GGXX#R Dizzy strats

Juat got this game for xbox would like some strats for playing dizzy. What is the best way to play dizzy? I play defensive with her and will some times rush in with a jumping HS into kick bubble after doing 214K to get do an air combo.

So far Testament and May are tough matches for me.

I think good Dizzys generally play keepaway while trying to use a projectile to pin the opponent down so that Dizzy can get in and apply pressure. For example, you see HH (a Dizzy player in SBO2) often throw out 214+HS to cover the ground, much like Commando’s Corridor in MvC2 covers space vertically, then Dizzy air dashes in with her high priority j.HS. If his opponent stays on the ground, they get pinned by the fish laser. If they go in the air, they have to block Dizzy’s big claw. Either way, Dizzy is “in” and can do a high-low mixup, throw, or continue pressure into scythe, spear, or another fish if enough time has passed.

Good pokes are 2P, 2K, 5S(f), and j.S. 2D has a really far range and is a safe way to end a pressure string when buffered into fish or scythe. S© is Dizzy’s fastest normal at 5f and gives her a +1 frame advantage.

Dizzy has weak anti-air IMO - although she has a lot of options for AA, she lacks an all-purpose AA solution like Sol’s 5K, other characters’ 6P, or Slayer’s BDC airthrow. All her slashes work for AA (close, far, ducking) as well as 6P (although it has slow startup for a 6P), but you have to learn when you should use each. Her airthrow is good for AA when a fish is there to absorb 1 hit from a jump-in. The rising part of her Spear (421+S) sometimes works too. Imperial Ray is good AA if you are willing to spend the meter to get some breathing space.

Standard dust combo: D[8]j.HS-j.HS xx 214+K, j.HS(pops bubble) land j.S JC dj.S-dj.HS or D (xx 214+P or K)

I have a hard time against May, too. I think it’s the combination of her massive air priority, and the fact that 3K (the slide) escapes fish pressure and works retardedly well as AA against Dizzy. Also, Dizzy has really bad stun tolerance, while May’s attacks inflict a lot of stun. One counter-hit 6P can lead to IK. Last, Dizzy has a really hard time against rush down already. May’s air priority makes it extremely difficult for Dizzy to fight jump-ins. May’s far dolphin hoops can interrupt projectile attempts. Dizzy’s S(f) works against sonic boom dolphins. A well-placed 2S can interrupt May’s dolphin pressure, too. Zone with j.S and TK bubbles to block the air route. j.P can stop May from jumping in with laggier moves. Just find a way to get her blocking so you can get in or knock her down so you can set up your okizeme. Watch for dolphin retaliation at the end of pressure.

Against Testament, I dunno. The only thing I can think of is Barney can interrupt Dizzy’s full-screen projectile attempts and Testament’s j.D is pretty good. Whoever knocks the other down wins IMO. Dizzy’s 2D clears trees. Also, I’m stupid, so I get hit by Testament’s poison counter when he uses it on projectiles. But really, you should just block it and murder him if he tries that.

Yes unsmart, Mays rape the shit out me by using air dashes and dolphins to fuck up the fish. I usually backhop do 421H then 214K. Some times I jHS into kick bubble, land and neutral p which popes bubble and launches May. I am beginner at this game but IMO Dizzy can be unbeatable if you play keep-away. She can take off at least 1/4 of your life bar anytime you touch opposing character( all her moves seem to cancel into her ice spike combo.) Not saying she is the best character.

I don’t know the tiers but I think robo Ky is the best character. This guy can hit you from anywhere on screen with is quick projectiles, confuses people easily with said projectiles, builds your guard meter real quick, has command throw, good speed, good defense, deals good damage, and has excellent rush down and keep-away game.

What are the best things to do on wake up with Dizzy after you throw out a 214+HS? And when are the best times to throw projectiles? My friend wanted me to ask because his internet is out thanks in advance.

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.
: 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.

Lots of good info at http://www.shoryuken.com/forums/showthread.php?t=72812

A question about the mid-screen fish crossup: Do you have to instant air dash forward and then air dash back, or is it possible to place the j.HS so that it hits the opponent from behind as an HS fish hits from the front?

iad. (falling) j.K-j.S from about the distance Dizzy throws an opponent (about 2/3 screen away) crosses up. So you don’t always have to double airdash to cross up.