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
Combo | Video/Name | Damage | 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.
|
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.
| ||||||||||||||||||
Throw
Easy
- [d]
- [t]
Anywhere
Throw > Dash 5K > 4S > 236S
Standard throw combo. The dash link can be difficult for beginners.
|
Throw > Dash 5K > 4S > 236S |
Throw |
- | Easy |
Toggle Details
|
|||||||||||||
Standard throw combo. The dash link can be difficult for beginners.
| ||||||||||||||||||
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.
|
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.
| ||||||||||||||||||
|
2K / 5K / 2P > c.S > 5H > 2D > 236S > RRC > dash 6[H] > 236H | - | Easy |
Toggle Details
|
||||||||||||||
Additional corner carry and damage, but far from optimized to keep it easy.
|
BnB Combos
Combo | Video/Name | Damage | Difficulty | Position | 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 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.
|
(2P) > 2K / 5K > c.S > (f.S) > 5H > 2D > (236S) > 214H / (delay) 214K / okizeme setups | - | Easy | Anywhere |
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.
| ||||||||||||||||||
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.
|
2S > Jump Cancel > j.K > j.P > j.S > Jump Cancel > j.K > j.S > j.D(2) | - | Easy | Anywhere |
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.
| ||||||||||||||||||
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.
|
2P > (2P) > 2K > 2D > Cancel into summon for okizeme | - | Easy | Anywhere | ||||||||||||||
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.
| ||||||||||||||||||
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.
|
Air Dash > j.K > j.P > (j.P) > j.H > 2K / 5K > c.S > 5H > 2D |
Standard Airdash BnB |
- | Easy | Anywhere |
Toggle Details
|
||||||||||||
Dizzy's main airdash starter. The second j.P can be used to adjust for height or momentum.
| ||||||||||||||||||
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.
|
Throw > Dash (delay) 2P > 2P > 4S > 236S |
Burst Safe Throw BnB |
- | Medium | Anywhere |
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.
| ||||||||||||||||||
Ice Spike YRC BnB
Easy
- [d]
- [t]
Anywhere
236S YRC > Dash 4S > 236S
Really easy confirm for Ice Spike YRC and does good damage.
|
236S YRC > Dash 4S > 236S |
Ice Spike YRC BnB |
- | Easy | Anywhere |
Toggle Details
|
||||||||||||
Really easy confirm for Ice Spike YRC and does good damage.
| ||||||||||||||||||
Bubble Hit BnB
Very Easy
- [d]
- [t]
Anywhere
j.236P/j.236K Hit > Dash 4S > 236S
Most used bubble hit confirm.
|
j.236P/j.236K Hit > Dash 4S > 236S |
Bubble Hit BnB |
- | Very Easy | Anywhere |
Toggle Details
|
||||||||||||
Most used bubble hit confirm.
| ||||||||||||||||||
|
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 | - | Hard | Anywhere |
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.
| ||||||||||||||||||
|
2K/5K/2P > c.S > 5H > 2D > 236S RRC > 421H > dash 5H > 421H Hits > 236H > ( 6H ) | - | Easy | Corner |
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.
|
Common Combos
Additional Grounded Confirms
Combo | Video/Name | Damage | 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.
|
6P > f.S > (236S) / Air combo / end pressure |
Counterpoke confirm |
- | Easy | All |
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.
| ||||||||||||||||||
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.
|
(2K/5K/2P) > c.S > 2H > 236H / Air combo |
Crouch confirm |
- | Easy | All |
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.
| ||||||||||||||||||
DP Punish
Medium
188 / 242 [d]
- [t]
Anywhere
2H > 421S > jump > j.236K > j.H > 236H
DP Punish route only for listed characters.
|
2H > 421S > jump > j.236K > j.H > 236H |
DP Punish |
188 / 242 | Medium | Leo, Chipp |
Toggle Details
|
||||||||||||
DP Punish route only for listed characters.
|
Anti-air Combos
Combo | Video/Name | Damage | 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.
|
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.
| ||||||||||||||||||
2S CH Low To Ground
Easy
- [d]
- [t]
Anywhere
CH 2S > 4S > 236S
Counter hit and must be close to the ground.
|
CH 2S > 4S > 236S |
2S CH Low To Ground |
- | Easy |
Toggle Details
|
|||||||||||||
Counter hit and must be close to the ground.
| ||||||||||||||||||
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.
|
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.
| ||||||||||||||||||
6P Anti-air to KND
Very Easy
- [d]
- [t]
Anywhere
6P > 4S > 236S
Opponent can tech if they're too high.
|
6P > 4S > 236S |
6P Anti-air to KND |
- | Very Easy |
Toggle Details
|
|||||||||||||
Opponent can tech if they're too high.
|
Air to Air Combos
Combo | Video/Name | Damage | 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.
|
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.
| ||||||||||||||||||
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.
|
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.
| ||||||||||||||||||
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.
|
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.
|
Airdash Combos
Combo | Video/Name | Damage | 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.
|
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.
| ||||||||||||||||||
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.
|
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.
| ||||||||||||||||||
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
|
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
| ||||||||||||||||||
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.
|
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.
|
Throw Combos
Combo | Video/Name | Damage | 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.
|
Throw > Dash (delay) 2P > 2P > 4S > 236S |
Burst Safe Throw BnB |
- | Medium | All |
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.
| ||||||||||||||||||
Easy Throw BnB
Easy
- [d]
- [t]
Anywhere
Throw > Dash 5K > 4S > 236S
Standard throw combo. The dash link can be difficult for beginners.
|
Throw > Dash 5K > 4S > 236S |
Easy Throw BnB |
- | Easy | All |
Toggle Details
|
||||||||||||
Standard throw combo. The dash link can be difficult for beginners.
| ||||||||||||||||||
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.
|
Throw > Dash 2K > 4S > 236S |
Stable (Char Specific) |
- | Easy | Sol, 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.
| ||||||||||||||||||
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.
|
Throw > Dash 2P > 6P > 6H |
Throw 6H |
- | Easy | All |
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.
| ||||||||||||||||||
See IAD Throw Combos |
Ice Spike YRC Combos
Combo | Video/Name | Damage | Difficulty | Position | Works On | Notes | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Burst Safe 236S Ender
Easy
- [d]
- [t]
Anywhere
236S YRC > Dash 4S > 236S
|
236S YRC > Dash 4S > 236S |
Burst Safe 236S Ender |
- | Easy | Anywhere | All |
Toggle Details
|
|||||||||||
| ||||||||||||||||||
|
236S YRC > Dash 6[H] > 236H | - | Easy | Anywhere | All |
Toggle Details
|
||||||||||||
| ||||||||||||||||||
|
236S YRC > Dash 6[H] > 421S > delay 4S(2) > 421S! > 236H > Dash 4S > 236S | - | Medium | Anywhere | All |
Toggle Details
|
||||||||||||
| ||||||||||||||||||
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
|
(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) |
- | Medium | Corner | All |
Toggle Details
|
|||||||||||
| ||||||||||||||||||
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.
|
(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) |
- | Hard | Corner | Answer, 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.
| ||||||||||||||||||
See Ice Spike YRC Tech Showcase |
Bubble Combos
Combo | Video/Name | Damage | Difficulty | Notes | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Bubble Pop BnB
Very Easy
- [d]
- [t]
Anywhere
Bubble Pop > 4S > 236S
|
Bubble Pop > 4S > 236S |
Bubble Pop BnB |
- | Very Easy |
Toggle Details
|
|||||||||||||
| ||||||||||||||||||
6H Ender
Very Easy
- [d]
- [t]
Anywhere
Bubble Pop > 6H
for face up knockdowns
|
Bubble Pop > 6H |
6H Ender |
- | Very Easy |
Toggle Details
|
|||||||||||||
for face up knockdowns
| ||||||||||||||||||
236H Ender
Very Easy
- [d]
- [t]
Anywhere
Bubble Pop > Dash 6[H] > 236H
|
Bubble Pop > Dash 6[H] > 236H |
236H Ender |
- | Very Easy |
Toggle Details
|
|||||||||||||
| ||||||||||||||||||
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.
|
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.
|
RRC Combos
Combo | Video/Name | Damage | Difficulty | Position | Works On | Notes | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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 | - | Hard | Anywhere | All |
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.
| ||||||||||||||||||
|
2K/5K/2P > c.S > 5H > 2D > 236S RRC > 421H > dash 5H > 421H Hits > 236H > ( 6H ) | - | Easy | Corner | All |
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.
| ||||||||||||||||||
|
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 | 251 | Hard | Corner | All 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.
| ||||||||||||||||||
|
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 | Medium | Corner | ELPHELT, 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.
| ||||||||||||||||||
|
2K/5K/2P > c.S > 5H > 2D > 236S RRC > dash 2369K > j.H > dash 6[H] > 421S > 6H/4S > 421S! > 236H | Medium | Corner | All |
Toggle Details
|
|||||||||||||
Universal option for 236S RRC
| ||||||||||||||||||
|
2K/5K/2P > c.S > f.S / 5H > 2D > 236S RRC > dash crossunder 6[H] > 236H | Easy | Corner | All |
Toggle Details
|
|||||||||||||
Sideswap from the corner, there are harder combos but this one is consistent.
|
5D6 Combos
Combo | Video/Name | Damage | 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
|
5D6 > c.S > 2H > c.S > dash > c.S > 2H > 236H |
5D6 Corner BnB |
- | Medium | Corner | All |
Toggle Details
|
|||||||||||
Standard 5D6 Combo
| ||||||||||||||||||
|
5D6 > 2H(2) > 2369K > (delay) j.H > 6[H] > 421S > 6H > 421S! > 236H |
5D6 Corner |
153 | Medium | Corner | All |
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.
| ||||||||||||||||||
See Niche 5D6 Combos |
Very Situational Combos
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
Combo | Video/Name | Damage | Difficulty | Position | Works On | Notes | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Midscreen CH Mirror pickup
Medium
- [d]
- [t]
Midscreen
632146P CH > Wall Bounce > IAD j.K > j.D (2) > 6H
|
632146P CH > Wall Bounce > IAD j.K > j.D (2) > 6H |
Midscreen CH Mirror pickup |
- | Medium | Midscreen | All |
Toggle Details
|
|||||||||||
|
Niche 5D6 Combos
Combo | Video/Name | Damage | Difficulty | Position | Works On | Notes | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
5D6 > c.S > 2H(2) > c.S > 421S > c.S > 421S! > dash c.S > 2H(2) > 236H |
5D6 Stun Combo |
- | Medium | Corner | All |
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.
|
IAD Throw Combos
Combo | Video/Name | Damage | 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.
|
Throw > IAD > j.K > delay j.D > 6H |
Throw IAD Light weight |
- | Medium | Mid to Corner, Corner | Light Weights |
Toggle Details
|
|||||||||||
More corner carry but character specific and the IAD link itself is difficult.
| ||||||||||||||||||
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.
|
Throw > IAD j.K > j.P > j.D > 6H |
Throw IAD Med/Heavy |
- | Medium | Mid to Corner, Corner | Medium / Heavy weights |
Toggle Details
|
|||||||||||
More corner carry but character specific and the IAD link itself is difficult.
| ||||||||||||||||||
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.
|
Throw > dash jump > j.K > j.P > j.P > j.D > 6H |
Throw Air Combo Faust |
- | Medium | Mid to Corner, Corner | Faust |
Toggle Details
|
|||||||||||
Faust only. More corner carry but character specific and the IAD link itself is difficult.
| ||||||||||||||||||
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.
|
Throw > IAD j.P > j.K > j.D > 6H |
Throw IAD Slayer/Pot |
- | Medium | Mid to Corner, Corner | Slayer, Pot |
Toggle Details
|
|||||||||||
Faust and Pot. More corner carry but character specific and the IAD link itself is difficult.
|
Tech Showcase
Ice Spike YRC
Combo | Video/Name | Damage | Difficulty | Position | Works On | Notes | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
236S YRC > IAD > j.236P > j.H > land dash 421S > j.H > 236P > j.P > 236H > IAD j.K > j.S > j.D > 6H | - | Very Hard | Anywhere | All |
Toggle Details
|
||||||||||||
Extremely difficult and only works as a punish because you have to know ice spike YRC will hit.
|
Optimal DP Punish
Combo | Video/Name | Damage | Difficulty | Position | Works On | Notes | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
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 | 269 | Very Hard | Corner | Leo |
Toggle Details
|
||||||||||||
Easier version here [4]
| ||||||||||||||||||
|
2H > 421S > 6[H] > 421S! > 6[H]! > 421H > dash 5H > 6[H] > 421H > delay 6H > 214H > 6H > 214H! > 236H | 271 | Very Hard | Corner | Jack-O |
Toggle Details
|
||||||||||||
|
Combo Notation Legend
Combo Notation Guide | Character Name Abbreviations | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
|
|
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