GGXRD-R2/Dizzy/Combos: Difference between revisions

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m (cleaned up the core bnb notation and colors to match the rest of the combos)
 
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{{MFlag|cleanup}} <!-- Some combos lack colour formatting and some of the combos need to be moved to tables. -->
<center>{{Character Label|GGXRD-R2|Dizzy|size=42px}}</center>
<center>{{Character Label|GGXRD-R2|Dizzy|42px}}</center>
{{Overview/navigation|okizeme=true}}
{{#lst:{{BASEPAGENAME}}/Data|Links}}
<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|3}}
{{TOC limit|3}}
</div>
</div>
{{Combo Notation
==Combo Notation==
| game=GGXRD-R2
See the [[GGXRD-R2/Dizzy/Combos#Combo_Notation_Legend|Combo Notation Legend]] for notation details.  If you're entirely new to numpad notation this [https://youtube.com/shorts/UzwIP_6eIc4?si=4FTGQ9AY3boEH8i8 short youtube video will help].
 
==Combos==
 
===Beginner Combos===
<div class="combo_tagline">To get you started.</div>
{{StartComboCards}}{{ComboCard
| Title      = Starter into Hard Knockdown
| Combo      = {{clr|2|2K}} / {{clr|2|5K}} / {{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}}
| Position  = Anywhere
| Difficulty = Very Easy
| Notes      = After knockdown Dizzy wants to summon to start her setplay.  See [[GGXRD-R2/Dizzy/Okizeme|okizeme]].
}}
{{ComboCard
| Title      = Throw
| Combo      = Throw > Dash {{clr|2|5K}} > {{clr|3|4S}} > {{clr|3|236S}}
| Difficulty = Easy
| Notes      = Standard throw combo. The dash link can be difficult for beginners.
}}
{{ComboCard
| Title      = Anti-air
| Combo      = {{clr|3|2S}} > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|3|j.S}} > Double Jump {{clr|1|j.P}} > {{clr|3|j.S}} > {{clr|5|j.D}}(2)
| Difficulty = Easy
| Notes      = Easier version of air combo that can be used in many situations.  Can also work without {{clr|S|2S}} if you do rising {{clr|1|j.P}} as an anti air.
}}
{{ComboCard
| Title      = RRC Extension
| Combo      = {{clr|K|2K}} / {{clr|K|5K}} / {{clr|P|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} > RRC > dash {{clr|H|6[H]}} > {{clr|H|236H}}
| Difficulty = Easy
| Youtube    = https://www.youtube.com/watch?v=rBf-XE7N_eE
| EmbedVideo = 1
| Notes      = Additional corner carry and damage, but far from optimized to keep it easy.
}}
{{EndComboCards}}
 
===BnB Combos===
<div class="combo_tagline">A short list of Dizzy's most used combos for very common situations.</div>
{{StartComboCards|ShowPosition=1}}{{ComboCard
| Title      = Grounded BnB
| Combo      = ({{clr|1|2P}}) > {{clr|2|2K}} / {{clr|2|5K}} > {{clr|3|c.S}} > ({{clr|3|f.S}}) > {{clr|4|5H}} > {{clr|5|2D}} > ({{clr|3|236S}}) > {{clr|4|214H}} / (delay) {{clr|2|214K}} /  [[GGXRD-R2/Dizzy/Okizeme|okizeme]] setups
| Difficulty = Easy
|ShowPosition=1
| Youtube    = https://www.youtube.com/watch?v=Q8ewe8qyFO0
| Notes      = Dizzy's main metereless BnB.  Moves in ( ) are situational.  Overall don't worry about the situational moves at all if you're a beginner.  After {{clr|5|2D}} you cancel into a summon to start [[GGXRD-R2/Dizzy/Okizeme|okizeme]]. 
 
'''Situational Moves'''
 
You can add {{clr|1|2P}} if up close OR you can add {{clr|3|f.S}} if you have dash momentum and start with {{clr|2|2K}} / {{clr|2|5K}} for the biggest damage.  You can not add both.  For the most stable combo you omit both {{clr|1|2P}} and {{clr|3|f.S}}.  Dizzy uses the extra hits to get some okizeme spacings.  {{clr|3|f.S}} and {{clr|3|c.S}} both will combo into {{clr|5|2D}} but ends your combo early or with less damage.
 
You can do the {{clr|S|236S}} ender in the corner for more damage and you can still get oki but there are spacings 2D will hit and ice spike will whiff. 
}}
{{ComboCard
| Title      = Anti-air BnB
| Combo      = {{clr|S|2S}} > Jump Cancel > {{clr|K|j.K}} > {{clr|1|j.P}} > {{clr|3|j.S}} > Jump Cancel > {{clr|K|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}}(2)
| Difficulty = Easy
|ShowPosition=1
| Youtube    = https://www.youtube.com/watch?v=FRYGjP5o6P4
| Notes      = Dizzy's main anti-air combo. Good meterless damage.  She can safely summon after.  If the opponent is too high you can hit {{clr|1|j.P}} into itself.  If the opponent is too low you can omit {{clr|1|j.P}} and even {{clr|K|j.K}} altogether.
}}
{{ComboCard
| Title      = Abare BnB
| Combo      = {{clr|P|2P}} > ({{clr|P|2P}}) > {{clr|K|2K}} > {{clr|D|2D}} > Cancel into summon for [[GGXRD-R2/Dizzy/Okizeme|okizeme]]
| Difficulty = Easy
|ShowPosition=1
| Youtube    = https://www.youtube.com/watch?v=IKnfEhITrbA
| Notes      = For when Dizzy mashes out of pressure to get a knockdown as a confirm. {{clr|K|2K}} has to be hit before {{clr|D|2D}} will combo and if you hit {{clr|P|2P}} too many times or they are too far away it will cause {{clr|K|2K}} to whiff.  Sometimes only one {{clr|P|2P}} will work and if it's at really close range you can fit in an {{clr|S|f.S}} after the {{clr|K|2K}}.
}}
{{ComboCard
| Title      = Standard Airdash BnB
| Combo      = Air Dash  > {{clr|K|j.K}} > {{clr|P|j.P}} > ({{clr|P|j.P}}) > {{clr|H|j.H}} > {{clr|2|2K}} / {{clr|2|5K}} > {{clr|S|c.S}} > {{clr|H|5H}} >  {{clr|D|2D}}
| Difficulty = Easy
|ShowPosition=1
| Notes      = Dizzy's main airdash starter.  The second {{clr|P|j.P}} can be used to adjust for height or momentum.
}}
{{ComboCard
| Title      = Burst Safe Throw BnB
| Combo      = Throw > Dash (delay) {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|4S}} > {{clr|3|236S}}
| Difficulty = Medium
|ShowPosition=1
| Notes      = 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 {{clr|3|4S}} won't come out but she can hit {{clr|3|4S}} again to punish the burst.
}}
{{ComboCard
| Title      = Ice Spike YRC BnB
| Combo      = {{clr|3|236S}} YRC > Dash {{clr|3|4S}} > {{clr|3|236S}}
| Difficulty = Easy
|ShowPosition=1
| Notes      = Really easy confirm for Ice Spike YRC and does good damage.
}}
{{ComboCard
| Title      = Bubble Hit BnB
| Combo      = j.{{clr|P|236P}}/j.{{clr|K|236K}} Hit > Dash {{clr|3|4S}} > {{clr|3|236S}}
| Difficulty = Very Easy
|ShowPosition=1
| Notes      = Most used bubble hit confirm.
}}
{{ComboCard
| Title      = RRC BnB
| Combo      = {{clr|K|2K}}/{{clr|K|5K}}/{{clr|P|2P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|D|2D}} > {{clr|3|236S}} > RRC > {{clr|4|421H}} > delayed IAD > {{clr|2|j.K}} > {{clr|4|421H}} (hits) > {{clr|4|j.H}} > {{clr|2|j.236K2}} > {{clr|4|j.H}} > {{clr|2|j.236K}} (hits) > dash {{clr|4|[6H]}} > (char specific {{clr|S|421S}} > {{clr|4|6H}} / {{clr|S|4S}}) > {{clr|4|236H}}
| Video      = GGXRD-R2_Dizzy_midscreen_RRC_Combo.mp4
| EmbedVideo = 1
| Difficulty = Hard
|ShowPosition=1
| Notes      = Damage extension for 50% meter.  There's more optimal routes for the corner but it works there too.  The {{clr|S|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 {{clr|2|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 {{clr|4|236H}} after the firebubble for a very good knockdown for oki but with the tradeoff of less damage.
}}
{{ComboCard
| Title      = Corner RRC Burst Safe BnB
| Combo      = {{clr|K|2K}}/{{clr|K|5K}}/{{clr|P|2P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|D|2D}} > {{clr|S|236S}} RRC > {{clr|H|421H}} > dash {{clr|H|5H}} > {{clr|H|421H}} Hits > {{clr|H|236H}} > ( {{clr|H|6H}} )
| Position  = Corner
| Difficulty = Easy
| Youtube    = https://www.youtube.com/watch?v=A084zlqdHco&list=PLQLon8ri519fTqIu-LZuxBbcKbHK2DYQv&index=1
| EmbedVideo = 1
|ShowPosition=1
| Notes      = Does good damage and is burst safe at all points after {{clr|S|236S}} RRC unless you do the optional {{clr|H|6H}} for more damage.  Really easy and gives you really good oki.
}}
{{EndComboCards}}
 
===Common Combos===
<div class="combo_tagline">Exhaustive and categorized list of combos that see regular use, including BnBs.  </div>
 
====Additional Grounded Confirms====
{{StartComboCards|ShowWorksOn=1}}{{ComboCard
| Title      = Counterpoke confirm
| Combo      = {{clr|P|6P}} > {{clr|S|f.S}} > ({{clr|S|236S}}) / Air combo / end pressure
| Difficulty = Easy
|ShowWorksOn=1
| Notes      = Dial in {{clr|S|f.S}} and then confirm a hit into ice spike or air combo.  If blocked just jump cancel to end pressure safely.  If {{clr|P|6P}} whiffed {{clr|S|f.S}} won't come out.
}}
{{ComboCard
| Title      = Crouch confirm
| Combo      = ({{clr|K|2K}}/{{clr|K|5K}}/{{clr|P|2P}}) > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}} / Air combo
| Difficulty = Easy
|ShowWorksOn=1
| Notes      = 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.
}}
{{ComboCard
| Title      = DP Punish
| Combo      = {{clr|H|2H}} > {{clr|S|421S}} > jump > j.{{clr|K|236K}} > j.{{clr|H|H}} > {{clr|H|236H}}
| Damage    = 188 / 242
| Difficulty = Medium
| Works On  = Leo, Chipp
|ShowWorksOn=1
| Notes      = DP Punish route only for listed characters.
}}
{{EndComboCards}}
 
====Anti-air Combos====
{{StartComboCards}}{{ComboCard
| Title      = Anti-air BnB
| Combo      = {{clr|S|2S}} > jc > {{clr|K|j.K}} > {{clr|1|j.P}} > {{clr|3|j.S}} > jc > {{clr|K|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}}(2)
| Difficulty = Easy
| Notes      = Dizzy's main anti-air combo. Good meterless damage.  She can safely summon after.  If the opponent is too high you can hit {{clr|1|j.P}} into itself.  If the opponent is too low you can omit {{clr|1|j.P}} and even {{clr|K|j.K}} altogether.
}}
{{ComboCard
| Title      = 2S CH Low To Ground
| Combo      = CH {{clr|S|2S}} > {{clr|S|4S}} > {{clr|S|236S}}
| Difficulty = Easy
| Notes      = Counter hit and must be close to the ground.
}}
{{ComboCard
| Title      = 6P Anti-air
| Combo      = {{clr|P|6P}} > {{clr|S|f.S}} > jc {{clr|K|j.K}} > {{clr|1|j.P}} > {{clr|3|j.S}} > jc {{clr|K|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}}(2)
| Difficulty = Easy
| Notes      = A version of the air combo starting with {{clr|P|6P}} instead.
}}
{{ComboCard
| Title      = 6P Anti-air to KND
| Combo      = {{clr|P|6P}} > {{clr|S|4S}} > {{clr|S|236S}}
| Difficulty = Very Easy
| Notes      = Opponent can tech if they're too high.
}}
{{EndComboCards}}
 
====Air to Air Combos====
{{StartComboCards}}{{ComboCard
| Title      = Airdash Vs Airborne
| Combo      = Airdash > {{clr|K|j.K}} > {{clr|P|j.P}} > {{clr|D|j.D}}(2) > Land > jump > {{clr|S|j.S}} > jc > {{clr|S|j.S}} > {{clr|D|j.D}}(2)
| Difficulty = Easy
| Damage    = 131
| Notes      = Works about single jump height and closer to the ground.  For people that jumped and got hit by your {{clr|K|j.K}}.
}}
{{ComboCard
| Title      = j.D CH Air Combo
| Combo      = CH {{clr|D|j.D}}(1) > j.{{clr|P|236P}} > Airdash > {{clr|K|j.K}} > {{clr|P|j.P}} > {{clr|D|j.D}}(2) > Land > jump > {{clr|S|j.S}} > jc > {{clr|P|j.P}} > {{clr|S|j.S}} > {{clr|D|j.D}}(2)
| Difficulty = Medium
| Damage    = 160
| Notes      = For when you are pretty sure you will CH {{clr|D|j.D}} and want damage.
}}
{{ComboCard
| Title      = j.D CH Combo w/ Knockdown
| Combo      = CH {{clr|D|j.D}}(1) > j.{{clr|P|236P}} > {{clr|H|j.H}} > j.{{clr|P|236P}} Pops > land > {{clr|H|236H}}
| Difficulty = Medium
| Damage    = 125
| Notes      = Less damage but has knockdown from {{clr|D|j.D}}.  Good especially if first hit of {{clr|D|j.D}} would CH but 2nd would ruin the knockdown so you can't just take the land and summon to get oki.
}}
{{EndComboCards}}
 
====Airdash Combos====
{{StartComboCards}}{{ComboCard
| Title      = Standard Airdash BnB
| Combo      = Airdash  > {{clr|K|j.K}} > {{clr|P|j.P}} > ({{clr|P|j.P}}) > {{clr|H|j.H}} > {{clr|2|2K}} / {{clr|2|5K}} > {{clr|S|c.S}} > {{clr|H|5H}} >  {{clr|D|2D}}
| Difficulty = Easy
| Notes      = Dizzy's main airdash starter.  The second {{clr|P|j.P}} can be used to adjust for height or momentum.
}}
{{ComboCard
| Title      = Stable Airdash
| Combo      = Airdash > {{clr|K|j.K}} > {{clr|P|j.P}} > ({{clr|P|j.P}}) > {{clr|H|j.H}} > {{clr|P|2P}} > {{clr|P|2P}} > {{clr|K|2K}} > {{clr|D|2D}}
| Difficulty = Very Easy
| Notes      = Misses enforcing them to block low with faster timing and some damage in favor of stability. {{clr|S|c.S}} will sometimes miss or not come out, but this combo is very stable.
}}
{{ComboCard
| Title      = Airdash j.D
| Combo      = AirdDash > {{clr|K|j.K}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|S|4S}} > {{clr|S|236S}}
| Difficulty = Very Easy
| Notes      = {{clr|D|j.D}} can be used to make the string gapless on block.  On block go into any blockstring.  On hit go into {{clr|S|4S}}
}}
{{ComboCard
| Title      = Airdash j.K and j.P only
| Combo      = Airdash > {{clr|K|j.K}} > {{clr|P|j.P}} > {{clr|K|j.K}} > {{clr|P|j.P}} > {{clr|P|2P}} > {{clr|P|2P}} > {{clr|K|2K}} > {{clr|D|2D}}
| Difficulty = Very Easy
| Notes      = Another gapless string this one can make it harder to see gaps, bubble resets, going for a low or throw.
}}
{{EndComboCards}}
 
====Throw Combos====
{{StartComboCards|ShowWorksOn=1}}{{ComboCard
| Title      = Burst Safe Throw BnB
| Combo      = Throw > Dash (delay) {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|4S}} > {{clr|3|236S}}
| Difficulty = Medium
|ShowWorksOn=1
| Notes      = 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 {{clr|3|4S}} won't come out but she can hit {{clr|3|4S}} again to punish the burst.
}}
{{ComboCard
| Title      = Easy Throw BnB
| Combo      = Throw > Dash {{clr|2|5K}} > {{clr|3|4S}} > {{clr|3|236S}}
| Difficulty = Easy
|ShowWorksOn=1
| Notes      = Standard throw combo. The dash link can be difficult for beginners.
}}
{{ComboCard
| Title      = Stable (Char Specific)
| Combo     = Throw > Dash {{clr|2|2K}} > {{clr|3|4S}} > {{clr|3|236S}}
| Difficulty = Easy
|ShowWorksOn=1
| Works On  = Sol, Ky, May, Zato, Pot, Chipp, Axl, Venom, I-no,<br>Sin, Jack-O, Jam, Kum, Raven, Baiken
| Notes      = 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 {{clr|2|2K}} having a low hitbox.  This avoids opponents teching out of Dizzy's throw combo and ruining her okizeme game.
}}
{{ComboCard
| Title      = Throw 6H
| Combo      = Throw > Dash {{clr|P|2P}} > {{clr|P|6P}} > {{clr|H|6H}}
| Difficulty = Easy
|ShowWorksOn=1
| Notes      = 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.
}}
<tr><td>See [[GGXRD-R2/Dizzy/Combos#IAD_Throw_Combos|IAD Throw Combos]]</td></tr>
{{EndComboCards}}
 
====Ice Spike YRC Combos====
{{StartComboCards|ShowWorksOn=1|ShowPosition=1}}{{ComboCard
| Title      = Burst Safe 236S Ender
| Combo      = {{clr|3|236S}} YRC > Dash {{clr|3|4S}} > {{clr|3|236S}}
| Difficulty = Easy
|ShowWorksOn=1|ShowPosition=1
| Notes      =
}}
{{ComboCard
| Title      = Fire Pillar Ender
| Combo      = {{clr|S|236S}} YRC > Dash {{clr|H|6[H]}} > {{clr|H|236H}}
| Difficulty = Easy
| Youtube    = https://www.youtube.com/watch?v=g1f8pIk00l4
| EmbedVideo = 1
|ShowWorksOn=1|ShowPosition=1
| Notes      =
}}
{{ComboCard
| Title      = 236S YRC Corner Extension
| Combo      = {{clr|S|236S}} YRC > Dash {{clr|H|6[H]}} > {{clr|S|421S}} > delay {{clr|S|4S}}(2) > {{clr|S|421S}}! > {{clr|H|236H}} > Dash {{clr|S|4S}} > {{clr|S|236S}}
| Difficulty = Medium
| Youtube    = https://www.youtube.com/watch?v=nDwDNpTSnt4
| EmbedVideo = 1
|ShowWorksOn=1|ShowPosition=1
| Notes      =
}}
{{ComboCard
| Title      = H Fish Setup Corner Combo (Universal)
| Combo      = ({{clr|H|214H}}) {{clr|S|236S}} YRC > IAD {{clr|K|j.236K}} > {{clr|H|214H}} (hits) > {{clr|H|j.H}} > {{clr|K|j.236K}} (hits) > Dash {{clr|H|6[H]}} > {{clr|S|421S}} > {{clr|H|6H}}/{{clr|S|4S}} (1) > {{clr|H|236H}}
| Difficulty = Medium
|ShowWorksOn=1|ShowPosition=1
| Position  = Corner
| Notes      =
}}
{{ComboCard
| Title      = H Fish Setup Corner Combo (Optimal)
| Combo      = ({{clr|H|214H}}) {{clr|S|236S}} YRC > IAD {{clr|K|j.236K}} > {{clr|H|214H}} (hits) > {{clr|H|j.H}} > {{clr|K|j.236K}} (hits) > Dash {{clr|H|6[H]}} > {{clr|H|421H}} > Dash {{clr|H|5H}} > {{clr|H|421H}} (hits) > dash {{clr|H|6[H]}} > {{clr|S|421S}} > {{clr|H|6H}}/{{clr|S|4S}} (1) > {{clr|S|421S}} Hits > {{clr|H|236HS}}
| Difficulty = Hard
|ShowWorksOn=1|ShowPosition=1
| 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
| Notes      = Finicky combo that may require cutting {{clr|H|214H}} reps, or ending in {{clr|S|236S}} instead of {{clr|H|236H}} depending on height and character.
}}
<tr><td>See [[GGXRD-R2/Dizzy/Combos#Ice_Spike_YRC|Ice Spike YRC Tech Showcase]]</td></tr>
{{EndComboCards}}
 
====Bubble Combos====
{{StartComboCards|ShowWorksOn=|ShowPosition=}}{{ComboCard
| Title      = Bubble Pop BnB
| Combo      = Bubble Pop > {{clr|3|4S}} > {{clr|3|236S}}
| Difficulty = Very Easy
| Notes      =
}}
{{ComboCard
| Title      = 6H Ender
| Combo      = Bubble Pop > {{clr|H|6H}}
| Difficulty = Very Easy
| Notes      = for face up knockdowns
}}
{{ComboCard
| Title      = 236H Ender
| Combo      = Bubble Pop >  Dash {{clr|H|6[H]}} > {{clr|H|236H}}
| Difficulty = Very Easy
| Notes      =
}}
{{ComboCard
| Title      = Air Combo
| Combo      = Bubble Pop > Jump {{clr|K|j.K}} > {{clr|1|j.P}} > {{clr|3|j.S}} > Jump Cancel {{clr|K|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}}(2)
| Difficulty = Easy
| Notes      = May require skipping one or more moves depending on height.
}}
}}
==Combo List==
{{EndComboCards}}
*  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.
 
*  Entries listed in <span style="color:DarkKhaki">DarkKhaki</span> are either optional or situational.
====RRC Combos====
* Damage values listed for combos with optional combo parts assume the highest damage variation unless otherwise stated.
{{StartComboCards|ShowWorksOn=1|ShowPosition=1}}{{ComboCard
| Title      = RRC BnB
| Combo      = {{clr|K|2K}}/{{clr|K|5K}}/{{clr|P|2P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|D|2D}} > {{clr|3|236S}} > RRC > {{clr|4|421H}} > delayed IAD > {{clr|2|j.K}} > {{clr|4|421H}} (hits) > {{clr|4|j.H}} > {{clr|2|j.236K2}} > {{clr|4|j.H}} > {{clr|2|j.236K}} (hits) > dash {{clr|4|[6H]}} > (char specific {{clr|S|421S}} > {{clr|4|6H}} / {{clr|S|4S}}) > {{clr|4|236H}}
| Video      = GGXRD-R2_Dizzy_midscreen_RRC_Combo.mp4
| EmbedVideo = 1
| Difficulty = Hard
| ShowWorksOn=1| ShowPosition=1
| Notes      = Damage extension for 50% meter. There's more optimal routes for the corner but it works there too.  The {{clr|S|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.


===Beginner Combos===
You need to delay your IAD until just before the spears start flying.  The closer to the ground the opponent is when you hit {{clr|2|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 {{clr|4|236H}} after the firebubble for a very good knockdown for oki but with the tradeoff of less damage.
{{BeginnerComboDef}}
}}
<tabber>
{{ComboCard
Gatling into 2D=
| Title      = Corner RRC Burst Safe BnB
{{TheoryBox
| Combo      = {{clr|K|2K}}/{{clr|K|5K}}/{{clr|P|2P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|D|2D}} > {{clr|S|236S}} RRC > {{clr|H|421H}} > dash {{clr|H|5H}} > {{clr|H|421H}} Hits > {{clr|H|236H}} > ( {{clr|H|6H}} )
| Title      = Gatling Into 2D
| Position  = Corner
| Oneliner  = Works against any grounded opponent, into oki anywhere on the screen.
| Youtube    = https://www.youtube.com/watch?v=A084zlqdHco&list=PLQLon8ri519fTqIu-LZuxBbcKbHK2DYQv&index=1
| Difficulty = {{clr|1|Very Easy}}
| EmbedVideo = 1
| Anchor     = BeginnerCombo1
| Difficulty = Easy
| Video     =  
| ShowWorksOn=1| ShowPosition=1
| Size      = 256x192
| Notes      = Does good damage and is burst safe at all points after {{clr|S|236S}} RRC unless you do the optional {{clr|H|6H}} for more damage.  Really easy and gives you really good oki.
| Recipe    = Starter > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}}
}}
| content   =
{{ComboCard
Very easy, yet extremely important combo. Works at almost any range and converts into knockdown anywhere on the screen. After the knockdown, you can then summon to enforce a mixup on the opponent.
| Title      = Firespear Loop
| Combo      = {{clr|K|2K}}/{{clr|K|5K}}/{{clr|P|2P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|D|2D}} > {{clr|S|236S}} RRC > dash as far into the corner as possible {{clr|H|6[H]}} > {{clr|H|421H}} > dash {{clr|H|5H}} > {{clr|H|421H}}! > dash {{clr|H|6[H]}} > {{clr|H|421H}} > dash {{clr|H|5H}} > {{clr|H|421H}}! > dash {{clr|H|6[H]}} > delay {{clr|S|421S}} > {{clr|H|6H}}/{{clr|S|4S}} > {{clr|S|421S}}! > {{clr|H|236H}}
| Difficulty = Hard
| Damage     = 251
| ShowWorksOn=1| ShowPosition=1
| Position  = Corner
| Youtube    = https://www.youtube.com/watch?v=Dz5OoWQzwCY
| EmbedVideo = 1
| Works On  = All except MAY, KY, LEO, ELPHELT, SIN, RAVEN, ZATO
| Notes     = Maximum 4 hits before 236S RRC.  {{clr|H|6[H]}} should hit higher so they bounce into {{clr|H|421H}} better.  Dash {{clr|H|5H}} needs to be deep and get you nearly all the way to the corner.  Slightly delay it verse many characters.  Timings can change per character esp on if to delay links with dashes or not.
}}
{{ComboCard
| Title      = Char Specific Optimal RRC
| Combo      = {{clr|K|2K}}/{{clr|K|5K}}/{{clr|P|2P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|D|2D}} > {{clr|S|236S}} RRC > dash {{clr|H|6[H]}} > {{clr|H|421H}} > dash {{clr|H|5H}} > {{clr|H|421H}}! > dash {{clr|H|6[H]}} > delay {{clr|S|421S}} > {{clr|H|6H}}/{{clr|S|4S}} > {{clr|S|421S}}! > {{clr|H|236H}}
| Difficulty = Medium
| Damage    =
| ShowWorksOn=1| ShowPosition=1
| Position  = Corner
| Youtube   = https://www.youtube.com/watch?v=pmWeWkpDblA
| EmbedVideo = 1
| Works On  = ELPHELT, SIN, RAVEN, ZATO
| Notes      = Minimum and maximum 4 hits before 236S RRC. Easier and only a single 421H, but less damage.  For some of the characters the main one doesn't work on.
}}
}}
|-|
{{ComboCard
Sweep into Ice Spike=
| Title      = Universal Corner RRC
{{TheoryBox
| Combo      = {{clr|K|2K}}/{{clr|K|5K}}/{{clr|P|2P}} > {{clr|S|c.S}} > {{clr|H|5H}} > {{clr|D|2D}} > {{clr|S|236S}} RRC > dash {{clr|K|2369K}} > {{clr|H|j.H}} > dash {{clr|H|6[H]}} > {{clr|S|421S}} > {{clr|H|6H}}/{{clr|S|4S}} > {{clr|S|421S}}! > {{clr|H|236H}}
| Title      = Sweep into Ice Spike
| Difficulty = Medium
| Oneliner  = Add a special move for more damage in the corner.
| Youtube   = https://www.youtube.com/watch?v=MIeQr8wFAgY&list=PLQLon8ri519fTqIu-LZuxBbcKbHK2DYQv&index=3
| Difficulty = {{clr|1|Very Easy}}
| EmbedVideo = 1
| Anchor    = BeginnerCombo2
| Damage    =
| Video      =
| ShowWorksOn=1| ShowPosition=1
| Size      = 256x192
| Position  = Corner
| Recipe    = Starter > {{clr|S|c.S}} > {{clr|D|2D}} > {{clr|3|236S}}
| Works On  = All
| content   =
| Notes      = Universal option for 236S RRC
An extension of the previous combo, adding a special move to tack on more damage. This loses you oki midscreen, so it should be relegated to the corner only unless it will kill.
}}
}}
|-|
{{ComboCard
Throw Starter=
| Title      = Sideswap RRC Basic
{{TheoryBox
| Combo      = {{clr|K|2K}}/{{clr|K|5K}}/{{clr|P|2P}} > {{clr|S|c.S}} > {{clr|S|f.S}} / {{clr|H|5H}} > {{clr|D|2D}} > {{clr|S|236S}} RRC > dash crossunder {{clr|H|6[H]}} > {{clr|H|236H}}
| Title      = Beginner Throw Combo
| Difficulty = Easy
| Oneliner  = Simple combo from one of her most important mixup options.
| Youtube   = https://www.youtube.com/watch?v=Nt0IApe5deo
| Difficulty = {{clr|1|Very Easy}}
| EmbedVideo = 1
| Anchor    = BeginnerCombo3
| Damage    =
| Video      =
| ShowWorksOn=1| ShowPosition=1
| Size      = 256x192
| Position  = Corner
| Recipe    = Throw > Dash {{clr|1|2P}}/{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|6H}}
| Works On  = All
| content   =
| Notes      = Sideswap from the corner, there are harder combos but this one is consistent.
Midscreen throw combo, allows for some extra damage after throw while still giving okizeme.
}}
}}
|-|
{{EndComboCards}}
Throw Starter (Corner)=
 
{{TheoryBox
====5D6 Combos====
| Title      = Beginner Throw Combo (Corner)
{{StartComboCards|ShowWorksOn=1|ShowPosition=1}}{{ComboCard
| Oneliner  = Corner variation of the throw combo.
| Title      = 5D6 Corner BnB
| Difficulty = {{clr|1|Very Easy}}
| Combo      = {{clr|D|5D6}} > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|S|c.S}} > dash > {{clr|S|c.S}} > {{clr|H|2H}} > {{clr|H|236H}}
| Anchor    = BeginnerCombo4
| Difficulty = Medium
| Video      =
| Works On  = All
| Size      = 256x192
| Position  = Corner
| Recipe    = Throw > Dash {{clr|1|2P}}/{{clr|2|5K}} > {{clr|3|4S}} > {{clr|3|236S}}
| ShowWorksOn=1| ShowPosition=1
| content    =
| Notes      = Standard 5D6 Combo
Corner throw combo, with good damage and metergain.
}}
}}
|-|
{{ComboCard
Basic Air Combo=
| Title      = 5D6 Corner
{{TheoryBox
| Combo      = {{clr|D|5D6}} > {{clr|H|2H}}(2) > {{clr|K|2369K}} > (delay) {{clr|H|j.H}} > {{clr|H|6[H]}} > {{clr|S|421S}} > {{clr|H|6H}} > {{clr|S|421S}}! > {{clr|H|236H}}
| Title      = Basic Air Combo
| Oneliner  = Simple air filler for easy damage.
| Difficulty = {{clr|1|Very Easy}}
| Anchor    = BeginnerCombo5
| Video      =  
| Video      =  
| Size      = 256x192
| EmbedVideo = 1
| Recipe     = Air Hit Starter > {{clr|1|j.P}} > {{clr|1|j.P}} > {{clr|3|j.S}} > Double Jump {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}}(2)
| Damage     = 153
| content    =
| Difficulty = Medium
Easy damage if you hit the opponent while they're in the air.
| Works On  = All
| Position  = Corner
| ShowWorksOn=1| ShowPosition=1
| Notes      = Really good damage for 5D6 in the corner but the bubble can be hard to link on really short characters.  It is universal though.  On some characters like Faust you can get firespear loops off it.
}}
}}
</tabber>
<tr><td colspan=10>See [[GGXRD-R2/Dizzy/Combos#Niche_5D6_Combos|Niche 5D6 Combos]]</td></tr>
{{EndComboCards}}


===Core BnB Combos===
===Very Situational Combos===
{{CoreComboDef|TextOverride='''This series of combos works on most of the cast, and provides a good blend of damage, corner carry, and oki.'''
<div class="combo_tagline">You'll rarely see these despite being practical.</div>
*Work against most characters of a selected weight or hurt box type
 
*May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
====Gold IK Setup Confirms====
*Are expected to be consistently performable by most intermediate and advanced players who main the character}}
Gold IK can be done in any setup from bubble pop, 421H hitting, 5D6, and RRC.  Listing them all would be enormous and tedious so just keep these rules in mind.
{{TheoryBox
 
| Title      = Icespike YRC
====Guts Crush====
| Oneliner   =  
 
| Difficulty = {{clr|1|Easy}}
====Stun====
| Anchor    = DizzyIcespikeYRC
 
====Imperial Ray====
 
====CH Mirror Combos====
{{StartComboCards|ShowWorksOn=1|ShowPosition=1}}{{ComboCard
| Title      = Midscreen CH Mirror pickup
| Combo      =  {{clr|P|632146P}} CH > Wall Bounce > IAD {{clr|K|j.K}} > {{clr|D|j.D}} (2) > {{clr|H|6H}}
| Difficulty = Medium
| Works On  = All
| Position   = Midscreen
| ShowWorksOn=1| ShowPosition=1
| Notes      = [https://twitter.com/gou4th_fab/status/1311310355801370630?s=20]
}}
{{EndComboCards}}
 
====Niche 5D6 Combos====
{{StartComboCards|ShowWorksOn=1|ShowPosition=1}}{{ComboCard
| Title      = 5D6 Stun Combo
| Combo      =  {{clr|D|5D6}} > {{clr|S|c.S}} > {{clr|H|2H}}(2) > {{clr|S|c.S}} > {{clr|S|421S}} > {{clr|S|c.S}} > {{clr|S|421S}}! > dash {{clr|S|c.S}} > {{clr|H|2H}}(2) > {{clr|H|236H}}
| Video      =  
| Video      =  
| Size      = 256x192
| EmbedVideo = 1
| Recipe    = {{clr|3|236S}} > YRC > Dash up > {{clr|3|4S}} > {{clr|3|236S}}
| Difficulty = Medium
| content    =
| Works On  = All
A really strong tool in neutral at the cost of 25% tension.
| Position  = Corner
| ShowWorksOn=1| ShowPosition=1
| Notes      = This maximizes stun for a combo for Dizzy.  c.S is doubled in stun value.  Big damage moves like 2H also carry a lot of stun value.  5D also carries a lot of stun value.  Stun value is correlated to damage done, with exceptions like for Dizzy c.S.  Does 2963 stun damage.  Doing this after a CH mirror will guarantee a stun against some characters.
}}
{{EndComboCards}}


Thanks to the slowdown of YRC if it lands you get a combo leading into a close knockdown, on the other hand if it's blocked you're not only safe but plus.
====IAD Throw Combos====
{{StartComboCards|ShowWorksOn=1|ShowPosition=1}}{{ComboCard
| Title      = Throw IAD Light weight
| Combo      = Throw > IAD > {{clr|K|j.K}} > delay {{clr|D|j.D}} > {{clr|H|6H}}
| Difficulty = Medium
| Position  = Mid to Corner, Corner
| Works On  = Light Weights
|ShowWorksOn=1|ShowPosition=1
| Notes      = More corner carry but character specific and the IAD link itself is difficult.
}}
{{ComboCard
| Title      = Throw IAD Med/Heavy
| Combo      = Throw > IAD {{clr|K|j.K}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|H|6H}}
| Difficulty = Medium
| Position  = Mid to Corner, Corner
| Works On  = Medium / Heavy weights
|ShowWorksOn=1|ShowPosition=1
| Notes      = More corner carry but character specific and the IAD link itself is difficult.
}}
{{ComboCard
| Title      = Throw Air Combo Faust
| Combo      = Throw > dash jump > {{clr|K|j.K}} > {{clr|P|j.P}} > {{clr|P|j.P}} > {{clr|D|j.D}} > {{clr|H|6H}}
| Difficulty = Medium
| Position  = Mid to Corner, Corner
| Works On  = Faust
|ShowWorksOn=1|ShowPosition=1
| Notes      = Faust only.  More corner carry but character specific and the IAD link itself is difficult.
}}
{{ComboCard
| Title      = Throw IAD Slayer/Pot
| Combo      = Throw > IAD {{clr|P|j.P}} > {{clr|K|j.K}} > {{clr|D|j.D}} > {{clr|H|6H}}
| Difficulty = Medium
| Position  = Mid to Corner, Corner
| Works On  = Slayer, Pot
|ShowWorksOn=1|ShowPosition=1
| Notes      = Faust and Pot.  More corner carry but character specific and the IAD link itself is difficult.
}}
{{EndComboCards}}
 
===Tech Showcase===
<div class="combo_tagline">Combos that see rare use due to their difficulty, lack of consistency, or over specialization.  For lab monsters and tech enthusiasts.</div>


====Ice Spike YRC====
{{StartComboCards|ShowWorksOn=1|ShowPosition=1}}{{ComboCard
| Title      = Optimized Punish
| Combo      = {{clr|S|236S}} YRC > IAD > {{clr|P|j.236P}} > {{clr|H|j.H}} > land dash {{clr|S|421S}} > {{clr|H|j.H}} > {{clr|P|236P}} > {{clr|P|j.P}} > {{clr|H|236H}} > IAD {{clr|K|j.K}} > {{clr|S|j.S}} > {{clr|D|j.D}} > {{clr|H|6H}}
| Difficulty = Very Hard
| Youtube    = https://www.youtube.com/watch?v=A3JsiRshw7s
|ShowWorksOn=1|ShowPosition=1|EmbedVideo = 1
| Notes      = Extremely difficult and only works as a punish because you have to know ice spike YRC will hit.
}}
}}
{{TheoryBox
{{EndComboCards}}
| Title      = Midscreen RRC BnB
| Oneliner  = Useful but a bit tricky.
| Difficulty = {{clr|2|Medium}}
| Anchor    = DizzymidscreenRRCBnB
| Video      = DizzyMidscreenRRCcombo.mp4
| Size      = 256x192
| Recipe    = Starter > {{clr|3|236S}} > RRC > {{clr|4|421H}} > late IAD > {{clr|2|j.K}} > {{clr|4|421H}} (hits) > {{clr|4|j.H}} > {{clr|2|j.236K2}} > {{clr|4|j.H}} > {{clr|4|[6H]}} > {{clr|4|236H}}
| content    =
A good way to cash out meter for more damage off {{MockCodeBlock|Starter > Icespike}} midscreen without sacrificing oki.


Getting the hang of how long to delay the airdash can be a bit tricky at first, you want the opponent to be as close as possible to the ground so that the {{clr|4|[6H]}} can hit them after the fire bubble pops them into the air, and remember to angle the bubble downwards by holding 2 as it's being summoned.
====Optimal DP Punish====
{{StartComboCards|ShowWorksOn=1|ShowPosition=1}}{{ComboCard
| Title      = [https://twitter.com/1_daiji/status/1318430287282335744 Leo DP Punish]
| Combo      = {{clr|H|2H}} > {{clr|S|421S}} > dash {{clr|H|6[H]}} > {{clr|S|421S}}! > {{clr|H|6[H]}}! > {{clr|H|421H}} > delay {{clr|H|6H}} > {{clr|H|214H}} > {{clr|H|6H}} > {{clr|H|214H}}! > {{clr|S|421S}} > {{clr|P|2369P}} > {{clr|S|421S}}! > {{clr|P|2369P}}! > dash {{clr|H|6[H]}} > {{clr|S|421S}} > {{clr|H|6H}} > {{clr|S|421S}}! > {{clr|H|236H}}
| Difficulty = Very Hard
| Damage    = 269
|ShowWorksOn=1|ShowPosition=1|EmbedVideo = 1
| Works On    = Leo
| Position  = Corner
| Notes      = Easier version here [https://x.com/haneyk19/status/1318388359782227971?s=20]
}}
{{ComboCard
| Title      = [https://twitter.com/1_daiji/status/1318380939592966144 Jack-O DP Punish]
| Combo      = {{clr|H|2H}} > {{clr|S|421S}} > {{clr|H|6[H]}} > {{clr|S|421S}}! > {{clr|H|6[H]}}! > {{clr|H|421H}} > dash {{clr|H|5H}} > {{clr|H|6[H]}} > {{clr|H|421H}} > delay {{clr|H|6H}} > {{clr|H|214H}} > {{clr|H|6H}} > {{clr|H|214H}}! > {{clr|H|236H}}
| Difficulty = Very Hard
| Damage    = 271
|ShowWorksOn=1|ShowPosition=1|EmbedVideo = 1
| Works On    = Jack-O
| Position  = Corner
| Notes      =
}}
{{EndComboCards}}


Sometimes you might have to microwalk forward and/or delay the {{clr|4|[6H]}} to account for the opponent being too far away or too high up for {{clr|4|[6H]}} to hit.
==Combo Notation Legend==
Alternatively you can omit the [6H] and just go for {{clr|4|236H}} instead if you don't feel comfortable with that part.
{{Combo Notation
| game=GGXRD-R2
}}
}}


=== Standard Combos ===
===Dizzy Specific Notation===
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
'''!: Summon hits.'''
|+ Variable starter
Dizzy links her summons with other moves so a way to notate when a summon hits is needed. The convention is to use an ! after a move.
|-
 
! Combo !! Position !! Damage !! Tension Gain !! Works on: !! Difficulty !! Notes
For example: {{clr|H|421H}} > Dash {{clr|H|5H}} > {{clr|H|421H}}! > {{clr|H|236H}}
|-
 
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} || any || 92 || 15 || all || {{clr|1|Very Easy}} ||
This would indicate that the {{clr|H|421H}} hits and is followed up by {{clr|H|236H}}.
|-
 
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|2H}}(2) > {{clr|4|236H}} || any || ||  || all crouching || {{clr|1|Very Easy}} ||
'''Airdash'''
|-
Additional notation for airdash types:
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} > RRC > w{{clr|4|421H}} > late IAD > jK > {{clr|4|421H}}! > {{clr|3|jHS}} > {{clr|2|j236K}} > {{clr|3|jHS}} > {{clr|4|236H}}|| any ||151 || <span style="color:DarkRed">-40 || all || {{clr|2|Easy}} ||
* j.66 and AD both mean airdash while in the air already.
|-
* j.44 and ADB both mean airdash back while in the air already.
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} > RRC > w{{clr|4|421H}} > late IAD jK > {{clr|4|421H}}! > {{clr|4|j.H}} > {{clr|2|j236K}} > {{clr|3|jHS}} > dash 6[H] > {{clr|4|236H}} || any || 158 || <span style="color:DarkRed">-30 || all || {{clr|3|Medium}} ||
* 754 or IADB means instant airdash back.
|-
 
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} RRC > (66) {{clr|4|214H}} > {{clr|4|236H}} > {{clr|4|214H}} > {{clr|4|236H}} > {{clr|3|236S}} || corner || 153 || <span style="color:DarkRed">-50 || all || {{clr|3|Medium}} ||
===Combo Conventions===
|-
*  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.
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} RRC > w{{clr|4|421H}} > late IAD {{clr|2|j.K}} > {{clr|4|421H}}! > {{clr|4|j.H}} > {{clr|2|j.236K}} > {{clr|4|j.H}} > dash 6[HS] > {{clr|3|421S}} > {{clr|4|6H}}/{{clr|3|4S}}/{{clr|3|f.S}} > {{clr|3|421S}}! > {{clr|4|236H}} || mid-screen || 164 || <span style="color:DarkRed">-50 || specific || {{clr|4|Hard}} ||
*  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.
| {{clr|2|2K}}/{{clr|2|5K}}/{{clr|1|2P}} > {{clr|3|c.S}} > {{clr|4|5H}} > {{clr|5|2D}} > {{clr|3|236S}} RRC > dash 6[HS] > {{clr|4|421H}} > dash {{clr|4|5H}} > {{clr|4|421H}}! > dash 6[HS] > {{clr|4|421H}} > dash {{clr|4|5H}} > {{clr|4|421H}}! > dash 6[HS] > delay {{clr|3|421S}} > {{clr|4|6H}}/{{clr|3|4S}} > {{clr|3|421S}}! > {{clr|4|236H}} || corner || 187 || <span style="color:DarkRed">-50 || specific || {{clr|4|Hard}} ||
 
|}
==Combo Theory==
Notes on coming up with your own combos and understanding how to create them, but isn't just a restatement of BnBs or common combos in abstract form.
 
===[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatlings]]===
Her most common gatling routes are shown in her [[GGXRD-R2/Dizzy/Combos#BnB_Combos|BnB combos]] but for a full understanding of her gatlings you need to see her [[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|gatling table]].
 
===Adjusting Mid Combo===
Dizzy needs to adjust her combos in real time to get the proper spacing for Okizeme or to not drop a combo.
 
====Adjusting for Spacing====
Notated from BnB: ({{clr|P|2P}}) > ({{clr|P|2P}}) > ({{clr|K|2K}} / {{clr|K|5K}}) > ({{clr|S|c.S}}) > ({{clr|S|f.S}}) > ({{clr|H|5H}}) > {{clr|D|2D}}
 
* Cancel {{clr|P|2P}} into itself to push an opponent further out.
* Exclude {{clr|P|2P}} at all to keep an opponent closer.
* Exclude either {{clr|S|f.S}} or {{clr|H|5H}} to keep an opponent closer so {{clr|D|2D}} will connect.  Include them both to push an opponent further out.
* Exclude {{clr|K|2K}} / {{clr|K|5K}} or {{clr|S|c.S}} to keep an opponent closer.  Just note {{clr|P|2P}} will not combo into {{clr|H|5H}} so you have to use {{clr|P|2P}} > {{clr|S|f.S}} and it will not combo at some ranges.  For this reason including {{clr|S|c.S}} or {{clr|K|2K}} / {{clr|K|5K}} is usually a good idea.
* For really pushed out opponents {{clr|P|2P}} > {{clr|K|2K}} > {{clr|D|2D}} can be used too.
 
====Adjusting for Height====
Notated from BnB: Jump Cancel > ({{clr|K|j.K}}) > ({{clr|P|j.P}}) > ({{clr|P|j.P}}) > {{clr|S|j.S}} > Jump Cancel > ({{clr|K|j.K}}) > ({{clr|P|j.P}}) > ({{clr|P|j.P}}) > {{clr|S|j.S}} > {{clr|D|j.D}}(2)
* Cancel {{clr|P|j.P}} into itself to lower the opponents height.
* Exclude {{clr|P|j.P}} or {{clr|K|j.K}} and jump cancel earlier to gain height on the opponent.
* Max height air combo is SJ > {{clr|S|j.S}} > jc {{clr|S|j.S}} > {{clr|D|j.D}} or just SJ {{clr|D|j.D}}.
 
===Routing to Knockdown===
Dizzy needs knockdowns to setup oki so routing to them is the most important thing she does in a combo.
 
* Gatlings > {{clr|D|2D}} - Vs grounded opponents.  Cancel into a summon for Okizeme.
* Gatlings > {{clr|S|236S}} - Link into a summon afterwards for Okizeme. 
* {{clr|S|4S}} > {{clr|S|236S}} / {{clr|H|236H}} / {{clr|P|6P}} > {{clr|H|6H}} - To knockdown opponents in the air.  Cancel into a summon for Okizeme.
 
===Airdash===
Dizzy can use airdash strings to start combos for better damage in some cases she can also use it midcombo to extend a combo.
 
===Special Cancels===
The only common special cancel that combos for Dizzy from a normal (and without meter) is {{clr|S|236S}}.  Counterhits and {{clr|H|6[H]}} are special cases.
 
===RRC===
The best point to RRC in a combo for maximum damage is almost always {{clr|S|236S}} RRC. 
 
===5D6 Routing===
Dizzy can route into {{clr|D|5D6}} from gatlings as a confirm any time there is a summon hit to cover the gap.
 
===Best Moves For Damage===
{{clr|H|421H}} and {{clr|H|6[H]}} will be her biggest damage contributors and any time you can replace anything else in a combo with either of these it is a benefit.  {{clr|H|6H}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|S|236S}}, {{clr|H|236H}}, {{clr|H|214H}}, {{clr|K|j.236K}}, {{clr|P|j.236P}} and {{clr|S|421S}} are also good.  To maximize damage you want to frontload combos with big damage moves while also doing combos long enough to approach the hitstun decay limits for a combo.  Her biggest damage combos usually start with {{clr|H|6[H]}} > {{clr|S|236S}}.
 
===Combo Extensions===
Any summon helps Dizzy extend her combos.  The highest damage extensions are {{clr|K|j.236K}}, {{clr|P|j.236P}}, {{clr|H|421H}}, and {{clr|S|421S}}{{clr|H|6[H]}} ground bounce can also be used to extend combos and does great damage.
 
====Utilizing Bubbles====
Bubbles add a lot of damage to Dizzy's combos and setups.  Using them to increase your damage and combo potential by having them pop after a mixup is one way Dizzy can really get higher damage, especially in the corner. After a bubble pop Dizzy can do things like hit with {{clr|H|421H}} ball, {{clr|S|421S}} ball, {{clr|H|6[H]}}, and {{clr|H|236H}}
 
====Utilizing Spears====
{{clr|S|421S}} and {{clr|H|421H}} can be combo'd into both in their ball and spear form and some of her highest damage combos come from utilizing both aspects of the move.  Followups between hits often are {{clr|H|6[H]}}, {{clr|H|6H}}, {{clr|S|4S}} (2), {{clr|K|j.236K}} and {{clr|P|j.236P}}.
 
====Utilizing 6[H]====
{{clr|H|6[H]}} takes a long time to charge so the most common ways to combo into it without meter are bubble hits, {{clr|H|421H}} spears hit, or hitting with the rising parts of {{clr|S|421S}} and {{clr|H|421H}}.  Other summons can be used esp if chained however {{clr|H|6[H]}} is probably the most seeable and reactable overhead in the game so getting it as a combo starter is a pretty rare proposition, but you might catch some people sleeping at the wheel or have their mental stack so overloaded that they don't react.
 
====Utilizing Summon Hits====
While the other summons and their hits don't give you floats or ground bounces, they can give you let you redash in to restart gatlings and route into things like {{clr|D|5D}}.  They can also let you get off specials you might otherwise not be able to in a combo.
 
====Linking Multiple Summons====
Dizzy can sometimes link multiple summons together to get them to combo off each other.  A common example is {{clr|H|214H}} > {{clr|S|421S}}.  Another common example is {{clr|S|421S}} and {{clr|P|j.236P}} comboing.


== Combo Theory ==
====Bubble Popped By Other Summons====
=== Grounded ===
In some situations Bubble can be popped by other summons mid combo allowing Dizzy more time to setup further combo extensions or do her highest damage moves.  A common example is {{clr|P|214P}} hitting a {{clr|P|P}} bubble.
* gatlings > Ice Pillar
* gatlings > {{clr|5|2D}} > {{clr|3|236S}}/Summon
* Throw > dash {{clr|2|2K}} > {{clr|3|4S}} >{{clr|3|236S}}
* Throw > dash {{clr|1|2P}}/{{clr|2|5K}} > {{clr|1|6P}} > {{clr|4|6H}} > Summon
* Throw > dash {{clr|1|2P}}/{{clr|2|5K}} > {{clr|3|4S}} > {{clr|3|236S}}
* Throw > dash {{clr|1|2P}} > {{clr|1|2P}} > {{clr|3|4S}} > {{clr|3|236S}}
* Throw > dash {{clr|1|2P}} > {{clr|1|2P}} > {{clr|1|6P}} > {{clr|4|6H}} > Summon


=== Air ===
====421S Self Combo====
* {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > jump cancel > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}}  
In some situations vs some characters, {{clr|S|421S}} can combo into itself for both hits. This allows Dizzy to do things she would normally not be able to do at that point in a combo, like setup a bubble for further combo extensions. This situation is usually pretty unstable but works well vs some characters.
* {{clr|2|j.K}} > {{clr|3|j.S}} > jump cancel > {{clr|1|j.P}} > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}}
* {{clr|3|j.S}} > {{clr|1|j.P}} > {{clr|2|j.K}} jump cancel > {{clr|2|j.K}} > {{clr|3|j.S}} > {{clr|5|j.D}}


=== VS Crouching ===
===236S YRC===
* {{clr|2|5K}}/{{clr|3|2S}}/{{clr|3|c.S}} > {{clr|4|2H}} > Fire Pillar
{{clr|S|236S}} YRC is usually followed up by simply {{clr|S|4S}} > {{clr|S|236S}} but a lot of other options exist if there are other summons on screen, you have the corner, or you have extremely good execution.
* {{clr|2|5K}}/{{clr|3|2S}}/{{clr|3|c.S}} > {{clr|4|2H}} > Air Combo
* {{clr|2|5K}}/{{clr|3|2S}}/{{clr|3|c.S}} > {{clr|4|2H}} > RRC Combo
=== Anti-Air ===
* {{clr|3|c.S}} > Air Combo
* f.s> air combo/{{clr|3|236S}}
* 2s> air combo
* {{clr|1|6P}} > 6[H] > Summon/{{clr|4|236H}}
* {{clr|1|6P}}> {{clr|4|6H}} > Summon
* 4s> {{clr|3|236S}}


=== Counter Hit ===
===j.D===
*CH J.h > {{clr|3|4S}} > {{clr|3|236S}}
{{clr|D|j.D}} (1) can also be used to combo people close to or on the ground into {{clr|S|4S}}, and to end airdash strings vs airborne opponents into {{clr|H|6H}}.


*CH j.h > {{clr|2|5K}} > f.s > {{clr|4|5H}} > {{clr|5|2D}}
===CH Starter===
Some CH starters give Dizzy some really great combo options.


*CH j.h > 2p > 2k > {{clr|5|2D}}
====2S Counterhit====
{{clr|S|2S}} CH on the ground can lead to absurd damage vs some characters such as Sin (ToDo: link the combo).  Vs airborne characters in the air it can also lead to a knockdown from an AA situation.


*CH j.h > {{clr|5|2D}}
====6P Counterhit====
{{clr|P|6P}} will wallbounce in the corner allowing for some really good combos.


*CH J.d > Dash > j.s > j.k > j.s > j.d
====j.H Counterhit====
Can lead to higher damage combos if you dial in some options. Against grounded opponents it also lets you land and run up {{clr|K|2K}} to get a close range gatling starter out of it.


*c.s > {{clr|4|2H}} > {{clr|4|236H}} -[Sol DP ({{clr|4|623H}}) punish]
=====j.D Counterhit=====
{{clr|D|j.D}} will techless knockdown on CH.  To preserve the chance of a CH Dizzy can cancel into {{clr|P|j.236P}} on the first hit and then route into knockdown combos or air combo extensions.


*{{clr|4|2H}} > {{clr|3|421S}} > {{clr|2|j.236K}} > {{clr|3|421S}}! > {{clr|4|j.H}} > {{clr|4|236H}} -[Chipp and Leo DP punish]
====Mirror CH====
Mirror CH will wall bounce even midscreen and is the best stun combo starter for Dizzy.


*{{clr|4|2H}} > {{clr|3|421S}} > {{clr|2|j.236K}} > {{clr|3|421S}}! > {{clr|4|236H}} > IAD {{clr|2|j.K}} > j.p > {{clr|5|j.D}} > {{clr|4|6H}} -[Ky RTL punish]
===Imperial Ray===
{{clr|S|632146S}} requires being very close range to combo into most the time. It can be confirmed into from {{clr|H|2H}} and {{clr|H|6[H]}}.  Sometimes dashing up after {{clr|K|j.236K}} or {{clr|H|421H}} hits will also work.  {{clr|S|632146S}} is less damage than routing into RRC in most cases.


*{{clr|4|2H}} > {{clr|3|421S}} > {{clr|2|j.236K}} . {{clr|3|421S}}! > dash 6[H] > {{clr|4|236H}} -[Raven reversal punish]
===Stun Combos===
Counterhit {{clr|P|632146P}} is the best tool Dizzy has for stun, though normal {{clr|P|632146P}} can be used to end combos for a bit more stun.  After that it is {{clr|S|c.S}} which has its stun rating doubled, and {{clr|D|5D}} which universally has a high stun rating. Her {{clr|S|236S}} and {{clr|H|236H}} both do less stun than they should for they damage they do.  Imperial Ray also does less stun than it should do for its damage.  So avoid using any of these moves for stun combos.  Other than that, the more damage a move does the more stun it will usually do.  So use high damaging moves especially early in a combo.


*{{clr|4|2H}} > {{clr|3|421S}} > {{clr|2|j.236K}} . {{clr|3|421S}}! > dash 6[H] > {{clr|3|421S}} > {{clr|4|6H}} > {{clr|3|412S}}! > {{clr|4|236H}} > {{clr|2|2K}}/{{clr|2|5K}} > {{clr|3|4S}} > {{clr|3|236S}} -[Raven corner reversal punish]
===Gold IK===
Gold IK can mostly be confirmed into from RRC, {{clr|P|j.236P}} hit, {{clr|K|j.236K}} hit, {{clr|H|421H}} hit, and 5D6.


*Mirror > {{clr|5|5D}} > {{clr|4|6H}} > {{clr|4|6H}} > {{clr|3|421S}} > c.s > {{clr|3|421S}}! > {{clr|4|5H}} > {{clr|5|2D}} > stun - [Meter Raven corner reversal punish]
===j.S rejump===
There is a (2F?) window to be able to rejump in some situations using j.S very low to the ground and rejumping into rising j.S.


==Videos==
==Videos==
Line 196: Line 684:
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://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/playlist?list=PLSq9hRF0zPpWu5npH4gbjCYGS-Bpcnd - Mdesilva Dizzy footage
https://www.youtube.com/watch?v=ZCVE3WOEZS4&list=PLSq9hRF0zPpWu5npH0K4gbjCYGS-Bpcnd - Mdesilva Dizzy footage


==Navigation==
==Navigation==
<center>{{Character Label|GGXRD-R2|Dizzy|42px}}</center>
<center>{{Character Label|GGXRD-R2|Dizzy|size=42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{GGXRD-R2/CharacterLinks}}
{{#lst:GGXRD-R2/Navigation}}
{{GGXRD-R2/Navigation}}

Latest revision as of 15:50, 3 April 2024

 Dizzy

Combo Notation

See the Combo Notation Legend for notation details. If you're entirely new to numpad notation this short youtube video will help.

Combos

Beginner Combos

To get you started.
ComboVideo/NameDamage Difficulty Notes

Starter into Hard Knockdown
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 Hard Knockdown

- 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
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

- 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
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

Video play trimmed.pngRRC Extension

- 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 Position Notes

Easy
- [d]
- [t]
Anywhere
(2P) > 2K / 5K > c.S > (f.S) > 5H > 2D > (236S) > 214H / (delay) 214K / okizeme setups
Dizzy's main metereless BnB. Moves in ( ) are situational. Overall don't worry about the situational moves at all if you're a beginner. After 2D you cancel into a summon to start okizeme.

Situational Moves

You can add 2P if up close OR you can add f.S if you have dash momentum and start with 2K / 5K for the biggest damage. You can not add both. For the most stable combo you omit both 2P and f.S. Dizzy uses the extra hits to get some okizeme spacings. f.S and c.S both will combo into 2D but ends your combo early or with less damage.

You can do the 236S ender in the corner for more damage and you can still get oki but there are spacings 2D will hit and ice spike will whiff.
Damage
-
Tension
-
Position
Anywhere
Works On
All
(2P) > 2K / 5K > c.S > (f.S) > 5H > 2D > (236S) > 214H / (delay) 214K / okizeme setups

Video play trimmed.pngGrounded BnB

- EasyAnywhere
Toggle Details
Dizzy's main metereless BnB. Moves in ( ) are situational. Overall don't worry about the situational moves at all if you're a beginner. After 2D you cancel into a summon to start okizeme.

Situational Moves

You can add 2P if up close OR you can add f.S if you have dash momentum and start with 2K / 5K for the biggest damage. You can not add both. For the most stable combo you omit both 2P and f.S. Dizzy uses the extra hits to get some okizeme spacings. f.S and c.S both will combo into 2D but ends your combo early or with less damage.

You can do the 236S ender in the corner for more damage and you can still get oki but there are spacings 2D will hit and ice spike will whiff.
Tension
-
Position
Anywhere
Works On
All

Easy
- [d]
- [t]
Anywhere
2S > Jump Cancel > j.K > j.P > j.S > Jump Cancel > 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 > Jump Cancel > j.K > j.P > j.S > Jump Cancel > j.K > j.S > j.D(2)

Video play trimmed.pngAnti-air BnB

- EasyAnywhere
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

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 and if it's at really close range you can fit in an f.S after the 2K.
Damage
-
Tension
-
Position
Anywhere
Works On
All
2P > (2P) > 2K > 2D > Cancel into summon for okizeme

Video play trimmed.pngAbare BnB

- EasyAnywhere
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 and if it's at really close range you can fit in an f.S after the 2K.
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

- EasyAnywhere
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

- MediumAnywhere
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
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

- EasyAnywhere
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 EasyAnywhere
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

- HardAnywhere
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 )

Video play trimmed.pngCorner RRC Burst Safe BnB

- EasyCorner
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

Common Combos

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

Additional Grounded Confirms

ComboVideo/NameDamage Difficulty Works On Notes

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
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

- 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 > jc > 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 > jc > 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 Low To Ground
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 Low To Ground

- Easy
Toggle Details
Counter hit and must be close to the ground.
Tension
-
Position
Anywhere
Works On
All

6P Anti-air
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

- 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

Air to Air Combos

ComboVideo/NameDamage Difficulty Notes

Airdash Vs Airborne
Easy
131 [d]
- [t]
Anywhere
Airdash > j.K > j.P > j.D(2) > Land > jump > j.S > jc > j.S > j.D(2)
Works about single jump height and closer to the ground. For people that jumped and got hit by your j.K.
Damage
131
Tension
-
Position
Anywhere
Works On
All
Airdash > j.K > j.P > j.D(2) > Land > jump > j.S > jc > j.S > j.D(2)

Airdash Vs Airborne

131 Easy
Toggle Details
Works about single jump height and closer to the ground. For people that jumped and got hit by your j.K.
Tension
-
Position
Anywhere
Works On
All

j.D CH Air Combo
Medium
160 [d]
- [t]
Anywhere
CH j.D(1) > j.236P > Airdash > j.K > j.P > j.D(2) > Land > jump > j.S > jc > j.P > j.S > j.D(2)
For when you are pretty sure you will CH j.D and want damage.
Damage
160
Tension
-
Position
Anywhere
Works On
All
CH j.D(1) > j.236P > Airdash > j.K > j.P > j.D(2) > Land > jump > j.S > jc > j.P > j.S > j.D(2)

j.D CH Air Combo

160 Medium
Toggle Details
For when you are pretty sure you will CH j.D and want damage.
Tension
-
Position
Anywhere
Works On
All

j.D CH Combo w/ Knockdown
Medium
125 [d]
- [t]
Anywhere
CH j.D(1) > j.236P > j.H > j.236P Pops > land > 236H
Less damage but has knockdown from j.D. Good especially if first hit of j.D would CH but 2nd would ruin the knockdown so you can't just take the land and summon to get oki.
Damage
125
Tension
-
Position
Anywhere
Works On
All
CH j.D(1) > j.236P > j.H > j.236P Pops > land > 236H

j.D CH Combo w/ Knockdown

125 Medium
Toggle Details
Less damage but has knockdown from j.D. Good especially if first hit of j.D would CH but 2nd would ruin the knockdown so you can't just take the land and summon to get oki.
Tension
-
Position
Anywhere
Works On
All

Airdash Combos

ComboVideo/NameDamage Difficulty Notes

Standard Airdash BnB
Easy
- [d]
- [t]
Anywhere
Airdash > 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
Airdash > 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
Airdash > 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
Airdash > 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
AirdDash > 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
AirdDash > 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 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

- MediumAll
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
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

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

Stable (Char Specific)
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)

- EasySol, 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
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

- EasyAll
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
See IAD Throw Combos

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

Video play trimmed.pngFire Pillar Ender

- EasyAnywhereAll
Toggle Details
Tension
-
Position
Anywhere
Works On
All

236S YRC Corner Extension
Medium
- [d]
- [t]
Anywhere
236S YRC > Dash 6[H] > 421S > delay 4S(2) > 421S! > 236H > Dash 4S > 236S
Damage
-
Tension
-
Position
Anywhere
Works On
All
236S YRC > Dash 6[H] > 421S > delay 4S(2) > 421S! > 236H > Dash 4S > 236S

Video play trimmed.png236S YRC Corner Extension

- MediumAnywhereAll
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
See Ice Spike YRC Tech Showcase

Bubble Combos

ComboVideo/NameDamage Difficulty Notes

Bubble Pop BnB
Very Easy
- [d]
- [t]
Anywhere
Bubble Pop > 4S > 236S
Damage
-
Tension
-
Position
Anywhere
Works On
All
Bubble Pop > 4S > 236S

Bubble Pop BnB

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

6H Ender
Very Easy
- [d]
- [t]
Anywhere
Bubble Pop > 6H
for face up knockdowns
Damage
-
Tension
-
Position
Anywhere
Works On
All
Bubble Pop > 6H

6H Ender

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

236H Ender
Very Easy
- [d]
- [t]
Anywhere
Bubble Pop > Dash 6[H] > 236H
Damage
-
Tension
-
Position
Anywhere
Works On
All
Bubble Pop > Dash 6[H] > 236H

236H Ender

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

Air Combo
Easy
- [d]
- [t]
Anywhere
Bubble Pop > 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
Bubble Pop > Jump j.K > j.P > j.S > Jump Cancel j.K > j.S > j.D(2)

Air Combo

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

RRC Combos

ComboVideo/NameDamage Difficulty Position Works On Notes

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

- HardAnywhereAll
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 )

Video play trimmed.pngCorner RRC Burst Safe BnB

- EasyCornerAll
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

Firespear Loop
Hard
251 [d]
- [t]
Corner
2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash as far into the corner as possible 6[H] > 421H > dash 5H > 421H! > dash 6[H] > 421H > dash 5H > 421H! > dash 6[H] > delay 421S > 6H/4S > 421S! > 236H
Maximum 4 hits before 236S RRC. 6[H] should hit higher so they bounce into 421H better. Dash 5H needs to be deep and get you nearly all the way to the corner. Slightly delay it verse many characters. Timings can change per character esp on if to delay links with dashes or not.
Damage
251
Tension
-
Position
Corner
Works On
All except MAY, KY, LEO, ELPHELT, SIN, RAVEN, ZATO
2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash as far into the corner as possible 6[H] > 421H > dash 5H > 421H! > dash 6[H] > 421H > dash 5H > 421H! > dash 6[H] > delay 421S > 6H/4S > 421S! > 236H

Video play trimmed.pngFirespear Loop

251 HardCornerAll except MAY, KY, LEO, ELPHELT, SIN, RAVEN, ZATO
Toggle Details
Maximum 4 hits before 236S RRC. 6[H] should hit higher so they bounce into 421H better. Dash 5H needs to be deep and get you nearly all the way to the corner. Slightly delay it verse many characters. Timings can change per character esp on if to delay links with dashes or not.
Tension
-
Position
Corner
Works On
All except MAY, KY, LEO, ELPHELT, SIN, RAVEN, ZATO

Char Specific Optimal RRC
Medium
[d]
- [t]
Corner
2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash 6[H] > 421H > dash 5H > 421H! > dash 6[H] > delay 421S > 6H/4S > 421S! > 236H
Minimum and maximum 4 hits before 236S RRC. Easier and only a single 421H, but less damage. For some of the characters the main one doesn't work on.
Damage
Tension
-
Position
Corner
Works On
ELPHELT, SIN, RAVEN, ZATO
2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash 6[H] > 421H > dash 5H > 421H! > dash 6[H] > delay 421S > 6H/4S > 421S! > 236H

Video play trimmed.pngChar Specific Optimal RRC

MediumCornerELPHELT, SIN, RAVEN, ZATO
Toggle Details
Minimum and maximum 4 hits before 236S RRC. Easier and only a single 421H, but less damage. For some of the characters the main one doesn't work on.
Tension
-
Position
Corner
Works On
ELPHELT, SIN, RAVEN, ZATO

Universal Corner RRC
Medium
[d]
- [t]
Corner
2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash 2369K > j.H > dash 6[H] > 421S > 6H/4S > 421S! > 236H
Universal option for 236S RRC
Damage
Tension
-
Position
Corner
Works On
All
2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash 2369K > j.H > dash 6[H] > 421S > 6H/4S > 421S! > 236H

Video play trimmed.pngUniversal Corner RRC

MediumCornerAll
Toggle Details
Universal option for 236S RRC
Tension
-
Position
Corner
Works On
All

Sideswap RRC Basic
Easy
[d]
- [t]
Corner
2K/5K/2P > c.S > f.S / 5H > 2D > 236S RRC > dash crossunder 6[H] > 236H
Sideswap from the corner, there are harder combos but this one is consistent.
Damage
Tension
-
Position
Corner
Works On
All
2K/5K/2P > c.S > f.S / 5H > 2D > 236S RRC > dash crossunder 6[H] > 236H

Video play trimmed.pngSideswap RRC Basic

EasyCornerAll
Toggle Details
Sideswap from the corner, there are harder combos but this one is consistent.
Tension
-
Position
Corner
Works On
All

5D6 Combos

ComboVideo/NameDamage Difficulty Position Works On Notes

5D6 Corner BnB
Medium
- [d]
- [t]
Corner
5D6 > c.S > 2H > c.S > dash > c.S > 2H > 236H
Standard 5D6 Combo
Damage
-
Tension
-
Position
Corner
Works On
All
5D6 > c.S > 2H > c.S > dash > c.S > 2H > 236H

5D6 Corner BnB

- MediumCornerAll
Toggle Details
Standard 5D6 Combo
Tension
-
Position
Corner
Works On
All

5D6 Corner
Medium
153 [d]
- [t]
Corner
5D6 > 2H(2) > 2369K > (delay) j.H > 6[H] > 421S > 6H > 421S! > 236H
Really good damage for 5D6 in the corner but the bubble can be hard to link on really short characters. It is universal though. On some characters like Faust you can get firespear loops off it.
Damage
153
Tension
-
Position
Corner
Works On
All
5D6 > 2H(2) > 2369K > (delay) j.H > 6[H] > 421S > 6H > 421S! > 236H

5D6 Corner

153 MediumCornerAll
Toggle Details
Really good damage for 5D6 in the corner but the bubble can be hard to link on really short characters. It is universal though. On some characters like Faust you can get firespear loops off it.
Tension
-
Position
Corner
Works On
All
See Niche 5D6 Combos

Very Situational Combos

You'll rarely see these despite being practical.

Gold IK Setup Confirms

Gold IK can be done in any setup from bubble pop, 421H hitting, 5D6, and RRC. Listing them all would be enormous and tedious so just keep these rules in mind.

Guts Crush

Stun

Imperial Ray

CH Mirror Combos

ComboVideo/NameDamage Difficulty Position Works On Notes

Midscreen CH Mirror pickup
Medium
- [d]
- [t]
Midscreen
632146P CH > Wall Bounce > IAD j.K > j.D (2) > 6H
Damage
-
Tension
-
Position
Midscreen
Works On
All
632146P CH > Wall Bounce > IAD j.K > j.D (2) > 6H

Midscreen CH Mirror pickup

- MediumMidscreenAll
Toggle Details
Tension
-
Position
Midscreen
Works On
All

Niche 5D6 Combos

ComboVideo/NameDamage Difficulty Position Works On Notes

5D6 Stun Combo
Medium
- [d]
- [t]
Corner
5D6 > c.S > 2H(2) > c.S > 421S > c.S > 421S! > dash c.S > 2H(2) > 236H
This maximizes stun for a combo for Dizzy. c.S is doubled in stun value. Big damage moves like 2H also carry a lot of stun value. 5D also carries a lot of stun value. Stun value is correlated to damage done, with exceptions like for Dizzy c.S. Does 2963 stun damage. Doing this after a CH mirror will guarantee a stun against some characters.
Damage
-
Tension
-
Position
Corner
Works On
All
5D6 > c.S > 2H(2) > c.S > 421S > c.S > 421S! > dash c.S > 2H(2) > 236H

5D6 Stun Combo

- MediumCornerAll
Toggle Details
This maximizes stun for a combo for Dizzy. c.S is doubled in stun value. Big damage moves like 2H also carry a lot of stun value. 5D also carries a lot of stun value. Stun value is correlated to damage done, with exceptions like for Dizzy c.S. Does 2963 stun damage. Doing this after a CH mirror will guarantee a stun against some characters.
Tension
-
Position
Corner
Works On
All

IAD Throw Combos

ComboVideo/NameDamage Difficulty Position Works On Notes

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

Throw IAD Light weight

- MediumMid to Corner, CornerLight Weights
Toggle Details
More corner carry but character specific and the IAD link itself is difficult.
Tension
-
Position
Mid to Corner, Corner
Works On
Light Weights

Throw IAD Med/Heavy
Medium
- [d]
- [t]
Mid to Corner, 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, Corner
Works On
Medium / Heavy weights
Throw > IAD j.K > j.P > j.D > 6H

Throw IAD Med/Heavy

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

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

Throw Air Combo Faust

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

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

Throw IAD Slayer/Pot

- MediumMid to Corner, 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, Corner
Works On
Slayer, Pot

Tech Showcase

Combos that see rare use due to their difficulty, lack of consistency, or over specialization. For lab monsters and tech enthusiasts.

Ice Spike YRC

ComboVideo/NameDamage Difficulty Position Works On Notes

Optimized Punish
Very 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
Extremely difficult and only works as a punish because you have to know ice spike YRC will hit.
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

Video play trimmed.pngOptimized Punish

- Very HardAnywhereAll
Toggle Details
Extremely difficult and only works as a punish because you have to know ice spike YRC will hit.
Tension
-
Position
Anywhere
Works On
All

Optimal DP Punish

ComboVideo/NameDamage Difficulty Position Works On Notes

Very Hard
269 [d]
- [t]
Corner
2H > 421S > dash 6[H] > 421S! > 6[H]! > 421H > delay 6H > 214H > 6H > 214H! > 421S > 2369P > 421S! > 2369P! > dash 6[H] > 421S > 6H > 421S! > 236H
Easier version here [3]
Damage
269
Tension
-
Position
Corner
Works On
Leo
2H > 421S > dash 6[H] > 421S! > 6[H]! > 421H > delay 6H > 214H > 6H > 214H! > 421S > 2369P > 421S! > 2369P! > dash 6[H] > 421S > 6H > 421S! > 236H

Leo DP Punish

269 Very HardCornerLeo
Toggle Details
Easier version here [4]
Tension
-
Position
Corner
Works On
Leo

Very Hard
271 [d]
- [t]
Corner
2H > 421S > 6[H] > 421S! > 6[H]! > 421H > dash 5H > 6[H] > 421H > delay 6H > 214H > 6H > 214H! > 236H
Damage
271
Tension
-
Position
Corner
Works On
Jack-O
2H > 421S > 6[H] > 421S! > 6[H]! > 421H > dash 5H > 6[H] > 421H > delay 6H > 214H > 6H > 214H! > 236H

Jack-O DP Punish

271 Very HardCornerJack-O
Toggle Details
Tension
-
Position
Corner
Works On
Jack-O

Combo Notation Legend

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

Dizzy Specific Notation

!: Summon hits. Dizzy links her summons with other moves so a way to notate when a summon hits is needed. The convention is to use an ! after a move.

For example: 421H > Dash 5H > 421H! > 236H

This would indicate that the 421H hits and is followed up by 236H.

Airdash Additional notation for airdash types:

  • j.66 and AD both mean airdash while in the air already.
  • j.44 and ADB both mean airdash back while in the air already.
  • 754 or IADB means instant airdash back.

Combo Conventions

  • 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.

Combo Theory

Notes on coming up with your own combos and understanding how to create them, but isn't just a restatement of BnBs or common combos in abstract form.

Gatlings

Her most common gatling routes are shown in her BnB combos but for a full understanding of her gatlings you need to see her gatling table.

Adjusting Mid Combo

Dizzy needs to adjust her combos in real time to get the proper spacing for Okizeme or to not drop a combo.

Adjusting for Spacing

Notated from BnB: (2P) > (2P) > (2K / 5K) > (c.S) > (f.S) > (5H) > 2D

  • Cancel 2P into itself to push an opponent further out.
  • Exclude 2P at all to keep an opponent closer.
  • Exclude either f.S or 5H to keep an opponent closer so 2D will connect. Include them both to push an opponent further out.
  • Exclude 2K / 5K or c.S to keep an opponent closer. Just note 2P will not combo into 5H so you have to use 2P > f.S and it will not combo at some ranges. For this reason including c.S or 2K / 5K is usually a good idea.
  • For really pushed out opponents 2P > 2K > 2D can be used too.

Adjusting for Height

Notated from BnB: Jump Cancel > (j.K) > (j.P) > (j.P) > j.S > Jump Cancel > (j.K) > (j.P) > (j.P) > j.S > j.D(2)

  • Cancel j.P into itself to lower the opponents height.
  • Exclude j.P or j.K and jump cancel earlier to gain height on the opponent.
  • Max height air combo is SJ > j.S > jc j.S > j.D or just SJ j.D.

Routing to Knockdown

Dizzy needs knockdowns to setup oki so routing to them is the most important thing she does in a combo.

  • Gatlings > 2D - Vs grounded opponents. Cancel into a summon for Okizeme.
  • Gatlings > 236S - Link into a summon afterwards for Okizeme.
  • 4S > 236S / 236H / 6P > 6H - To knockdown opponents in the air. Cancel into a summon for Okizeme.

Airdash

Dizzy can use airdash strings to start combos for better damage in some cases she can also use it midcombo to extend a combo.

Special Cancels

The only common special cancel that combos for Dizzy from a normal (and without meter) is 236S. Counterhits and 6[H] are special cases.

RRC

The best point to RRC in a combo for maximum damage is almost always 236S RRC.

5D6 Routing

Dizzy can route into 5D6 from gatlings as a confirm any time there is a summon hit to cover the gap.

Best Moves For Damage

421H and 6[H] will be her biggest damage contributors and any time you can replace anything else in a combo with either of these it is a benefit. 6H, 5H, 2H, 236S, 236H, 214H, j.236K, j.236P and 421S are also good. To maximize damage you want to frontload combos with big damage moves while also doing combos long enough to approach the hitstun decay limits for a combo. Her biggest damage combos usually start with 6[H] > 236S.

Combo Extensions

Any summon helps Dizzy extend her combos. The highest damage extensions are j.236K, j.236P, 421H, and 421S. 6[H] ground bounce can also be used to extend combos and does great damage.

Utilizing Bubbles

Bubbles add a lot of damage to Dizzy's combos and setups. Using them to increase your damage and combo potential by having them pop after a mixup is one way Dizzy can really get higher damage, especially in the corner. After a bubble pop Dizzy can do things like hit with 421H ball, 421S ball, 6[H], and 236H.

Utilizing Spears

421S and 421H can be combo'd into both in their ball and spear form and some of her highest damage combos come from utilizing both aspects of the move. Followups between hits often are 6[H], 6H, 4S (2), j.236K and j.236P.

Utilizing 6[H]

6[H] takes a long time to charge so the most common ways to combo into it without meter are bubble hits, 421H spears hit, or hitting with the rising parts of 421S and 421H. Other summons can be used esp if chained however 6[H] is probably the most seeable and reactable overhead in the game so getting it as a combo starter is a pretty rare proposition, but you might catch some people sleeping at the wheel or have their mental stack so overloaded that they don't react.

Utilizing Summon Hits

While the other summons and their hits don't give you floats or ground bounces, they can give you let you redash in to restart gatlings and route into things like 5D. They can also let you get off specials you might otherwise not be able to in a combo.

Linking Multiple Summons

Dizzy can sometimes link multiple summons together to get them to combo off each other. A common example is 214H > 421S. Another common example is 421S and j.236P comboing.

Bubble Popped By Other Summons

In some situations Bubble can be popped by other summons mid combo allowing Dizzy more time to setup further combo extensions or do her highest damage moves. A common example is 214P hitting a P bubble.

421S Self Combo

In some situations vs some characters, 421S can combo into itself for both hits. This allows Dizzy to do things she would normally not be able to do at that point in a combo, like setup a bubble for further combo extensions. This situation is usually pretty unstable but works well vs some characters.

236S YRC

236S YRC is usually followed up by simply 4S > 236S but a lot of other options exist if there are other summons on screen, you have the corner, or you have extremely good execution.

j.D

j.D (1) can also be used to combo people close to or on the ground into 4S, and to end airdash strings vs airborne opponents into 6H.

CH Starter

Some CH starters give Dizzy some really great combo options.

2S Counterhit

2S CH on the ground can lead to absurd damage vs some characters such as Sin (ToDo: link the combo). Vs airborne characters in the air it can also lead to a knockdown from an AA situation.

6P Counterhit

6P will wallbounce in the corner allowing for some really good combos.

j.H Counterhit

Can lead to higher damage combos if you dial in some options. Against grounded opponents it also lets you land and run up 2K to get a close range gatling starter out of it.

j.D Counterhit

j.D will techless knockdown on CH. To preserve the chance of a CH Dizzy can cancel into j.236P on the first hit and then route into knockdown combos or air combo extensions.

Mirror CH

Mirror CH will wall bounce even midscreen and is the best stun combo starter for Dizzy.

Imperial Ray

632146S requires being very close range to combo into most the time. It can be confirmed into from 2H and 6[H]. Sometimes dashing up after j.236K or 421H hits will also work. 632146S is less damage than routing into RRC in most cases.

Stun Combos

Counterhit 632146P is the best tool Dizzy has for stun, though normal 632146P can be used to end combos for a bit more stun. After that it is c.S which has its stun rating doubled, and 5D which universally has a high stun rating. Her 236S and 236H both do less stun than they should for they damage they do. Imperial Ray also does less stun than it should do for its damage. So avoid using any of these moves for stun combos. Other than that, the more damage a move does the more stun it will usually do. So use high damaging moves especially early in a combo.

Gold IK

Gold IK can mostly be confirmed into from RRC, j.236P hit, j.236K hit, 421H hit, and 5D6.

j.S rejump

There is a (2F?) window to be able to rejump in some situations using j.S very low to the ground and rejumping into rising j.S.

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

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