Dizzy System?


#1

Just wondering if there was a list regarding the dizzy system in ST.

Like which attacks create the most opportunity for dizzying the opponent and what not.


#2

I know the wiki specifies the characters easiest to hardest to dizzy. Also I know that you basically have an invisible dizzy meter a la third strike, and that at the beginning of a round, your dizzy meter doesnt start full, so one is more suceptible(sp?) to a dizzy in the very early goings.


#3

Yeah, I don’t think there are any known specifics on the dizzy power of each particular move, because the randomness makes it hard to test stuff like that. If there is anything, I’d be interested in seeing it too.

Pretty much all I know of to go on right now is the intuitive system that certain moves tend to carry a lot more dizzy power, like Chun Li c.fierce.


#4

One thing that’s worth noting is that your invisible “dizzy meter” never gradually decreases like it does in 3rd Strike. Instead, you have a separate “recovery” value that gradually counts down. When this “recovery” value reaches zero, then your invisible “dizzy meter” gets reset to zero.


#5

Even with a invisible meter-type thing, there still must be some random factors or something. Sometimes you get dizzy in two hits, other times you can eat combos until you’re dead with no dizzy. I don’t get it.

There ARE some guaranteed dizzy combos tho, so I don’t know what the fuck is going on really.


#6

Yes, the amount that’s added to the dizzy meter has a random component, just like the amount of damage that’s done by an attack has a random component.

And I’m not entirely sure, but from what I’ve seen with ArtMoney, I think the “length” of the dizzy meter might even have a random component. Like, let’s say theoretically that the average length of a dizzy meter is “50”. Sometimes you’ll get dizzied when it only reaches 45 (or so), and other times not until it reaches 55 (or so).