Level Up Your Dizzy, Part 1: An In-Depth Okizeme Guide for Guilty Gear Xrd -REVELATOR-

Dizzy, the newest addition to Guilty Gear Xrd -REVELATOR-, is a bit of a glass cannon: she has low stun, guts (a defense modifier), and limited defensive options. In exchange, she boasts a wide array of offensive and zoning tools, leading to some fantastic mix-ups and pressure. This video roundup focuses on okizeme—oki for short—meaning the application of pressure and mix-ups against a knocked-down opponent. This is where Dizzy shines.

MIDSCREEN OKI

Throw combo, meaty K fish, low:

 

Throw combo, double air dash high/low mixup:

 

Sometimes setting out a fish on their knockdown doesn’t hit meaty. Here’s a way to stop any jump attempts with a meaty ice spear, into a true blockstring:

 

Midscreen crossup setup requiring a very close knockdown. This loops into itself when successful:

 

A similar concept using H fish instead. This shows how you can do a fake crossup by stopping your momentum with bubble:

This mixup is most effective against characters who can’t jump out (due to slower wakeup timing): Jam, Venom, Leo, Haehyun Kum, Elphelt, Faust, or Bedman. This can be countered by an air throw by everyone else except for Dizzy and Johnny.

CORNER OKI

A basic double airdash high/low mixup:

 

The next three videos show great high/low/throw mixups off of throw:

In the above mixups, there is potential for a wakeup reversal, or a reversal when Dizzy uses her bubble. Here are some examples of where people might try to interrupt.

Ky’s Ride the Lightning super is not fast enough:

 

Sol wakeup DP hits the fish instead of Dizzy:

 

Sol DP through the blockstring gap can be reacted to with YRC to safely block:

 

It is possible to avoid part of the airdash pressure by crouching. Crouching instant block gives you an opportunity to counter or airthrow here:

 

Great use of her fire bubble and YRC here set up solid damage and oki off a high/low. 25% meter:

 

Many combos end in ice spike, which doesn’t grant you much time to set up summons and close the distance. Stop jumps with a rising j.S (jump Slash) to push them back into a pressure situation:

 

Another option when you have no time for an elaborate setup is P fish YRC. The slowdown from YRC can mess up the opponent’s wakeup inputs, causing them to make a mistake or not get a reversal. 25% meter:

 

When your oki gets blocked, then what? Dizzy’s only standing overhead is 5D (standing Dust), so you need to use close Slash, jump cancel bubble to create more high/low situations:

Stay tuned for Part 2: combos, frame traps, fuzzy guard setups, and more! A big thank you to everyone sharing their videos on Twitter.

Sources: Syo, Aonao, IceCube, CucumberGod, Abe, Makki, H.H, Spectro

Heavy Changes to Skullgirls 2nd Encore’s Robo-Fortune & Fukua Incoming

As we recently reported, Skullgirls 2nd Encore is in the process of getting a huge update to its core game. New animations and lobbies–among other changes–are on their way soon. Probably some of the most exciting changes coming are in the form of balance adjustments for multiple characters; while some of the characters are scarcely getting touched, or having simple bug fixes added, other characters are getting large reworks to core aspects of their gameplay–and some of the biggest changes in that department are going to Robo-Fortune.

While these changes are tentative at the moment, and extremely experimental–none of them are guaranteed to go into the full game, and new changes are being added almost daily–they are currently live in Skullgirls’ Endless PC Beta, which has been running since the PC launch. Robo-Fortune is currently getting large buffs to her keep-away game, but in return is suffering large nerfs to her damage output. Fukua is also receiving a really big change: in the ability to call and hold her shadows until she wishes to release them. This means she can pressure the opponent with the threat of a incoming low or overhead shadow. In return for this, she does lose health while holding a shadow, as well as a large nerf to her damage as well. Check out this video featuring some of the changes.

You can play with these changes for yourself, or wait for them to make their way to retail. Either way, check this link for a current list of all the changes, which will be updated regularly as new changes are added.

Sources: Lab ZeroDragonSlave

Heavy Changes to Skullgirls 2nd Encore’s Robo-Fortune & Fukua Incoming

As we recently reported, Skullgirls 2nd Encore is in the process of getting a huge update to its core game. New animations and lobbies–among other changes–are on their way soon. Probably some of the most exciting changes coming are in the form of balance adjustments for multiple characters; while some of the characters are scarcely getting touched, or having simple bug fixes added, other characters are getting large reworks to core aspects of their gameplay–and some of the biggest changes in that department are going to Robo-Fortune.

While these changes are tentative at the moment, and extremely experimental–none of them are guaranteed to go into the full game, and new changes are being added almost daily–they are currently live in Skullgirls’ Endless PC Beta, which has been running since the PC launch. Robo-Fortune is currently getting large buffs to her keep-away game, but in return is suffering large nerfs to her damage output. Fukua is also receiving a really big change: in the ability to call and hold her shadows until she wishes to release them. This means she can pressure the opponent with the threat of a incoming low or overhead shadow. In return for this, she does lose health while holding a shadow, as well as a large nerf to her damage as well. Check out this video featuring some of the changes.

You can play with these changes for yourself, or wait for them to make their way to retail. Either way, check this link for a current list of all the changes, which will be updated regularly as new changes are added.

Sources: Lab ZeroDragonSlave