(→Defense: FD is given as the first thing all new players should utilize to give them space and it was mentioned in 3 diff places so deserves its own heading. Expanded the defensive list a bit and ordered it in what I consider to be the most essential things to teach a beginner. Jump out listed later because most new players form a bad habit with it very quickly.) |
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'''Throw''': Dizzy's throw leads into her oppressive {{keyword|Okizeme}} game. Defensive throw is very good in guilty gear because it comes out in 1f and beats most options and if your opponent throws at the same time it will lead to a tech. As with everything there's ways to beat it, including spacing and well timed lows, but it should be something you are willing to represent especially with your back to the corner where you can backthrow them and entirely reverse the momentum of the round. | '''Throw''': Dizzy's throw leads into her oppressive {{keyword|Okizeme}} game. Defensive throw is very good in guilty gear because it comes out in 1f and beats most options and if your opponent throws at the same time it will lead to a tech. As with everything there's ways to beat it, including spacing and well timed lows, but it should be something you are willing to represent especially with your back to the corner where you can backthrow them and entirely reverse the momentum of the round. | ||
'''Air Throw''': | '''Air Throw''': Hit 4 or 6 and {{clr|H|5H}} while both you and the opponent are in the air. It feels amazing to snag people out of the air and it's so strong of a mechanic it redefines how guilty gear is played. While tricky at first you can practice it by setting a training dummy to jump in training mode, then once you get a feel for it setting the cpu to a low level and just only focus on air throws. Then start trying it in real matches! | ||
'''{{MMC|input=632146P|label=Mirror ({{clr|P|632146P}})}}''': Your invincible reversal super. Costs 50% meter, can be thrown after the super animation if your opponent is close enough, and doesn't hit very far in front of Dizzy. | '''{{MMC|input=632146P|label=Mirror ({{clr|P|632146P}})}}''': Your invincible reversal super. Costs 50% meter, can be thrown after the super animation if your opponent is close enough, and doesn't hit very far in front of Dizzy. |
Revision as of 00:04, 28 March 2024
Dizzy uses her far-reaching normals A type of attack that is performed by pressing a single button, and possibly a single held stick direction., movement, and projectile specials to play a neutral mixup game between waiting and reacting, going in with or without summons, movement, pre-emptive moves, and summoning. Dizzy's Summons have long start up and counter-hit recovery so using them haphazardly will lead to taking lots of damage or even being stunned. She converts her successful neutral wins in to hard knockdowns A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc., then forces her opponent to block strong mix-ups To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw..
You'll want to first learn Dizzy's basic tools. Then learn a few basic universal Setups and practice looping them with a basic combo into another knockdown. Dizzy needs to maximize her reward off her setups and can win rounds off a single knockdown. At the same time, consider your options if your opponent blocks your mix-up. Learn to route in to f.SGuardMidStartup9Recovery21Advantage-13 followed by a Jump Cancel, or 5HGuardMidStartup13Recovery15Advantage-4 to stay safe on block. Avoid pressing 2DGuardLowStartup12Recovery33Advantage-17 on block, or summoning when your opponent is close to you. Even more importantly, while Dizzy is still within a closer range she can go for a strike/throw mixup during pressure with a very rewarding throw that leads into more okizeme.
Once you're comfortable looping Dizzy's knockdowns, and are safely ending your pressure if you're blocked, there are many more setups, zoning strategies, and combos to learn in order to maximize your offense and minimize risk in neutral. If you're unsure where to go next, try the other Dizzy sections here on Dustloop or the External Resources section at the bottom of the page.Dizzy has large grounded pokes An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. to help her control the neutral game and access her devious mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw. game. While some of her options are fairly high commitment, learning to use each option in its niche gives Dizzy a strong grounded neutral game with consistent routing into a knockdown with 2DGuardLowStartup12Recovery33Advantage-17.
- 2PGuardMidStartup6Recovery9Advantage-2 is a very low commitment pressure starter and poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk., with the option to tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. after.
- 2KGuardLowStartup7Recovery9Advantage-1 is an essential low mix This keyword does not have an entry in the Glossary option, pressure starter, and defensive abare An attack during the opponent's pressure, intended to interrupt it. tool. Can also be used for stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. when covered by Summons.
- c.SGuardMidStartup6Recovery11Advantage+1 and f.SGuardMidStartup9Recovery21Advantage-13 are safe pressure/combo fillers, hit confirmable To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent. into knockdowns, and jump cancellable to reset pressure. Know that f.SGuardMidStartup9Recovery21Advantage-13 is very slow on whiff, so be careful if you're not sure of your spacing.
- 4SGuardMidStartup8Recovery12Advantage-1 is an extremely active and highly damaging move with multiple hits, useful for catching jumps and air techs, ramping up RISC, and in combos.
- 5HGuardMidStartup13Recovery15Advantage-4 is an extremely safe (unpunishable!) pressure ender and situational poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk., with enough push back to put Dizzy out of range of most characters' fastest buttons.
- 2DGuardLowStartup12Recovery33Advantage-17 is an enormous sweep with low-profile hurtbox at the end of the gatling table, making it a primary combo ender for meterless combos to get strong okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. and sometimes as a frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. or counterpoke.
Dizzy can do a lot in the air with a high super jump, 2 Air Dash options, and a bevvy of air-OK specials. Dizzy also has long air dash strings due to her high air dash momentum.
- j.KGuardHigh/AirStartup7Recovery12Advantage- is your main jump in button with long range and good air-to-ground hitbox especially close to the ground.
- j.SGuardHigh/AirStartup9Recovery16Advantage- is a very fast and safe disjointed air poke with large horizontal range.
- j.HGuardHigh/AirStartup10Recovery28Advantage- is your primary air block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. ender, giving plenty of hitstun When a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. to gaplessly The number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose. land and use 2KGuardLowStartup7Recovery9Advantage-1 or combo from your air hits.
- j.DGuardHigh/AirStartup8Recovery16Advantage- is great if your opponent likes to be high in the air. Doesn't hit below Dizzy or very far horizontally, so best used when rising below your opponent.
Dizzy has a strong and well rounded kit of anti-air options, with each having strengths and weaknesses.
- 2SGuardMidStartup7Recovery22Advantage-11 is Dizzy's go to anti-air and sticks a disjointed hitbox high in the air from a crouching position. Since 2SGuardMidStartup7Recovery22Advantage-11 doesn't hit very far in front of her, it's best when almost directly below the opponent.
- 6PGuardMidStartup10Recovery19Advantage-9 has upper body invincibility making it a strong counterpoke and anti-air.
- 4SGuardMidStartup8Recovery12Advantage-1, f.SGuardMidStartup9Recovery21Advantage-13, and 5PGuardMidStartup5Recovery12Advantage-4 all have high hitboxes that give them usage as anti-airs as well, just watch out for their large hurtboxes getting clipped by strong air-to-ground aerials.
Dizzy relies heavily on system mechanics for defense, as she lacks a meterless reversal, and her fastest normal (5PGuardMidStartup5Recovery12Advantage-4) whiffs often against grounded opponents.
Blocking: While guilty gear has a lot of cool movement, mechanics, moves, and things to do blocking is very essential. Be comfortable blocking and watch what your opponent tries to do on offense and learn from it. The goal is to work toward having a strong defense that takes unreactable things to open up.
Faultless Defense: Faultless Defense A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. increases the time you are in blockstun but pushes the opponent back. It also prevents chip damage and risc buildup. It takes some meter so try to time FD to the opponents attacks. This is a very strong tool at every level of play and is easy to start using for beginners.
Backdash: Backdash This keyword does not have an entry in the Glossary is a universal mechanic and Dizzy's backdash is very useful. It can be used to create space, used at round start, used as a feint to get people to chase you, invulnerable through moves, get out of setups, make meaty moves whiff, and more. Start experimenting with backdash in your matches and watch how stronger players use it.
Instant Block: Instant Block A special type of blocking done by inputting a block immediately before blocking an attack. Usually improves frame data against blocked moves or gives more meter than a normal block or both. has a generous 8f window. Think of instant blocking like catching a ball. You don't want to time it as the hit comes but "catch" them instead. This reduces pushback and reduces the time you are in blockstun. This can widen or creates gaps in the opponents offense. This is harder to use than Faultless Defense A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource. but still very fundamental to Guilty Gear and is essential for any player.
Jump Out: Dizzy has a fast super jump and lots of mobility with her double air dash. Jump out when you think a throw or big enough gap is coming. Make it safer by jumping while using Faultless Defense A special type of blocking in Guilty Gear that negates chip damage and pushes the opponent back further than usual. This type of blocking comes at the cost of a resource.. More advanced players can learn to Fuzzy Jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws..
Abare An attack during the opponent's pressure, intended to interrupt it.: 2PGuardMidStartup6Recovery9Advantage-2, 5PGuardMidStartup5Recovery12Advantage-4, and 2KGuardLowStartup7Recovery9Advantage-1 are all fast enough to beat many slower buttons. However, 2PGuardMidStartup6Recovery9Advantage-2 is 6 frames and can be low-profiled by moves like Axl's 2K, 5PGuardMidStartup5Recovery12Advantage-4 goes over the head of most crouchers and even some running animations, and 2KGuardLowStartup7Recovery9Advantage-1 is 7 frames startup.
Throw: Dizzy's throw leads into her oppressive Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game. Defensive throw is very good in guilty gear because it comes out in 1f and beats most options and if your opponent throws at the same time it will lead to a tech. As with everything there's ways to beat it, including spacing and well timed lows, but it should be something you are willing to represent especially with your back to the corner where you can backthrow them and entirely reverse the momentum of the round.
Air Throw: Hit 4 or 6 and 5H while both you and the opponent are in the air. It feels amazing to snag people out of the air and it's so strong of a mechanic it redefines how guilty gear is played. While tricky at first you can practice it by setting a training dummy to jump in training mode, then once you get a feel for it setting the cpu to a low level and just only focus on air throws. Then start trying it in real matches!
Mirror (632146P)GuardAllStartup14+2Recovery20Advantage-6: Your invincible reversal super. Costs 50% meter, can be thrown after the super animation if your opponent is close enough, and doesn't hit very far in front of Dizzy.
Universal Options: Blitz and Dead Angle Attack are powerful and necessary defensive options. Familiarize yourself with them in the Mechanics section and in-game tutorials.Dizzy's 214P/K/S/H/D specials are commonly referred to by the community as "Fish", and each summon a special projectile with unique properties, as well as being Air OK. Fish are used to cover for Dizzy's approach and for okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., but only one can be active at a time.
- 214PGuardAllStartup60RecoveryTotal 36Advantage- attacks 3 times, with a short wait between each. Great for tick throws A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. and staggered 2KGuardLowStartup7Recovery9Advantage-1.
- 214KGuardAllStartup69RecoveryTotal 36Advantage- is similar to 214PGuardAllStartup60RecoveryTotal 36Advantage- but attacks twice from a much longer distance, making it more reliable midscreen.
- 214SGuardAllStartup73RecoveryTotal 36Advantage- creates a laser that covers the full screen and travels upwards. Mostly for preemptive anti-airs.
- 214HGuardAllStartup73RecoveryTotal 36Advantage- creates a laser that travels the full screen and covers the ground. If done in the air, it will travel downwards. Usually the best generic Fish choice to cover approach and after scoring a knockdown with 2DGuardLowStartup12Recovery33Advantage-17, but keep in mind it won't hit meaty against most characters.
- 214DGuardStartupRecoveryTotal 36Advantage- is unlike the others, used primarily as a defensive neutral tool. While most Fish are destroyed on hit, 214DGuardStartupRecoveryTotal 36Advantage- has a shield that, when hit, will cause the Fish to attack the opponent.
Similar to Fish, Dizzy's j.236PGuardAllStartup12RecoveryTotal 24Advantage-/KGuardAllStartup29RecoveryTotal 29Advantage- specials create unique projectiles. Unlike Fish, Bubbles require Dizzy to hit them in order for them to become active, and don't go away if Dizzy is hit by the opponent. Bubbles cause a large amount of block- and hit-stun, making them useful to reset pressure, launch opponents during combos, or encouraging your opponent to respect you in neutral by threatening to pop your bubble. Learning to tiger knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. Bubbles is a crucial part of Dizzy's initial learning curve.
In addition to Fish and Bubbles, Dizzy has a few other specials with variable usefulness.
- 236SGuardAllStartup13RecoveryTotal 62Advantage-23, AKA "Ice Spike", is a vital combo ender (mostly useful in the corner, or when you need a bit more damage) and launcher when used with Red Roman Cancel for Dizzy's highest damage combos.
- 236HGuardAllStartup26RecoveryTotal 63Advantage-11 is also primarily a combo ender, giving a hard knockdown in situations where 2DGuardLowStartup12Recovery33Advantage-17 or 6HGuardMidStartup14Recovery34Advantage-22 would whiff.
- Dizzy's other specials like 421HGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 or 236PGuardAllStartup17RecoveryTotal 50Advantage-14 are mostly combo filler or zoning The act of denying the opponent the ability to approach, jump, or other movement options. tools, but have niche use in more complex setplay.
Dizzy's win condition revolves around converting her neutral wins into knockdowns, then using her Summons to force her opponent to deal with mixups To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.. Dizzy's main tools for this are:
Ending in 2DGuardLowStartup12Recovery33Advantage-17:
- (Air Dash j.KGuardHigh/AirStartup7Recovery12Advantage- > j.PGuardHigh/AirStartup6Recovery10Advantage- > j.HGuardHigh/AirStartup10Recovery28Advantage-) > 2KGuardLowStartup7Recovery9Advantage-1 > c.SGuardMidStartup6Recovery11Advantage+1 (> f.SGuardMidStartup9Recovery21Advantage-13 > 5HGuardMidStartup13Recovery15Advantage-4) > 2DGuardLowStartup12Recovery33Advantage-17 (> 214P/K/H)
- Universal gatling combo into a knockdown, optionally from a low Air Dash.
- Use S buttons and 5H for extra damage when in range.
Ending in 6HGuardMidStartup14Recovery34Advantage-22:
- Throw > Dash 2PGuardMidStartup6Recovery9Advantage-2/2KGuardLowStartup7Recovery9Advantage-1/5KGuardMidStartup7Recovery14Advantage-4 > 6HGuardMidStartup10Recovery19Advantage-9 (> 214P/K/H)
Ending in 236SGuardAllStartup13RecoveryTotal 62Advantage-23 in the Corner:
- Throw > Dash 2PGuardMidStartup6Recovery9Advantage-2/2KGuardLowStartup7Recovery9Advantage-1/5KGuardMidStartup7Recovery14Advantage-4 > 4SGuardMidStartup8Recovery12Advantage-1 > 236SGuardAllStartup13RecoveryTotal 62Advantage-23 (>214PGuardAllStartup60RecoveryTotal 36Advantage-/421SGuardAllStartup22RecoveryTotal 37Advantage+11)
- Starter...2DGuardLowStartup12Recovery33Advantage-17 > 236SGuardAllStartup13RecoveryTotal 62Advantage-23 (> 214P/K/H)
Ending in 236HGuardAllStartup26RecoveryTotal 63Advantage-11:
Dizzy has 3 primary uses for meter:
Ice Spike (236SGuardAllStartup13RecoveryTotal 62Advantage-23)/Fish (214P/K/S/H/D) YRC
- 236SGuardAllStartup13RecoveryTotal 62Advantage-23 YRC is used as a powerful and rewarding frametrap, for space control, pressure resets, okizeme, and as a call out against opponent pressure resets.
- Fish YRC is used to control neutral, set up Fish while still having time to Meaty after a scramble, or for more complex setplay.
- Keep in mind that YRC reduces your meter gain for a period, resulting in substantially less total meter economy over the course of a match if used poorly.
Ice Spike (236SGuardAllStartup13RecoveryTotal 62Advantage-23) RRC
- Used to cash out for big damage. Since Dizzy is so fragile (and her supers are a bit lackluster), it's important to use RRC to reduce the number of possible chances your opponent has to escape.
- Example Midscreen Combo:
- Starter...236SGuardAllStartup13RecoveryTotal 62Advantage-23 > RRC > 421HGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 > late IAD > j.HGuardHigh/AirStartup10Recovery28Advantage- > 421HGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 (hits) > j.236KGuardAllStartup29RecoveryTotal 29Advantage- > j.HGuardHigh/AirStartup10Recovery28Advantage- > j.236KGuardAllStartup29RecoveryTotal 29Advantage- (hits) > 236HGuardAllStartup26RecoveryTotal 63Advantage-11
- Example Corner Combo:
- Starter...236SGuardAllStartup13RecoveryTotal 62Advantage-23 > RRC > 421HGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 > Dash 5HGuardMidStartup13Recovery15Advantage-4 > 421HGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 (hits) > 236HGuardAllStartup26RecoveryTotal 63Advantage-11
Dizzy's Summons give her a large number of options after a knockdown, each requiring unique responses from her opponent. If you're looking for more complex setups or more ideas, check out the Okizeme Guide for examples.
Beginner Setups
- (After 2DGuardLowStartup12Recovery33Advantage-17 Midscreen) 214HGuardAllStartup73RecoveryTotal 36Advantage- > Dash Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 2KGuardLowStartup7Recovery9Advantage-1/2PGuardMidStartup6Recovery9Advantage-2 > 2KGuardLowStartup7Recovery9Advantage-1/Frame Trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own./Throw
- Simple Strike/Throw setup. If your opponent is mashing, use a delayed gatling like 6PGuardMidStartup10Recovery19Advantage-9 or c.SGuardMidStartup6Recovery11Advantage+1 > 2HGuardMidStartup15Recovery25Advantage-10 to Frame Trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.. If they're being very passive, run up and throw. If they're trying to delay their mash to stuff your throw, hit 2KGuardLowStartup7Recovery9Advantage-1 again.
- For passive players and against characters with slow wake ups (Bedman/Elphelt/Faust/Jam/Kum/Leo/Venom), the H Fish will hit meaty naturally. Instead try:
- 214HGuardAllStartup73RecoveryTotal 36Advantage- > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. over > Air Dash Back j.KGuardHigh/AirStartup7Recovery12Advantage-PGuardHigh/AirStartup6Recovery10Advantage-HGuardHigh/AirStartup10Recovery28Advantage-/Land 2KGuardLowStartup7Recovery9Advantage-1/Throw OR TK An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. j.236KGuardAllStartup29RecoveryTotal 29Advantage- > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.KGuardHigh/AirStartup7Recovery12Advantage-PGuardHigh/AirStartup6Recovery10Advantage-HGuardHigh/AirStartup10Recovery28Advantage-/Land 2KGuardLowStartup7Recovery9Advantage-1/Throw
- (After 236SGuardAllStartup13RecoveryTotal 62Advantage-23 in Corner) Microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 214PGuardAllStartup60RecoveryTotal 36Advantage- > 2KGuardLowStartup7Recovery9Advantage-1/2PGuardMidStartup6Recovery9Advantage-2/Throw
- One of Dizzy's most potent Strike/Throw mix setups. The P Fish will bit 2 more times, with each gap being a 2KGuardLowStartup7Recovery9Advantage-1/2PGuardMidStartup6Recovery9Advantage-2/Throw opportunity. Use 2KGuardLowStartup7Recovery9Advantage-1 by default to catch Throw, and 2PGuardMidStartup6Recovery9Advantage-2 to catch Low Blitz attempts.
- More advanced option after Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 214PGuardAllStartup60RecoveryTotal 36Advantage-: TK An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. j.236KGuardAllStartup29RecoveryTotal 29Advantage- > j.SGuardHigh/AirStartup9Recovery16Advantage- > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.KGuardHigh/AirStartup7Recovery12Advantage-PGuardHigh/AirStartup6Recovery10Advantage-HGuardHigh/AirStartup10Recovery28Advantage-/Land 2KGuardLowStartup7Recovery9Advantage-1/Throw
- (After 2DGuardLowStartup12Recovery33Advantage-17 Anywhere) Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 214KGuardAllStartup69RecoveryTotal 36Advantage- > TK An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. j.236PGuardAllStartup12RecoveryTotal 24Advantage- > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. > j.KGuardHigh/AirStartup7Recovery12Advantage-PGuardHigh/AirStartup6Recovery10Advantage-HGuardHigh/AirStartup10Recovery28Advantage-/Land 2KGuardLowStartup7Recovery9Advantage-1/Throw
External Resources
Sword's Dizzy Rev 2 Guide
- Start with the resources in #New-Player-Starter-Kit, and ask questions in #Beginner-Questions!