GGXRD-R2/Dizzy

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Dizzy
GGXRD-R Dizzy Portrait.png

Defense Modifier: x1.06
Guts Rating: 1
Weight: [105] Light
Stun Resistance: 50
Prejump: 3F
Backdash Time 16F / Invul: 1-9F
Wakeup (Face Up/Down): 25F / 24F

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

Overview[edit]

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 zoning started, her projectiles cover the screen for long periods of time and covering each other’s weaknesses. Dizzy thrives from forcing the opponent into making 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.
  • Bubble is a strong, versatile tool.
  • Large, diverse toolkit of very active projectiles for screen control.
  • Summons allow high/low mixups, crossups, resets, and tick-throw setups.
  • Amazing tick throw game, and her throw is highly rewarding.
  • Setplay in the corner is powerful and extremely free-flowing.
  • Decent to good range normals.
  • Good options to anti-air and air-to-air.
  • Has great uses for both YRC and RRC.
  • Very high damage potential with meter.
  • Mediocre 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.
  • Can't convert airborne hits into knockdown without meter or counter-hit.
  • Meter hungry.
  • Most of her offence contains gaps for the opponent to escape with active defence, Blitz in particular.


Normal Moves[edit]

5P[edit]
5P
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

Dizzy's fastest normal but is pretty minus on block and whiffs on low hurtboxes. Good button to pop bubbles quickly or punish whiff bursts.


5K[edit]
5K
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, non prorate damage, and the fact that it can be jump canceled.


c.S[edit]
c.S
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. Has a 2x stun modifier. An essential tool for hit-confirming, tick-throwing and general pressure.


f.S[edit]
f.S
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, rather slow but can anti-air and frame trap. Has a lot of active frames but the hitbox doesn’t reach far during its earliest active frames so the hitboxes and hurtboxes can be a little awkward. Jump-cancel-able on hit or block which allows Dizzy to safely reset to neutral if she can't open up the opponent. For example resetting with bubble to defend against aggressive opponents.


4S[edit]
4S
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).

A essential combo filler for throw, P-bubble burst, and corner combos. Comes out fairly quickly, has a good horizontal hitbox that can stuff some aerial approaches, does fantastic damage, gives good amount of meter on hit, and combos into 236S for a knockdown. It even drains meter when the opponent FD’d.


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

Useful as combo/blockstring fodder; although it has a decent hitbox, is generally safe on block, and can be used as a frame trap/pressure ender or reset. Suited to wall out opponents as well.


5D[edit]
5D
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.


6P[edit]
6P
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.


6H[edit]
6H
GGXRD-R Dizzy 6H.png
CHOMP
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. Can be used as a odd throw OS that will knock the opponent down on hit if they jump your throw. Where 6H really 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.


2P[edit]
2P
GGXRD-R Dizzy 2P.png
Poke your problems away
Damage Guard Startup Active Recovery Frame Adv.
8 Mid 6 3 9 -2
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 4S, 5H, 2H, 5D, 2D
  • Poration: 80%

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. Used on block or hit to go for tick throws.


2K[edit]
2K
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. Used on block or hit to go for tick throws or confirm into 2D.


2S[edit]
2S
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.


2H[edit]
2H
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 frametrap in the corner or a punish tool for big mistakes like whiffed reversals.


2D[edit]
2D
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
  • Proration: 85%

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.


j.P[edit]
j.P
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.


j.K[edit]
j.K
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.


j.S[edit]
j.S
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.


j.H[edit]
j.H
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 -

Has less horizontal range than j.S but makes up for it by being bigger vertically. Can be used as an air to ground but will lose to 6P and low profiles. Has big blockstun and hitstun. 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.


j.D[edit]
j.D
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. Since Rev 2.1 this move hits the opponent more to the side than up so it can be used in combos in the corner or in certain air strings. Knockdown on counter-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 unless you're close to the corner 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/Wheel/Sickle - 236P, 236K

I used this to catch fish[edit]
I used this to catch fish
236S
GGXRD-R Dizzy ToCatchFish.png
Your best friend
Damage Guard Startup Active Recovery Frame Adv.
45 All 13 8 Total 62 -23

Ice pillar/ice spike. Dizzy’s fastest special.A cornerstone move used for ending combos to or in the corner and controlling space. Like many of her specials, has an extremely early YRC point that can be used to start pressure or summon. Leads into many of her most damaging combos when RC'd. Creates an Ice Spike at a set distance (about 2D’s range) and can’t appear out of the corner, making it appear at the edge instead. Because of its very high recovery, it is a very bad move to throw out during pressure or neutral. When used with YRC, its Dizzy’s best way to stuff approaches in neutral and best pressure reset by far.


For searing cod...[edit]
For searing cod...
236H
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. 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 but with yrc its decently safe but outshined by Ice Spike.


I used this to pick fruit[edit]
I used this to pick fruit
421S
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 and some okizeme sequences.Creates a projectile with a rising hitbox, then stops and becomes inactive before forming an ice spear which shoots towards the opponent. A common mistake that new players make is using it like a fireball for basic space control, but it's risky to use because the hitbox is rather thin and the auto-lock is easily foiled by movement such as jumps or dashes towards Dizzy. Mostly a filler special used when a bubble and/or fish are already out. Can be used as a preemptive anti-air.


For roasting chestnuts...[edit]
For roasting chestnuts...
421H
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, the more powerful and multi-hitting compared to 421S. This version is way slower but can be held, which creates more fire spears over time, up to 3 total spears, releasing the HS button then unleashes the spears. Mostly a filler special used when Bubble and fish are already out, but 421S is just flat out better because its faster overall. Like it counter part the hitbox is also rather thin and the auto-lock is easily foiled by movement such as jumps or dashes towards Dizzy. Avoid using this move in most situations during neutral. Its more of a combo tool that deals high damage after 236S RRC and one of the reasons why her damage is so high (for reference, one spear does only 3 less damage than Beak Driver).Really strong for okizeme as well after a close range 2D or 6H knockdown. 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. Both P fish and K fish leave gaps in between the hits that can be used to tick throw.


214P

  • P fish chomps three times in front of Dizzy, advancing between each hit. It can act as a shield because the summon attack stays out for quite awhile, which in turn has the potential to protect Dizzy from an opponent's attack since they are likely to hit the summon instead of her. It can also be used to safely setup other summon attacks. 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.

214K

  • K fish will track the opponent horizontally before chomping twice. The distance that K fish can travel is approximately 3/4 of the screen. You can even use 214K for rushdown by dashing forward alongside the summon attack and using it as a shield to cover your approach. K fish is generally better for okizeme midscreen as it will always track to the opponent before starting its attacks.

j.214P/K
Their respective fish but with just more recovery. Nearly useless moves that are only for when you need to stall in the air.


We fought a lot together[edit]
We fought a lot together
214S/H/D (Air OK)
GGXRD-R Dizzy WeFoughtALot.png
Lasers!
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 - -

214S

  • 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. Has an unlimited amount of hits until it connects with the opponent or it stops being active, making it good for destroying projectiles mid-air, though it's typically the least-used variant of fish.

j.214S

  • Aerial S fish is S fish but with faster startup and longer recovery than the ground version. Clips jumping people. Mostly useful during zoning projectile battles. TK to make the best use of it.

214H

  • 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 from 2D.

j.214H

  • Aerial H fish is H fish but with faster startup and longer recovery than the ground version and provides amazing air to ground control. Mostly useful during zoning projectile battles. TK to make the best use of it.

214D

  • 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 homing chomp that tracks extremely well. Useful to bait opponents mashing and to make neutral awkward for the opponent. Causes a forced knockdown on air CH, staggers on ground hit. Used both against rushdown and zoning.


For putting out the light...[edit]
For putting out the light...
236P
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 pretty 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. More useful as a summon sequence tool. 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
236K
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 quite 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. Does not disappear when dizzy gets hit making it always trade and near impossible for the opponent to combo you while it is out. - all in all, a great move.


Please, leave me alone[edit]
Please, leave me alone
j.236P
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
j.236K
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 - -

A bubble made of flames. More situational than the regular bubble, it has similar properties, but has slower startup, faster travel speed, pops later after getting hit, and more active frames makes it a more offensive tool than water bubble overall. 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[edit]

Imperial Ray[edit]
Imperial Ray
632146S
[632146D]
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.

Fast startup but has no reversal invul unless the Burst version is used. Pushes the opponent back on block or hit as a desperate way to immediately seize control of the neutral game. Can create an “unblockable” situation thanks to projectiles still moving during the super flash. 421S / 421HS / 214HS / 214S > 632146S is unblockable if they weren’t already blocking before the flash happens. 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
632146P
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 hits, though it can be thrown. The mirror itself can actually reflects most non-beam projectiles, blows the opponent back on hit, safe on block. It has an extremely high hitbox but rather small horizontal hitbox, and is kinda simple to whiff punish. Decent reversal, and can prove an amazing reversal in some situations, for instance it reflects I-No’s note,Sol's gunflame, and Ky's stun edge so if they meaty you with it, their own projectiles becomes yours. On CH it has the highest stun modifier out of Dizzy’s entire moveset and in the corner, wallsplats the opponent and leads to a 100% stun combo.


Gamma Ray[edit]
Gamma Ray
64641236H
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.
SURRENDER All 22+5
[10+5]
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.



Roadmap[edit]


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.


Navigation[edit]


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
System Explanations

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Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc