There’s no best thing to do when you throw out 214+K or 214+HS on the opponent’s wakeup. You have to know how to perform her mixups, otherwise the opponent will know what you will do and easily counter it. If you always go for the tick throw, the opponent will watch for the tick and counter-throw you. If you always go low then dust launch, the opponent will always see it coming and block high.
I’ll just list what normals and chains are important for wakeup pressure:
2K: hits low (duh), chains to sweep, dust, and all slashes except 5HS. Dizzy’s second fastest ground normal.
S©: gives +1 frame advantage. What you do with +1 frame advantage is up to you. S© is jump cancelable, so you can TK bubble and take to the air for a high mixup. Chains to sweep, dust, and all other slashes.
d.2P-2K: If you chose P or K Fish, you can attack with this then dash or ad. in with something else as the fish bites again, or pester repeatedly with this between bites. Conditions opponent to block low.
5D: hits high (duh)
Throw: During P or K Fish, learn when you can throw the opponent between bites. Other setups: 5S©, dash, FD, throw; d.5S©, throw; land, throw.
2H: bears mentioning because you can FRC this and reset your options. 2D FRC is similar, but FRC point is later, making it more useful for protecting long-range sweep attempts. Not sure what 6H FRC is good for.
iad. j.K-j.P-j.H: You can start your pressure with this instead of ground dashing. You can choose to 1)simply land, 2)cancel into bubble
Bubble: You can 1)pop immediately with j.K and land, or 2)airdash and attack some more. What you do when you land is up to you.
Fish, spear, scythe: safest when done after blocked 2HS, or 2D. Do spear or scythe if you can’t do fish again yet. Spear has the startup of a fast dust - hits going up and coming down and disappears if Dizzy is hit. Scythe has a long startup, but stays on screen when it finally comes out and blocks escape by air. However, Dizzy is vulnerable if the opponent has a slide attack. If the opponent blocks any of these, resets your pressure options.
Necro: throw super. Can actually combo after S(f), but is most useful if executed so that opponent comes out of blockstun when pit is beneath them. Easiest to pull off during blockstun from fish, spear, or scythe.
Airthrow: during “holes” in pressure, watch for the opponent’s jump.
Ok, maybe Dizzy’s “best” option in the corner is the bubble trap. The bubble trap uses a combination of Spear, 5S©, TK Bubble (pop with falling j.K), and 5S© > P Fish (when timer recharges) in a loop to trap the opponent in the corner. It’s definitely escapable at points, however, so you have to vary the pattern to hide them from the opponent, possibly mixing them up. Conditions opponent to block high. The combo video Heaven Inside shows the bubble trap done several times.
Midscreen wakeup pressure: After throwing out a fish, Dizzy’s double airdash allows her to play crossup games and, when combined with bubble, to stay in the air longer for extended high pressure.