GGXRD-R2/Dizzy/Combos

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< GGXRD-R2‎ | Dizzy
Revision as of 04:36, 20 October 2022 by Charleon Freeze (talk | contribs) (Updated combo #7 421H's set and hit timings for clarity. Used to be indicated with ! alone.)
 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.
  • Entries listed in DarkKhaki are either optional or situational.
  • Damage values listed for combos with optional combo parts assume the highest damage variation unless otherwise stated.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

Gatling Into 2DWorks against any grounded opponent, into oki anywhere on the screen.
Very Easy


Starter > c.S > 5H > 2D
Very easy, yet extremely important combo. Works at almost any range and converts into knockdown anywhere on the screen. After the knockdown, you can then summon to enforce a mixup on the opponent.

Sweep into Ice SpikeAdd a special move for more damage in the corner.
Very Easy


Starter > c.S > 2D > 236S
An extension of the previous combo, adding a special move to tack on more damage. This loses you oki midscreen, so it should be relegated to the corner only unless it will kill.

Beginner Throw ComboSimple combo from one of her most important mixup options.
Very Easy


Throw > Dash 2P/5K > 6P > 6H
Midscreen throw combo, allows for some extra damage after throw while still giving okizeme.

Beginner Throw Combo (Corner)Corner variation of the throw combo.
Very Easy


Throw > Dash 2P/5K > 4S > 236S
Corner throw combo, with good damage and metergain.

Basic Air ComboSimple air filler for easy damage.
Very Easy


Air Hit Starter > j.P > j.P > j.S > Double Jump j.K > j.S > j.D(2)
Easy damage if you hit the opponent while they're in the air.

Core BnB Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

Icespike YRC
Easy


236S YRC > Dash up > 4S > 236S
A really strong tool in neutral at the cost of 25% tension.

Thanks to the slowdown of YRC if it lands you get a combo leading into knockdown, and if it's blocked you're still plus.

Midscreen RRC BnBUseful but a bit tricky.
Medium

Starter > 236S > RRC > 421H > late IAD > j.K > 421H (hits) > j.H > j.236K2 > j.H > [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 if you don't feel comfortable with that part.

Standard Combos

Variable starter
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! > jHS > j236K > jHS > 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 > jHS > dash 6[H] > 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 6[HS] > 421S > 6H/4S/f.S > 421S! > 236H mid-screen 164 -50 specific Hard
2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash 6[HS] > (set)421H > dash 5H > (hit)421H! > dash 6[HS] > (set)421H > dash 5H > (hit)421H! > dash 6[HS] > delay 421S > 6H/4S > 421S! > 236H corner 187 -50 specific Hard

Combo Theory

Grounded

  • gatlings > Ice Pillar
  • 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 > Fire Pillar
  • 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 > 6[H] > 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 6[H] > 236H -[Raven reversal punish]
  • 2H > 421S > j.236K . 421S! > dash 6[H] > 421S > 6H > 412S! > 236H > 2K/5K > 4S > 236S -[Raven corner reversal punish]
  • Mirror > 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/playlist?list=PLSq9hRF0zPpWu5npH4gbjCYGS-Bpcnd - Mdesilva Dizzy footage

Navigation

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