GGX/Dizzy

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< GGX

Overview

Overview
Dizzy is cute
GGX Dizzy Nameplate.png
GGX Dizzy Portrait.png
Damage Received Mod
x1.06
Guts Rating
1/5
Gravity Mod
x1.05
Stun Resistance
50
Prejump
2F
Backdash
17F (1~9F Strike Invuln)
Wakeup Timing
24F (Face Up)/ 24F (Face Down)
Number of Jumps:
3
Number of Air Dashes:
2
Fastest Attack
Reversals

 Dizzy

Pros
Cons
  • High damage output:
  • Unparalleled mobility:
  • Space control:
  • Strong setplay:
  • Poor defense:
  • Chunky hurtboxes:
  • Limited air game:

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

5P

Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 5 2 12 -4
Level Guard Bar+ Guard Bar-
1

5K

Damage Guard Startup Active Recovery On-Block Invuln
16 Mid 7 4 14 -4
Level Guard Bar+ Guard Bar-
2

c.S

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 5 2 11 +1
Level Guard Bar+ Guard Bar-
2

f.S

Damage Guard Startup Active Recovery On-Block Invuln
20×5 Mid 8 2×4,6 12 -4
Level Guard Bar+ Guard Bar-
2

5H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 13 6 15 -2
Level Guard Bar+ Guard Bar-
3

Dust Attack

S+H

Damage Guard Startup Active Recovery On-Block Invuln
50 High 29 22 20 -24
Level Guard Bar+ Guard Bar-
3

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 6 3 9 -2
Level Guard Bar+ Guard Bar-
1

2K

Damage Guard Startup Active Recovery On-Block Invuln
18 Low 6 2 12 0
Level Guard Bar+ Guard Bar-
2

2S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 3 22 -11
Level Guard Bar+ Guard Bar-
2

2H

Damage Guard Startup Active Recovery On-Block Invuln
56 Mid 7 4 38 -23
Level Guard Bar+ Guard Bar-
3

Sweep

2S+H

Damage Guard Startup Active Recovery On-Block Invuln
40 Low 14 3 44 -28
Level Guard Bar+ Guard Bar-
3

6P

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 11 4 19 -9
Level Guard Bar+ Guard Bar-
2

6H

Damage Guard Startup Active Recovery On-Block Invuln
42×2 Mid 18 9,3 29 -13
Level Guard Bar+ Guard Bar-
3
  • Jump cancellable only on 2nd hit

j.P

Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 6 2 10
Level Guard Bar+ Guard Bar-
1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 4 12 12
Level Guard Bar+ Guard Bar-
1

j.S

Damage Guard Startup Active Recovery On-Block Invuln
30 High/Air 6 16 0
Level Guard Bar+ Guard Bar-
2

j.H

Damage Guard Startup Active Recovery On-Block Invuln
42 High/Air 10 4 28
Level Guard Bar+ Guard Bar-
3

Universal Mechanics

Ground Throw

4H or 6H

Damage Guard Startup Active Recovery On-Block Invuln
60 49 pixels
Level Guard Bar+ Guard Bar-

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 11 2 23 -11
Level Guard Bar+ Guard Bar-
2

Special Moves

It Started Out as Just Light

236S

Damage Guard Startup Active Recovery On-Block Invuln
20×3 All 32 46 Total 54 +8
Level Guard Bar+ Guard Bar-
1

I Use This to Fish

236H

Damage Guard Startup Active Recovery On-Block Invuln
60 All 14 8 42 -23
Level Guard Bar+ Guard Bar-
2

I Use This to Get Fruit

421S

Damage Guard Startup Active Recovery On-Block Invuln
25, 55 All 25 18(10) Total 35
Level Guard Bar+ Guard Bar-
2

My Talking Buddies

214X

Version Damage Guard Startup Active Recovery On-Block Invuln
214P 25×3 All 35~49 3(8+X)3(8+X)3 Total 36
214K 25×3 All 35~52 3(16+X)3(16+X)3 Total 36
214S 25×2 All 1(X)1 Total 47
214H 25, 45 All 35~48 3(9)28 Total 36
Version Level Guard Bar+ Guard Bar-
214P 1
214K 1
214S 1
214H 1, 2

214P:

  • In CH state during move
  • Fish appears on 34F
  • Fish is guaranteed from 13F
  • Fish experiences 13F of hitstop
  • Maximum gap between hits is 21F
  • Fish remains for 6F after active frames before disappearing
  • Another fish cannot be summoned for 84F

214K:

  • In CH state during move
  • Fish appears on 34F
  • Fish is guaranteed from 13F
  • Fish experiences 13F of hitstop
  • Maximum gap between hits is 34F
  • Fish remains for 15F after active frames before disappearing
  • Another fish cannot be summoned for 84F

214S:

  • In CH state during move
  • Fish appears on 34F
  • Fish is guaranteed from 13F
  • Fish experiences 13F of hitstop
  • After an attempted hit fish disappears and homes in on Dizzy
  • Fish disappears immediately after second reappearance
  • Another fish cannot be summoned for 84F

214H:

  • In CH state during move
  • Fish appears on 34F
  • Fish is guaranteed from 13F
  • Fish experiences 13F of hitstop on first hit
  • Fish remains for 9F after active frames before disappearing
  • Another fish cannot be summoned for 84F

Overdrives

Imperial Ray

632146S

Damage Guard Startup Active Recovery On-Block Invuln
32×N All 7+0 {6(4)}×N Total 41
Level Guard Bar+ Guard Bar-
2

Necro Unleashed

34123646P

Damage Guard Startup Active Recovery On-Block Invuln
34×6 Throw 9+4 20 10
Level Guard Bar+ Guard Bar-

Gamma Ray

64641236H

Damage Guard Startup Active Recovery On-Block Invuln
26×5, 26×32 All 16+7 6(25)6(51)46 -38
Level Guard Bar+ Guard Bar-
3

Navigation

To edit frame data, edit values in GGX/Dizzy/Data.
Systems Pages