Combo | Video/Name | Damage | Difficulty | Notes | |||
---|---|---|---|---|---|---|---|
Starter into HKDVery 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- PositionAnywhere Works OnAll |
2K / 5K / 2P > c.S > 5H > 2D |
|
- | Very Easy |
After knockdown Dizzy wants to summon to start her setplay. See okizeme. |
Tension- PositionAnywhere Works OnAll |
|
ThrowEasy
- [d]
- [t]
Anywhere
Throw > Dash 5K > 4S > 236S
Standard throw combo. The dash link can be difficult for beginners.
Damage- Tension- PositionAnywhere Works OnAll |
Throw > Dash 5K > 4S > 236S |
|
- | Easy |
Standard throw combo. The dash link can be difficult for beginners. |
Tension- PositionAnywhere Works OnAll |
|
Anti-airEasy
- [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- PositionAnywhere Works OnAll |
2S > j.P > j.P > j.S > Double Jump j.P > j.S > j.D(2) |
|
- | Easy |
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- PositionAnywhere Works OnAll |
|
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- PositionAnywhere Works OnAll |
2K / 5K / 2P > c.S > 5H > 2D > 236S > RRC > dash 6[H] > 236H | - | Easy |
Additional corner carry and damage, but far from optimized to keep it easy. |
Tension- PositionAnywhere Works OnAll |
||
DP PunishMedium
188 / 242 [d]
- [t]
Anywhere
2H > 421S > jump > j.236K > j.H > 236H
DP Punish route only for listed characters.
Damage188 / 242 Tension- PositionAnywhere Works OnLeo, Chipp |
2H > 421S > jump > j.236K > j.H > 236H |
|
188 / 242 | Medium | Leo, Chipp |
DP Punish route only for listed characters. |
Tension- PositionAnywhere Works OnLeo, Chipp |