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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
Basic Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
[5K]or[2K] > c.S > 5H > 2H > 236H | any | Net Gain | all | [1] Very Easy | |
[5K]or[2K] > c.S > | any | Net Gain | all | [1] Very Easy | |
AD > j2S > jH ▷ c.S > 5H > 2H > 236H | any | Net Gain | all | [1] Very Easy | Air-to-Ground confirm against standing opponent |
AD > j2S > jH ▷ 66 c.S > 5H > 2H > 236H | any | Net Gain | all crouching | [1] Very Easy | Air-to-Ground confirm against crouching opponent |
Dust Combos
Combo | Position | Works on: | Notes |
---|---|---|---|
5D > Homing Jump > j.P > j.S > j.P > j.S > JC > j.S > j.D | Any | All | Basic dust combo into j.D ender. |
5D > Homing Jump > FD > j.D(2) > j214K > delay > j.H Bubble Pop > Backdash > 236H | Any | All | Impossible dust into ice spike knockdown. |
Throw Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
Throw > 66 2P > f.S > 236H | any | Net Gain | all-KL | [2] Easy | |
Throw > 66 2K > f.S > 236H | any | Net Gain | all except BA,DI,FA,JO,JU,KL,MI | [2] Easy | on AX, midscreen usage can be somewhat inconsistent but corner usage is okay |
Throw > 66 > f.S > 236H | any | Net Gain | MA,MI,BA,JA,JO,DI,IN,BR | [2] Easy |
2H Counter-Hit Combos
Combo | Position | Works on: | Notes |
---|---|---|---|
CH 2H > Dash 5K > f.S > 236H | Any | All | Easy counterhit 2H confirm into ice spike knockdown. |
CH 2H > 214D-S > Dash 5K > 421[S] > j.H > 214K > 421]S[ > j.K > Bubble Pop > Imperial Ray/ Air Combo Ender | Any | All | 2H counterhit combo into big damage, works anywhere on the screen. |
CH 2H > 214D>S > Dash 2H > 421[S] > j.H > 214K > 421]S[ > j.H > Bubble Pop > 421[S] > j.H > 214K > 421]S[ > j.H > Bubble Pop > Imperial Ray or Air Combo Ender | Corner | Likely Character Specific, Untested | 2H counterhit combo into huge damage in the corner. |
j.H Counter-Hit Combos
Combo | Position | Works on: | Notes |
---|---|---|---|
CH j.H > Land > (Dash) f.S > 236H | Any | All | Easy CH j.H confirm into ice spike knockdown. |
CH j.H > Land > Jump > j.P > j.S > JC > j.S > j.D | Any | All | Easy CH j.H confirm into air combo. |
236H Counter-Hit Combos
Combo | Position | Works on: | Notes |
---|---|---|---|
CH 236H > Dash 5K > f.S > 236H | Any | All | Easy confirm into knockdown |
CH 236H > Dash f.S > 236H | Any | All | Same as above, omits the 5K |
CH 236H > Dash 2H > 236H | Any | All | Third variation of the same combo. |
236H FRC Combos
Combo | Position | Works on: | Notes |
---|---|---|---|
... 236H FRC > IAD j.2S > j.H > land > jump > j.K > j.S > JC > j.S > j.D | Any | All | Air combo followup. |
... 236H FRC > dash f.S > 236H | Any | All | Ground combo followup. |
Combo Theory
Dizzy has the potential to do both damaging and stylish combos. However, it is a good idea to end a combo with a knockdown instead of continuing the combo for extra damage and sacrifice the knockdown in the process. Unless you get a significant amount of extra damage from the extended combo or if the extended combo inflicts enough damage to finish off the opponent, going for followups that remove the possibility for a knockdown are seldom worth it.
Scoring Knockdowns
Dizzy can use 2H*, 2D*, 236H*, and Imperial Ray (50% Tension) to end a combo for knockdown.
*only causes knockdown on a grounded opponent (or near the ground in regard to 236H)
Air Strings
- ... jump > j.K > j.S > JC > j.S > j.D
- ... jump > j.S/j.2S > j.P > j.S > JC > j.S > j.D
Bubble Loop
- The Bubble Loop is the most damaging combo technique you have access to as Dizzy.
This technique requires a 421[S] attack to be held and active while you air combo the opponent and release ]S[ after a j.H to allow you enough time to summon a bubble that pops and strikes them, keeping the opponent in an aerial juggle state that can potentially allow for additional followup combo opportunities. The timing for the Bubble Loop can be quite strict, but it is usually worth utilizing even though it's a situational combo.
Sometimes, the summoned bubble will be popped by ]S[, other times you will have to manually pop the bubble with an attack instead. You can use j.K to pop the summoned bubble, since in most cases it will only hit the opponent if they weren't already lifted up by the popped bubble. j.H can be used to pop the bubble for more damage, though the timing to utilize it is significantly harder.
There are variations to the Bubble Loop: standard jump, super jump, and IAD. The version you end up utilizing may vary depending on the opponent as well as method of initial launch and even follow-up repetitions of the loop can be affected by this. It can be possible to end a rep of Bubble Loop with a knockdown, if applicable. Most of the time though, you will probably want to do multiple reps for big damage, especially if it has the potential to cause enough damage to finish off an opponent.
Bubble Loop Setups
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
421[S] > 6H (2 Hits) > IAD j.H > j.214K > 421]S[ Bubble Pop > Land > Imperial Ray or Air Combo | Any | All | In a live match, you can release 421]S[ to keep Dizzy safe from being punished if 6H is blocked. | ||
5D > Homing Jump > j.D (2 Hit) > j.214K > j.H Bubble Pop > Land > 421[S] > Jump > j.H > j.214K > 421]S[ > j.K Bubble Pop > Land > Imperial Ray or Air Combo | Any | All | Dust Combo into Bubble Loop. The first j.D can be substituted for a j.H or just do a 1-hit j.D (delay it a bit) and will work on some chars. This variant doesn't work too well on heavy chars. |
Video Examples