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===Weaknesses=== | ===Weaknesses=== | ||
* No reversal without meter and laggy normals means she is exceptionally poor on defense and in scrambles | * No reversal without meter and laggy normals means she is exceptionally poor on defense and in scrambles | ||
* Worst stun modifier in the game means she is dizzied easily (ha ha) | * Worst stun modifier in the game means she is dizzied easily (ha ha) | ||
* Summoning takes a lot of time, which can make setting up in neutral against fast characters or characters with strong zoning difficult | * Summoning takes a lot of time, which can make setting up in neutral against fast characters or characters with strong zoning difficult | ||
* Cannot convert airborne hits into knockdown, even with meter | * Cannot convert airborne hits into knockdown, even with meter | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Dizzy's old f.S. It has | Dizzy's old f.S. It has 5 hits and every hit is special cancellable, with the fourth one staggering; but it whiffs on crouching opponents except Potemkin and Bedman. | ||
Comes out fairly quickly, has a good horizontal hitbox, does great damage, and it's fairly safe if they stand block the entire thing for some reason. This move's only real weakness is that it whiffs on crouching opponents. | Comes out fairly quickly, has a good horizontal hitbox, does great damage, and it's fairly safe if they stand block the entire thing for some reason. This move's only real weakness is that it whiffs on crouching opponents. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Dizzy's only standing overhead has a long startup just like most other 5Ds, but it can be covered by her projectiles to make it safer. | Dizzy's only standing overhead has a long startup just like most other 5Ds, but it can be covered by her projectiles to make it safer. | ||
It has great range for a dust, but its god awful slow. It can be used as a risky space control tool. Like Chipps 5d it will catch opponents who carelessly advance, and it keeps dizzys hurt box far enough back to get counter hits on bad pokes. It also has a high enough hitbox to catch opponents who try to jump in or out at shallow angles. Ending blockstrings with it can be relitively safe, Its got less recovery then her F.S and is tied with her HS at 15. Keep in mind how great those 14 active frames of dust are and the fact that it has similar range and recovery to a HS. This move leaves dizzy in a strong spot compared to many of her other normals and specials. If you feel that you can work in the startup frames and don't mind blocking your way out if your opponent blocks, this is a particularly strong move. | |||
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|inv= | |inv= | ||
|description= | |description= | ||
Anti air with more reach than 2S that's useful to cover ranges where 2S cannot reach. Hit confirms into 6h for good damage combos that create unique oki situations. | |||
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|inv= | |inv= | ||
|description= | |description= | ||
Dizzy's 6H has long startup, is extremely unsafe on block, and despite what the animation may suggest, neither version of it is an overhead. Where 6H shines is in combos; both versions do enormous damage and give hard knockdown on aerial opponents, with the charged version giving a groundbounce that's essential for many of Dizzy's RC combos. Because it's also special cancellable, 6H knockdowns give Dizzy some of the best opportunities to setup okizeme, even better than 2D. | Dizzy's 6H has long startup, is extremely unsafe on block, and despite what the animation may suggest, neither version of it is an overhead. Where 6H shines is in combos; both versions do enormous damage and give hard knockdown on aerial opponents, with the charged version giving a groundbounce that's essential for many of Dizzy's RC combos. Because it's also special cancellable, 6H knockdowns give Dizzy some of the best opportunities to setup okizeme, even better than 2D.Can be used as a risky frame trap, by converting a early 6p into the charged version. Can catch hard reads on telegraphed aerial movements and attacks. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
One of Dizzy's main anti-airs, Dizzy drops very low to the ground and her wings extend a nice hitbox above her to stop approaches from above. Though it's not as dominant an anti-air as in previous installments, it still does its job well, and combined with her much-improved 6P you can still anti-air most approaches. | One of Dizzy's main anti-airs, Dizzy drops very low to the ground and her wings extend a nice hitbox above her to stop approaches from above. Though it's not as hilariously dominant an anti-air as in previous installments, it still does its job well, and combined with her much-improved 6P you can still anti-air most approaches. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Dizzy's fastest air jab. | Dizzy's fastest air jab. Mostly useful as it can gatling into and out of j.K to continue air combos and airdash strings. | ||
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|description= | |description= | ||
Her most reliable jump-in attack. Slower than in other games but has more range. | Her most reliable jump-in attack. Slower than in other games but has more range. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Has good horizontal range, making it a reliable air to air poke. Can be used to effectively pop bubbles. | Has good horizontal range, making it a reliable air to air poke. Can be used to effectively pop bubbles. Jump cancellable. Coverts | ||
into J.D. | |||
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|inv= | |inv= | ||
|description= | |description= | ||
Big hitbox air normal. Can be tempting to use as an approach tool or in air-to-air situations, but it has an absolutely gigantic hurtbox on the extended wing making it very vulnerable to getting counterhit out of. | |||
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|inv= | |inv= | ||
|description= | |description= | ||
Highly damaging ender for air combos that launches the opponent, and its great upward hitbox means it can also be useful while rising against opponents high in the air. Can be special canceled on either hit. It can be used on a hit confirm from J.S to launch grounded opponents into the air and continue into a combo. Any technique that includes a low airdash, such as bubble forward airdash, Dizzy Crossup, or just regular old low doubble airdash pressure | |||
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|inv= | |inv= | ||
|description= Can combo after the throw without meter. Because of its high reward on hit and the low blockstun on many of Dizzy's summons, integrating throws into your mixups is an essential skill with Dizzy, especially since her summons can protect you if your throw attempt whiffs. | |description= Can combo after the throw without meter. Because of its high reward on hit and the low blockstun on many of Dizzy's summons, integrating throws into your mixups is an essential skill with Dizzy, especially since her summons can protect you if your throw attempt whiffs. | ||
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|inv= | |inv= | ||
|description=Dizzy's air throw has good range, and sends the opponent full screen away making it useful to set up traps while the opponent is knocked down. Thus, the opponent will land right next to Dizzy if thrown in the corner, allowing her to effectively start her oki game. | |description=Dizzy's air throw has good range, and sends the opponent full screen away making it useful to set up traps while the opponent is knocked down. Thus, the opponent will land right next to Dizzy if thrown in the corner, allowing her to effectively start her oki game. | ||
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|description= | |description= | ||
Uses Dizzy's 6P animation. Mediocre like most Dead Angles, but with Dizzy's naturally weak defensive options, an important tool to keep in mind. | Uses Dizzy's 6P animation. Mediocre like most Dead Angles, but with Dizzy's naturally weak defensive options, an important tool to keep in mind. | ||
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|frameAdv=-23 | |frameAdv=-23 | ||
|inv= | |inv= | ||
|description= | |description=The ice pillar. Cornerstone special move used for ending combos and controlling space. Like many of her specials, has an extremely early YRC point that can be used to start pressure or summon. Basically every big Dizzy combo starts off of ice pillar RRC, so confirming hits with it is a good skill to have. Very unsafe on block. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Fire pillar. Delayed but more powerful version of 236S. Useful to end aerial combos as the hard knockdown gives Dizzy lots of time to set up okizeme, although outside of counterhit 2D it's not possible to use it in grounded combos. Decently useful as a frame trap to end blockstrings against very active opponents, although it's reasonably minus on block and the slow startup leaves a large gap that can be exploited. | Fire pillar. Delayed but more powerful version of 236S. Useful to end aerial combos as the hard knockdown gives Dizzy lots of time to set up okizeme, although outside of mixup into 2H and counterhit 2D it's not possible to use it in grounded combos. Decently useful as a frame trap to end blockstrings against very active opponents, although it's reasonably minus on block and the slow startup leaves a large gap that can be exploited. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
*S fish floats forward before moving upwards and firing a laser across the screen. It has occasional use to stop opponents from jumping out of okizeme, especially when used in conjunction with other summons, though it's typically the least-used variant of fish. | *S fish floats forward before moving upwards and firing a laser across the screen. It has occasional use to stop opponents from jumping out of okizeme, especially when used in conjunction with other summons, though it's typically the least-used variant of fish. Has some great character specific uses in neutral. for instance against i-no whom typically will become stronger and have more options if shes allowed to gain extended air control or chipp who can be locked out of some of his tripple jump options | ||
*H fish is similar to S fish except it remains at ground level. This is one of your primary space-control summons and is also useful for okizeme despite not hitting meaty after most grounded combos into knockdown. | *H fish is similar to S fish except it remains at ground level. This is one of your primary space-control summons and is also useful for okizeme despite not hitting meaty after most grounded combos into knockdown. | ||
*D fish is unique in that it has no hitbox by default, but must be triggered by getting hit by an opponent's hitbox. Once it's hit, it charges forward with a horizontal homing chomp. Useful to bait opponents mashing and to make neutral awkward for the opponent. | *D fish is unique in that it has no hitbox by default, but must be triggered by getting hit by an opponent's hitbox. Once it's hit, it charges forward with a horizontal homing chomp. Useful to bait opponents mashing and to make neutral awkward for the opponent. Again lots of character specific options for the less used fish EX: blocking mist finer, useing it to eat counter zoneing projectiles with long active frames, ETC. | ||
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|cancel= | |cancel= | ||
|roman= | |roman= | ||
|startup= | |startup=22+5 (10+5) | ||
|active= | |active=14 | ||
|recovery= | |recovery=15 | ||
|frameAdv | |frameAdv=-12 | ||
|inv= | |inv= | ||
|description= | |description= | ||
Uses the animation from 5D. Like the basic 5D, It controls more space infront of dizzy then most people think. the hitbox extends upward,and unlike the dust version, its a "usefull" anti air. Necro starts charging a Gamma Ray, but Dizzy deflects it away from the opponent, causing a huge explosion in the background. Seeing the explosion, her opponent surrenders. | |||
Necro starts charging a Gamma Ray, but Dizzy deflects it away from the opponent, causing a huge explosion in the background. Seeing the explosion, her opponent surrenders. | |||
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{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Dizzy]] | ||
Latest revision as of 04:43, 25 December 2023
Dizzy |
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Defense Modifier: x1.06 Guts Rating: 1 Weight: Light Stun Resistance: 50 Jump Startup: 3F Backdash Time 16F / Invul: 1-9F
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Overview
Dizzy is a mobile zoning character that relies on a wide variety of summons in order to start her offense. In the neutral game, her double airdash and good pokes keep enemies honest and give her the space she needs to flood the screen with projectiles. Once she scores a knockdown, those same tools are used to devastating effect to enforce mixups that can open up even the most careful defense. If you like the idea of playing a character that can switch from patient defensive neutral to bloodthirsty mixups at the speed of an airdash, give Dizzy a try!
Strengths
- Double airdash gives her flexible movement and okizeme options
- Many zoning tools with great early YRC points; can fight both enemy zoners and rushdown characters with her many specials
- Overall great damage output and can consistently convert grounded combos into workable knockdowns
- Okizeme is highly varied, with many different options off common combo enders to keep opponents guessing
- Bubble is one of the best neutral tools in the game
Weaknesses
- No reversal without meter and laggy normals means she is exceptionally poor on defense and in scrambles
- Worst stun modifier in the game means she is dizzied easily (ha ha)
- Summoning takes a lot of time, which can make setting up in neutral against fast characters or characters with strong zoning difficult
- Cannot convert airborne hits into knockdown, even with meter
- Her normals tend to be laggy on whiff and/or are situational, which means she is punished heavily for positioning mistakes
- Okizeme is especially vulnerable to defensive options like Blitz Shield and Instant Blocks
- Reliant on meter to safely keep up pressure, summon in neutral and convert into her damaging combos
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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4S
4S |
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5H
5H |
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5D
5D |
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6P
6P |
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6H
6H |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Descriptions are highly preliminary; please update with more information as we learn more about the character.
Note that Dizzy has a restriction on having multiple summons of the same type on screen at the same time. You must wait a short period after the previous summon ends before summoning something of the same type. The types are:
Fish - 214P, 214K, 214S, 214H, 214D (and all air versions)
Spear/Dagger - 421S, 421H
Bubble - j.236P, j.236K
Scythe - 236P, 236K
I used this to catch fish
I used this to catch fish 236S |
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For searing cod...
For searing cod... 236H |
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I used this to pick fruit
I used this to pick fruit 421S |
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For roasting chestnuts...
For roasting chestnuts... 421H |
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We talked a lot together
We talked a lot together 214P/K (Air OK) |
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We fought a lot together
We fought a lot together 214S/H/D (Air OK) |
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For putting out the light...
For putting out the light... 236P |
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The light was so small in the beginning
The light was so small in the beginning 236K |
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Please, leave me alone
Please, leave me alone j.236P |
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What happens when i'm TOO alone
What happens when I'm TOO alone j.236K |
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Overdrives
Imperial Ray
Imperial Ray 632146S [632146D] |
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Don't be overprotective
Don't be overprotective 632146P |
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Gamma Ray
Gamma Ray 64641236H |
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Instant Kill
Emotional Gamma Ray in IK mode: 236236H |
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