I’ve had two people tell me they know when they’ll be dizzied (as if they could see the dizzy bar that doesn’t exist), neither have proven it. Yes we all know about TOD combos and some strange dizzy tendencies (one that sticks out in my mind is Sagat [N. for sure but I’m not sure on O.] can attack with j.RH, j.RH and you dizzy nearly every time (although your character does make a difference)).
Any other input/research on the subject would be greatly appreciated, as I have no idea how to predict when I’m in the danger zone on being dizzied (besides getting hit with a lot of high damage normals/specials in a short amount of time).
That’s a pretty good model/approximation but everything is random, even light and medium attacks. So there’s still no accurate way to predict when you’re gonna get dizzy, like ShinVega said.
Well, if you survive getting hit by a combo that almost always dizzies, then you know you’re one hit or throw away from getting dizzy. But there’s no way to know when you’re gonna get hit by one of those hyper dizzy combos where every attack inflicts maximum stun.
In other words, if Blanka hits you with crossup j.LK, c.MK, c.MK xx HP Ball and you’re lucky enough not to get dizzy, don’t try to be a hero man!! Cuz you’re one jab away from getting dizzy. On the other hand, if Ryu hits you with c.MP, c.MK xx FB, well, you never know. You might be totally safe or you might be really close to getting dizzy.
Yeah back in HF, the dizzy system was much easier to count up, especially because it was so easy. I never think of ST as all that “random”, in any sense, at least not compared with any other fighting games that came after it. ST probably does have a dizzy system-- it’s not that random that it doesn’t have any values for attacks of an invisible meter, it’s just higher than HF and there are more variables to count up.
btw although you can make numbers for it in HF (and WW/CE) because back then it was a lot simpler, but in slightly more practical terms, I think it was something like minimum two HK/HP and a LP/LK, or, two MP/MK and a special move to dizzy. So jumping fierce/roundhouse, c.short, “BLAM STAND FIERCE!!!” would be enough sometimes.