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

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==Button Interactions==
==Button Interactions==


*<b>5P:</b>  
*<b>5P:</b> It doesn't have a lot of active frames and has plenty of recovery, so this is more of a check against us doing something.
*<b>2P:</b>  
**If you were to stand just outside of her 5P's range and then also use 5P, you're either close enough to counterhit her or the hitboxes will clash. Of course if you swing first she'd whiff punish, but then if she swung first and whiffed you'd also whiff punish.
**6P can beat this clean.
**STBT can go under this, but in total animation it's faster than just the startup of the S version, so trying to call it out with STBT isn't your best choice given the risk. 2S can do the job just as well even though the reward may not be as high. At least on CH you can combo 2S into HCL for knockdown.
*<b>2P:</b> Slightly disjointed with lots of range. Will work well with her 2K for strike/throw pressure.
**2P can kinda clash it sometimes and might trade it at best, but trying for either is unreliable and doesn't get us anything. 2K will go under her nails at long range but otherwise also gets wrecked. Destroys our 2S and 2H. 2D can beat it if spaced from far enough away since the Guitar is disjointed, but 2D is slow so there's risk involved.
**Beaten clean by 6P unless she's using it from too far away where it'll clash 6P.
**Can reliably beat it with TK dives or "random" j.D, though the j.D is more of a risk on whiff which is likely at the range where Dizzy's 2P is most effective... but if she spaces it up close, go for it.
*<b>6P:</b>  
*<b>6P:</b>  
*<b>5K:</b>
*<b>5K:</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>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>c.S:</b>  
*<b>c.S:</b>  
*<b>f.S:</b>
*<b>f.S:</b> Extends her hurtbox slightly before active so it's slightly easier to stuff than you'd expect, but it has good disjoint and is difficult to directly challenge.
*<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.
**It's very easy to go under it. You can just crouch under it, but you can also 2S, STBT, etc.
**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.
**Beats just about anything you can do from the air unless you can reach Undine's forearm without touching her hand or the ice spike. A very low j.H can potentially do it if you really need to try, and Fortissimo could do it because it has invul.
**Just for reference a long range 6H (from outside of her f.S range) will swing up from underneath and counterhit her for stagger, and if the Dizzy isn't ready you may even link HCL for knockdown. If she doesn't have fish or needle coverage and you think she'd IAD in at you, 6H would also cover space control with f.S, which she may do if she thinks you're going to HCL or hoverdash straight at her. But 6H is difficult to use safely in this matchup so don't specifically start using it as a counter to f.S when you have many better options for that.
*<b>2S:</b> You're not beating this from above unless you have proper horizontal spacing with specifically j.H, but Dizzy probably has better options for trying to beat an I-No that hoverdashes in due to the angle.
**Dizzy shrinks her hurtbox down quite far, so your best bet of hitting her from directly 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. But overall you should try to avoid coming in from directly above Dizzy.
**Really, the horizontal range on this is pretty bad. Just be to the side of her and you're way better off. If you're getting hit from that far away you're doing something wrong like using j.S, or you aren't actually far enough away.
*<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.
*<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.
**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.

Revision as of 04:09, 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: It doesn't have a lot of active frames and has plenty of recovery, so this is more of a check against us doing something.
    • If you were to stand just outside of her 5P's range and then also use 5P, you're either close enough to counterhit her or the hitboxes will clash. Of course if you swing first she'd whiff punish, but then if she swung first and whiffed you'd also whiff punish.
    • 6P can beat this clean.
    • STBT can go under this, but in total animation it's faster than just the startup of the S version, so trying to call it out with STBT isn't your best choice given the risk. 2S can do the job just as well even though the reward may not be as high. At least on CH you can combo 2S into HCL for knockdown.
  • 2P: Slightly disjointed with lots of range. Will work well with her 2K for strike/throw pressure.
    • 2P can kinda clash it sometimes and might trade it at best, but trying for either is unreliable and doesn't get us anything. 2K will go under her nails at long range but otherwise also gets wrecked. Destroys our 2S and 2H. 2D can beat it if spaced from far enough away since the Guitar is disjointed, but 2D is slow so there's risk involved.
    • Beaten clean by 6P unless she's using it from too far away where it'll clash 6P.
    • Can reliably beat it with TK dives or "random" j.D, though the j.D is more of a risk on whiff which is likely at the range where Dizzy's 2P is most effective... but if she spaces it up close, go for it.
  • 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.
  • c.S:
  • f.S: Extends her hurtbox slightly before active so it's slightly easier to stuff than you'd expect, but it has good disjoint and is difficult to directly challenge.
    • It's very easy to go under it. You can just crouch under it, but you can also 2S, STBT, etc.
    • Beats just about anything you can do from the air unless you can reach Undine's forearm without touching her hand or the ice spike. A very low j.H can potentially do it if you really need to try, and Fortissimo could do it because it has invul.
    • Just for reference a long range 6H (from outside of her f.S range) will swing up from underneath and counterhit her for stagger, and if the Dizzy isn't ready you may even link HCL for knockdown. If she doesn't have fish or needle coverage and you think she'd IAD in at you, 6H would also cover space control with f.S, which she may do if she thinks you're going to HCL or hoverdash straight at her. But 6H is difficult to use safely in this matchup so don't specifically start using it as a counter to f.S when you have many better options for that.
  • 2S: You're not beating this from above unless you have proper horizontal spacing with specifically j.H, but Dizzy probably has better options for trying to beat an I-No that hoverdashes in due to the angle.
    • Dizzy shrinks her hurtbox down quite far, so your best bet of hitting her from directly 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. But overall you should try to avoid coming in from directly above Dizzy.
    • Really, the horizontal range on this is pretty bad. Just be to the side of her and you're way better off. If you're getting hit from that far away you're doing something wrong like using j.S, or you aren't actually far enough away.
  • 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

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