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DaiDensetsu

Dizzy info/guide

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Hello everyone, I'll try to help anyone wanting to play Dizzy. I noticed that many people are discouraged to try Dizzy and think she is weak because of certain aspects like oki and give up trying the character and improving. One of the most fun things in games in general and fighting games in particular is discovery, trying and overcoming hardships. So don't give up on improving and discovering the character and your abilities.

Generally, Dizzy is very mobile but her normals and specials are slow. You need to position yourself and use summons for attacking and defending. If you don't like being on the defensive sometimes, then you may not like the gameplay of the character. However, after some patience and calculated planning, you may get good rewards.

In my opinion, Dizzy is interesting . You have many tools to deal with different situations and two types of each tool (ice and fire) and I believe the potential of Dizzy is big. I hope this topic helps by giving insight about what you can do. Its not possible to list everything but I'll put the things I found.

 

General notes:
1- Try to hit every normal at exact ranges to reduce the disadvantage.
2- Information here are general. Playstyle is your choice, you can be offensive or defensive ...etc
3- Summons/actions combinations will give different results. I'll try to cover the different scenarios/combinations.
4- I'll use special and convenient names for specials.
5- Summons from the same group cannot be launched together and there is little cool down on some moves so you need to know the timing. (exception is pillars RC)
6- Fire and ice has different properties, generally ice is faster, fire is slower but safer with more variety and damage.
 

Naming and notations:

Bubbles: j.236P and j.236K


Wheels: 236P and 236K


Pillars: 236S and 236HS


Fishes: 214X or j.214X, X is any button from P to D


Missiles: 421S, 421HS

 

Flame Overdrive: 632146S

 

Mirror Overdrive: 632146P

 

Laser Overdrive: 64641236HS

 

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As a Dizzy player, its important to know whats happening after summoning objects to get more advantage and better control on your opponent. I tried to  get some ideas and conceptualize what will happen and put it in words so it be clear. You may already used these ideas in your game but the words will make things clearer and maybe help to organize your gameplan. I'll use these words in the description and info later and if you have more ideas, you can add. These ideas may be interrelated in many situations and of course are not seperated.

Concepts and Ideas:

1- Covering: Trying to cover as much space in the screen as possible.

2- Guard: Summons that will attack the close-mid range area forming a guard against your opponent.

3- Safety net: When two or more summons attack simultaneously/successively to make the former move safe.

4- Pinning: When the opponent is pinned because of blocking the summon and you can use that interval for offensive or defensive purposes (usually after yrc).

5- Deadlock: When successive summons prevents the opponent from moving.

6- Controlling: Using a certain summon to make opponent move or hit then responding to that action. 

7- Frame trap (by summons): By mixing up between fire and ice or delaying a summon slightly  you can frame trap your opponent.

 

---

Normals, specials, combinations ...etc are coming in the next posts

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I'm going to put some info about normals now and please note the following:

1- Things  like combos aren't tested on all characters/situations but only a generalization.

2- If there is some additional information, feel free to help and write whatever you found.

3- I'll try not to write repetitive stuff. (If a combo for example happens with a lighter normal, mostly it will happen with a heavier normal).

 

-------------------------------

 

5P:

- The fastest normal you have.

- Good range for a P attack.

- Gatling to everything but does not combo to HS and D buttons.

- S overdrive can combo when being close.

- Whiffs on crouching opponents as a starter. Will not miss if its inside the combo like 2p>5p. Other situations not tested?

- Pillar wiffs unless you hit with exact range and is not comboable.

- If blocked, make a longer chain ending with HS or directly chaining to hs or 2d as frame traps?

- As anti-air can be continued with following combos :
*4s>pillar
*6p>6hs if hitting late
*any aerial combo starting with j.p
*combos to 2s in some situations

-CH for aerial opponents can combo to:
*2HS
*5HS
*6HS
*any jumping attack
*Ice wheel
*S (Flame) and P (Mirror) overdrives

 

-------------------------------

 

2P:

- Only a frame slower than 5p but gives you less disadvantage.

- Slightly longer range than 5p.

- Not jump cancellable.

- Gatling to everything except 6HS.

- Same chain comboability of 5p applies.

- Pillar will not whiff when hit by exact range but still not comboable.

- For aerial opponent hits either do:
*2p>c.s>aerial combo
*2p>6p>6hs

 

-------------------------------

 

6P:

- Better horizontal reach than 2S as anti-air and a good counter-poke.
- Gatling combos to S, 2HS(crouching), 5HS, 6HS, 2D.
- After hitting aerial opponents you can continue with : c.S , 5HS ,6HS, 2S, HS overdrive (Laser).
- CH : Juggles opponent in the air and gets more combo options by 2HS.

 

-------------------------------

 

5K:

- Slower but better range
- Gatling to to 6p, S, HS(except 6HS), D
- Comboable to everything except 2hs (crouching only)
- Can combo with ice pillar directly.
- Jump cancellable and all jumping normals connect.
- CH is comboable to 2hs
- Aerial CH is comboable to Ice wheel, Ice missiles, Fire pillar and Overdrives

 

-------------------------------

 

2K:

- Great low attack with very little disadvantage. You can use it for pressure/mixup.
- Gatling to 6p, S,D and 2HS and comboable to everything except 2HS (CH only).
- Comboable to ice pillar on crouching.
- Not a great combo tool by itself.

 

-------------------------------

 

c.S:


- One of the best normals and is advantageous.
- Use for pressure and frame traps and has great comboability.
- Gatling to S, HS and D. Comboable to everything except 2HS (crouching or CH).
- c.S>RRC>5D is a combo
- Aerial combos similar with 5K
- CH can be followed by 2P,5P and another c.S as a link.

 

-------------------------------

 

5S:


- Good poke but is very disadvantageous, try to finish with HS or other options.
- Gatling to and comboable only to 2S, HS, and D.
- Combos with ice pillar.
- Not much combos because its usually far and not jump cancellable .
- Aerial CH combos into Ice wheel and Fire pillar.
- Maybe there are uses to 5S>2S chain?

 

-------------------------------

 

2S:


- Mainly an anti-air.
- Gatling only to HS, D.
- Jump cancellable and combos with all jumping normals.

 

-------------------------------

 

4S:


- Great normal that multi-hits and can be used as anti-air.
- Gatling to 2S, HS, D.
- 4th hit Staggers. (If hits fully)
- 4S>stagger>RRC>Throw is a useful combo maybe
- Cancel to 2S when staggers and retreat?
- Whiffs on crouching
- Not jump cancellable.
- Cancel it with Ice pillar for aerial combo.

 

-------------------------------

 

5HS:

- Gives you good advantage on hit and not very bad disadvantage on block specially if hit within the proper range.

- Gatling to D only.

- Combos with Flame and Mirror Overdrives.

- CH :
* Can be followed by 5P as a link.
* Combos with Laser Overdrive.

- Combos with Ice wheel at close range.

- Many combos are there after cancelling with a summon then RRC.

 

-------------------------------

 

2HS:

- Confirm then use it on crouching opponents or CH by some normals.
- Only gatling to D.
- Hits 2 times.
- Launchs in the air and nothing new for combabiliy except cancelling the 2nd hit into Flame overdrive or Flame pillar(depending on spacing)

 

-------------------------------

 

6HS:

- Can be charged for more damage/more knockdown time.
- It knockdown aerial opponents.
- Has the same possibility as 5HS for summon RRC combos or maybe more.
- Being charged and CH both give you more time in knockdown and if you get a charged CH you will get  even more knockdown time.

 

-------------------------------

5D:

- Notice the good range both vertically and horizontally that it can combo after some RRC. It can combo after 2HS (Just an example to show the range)

 

-------------------------------

 

2D:

- Long range sweep and usually the ender of the chain that usually cancelled to Ice pillar.
- It can be followed by 2K.
- CH can combo to Fire pillar.

 

-------------------------------

 

j.P:

- Fastest jumping normal.
- Gatling to j.P, j.K and j.S
- Air-to-air
- Aerial combo starter

 

-------------------------------

 

j.K:

- Gatling to j.P, j.S and j.HS.
- Air-to-Ground.
- Jump-ins starter.

 

-------------------------------

 

j.S:

 

- Gatling to j.P,j.HS and j.D.
- Great air-to-air with good range.
- Choose  to finish with j.D or j.HS depending on the situation/height.

 

-------------------------------

 

j.HS:

- Air combo/jump-in ender, no Gatling.
- Late aerial attack gives more combos in ground or air specially with CH.
- Great for hitting the bubbles to make combo extensions.

 

-------------------------------

 

j.D:

 

- Aerial launcher as an ender to high aerial combos that gives you time to reposition and summon.
- When hitting late as a Low launcher, if you attack with 2 hits it will launch in the air to make you continue the air combo. If with one hit,  you can either make an aerial combo or make knockdown  by 6hs. ( Low Airdash>j.ksd>6HS for example)

 

 

 

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Special Moves:

Pillars:

- Pillars are a constant ranged attack covering a limited vertical space.
- Position yourself well and use them to prevent the opponent from advancing.
- Usually the combo enders after a Gatling.

1- Ice pillar:
* Fast but less safe.
* For ground combos.
* Hits less range vertically.
* Pin your opponent with YRC and go for mixup or reposition.
* Go for a combo if it hits after YRC or do more summons.
* It can extend combos after RRC.

2- Fire pillar:
* Slow but more safe.
* Little more damage.
* For aerial combos/2D CH.
* Hits more range vertically.
* You can pin/frame trap with it.
* Gives more time for knockdown.


-------------------------------


Missiles:

- Missiles can be used as a vertical anti-air and as a projectiles that track your opponents.
- They do two hits when they hit vertically because it goes up first then go tracking your the opponent.
- When used far, they track your opponents, but they may miss due to opponents movement. However, you can control and act accordingly.
- When used mid/close, the accuracy increases due to shorter time and less range. If your opponent closed the range or you block his attack, the missile can guard you and you can turn the tide.
- Several uses including pressure, combos, safety net.
- Covering a little vertical space up you and a variable line depending on the opponent location.
- Useful for Bubble loops in corner or bubble extension in general because the 2nd hit will hit the bubble.

1- Ice missiles:
* Faster startup and projectile speed.
* YRC and control your opponent.

2- Fire missiles:
* Slower but can be charged into multiple missiles.
* Multi-hits
* YRC has different scenarios depending on the timing. You can immediately YRC for similar effect as Ice missile YRC or you can hold them by holding HS and move then release them before they move automatically.


-------------------------------

 

Fishes:

Fishes are a variety of objects with very different actions. All of them have aerial versions but with more recovery. Generally YRC will give you more time to act which is useful because most fishes are slow. RRC can lead to some combos like pillar loops.

1- Ice Fishes:
* These fishes bite, a repetitive sequential ranged attack (P hits 3 times, K hits 2 times).
* P Fish hits with static range and timing while K will track the opponent with the first hit.
* P is more useful in close range and corner. K is more useful in mid/far range and can get you space or lead to mixup. Try to mix them to confuse your opponent despite of the range.
* K is slower than P.
* Variety of uses depending on the timing/spacing.

2- Fire Fishes:
* S Fish for high laser, HS Fish for low laser and D Fish for counter.
* Laser fishes are slow but the counter fish is fast.
* HS and S Fishes are covering a horizontal line either in the air or the ground which may pin your opponent.
* If the opponent hits the D fish, you can go for a combo or reposition and summon again.
* Because of its speed, use the D fish sometimes and do other summons. This will guard against certain attacks while you do the second summon.
* S Fish is more active than HS Fish (more aerial time).

 


-------------------------------


Wheels:

Wheels go on upward arc which mainly covers a little grounded area and a nice amount of aerial space. The most useful YRC because its very fast and the projectile will still come. Uses are a variety such as anti-air, pressure in corner or cancelling normals sometimes.

1- Ice wheel:
* Fast
* Hits once
* Less damage

2- Flame wheel:
* Slow but advantegous
* Multi-hits
* More damage


-------------------------------


Bubbles:

Bubbles has several uses and are good for neutral to give you oppurtunity to hit your opponent with either normals or specials. Bubbles can give you more advantage and defensively can make a safety net while offensively they may start or extend a combo. You can choose to cover the ground by pressing/holding down immediately after summoning.
 

1- Ice bubble:
* Fast to generate and burst after a hit
* More traveling time and less active hit time
* Lower point of starting

2- Fire bubble:
* Slower to generate and will not burst immediately after a hit
* Less traveling time and more active hit time
* Higher point of starting (Dizzy will go more upward than Ice bubble)


-------------------------------

Overdrives:

Flame Overdrive "S":

* Great for certain combos, covering space, anti-air, ...etc
* Little delay if you want to continue summoning.
* Good damage

Mirror Overdrive "P":

* Less damage but good in some situations to keep opponents away from you.
* On whiff, less delay to summon/move/anything due to little active time.
* Can reflect projectiles, while it seems expensive, it can turn the tide specially because of the previous point.

Laser Overdrive "HS":

* Consumes all the meter.
* However, I noticed it being comboable in a variety of situations.
* There are some tricks for execution: You can do it slowly, or you can partition it to two parts which may be useful for normal cancelling, (646, 41236): You can add something in between and do it fast and it will come, I cancelled a low normal by putting it between the two components (646, 1S, 41236) for example

 

 

 

 

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Combos:

Naming in the first post will be abbreviated and the first letter will add the element. (Ice pillar: IP, Fire pillar: FP ....etc). and please not that there are many combos available and I'm just listing some examples.

Abbreviations:

IP: Ice pillar

FP: Fire Pillar

IW: Ice wheel

FW: Fire wheel

IM: Ice missile

FM: Fire missile

MO: Mirror Overdrive "P"

FO: Flame Overdrive "S"

LO: Laser Overdrive "HS"

Other abbreviations:

IA: Instant air

CH: Counter hit

1 - Basic Ground Combos:

Any normal gatling as mentioned before usually ending with 5HS or 2D and usually cancelled to Ice pillar or you can use other special if you want to mix things up.

Examples:

*5P>5K>IP

*2K>c.S>5S>IP

*5S>5HS>2D>IP

*c.S>6P>5HS>IP

*5P>5K>5S>5HS>2D>IP

 

2 - Basic aerial combos:

You have the choice to do one jumping or two jumpings. One jumping will give you more time to summon/move because you will land quickly but less hits. Focus also on getting two hits from the j.D to launch the opponent higher and get more time. You can cancel to bubbles or fishes at the end if you find it useful.

Examples:

One jump: j.PSD, j.PKHS

Double jumpls: j.PPS>j.KSD

Mid-range: j.SHS, j.SD

 

3- Crouching combos:

For crouching opponents, you can add 2HS to launch the opponent in the air.

Combo structure:

*Ground combo>2HS (air launch)>Aerial combo or Flame Overdrive

* Jump-in combo>2HS (air launch)>Aerial combo or Flame Overdrive

Examples:

*c.S>2HS>FO "Flame Overdrive" or Aerial combo

*Gatling into 6p might be useful for confirming so: c.S>6p>2HS> ....

*2P>5K>2HS>.....

 

4 -Jump-in combos:

If you do a raw jump-in without dash you only have limitled options like : j.PP, j.PK, j.KP, j.KHS

With low airdash you get more possibilities:

Examples:

*Airdash> j.KPPK> Ground combo

*Airdash> j.KPHS> Ground combo

*Airdash>j.KPPHS (can connect 2HS afterwards on standing opponents)>Ground combo or 2HS combo

*Airdash>j.KSD (launchs opponent)>6HS (knocksdown)>cancel to anything

 

5- Anti-air combos:

Usually a part or normal that is jump-cancellable followed by aerial combo.

Examples:

c.S>Aerial combo

2S>Aerical combo

c.S>FO

2HS>MO "Mirror Overdrive"

6P>6HS>cancel to anything

6HS (charged)>LO "Laser Overdrive"

j.S>IAD>j.PSD (j.p should be as fast as possible)

4S>IP

 

6- Dust combos:

Air dust is the same one as the combo trial in the game.

Ground dust is the same also but can have variety. 5D>5HS>6HS>IM>c.S>IM(Hit)>c.S>2HS>FP (The part after the IM hit can be changed to a ground combo of your choice) (You can change 5HS at the beginning also if you have a problem with timing).

I found another one but don't know if its better or not:

5D>2HS>IM>6P>6HS>cancel to anything

5D>5HS>FW>Ground combo

 

7- CH combos:

There are many but I'll list what I found

5K CH>2HS>...

c.S CH>5P or 2P or c.S (Link)>Ground combo

6P CH> LO

6P CH>2HS>....

6HS CH> LO

5HS CH> LO

5HS CH>5P (Link)> Ground combo

2D CH>FP or FO

MO CH>IP or FP or 2K or 2D (after midscreen wall bounce)

MO CH> Ground combo or 2HS combo (after corner wall bounce)

 

8 - FO followup:

FO>Dash>2S>Air combo (Close range)

 

9 - Throw followup combos:

Same structure, you hit then either knockdown or end with ice pillar.

For Aerial throws I didn't find a followup because it throws the opponent very far.

Examples:

Throw>Dash>SHS>IP

Throw>Dash>5K>4S>IP

Throw>Dash>2P>6P>6HS>cancel to anything

Throw> 2D (little delayed)

 

9 - RC and corner combos:

The variety is very huge but I'll try to list ones that gives general idea:

4S>RRC when staggers>Throw>Throw combo

c.S or 5HS>RRC>5D>Dust combo(either air or ground)

Ground combo ending with 5HS without cancelling>RRC>Ground combo

2D>RRC>Dash>2HS combo

c.S or 5HS>IW>RRC>5P>5S>IP

c.S or 5HS>FW>RRC>66>5P>5D>Dust combo (timing is little hard)

Aerial Thow (Corner)> RRC>Bubble>Air backdash>Air dash>j.HS>Bubble (Hit)>6HS>cancel to anything

Pillar loop: Ground combo(Corner)>IP>RRC> HS Fish>FP>FP>IP>RRC>HS Fish>FP>FP>IP

Here are some videos showing some of the many RC and corner combos:

 

 

10 - Bubble combos:

If you can manage to hit with a bubble, you will have more combo possibilites because it gives you more time to land combos.

Examples:

IA Bubble>j.P (hit)>Bubble (hit)>Air combo

IA Bubble>j.P (hit)>Bubble (hit)>6HS charged>LO

 

 

I hope this helps and I hope to see more discoveries. HS overdrive can be in combos and 5D also, very interesting.

Next I'll cover summoning sequences and combinations.

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Actions after a  generating a bubble:

The difference between the two bubbles is the timing, so we will deal with them both as the same thing and you just need to adjust the timing.
Bubble hits on the ground can form a guard for you. Notice that all aerial summoning can be used for something like move unpredictability, saving you from a ground attack or generally buy some time in the air.


Normals and movement followups (All while in the air):
- Direct hits.
- Airdash>Air Backdash>hit or Air Backdash>Airdash>Hit
- Jump>hit (can't be performed on low bubbles)
- Forward jump>Air backdash>hit
- If the opponent is near you can do a delayed Aerial IAD and hit the bubble from the other side (can't be performed on low bubbles) or you can use this to maneuver or escape.

 

 

Special followups:
- Aerial Ice fishes (P or K): might hit the bubble or not. May give some aerial space to deal with the bubble but will take long time.
- Aerial Fire fishes (S or HS): Very slow but if the HS land, it will hit the bubble while covering the air. S will be very high, situational? fient?
- Aerial Counter fish (D): This one is fast and possibly practical, will give you a guard so you can move or hit the bubble with less risk  
- Bubbles>Air Backdash>Aerial fish is a good sequence specially the HS
- Pillars: If you position yourself after landing and hit the bubble with a pillar it will give you a safety net.
- Wheels: If you are near a grounded bubble and you hit it with a wheel, it will form a guard. Aerial bubble hit will not add to the space but damage/advantage only.
- Fish: Aerial bubble is hittable S fish and grounded/low Aerial can be hit by P,S,HS fishes but K fish is depending on the opponent position. Otherwise, if no hit its just adding more space control or counter (D fish).
- Missiles: After landing, if the bubble is close to you and not very high, it will get hit and can guard but if you are far it may hit or not depending on the opponent's location. (IA Bubble>66>Missile as an example to hit the bubble)

 

 

YRC: Generally YRC the bubble or the followups will give you more time which may be useful.(Bubble YRC>Bubble hit is fast for both bubbles)

Mirror: Hitting the bubble with the mirror can make a safety net but you should be very close or actually in front of the bubble because it will move while you activate the overdrive.

 

 

 

 

 

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Actions after Wheels:


Wheels can't start a sequence because of their slow starup and recovery and the fast speed of the projectile but with the strong YRC its possible. However, the options are still limited and the function as starters is constant.
In midscreen, it will only cover the ground as a guard and cover some aerial space regardless of the other summons. In corner, it will function as pressure/deadlock/frame trap.

Normal followup after YRC:
Dash then jump with the wheel to get aerial guard.

There are limited sequences for Fire wheel and IA Bubbles only:
Fire wheel>YRC>IA Ice Bubble Hit
Fire wheel>YRC>Dash>Jump>Bubble Hit(Both versions can be done)

 

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Actions after pillars:

 

Pillars are usually enders of the combo/string so they can't start a sequence without YRC.
Hitting with YRC actually is a hit attempt and if you hit you'll follow with a combo or do some summons.
But after block you can add things.

Normal followup (after pinning withYRC):
Dash for pressure/mixup or Air backdash for positioning.

Special followup (after pinning with YRC):
Generally, giving you more time to summon.
Pillar>YRC>Pillar (frametrap or pushback)
Pillar>YRC>Missile (frametrap?, pressure or buying time for summoning the missiles)

 

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Actions after Missiles:
They will go tracking your opponent, so the results are limitlessly variable.

Normal Followups:
IAD in some situations will give you an offensive oppurtunity if they are blocking.
Dash>Jump so you get to the starting point of the missile.
Dash also can be used and your opponent may jump so you can get to the other side and escape the corner in some situations.

Special Followups:
Depending on the opponent action and your position, results will vary and you might get some time to put other summons:


- Fishes will pressure them, specially the K one because both will track the opponent.
- Pillars will have a safety net by the missiles (need to be fast and well positioned)
- Wheel might catch the opponent if they jump.
- Bubbles will only get more time and has no special effect unless you do a fully charges Fire missile>Jump>Ice bubble (Hit)

YRC:
With YRC there are much more options specially for Fire missile because it can be held

- Missile>YRC>Wheel (Much screen coverage)
- Missile>YRC>Pillar (Reliable safety net)
- Missile>YRC>Fish (Less  gap , P can combo when close , K can combo from almost all ranges)
- Missile>YRC>Jump>Bubble (Hit)
- Fully Charged Fire Missle Hold HS YRC> Jump> Bubble (Hit) (Must be on the location of the three missiles)
- I think there is a strict timing to make missiles stop in the air without holding HS, therefore the following:
* Charged Missile (timing)>YRC>Anything
* Charged Missile (Holding HS)>YRC>Anything Except HS button and you get FD if you press "backward+other button" so be careful

 

 

 

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Actions after Fishes:

Aerial Fishes:
Aerial Fishes can be followed by the same things followed by a bubble but the recovery is more so you need to be higher if you want to follow with a jump or IAD ..etc

Normal followup:
Aerial Fish>Airdash or airbackdash
Aerial Fish>Jump or IAD (need to be high enough)
Aerial Fish>Aerial Bubble
Aerial HS Fish>Dash>Aerial Bubble(Hit)

IA aerial fish:
- IA P and K fish: Covering little air then ground instead of all-air or all-ground
- IA S Fish: Very High laser
- IA HS Fish: A good laser position (in the middle between the ground S and HS laser positions)
- IA D: Higher counter which may has its own uses?

Ground Fishes:

Ground fishes are slow and usually the combinations with the previous ones are same but in reverse order of hits.

Normal followup:
P Fish>Dash and do your combo or mixup
K Fish>Do a long dash or IA double airdash/airdash to hit your opponent and combo (depending on position/situation)
K Fish>IA Double airdash or any cross movement for a mixup (depending on position)
S Fish>Dash>Jump (to get guarded by the laser)
HS Fish>Long Dash>Combo or mixup (depending on position/situation)
D Fish>Anything

Special followup:
P or K fish> Wheel (Corner frametrap/deadlock)
K fish> Ice missle (Fast double tracking, P fish the same but with no tracking)
K fish> Fire missle (Double tracking but not as fast, P is applicable also)
P or K fish> Pillar (Safety net or frame trap)
S Fish>Wheel (if your opponent in the air or you predict a jump, multiple air hitting)
S Fish>Dash>Jump>Bubble(Hit)
S Fish>Missile (Much variable scenarios but will give you good control)
S Fish>Pillar (Combo on hit)
HS Fish>Missile (same as S but grounded , however, the opponent will be pinned after the laser block which might increase the possibilty of hits afterwards)
HS Fish>Wheel (If they jump, they will face this)
HS Fish>Pillar (Safety net but need timing/positioning)

YRC:
You get more time to act after summoning which increases the possibilites, following with wheels or missiles is the same but alter the order the hits or make them go simulatenously :

P or K or HS Fish>YRC>Dash or IAD>attack (Safety net but with different timings for each fish)
P or K or HS Fish>YRC>IA double airdash or any cross movement (mixup)
HS Fish>YRC>Long dash>attack (Safety net, usually full screen or far range)
P or K or HS Fish>YRC>Pillar (Frame trap or safety net)

 

 

 

 

 

 

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Just a little addition about D Fish:

Uses: Variety because of its speed, Counter (specially for opponents with projectiles, long range attacks), Fient,  Gurading to add second summon.

Normal and movements followup:
D Fish is filler.

Special followups:
236p, 236k : Covering the air and the place of the ground where they might hit (beats air+hits)
421s, 421hs : Works if you condition them to retreat or doing nothing. (may beats air attempts specially with 421s)
236s,236hs: depending on the matchup, this may make a safe pillar attempt?
j.236p, j.236k: I think it gives great coverage. (Beats air or ground depending on timing/spacing)

YRC for more time to act

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