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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. | |||
}} | }} | ||
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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 cancelable. | ||
}} | }} | ||
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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. | |||
}} | }} | ||
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|name=I used this to catch fish | |name=I used this to catch fish | ||
|image=GGXRD-R_Dizzy_ToCatchFish.png | |image=GGXRD-R_Dizzy_ToCatchFish.png | ||
|caption= | |caption=Your best friend | ||
|input=236S | |input=236S | ||
|data= | |data= | ||
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|name=For searing cod... | |name=For searing cod... | ||
|image=GGXRD-R_Dizzy_ForSearingCod.png | |image=GGXRD-R_Dizzy_ForSearingCod.png | ||
|caption= | |caption=fire emoji fire emoji fire emoji | ||
|input=236H | |input=236H | ||
|data= | |data= | ||
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|name=We talked a lot together | |name=We talked a lot together | ||
|image=GGXRD-R_Dizzy_WeTalkedALot.png | |image=GGXRD-R_Dizzy_WeTalkedALot.png | ||
|caption= | |caption=Take a bite out of the opposition | ||
|input=214P/K (Air OK) | |input=214P/K (Air OK) | ||
|data= | |data= | ||
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|name=For putting out the light... | |name=For putting out the light... | ||
|image=GGXRD-R_Dizzy_ForPuttingOutTheLight.png | |image=GGXRD-R_Dizzy_ForPuttingOutTheLight.png | ||
|caption= | |caption=Take a moment to appreciate how cute Dizzy looks doing this move | ||
|input=236P | |input=236P | ||
|data= | |data= | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Upward arcing ice scythe attack, used to control | Upward arcing ice scythe attack, used to control airborne space and pop bubbles while doing certain zoning patterns. 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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|name=The light was so small in the beginning | |name=The light was so small in the beginning | ||
|image=GGXRD-R_Dizzy_TheLightWasSoSmall.png | |image=GGXRD-R_Dizzy_TheLightWasSoSmall.png | ||
|caption= | |caption=Actually criminal how early you can YRC this | ||
|input=236K | |input=236K | ||
|data= | |data= | ||
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|name=Please, leave me alone | |name=Please, leave me alone | ||
|image=GGXRD-R_Dizzy_PleaseLeaveMeAlone.png | |image=GGXRD-R_Dizzy_PleaseLeaveMeAlone.png | ||
|caption= | |caption=Your most versatile tool | ||
|input=j.236P | |input=j.236P | ||
|data= | |data= | ||
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|name=What happens when I'm TOO alone | |name=What happens when I'm TOO alone | ||
|image=GGXRD-R Dizzy WhenI'mTOOAlone.png | |image=GGXRD-R Dizzy WhenI'mTOOAlone.png | ||
|caption= | |caption=how do you make a bubble out of fire anyway | ||
|input=j.236K | |input=j.236K | ||
|data= | |data= | ||
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|input=632146S<br/>[632146D] | |input=632146S<br/>[632146D] | ||
|image=GGXRD-R_Dizzy_ImperialRay.png | |image=GGXRD-R_Dizzy_ImperialRay.png | ||
|caption= | |caption=More lasers! | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Fills the screen with a series of explosions. Slow and difficult to combo into, this super mostly sees use as a way to force unblockables with Dizzy's other projectiles similar to characters like May or as a desperate way to immediately seize control of the neutral game. It is worth noting that the explosions have much less blockstun than the animation might suggest. | |||
}} | }} | ||
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|input=632146P | |input=632146P | ||
|image=GGXRD-R_Dizzy_Don'tBeOverprotective.png | |image=GGXRD-R_Dizzy_Don'tBeOverprotective.png | ||
|caption= | |caption=It's not coffin super, but it'll do | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Reversal super that's invulnerable to the hit, though it can be thrown. The mirror itself can actually reflect projectiles like Stun Edge and Gunflame. On counterhit, does an extremely large amount of stun. | |||
}} | }} | ||
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|image=GGXRD-R_Dizzy_GammaRay.png | |image=GGXRD-R_Dizzy_GammaRay.png | ||
|image2=GGXRD-R_Dizzy_GammaRay2.png | |image2=GGXRD-R_Dizzy_GammaRay2.png | ||
|caption= | |caption=We all know there's only one reason you're using this move | ||
|data= | |data= | ||
{{AttackData-GGXRD-R | {{AttackData-GGXRD-R | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Gimmick super that costs 100% meter to use. If Dizzy uses Gamma Ray while in Hellfire state, the attack will also blow off her vest, exposing her classic costume. The slow startup and inconsistent damage of this move make it mostly useless in serious matches, particularly since Dizzy will rarely accumulate a full 100% bar of meter and has much better uses for it than this. | |||
}} | }} |
Revision as of 11:06, 21 March 2017
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), plus her defense modifier is mediocre
- 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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