GGXRD-R/Dizzy: Difference between revisions

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Revision as of 06:10, 26 July 2016

Dizzy
GGXRD-R Dizzy Portrait.png

Defense Modifier: x1.06

Guts Rating: 1

Weight:

Stun Resistance: 50

Jump Startup: 3F

Backdash Time 16F / Invul: 1-9F

Movement Options
  • Double Jump
  • Double Airdash
  • Dash Type: Run
  

Overview

WE DON'T KNOW

Strengths

  • It is a mystery...

[1]

Weaknesses

  • Weak don't know!


Normal Moves

5P
5P
GGXRD-R Dizzy 5P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid SJ YRP 5 - - -4

Fastest normal but is relatively unsafe on block.

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5K
5K
GGXRD-R Dizzy 5K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Mid SJ YRP 7 - - -4

Relatively quick mid-range poke.

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c.S
c.S
GGXRD-R Dizzy cS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 Mid SJ YRP 6 - - +1
  • List what the move is used for
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f.S
f.S
GGXRD-R Dizzy fS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid S YRP 9 - - -13

Can be used as a poke at mid-range distance.

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4S
4S
GGXRD-R Dizzy 4S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20,18,16,14,13 Mid S YRP 8 - - -4

Every hit is special cancellable, and the fourth hit staggers; 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. This move's only real weakness is that it whiffs on crouching opponents.

5H
5H
GGXRD-R Dizzy 5H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 Mid S YRP 13 - - -4
  • List what the move is used for
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5D
5D
GGXRD-R Dizzy 5D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 High - YRP 27 - - -12

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.

6P
6P
GGXRD-R Dizzy 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Mid S YRP 10 - - -9
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6H
6H
GGXRD-R Dizzy 6H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
48 (Normal), 56 (Charged) Mid S YRP 14, 33 (Charged) - - -22 (both versions)
  • List what the move is used for
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2P
2P
GGXRD-R Dizzy 2P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid S YRP 6 - - -2
  • List what the move is used for
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2K
2K
GGXRD-R Dizzy 2K.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 Low S YRP 7 - - -1
  • List what the move is used for
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2S
2S
GGXRD-R Dizzy 2S.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 7 - - -11
  • List what the move is used for
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2H
2H
GGXRD-R Dizzy 2H.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36,33 Mid SJ YRP 15 5,? - -15
  • First hit is not jump cancellable.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2D
2D
GGXRD-R Dizzy 2D.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34 Low S YRP 12 - - -17
  • List what the move is used for
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j.P
j.P
GGXRD-R Dizzy jP.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 High / Air SJ YRP 6 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.K
j.K
GGXRD-R Dizzy jK.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 High / Air SJ YRP 7 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.S
j.S
GGXRD-R Dizzy jS.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 High / Air SJ YRP 9 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.H
j.H
GGXRD-R Dizzy jH.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 High / Air S YRP 10 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.D
j.D
GGXRD-R Dizzy jD.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30,37 High / Air S YRP 8 - - -
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Universal Mechanics

Ground Throw
Ground Throw
GGXRD-R Dizzy GroundThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
55 - - R - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw
Air Throw
GGXRD-R Dizzy AirThrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
55 - - R - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Dead Angle Attack
Dead Angle Attack
GGXRD-R Dizzy 6P.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Dizzy BlitzAttack.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Uncharged 40 Mid - R - - - -
Max Charge 40 Mid - R - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Special Moves

Descriptions are highly preliminary; please update with more information as we learn more about the character.

I used this to catch fish
I used this to catch fish
236S
GGXRD-R Dizzy ToCatchFish.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
45 Mid - YRP - - - -

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. Leads to many of her damaging combos when RC'd. Very unsafe on block.

For searing cod...
For searing cod...
236H
GGXRD-R Dizzy ForSearingCod.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid - YRP - - - -

Delayed but more powerful version of 236S. Useful to end aerial combos as it 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.

I used this to pick fruit
I used this to pick fruit
421S
GGXRD-R Dizzy ToPickFruit.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 Mid - YRP - - - -

Ice spear attack with some tracking. Can be used in combos as the summon animation also has a hitbox; a strong summon for Dizzy that should be used frequently. Note that the tracking is relatively weak and tends to miss on fast-moving opponents.

For roasting chestnuts...
For roasting chestnuts...
421H
GGXRD-R Dizzy ForRoastingChestnuts.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40,22 (single shard) Mid - YRP - - - -

Fire spear, more powerful and multi-hitting compared to 421S. Useful in some of Dizzy's more damaging combos after RC'ing 236S. Can be held to create a second and third projectile; if YRC'd after the initial spear is created, you can hold the projectiles by holding down H and then release them by releasing H, similar to how Dizzy's spears worked in GGAC+R.

We talked a lot together
We talked a lot together
214P/K (Air OK)
GGXRD-R Dizzy WeTalkedALot.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P 10,10,10 Mid - YRP - - - -
K 10,10 All - YRP - - - -
  • P fish chomps three times in front of Dizzy, advancing between each hit. Useful for space control and greedy pressure resets with YRC, although because it doesn't track to the opponent's like K fish does its usefulness for okizeme is more limited.
  • K fish will track the opponent horizontally before chomping twice. Both P fish and K fish leave gaps in between the hits that can be used to tick throw. K fish is generally better for okizeme midscreen as it will always track to the opponent before starting its attacks.
We fought a lot together
We fought a lot together
214S/H/D (Air OK)
GGXRD-R Dizzy WeFoughtALot.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 45 Air - YRP - - - -
H 45 All - YRP - - - -
D 30 All - YRP - - - -
  • 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.
  • 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.
For putting out the light...
For putting out the light...
236P
GGXRD-R Dizzy ForPuttingOutTheLight.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 All - YRP - - - -

Upward arcing ice scythe attack, used to control opponents that are jumping or airdashing at you. Has a ridiculously early YRC point that can be used to immediately lock down air approaches and give you time to set up other summons.

The light was so small in the beginning
The light was so small in the beginning
236K
GGXRD-R Dizzy TheLightWasSoSmall.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20,16,14 All - YRP - - - -

Slower but more damaging multi-hit version of 236P. Retains the extremely early YRC point of 236P for locking down the vertical space in front of Dizzy.

Please, leave me alone
Please, leave me alone
j.236P
GGXRD-R Dizzy PleaseLeaveMeAlone.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 - - - - - - -

Bubble. One of Dizzy's most iconic and powerful special moves, Bubble stops Dizzy's aerial momentum to place a large bubble on the screen. The bubble does nothing until Dizzy pops it with any attack, where it will then explode, knocking the opponent up in the air. Bubble is useful in Dizzy's most damaging combos, to set up highly damaging fuzzy guards, and as an essential part of her neutral game where she can place a bubble, airdash away and pop it to protect her escape.

What happens when i'm TOO alone
What happens when i'm TOO alone
j.236K
GGXRD-R Dizzy WhenI'mTOOAlone.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 - - - - - - -

Fire bubble. More situational than the regular bubble, it has similar properties, but it pops on a delay after being struck by a normal instead of immediately. Useful in certain air combos and sometimes in neutral, but be aware it has some more delay after summoning before you can act compared to regular bubble.


Overdrives

Imperial Ray
Imperial Ray
632146S
[632146D]
GGXRD-R Dizzy ImperialRay.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 35,29,23,19,16,14,12 All - YRP - - - -
Burst 33,27,22,18,15,13,11 All - YRP - - - -
  • List what the move is used for
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Don't be overprotective
Don't be overprotective
632146P
GGXRD-R Dizzy Don'tBeOverprotective.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
100 All - YRP - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Gamma Ray
Gamma Ray
64641236H
GGXRD-R Dizzy GammaRay.png
GGXRD-R Dizzy GammaRay2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
13,23,201 All - - - - - -
  • Consumes 100% Tension.
  • If Dizzy is in Hell Fire state, activating this Overdrive will change her to her classic costume.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Instant Kill

Emotional Gamma Ray
in IK mode: 236236H
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
SURRENDER All - - - - - -
  • Uses the animation from 5D.
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc

  1. Insert footnote text here