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GGXRD-R Dizzy Portrait.png

Defense Modifier: x1.06

Guts Rating: 1

Weight: [105] Light

Stun Resistance: 50

Jump Startup: 3F

Backdash Time 16F / Invul: 1-9F

Wakeup (Face Up/Down): 25F / 24F

Movement Options
  • Double Jump
  • Double Airdash
  • Dash Type: Run
Zoning, Setups, Footsies


Dizzy is a mobile zoning character that relies on a wide variety of summons to set the pace of the match. In neutral, she's one of the most frustrating characters to pin down thanks to her fast double airdash, long-range normals, and anti-airs. Once she gets her projectile zoning started, Dizzy thrives at forcing the opponent into uncomfortable choices that let her establish more and more control. Once she finds a knockdown to start her offense, especially in the corner, Dizzy has a huge number of brutal mixups at her disposal that range from high-lows, left-rights, fuzzies, tick throws, and more.

Strengths and Weaknesses[edit]

Strengths Weaknesses
  • Double airdash and a fast run with foot invulnerability - one of the most mobile characters in the game.
  • Large, diverse toolkit of very active projectiles for screen control.
  • Mid-screen okizeme is highly varied, with many different options to keep opponents guessing.
  • Setplay in the corner is powerful and extremely free-flowing.
  • Very high damage potential with meter.
  • Amazing tick throw game, and her throw is highly rewarding.
  • Good options to anti-air and air-to-air.
  • Has great uses for both YRC and RRC.
  • Weak defensive options; go-to normal for abare is 6 frames and her invincible super is slow.
  • Lowest stun resistance in the game.
  • Below-average effective health.
  • Big hurtbox in the air and very tall while running.
  • Summons are very slow and can lead to big counterhit punishes.
  • Normals are slow overall.
  • Meter hungry.
  • Most of her offence contains gaps for the opponent to escape with active defence, Blitz in particular.

Normal Moves[edit]

GGXRD-R Dizzy 5P.png
When you really need a hitbox in five frames
Damage Guard Startup Active Recovery Frame Adv.
10 Mid 5 2 12 -4

Fastest normal but is pretty minus on block. Whiffs on low hurtboxes.

GGXRD-R Dizzy 5K.png
Kick them into next week
Damage Guard Startup Active Recovery Frame Adv.
16 Mid 7 4 14 -4

Relatively quick mid-range poke. The hitbox isn't particularly good and it's generally outclassed by her other pokes, but maintains some use due to its range and the fact that it can be jump canceled.

GGXRD-R Dizzy cS.png
Your best friend for pressure
Damage Guard Startup Active Recovery Frame Adv.
24 Mid 6 2 11 +1

Essential jump-cancelable pressure normal and Dizzy's only normal that gives advantage on block. Essential tool for hit-confirming, tick-throwing and general pressure.

GGXRD-R Dizzy fS.png
Beware of skeleton
Damage Guard Startup Active Recovery Frame Adv.
32 Mid 9 6 21 -13

Decent mid-range poke, though the hitboxes and hurtboxes can be a little awkward. Jump-cancelable on hit or block which allows Dizzy to safely reset to neutral if she can't open up the opponent.

GGXRD-R Dizzy 4S.png
Put their meter on ice
Damage Guard Startup Active Recovery Frame Adv.
20 * 5 Mid 8 2 * 7 12 -1

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 (only during hitstun).

Comes out fairly quickly, has a good horizontal hitbox that can stuff some aerial approaches, does fantastic damage, and combos into 236S for a knockdown. Essential combo filler, particularly midscreen.

GGXRD-R Dizzy 5H.png
Just wing it
Damage Guard Startup Active Recovery Frame Adv.
38 Mid 13 6 15 -4

Generally only useful as combo fodder; although it has a decent hitbox and is generally safe on block, its long startup and long whiff animation makes it hard to implement in neutral.

GGXRD-R Dizzy 5D.png
The oldest trick in the book
Damage Guard Startup Active Recovery Frame Adv.
20 High 27 14 15 -12

Dizzy's primary standing overhead has a long startup just like most other 5Ds, but it can be covered by her projectiles to make it safer, and in the corner you can combo into it using fish. You can often mask the startup of this move with 236H YRC or H fish, as they do a good job of obscuring the telltale red flash of 5D.

GGXRD-R Dizzy 6P.png
One of the few things that's actually better compared to +R
Damage Guard Startup Active Recovery Frame Adv.
26 Mid 10 4 19 -9

Anti air with more reach than 2S that's useful to cover ranges where 2S would be ineffective, and as a situational counter-poke.

GGXRD-R Dizzy 6H.png
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 48 Mid 14 7 34 -22
Max Charge 56 High 33 7 34 -22

Dizzy's 6H has long startup, is extremely unsafe on block, and despite what the animation may suggest, only the fully charged 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.

GGXRD-R Dizzy 2P.png
Poke your problems away
Damage Guard Startup Active Recovery Frame Adv.
8 Mid 6 3 9 -2

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. 2P also doesn't have the best hurtbox and the hitbox is higher than you may think, which means it can lose to 6Ps and can even be low-profiled.

GGXRD-R Dizzy 2K.png
Your best friend
Damage Guard Startup Active Recovery Frame Adv.
18 Low 7 4 9 -1

Essential poke and Dizzy's only low besides 2D. This normal has great range and speed, and it's only -1 on block meaning it's great for pressure. Unless you absolutely need a 5 or 6 frame normal, this is your go-to normal for approaching and controlling the space in front of you, as it cannot be low-profiled and is easy to hit confirm.

GGXRD-R Dizzy 2S.png
Get low
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 7 3 22 -11

Dizzy's primary anti-air and one of her most iconic moves. Though it won't cleanly beat the game's most dominant jump-ins like Sol's j.H or Chipp's j.D and has basically no use in grounded footsies, it has a great low-profile hurtbox and extends relatively high above Dizzy's head while giving a full air combo on hit. The ability to properly space yourself and stop aerial approaches with 2S is essential, as unlike most characters Dizzy prefers to anti-air by going directly underneath the enemy instead of stopping them at a 45 degree angle.

GGXRD-R Dizzy 2H.png
Chop chop
Damage Guard Startup Active Recovery Frame Adv.
36 * 2 Mid 15 2, 4 25 -10

A 2 hit normal with the second hit being a launcher. 2H cannot be combo'd into unless it is from 4S, is 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 damaging follow-ups, so it mostly shines as a strong meterless punish tool for big mistakes like whiffed DPs.

GGXRD-R Dizzy 2D.png
You call that a sweep? THIS is a sweep
Damage Guard Startup Active Recovery Frame Adv.
34 Low 12 3 33 -17

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, has few active frames, and is 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 unsafe without meter.

GGXRD-R Dizzy jP.png
poke poke poke
Damage Guard Startup Active Recovery Frame Adv.
12 High/Air 6 4 10 -

Dizzy's fastest air jab. Mostly useful as it can gatling into and out of j.K to continue air combos and airdash strings.

GGXRD-R Dizzy jK.png
Your best friend in airdash strings
Damage Guard Startup Active Recovery Frame Adv.
16 High/Air 7 6 12 -

Her most reliable jump-in attack. Slower than in other games but has more range.

GGXRD-R Dizzy jS.png
Freeze the competition air-to-air
Damage Guard Startup Active Recovery Frame Adv.
28 High/Air 9 4 16 -

Has good horizontal range, making it a reliable air to air poke. Can be used to effectively pop bubbles. Jump cancelable.

GGXRD-R Dizzy jH.png
Where does the wing come from anyway
Damage Guard Startup Active Recovery Frame Adv.
36 High/Air 10 4 28 -

Big hitbox air normal. The hurtbox has been shrunk appreciably in REV2, but it still has a tendency to trade, so be careful not to throw it out carelessly.

GGXRD-R Dizzy jD.png
Maware maware maware maware
Damage Guard Startup Active Recovery Frame Adv.
30, 40 High/Air 8 10, 4 16 -

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.

Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GGXRD-R Dizzy GroundThrow.png
Where the fun begins
Damage Guard Startup Active Recovery Frame Adv.
0, 60 Ground Throw: 75250 1 - - +72

Can combo after the throw without meter anywhere on the screen for great damage and corner carry. 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. Unlike older games, Dizzy's throw range is average in Xrd.

Air Throw[edit]
Air Throw
GGXRD-R Dizzy AirThrow.png
Why can't she just let them fall in the icicle like Magneto
Damage Guard Startup Active Recovery Frame Adv.
0, 60 Air Throw: 192500 1 - - -

Dizzy's air throw has good range and chucks the opponent very far away, which makes it difficult to set up effective okizeme but gives you more than enough time to start summoning safely.

Dead Angle Attack[edit]
Dead Angle Attack
GGXRD-R Dizzy 6P.png
This will get low profiled and you will get sad
Damage Guard Startup Active Recovery Frame Adv.
25 All 10 4 19 -9

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.

Blitz Shield Charge Attack[edit]
Blitz Attack
GGXRD-R Dizzy BlitzAttack.png
Steal that burst
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 50 Mid (15-48)+13 3 20 -2
Max Charge 50 Mid 50+13 3 20 +5

Standard Blitz Shield attack, useful in combos after stun to steal Burst gauge.

Special Moves[edit]

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[edit]
I used this to catch fish
GGXRD-R Dizzy ToCatchFish.png
Your best friend
Damage Guard Startup Active Recovery Frame Adv.
45 All 13 8 Total 62 -23

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.

For searing cod...[edit]
For searing cod...
GGXRD-R Dizzy ForSearingCod.png
fire emoji fire emoji fire emoji
Damage Guard Startup Active Recovery Frame Adv.
50 All 26 8 Total 63 -11

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.

I used this to pick fruit[edit]
I used this to pick fruit
GGXRD-R Dizzy ToPickFruit.png
GGXRD-R Dizzy ToPickFruit2.png
2 hits: on the way up and when it turns into a dagger
Damage Guard Startup Active Recovery Frame Adv.
25, 40 All 22 18 (15) until fullscreen Total 37 +11

Ice spear/dagger attack with some tracking, often used in combos, some okizeme sequences, and occasionally after landing from a j.D ender to punish low techs. A common mistake that new players make is using it like a fireball for basic space control, but the tracking is so atrocious that it can whiff on characters walking forward or crouching in place, much less actually moving quickly. The recovery is actually one frame longer than fish, which has significantly more utility and should almost always be used instead.

For roasting chestnuts...[edit]
For roasting chestnuts...
GGXRD-R Dizzy ForRoastingChestnuts.png
Hold button for more daggers (max 3)
GGXRD-R Dizzy ForRoastingChestnuts2.png
Damage Guard Startup Active Recovery Frame Adv.
25, 40, 25 All 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) +14

Fire spear/dagger, more powerful and multi-hitting compared to 421S. Combo staple after 236S and one of the reasons her damage is so high (for reference, one spear does only 3 less damage than Beak Driver). 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.

We talked a lot together[edit]
We talked a lot together
214P/K (Air OK)
GGXRD-R Dizzy WeTalkedALot.png
Take a bite out of the opposition
Version Damage Guard Startup Active Recovery Frame Adv.
214P 10 * 3 All 60 3 (33) 3 (33) 3 Total 36 -
j.214P 10 * 3 All 60 3 (33) 3 (33) 3 Total 45 -
214K 10 * 2 All 69 3 (43) 3 Total 36 -
j.214K 10 * 2 All 69 3 (43) 3 Total 45 -

The fish. 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.

We fought a lot together[edit]
We fought a lot together
214S/H/D (Air OK)
GGXRD-R Dizzy WeFoughtALot.png
GGXRD-R Dizzy WeFoughtALotD.png
D version only attacks if it absorbs an attack
Version Damage Guard Startup Active Recovery Frame Adv.
214S 45 All 73 41 Total 36 -
j.214S 45 All 53 41 Total 45 -
214H 45 All 73 36 Total 36 -
j.214H 45 All 53 36 Total 45 -
214D - - - - Total 36 -
j.214D - - - - Total 45 -
D Counterattack 40 All 21 7 - -
  • 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...[edit]
For putting out the light...
GGXRD-R Dizzy ForPuttingOutTheLight.png
Take a moment to appreciate how cute Dizzy looks doing this move
Damage Guard Startup Active Recovery Frame Adv.
30 All 17 36 Total 50 -14

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, though 236K is usually superior for that use. Although it's tempting to use a safe blockstring ender, it's unsafe at most ranges, even at hit, and by the time it's been active long enough to gain plus frames the opponent likely could have run under it or pressed a button.

The light was so small in the beginning[edit]
The light was so small in the beginning
GGXRD-R Dizzy TheLightWasSoSmall.png
Actually criminal how early you can YRC this
Damage Guard Startup Active Recovery Frame Adv.
20 * 3 All 33 49 Total 54 +9

Slower but more damaging multi-hit version of 236P; significantly, all of the hits are level 0, which is important when confirming. Most importantly, the YRC point on this move is unbelievably fast, almost so much so that it's hard to mess it up on purpose. This gives it a lot of use as a pressure extender in the corner, locking the opponent down long enough for more summons, or as a twitch anti-air midscreen. Since it hits three times, it can also eat most projectiles - all in all, a great move.

Please, leave me alone[edit]
Please, leave me alone
GGXRD-R Dizzy PleaseLeaveMeAlone.png
Your most versatile tool
Version Damage Guard Startup Active Recovery Frame Adv.
Bubble Set - - - - Total 24 -
Bubble Burst 30 All 12 4 - -

The 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.

What happens when i'm TOO alone[edit]
What happens when I'm TOO alone
GGXRD-R Dizzy WhenI'mTOOAlone.png
how do you make a bubble out of fire anyway
Version Damage Guard Startup Active Recovery Frame Adv.
Bubble Set - - - - Total 29 -
Bubble Burst 30 All 29 10 - -

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.


Imperial Ray[edit]
Imperial Ray
GGXRD-R Dizzy ImperialRay.png
More lasers!
Damage Guard Startup Active Recovery Frame Adv.
35 * 7
[43 * 7]
All 7+1 10 * 7 Total 32 +49
  • Values in [] indicate burst version.

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.

Don't be overprotective[edit]
Don't be overprotective
GGXRD-R Dizzy Don'tBeOverprotective.png
It's not coffin super, but it'll do
Damage Guard Startup Active Recovery Frame Adv.
100 All 14+2 5 20 -6

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.

Gamma Ray[edit]
Gamma Ray
GGXRD-R Dizzy GammaRay.png
We know there's only one reason you're using this move
GGXRD-R Dizzy GammaRay2.png
Mostly used in setups where you disconnect the opponent's controller
Damage Guard Startup Active Recovery Frame Adv.
13 * 2, 16 * 32 All 13+6 6(24)6(35)46 {32 hit} 72 -61

Purely a gimmick super that costs 100% Tension. The slow startup, inconsistent damage output, and Dizzy being heavily vulnerable at all times make this move completely useless in serious matches, on top of the fact that she has much better uses for meter than this.

If Dizzy uses Gamma Ray while in Hellfire state, the attack will also blow off her vest, exposing her classic costume, though this is just an aesthetic change.

Instant Kill[edit]

Emotional Gamma Ray
in IK mode: 236236H
GGXRD-R Dizzy EmotionalGammaRay.png
GGXRD-R Dizzy EmotionalGammaRay2.png
GGXRD-R Dizzy EmotionalGammaRay3.png
Making her mother proud
Damage Guard Startup Active Recovery Frame Adv.
14 15 -12

Uses the animation from 5D. 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.

Rather lots of options to combo into it using projectile setups, specially with 100 tension. Finding good situations to use such setups can be hard, however. If you ever find one, use it, otherwise refrain from it.


Expression error: Unexpected < operator.% complete
Page Status Completion Score
Overview /24
Combos /10
Okizeme /10
Strategy /12
Frame Data /44

For a list of criteria for appraising character pages see this page.


Ambox notice.png To edit frame data, edit values in GGXRD-R2/Dizzy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
Guilty Gear Xrd REV 2e
Click [*] for character's frame data
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