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| |active= | | |active=10*10 |
| |recovery= | | |recovery= |
| |frameAdv= | | |frameAdv= |
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| |frameAdv= | | |frameAdv=-61 |
| |inv= | | |inv= |
| |description= | | |description= |
Dizzy
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- Movement Options
- Double Jump
- Double Airdash
- Dash Type: Run
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Overview
Dizzy returns to Revelator with her signature army of summons, exceptional aerial mobility, and unpredictable okizeme. By combining her double airdash with well-placed summons, Dizzy can alternate between frustrating run-away zoning and tricky aerial approaches. Once she scores a knockdown, her fish let her run unpredictable and highly varied setups that range from tick throws, double airdash mixups, fuzzy guards, left-rights and more.
Strengths
- Strong zoning game
- Double air dash gives good mobility options
- Strong oki and mixup with summons
- Above average damage
Weaknesses
- No reversal without meter and slow normals means she has trouble on defense and in scrambles
- Worst stun modifier in the game means she is dizzied easily
Normal Moves
5P
5K
c.S
c.S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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24
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Mid
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SJ
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YRP
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6
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2
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11
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+1
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Dizzy's c.S is +1, which means it's one of her few normals that lets her do frame traps and pressure resets. Unlike f.S, it's also jump-cancelable, which can create unique opportunities for mixups in oki situations.
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f.S
4S
4S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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20*5
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Mid
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S
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YRP
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8
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14
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12
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-4
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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 if they stand block the entire thing for some reason. This move's only real weakness is that it whiffs on crouching opponents.
Good as an anti-air dash tool. Can be used as a combo filler after a throw (5K,4S,236S)
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5H
5H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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38
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Mid
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S
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YRP
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13
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6
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15
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-4
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Generally only useful as combo fodder; although it has a decent hitbox and is generally unpunishable on block, its long startup and long whiff animation means it's usually unnecessarily risky compared to something like f.S.
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5D
6P
6H
6H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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48 (Normal) 56 (Charged)
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Mid
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S
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YRP
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14 (Normal) 33 (Charged)
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7
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34
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-22 (both versions)
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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.
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2P
2P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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8
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Mid
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S
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YRP
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6
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3
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9
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-2
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Great range for a 6 frame normal, though it doesn't hit low. If you feel like you can mash out of pressure, this is usually the button you're going to use, though the importance of good defense cannot be overstated. Keep in mind when hit-confirming off 2P that it never combos into 2D, even on counterhit.
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2K
2S
2S
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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28
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Mid
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SJ
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YRP
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7
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3
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22
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-11
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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.
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2H
2H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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36*2
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Mid
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SJ
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YRP
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15
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2,4
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25
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-15
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A 2 hit normal with the second hit being a launcher. 2H cannot be combo'd into except on crouching opponents or on counterhit, and its range leaves much to be desired. If the enemy is covered by your summons, then it may be possible to oki mixup into this move. It does good damage and leads to decent follow-ups, so it mostly shines as a strong meterless punish tool for big mistakes like whiffed DPs.
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2D
2D
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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34
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Low
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S
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YRP
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12
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3
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33
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-17
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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. Although its horizontal range is great, it will basically never hit airborne opponents and it's 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 and summoning after 2D on block is very unsafe without meter.
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j.P
j.K
j.S
j.H
j.D
Universal Mechanics
Ground Throw
Ground Throw
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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55
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-
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-
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R
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-
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-
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-
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-
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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.
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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Air Throw
Air Throw
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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55
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-
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-
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R
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-
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-
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-
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-
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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.
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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Dead Angle Attack
Blitz Shield Charge Attack
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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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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45
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Mid
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-
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YRP
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13
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8
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42
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-23
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Ice pillar/ice spike. 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.
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For searing cod...
For searing cod... 236H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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50
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Mid
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-
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YRP
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28
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8
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30
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-11
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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.
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I used this to pick fruit
I used this to pick fruit 421S
2 hits: on the way up and when it turns into a dagger
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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40
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Mid
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-
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YRP
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22
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18(15)until fullscreen
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-
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-
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Ice spear/dagger 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.
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For roasting chestnuts...
For roasting chestnuts... 421H
Hold button for more daggers (max 3)
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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40,25 (per dagger)
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Mid
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-
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YRP
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36
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18(17)until fullscreen (per dagger)
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-
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-
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Fire spear/dagger, 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 up to 3 projectiles; if YRC'd after the initial dagger is created, you can hold the projectiles by holding down H and then release them by releasing H, similar to how Dizzy's daggers worked in GGAC+R.
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We talked a lot together
We talked a lot together 214P/K (Air OK)
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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P
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10,10,10
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Mid
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-
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YRP
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40
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3(23)3(24)3
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-
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-
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K
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10,10
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All
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-
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YRP
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50
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3(30)3
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-
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-
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All versions of fish (214P/K/S/H/D) will absorb a hit for Dizzy, similar to Eddie.
- P fish chomps three times in front of Dizzy, advancing between each hit. Useful for corner oki and greedy pressure resets with YRC, although because it doesn't track to the opponent 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.
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We fought a lot together
We fought a lot together 214S/H/D (Air OK)
Lasers! D version only attacks if it absorbs an attack
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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S
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45
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Air
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-
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YRP
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73
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41
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-
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-
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H
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45
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All
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-
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YRP
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71
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36
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-
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-
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D
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30
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All
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-
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YRP
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17
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3
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-
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-
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- 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.
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For putting out the light...
For putting out the light... 236P
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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30
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All
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-
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YRP
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17
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36
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-
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-14
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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.
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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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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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20*3
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All
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-
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YRP
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33
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49
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-
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+9
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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.
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Please, leave me alone
Please, leave me alone j.236P
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Bubble Set
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-
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-
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-
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-
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-
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157
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-
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-
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Bubble Burst
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30
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All
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-
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YRP
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13
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4
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-
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-
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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. You can hold 2 after summoning the bubble to make it drift downwards instead of straight forward. By doing TK Bubble low to the ground, Dizzy can start an extremely low airdash without jumping into the air first which is a key part of many okizeme setups.
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What happens when i'm TOO alone
What happens when i'm TOO alone j.236K
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Version
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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Bubble Set
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-
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-
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-
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-
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-
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148
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-
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-
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Bubble Burst
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30
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All
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-
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YRP
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31
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10
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-
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-
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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.
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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
Emotional Gamma Ray in IK mode: 236236H
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Damage
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Guard
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Cancel
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Roman
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Startup
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Active
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Recovery
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Frame Adv.
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SURRENDER
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All
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-
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-
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-
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-
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-
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-
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- 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.
Follow the Help:Writing_Character_Pages guidelines
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