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Dr. Stormlocke

Robo vs Dizzy

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Matchup Statistics

Japanese Ranking: 5.5-4.5 in Robo's favor.

Openers: This is one matchup where your normals are generally much better than the opposing character. Since you want to hit 50% meter fast, I almost always go f(s)>2d because Dizzy basically has no punishes to that except maybe Ice Spike, but it's so unsafe you probably should never expect that.

Okizeme: Opponent's tension is below 50% = Bazooka

Opponent's tension is @ or above 50% = 5p/Lv3 Air Missile

Punishes: Dizzy's game revolves around throwing crap like Bubbles, spikes, and fish. TK level 2 missiles are usually fast enough to get to Dizzy while she's summoning fish, and since she's in a counterhit state throughout summoning you can generally run up and combo or Robo Dash as well. At worst your missile will trade with fish/spike and you're back to square 1 with 10% less bar. Oh well.

Dizzy's Air to Ground game via j.2s and j.hs is pretty good, so in general don't try to mess with them if you are grounded. If you see her coming in the air, a quick jump and j.HS or air missile will succinctly CH her for free combo/robodash for bar.

Counters: It's simple, level 3 air missile is a counter to spike and fish, your two biggest concerns. 1 of 4 split missiles trades with spike or fish, rest pursue Dizzy. DO NOT try to Shoryu under pressure, as unless Dizzy is right next to you the shoryu will hit the fish while you are left flipping in the air letting Dizzy do whatever she wants to you. Shoryu only hits twice if Dizzy is on the ground and close enough to you. That being said, when you are under heavy Dizzy pressure, your best bet is to block all her aerials while Fish, spikes and bubbles are around, and watch for tick throws when she's on the ground. Keep in mind she has two airdashes, so don't start blocking low as soon as her first airdash looks to be over. On the ground, Dizzy's normals are in general garbage and slow, so an aptly timed 5HS FRC will CH her and you can run up>command grab>bazooka oki or whatever. On the ground Faultless her normals so as to avoid the throw, her range is better than yours!

Delay getup is wonderful here. When Dizzy knocks you down, she'll be summoning fish/spike/bubble or whatever. Delay wakeup may not get you through all of it, but will definitely get you through at least one of the two fish iterations. Don't overuse or Dizzy will adjust her summons accordingly.

Anti-airing: jump and j.HS her jump ins if you can do it early or jump air missile her ass out of the sky. Any level 2 or 3 homing missile will usually get to her as her hitbox is big. 2HS if she's way up in the air summoning bubbles or something.

Let's not forget that Dizzy is also easiest to dizzy in the game. If you can get the level 2 air missile x4 combo on Dizzy, she will most likely faint.

Zoning: All it comes down to is can you get >50% in neutral position, aka neither player is pressuring the other. If you do, the match is quite simple, spam level3 TK air missile. when the missile splits, each one of the four small missiles will trade with fish or spikes, leaving 3 more missiles following an unprotected Dizzy. Not only that, but she's so big and her ground mobility is so slow that it's damn near impossible for her to escape. Everytime you TK level 3 missile, land, start running and Dizzy is across the screen forced to block the missiles, you get a free mixup (usually either 5k/command grab/delay robo-dash for backdash). Level 3 air missiles make this match incredibly easy imo.

f(s) to zone mid range on the ground and j.p and j.s in the air. Dizzy has a weaker AA game than most characters, so use that to your advantage.

Their game plan: Put a bunch of fish spikes and bubbles out, and then attempt to rush you down. Dizzy has a slightly larger than average throw range as well as good setups after a throw, so in general keep an eye peeled for those. Sadly, if Dizzy does 6HS in an attempt to throw you while you backdash, her 6HS will come out and launch you out of backdash for an aircombo. If she's running towards you, just jump. Dizzy's AA game is pretty subpar so you should be safe. Dizzy's main goal is to summon and rush you down and hope you don't get above 50% bar.

Strategy: IB and lay mats when you can till you get 50%. Spam level 3 missiles and take advantage of the fact that Dizzy's hitbox is humongous. Take advantage of free mixups off of Dizzy blocking level 3 split missiles on the ground. Abuse j.S and j.p against her and her bad anti airs. Delay wakeup to screw up her summon oki. Don't shoryu with fish around.

Char specific details: Dizzy has a big-ass hitbox, so she's very easy to combo. Like I said, huge hitbox=easy missile target.

If she air dashes into a level 2 air missile and it counterhits, airdash toward her during the wallbounce (so you are closer to her upon landing) and do another one (or more if possible). Pretty much guaranteed dizzy. While she's dizzied IK her if you think you can, or command grab on a mat in corner. If she doesn't have a Burst you can also do 2d, run for a split-second till you start gaining tension, Robo-Dash, 5s, sj.k, sj.s, Level 2 Missile, Airdash, J.d, Level 2 Missile.

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Matchup Statistics

Japanese Ranking: 5.5-4.5 in Robo's favor.

Personally I think it's more like 6-4 in Robo favor.

Openers: This is one matchup where your normals are generally much better than the opposing character. Since you want to hit 50% meter fast, I almost always go f(s)>2d because Dizzy basically has no punishes to that except maybe Ice Spike, but it's so unsafe you probably should never expect that.

Okizeme: Opponent's tension is below 50% = Bazooka

Opponent's tension is @ or above 50% = 5p/Lv3 Air Missile

Luckily Dizzy only has the Coffin grab super as a legitimate wakeup reversal, and that doesn't even do that much damage.

Punishes: Dizzy's game revolves around throwing crap like Bubbles, spikes, and fish. TK level 2 missiles are usually fast enough to get to Dizzy while she's summoning fish, and since she's in a counterhit state throughout summoning you can generally run up and combo or Robo Dash as well. At worst your missile will trade with fish/spike and you're back to square 1 with 10% less bar. Oh well.

Dizzy's Air to Ground game via j.2s and j.hs is pretty good, so in general don't try to mess with them if you are grounded. If you see her coming in the air, a quick jump and j.HS or air missile will succinctly CH her for free combo/robodash for bar.

Counters: It's simple, level 3 air missile is a counter to spike and fish, your two biggest concerns. 1 of 4 split missiles trades with spike or fish, rest pursue Dizzy. DO NOT try to Shoryu under pressure, as unless Dizzy is right next to you the shoryu will hit the fish while you are left flipping in the air letting Dizzy do whatever she wants to you. Shoryu only hits twice if Dizzy is on the ground and close enough to you. That being said, when you are under heavy Dizzy pressure, your best bet is to block all her aerials while Fish, spikes and bubbles are around, and watch for tick throws when she's on the ground. Keep in mind she has two airdashes, so don't start blocking low as soon as her first airdash looks to be over. On the ground, Dizzy's normals are in general garbage and slow, so an aptly timed 5HS FRC will CH her and you can run up>command grab>bazooka oki or whatever. On the ground Faultless her normals so as to avoid the throw, her range is better than yours!

Delay getup is wonderful here. When Dizzy knocks you down, she'll be summoning fish/spike/bubble or whatever. Delay wakeup may not get you through all of it, but will definitely get you through at least one of the two fish iterations. Don't overuse or Dizzy will adjust her summons accordingly.

Anti-airing: jump and j.HS her jump ins if you can do it early or jump air missile her ass out of the sky. Any level 2 or 3 homing missile will usually get to her as her hitbox is big. 2HS if she's way up in the air summoning bubbles or something.

Let's not forget that Dizzy is also easiest to dizzy in the game. If you can get the level 2 air missile x4 combo on Dizzy, she will most likely faint.

Zoning:

All it comes down to is can you get >50% in neutral position, aka neither player is pressuring the other. If you do, the match is quite simple, spam level3 TK air missile. when the missile splits, each one of the four small missiles will trade with fish or spikes, leaving 3 more missiles following an unprotected Dizzy. Not only that, but she's so big and her ground mobility is so slow that it's damn near impossible for her to escape. Everytime you TK level 3 missile, land, start running and Dizzy is across the screen forced to block the missiles, you get a free mixup (usually either 5k/command grab/delay robo-dash for backdash). Level 3 air missiles make this match incredibly easy imo.

f(s) to zone mid range on the ground and j.p and j.s in the air. Dizzy has a weaker AA game than most characters, so use that to your advantage.

Their game plan: Put a bunch of fish spikes and bubbles out, and then attempt to rush you down. Dizzy has a slightly larger than average throw range as well as good setups after a throw, so in general keep an eye peeled for those. Sadly, if Dizzy does 6HS in an attempt to throw you while you backdash, her 6HS will come out and launch you out of backdash for an aircombo. If she's running towards you, just jump. Dizzy's AA game is pretty subpar so you should be safe. Dizzy's main goal is to summon and rush you down and hope you don't get above 50% bar.

Strategy: IB and lay mats when you can till you get 50%. Spam level 3 missiles and take advantage of the fact that Dizzy's hitbox is humongous. Take advantage of free mixups off of Dizzy blocking level 3 split missiles on the ground. Abuse j.S and j.p against her and her bad anti airs. Delay wakeup to screw up her summon oki. Don't shoryu with fish around.

Char specific details: Dizzy has a big-ass hitbox, so she's very easy to combo. Like I said, huge hitbox=easy missile target.

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Wekk pretty much covered most of it (Thanks!) but I was actually playing against a good Dizzy for the first time since #R the other night. I forgot that in Accent Core at least, if she airdashes into a Level 2 Air Missile and it counterhits, you can airdash (so you are closer upon landing) after her while she's getting wallbounced and do another one (or more). This will dizzy her. Good stuff.

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