No edit summary |
(Reverted to prior page before SoFisht edits since it was causing confusion and had no content) Tag: Manual revert |
||
(25 intermediate revisions by 9 users not shown) | |||
Line 1: | Line 1: | ||
{{ | {{MFlag|stub}} | ||
{{ | <center>{{Character Label|GGXRD-R2|Dizzy|size=42px}}</center> | ||
{{Overview/navigation|okizeme=true}} | |||
<div style="float:left; margin-right:25px;"> | <div style="float:left; margin-right:25px;"> | ||
{{TOC limit|3}} | {{TOC limit|3}} | ||
</div> | </div> | ||
== | == External Resource == | ||
The player Karvis and several other users on the Dizzy Discord have compiled a list of okizeme setups that can be found below: | |||
[https://docs.google.com/document/d/1RQeqH7GILrMrQku7KI1OAsU1OZnVYvi6lTkniWY_T7o/edit Dizzy Okizeme Google doc] | [https://docs.google.com/document/d/1RQeqH7GILrMrQku7KI1OAsU1OZnVYvi6lTkniWY_T7o/edit Dizzy Okizeme Google doc] | ||
==Introduction== | |||
Dizzy is a character with extremely strong, safe, and versatile okizeme options using her many summons. A skilled Dizzy player can convert almost any knockdown into an oppressive mixup or pressure situation where she can get tick throws, high/lows, f-shikis, and crossups. | |||
===What Should I Learn First?=== | |||
<u>'''Wakeup Timing'''</u> | |||
Each character in GG has their own wakeup timing. Dizzy and her setups rely heavily on being able to time an attack on the moment the enemy wakes up, so all Dizzy players should have a mental note of these wake-up timings. You can find a chart of all the wakeup timings at http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Frame_Data. Also, you should learn which side up each move leaves your opponent. | |||
<u>'''Delays and TKs'''</u> | |||
You should be able to delay your specials and normals if necessary, and be able to do micro-dashes, tick-throws, and most importantly TK-Bubbles (236P/K the earliest frame you can from a jump, input 2369P/K, You can also angle the bubble downwards by pressing 2). Practicing these oki-setups can help with this, so this is something you will learn as you go. | |||
<u>'''Adaptability'''</u> | |||
You should be able to keep an open mind about the setups you will be using and learning. Not all setups work the same way against the huge variation the cast of GG offers. Learning and adapting your gameplay to what your opponent is doing is key. Every setup has some sort of counterplay to it, it’s up to you and the opponent what it is. | |||
<u>'''Experiment!'''</u> | |||
You should be able to modify all the setups in this document with your own knowledge. For example, if a setup tells you a combo string as an example, you should try it with other strings as well and see what: works, doesn’t work, might work. Dizzy’s combo and setup game is extremely freeflow, so have fun with it. | |||
===Meatying with Summon=== | |||
Some characters require specific timing to summon in order to be hit meaty with {{clr|2|214K}} off of {{clr|5|2D}} knockdown and with {{clr|1|214P}} off of {{clr|3|236S}} knockdown, they will be listed here: | |||
<table class="wikitable mw-collapsible mw-collapsed stripe" data-expandtext="Open" data-collapsetext="Close" width:100%; max-width: 500px;"> | |||
<tr><th colspan="4"; style="text-align: center>Summon Delay for Wakeup Timing</th></tr> | |||
<tr><th>No Delay</th><th>Slight Delay</th><th>Medium Delay*</th><th>Max Delay*</th></tr> | |||
<tr><td> | |||
{{CLabel|GGXRD-R2|I-No|label=I-No}}<br> | |||
{{CLabel|GGXRD-R2|Slayer|label=Slayer}}<br> | |||
{{CLabel|GGXRD-R2|Axl Low|label=Axl}}<br> | |||
{{CLabel|GGXRD-R2|Baiken|label=Baiken}}<br> | |||
{{CLabel|GGXRD-R2|Ky Kiske|label=Ky}}<br> | |||
{{CLabel|GGXRD-R2|Sin Kiske|label=Sin}}<br> | |||
{{CLabel|GGXRD-R2|Sol Badguy|label=Sol}}<br> | |||
{{CLabel|GGXRD-R2|Potemkin|label=Potemkin}}<br> | |||
{{CLabel|GGXRD-R2|Zato-1|label=Zato-1}}<br> | |||
</td><td> | |||
{{CLabel|GGXRD-R2|May|label=May}}(?)<br> | |||
{{CLabel|GGXRD-R2|Jack-O|label=Jack-O}}<br> | |||
{{CLabel|GGXRD-R2|Millia Rage|label=Millia}}<br> | |||
{{CLabel|GGXRD-R2|Ramlethal Valentine|label=Ramlethal}}<br> | |||
{{CLabel|GGXRD-R2|Chipp Zanuff|label=Chipp}}<br> | |||
{{CLabel|GGXRD-R2|Dizzy|label=Dizzy}}<br> | |||
{{CLabel|GGXRD-R2|Johnny|label=Johnny}}<br> | |||
{{CLabel|GGXRD-R2|Raven|label=Raven}}<br> | |||
</td><td> | |||
{{CLabel|GGXRD-R2|Answer|label=Answer}}<br> | |||
{{CLabel|GGXRD-R2|Jam Kuradoberi|label=Jam}}<br> | |||
{{CLabel|GGXRD-R2|Leo Whitefang|label=Leo}}<br> | |||
{{CLabel|GGXRD-R2|Venom|label=Venom}}<br> | |||
</td><td> | |||
{{CLabel|GGXRD-R2|Elphelt Valentine|label=Elphelt}}<br> | |||
{{CLabel|GGXRD-R2|Kum Haehyun|label=Kum}}<br> | |||
{{CLabel|GGXRD-R2|Faust|label=Faust}}<br> | |||
{{CLabel|GGXRD-R2|Bedman|label=Bedman}}<br> | |||
</td></tr> | |||
</table> | |||
''*The characters in Medium and Max delay can't jump out of 2D > H fish setups without being hit during jump startup.'' | |||
'''Keep in mind that a 6H knockdown changes the timing to a face up knockdown. Most setups will work properly, but keep the new timing in mind.''' | |||
==Navigation== | ==Navigation== | ||
{{ | <center>{{Character Label|GGXRD-R2|Dizzy|size=42px}}</center> | ||
{{ | {{GGXRD-R2/CharacterLinks}} | ||
{{GGXRD-R2/Navigation}} | |||
Revision as of 07:33, 16 March 2024
You can help by editing it.
External Resource
The player Karvis and several other users on the Dizzy Discord have compiled a list of okizeme setups that can be found below:
Introduction
Dizzy is a character with extremely strong, safe, and versatile okizeme options using her many summons. A skilled Dizzy player can convert almost any knockdown into an oppressive mixup or pressure situation where she can get tick throws, high/lows, f-shikis, and crossups.
What Should I Learn First?
Wakeup Timing
Each character in GG has their own wakeup timing. Dizzy and her setups rely heavily on being able to time an attack on the moment the enemy wakes up, so all Dizzy players should have a mental note of these wake-up timings. You can find a chart of all the wakeup timings at http://www.dustloop.com/wiki/index.php?title=GGXRD-R2/Frame_Data. Also, you should learn which side up each move leaves your opponent.
Delays and TKs
You should be able to delay your specials and normals if necessary, and be able to do micro-dashes, tick-throws, and most importantly TK-Bubbles (236P/K the earliest frame you can from a jump, input 2369P/K, You can also angle the bubble downwards by pressing 2). Practicing these oki-setups can help with this, so this is something you will learn as you go.
Adaptability
You should be able to keep an open mind about the setups you will be using and learning. Not all setups work the same way against the huge variation the cast of GG offers. Learning and adapting your gameplay to what your opponent is doing is key. Every setup has some sort of counterplay to it, it’s up to you and the opponent what it is.
Experiment!
You should be able to modify all the setups in this document with your own knowledge. For example, if a setup tells you a combo string as an example, you should try it with other strings as well and see what: works, doesn’t work, might work. Dizzy’s combo and setup game is extremely freeflow, so have fun with it.
Meatying with Summon
Some characters require specific timing to summon in order to be hit meaty with 214K off of 2D knockdown and with 214P off of 236S knockdown, they will be listed here:
Summon Delay for Wakeup Timing | |||
---|---|---|---|
No Delay | Slight Delay | Medium Delay* | Max Delay* |
*The characters in Medium and Max delay can't jump out of 2D > H fish setups without being hit during jump startup.
Keep in mind that a 6H knockdown changes the timing to a face up knockdown. Most setups will work properly, but keep the new timing in mind.