GGACR/I-No/Matchup/Dizzy: Difference between revisions

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*<b>6P:</b>  
*<b>6P:</b>  
*<b>5K:</b>
*<b>5K:</b>
*<b>2K:</b>
*<b>2K:</b>Very subtle animation on a character who has good initial dash speed and above average throw range. This means she has a very strong strike(low)/throw game, because it's difficult to see her actually attack low or not when she dashes in. Has a lot of range but isn't very disjointed.
*<b>6K:</b>
*<b>6K:</b>
*<b>c.S:</b>  
*<b>c.S:</b>  
*<b>f.S:</b>
*<b>f.S:</b>
*<b>2S:</b>
*<b>2S:</b> You're not beating this from above, but Dizzy probably has better options for trying to beat an I-No that hoverdashes in.
*<b>5H:</b>
**Dizzy shrinks her hurtbox down quite far, so your best bet of hitting her from above is a very high VCL (which may not even work). It has high recovery so you can double jump or do other things to bait it like you would other anti-airs, and may even get lucky with a charged/delayed dive.
*<b>5H:</b> Hurtbox extends prior to active frames, so it's very easy to full-screen poke this if she uses it incorrectly. She should be trying to check you moving after blocking one of her zoning tools (scythe, fish, needle, etc.) and not just throwing this out in neutral willy-nilly.
**If she does it wrong, just having a 5P out is enough to check her, but you can commit to a 6P if you want the chance to blow her up via a fancy confirm, or at least just fish for a knockdown.
*<b>2H:</b>
*<b>2H:</b>
*<b>6H:</b>
*<b>6H:</b>
*<b>5D:</b>
*<b>5D:</b>
*<b>2D:</b>
*<b>2D:</b>


*<b>j.P:</b>
*<b>j.P:</b>
*<b>j.K:</b>
*<b>j.K:</b>
*<b>j.S:</b>
*<b>j.S:</b>
*<b>j.2S:</b>Throw invul and hits all around her with lots of active frames starting from behind. You can probably beat her air-to-air if you're at similar height using j.P from the ideal range.
**If Dizzy spaces this above you from the right height you wont really be able to challenge it with 6P or 5P.
*<b>j.H:</b>
*<b>j.H:</b>
*<b>j.D:</b>
*<b>j.D:</b>

Revision as of 03:12, 22 September 2021

The General Gameplan

Your Opponent's Gameplan

Spacing & Advantage (By Screen Position)

Up Close

Round Start Range

Long Range

Full Screen

Button Interactions

  • 5P:
  • 2P:
  • 6P:
  • 5K:
  • 2K:Very subtle animation on a character who has good initial dash speed and above average throw range. This means she has a very strong strike(low)/throw game, because it's difficult to see her actually attack low or not when she dashes in. Has a lot of range but isn't very disjointed.
  • 6K:
  • c.S:
  • f.S:
  • 2S: You're not beating this from above, but Dizzy probably has better options for trying to beat an I-No that hoverdashes in.
    • Dizzy shrinks her hurtbox down quite far, so your best bet of hitting her from above is a very high VCL (which may not even work). It has high recovery so you can double jump or do other things to bait it like you would other anti-airs, and may even get lucky with a charged/delayed dive.
  • 5H: Hurtbox extends prior to active frames, so it's very easy to full-screen poke this if she uses it incorrectly. She should be trying to check you moving after blocking one of her zoning tools (scythe, fish, needle, etc.) and not just throwing this out in neutral willy-nilly.
    • If she does it wrong, just having a 5P out is enough to check her, but you can commit to a 6P if you want the chance to blow her up via a fancy confirm, or at least just fish for a knockdown.
  • 2H:
  • 6H:
  • 5D:
  • 2D:


  • j.P:
  • j.K:
  • j.S:
  • j.2S:Throw invul and hits all around her with lots of active frames starting from behind. You can probably beat her air-to-air if you're at similar height using j.P from the ideal range.
    • If Dizzy spaces this above you from the right height you wont really be able to challenge it with 6P or 5P.
  • j.H:
  • j.D:


Special Moves

Pressure

Escaping Pressure

Special/Notable Confirms

Navigation