Starter > c.S > 5H > 2D
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.
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Basic combos are simple combos with the fewest requirements and conditions possible. They:
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Starter > c.S > 5H > 2D
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.
Starter > c.S > 2D > 236S
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.
Throw > Dash 2P/5K > 6P > 6H
Midscreen throw combo, allows for some extra damage after throw while still giving okizeme.
Throw > Dash 2P/5K > 4S > 236S
Corner throw combo, with good damage and metergain.
Air Hit Starter > j.P > j.P > j.S > Double Jump j.K > j.S > j.D(2)
Easy damage if you hit the opponent while they're in the air.
Core combos balance potency with consistency. They:
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236S > YRC > Dash up > 4S > 236S
A really strong tool in neutral thanks to the slowdown of YRC which also means 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.
Starter > 236S > RRC > 421H > late IAD > j.K > 421H (hits) > j.H > 236K2 > j.H > [6H] > 236H
A good way to cash out meter for more damage off 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 [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.
Sometimes you might have to microwalk forward and/or delay the [6H] to account for the opponent being too far away or too high up for [6H] to hit. Alternatively you can omit the [6H] and just go for 236H instead if you don't feel comfortable with that part.
Combo | Position | Damage | Tension Gain | Works on: | Difficulty | Notes |
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2K/5K/2P > c.S > 5H > 2D > 236S | any | 92 | 15 | all | Very Easy | |
2K/5K/2P > c.S > 2H(2) > 236H | any | all crouching | Very Easy | |||
2K/5K/2P > c.S > 5H > 2D > 236S > RRC > w421H > late IAD > jK > 421H! > jHS > j236K > jHS > 236H | any | 151 | -40 | all | Easy | |
2K/5K/2P > c.S > 5H > 2D > 236S > RRC > w421H > late IAD jK > 421H! > j.H > j236K > jHS > dash 6[H] > 236H | any | 158 | -30 | all | Medium | |
2K/5K/2P > c.S > 5H > 2D > 236S RRC > (66) 214H > 236H > 214H > 236H > 236S | corner | 153 | -50 | all | Medium | |
2K/5K/2P > c.S > 5H > 2D > 236S RRC > w421H > late IAD j.K > 421H! > j.H > j.236K > j.H > dash 6[HS] > 421S > 6H/4S/f.S > 421S! > 236H | mid-screen | 164 | -50 | specific | Hard | |
2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash 6[HS] > 421H > dash 5H > 421H! > dash 6[HS] > 421H > dash 5H > 421H! > dash 6[HS] > delay 421S > 6H/4S > 421S! > 236H | corner | 187 | -50 | specific | Hard |
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/playlist?list=PLSq9hRF0zPpWu5npH4gbjCYGS-Bpcnd - Mdesilva Dizzy footage