very Easy
- [d]
- [t]
Anywhere
Bubble Pop > 4S > 236S
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Bubble Pop > 4S > 236S |
Bubble Pop BnB |
- | Very Easy |
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6H Ender
Very Easy
- [d]
- [t]
Anywhere
Bubble Pop > 6H
for face up knockdowns
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Bubble Pop > 6H |
6H Ender |
- | Very Easy |
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for face up knockdowns
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236H Ender
Very Easy
- [d]
- [t]
Anywhere
Bubble Pop > Dash 6[H] > 236H
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Bubble Pop > Dash 6[H] > 236H |
236H Ender |
- | Very Easy |
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Air Combo
Easy
- [d]
- [t]
Anywhere
Bubble Pop > Jump j.K > j.P > j.S > Jump Cancel j.K > j.S > j.D(2)
May require skipping one or more moves depending on height.
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Bubble Pop > Jump j.K > j.P > j.S > Jump Cancel j.K > j.S > j.D(2) |
Air Combo |
- | Easy |
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May require skipping one or more moves depending on height.
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RRC Combos
Combo | Video/Name | Damage | Difficulty | Position | Works On | Notes | ||||||||||||
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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 | Anywhere | All |
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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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2K/5K/2P > c.S > 5H > 2D > 236S RRC > 421H > dash 5H > 421H Hits > 236H > ( 6H ) | - | Easy | Corner | All |
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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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2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash as far into the corner as possible 6[H] > 421H > dash 5H > 421H! > dash 6[H] > 421H > dash 5H > 421H! > dash 6[H] > delay 421S > 6H/4S > 421S! > 236H
Maximum 4 hits before 236S RRC. 6[H] should hit higher so they bounce into 421H better. Dash 5H needs to be deep and get you nearly all the way to the corner. Slightly delay it verse many characters. Timings can change per character esp on if to delay links with dashes or not.
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2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash as far into the corner as possible 6[H] > 421H > dash 5H > 421H! > dash 6[H] > 421H > dash 5H > 421H! > dash 6[H] > delay 421S > 6H/4S > 421S! > 236H | 251 | Hard | Corner | All except MAY, KY, LEO, ELPHELT, SIN, RAVEN, ZATO |
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Maximum 4 hits before 236S RRC. 6[H] should hit higher so they bounce into 421H better. Dash 5H needs to be deep and get you nearly all the way to the corner. Slightly delay it verse many characters. Timings can change per character esp on if to delay links with dashes or not.
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2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash 6[H] > 421H > dash 5H > 421H! > dash 6[H] > delay 421S > 6H/4S > 421S! > 236H
Minimum and maximum 4 hits before 236S RRC. Easier and only a single 421H, but less damage. For some of the characters the main one doesn't work on.
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2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash 6[H] > 421H > dash 5H > 421H! > dash 6[H] > delay 421S > 6H/4S > 421S! > 236H | Medium | Corner | ELPHELT, SIN, RAVEN, ZATO |
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Minimum and maximum 4 hits before 236S RRC. Easier and only a single 421H, but less damage. For some of the characters the main one doesn't work on.
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2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash 2369K > j.H > dash 6[H] > 421S > 6H/4S > 421S! > 236H | Medium | Corner | All |
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Universal option for 236S RRC
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5D6 Combos
Combo | Video/Name | Damage | Difficulty | Position | Works On | Notes | ||||||||||||
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5D6 Corner BnB
Medium
- [d]
- [t]
Corner
5D6 > c.S > 2H > c.S > dash > c.S > 2H > 236H
Standard 5D6 Combo
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5D6 > c.S > 2H > c.S > dash > c.S > 2H > 236H |
5D6 Corner BnB |
- | Medium | Corner | All |
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Standard 5D6 Combo
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5D6 > 2H(2) > 2369K > (delay) j.H > 6[H] > 421S > 6H > 421S! > 236H |
5D6 Corner |
153 | Medium | Corner | All |
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Really good damage for 5D6 in the corner but the bubble can be hard to link on really short characters. It is universal though. On some characters like Faust you can get firespear loops off it.
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See Niche 5D6 Combos |
Very Situational Combos
Gold IK Setup Confirms
Combo | Video/Name | Damage | Difficulty | Position | Notes | |||||||||||||
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2D > 214K > delay Dash > 214K! > 2K > c.S > 214K! > 5D6 > P+K+S+H > 236236H
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2D > 214K > delay Dash > 214K! > 2K > c.S > 214K! > 5D6 > P+K+S+H > 236236H | - | Medium | Anywhere |
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2D > 214K > IAD > 214K! > 2K > c.S > 214K! > 5D6 > P+K+S+H > 236236H
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2D > 214K > IAD > 214K! > 2K > c.S > 214K! > 5D6 > P+K+S+H > 236236H | - | Medium | Anywhere |
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P Fish Gold IK Confirm
Hard
- [d]
- [t]
Corner
Throw > 4S > 236S > (delay) 214P > Dash 2K > 214P ! > Dash 2K > 214P ! > 5D6 > P+K+S+H > 236236H
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Throw > 4S > 236S > (delay) 214P > Dash 2K > 214P ! > Dash 2K > 214P ! > 5D6 > P+K+S+H > 236236H |
P Fish Gold IK Confirm |
- | Hard | Corner |
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H Fish Same Side Gold IK
Medium
- [d]
- [t]
Anywhere
2D > 214H > IAD > j.236P > j.H > P+K+S+H > 236236H
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2D > 214H > IAD > j.236P > j.H > P+K+S+H > 236236H |
H Fish Same Side Gold IK |
- | Medium | Anywhere |
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2D > 214H > 2369K > j.66 > j.44 > j.H > Dash P+K+S+H > 236236H
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2D > 214H > 2369K > j.66 > j.44 > j.H > Dash P+K+S+H > 236236H | - | Medium | Anywhere |
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2D > 214K > 2369P > j.66 > 214K! > j.K > 214K! > 2K > c.S > j.2369P! > P+K+S+H > 236236H
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2D > 214K > 2369P > j.66 > 214K! > j.K > 214K! > 2K > c.S > j.2369P! > P+K+S+H > 236236H | - | Medium | Corner |
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Guts Crush
Stun
Imperial Ray
CH Mirror Combos
Combo | Video/Name | Damage | Difficulty | Position | Works On | Notes | ||||||||||||
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Midscreen CH Mirror pickup
Medium
- [d]
- [t]
Midscreen
632146P CH > Wall Bounce > IAD j.K > j.D (2) > 6H
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632146P CH > Wall Bounce > IAD j.K > j.D (2) > 6H |
Midscreen CH Mirror pickup |
- | Medium | Midscreen | All |
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Niche 5D6 Combos
Combo | Video/Name | Damage | Difficulty | Position | Works On | Notes | ||||||||||||
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5D6 > c.S > 2H(2) > c.S > 421S > c.S > 421S! > dash c.S > 2H(2) > 236H |
5D6 Stun Combo |
- | Medium | Corner | All |
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This maximizes stun for a combo for Dizzy. c.S is doubled in stun value. Big damage moves like 2H also carry a lot of stun value. 5D also carries a lot of stun value. Stun value is correlated to damage done, with exceptions like for Dizzy c.S. Does 2963 stun damage. Doing this after a CH mirror will guarantee a stun against some characters.
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IAD Throw Combos
Combo | Video/Name | Damage | Difficulty | Position | Works On | Notes | ||||||||||||
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Throw IAD Light weight
Medium
- [d]
- [t]
Mid to Corner, Corner
Throw > IAD > j.K > delay j.D > 6H
More corner carry but character specific and the IAD link itself is difficult.
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Throw > IAD > j.K > delay j.D > 6H |
Throw IAD Light weight |
- | Medium | Mid to Corner, Corner | Light Weights |
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More corner carry but character specific and the IAD link itself is difficult.
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Throw IAD Med/Heavy
Medium
- [d]
- [t]
Mid to Corner, Corner
Throw > IAD j.K > j.P > j.D > 6H
More corner carry but character specific and the IAD link itself is difficult.
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Throw > IAD j.K > j.P > j.D > 6H |
Throw IAD Med/Heavy |
- | Medium | Mid to Corner, Corner | Medium / Heavy weights |
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More corner carry but character specific and the IAD link itself is difficult.
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Throw Air Combo Faust
Medium
- [d]
- [t]
Mid to Corner, Corner
Throw > dash jump > j.K > j.P > j.P > j.D > 6H
Faust only. More corner carry but character specific and the IAD link itself is difficult.
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Throw > dash jump > j.K > j.P > j.P > j.D > 6H |
Throw Air Combo Faust |
- | Medium | Mid to Corner, Corner | Faust |
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Faust only. More corner carry but character specific and the IAD link itself is difficult.
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Throw IAD Slayer/Pot
Medium
- [d]
- [t]
Mid to Corner, Corner
Throw > IAD j.P > j.K > j.D > 6H
Faust and Pot. More corner carry but character specific and the IAD link itself is difficult.
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Throw > IAD j.P > j.K > j.D > 6H |
Throw IAD Slayer/Pot |
- | Medium | Mid to Corner, Corner | Slayer, Pot |
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Faust and Pot. More corner carry but character specific and the IAD link itself is difficult.
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Tech Showcase
Ice Spike YRC
Combo | Video/Name | Damage | Difficulty | Position | Works On | Notes | ||||||||||||
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236S YRC > IAD > j.236P > j.H > land dash 421S > j.H > 236P > j.P > 236H > IAD j.K > j.S > j.D > 6H | - | Very Hard | Anywhere | All |
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Extremely difficult and only works as a punish because you have to know ice spike YRC will hit.
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Combo Theory
Notes on what combos into what in which situations, but isn't just a restatement of BnBs or common combos in abstract form.
Routing to Knockdown
Dizzy needs knockdowns to setup oki so routing to them is the most important thing she does in a combo. Her most common gatling routes are shown in her BnB combos but for a full understanding of her gatlings you need to see her gatling table
- Gatlings > 2D - Vs grounded opponents. Cancel into a summon for Okizeme.
- Gatlings / 4S > 236S - Link into a summon afterwards for Okizeme. 4S is usually vs airborne opponents
- high 236H / 6P > 6H - To knockdown opponents in the air. Cancel into a summon for Okizeme.
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