GGXRD-R2/Dizzy/Combos

From Dustloop Wiki
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

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

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.
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 BnB

- 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

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

Combos

Exhaustive and categorized list of combos that see regular use, including BnBs.

Grounded Confirms


ComboVideo/NameDamage Difficulty Works On 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

- EasyAll
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

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 EasyAll
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

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
Medium
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 MediumLeo, Chipp
Toggle Details
DP Punish route only for listed characters.
Tension
-
Position
Anywhere
Works On
Leo, Chipp

Anti-air Combos


ComboVideo/NameDamage Difficulty Notes

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

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 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.
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 BnB

- 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


ComboVideo/NameDamage Difficulty Position Works On Notes

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

- MediumAnywhereAll
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

Easy Throw BnB
Very 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

Easy Throw BnB

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

Stable (Char Specific)
Very 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.
Damage
-
Tension
-
Position
Anywhere
Works On
Sol, Ky, May, Zato, Pot, Chipp, Axl, Venom, I-no, Sin, Jack-O, Jam, Kum, Raven, Baiken
Throw > Dash 2K > 4S > 236S

Stable (Char Specific)

- Very EasyAnywhereSol, Ky, May, Zato, Pot, Chipp, Axl, Venom, I-no, Sin, Jack-O, Jam, Kum, Raven, Baiken
Toggle Details
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.
Tension
-
Position
Anywhere
Works On
Sol, Ky, May, Zato, Pot, Chipp, Axl, Venom, I-no, Sin, Jack-O, Jam, Kum, Raven, Baiken

Throw 6H
Very 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.
Damage
-
Tension
-
Position
Anywhere
Works On
All
Throw > Dash 2P > 6P > 6H

Throw 6H

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

Throw IAD Light weight
Hard
- [d]
- [t]
Anywhere
Throw > IAD > j.K > delay j.D > 6H
More corner carry but character specific and the IAD link itself is difficult.
Damage
-
Tension
-
Position
Anywhere
Works On
Light Weights
Throw > IAD > j.K > delay j.D > 6H

Throw IAD Light weight

- HardAnywhereLight Weights
Toggle Details
More corner carry but character specific and the IAD link itself is difficult.
Tension
-
Position
Anywhere
Works On
Light Weights

Throw IAD Med/Heavy
Hard
- [d]
- [t]
Mid to Corner
Throw > IAD j.K > j.P > j.D > 6H
More corner carry but character specific and the IAD link itself is difficult.
Damage
-
Tension
-
Position
Mid to Corner
Works On
Medium / Heavy weights
Throw > IAD j.K > j.P > j.D > 6H

Throw IAD Med/Heavy

- HardMid to CornerMedium / Heavy weights
Toggle Details
More corner carry but character specific and the IAD link itself is difficult.
Tension
-
Position
Mid to Corner
Works On
Medium / Heavy weights

Throw Air Combo Faust
Hard
- [d]
- [t]
Mid to 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.
Damage
-
Tension
-
Position
Mid to Corner
Works On
Faust
Throw > dash jump > j.K > j.P > j.P > j.D > 6H

Throw Air Combo Faust

- HardMid to CornerFaust
Toggle Details
Faust only. More corner carry but character specific and the IAD link itself is difficult.
Tension
-
Position
Mid to Corner
Works On
Faust

Throw IAD Slayer/Pot
Hard
- [d]
- [t]
Mid to 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.
Damage
-
Tension
-
Position
Mid to Corner
Works On
Slayer, Pot
Throw > IAD j.P > j.K > j.D > 6H

Throw IAD Slayer/Pot

- HardMid to CornerSlayer, Pot
Toggle Details
Faust and Pot. More corner carry but character specific and the IAD link itself is difficult.
Tension
-
Position
Mid to Corner
Works On
Slayer, Pot

Ice Spike YRC Combos


ComboVideo/NameDamage Difficulty Position Works On Notes

Burst Safe 236S Ender
Easy
- [d]
- [t]
Anywhere
236S YRC > Dash 4S > 236S
Damage
-
Tension
-
Position
Anywhere
Works On
All
236S YRC > Dash 4S > 236S

Burst Safe 236S Ender

- EasyAnywhereAll
Toggle Details
Tension
-
Position
Anywhere
Works On
All

Fire Pillar Ender
Easy
- [d]
- [t]
Anywhere
236S YRC > Dash 6[H] > 236H
Damage
-
Tension
-
Position
Anywhere
Works On
All
236S YRC > Dash 6[H] > 236H

Fire Pillar Ender

- EasyAnywhereAll
Toggle Details
Tension
-
Position
Anywhere
Works On
All

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
Damage
-
Tension
-
Position
Corner
Works On
All
(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)

- MediumCornerAll
Toggle Details
Tension
-
Position
Corner
Works On
All

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.
Damage
-
Tension
-
Position
Corner
Works On
Answer, Axl, Baiken, Bedman, Chipp, Dizzy, Faust, I-No, Jack-O, Jam, Johnny, Kum, Millia, Potemkin, Ram, Raven, Slayer, Sol, Venom, Zato
(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)

- HardCornerAnswer, Axl, Baiken, Bedman, Chipp, Dizzy, Faust, I-No, Jack-O, Jam, Johnny, Kum, Millia, Potemkin, Ram, Raven, Slayer, Sol, Venom, Zato
Toggle Details
Finicky combo that may require cutting 214H reps, or ending in 236S instead of 236H depending on height and character.
Tension
-
Position
Corner
Works On
Answer, Axl, Baiken, Bedman, Chipp, Dizzy, Faust, I-No, Jack-O, Jam, Johnny, Kum, Millia, Potemkin, Ram, Raven, Slayer, Sol, Venom, Zato

Impractical Optimal Route
Hard
- [d]
- [t]
Anywhere
236S YRC > IAD > j.236P > j.H > land dash 421S > j.H > 236P > j.P > 236H > IAD j.K > j.S > j.D > 6H
Damage
-
Tension
-
Position
Anywhere
Works On
All
236S YRC > IAD > j.236P > j.H > land dash 421S > j.H > 236P > j.P > 236H > IAD j.K > j.S > j.D > 6H

Impractical Optimal Route

- HardAnywhereAll
Toggle Details
Tension
-
Position
Anywhere
Works On
All

Bubble Combos


ComboVideo/NameDamage Difficulty Notes

Universal 236S Ender
Very Easy
- [d]
- [t]
Anywhere
j.236PK > 4S > 236S
Damage
-
Tension
-
Position
Anywhere
Works On
All
j.236PK > 4S > 236S

Universal 236S Ender

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

Universal 6H Ender
Very Easy
- [d]
- [t]
Anywhere
j.236PK > 6H
for face up knockdowns
Damage
-
Tension
-
Position
Anywhere
Works On
All
j.236PK > 6H

Universal 6H Ender

- Very Easy
Toggle Details
for face up knockdowns
Tension
-
Position
Anywhere
Works On
All

Universal 236H Ender
Easy
- [d]
- [t]
Anywhere
j.236K > Dash 6[H] > 236H
Damage
-
Tension
-
Position
Anywhere
Works On
All
j.236K > Dash 6[H] > 236H

Universal 236H Ender

- Easy
Toggle Details
Tension
-
Position
Anywhere
Works On
All

Universal Air Combo
Medium
- [d]
- [t]
Anywhere
j.236PK > 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.
Damage
-
Tension
-
Position
Anywhere
Works On
All
j.236PK > Jump j.K > j.P > j.S > Jump Cancel j.K > j.S > j.D(2)

Universal Air Combo

- Medium
Toggle Details
May require skipping one or more moves depending on height.
Tension
-
Position
Anywhere
Works On
All

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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