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* High aerial mobility thanks to having a double airdash, fast initial dash speed, a foot invulnerable run, and a good superjump. | * High aerial mobility thanks to having a double airdash, fast initial dash speed, a foot invulnerable run, and a good superjump. | ||
* Has very good space control due to her active summons while she moves. | |||
* Summons allow setup for high/low mixups, crossups, and tick-throw setups, and can also be used for defense purposes, such as screen control and covering her approach for rushdown. | * Summons allow setup for high/low mixups, crossups, and tick-throw setups, and can also be used for defense purposes, such as screen control and covering her approach for rushdown. | ||
* Easy access to knockdown conversions on the ground thanks to 2D's stellar range. | * Easy access to knockdown conversions on the ground thanks to 2D's stellar range. | ||
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* Really good FRCs | * Really good FRCs | ||
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* Fourth lowest health in the game and the lowest stun resistance in the game, tied with Chipp | * Fourth lowest health in the game and the lowest stun resistance in the game, tied with Chipp. | ||
* Poor defensive options outside of summons and system mechanics. | * Poor defensive options outside of summons and system mechanics. | ||
* Very space dependent to use her summons effectively. | * Very space dependent to use her summons effectively and due to her below average hitboxes, Dizzy can be forced to retreat in neutral until she can take initiative. | ||
* Lacking in ways to knockdown from the air and force to return to neutral. | * Lacking in ways to knockdown from the air and force to return to neutral. | ||
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==== Bubble ==== | ==== Bubble ==== | ||
Dizzy can summon a bubble that travels one of two trajectories she chooses. After summoning the bubble slowly float across the screen and can only be popped by Dizzy hitting it with another move. Bubbles excel at controlling space and adding threat and damage extensions to her moves, combos and setups as a popped bubble knocks the opponent into the air on hit. | Dizzy can summon a bubble that travels one of two trajectories she chooses. After summoning the bubble slowly float across the screen and can only be popped by Dizzy hitting it with another move. Bubbles excel at controlling space and adding threat and damage extensions to her moves, combos and setups as a popped bubble knocks the opponent into the air on hit. | ||
==== Dash ==== | |||
Dizzy gains foot invulnerability during her dash which allows her to run over lows and other moves such as slidehead and mini faust. | |||
==Normals== | ==Normals== | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
2D is mainly used for knockdowns at farther ranges compared to 2H. | 2D is mainly used for knockdowns at farther ranges compared to 2H. It's a enormous sweep with relatively short startup considering its range, and an important combo ender for Dizzy on grounded opponents as it lets her start her okizeme game. Its horizontal range is great but the move only has a few active frames and is extremely poor on whiff, meaning its use in neutral is more limited than it may appear. Ending blockstrings with 2D is also risky due to its terrible frame advantage. | ||
9~26F Low profile. 27~37F Above feet invul. | 9~26F Low profile. 27~37F Above feet invul. | ||
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{{#lsth:GGReload/Dizzy/Data|Links}} | {{#lsth:GGReload/Dizzy/Data|Links}} | ||
{{Navbar-GGReload}} | {{Navbar-GGReload}} | ||
[[Category:Guilty Gear|Dizzy]] |
Latest revision as of 04:09, 24 December 2023
Overview | Combos | Strategy/Counter Strategy | Full Frame Data |
Dizzy | |||||||||||||||||||||
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Defense Modifier: x1.15 Guts Rating: 1 Weight: Light (x1.05) Stun Resistance: 50 Jump Startup: 3F Backdash Time: 16F / Invul: 1~9F Wake-Up (Face Up/Down): 36F / 35F
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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 zoning started, Dizzy thrives at forcing the opponent into uncomfortable choices that let her establish more and more control. Once she finds a knockdown to start her offense, especially in the corner, Dizzy has a huge number of brutal mixups at her disposal that range from high-lows, left-rights, fuzzies, tick throws, and more.
Strengths and Weaknesses
Strengths | Weaknesses |
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Unique Mechanics
Fish
Dizzy can summon four variations of fishes which move forward and absorb a single hit for her. The fish enable Dizzy's okizeme game and help her control space. Only one fish may be active at any time.
Bubble
Dizzy can summon a bubble that travels one of two trajectories she chooses. After summoning the bubble slowly float across the screen and can only be popped by Dizzy hitting it with another move. Bubbles excel at controlling space and adding threat and damage extensions to her moves, combos and setups as a popped bubble knocks the opponent into the air on hit.
Dash
Dizzy gains foot invulnerability during her dash which allows her to run over lows and other moves such as slidehead and mini faust.
Normals
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
It Started Out as Just Light 236S |
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I Use This to Fish 236H |
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I Use This to Get Fruit 421S |
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My Talking Buddies 214P/K/S/H/D |
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Please Leave Me Alone j.214P/K |
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Overdrives
Imperial Ray 632146S |
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Necro Unleashed 34123646P |
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Gamma Ray 64641236H |
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