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{{MoveData | {{MoveData |
Revision as of 05:53, 21 December 2019
Overview
Dizzy is a mobile zoning character that relies on a wide variety of summons to set the pace of the match.
In neutral, she's one of the most frustrating characters to pin down thanks to her fast double airdash, long-range normals, and anti-airs. Once she gets her projectile game started, Dizzy thrives at forcing the opponent into uncomfortable choices that let her establish more and more control. Her multitude of summons and specials allow Dizzy to set the pace by locking down, covering common attack angles, use super flash "unblockables", and even have them eating hits from reversal attempts for her. Once she finds a knockdown to start and cover her offense, Dizzy has a huge number of brutal mixups at her disposal that range from high-lows, left-rights, fuzzies, tick throws, and more.
This is all offset by Dizzy's very poor tools when stuck in pressure. She has only one subpar metered reversal, an average backdash and Dead Angle, and a bad damage and stun modifier. Combine this with slow normals and overall weak standalone hit and hurtboxes, and Dizzy can quickly see her lifebar drained and her stun way up. Dizzy requires a solid defense, and awareness of when to use her high mobility to get out of an opponent's offense, lest she be quick to fall apart. If you can handle the limited defensive options and gain a strong grasp of her offensive gameplan, Dizzy is very good at suffocating her opponents.
Dizzy Dizzy is a mobile zoning character that relies on a wide variety of summons to set the pace of the match.
- Summon gameplan allows setup for
- Strong, staggered lockdown which can be very dangerous to attempt to escape.
- High/low mixups, Crossups, and Tick-Throws which can make opponents very nervous.
- Super Flash "unblockables" with meter.
- Stong defensive purpose (Sponging hits, attacking while Dizzy is under pressure, etc.)
- Higher than average damage.
- High aerial mobility thanks to having a double airdash.
- Weak hitboxes can force Dizzy to retreat in neutral until she can take initiative.
- Tied for lowest stun resistance in the game.
- Fourth lowest health in the game.
- Poor defensive options outside of summons.
- No meterless reversals, main meterless reversal is subpar.
- Very space dependent to use her summons effectively.
Guilty Bits Character Intro | |
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{{#evt: service=youtube |
id=https://www.youtube.com/watch?v=3XN5uZz5ncw
}} |
Normals
5K |
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Dizzy faces away from her opponent and does a thrust kick.
5K, while slower than 5P, is much more useful due to it having longer range and doing more damage. 5K is a good opening move to start a combo off with because of its range and can also be jump cancelled giving you some options on hit or block. |
c.S |
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Necro's face as a downward-angled slash.
Additional Frame Data: Stun modifier x2. |
f.S |
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Undine's multi-hit ice spear attack.
Additional Frame Data: Hitstop 6F. 4th hit staggers opponent on hit (max 35F). |
5H |
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The morphed arm, big damage button.
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6P |
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Dragon Head 6P Anti-Air/Anti-Poke.
Additional Frame Data: Upper body invincible 1~14F. Initial prorate 90%. Wallbounces opponent on hit (untechable on ground hit for 28F, ground CH and air CH for 40F). |
6H |
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Massive, big damage, launching two-hit tail morph button.
Additional Frame Data: 2nd hit floats opponent on hit (untechable for 28F). FRC timing 18~20F, 27~29F (FRC Timing is on the 1st and 2nd hits). Both hits stagger opponent on CH (Max 47F). |
5D |
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The 'ol Razzle Dazzle.
Additional Frame Data: Stun modifier x1.5. |
2P |
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Awkward fingernail poke that's mainly for safe Bubble popping.
Additional Frame Data: Initial prorate 70%. |
2K |
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Main low poke, complement to 5K.
Additional Frame Data: Initial prorate 80%. |
2S |
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Very strong Anti-Air tool.
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2H |
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Very quick knockdown tool with decent range and some perks.
Additional Frame Data: Knocks down opponent on ground hit. Groundbounces opponent and fully untechable on CH. Stun modifier x1.5. FRC timing 8~10F. |
2D |
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Long ranged sweep, covering ranges outside of 2H.
Additional Frame Data: Low profile 9~26F, 36~39F. Above feet invincible 27~35F. |
j.P |
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Downward angled nail extensions.
Additional Frame Data: Initial prorate 90%. |
j.K |
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Dizzy extends her tail downward for an aerial attack.
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j.S |
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Dizzy utilizes Undine for an aerial ice spear attack.
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j.H |
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Mainly used in summon pressure and fuzzies.
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j.D |
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High Damage combo-ender.
Additional Frame Data: 1st hit floats opponent on hit (untechable for 22F during 10~12F, untechable for 13~18F on 28F). 2nd hit pushes opponent upwards on hit(untechable for 26F). |
j.2S |
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Wing Blades. An air normal which does it all.
Additional Frame Data: Initial prorate 90%. Throw invincible 1~23F. Attack begins behind Dizzy on 7F, below her on 10F, in front of her on 13F. |
Universal Mechanics
Ground Throw |
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Vital throw. Significantly higher throw range than average. A very important move for Dizzy because a throw can cause knockdown, which in turn allows her to start her okizeme. You can also do a followup combo after the throw for extra damage and/or positioning but in doing so you allow your opponent the opportunity to tech out if the 236H at the end doesn't knockdown or to Burst out if applicable, especially in the case of lightweight characters who are usually able to tech after 236H hits in a throw followup combo. A throw into the corner is the best option since okizeme there is at its strongest, but a throw at mid-screen is also good because you have the possibility for a crossup okizeme if you don't decide to do a followup combo to push your opponent into the corner. It is usually recommended to not use a followup combo and instead let the opponent drop to the ground for knockdown so you can setup for okizeme. Dizzy also has good range with her ground throw, which makes it quite effective in tick-throw setups. Additional Frame Data: Floats opponent, fully untechable on hit. Forced prorate 50%. |
Air Throw |
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Dizzy utilizes Undine and Necro for an aerial throw attack.
Additional Frame Data: Wallbounces opponent on hit (untechable for 60F). Forced prorate 50%. |
Dead Angle Attack |
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Similar to her 6P and used to knock an opponent away from you on hit, with an opportunity for a wallbounce if near the proximity of a wall. It is best used when Dizzy is pressured by an opponent and you need to get them off of you as it gives you invincibility from 1-12F and upper body invincibility from 21-35F. Additional Frame Data: Fully invincible 1~12F. Upper body invincible and throw invincible 13~32F. Wallbounces opponent on hit (untechable for 28F). Initial prorate 50%. |
Specials
It Started Out as Just Light 236K/S |
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I Use This to Fish 236H/D |
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I Use This to Get Fruit 421S |
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Dizzy utilizes Undine to summon an electrified orb that flies upwards then transforms into a lightning-charged projectile that flies toward her opponent. This is a two-part attack. The first part of the 421S attack (the electric orb) can launch the opponent into the air if they are close, especially if it's an anti-air attack which can give you an opportunity for an air combo. The second part of the attack (Air Spear) homes in on the opponent's current position and then flies toward them. It can either fire immediately or be delayed by holding down [S]. The primary use for 421S is to pin down the opponent and make them wary of their positioning, especially if the attack is held down. If you manage to have 421[S] active and manage to block a pressure string from your opponent, you can release ]S[ to attack them while blocking. 421S is best used in conjunction with other projectile summon attacks for zoning and to keep the opponent away from Dizzy. However, if Dizzy is hit when she performs the move, the projectile attack disappears immediately. |
My Talking Buddies 214P/K/S/H/D |
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Please Leave Me Alone j.214P/K/S |
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Respect |
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Force Breaks
FB Please Leave Me Alone j.214D |
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FB I Use This to Get Fruit 421D |
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Dizzy utilizes Undine to summon three electrified orbs that immediately turn into spears that shoot towards the opponent in rapid succession. Unlike 421S, this move cannot be delayed. |
Overdrives
Imperial Ray 632146S |
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Dizzy summons a wave of fiery explosions that starts in front of her and moves across the screen. Requires 50% Tension. Imperial Ray can be used to force an opponent away from Dizzy, which gives her some breathing room to act. If the Overdrive hits, the opponent is carried across the screen and sometimes into the corner if you are fortunate. You can sometimes even followup with a combo afterwards, but it's usually better to let Imperial Ray hit completely so that you can get a knockdown for okizeme. This Overdrive doesn't give Dizzy much invincibility, until 5 frames has passed, so don't use it on wakeup against an opponent's attack as they are likely to hit you out of it. Also, if an opponent has already initiated an attack upon you and you try to counter with Imperial Ray, there is a chance that you'll trade hits, which will cause the overdrive to disappear. Using Imperial Ray also causes a freeze-time effect, which stops all action onscreen with the exceptions of projectiles. Dizzy can utilize the 'freeze' to perform unblockable attacks with her summons. For example, do either 421S or 214H then prime the motion for the Overdrive, and if you see that the opponent isn't in a blocking state complete the Overdrive motion to freeze the onscreen action and have your summon attack hit them. If it's done correctly, the opponent will be unable to block the attack. |
Necro Unleashed 632146P |
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Dizzy summons a large magic circle glyph on the ground in front of her that approximately reaches up to a 1/2 screen away. If the opponent is standing/crouching in the within the range of the circle, they are transported and trapped within a coffin. Then Necro, who possesses Dizzy for a moment, uses a bow and fires some magic arrows into the coffin. Requires 50% Tension. The main feature of this Overdrive is that it is unblockable on the ground and functions like a ranged throw attack, though the attack can be avoided by jumping away from the activation area of the magic circle. It can also function as an anti-air attack by using the Overdrive just as the opponent is about to hit you from the air with a jump-in attack, their attack will whiff right through you and then they land in the activation range of the Overdrive. This Overdrive will not connect with the opponent if they are in blockstun. |
Gamma Ray 64641236H |
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Necro appears and fires 3 lasers at the opponent, which float them. Then, his cloak transforms into a dragon head that fires a large beam at the opponent that hits multiple times. Dizzy is knocked down at the end of the Overdrive. Requires 100% Tension. Though Gamma Ray looks impressive for an Overdrive, its use is rather limited due to its slow startup, it doesn't hit opponents that are close or above you, and Dizzy is quite vulnerable when using this Overdrive, which makes her prone to getting attacked and punished and waste Tension in the process. If you do manage to hit an opponent with Gamma Ray, it does a big chunk of damage due to its 200% proration. You can FRC the first hit and go with a massively upscaled combo following. If the opponent blocks, either their Guard Gauge or Tension Gauge become severely affected in guarding against the attack. |
Instant Kill
I Can't... Contain My Strength [2]8462+P+H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Kazuki | enter | Japan | Mikado | - | Retired | Sharp player who balances retreating with aggressive play | Link |
Makki | enter | Japan | Mikado | - | Retired | - | 9Sw4 Link |
Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •