MikelAL93 Posted 19 hours ago Posted 19 hours ago *Note* - When browsing the Dizzy forums please follow the rules of the site, failure to do so will result in an Infraction. If you do not know the rules you can check them here -> Site Rules. Dizzy Gameplay/Discussion Ground rules: Remember to stay on topic and keep it related to Dizzy and her gameplay only. Discussion related to matches, players, and combos are allowed. Important Links: GGST character profile: https://www.guiltygear.com/ggst/en/character/dzy/ Dustloop Wiki Page
lofo Posted 17 hours ago Posted 17 hours ago Pretty inexperienced with this char and something I struggle with is knowing when to stay far and throw garbage at them and when I should be trying to pin them so I can try to establish close range offense/mix. At my level it feels like vs many/most chars I can just zone them out forever, but when I watch replay footage of stronger players they tend not to do that, and that makes me feel like there's something about the character I'm not understanding.
Kjam Posted 16 hours ago Posted 16 hours ago 30 minutes ago, lofo said: ...makes me feel like there's something about the character I'm not understanding. The truth is that Dizzy gets super high reward off of mixups and strike/throw point-blank, she's just not as good at actively doing that stuff as most of the roster. The way you play her is that you make space, zone, convert hits while zoning into workable knockdowns. 23[6S/H] IAD j.H lc 2K > 2D > 214K (Ice Floor pop) is your BnB for getting that kind of oki - if ice spike or anything that confirms into ice spike hits from any range, you can do this route to turn that freeze into a proper 2K > 2D knockdown. From there you set a fish, do c.S OTG, and then do a 9 IAD from c.S jump cancel to cross up the opponent. To not cross up the opponent, do 8 IAD j.H (spacing dependent though). If the fish hits, you can land into a guaranteed c.S, meaning this actually loops (c.S > 2H > 23[6S] > ... ). This playstyle requires more interactions, but it and variations of it (like using 6[H] GC for strike/throw) are actually where her highest reward comes from. K~H fish set in 2.0 especially buffed her oki a ton. TLDR; zone until you can freeze the opponent, then turn that freeze into okizeme. That's how you get your offense going. lofo 1
lofo Posted 7 hours ago Posted 7 hours ago 9 hours ago, Kjam said: The truth is that Dizzy gets super high reward off of mixups and strike/throw point-blank, she's just not as good at actively doing that stuff as most of the roster. The way you play her is that you make space, zone, convert hits while zoning into workable knockdowns. 23[6S/H] IAD j.H lc 2K > 2D > 214K (Ice Floor pop) is your BnB for getting that kind of oki - if ice spike or anything that confirms into ice spike hits from any range, you can do this route to turn that freeze into a proper 2K > 2D knockdown. From there you set a fish, do c.S OTG, and then do a 9 IAD from c.S jump cancel to cross up the opponent. To not cross up the opponent, do 8 IAD j.H (spacing dependent though). If the fish hits, you can land into a guaranteed c.S, meaning this actually loops (c.S > 2H > 23[6S] > ... ). This playstyle requires more interactions, but it and variations of it (like using 6[H] GC for strike/throw) are actually where her highest reward comes from. K~H fish set in 2.0 especially buffed her oki a ton. TLDR; zone until you can freeze the opponent, then turn that freeze into okizeme. That's how you get your offense going. I guess my issue is, if I hit them with a sword or end a combo in a full screen freeze, why shouldn't I use that knockdown time to set a bunch of projectiles and continue zoning? Against a character like HC who can just shoot me, I get the value of going for mix, but against a character like Sol who might struggle to get in once I'm set up, it seems like setting up zoning is more consistent than going for mix which might lead to a wall break and then a reset to a fully neutral state.
Kjam Posted 3 hours ago Posted 3 hours ago 3 hours ago, lofo said: I guess my issue is, if I hit them with a sword or end a combo in a full screen freeze, why shouldn't I use that knockdown time to set a bunch of projectiles and continue zoning? Against a character like HC who can just shoot me, I get the value of going for mix, but against a character like Sol who might struggle to get in once I'm set up, it seems like setting up zoning is more consistent than going for mix which might lead to a wall break and then a reset to a fully neutral state. It depends on the matchup. For a character like Bedman or Leo that can have trouble getting close to you, zoning is viable. For the majority of the roster though, either they have varied enough movement (May has a ton of options to approach at variable timings, Chipp is Chipp), strong counterpoking options (Johnny can get a guaranteed K Mist Finer upon blocking ice spike if he is in range, Happy Chaos is Happy Chaos), or simply have such high reward when they do get in that it's a gamble to try and keep them out. You would be better off taking advantage of your knockdown just because of how massive the reward is if the opponent guesses wrong. If you do feel like you want to zone, the most important use of meter for you to learn is arguably 214S 66FRRC 23[6S/H]. Any poke, including normal hit 6P, can send the opponent fullscreen into a freeze off of this. With microdash 214H after, this oftentimes even leads to a wallbreak to let you loop resources. Super super super strong, definitely worth incorporating and can also lead into the aforementioned IAD j.H lc 2K > 2D stuff. 3 hours ago, lofo said: ...more consistent than going for mix which might lead to a wall break and then a reset to a fully neutral state. Dizzy's post-stage shift options are actually quite strong in this scenario, but even if they weren't, her mixups are fully meterless. Sucessfully performing them will generate enough meter to always super wallbreak, and in many cases will also let you close out the round with Gamma Ray. lofo 1
lofo Posted 1 hour ago Posted 1 hour ago In terms of actual oki setups, is there a doc/compilation somewhere? I don't see anything about setups on the wiki (maybe I missed it but I checked a couple sections).
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