GGXRD-R2/Dizzy: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
|-
!Dizzy
|-
||
[[File:GGXRD-R Dizzy Portrait.png|350x500px|center]]
|-
||{{#lsth:GGXRD-R2/Dizzy/Data|SystemData}}
;Movement Options
*Double Jump
*Double Airdash
*Dash Type: Run
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
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.
{{Overview/navigation|okizeme=true}}
<div id="home-content" class="home-grid">
{{card|width=4|height=1
|header=Overview
|content=Dizzy is an excellent fit for those who enjoy high mobility, long reaching normals, and setplay.  She has a great amount of depth and is rewarding to master.
 
Dizzy's double airdash synergizes with her space control via long range normals and active summons cast by {{Tt|Necro|Her reaper right wing}} and {{Tt|Undine|Her angelic left wing}}. Dizzy's summons enable her exceptional {{keyword|okizeme}}/setplay game where safety from fish armor and projectile hits offer her access to a plethora of setups including high/low {{keyword|mix-up}}s, {{keyword|crossup}}s, {{keyword|frame trap}}, and {{keyword|F-Shiki}} setups. On top of that her rewarding throw combo combined with fast initial dash speed and planned gaps in setups and pressure make her into a “grappler” {{keyword|tick throw}} extraordinaire.
 
In pressure Dizzy's long delay cancel windows enable varied frame traps to complement her throw reset threat.  She can end pressure safely from afar with jump cancels or go for resets with summons.


<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
Dizzy plays a "neutral mixup" game between hitting opponents trying to get in, waiting, summoning with or without meter, movement, and going in.
=== Strengths and Weaknesses ===
 
----
On defense Dizzy's {{keyword|abare}} and overdrive reversals are slow so she often relies on system mechanics. She is good at catching resets with her long range {{clr|P|2P}}.  Her {{keyword|fuzzy jump}} is effective because of her extra air actions.  Her anti airs are very good, especially her {{clr|S|2S}}. 
{|  
 
|-style="text-align:left;"
Dizzy is tied for the lowest stun resistance in Xrd. Her specials are either unsafe on block or have long counterhit recovery.  As a result she is the most frequently "Dizzied" character in the game. Even a cautious Dizzy can get stunned in situations other characters aren't which makes her an occasionally volatile character.
! Strengths !! Weaknesses
 
|- style="vertical-align:top;text-align:left"
Dizzy has much to offer for veterans and newcomers alike!  Playing Dizzy optimally means learning many okizeme setups that depend on character wakeup timings and reversals.  Some of Dizzy's setups are difficult to execute and punishing if failed.  For newcomers Dizzy has very easy meterless bread and butter combos and can do simple and effective oki. 
| style="width: 50%;"|
}}
* Double airdash and a fast run with foot invulnerability - one of the most mobile characters in the game.
{{GGXRD-R2/Infobox
* Large, diverse toolkit of very active projectiles for screen control.
| fastestAttack = [[#5P|5P]] (5F)
* Mix-ups is highly varied, with many different options to keep opponents guessing.
| reversal = [[#Don't be overprotective|632146P]] (14+2F)
* Setplay in the corner is powerful and extremely free-flowing.
}}
* Very high damage potential with meter.
{{ProsAndCons
* Amazing tick throw game, and her throw is highly rewarding.
|intro= is a highly mobile character that uses her normals and multitude of summons to control space and run versatile and safe {{keyword|okizeme}}.
* Decent to good range normals.
|pros=
* Good options to anti-air and air-to-air.
* '''High Mobility''': A double airdash with high inertia, fast initial dash speed, a foot invulnerable run, and good superjump.
* Has great uses for both YRC and RRC.
* '''Great Damage''': Great damage using {{Tt|RRC|Red Roman Cancel}}, some meterless starters, and certain okizeme setups.
| style="width: 50%;"|
* '''Summons''': A suite of summons help her control neutral and pressure her opponents well.  
* Weak defensive options; go-to normal for abare is 6 frames and her invincible super is slow.
* '''Fish Armor''': {{MiniMoveCard|input=214P|label=Fish}} tank a hit for Dizzy enabling her neutral and setplay.
* Lowest stun resistance in the game.
* '''Throw Vortex''': Summons, fish armor, a fast initial dash speed, and a damaging throw that loops into more oki make her tick throw game possibly the best in Xrd.
* Below-average effective health.
* '''Setplay Queen''': An oppressive number of setups that threaten high/low, left/right, and staggers. Often while beating many defensive options like DPs or Blitz.
* Big hurtbox in the air and very tall while running.
* '''Incredible {{Tt|YRC|Yellow Roman Cancel}} Options''': All of Dizzy's specials can abuse YRC. {{MiniMoveCard|input=236S|label=Ice Spike}} in particular is an effective tool for pressure, zoning, and frame traps.
* Summons are very slow and can lead to big counterhit punishes.
* '''Long Range Knockdowns''': Easy access to knockdown conversions on the ground thanks to 2D's range.  Synergizes with her okizeme game.
* Normals are slow overall.
|cons=
* Meter hungry.
* '''Poor Close Range Scrambles''': Slow 6F abare and slow metered reversal.
* Most of her offence contains gaps for the opponent to escape with active defence, Blitz in particular.
* '''Susceptible To Counterhits''': Summons have long counterhit recovery, Dizzy is tied for the lowest stun resistance in the game, and has low guts.
|-
* '''Lacks Air Knockdown''':  Air combo routes have no knockdown despite her strong setplay.
|}
* '''Lackluster Overdrives''':  Her overdrives miss the utility, combo, and damage potential of the premier overdrives in Xrd so she often uses RC instead which has tension gain penalties.
}}
</div>
</div>
{{#lst:GGXRD-R2/Dizzy/Data|Links}}
 
===Unique Mechanics===
{{card|width=4
|header=Airdash Control
|content=
A universal mechanic in Xrd is during an airdash hitting a button early enough will change airdash inertia.  Forward airdashes gain inertia and backwards airdashes lose it.  For Dizzy this mechanic is boosted substantially more than any other character.  Dizzy's airdash already goes far about about 3/4 of the screen but with a boosted forward dash she can go nearly full screen.  Her backward airdash gets nearly 1/2 screen but with an early button is reduced to a little over 1/3rd of the screen.
|header2= [[{{PAGENAME}}#We_talked_a_lot_together|Summons]]
|content2=
Many of Dizzy's specials can summon objects that stay on screen for extended periods while she's free to act.  Dizzy's summons are limited by type.  For example, Bubble and Fish can coexist but only one type of fish can be on screen at a time.
 
Dizzy's summons tend to have long startup and counterhit recovery, and be weak to low profiles.  For further details on all of her summons see [[{{PAGENAME}}#Special_Moves|Special Moves]]. 
 
{{{!}}
{{!}}[[File:GGXRD-R_Dizzy_WeTalkedALot.png|left|120px]]
{{!}}
===[[{{PAGENAME}}#We_talked_a_lot_together|Fish]]===
'''[[{{PAGENAME}}#We_talked_a_lot_together|Fish]] can absorb a single hit for Dizzy'''.  This fish armor is very important to her gameplay so keep it in mind!  See here for a [[GGXRD-R2/Dizzy/Resources#Fish_Armor|full explanation of fish armor]].
 
{{!}}}
{{{!}}
{{!}}[[File:GGXRD-R_Dizzy_PleaseLeaveMeAlone.png|left|120px]]
{{!}}
===[[{{PAGENAME}}#Please,_leave_me_alone|Bubble]]===
'''[[{{PAGENAME}}#Please,_leave_me_alone|Bubbles]] slowly float across the screen, can only be "popped" by active frames from Dizzy, and on hit knock opponents into the air'''.  Bubbles can be {{keyword|TK}}'d ({{clr|P|2369P}} and {{clr|K|2369K}}) which allows her to summon bubbles close to the ground and perform air actions afterward.
{{!}}}
}}
{{FrameChartKey}}


==Normal Moves==
==Normal Moves==
======<font style="visibility:hidden" size="0">5P</font>======
===<big>{{clr|P|5P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5P
|input=5P
|image=GGXRD-R_Dizzy_5P.png |caption=When you really need a hitbox in five frames
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 5
{{!}}-
|active  = 2
{{#lsth:GGXRD-R2/Dizzy/Data|5P}}
|recovery = 12
{{!}}-
}}
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 4S, 5H, 2H, 6H, 5D, 2D
{{clr|P|5P}} is Dizzy's fastest normal, pretty minus on block, and whiffs on low hurtboxes. It is a good button to pop bubbles quickly, punish whiffed bursts, or if you really need a button in 5f.  It can also be a very niche anti-air button but Dizzy has better options in most situations for anti-airing.
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.
 
  }}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}},  {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
 
===<big>{{clr|K|5K}}</big>===
{{GGXRD-R2 Move Card
|input=5K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 4
|recovery = 14
}}
{{clr|K|5K}} is a relatively quick mid-range poke. The hitbox isn't particularly good and it's generally outclassed by her other pokes. It maintains some use due to its range and being her fastest non prorated starter outside {{clr|S|c.S}} range.
 
Like many {{clr|K|5K}}s it shrinks the lower hurtbox and can crush some lows.  Dizzy's {{clr|K|5K}} will still lose to many low profile moves however.
 
*Can be jump canceled.
*Frame traps with {{clr|K|5K}} > delay {{clr|H|5H}}, {{clr|K|5K}} > {{clr|H|2H}}, {{clr|K|5K}} > delay {{clr|S|f.S}}, and {{clr|K|5K}} > delay {{clr|D|2D}}.
 
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
 
===<big>{{clr|S|c.S}}</big>===
{{GGXRD-R2 Move Card
|input=c.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 6
|active  = 2
|recovery = 11
}}
}}
{{clr|S|c.S}} is Dizzy's only plus on block normal.  It is jump cancelable, used in pressure, and is a used for doing a [[Option_Select#Throw_Option_Select|throw OS]].  The hitbox is very generous, hits many low profiles, is fairly disjointed and the stun value is doubled.  It can not be overstated that it is her best normal and essential.


======<font style="visibility:hidden" size="0">5K</font>======
{{clr|S|c.S}} frame traps include {{clr|S|c.S}} > delay {{clr|H|5H}}, and {{clr|S|c.S}} > {{clr|H|2H}}.  Can reset with 5f gap with {{clr|S|c.S}} > {{clr|S|c.S}}/{{clr|P|2P}}. 
{{MoveData
 
|name=5K
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
|image=GGXRD-R_Dizzy_5K.png |caption=Kick them into next week
}}
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|5K}}
{{!}}-
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] 6P, c.S, f.S, 2S, 4S, 5H, 2H, 5D, 2D
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.


}}
===<big>{{clr|S|f.S}}</big>===
{{GGXRD-R2 Move Card
|input=f.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 6
|recovery = 21
}}
}}
{{clr|S|f.S}} can true combo into {{clr|D|2D}} for knockdown. This is not something most characters can access meterlessly off of their {{clr|S|f.S}}. For a setplay character like Dizzy to have it is very strong!  Note {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|D|2D}} can also be used at some ranges.
{{clr|S|f.S}} is an essential mid-range poke that covers a lot of area in front of Dizzy from IAD height to low profiles.  The "reaching out" animation makes it take longer to get to max range than the frame data would suggest, extends her hurtbox for the duration, and makes Dizzy prone to trade badly and easily.  For contesting at range Dizzy's {{clr|P|6P}} and {{clr|H|5H}} can be more well suited. 
{{clr|S|f.S}} is also a decent round start option but can lose to faster moves that hit its extending hurtbox and counterpokes such as {{clr|P|6P}}.
In pressure {{clr|S|f.S}} is pretty minus unless cancelled. Dizzy often jump cancels, gatlings, or special cancels it which requires meter to not carry risk.  {{clr|S|f.S}}'s safety comes with the tradeoff it is too far away to threaten throw resets.
{{clr|K|2K}}, {{clr|P|2P}}, and {{clr|K|5K}} can all be delay cancelled into {{clr|S|f.S}} to cause frame traps.  {{clr|S|f.S}} can then be delayed cancelled into {{clr|H|5H}}, {{clr|S|236S}} YRC and {{clr|D|2D}} to add another layer.


======<font style="visibility:hidden" size="0">c.S</font>======
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
{{MoveData
|name=c.S
|image=GGXRD-R_Dizzy_cS.png |caption=Your best friend for pressure
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|c.S}}
{{!}}-
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] 6P, f.S, 2S, 4S, 5H, 2H, 5D, 2D
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.
}}
}}
}}


======<font style="visibility:hidden" size="0">f.S</font>======
===<big>{{clr|S|4S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=f.S
|input=4S
|image=GGXRD-R_Dizzy_fS.png |caption=Beware of skeleton
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 8
{{!}}-
|active  = 14
{{#lsth:GGXRD-R2/Dizzy/Data|f.S}}
|recovery = 12
{{!}}-
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] 2S, 5H, 2H, 5D, 2D
Decent mid-range poke, though 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. Can also reset with bubble to defend against aggressive opponents.
}}
}}
}}
{{clr|3|4S}} is great combo filler especially off throw. It hits up to 5 times and every hit is special cancellable but it whiffs on crouching opponents (except Potemkin and Bedman in their crouching hitstun animations).


======<font style="visibility:hidden" size="0">4S</font>======
{{clr|3|4S}} has fast startup, is disjointed and active, does fantastic damage, builds meter, and combos into {{clr|S|236S}} for a knockdown. Properly spaced it's even burst safe! The long active frames also make a good punish or option select button against invulnerability such as some air techs or Slayer's backdash cancels. {{clr|S|4S}} will shred about a third of an entire tension bar on block in the air which is very useful to deter people who fuzzy jump too much or tech predictably.
{{MoveData
 
|name=4S
Using {{clr|S|4S}} in neutral is usually a bad idea in since it's such a long commitment.  In some matchups it becomes a reliable and strong pre-emptive or reactive move such as to stop Potemkin's {{MMC|chara=Potemkin|input=[4]6H|label=Hammer Fall}}, I-No's hoverdash (sparingly), or against Slayer's approach options.
|image=GGXRD-R_Dizzy_4S.png |caption=Put their meter on ice
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|4S}}
{{!}}-
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] 2S, 5H, 2H, 5D, 2D
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, gives good amount of meter on hit, and combos into 236S for a knockdown.It even drains meter when FD’d. Essential combo filler, particularly midscreen.
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}
}}


======<font style="visibility:hidden" size="0">5H</font>======
===<big>{{clr|H|5H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5H
|input=5H
|image=GGXRD-R_Dizzy_5H.png |caption=Just wing it
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 13
{{!}}-
|active  = 6
{{#lsth:GGXRD-R2/Dizzy/Data|5H}}
|recovery = 15
{{!}}-
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] 5D, 2D
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. Suited to wall out opponents as well.
}}
}}
}}
{{clr|H|5H}} shares the important ability of {{clr|S|f.S}} to combo into {{clr|D|2D}} at range.  Staple for many combos/blockstrings.
{{clr|4|5H}} is a great move against grounded opponents in neutral due to its low-reaching disjoint, being safe on block, and being a level 3 move.  It is also a good pressure ender.  In many situations it is a safer and better poke than {{clr|3|f.S}} and is even 2F safer on whiff.


======<font style="visibility:hidden" size="0">5D</font>======
* The hitbox at Dizzy's far wingtips will hit most low profile moves.
{{MoveData
* Has a chunky counterhit but it still doesn't trade well.   
|name=5D
* {{clr|H|5H}} > delay {{clr|S|236S}} YRC and {{clr|H|5H}} > delay {{clr|D|2D}} are common frame traps.
|image=GGXRD-R_Dizzy_5D.png |caption=The oldest trick in the book
|data=
  {{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|5D}}
{{!}}-
{{Description|6|text=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.


}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


======<font style="visibility:hidden" size="0">6P</font>======
===<big>{{clr|D|5D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6P
|input=5D
|image=GGXRD-R_Dizzy_6P.png |caption=One of the few things that's actually better compared to +R
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 27
{{!}}-
|active  = 14
{{#lsth:GGXRD-R2/Dizzy/Data|6P}}
|recovery = 15
{{!}}-
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] c.S, f.S, 2S, 4S, 5H, 2H, 6H 5D, 2D
Anti air with more reach than 2S that's useful to cover ranges where 2S would be ineffective, and as a situational counter-poke.
}}
}}
}}
Dizzy's primary standing overhead has a long startup just like most other {{clr|D|5D}}s, but it can be covered by her summons to make it safer.


======<font style="visibility:hidden" size="0">6H</font>======
In the corner she can combo into {{clr|D|5D}} using fish. Dizzy can also mask the startup animation of {{clr|D|5D}} with {{clr|H|236H}} YRC or {{clr|H|H}} fish.
{{MoveData
}}
|name=6H
|image=GGXRD-R_Dizzy_6H.png |caption=CHOMP
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Normal}}
{{#lsth:GGXRD-R2/Dizzy/Data|6H}}
{{!}}-
{{AttackVersion|name=Max Charge}}
{{#lsth:GGXRD-R2/Dizzy/Data|6H Max Charge}}
{{!}}-
{{Description|7|text=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.


}}
===<big>{{clr|P|6P}}</big>===
{{GGXRD-R2 Move Card
|input=6P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 4
|recovery = 19
}}
}}
An amazing counterpoke that can cleanly beat many other characters' buttons due to upper body invulnerability and great reach.  On counter hit {{clr|P|6P}} will knockdown face up and wallbounce near the corner allowing setplay off summon cancels or combos. 


======<font style="visibility:hidden" size="0">2P</font>======
{{clr|P|6P}} is an extremely important neutral toolIt forces opponents to play around it at mid range which opens up options for Dizzy like her {{clr|K|2K}}, {{clr|H|5H}}, air movement, and her foot invulnerable run.  Using it pre-emptively against overly aggressive opponents is one way Dizzy can command more respect in neutral. 
{{MoveData
 
|name=2P
* A good button in many frame traps.
|image=GGXRD-R_Dizzy_2P.png |caption=Poke your problems away
* Beaten by many lows and low profiles and doesn't reach as far as her longest normals.
|data=
* Long recovery makes it easy to whiff punish. 
  {{AttackDataHeader-GGXRD-R2}}
* Situational anti air with more reach than {{clr|S|2S}} that's useful to cover ranges where {{clr|S|2S}} would be ineffective. 
{{!}}-
* {{clr|P|6P}}+{{clr|H|H}} can be used as a throw OS in some defensive situations.  
{{#lsth:GGXRD-R2/Dizzy/Data|2P}}
{{!}}-
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|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.


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}


  }}
===<big>{{clr|H|6H}}</big>===
{{GGXRD-R2 Move Card
|input=6H,6H Max Charge|versioned=input
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 14
|active  = 7
|recovery = 34
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 33
|active  = 7
|recovery = 34
}}
}}
Dizzy's {{clr|H|6H}} has slow startup, is extremely unsafe on block, and is only an overhead when fully charged.


======<font style="visibility:hidden" size="0">2K</font>======
Dizzy uses 6 {{clr|S|S}}+{{clr|H|H}} option select for throwing so {{clr|S|c.S}} comes out instead of {{clr|H|6H}} on whiff.  {{clr|H|6H}} is very poor on whiff and block but it can knock down if someone fuzzy jumps Dizzy's throw and didn't Air FD.
{{MoveData
 
|name=2K
It shines in combos due to high damage and hard knockdown on air hit. The charged version groundbounces and is used in optimal combos such as fire spear loops.
|image=GGXRD-R_Dizzy_2K.png |caption=Your best friend
 
|data=
Ending combos with {{clr|H|6H}} lets Dizzy have a closer knockdown and cause face up knockdown which can alter wakeup timing.  These features allow Dizzy access to more okizeme options.  As an example ice spike ender off throw midscreen has limited oki options but {{clr|H|6H}} gives Dizzy numerous strong oki options.  Details on okizeme for different wakeup timings can be found in the [[GGXRD-R2/Dizzy/Okizeme|Okizeme Guide]].
{{AttackDataHeader-GGXRD-R2}}
}}
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|2K}}
{{!}}-
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] 6P, c.S, f.S, 2S, 4S, 2H, 5D, 2D
*Proration: 70%
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.


}}
===<big>{{clr|P|2P}}</big>===
{{GGXRD-R2 Move Card
|input=2P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 9
}}
}}
Has good range for a 6 frame normal. It's Dizzy's go-to button to mash out of pressure but will lose many situations a faster {{clr|P|2P}} would not. For example it is too slow to beat a frame perfect tick throw. Works as a good neutral poke since it can self cancel and is hard to whiff punish.
{{clr|P|2P}} is the earliest point in her gatlings thus gives her the most options in pressure.  Examples are self canceling into itself, going into {{clr|K|2K}}, doing throw resets, frame traps, and staggered pressure. 
* Doesn't combo into {{clr|D|2D}} even on counterhit.
* Has a weird hitbox and hurtbox that manages to lose to some airborn moves, some {{clr|P|6P}}s, and some low profiles.
* Frame traps include {{clr|P|2P}} > {{clr|H|5H}}, {{clr|P|2P}} > {{clr|S|f.S}}, {{clr|P|2P}} > {{clr|P|6P}}, and {{clr|P|2P}} > {{clr|D|2D}}.


======<font style="visibility:hidden" size="0">2S</font>======
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
{{MoveData
}}
|name=2S
|image=GGXRD-R_Dizzy_2S.png |caption=Get low
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|2S}}
{{!}}-
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] 5H, 2H, 5D, 2D
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.


}}
===<big>{{clr|K|2K}}</big>===
{{GGXRD-R2 Move Card
|input=2K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 4
|recovery = 9
}}
}}
An essential normal for pokes and pressure that is safe while having great range and speed. {{clr|K|2K}} is one of Dizzy's go-to normals for approaching and controlling the space in front her. The hurtbox is longer than its hitbox on some frames which makes it not so great at contesting.
{{clr|K|2K}} is Dizzy's only low besides {{clr|D|2D}}. It is her main answer to check against low profiles and cover her projectiles' vulnerabilities against low profile moves. Catches people doing throws, reversals, and jumps to try to beat tick throw attempts.
* Confirms into {{clr|D|2D}}. 
* Frame traps include {{clr|K|2K}} > {{clr|H|2H}}, {{clr|K|2K}} > {{clr|P|6P}}, {{clr|K|2K}} > {{clr|S|f.S}}, and {{clr|K|2K}} > {{clr|D|2D}}. 
* Link this or {{clr|P|2P}} between ice fish bites in standard tick throw setups. 


======<font style="visibility:hidden" size="0">2H</font>======
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
{{MoveData
}}
|name=2H
|image=GGXRD-R_Dizzy_2H.png |caption=Chop chop
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|2H}}
{{!}}-
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] 5D, 2D
*Jump-cancel on the second hit
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.


}}
===<big>{{clr|S|2S}}</big>===
{{GGXRD-R2 Move Card
|input=2S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 3
|recovery = 22
}}
}}
Dizzy's primary anti-air and one of her most iconic normals. It will not cleanly beat dominant jump-ins like Sol's {{clr|H|j.H}} but it has a great low-profile hurtbox and the hitbox extends relatively high above Dizzy's head. 


======<font style="visibility:hidden" size="0">2D</font>======
Dizzy uses {{clr|S|2S}} by crouching to keep a low profile and then timing {{clr|S|2S}} to the opponents falling move.  Unlike most characters Dizzy prefers to anti-air by going directly underneath the enemy. At a 45 degree angle Dizzy will either move or {{clr|P|6P}} instead.
{{MoveData
 
|name=2D
On normal hit {{clr|S|2S}} will lead to a full air combo, and on low to the ground counterhits it can combo into flashy routes or {{clr|S|4S}} to get a knockdown.  {{clr|S|2S}} has a knockup effect on counterhit that can make it a niche button for grounded footsies such as round start against {{Character Label|GGXRD-R2|Faust|label=Faust's}} {{MMC|chara=Faust|input=2P|label={{clr|P|2P}}}}.
|image=GGXRD-R_Dizzy_2D.png |caption=You call that a sweep? THIS is a sweep
 
|data=
* Can be a burst safe move especially after {{clr|D|5D6}}.
{{AttackDataHeader-GGXRD-R2}}
* {{clr|S|2S}}'s hitbox doesn't center on Dizzy's body which makes it unreliable to AA if the opponent is behind her.
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|2D}}
{{!}}-
{{Description|6|text=*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.


}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


======<font style="visibility:hidden" size="0">j.P</font>======
===<big>{{clr|H|2H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.P
|input=2H
|image=GGXRD-R_Dizzy_jP.png |caption=poke poke poke
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 15
{{!}}-
|active  = 6
{{#lsth:GGXRD-R2/Dizzy/Data|j.P}}
|recovery = 25
{{!}}-
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] j.P, j.K, j.S, j.H, j.D
Dizzy's fastest air jab. Mostly useful as it can gatling into and out of j.K to continue air combos and airdash strings.
}}
}}
}}
{{clr|H|2H}} hits twice with the second hit being a launcher. {{clr|H|2H}} is Dizzy's crouch confirm button but otherwise cannot be combo'd into unless it is from {{clr|S|4S}}, counterhit, or combo'd into with summons.


======<font style="visibility:hidden" size="0">j.K</font>======
{{clr|H|2H}} does good damage and is great in some punishes and is a high reward frame trap.  {{clr|H|2H}} > {{clr|H|236H}} leads to a good knockdown for okizeme.
{{MoveData
 
|name=j.K
* Cranks up RISC gauge
|image=GGXRD-R_Dizzy_jK.png |caption=Your best friend in airdash strings
* Safe pressure ender when jump cancelled.
|data=
* Can whiff on the 2nd hit vs Faultless Defense in many situations.
  {{AttackDataHeader-GGXRD-R2}}
* Jump cancel can be used to create frame traps that otherwise wouldn't be possible by using jump startup to delay the cancel.  A useful example is {{clr|H|2H}} > {{clr|S|2369S}} YRC.
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|j.K}}
{{!}}-
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] j.P, j.S, j.H, j.D
Her most reliable jump-in attack. Slower than in other games but has more range.


}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|D|5D}}, {{clr|D|2D}}
}}
}}


======<font style="visibility:hidden" size="0">j.S</font>======
===<big>{{clr|D|2D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.S
|input=2D
|image=GGXRD-R_Dizzy_jS.png |caption=Freeze the competition air-to-air
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 12
{{!}}-
|active  = 3
{{#lsth:GGXRD-R2/Dizzy/Data|j.S}}
|recovery = 33
{{!}}-
{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] j.P, j.H, j.D
Has good horizontal range, making it a reliable air to air poke. Can be used to effectively pop bubbles. Jump cancelable.
}}
}}
}}
An enormous sweep with fast startup for its range.  On hit {{clr|5|2D}} lets Dizzy start her {{keyword|term=okizeme|okizeme}} game thanks to a long special cancel window and hard knockdown. This is key for Dizzy to setplay off many grounded hits. Cancelling {{clr|D|2D}} into {{MiniMoveCard|input=236S|label=Ice Spike}} gives more damage for a less advantageous knockdown and limited {{keyword|term=okizeme|okizeme}} midscreen.
{{clr|5|2D}} is a highly committal poke as it only has 3 active frames and is terrible on whiff. {{clr|D|2D}} is also unsafe on block and any cancel will usually leave a big punishable gap or be unsafe on block. Delayed special cancels that are YRC'd can be safe depending on the special.  The commitment can pay off though as {{clr|D|2D}} can trade well due to it giving knockdown down on hit, and it also low profiles.


======<font style="visibility:hidden" size="0">j.H</font>======
* Works as a DP-safe meaty when spaced properly due to its low profile and large disjoint. It can similarly cause reversals to whiff when used as a frametrap but {{clr|D|2D}} on block takes meter to be safe out of.
{{MoveData
* {{clr|D|2D}} is also technically tall enough to be juggled into which can make it an alternative to Ice Spike in extended combos where that move won't connect.
|name=j.H
* {{clr|D|2D}} > delayed ice spike YRC can be used as a tight, safe, rewarding, and effective frame trap.
|image=GGXRD-R_Dizzy_jH.png |caption=Where does the wing come from anyway
}}
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|j.H}}
{{!}}-
{{Description|6|text= 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.


}}
===<big>{{clr|P|j.P}}</big>===
{{GGXRD-R2 Move Card
|input=j.P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 4
|recovery = 10
}}
}}
Dizzy's fastest air normal.  It gatlings into and out of {{clr|K|j.K}} for air combos and strings and is used to quickly pop bubbles.  Rising {{clr|P|j.P}} is also a very effective anti air in some situations. 


======<font style="visibility:hidden" size="0">j.D</font>======
{{clr|P|j.6P}}+{{clr|H|H}} can also be used as a throw {{keyword|term=option select|OS}} to avoid whiffing a {{clr|H|j.H}} on a failed air throw attempt.
{{MoveData
|name=j.D
|image=GGXRD-R_Dizzy_jD.png |caption=Maware maware maware maware
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|j.D}}
{{!}}-
{{Description|6|text=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.


}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}
}}
}}


==Universal Mechanics==
===<big>{{clr|K|j.K}}</big>===
======<font style="visibility:hidden" size="0">Ground Throw</font>======
{{GGXRD-R2 Move Card
{{MoveData
|input=j.K
|name=Ground Throw
|description=
|image=GGXRD-R_Dizzy_GroundThrow.png |caption=Where the fun begins
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 7
{{AttackDataHeader-GGXRD-R2}}
|active  = 6
{{!}}-
|recovery = 12
{{#lsth:GGXRD-R2/Dizzy/Data|Ground Throw}}
}}
{{!}}-
Dizzy's most reliable jump-in attack. It can also be her best air to ground in many situations and it is used in instant overhead {{keyword|F-shiki}} setups.
{{Description|6|text=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.


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}
}}


}}
===<big>{{clr|S|j.S}}</big>===
{{GGXRD-R2 Move Card
|input=j.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 4
|recovery = 16
}}
}}
{{clr|S|j.S}} has good horizontal range which makes reliable both air-to-air and air-to-ground. It can be used to effectively pop bubbles while covering more horizontal range.


======<font style="visibility:hidden" size="0">Air Throw</font>======
*Jump cancellable.
{{MoveData
 
|name=Air Throw
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|H|j.H}}, {{clr|D|j.D}}
|image=GGXRD-R_Dizzy_AirThrow.png |caption=Why can't she just let them fall in the icicle like Magneto
}}
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|Air Throw}}
{{!}}-
{{Description|6|text=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.


===<big>{{clr|H|j.H}}</big>===
{{GGXRD-R2 Move Card
|input=j.H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 4
|recovery = 28
}}
{{clr|H|j.H}}'s hitstun, blockstun, size and counter-hit properties make it a staple in Dizzy's gameplay. It has less range than {{clr|S|j.S}} but is taller. Excels as an air- to-ground attack though it will still lose to many anti airs and low profiles. {{clr|H|j.H}} is also a serviceable air to air.


  }}
* Has a tendency to trade so Dizzy can't use it carelessly.
* Low to the ground {{clr|H|j.H}} can help create f-shiki setups.
* {{clr|P|j.P}} > {{clr|H|j.H}} has a natural gap on block that combos on hit for a handy dandy built in airstring frame trap. This gap can also be exploited though so use different air strings to keep opponents guessing.
* IAD back {{clr|H|j.H}} can make it very hard to approach Dizzy.
}}
}}


======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======
===<big>{{clr|D|j.D}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Dead Angle Attack
|input=j.D
|image=GGXRD-R_Dizzy_6P.png |caption=This will get low profiled and you will get sad
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackDataHeader-GGXRD-R2}}
|startup  = 8
{{!}}-
|active  = 14
{{#lsth:GGXRD-R2/Dizzy/Data|DAA}}
|recovery = 16
{{!}}-
}}
{{Description|6|text=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.
A great air to air button that wins or trades favorably against almost any air button. Dizzy likes to use it while rising in the air and at least slightly below the opponent. Using it earlier is good because it is very active and the later hits have better disjoint on their hitboxes.


{{clr|D|j.D}} is damaging ender for air combos. It can also be used in airdash strings to protect against gaps caused by IB or as a gapless gatling from {{clr|P|j.P}}.


  }}
* Can be special canceled on either hit.
* Untechable knockdown on counter hit. Dizzy can cancel into {{clr|P|j.236P}} on hit to setup combos into knockdown from CH.  This can also prevent the 2nd hit from ruining the CH knockdown with a normal hit.
* Combos more horizontally than vertically. This makes it useful in corner combos or for corner carry.
}}
}}


======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======
==Universal Mechanics==
{{MoveData
===<big>Ground Throw</big>===
|name=Blitz Attack
{{GGXRD-R2 Move Card
|image=GGXRD-R_Dizzy_BlitzAttack.png |caption=Steal that burst
|input=Ground Throw
|data=
|description=
{{AttackDataHeader-GGXRD-R2|version=yes}}
Dizzy's throw can be followed up with a meterless combo that has good damage and corner carry.  Dizzy's throw in setplay is strong due to summons often having a low attack level and multiple points at which she can go for throw. 
{{!}}-
 
{{AttackVersion|name=Uncharged }}
Thanks to Fish's armor, Dizzy has some of the safest tick throw setups in the game.  Dizzy also gets to setup some of her strongest okizeme off of her throw.
{{#lsth:GGXRD-R2/Dizzy/Data|Blitz Attack}}
 
{{!}}-
Dizzy usually option selects her throw with 6 {{clr|S|S}}+{{clr|H|H}} since {{clr|S|c.S}} is her only plus normal.
{{AttackVersion|name=Max Charge}}
{{#lsth:GGXRD-R2/Dizzy/Data|Blitz Attack Max Charge}}
{{!}}-
{{Description|7|text=Standard Blitz Shield attack, useful in combos after stun to steal Burst gauge.
}}
}}
}}


==Special Moves==
===<big>Air Throw</big>===
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:
{{GGXRD-R2 Move Card
|input=Air Throw
|description=
Dizzy's air throw has standard air throw range and chucks the opponent very far away which makes it difficult to set up effective okizeme without being close to the corner but still gives her more than enough time to start summoning safely.  
 
Dizzy's ground anti-airs and air-to-airs are very good but nothing beats an air throw for catching someone trying to jump over summons.


Fish - 214P, 214K, 214S, 214H, 214D (and all air versions)
Dizzy can get corner carry and extra damage if she RRC's airthrow into things like Fire Bubble.
}}


Spear/Dagger - 421S, 421H
===<big>Dead Angle Attack</big>===
{{GGXRD-R2 Move Card
|input=DAA
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 4
|recovery = 19
}}
Uses Dizzy's {{clr|P|6P}} animation which means it can be low profiled but goes pretty far forward. Dizzy's Dead Angle is pretty mediocre but she relies on it due to her naturally weak defensive options.


Bubble - j.236P, j.236K
Dizzy's Dead Angle can be used "offensively" while the opponent is cornered to wallbounce the opponent.
}}


Scythe - 236P, 236K
===<big>Blitz Attack</big>===
{{GGXRD-R2 Move Card
|input=Blitz,[Blitz]|versioned=name
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 28
|active  = 3
|recovery = 20
}}
A standard Blitz Shield attack.  It can be used in combos after stun to steal Burst gauge.
}}


======<font style="visibility:hidden" size="0">I used this to catch fish</font>======
==Special Moves==
{{MoveData
===<big>I used this to catch fish</big>===
|name=I used this to catch fish
{{InputBadge|{{clr|S|236S}}}} <b>AKA "Ice Spike"</b>
|image=GGXRD-R_Dizzy_ToCatchFish.png |caption=Your best friend
{{GGXRD-R2 Move Card
|input=236S
|input=236S
|data=
|description=
{{AttackDataHeader-GGXRD-R2}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup  = 13
{{#lsth:GGXRD-R2/Dizzy/Data|236S}}
|active  = 8
{{!}}-
|recovery = 62
{{Description|6|text=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.
}}
Ice spike is Dizzy’s fastest special and most defining move.  It creates an ice spike at a distance about {{clr|D|2D}}’s range but it will appear in the corner instead of offscreen. It is also a damaging combo ender but it should mostly end combos in the corner so Dizzy has more okizeme options.  While its damage is good it should be noted the stun value is lowered.
 
Ice Spike has an early YRC point. When YRC'd it becomes safe, plus on block, and launches on hit making for fairly damaging confirms into knockdown.  When RRC'd it becomes a damage extension in many of her optimal combos.


In neutral and pressure it is used to control space, reset pressure, frame trap, or buy time to summon.  Without YRC ice spike is punishable on block and is worse on whiff.  Using ice spike without meter Dizzy is very much gambling with her life.  With meter it is her best way to stuff approaches and is a valid way to reset pressure.


  }}
* Delaying cancel after some normals creates frame traps. For example  {{clr|S|f.S}} >  delayed {{clr|S|236S}} YRC  and {{clr|H|5H}} > delayed {{clr|S|236S}} YRC.  This allows Dizzy to condition opponents to respect her blockstrings.
}}
}}


======<font style="visibility:hidden" size="0">For searing cod...</font>======
===<big>For searing cod...</big>===
{{MoveData
{{InputBadge|{{clr|H|236H}}}}  <b>AKA "Fire Pillar"</b>
|name=For searing cod...
{{GGXRD-R2 Move Card
|image=GGXRD-R_Dizzy_ForSearingCod.png |caption=fire emoji fire emoji fire emoji
|input=236H
|input=236H
|data=
|description=
  {{AttackDataHeader-GGXRD-R2}}
{{#invoke:FrameChart|drawFrameData
{{!}}-
|startup = 26
{{#lsth:GGXRD-R2/Dizzy/Data|236H}}
|active  = 8
{{!}}-
|recovery = 63
{{Description|6|text=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.
}}
Fire pillar is a more damaging and less minus on block version of {{clr|S|236S}}. {{clr|H|236H}} gives an untechable knockdown.  This importantly lets Dizzy setup okizeme off routes that leave opponents high in the air.  These knockdowns give Dizzy the most time to setup okizeme and give her the most options.
 
{{clr|H|236H}} is slow to startup so routing into it isn't straightforward.  The most common ways are {{clr|H|2H}} > {{clr|H|236H}} vs grounded opponents and {{clr|H|6[H]}} > {{clr|H|236H}} vs airborne opponents. On counterhit {{clr|D|2D}} and {{clr|P|6P}} can be used.
 
{{clr|H|236H}} is usable as a frame trap.  It is strictly worse than {{clr|S|236S}} YRC even if fire pillar is YRC'd. {{clr|H|236H}} as a frame trap is punishable by most the cast with Air IB or hitting Dizzy during the large 8f gap. For example {{clr|5|2D}} > {{clr|H|236H}} YRC can be punished by {{Character Label|GGXRD-R2|Elphelt Valentine|label=Elphelt's}} {{MMC|chara=Elphelt Valentine|input=5H (1)|label={{clr|H|5H}}}} if {{clr|5|2D}} is IB'd at some ranges.


  }}
* Dizzy can cancel {{clr|H|236H}} at the end of a string and whiff it in front of the opponent to "wall" them out. Oddly this ends up often being safer than it being Air instant blocked which goes to show just how unsafe this move can be verse the prepared opponent.
* While it does excellent damage be aware it has lowered stun value much like {{clr|S|236S}}.
}}
}}


======<font style="visibility:hidden" size="0">I used this to pick fruit</font>======
===<big>I used this to pick fruit</big>===
{{MoveData
{{InputBadge|{{clr|S|421S}}}} <b>AKA "Ice Spear" or "Ice Dagger"</b>
|name=I used this to pick fruit
{{GGXRD-R2 Move Card
|image=GGXRD-R_Dizzy_ToPickFruit.png
|image2=GGXRD-R_Dizzy_ToPickFruit2.png |caption2=2 hits: on the way up and when it turns into a dagger
|input=421S
|input=421S
|data=
|description=
  {{AttackDataHeader-GGXRD-R2}}
Undine creates an ice ball that rises and turns into a spear that shoots towards Dizzy's opponent. The ice ball and spear both hit once and both parts have multi-hit projectile properties. 
{{!}}-
 
{{#lsth:GGXRD-R2/Dizzy/Data|421S}}
{{clr|S|421S}} starts up fast but it has high recovery, weak tracking, and a thin hitbox. In neutral it works better when Dizzy has summons already out or opponents movement is more limited. For example Faust frequently uses {{MMC|chara=Faust|input=236P|label=item throw}} and has slow airdash speed. Dizzy can also use it to encourage opponents to move.
{{!}}-
{{Description|6|text=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.  


  }}
* Ice spear can be used as a preemptive anti-air, active frames vs air techs, and for deterring opponents from dropping on Dizzy after a high air combo.
* If Dizzy blocks an opponents attack while ice spear is out it can sometimes track onto the opponent and hit them while they are stuck in an animation.
* Ice spear can hit meaty on midscreen ice spike knockdowns but any follow-up pressure will weak.
* Spears can be low profiled to avoid interacting with them entirely. The one exception is very late in the spears active frames if it tracks at a steep downward angle and happens to hit the opponent.
}}
}}


======<font style="visibility:hidden" size="0">For roasting chestnuts...</font>======
===<big>For roasting chestnuts...</big>===
{{MoveData
{{InputBadge|{{clr|H|421H}} (Hold OK)}} <b>AKA "Fire Spears" or "Fire Daggers"</b>
|name=For roasting chestnuts...
{{GGXRD-R2 Move Card
|image=GGXRD-R_Dizzy_ForRoastingChestnuts.png |caption=Hold button for more daggers (max 3)
|image2=GGXRD-R_Dizzy_ForRoastingChestnuts2.png
|input=421H
|input=421H
|data=
|description=
{{AttackDataHeader-GGXRD-R2}}
The fire version of {{clr|S|421S}} starts up slower, is key to optimal combos due to its damage, has a lot of block stun, is multi-hitting, can be held to summon up to three spears, and launches on hit.
{{!}}-
 
{{#lsth:GGXRD-R2/Dizzy/Data|421H}}
In neutral {{clr|H|421H}} it is too slow to be useful most the time.  If Dizzy can summon it though it is much better for applying pressure on block and getting confirms on hit. 
{{!}}-
 
{{Description|6|text=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.
Fire spear is used for optimal combos due to its large damage.  Midscreen it is used after {{MMC|input=236S|label=ice spike}} RRC.  In the corner it is used after {{clr|H|6[H]}} to create firespear loops.
 
{{clr|H|421H}}'s tracking misses faraway crouching opponents and often misses low profile moves entirely. In the corner it can be less reliable in combos making careful timing important.


  }}
* Dizzy can YRC while charging {{clr|H|421H}} to hold spears while she is free to act. She can release them later by either releasing a held {{clr|H|5H}} or pressing {{clr|H|5H}} depending on if you held {{clr|H|5H}} just after the YRC or not.
** YRCing 69-71 frames or 99-101 frames after 421H starts up will make some spears fly and others be held at the same time.  Practical uses are relatively unexplored.  The timing can be taken from the audio cues of the spears flaming sound when they appear or the visual cue of when the 2nd or 3rd spear first appears.
* Spears can be low profiled to avoid interacting with them entirely.  The one exception is very late in the spears active frames if it tracks at a steep downward angle and happens to hit the opponent.
}}
}}


======<font style="visibility:hidden" size="0">We talked a lot together</font>======
===<big>We talked a lot together</big>===
{{MoveData
{{InputBadge|{{clr|P|214P}}/{{clr|K|K}} (Air OK)}} <b>AKA "Ice Fish"</b>
|name=We talked a lot together
{{GGXRD-R2 Move Card
|image=GGXRD-R_Dizzy_WeTalkedALot.png |caption=Take a bite out of the opposition
|input=214P,214K,j.214P,j.214K|versioned=input
|input=214P/K (Air OK)
|description=
|data=
Ice fish are Dizzy's primary setplay tool.  All versions of Fish will absorb a hit for Dizzy [[GGXRD-R2/Dizzy/Resources#Fish_Armor|similar to armor]]. 
{{AttackDataHeader-GGXRD-R2|version=yes}}
 
{{!}}-
* See the [[GGXRD-R2/Dizzy/Okizeme|Dizzy Okizeme Guide]] for a full list of setplay options.
{{AttackVersion|name=214P }}
* The recovery time indicates frames Dizzy is unable to act and can be counterhit.  The startup time indicates the time until the first fish bite.
{{#lsth:GGXRD-R2/Dizzy/Data|214P}}
* All of her fish can be low profiled and avoid dealing with both bites and fish armor but it is sometimes matchup dependent.
{{!}}-
 
{{AttackVersion|name=j.214P }}
----
{{#lsth:GGXRD-R2/Dizzy/Data|j.214P}}
;{{clr|P|214P}}
{{!}}-
 
{{AttackVersion|name=214K }}
{{clr|P|P}} fish tracks forward a short distance and bites three times.  Dizzy most often uses it for okizeme.
{{#lsth:GGXRD-R2/Dizzy/Data|214K}}
 
{{!}}-
In setplay {{clr|P|P}} fish is Dizzy's strongest summon. All three bites have gaps which can be tick thrown.  The bites can be weaved with other summons for very long periods of blockstun.
{{AttackVersion|name=j.214K }}
 
{{#lsth:GGXRD-R2/Dizzy/Data|j.214K}}
* In neutral Dizzy only finds it valuable as an advancing shield since it stays on screen for some time.
{{!}}-
* In pressure it can be used after ice spike YRC for a greedy pressure reset. 
{{Description|7|text=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.
;{{clr|K|214K}}
{{clr|K|K}} fish tracks forward up to 3/4 screen and bites twice. Dizzy most often uses it for okizeme midscreen but it is useful in the corner as well.


  }}
* Dizzy can use it in neutral and then dash or airdash after it as a way to more safely get in.  
* {{clr|K|K}} fish must be manually delay cancelled when doing okizeme to match the wakeup timing of the opponent.
----
;{{clr|P|j.214P}}/{{clr|K|j.214K}}
Air ice fish have more recovery and stall Dizzy in the air.  Tiger Knee'd ice fish can be used to protect your feet.
}}
}}


======<font style="visibility:hidden" size="0">We fought a lot together</font>======
===<big>We fought a lot together</big>===
{{MoveData
{{InputBadge|{{clr|S|214S}}/{{clr|H|H}}/{{clr|D|D}} (Air OK)}} <b>AKA "Fire Fish", "Laser Fish", and "Shield Fish"</b>
|name=We fought a lot together
{{GGXRD-R2 Move Card
|image=GGXRD-R_Dizzy_WeFoughtALot.png |caption=Lasers!
|input=214S,j.214S,214H,j.214H,214D,j.214D,214D Counterattack|versioned=input
|image2=GGXRD-R_Dizzy_WeFoughtALotD.png |caption2=D version only attacks if it absorbs an attack
|description=
|input=214S/H/D (Air OK)
Fire fish are used for both screen control and setplay.  All versions of Fish will absorb a hit for Dizzy similar to armor.  See the [[GGXRD-R2/Dizzy/Okizeme|Dizzy Okizeme Guide]] for a full list of setplay options.
|data=
 
{{AttackDataHeader-GGXRD-R2|version=yes}}
* Both {{clr|H|H}} and {{clr|S|S}} fish have an unlimited amount of hits until it connects with the opponent or it stops being active.
{{!}}-
* See the resources section for a [[GGXRD-R2/Dizzy/Resources#Fish_Armor|full explanation of fish armor]].
{{AttackVersion|name=214S }}
* All of her fish can be low profiled to avoid dealing with both laser hits and fish armor but it is sometimes matchup dependent.
{{#lsth:GGXRD-R2/Dizzy/Data|214S}}
 
{{!}}-
;{{clr|S|214S}}
{{AttackVersion|name=j.214S }}
{{clr|S|S}} fish is almost exclusively used for denying air space.  When summoned the fish floats forward before moving upwards and firing a laser across the screen.
{{#lsth:GGXRD-R2/Dizzy/Data|j.214S}}
 
{{!}}-
----
{{AttackVersion|name=214H }}
;{{clr|S|j.214S}}
{{#lsth:GGXRD-R2/Dizzy/Data|214H}}
Aerial {{clr|S|S}} fish has faster startup and longer recovery than the ground version. Dizzy rarely uses this variation of fish due to the laser going so high in the air, even when TK'd.  However it does have a niche use {{keyword|TK}}'d during zoning battles or to deny air space quicker than the grounded version.
{{!}}-
----
{{AttackVersion|name=j.214H }}
;{{clr|H|214H}}
{{#lsth:GGXRD-R2/Dizzy/Data|j.214H}}
Dizzy's {{clr|H|H}} fish remains at ground level and is a primary space-control summon.  It is also used in many setups.
{{!}}-
 
{{AttackVersion|name=214D }}
Against faster wakeup timings {{clr|D|2D}} -> {{clr|H|214H}} will be too slow to be a meaty or prevent jump outs.  In these situations Dizzy can meaty with either {{clr|K|2K}} or {{clr|P|2P}}.
{{#lsth:GGXRD-R2/Dizzy/Data|214D}}
 
{{!}}-
----
{{AttackVersion|name=j.214D }}
;{{clr|H|j.214H}}
{{#lsth:GGXRD-R2/Dizzy/Data|j.214D}}
Aerial {{clr|H|H}} fish has faster startup and longer recovery than the ground version. 
{{!}}-
 
{{AttackVersion|name=D Counterattack }}
{{keyword|TK}}'d aerial {{clr|H|H}} fish provides great screen control, can meaty for chip on far knockdowns, and gets a laser on screen 20f faster which is useful for zoning battles and quicker area denial.
{{#lsth:GGXRD-R2/Dizzy/Data|214D Counterattack}}
 
{{!}}-
----
{{Description|7|text=*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.
;{{clr|D|214D}}
*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.
{{clr|D|D}} fish acts only as a shield until struck by the opponent. Once activated by the opponent it tracks quickly. On ground hit it staggers and on air counterhit it is an untechable 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.
 
{{clr|D|D}} fish gives Dizzy an advantage against rush down and zoning. Against proactive opponents Dizzy can crouch behind it and play an advantaged reactive game. Against passive opponents she can use the shield to have more safety summoning something else.


}}
}}
}}


======<font style="visibility:hidden" size="0">For putting out the light...</font>======
===<big>For putting out the light...</big>===
{{MoveData
{{InputBadge|{{clr|P|236P}}}} <b>AKA "Ice Scythe" or "Ice Wheel"</b>
|name=For putting out the light...
{{GGXRD-R2 Move Card
|image=GGXRD-R_Dizzy_ForPuttingOutTheLight.png |caption=Take a moment to appreciate how cute Dizzy looks doing this move
|input=236P
|input=236P
|data=
|description=
{{AttackDataHeader-GGXRD-R2}}
Ice scythe is an upward arcing attack that goes further forward than {{clr|K|236K}}.  It controls space for a ways in front of Dizzy and further out it covers airspace.  Ice scythe will stay onscreen even if Dizzy is hit which helps to reduce the risk of trades.  Dizzy commonly uses it to pop bubbles which also stay on screen if Dizzy is hit. 
{{!}}-
 
{{#lsth:GGXRD-R2/Dizzy/Data|236P}}
In neutral {{clr|P|236P}} can answer players who like to run forward, airdash, or jump forward a lot. Due to its long startup and then additional travel time on top of that it is is mostly used pre-emptively.  Players that get past its arc before its to them can jump over or airdash past it.  It is also weak to low profiles.  For these reasons ice scythe is very punishable in many situations without YRC or another projectile set up to cover areas below or behind it.
{{!}}-
{{Description|6|text=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. 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.


  }}
* If ice scythe hits later in its active frames then Dizzy is plus. If it is blocked while plus Dizzy can be frame trap with ice spike YRC.
* Ice Scythe can be used as a blockstring ender against passive opponents.
* Can be low profiled under to avoid interacting with it at all.
}}
}}


======<font style="visibility:hidden" size="0">The light was so small in the beginning</font>======
===<big>The light was so small in the beginning</big>===
{{MoveData
{{InputBadge|{{clr|K|236K}}}} <b>AKA "Fire Wheel" or "Fire Scythe"</b>
|name=The light was so small in the beginning
{{GGXRD-R2 Move Card
|image=GGXRD-R_Dizzy_TheLightWasSoSmall.png |caption=Actually criminal how early you can YRC this
|input=236K
|input=236K
|data=
|description=
  {{AttackDataHeader-GGXRD-R2}}
Fire scythe/fire wheel is a slower version of version of {{clr|P|236P}} but has more damage, hits, and frame advantage.  It stays closer to Dizzy than ice scythe. Without meter it Dizzy often uses it when already covered by other summons.
{{!}}-
 
{{#lsth:GGXRD-R2/Dizzy/Data|236K}}
The YRC point on {{clr|K|236K}} is very early.  Dizzy can use this to extend pressure, defensively, or as an anti-air. 
{{!}}-
 
{{Description|6|text=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(3f YRC), 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.
* Fire scythe doesn't go away on hit.  Like ice scythe this reduces the risk of bad trades.
* Fire scythe hits are attack level 0 so they inflict very little hit/blockstun.
* Can be low profiled under except in its earliest frames to avoid interacting with it at all.
}}
 
===<big>Please, leave me alone</big>===
{{InputBadge|{{clr|P|j.236P}}}} <b>AKA "Bubble"</b>
{{GGXRD-R2 Move Card
|input=j.236P,Water Bubble Pop
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active  = 4
|recovery = 24
}}
The bubble is one of Dizzy's most iconic, powerful and versatile special moves. 
 
It is an air only move that places a large bubble on the screen, and allows immediate air actions afterward.  It can be angled down by hitting a downward direction during summoning.  The bubble slowly floats across the screen, giving her space control until Dizzy pops it with any attack, including other projectiles.  Once it pops the explosion will knock the opponent up into the air on hit.  It has a very large hitbox.  It also does not go away if Dizzy is hit.
Versatile uses include:
 
* Tiger Knee'd {{clr|P|2369P}} it allows Dizzy to do air actions afterward.  This is a basis for a lot of her setplay giving her access to low to the ground airdash, air normals, and mixups.
* Slow fireball style zoning, where you just control space because the threat exists.  It can be a nuclear deterrent in neutral.
* It stops aerial momentum on summon, allowing Dizzy yet another way to alter her mobility in the air, and bait anti-airs or blitz.
* It can extend pressure by introducing a blockstun to cover her resets.
* It can cover a retreat, or lead an advance.
* Cancelled into from jump cancellable moves to do a Bubble reset, this is usually done from {{clr|S|f.S}} though any jump cancellable move works.  While very powerful, like all resets they are unsafe and only useful if respected so don't over use it.
* It can be used in setups to create long sets of blockstun when other summons pop it
* ... and much more (make trades favorable, {{keyword|TK}} bubble to 2K, uses in combos, to bait low profiles...)
 
The main downside to bubble, though it can be considered a large one, is the long recovery.  Using Bubble at unsafe times can become a habit because having them out is so beneficial and they are not always read and punished but it exposes a lot of risk to your gameplay.  You can YRC bubble pretty early to make it safer however.
*Total Recovery is the amount of time it takes Dizzy to create the bubble.
*Other frame data represents bubble pop frame data.
}}
 
===<big>What happens when I'm TOO alone</big>===
{{InputBadge|{{clr|K|j.236K}}}} <b>AKA "Fire Bubble"</b>
{{GGXRD-R2 Move Card
|input=j.236K,Fire Bubble Pop
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 29
|active  = 10
|recovery = 29
}}
Fire bubble travels faster which makes it cover space further from Dizzy.  Fire bubble pops later after getting hit which makes it better at pressure and damage extensions.  Together these points mean it is usually more suited to offensive situations than water bubble.  For example {{keyword|TK}} fire bubble into {{clr|P|236P}} detonates at 3/4 screen.
 
* The attack level of fire and water bubble are both level 2.
* Fire bubble has longer recovery than water bubble.
* It is slightly higher off the ground when TK'd at minimum height.
* It works well with {{clr|P|214P}} fish {{keyword|oki}}.
* Total Recovery is the amount of time it takes Dizzy to create the bubble.  Other frame data represents bubble pop frame data.
}}
 
==Overdrives==
===<big>Imperial Ray</big>===
{{InputBadge|{{clr|S|632146S}}\{{clr|D|632146D}}}}
{{GGXRD-R2 Move Card
|input=632146S
|description=
Imperial Ray creates fire pillars which erupt from the ground in quick succession from Dizzy to the corner of the screen and has good corner carry. The explosions will keep going if the camera follows after them such as if Dizzy runs after it on block or hit. It has fast startup and the explosions push opponents back on block and launch on hit.
 
Imperial Ray has several reasons why it is rarely used. Dizzy can RRC for more damage and often still corner carry, it is less useful the closer to the facing corner Dizzy is, and limited practical routing (ex. very close {{clr|4|2H}} and other rare situations). Most of all it has consistency issues due to sensitivity to cancel timing, spacing, and character weights.
 
In neutral Imperial Ray can be a very expensive way to stop the opponent's pressure, safely set up summons, or obscure animations like {{clr|5|5D}} or H fish.  However, meter is better spent elsewhere unless desperate. 
 
Imperial Ray's long superflash duration can set up projectile "unblockables" since projectiles still travel during the superflash but animations are frozen, so if the opponent is in the middle of a move the projectile will hit.  This is most reliable with {{MMC|input=421S|label=Ice Spear}}, {{MMC|input=421H|label=Fire Spear}} or {{MMC|input=214H|label=Fire Fish}}. This setup is mostly only worth the resources if it will win the round off a projectile hit.
 
The burst version of Imperial Ray can be used as a reversal but dead angle or saving meter is preferable almost all of the time. If Dizzy is cornered it can be a useful gambit but the amount of resources used is generally too costly to be advisable.  A lot of characters can use Burst Overdrives for guts crush but it's very rare Dizzy would benefit from this especially in the corner.
 
* Imperial Ray has great meter efficiency. If it combos full screen Dizzy avoids suffering RC tension penalties, builds up a ton of tension balance by running forward, and regains a good deal of meter back.
* Another use of the long superflash animation is wearing down the danger time clock. Danger time is not friendly to Dizzy since she can more easily get stunned and lose the round for it.
}}


}}
===<big>Don't be overprotective</big>===
{{InputBadge|{{clr|P|632146P}}}} <b>AKA "Mirror"</b>
{{GGXRD-R2 Move Card
|input=632146P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 16
|active  = 5
|recovery = 20
}}
}}
Mirror is a reversal super that's fully invulnerable until superflash, strike invulnerable through active frames, and can reflect many projectiles.  It is usually safe on block but it is whiff punishable and can be thrown. Mirror has an extremely tall hitbox but rather narrow horizontal hitbox.


======<font style="visibility:hidden" size="0">Please, leave me alone</font>======
Mirror's slow startup allows opponents to {{keyword|option select}} and punish it.  Inputting a meaty low > {{clr|S|c.S}} > block is an example of a simple option select.  {{clr|S|c.S}} won't come out on whiff but does on block.  This allows the player to throw during the superflash and be safe or continue pressure if Mirror wasn't used. 
{{MoveData
 
|name=Please, leave me alone
On counterhit Mirror is Dizzy's highest stun modifier move and can wallsplat the opponent. Against some characters in the corner this leads to {{tt|100% stun combos|1638 stun value and 3363 on CH}} which gives Dizzy a niche way of inflicting stuns instead of receiving them.
|image=GGXRD-R_Dizzy_PleaseLeaveMeAlone.png |caption=Your most versatile tool
 
|input=j.236P
Mirror's ability to reflect projectiles makes it a [https://clips.twitch.tv/HealthySpunkyVelociraptorKappaClaus very valuable tool] against projectile okizeme. The amount of projectiles Dizzy can reflect are limited.  See the table below for a full list.  It cannot reflect Overdrives. A projectile usually won't reflect is if it instantly travels, has unusual hit properties, is not always a projectile (Eddie), or doesn't move.
|data=
 
  {{AttackDataHeader-GGXRD-R2|version=yes}}
<!--table start-->
{{(!}} class="mw-collapsible mw-collapsed wikitable"
{{!}}-
{{!}}-
{{AttackVersion|name=Bubble Set }}
! colspan="2" {{!}}'''Don't be overprotective Reflectable Projectiles Table'''
{{#lsth:GGXRD-R2/Dizzy/Data|j.236P}}
{{!}}-
{{!}}-
{{AttackVersion|name=Bubble Burst }}
!Character
{{#lsth:GGXRD-R2/Dizzy/Data|Water Bubble}}
!Move
 
{{!}}-
{{!}}-
{{Description|7|text=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.
{{!}}{{Character Label|GGXRD-R2|Sol Badguy|label=Sol Badguy}}
{{!}}
{{MiniMoveCard|chara=Sol Badguy|input=236P|label=Gunflame ({{clr|1|236P}})}}<br>
Note: DI Gunflame cannot be reflected.


}}
{{!}}-
}}
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}
{{!}}
{{MiniMoveCard|chara=Ky Kiske|input=236S|label=Stun Edge ({{clr|3|236S}})}} </br>
{{MiniMoveCard|chara=Ky Kiske|input=236H|label=Charged Stun Edge ({{clr|H|236H}})}} </br>
{{MiniMoveCard|chara=Ky Kiske|input=j.236S|label=Aerial Stun Edge ({{clr|3|j.236S}}/{{clr|H|j.236H}})}} </br>
Note: Fortified Stun Edge cannot be reflected


======<font style="visibility:hidden" size="0">What happens when i'm TOO alone</font>======
{{MoveData
|name=What happens when I'm TOO alone
|image=GGXRD-R Dizzy WhenI'mTOOAlone.png |caption=how do you make a bubble out of fire anyway
|input=j.236K
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{!}}-
{{AttackVersion|name=Bubble Set }}
{{!}}{{Character Label|GGXRD-R2|May|label=May}}
{{#lsth:GGXRD-R2/Dizzy/Data|j.236K}}
{{!}}
{{MiniMoveCard|chara=May|input=214P|label=Don't Miss It! ({{clr|1|214P}}}}/{{MiniMoveCard|chara=May|input=214K|label={{clr|2|214K}})}}
 
{{!}}-
{{!}}-
{{AttackVersion|name=Bubble Burst }}
{{!}}{{Character Label|GGXRD-R2|Millia Rage|label=Millia Rage}}
{{#lsth:GGXRD-R2/Dizzy/Data|Fire Bubble}}
{{!}}
{{MiniMoveCard|chara=Millia Rage|input=236S|label=Tandem Top ({{clr|3|236S}}}}/{{MiniMoveCard|chara=Millia Rage|input=236H|label={{clr|4|236H}})}}
 
{{!}}-
{{!}}-
{{Description|7|text=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.
{{!}}{{Character Label|GGXRD-R2|Venom|label=Venom}}
{{!}}
{{MMC|chara=Venom|input=Ball Hit|label=Ball Hit}} </br> Only reflects balls in motion (includes QV-charged balls)


}}
{{!}}-
}}
{{!}}{{Character Label|GGXRD-R2|I-No|label=I-No}}
<br style="clear:both;"/>
{{!}}
{{MiniMoveCard|chara=I-No|input=214P|label=Antidepressant Scale ({{clr|1|214P}}}}/{{MiniMoveCard|chara=I-No|input=j.214P|label={{clr|1|j.214P}})}} </br>


==Overdrives==
======<font style="visibility:hidden" size="0">Imperial Ray</font>======
{{MoveData
|name=Imperial Ray
|input=632146S<br/>[632146D]
|image=GGXRD-R_Dizzy_ImperialRay.png |caption=More lasers!
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|632146S}}
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}
{{!}}
{{MMC|chara=Ramlethal Valentine|input=214P|label=Cassius ({{clr|1|214P}})}}
 
{{!}}-
{{!}}-
{{Description|7|text=
{{!}}{{Character Label|GGXRD-R2|Leo Whitefang|label=Leo Whitefang}}
*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.
{{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde ({{clr|3|[4]6S}}}}/{{MMC|chara=Leo Whitefang|input=[4]6H|label=({{clr|4|[4]6H}})}}


}}
{{!}}-
}}
{{!}}{{Character Label|GGXRD-R2|Kum Haehyun|label=Kum Haehyun}}
{{!}}
{{MMC|chara=Kum Haehyun|input=236S|label=Tuning Ball ({{clr|3|236S}}}}/{{MMC|chara=Kum Haehyun|input=236H|label=({{clr|4|236H}})}}


======<font style="visibility:hidden" size="0">Don't be overprotective</font>======
{{MoveData
|name=Don't be overprotective
|input=632146P
|image=GGXRD-R_Dizzy_Don'tBeOverprotective.png |caption=It's not coffin super, but it'll do
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|632146P}}
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}
{{!}}
{{MMC|chara=Raven|input=236P|label=Schmerz Berg ({{clr|1|236P}})}} </br>
{{MMC|chara=Raven|input=j.236P/K|label=Gebrechlich Licht  ({{clr|P|236P}}/{{clr|P|j.236P}}{{clr|2|j.236K}})}}
 
{{!}}-
{{!}}-
{{Description|6|text=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, so if she meaties you with it and dashes for a safejump, her own projectile becomes yours and will hit her/put her into blockstun.
{{!}}{{Character Label|GGXRD-R2|Baiken|label=Baiken}}
On CH 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. Doesn't actually matter because that situation is very unlikely to happen.
{{!}}
{{MMC|chara=Baiken|input=Ground Azami > D|label=Yashagatana}}


}}
{{!)}}
<!--table end-->
 
YRCing mirror's startup will retain the invulnerable properties but only use 25% meter.  Dizzy can cause moves to whiff and then punish them. As a reversal option it allows Dizzy to beat things like run up block or closely spaced hitstop OS with Mirror YRC > throw.  It has a generous window vs most meaties but to get all 14f of invulnerability from Mirror YRC would take frame perfect timing.
}}
}}


======<font style="visibility:hidden" size="0">Gamma Ray</font>======
===<big>Gamma Ray</big>===
{{MoveData
{{InputBadge|{{clr|H|64641236H}}}}
|name=Gamma Ray
{{GGXRD-R2 Move Card
|input=64641236H
|input=64641236H
|image=GGXRD-R_Dizzy_GammaRay.png |caption=We know there's only one reason you're using this move
|description=
|image2=GGXRD-R_Dizzy_GammaRay2.png |caption2=Mostly used in setups where you disconnect the opponent's controller
A mostly gimmick super that costs 100% tension and is dubbed "Meme Ray" by many players. Has slow startup, inconsistent damage output, makes Dizzy vulnerable the entire time, is extremely negative on block, and she can get more damage and utility out of 100 meter in a multitude of ways.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
Gamma Ray has very limited practical uses outside of joking around. '''For 100% meter there's almost always a better option.'''
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|64641236H}}
{{!}}-
{{Description|6|text=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.
Note: Each phase of activation takes 50% meter.  So if Dizzy is hit out of the first part she'll be left with 50% meter.  


  }}
If you're feeling the need to burn all your tension inefficiently, some niche cases include:
* Dealing lots of chip damage if the opponent is out of meter and already blocking something. This is possibly the most legit usage of Gamma Ray.  Opponents can superjump after Necro and Undine's lasers to avoid most of the chip.
* Comboing into it vs low health opponents to kill them via guts crush.
* A nuclear anti-zoning tool if the opponent is committing to something with an extremely long animation.
* An extravagant way to hard call-out a Blitz.
* In hellfire state against a character with a cranked RISC bar it can become a touch of death.
* Potentially dealing absurd damage even [https://twitter.com/luckysets/status/1274594572539174912 touch of death] on trades if Dizzy is hit out of the startup. Gamma Ray is possibly the only move in the game with damage scaling greater than 100%.  It does 150% meaning it '''increases''' the damage of subsequent attacks by 50%.
}}
}}


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
{{MoveData
===<big>Emotional Gamma Ray</big>===
|name=Emotional Gamma Ray
{{InputBadge|During IK Mode: {{clr|H|236236H}}}}
|input=in IK mode: 236236H
{{GGXRD-R2 Move Card
|image=GGXRD-R_Dizzy_EmotionalGammaRay.png |caption=
|input=236236H
|image2=GGXRD-R_Dizzy_EmotionalGammaRay2.png |caption2=
|description=
|image3=GGXRD-R_Dizzy_EmotionalGammaRay3.png |caption3=Making her mother proud
Uses the animation from {{clr|D|5D}} and shares its huge hitbox, range, and active frames.  The gold version is among the fastest IKs making it practical to combo into.  These metrics combined make it one of the best gold IK in the game.
|data=
 
{{AttackDataHeader-GGXRD-R2}}
Dizzy has a lot of ways to confirm into [[GGXRD-R2/Offense#Comboing_into_Instant_Kills|Golden Instant Kill]].  {{clr|D|5D6}} is the most basic and works both midscreen and in the corner. Bubble pops, fire daggers, Ice Spike YRC/RRC, and more are also possible.  With 100 meter a lot of combos can be RRC'd and then IK'd.
{{!}}-
{{#lsth:GGXRD-R2/Dizzy/Data|IK}}
{{!}}-
{{Description|6|text=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.
Gold IK has optimal uses.  Sometimes it is the only way to secure a kill in a combo due to combo scaling and guts. Dizzy can use it instead of long guts crushing combos to end the game in a more consistent way due to using less inputs.
}}
}}
}}


<br style="clear:both;"/>
==Colors==
 
{{GGXRD-R2Colors|Size=120|Character=Dizzy}}
==[[Dustloop_Wiki:Roadmap/GGXRD-R2#Dizzy|Roadmap]]==
{{#lst:Dustloop_Wiki:Roadmap/GGXRD-R2|Dizzy}}


==Navigation==
==Navigation==
{{#lsth:GGXRD-R2/Dizzy/Data|Links}}
<center>{{Character Label|GGXRD-R2|Dizzy|size=42px}}</center>
{{notice|To edit frame data, edit values in [[GGXRD-R2/Dizzy/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GGXRD-R2/CharacterLinks}}
{{Navbar-GGXRD-R2}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category: Guilty Gear Xrd REV 2]]
{{GGXRD-R2/Navigation}}
[[Category:Dizzy]]
[[Category:Guilty Gear|Dizzy]]

Latest revision as of 06:40, 25 March 2024

Overview

Overview

Dizzy is an excellent fit for those who enjoy high mobility, long reaching normals, and setplay. She has a great amount of depth and is rewarding to master.

Dizzy's double airdash synergizes with her space control via long range normals and active summons cast by NecroHer reaper right wing and UndineHer angelic left wing. Dizzy's summons enable her exceptional okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups./setplay game where safety from fish armor and projectile hits offer her access to a plethora of setups including high/low mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s, crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them.s, frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own., and F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups. On top of that her rewarding throw combo combined with fast initial dash speed and planned gaps in setups and pressure make her into a “grappler” tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. extraordinaire.

In pressure Dizzy's long delay cancel windows enable varied frame traps to complement her throw reset threat. She can end pressure safely from afar with jump cancels or go for resets with summons.

Dizzy plays a "neutral mixup" game between hitting opponents trying to get in, waiting, summoning with or without meter, movement, and going in.

On defense Dizzy's abare An attack during the opponent's pressure, intended to interrupt it. and overdrive reversals are slow so she often relies on system mechanics. She is good at catching resets with her long range 2P. Her fuzzy jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. is effective because of her extra air actions. Her anti airs are very good, especially her 2S.

Dizzy is tied for the lowest stun resistance in Xrd. Her specials are either unsafe on block or have long counterhit recovery. As a result she is the most frequently "Dizzied" character in the game. Even a cautious Dizzy can get stunned in situations other characters aren't which makes her an occasionally volatile character.

Dizzy has much to offer for veterans and newcomers alike! Playing Dizzy optimally means learning many okizeme setups that depend on character wakeup timings and reversals. Some of Dizzy's setups are difficult to execute and punishing if failed. For newcomers Dizzy has very easy meterless bread and butter combos and can do simple and effective oki.
Dizzy
GGXRD-R Dizzy Portrait.png
Defense
x1.06
Guts Rating
1
Weight
[105] Light
Stun Resistance
50
Prejump
3F
Backdash
16F (1~9F invuln)
Wakeup Timing
25F (Face Up)/ 24F (Face Down)
Unique Movement Options
2 Air Dashes
Fastest Attack
5P (5F)
Reversals
632146P (14+2F)

 Dizzy is a highly mobile character that uses her normals and multitude of summons to control space and run versatile and safe okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..

Pros
Cons
  • High Mobility: A double airdash with high inertia, fast initial dash speed, a foot invulnerable run, and good superjump.
  • Great Damage: Great damage using RRCRed Roman Cancel, some meterless starters, and certain okizeme setups.
  • Summons: A suite of summons help her control neutral and pressure her opponents well.
  • Fish Armor: FishGGXRD-R Dizzy WeTalkedALot.pngGuardAllStartup60RecoveryTotal 36Advantage- tank a hit for Dizzy enabling her neutral and setplay.
  • Throw Vortex: Summons, fish armor, a fast initial dash speed, and a damaging throw that loops into more oki make her tick throw game possibly the best in Xrd.
  • Setplay Queen: An oppressive number of setups that threaten high/low, left/right, and staggers. Often while beating many defensive options like DPs or Blitz.
  • Incredible YRCYellow Roman Cancel Options: All of Dizzy's specials can abuse YRC. Ice SpikeGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 in particular is an effective tool for pressure, zoning, and frame traps.
  • Long Range Knockdowns: Easy access to knockdown conversions on the ground thanks to 2D's range. Synergizes with her okizeme game.
  • Poor Close Range Scrambles: Slow 6F abare and slow metered reversal.
  • Susceptible To Counterhits: Summons have long counterhit recovery, Dizzy is tied for the lowest stun resistance in the game, and has low guts.
  • Lacks Air Knockdown: Air combo routes have no knockdown despite her strong setplay.
  • Lackluster Overdrives: Her overdrives miss the utility, combo, and damage potential of the premier overdrives in Xrd so she often uses RC instead which has tension gain penalties.

Unique Mechanics

Airdash Control
A universal mechanic in Xrd is during an airdash hitting a button early enough will change airdash inertia. Forward airdashes gain inertia and backwards airdashes lose it. For Dizzy this mechanic is boosted substantially more than any other character. Dizzy's airdash already goes far about about 3/4 of the screen but with a boosted forward dash she can go nearly full screen. Her backward airdash gets nearly 1/2 screen but with an early button is reduced to a little over 1/3rd of the screen.

Many of Dizzy's specials can summon objects that stay on screen for extended periods while she's free to act. Dizzy's summons are limited by type. For example, Bubble and Fish can coexist but only one type of fish can be on screen at a time.

Dizzy's summons tend to have long startup and counterhit recovery, and be weak to low profiles. For further details on all of her summons see Special Moves.

GGXRD-R Dizzy WeTalkedALot.png

Fish

Fish can absorb a single hit for Dizzy. This fish armor is very important to her gameplay so keep it in mind! See here for a full explanation of fish armor.

GGXRD-R Dizzy PleaseLeaveMeAlone.png

Bubble

Bubbles slowly float across the screen, can only be "popped" by active frames from Dizzy, and on hit knock opponents into the air. Bubbles can be TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d (2369P and 2369K) which allows her to summon bubbles close to the ground and perform air actions afterward.

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 Mid 5 2 12 -4
Total: 18

5P is Dizzy's fastest normal, pretty minus on block, and whiffs on low hurtboxes. It is a good button to pop bubbles quickly, punish whiffed bursts, or if you really need a button in 5f. It can also be a very niche anti-air button but Dizzy has better options in most situations for anti-airing.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 4S, 5H, 2H, 6H, 5D, 2D

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 Mid 7 4 14 -4
Total: 24

5K is a relatively quick mid-range poke. The hitbox isn't particularly good and it's generally outclassed by her other pokes. It maintains some use due to its range and being her fastest non prorated starter outside c.S range.

Like many 5Ks it shrinks the lower hurtbox and can crush some lows. Dizzy's 5K will still lose to many low profile moves however.

  • Can be jump canceled.
  • Frame traps with 5K > delay 5H, 5K > 2H, 5K > delay f.S, and 5K > delay 2D.

Gatling Options: 6P, c.S, f.S, 2S, 4S, 5H, 2H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24 Mid 6 2 11 +1
Total: 18

c.S is Dizzy's only plus on block normal. It is jump cancelable, used in pressure, and is a used for doing a throw OS. The hitbox is very generous, hits many low profiles, is fairly disjointed and the stun value is doubled. It can not be overstated that it is her best normal and essential.

c.S frame traps include c.S > delay 5H, and c.S > 2H. Can reset with 5f gap with c.S > c.S/2P.

Gatling Options: 6P, f.S, 2S, 4S, 5H, 2H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 Mid 9 6 21 -13
Total: 35

f.S can true combo into 2D for knockdown. This is not something most characters can access meterlessly off of their f.S. For a setplay character like Dizzy to have it is very strong! Note f.S > 5H > 2D can also be used at some ranges.

f.S is an essential mid-range poke that covers a lot of area in front of Dizzy from IAD height to low profiles. The "reaching out" animation makes it take longer to get to max range than the frame data would suggest, extends her hurtbox for the duration, and makes Dizzy prone to trade badly and easily. For contesting at range Dizzy's 6P and 5H can be more well suited.

f.S is also a decent round start option but can lose to faster moves that hit its extending hurtbox and counterpokes such as 6P.

In pressure f.S is pretty minus unless cancelled. Dizzy often jump cancels, gatlings, or special cancels it which requires meter to not carry risk. f.S's safety comes with the tradeoff it is too far away to threaten throw resets.

2K, 2P, and 5K can all be delay cancelled into f.S to cause frame traps. f.S can then be delayed cancelled into 5H, 236S YRC and 2D to add another layer.

Gatling Options: 2S, 5H, 2H, 5D, 2D

4S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×5 Mid 8 2×7 12 -1
Total: 33

4S is great combo filler especially off throw. It hits up to 5 times and every hit is special cancellable but it whiffs on crouching opponents (except Potemkin and Bedman in their crouching hitstun animations).

4S has fast startup, is disjointed and active, does fantastic damage, builds meter, and combos into 236S for a knockdown. Properly spaced it's even burst safe! The long active frames also make a good punish or option select button against invulnerability such as some air techs or Slayer's backdash cancels. 4S will shred about a third of an entire tension bar on block in the air which is very useful to deter people who fuzzy jump too much or tech predictably.

Using 4S in neutral is usually a bad idea in since it's such a long commitment. In some matchups it becomes a reliable and strong pre-emptive or reactive move such as to stop Potemkin's Hammer FallGGXRD Potemkin HammerFall.pngGuardMidStartup18[31]Recovery33Advantage-16, I-No's hoverdash (sparingly), or against Slayer's approach options.

Gatling Options: 2S, 5H, 2H, 5D, 2D

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 Mid 13 6 15 -4
Total: 33

5H shares the important ability of f.S to combo into 2D at range. Staple for many combos/blockstrings.

5H is a great move against grounded opponents in neutral due to its low-reaching disjoint, being safe on block, and being a level 3 move. It is also a good pressure ender. In many situations it is a safer and better poke than f.S and is even 2F safer on whiff.

  • The hitbox at Dizzy's far wingtips will hit most low profile moves.
  • Has a chunky counterhit but it still doesn't trade well.
  • 5H > delay 236S YRC and 5H > delay 2D are common frame traps.

Gatling Options: 5D, 2D

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Mid 10 4 19 -9 1~13f Upper Body
Total: 32

An amazing counterpoke that can cleanly beat many other characters' buttons due to upper body invulnerability and great reach. On counter hit 6P will knockdown face up and wallbounce near the corner allowing setplay off summon cancels or combos.

6P is an extremely important neutral tool. It forces opponents to play around it at mid range which opens up options for Dizzy like her 2K, 5H, air movement, and her foot invulnerable run. Using it pre-emptively against overly aggressive opponents is one way Dizzy can command more respect in neutral.

  • A good button in many frame traps.
  • Beaten by many lows and low profiles and doesn't reach as far as her longest normals.
  • Long recovery makes it easy to whiff punish.
  • Situational anti air with more reach than 2S that's useful to cover ranges where 2S would be ineffective.
  • 6P+H can be used as a throw OS in some defensive situations.

Gatling Options: c.S, f.S, 2S, 4S, 5H, 2H, 6H, 5D, 2D

6H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H 48 Mid 14 7 34 -22
6H Max Charge 56 High 33 7 34 -22
Total: 54
Total: 73

Dizzy's 6H has slow startup, is extremely unsafe on block, and is only an overhead when fully charged.

Dizzy uses 6 S+H option select for throwing so c.S comes out instead of 6H on whiff. 6H is very poor on whiff and block but it can knock down if someone fuzzy jumps Dizzy's throw and didn't Air FD.

It shines in combos due to high damage and hard knockdown on air hit. The charged version groundbounces and is used in optimal combos such as fire spear loops.

Ending combos with 6H lets Dizzy have a closer knockdown and cause face up knockdown which can alter wakeup timing. These features allow Dizzy access to more okizeme options. As an example ice spike ender off throw midscreen has limited oki options but 6H gives Dizzy numerous strong oki options. Details on okizeme for different wakeup timings can be found in the Okizeme Guide.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
8 Mid 6 3 9 -2
Total: 17

Has good range for a 6 frame normal. It's Dizzy's go-to button to mash out of pressure but will lose many situations a faster 2P would not. For example it is too slow to beat a frame perfect tick throw. Works as a good neutral poke since it can self cancel and is hard to whiff punish.

2P is the earliest point in her gatlings thus gives her the most options in pressure. Examples are self canceling into itself, going into 2K, doing throw resets, frame traps, and staggered pressure.

  • Doesn't combo into 2D even on counterhit.
  • Has a weird hitbox and hurtbox that manages to lose to some airborn moves, some 6Ps, and some low profiles.
  • Frame traps include 2P > 5H, 2P > f.S, 2P > 6P, and 2P > 2D.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 4S, 5H, 2H, 5D, 2D

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 Low 7 4 9 -1
Total: 19

An essential normal for pokes and pressure that is safe while having great range and speed. 2K is one of Dizzy's go-to normals for approaching and controlling the space in front her. The hurtbox is longer than its hitbox on some frames which makes it not so great at contesting.

2K is Dizzy's only low besides 2D. It is her main answer to check against low profiles and cover her projectiles' vulnerabilities against low profile moves. Catches people doing throws, reversals, and jumps to try to beat tick throw attempts.

  • Confirms into 2D.
  • Frame traps include 2K > 2H, 2K > 6P, 2K > f.S, and 2K > 2D.
  • Link this or 2P between ice fish bites in standard tick throw setups.

Gatling Options: 6P, c.S, f.S, 2S, 4S, 2H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 7 3 22 -11
Total: 31

Dizzy's primary anti-air and one of her most iconic normals. It will not cleanly beat dominant jump-ins like Sol's j.H but it has a great low-profile hurtbox and the hitbox extends relatively high above Dizzy's head.

Dizzy uses 2S by crouching to keep a low profile and then timing 2S to the opponents falling move. Unlike most characters Dizzy prefers to anti-air by going directly underneath the enemy. At a 45 degree angle Dizzy will either move or 6P instead.

On normal hit 2S will lead to a full air combo, and on low to the ground counterhits it can combo into flashy routes or 4S to get a knockdown. 2S has a knockup effect on counterhit that can make it a niche button for grounded footsies such as round start against  Faust's 2PGGXRD Faust 2P.pngGuardLowStartup7Recovery7Advantage+1.

  • Can be a burst safe move especially after 5D6.
  • 2S's hitbox doesn't center on Dizzy's body which makes it unreliable to AA if the opponent is behind her.

Gatling Options: 5H, 2H, 5D, 2D

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36×2 Mid 15 2, 4 25 -10
Total: 45

2H hits twice with the second hit being a launcher. 2H is Dizzy's crouch confirm button but otherwise cannot be combo'd into unless it is from 4S, counterhit, or combo'd into with summons.

2H does good damage and is great in some punishes and is a high reward frame trap. 2H > 236H leads to a good knockdown for okizeme.

  • Cranks up RISC gauge
  • Safe pressure ender when jump cancelled.
  • Can whiff on the 2nd hit vs Faultless Defense in many situations.
  • Jump cancel can be used to create frame traps that otherwise wouldn't be possible by using jump startup to delay the cancel. A useful example is 2H > 2369S YRC.

Gatling Options: 5D, 2D

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 Low 12 3 33 -17 3~8F Upper Body
9~11F Above Knees
12~14F Low Profile
15~35F Above Knees
Total: 47

An enormous sweep with fast startup for its range. On hit 2D lets Dizzy start her okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game thanks to a long special cancel window and hard knockdown. This is key for Dizzy to setplay off many grounded hits. Cancelling 2D into Ice SpikeGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 gives more damage for a less advantageous knockdown and limited okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. midscreen.

2D is a highly committal poke as it only has 3 active frames and is terrible on whiff. 2D is also unsafe on block and any cancel will usually leave a big punishable gap or be unsafe on block. Delayed special cancels that are YRC'd can be safe depending on the special. The commitment can pay off though as 2D can trade well due to it giving knockdown down on hit, and it also low profiles.

  • Works as a DP-safe meaty when spaced properly due to its low profile and large disjoint. It can similarly cause reversals to whiff when used as a frametrap but 2D on block takes meter to be safe out of.
  • 2D is also technically tall enough to be juggled into which can make it an alternative to Ice Spike in extended combos where that move won't connect.
  • 2D > delayed ice spike YRC can be used as a tight, safe, rewarding, and effective frame trap.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12 High/Air 6 4 10
Total: 19

Dizzy's fastest air normal. It gatlings into and out of j.K for air combos and strings and is used to quickly pop bubbles. Rising j.P is also a very effective anti air in some situations.

j.6P+H can also be used as a throw OS A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. to avoid whiffing a j.H on a failed air throw attempt.

Gatling Options: j.P, j.K, j.S, j.H, j.D

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 High/Air 7 6 12
Total: 24

Dizzy's most reliable jump-in attack. It can also be her best air to ground in many situations and it is used in instant overhead F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups.

Gatling Options: j.P, j.S, j.H, j.D

j.S

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 High/Air 10 4 28
Total: 41

j.H's hitstun, blockstun, size and counter-hit properties make it a staple in Dizzy's gameplay. It has less range than j.S but is taller. Excels as an air- to-ground attack though it will still lose to many anti airs and low profiles. j.H is also a serviceable air to air.

  • Has a tendency to trade so Dizzy can't use it carelessly.
  • Low to the ground j.H can help create f-shiki setups.
  • j.P > j.H has a natural gap on block that combos on hit for a handy dandy built in airstring frame trap. This gap can also be exploited though so use different air strings to keep opponents guessing.
  • IAD back j.H can make it very hard to approach Dizzy.

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30, 40 High/Air 8 10, 4 16
Total: 37

A great air to air button that wins or trades favorably against almost any air button. Dizzy likes to use it while rising in the air and at least slightly below the opponent. Using it earlier is good because it is very active and the later hits have better disjoint on their hitboxes.

j.D is damaging ender for air combos. It can also be used in airdash strings to protect against gaps caused by IB or as a gapless gatling from j.P.

  • Can be special canceled on either hit.
  • Untechable knockdown on counter hit. Dizzy can cancel into j.236P on hit to setup combos into knockdown from CH. This can also prevent the 2nd hit from ruining the CH knockdown with a normal hit.
  • Combos more horizontally than vertically. This makes it useful in corner combos or for corner carry.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 60 Ground Throw: 75250 1 +72

Dizzy's throw can be followed up with a meterless combo that has good damage and corner carry. Dizzy's throw in setplay is strong due to summons often having a low attack level and multiple points at which she can go for throw.

Thanks to Fish's armor, Dizzy has some of the safest tick throw setups in the game. Dizzy also gets to setup some of her strongest okizeme off of her throw.

Dizzy usually option selects her throw with 6 S+H since c.S is her only plus normal.

Air Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 60 Air Throw: 192500 1

Dizzy's air throw has standard air throw range and chucks the opponent very far away which makes it difficult to set up effective okizeme without being close to the corner but still gives her more than enough time to start summoning safely.

Dizzy's ground anti-airs and air-to-airs are very good but nothing beats an air throw for catching someone trying to jump over summons.

Dizzy can get corner carry and extra damage if she RRC's airthrow into things like Fire Bubble.

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz
Total: 50

A standard Blitz Shield attack. It can be used in combos after stun to steal Burst gauge.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

I used this to catch fish

236S AKA "Ice Spike"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 All 13 8 Total 62 -23
Total: 82

Ice spike is Dizzy’s fastest special and most defining move. It creates an ice spike at a distance about 2D’s range but it will appear in the corner instead of offscreen. It is also a damaging combo ender but it should mostly end combos in the corner so Dizzy has more okizeme options. While its damage is good it should be noted the stun value is lowered.

Ice Spike has an early YRC point. When YRC'd it becomes safe, plus on block, and launches on hit making for fairly damaging confirms into knockdown. When RRC'd it becomes a damage extension in many of her optimal combos.

In neutral and pressure it is used to control space, reset pressure, frame trap, or buy time to summon. Without YRC ice spike is punishable on block and is worse on whiff. Using ice spike without meter Dizzy is very much gambling with her life. With meter it is her best way to stuff approaches and is a valid way to reset pressure.

  • Delaying cancel after some normals creates frame traps. For example f.S > delayed 236S YRC and 5H > delayed 236S YRC. This allows Dizzy to condition opponents to respect her blockstrings.

For searing cod...

236H AKA "Fire Pillar"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 All 26 8 Total 63 -11
Total: 96

Fire pillar is a more damaging and less minus on block version of 236S. 236H gives an untechable knockdown. This importantly lets Dizzy setup okizeme off routes that leave opponents high in the air. These knockdowns give Dizzy the most time to setup okizeme and give her the most options.

236H is slow to startup so routing into it isn't straightforward. The most common ways are 2H > 236H vs grounded opponents and 6[H] > 236H vs airborne opponents. On counterhit 2D and 6P can be used.

236H is usable as a frame trap. It is strictly worse than 236S YRC even if fire pillar is YRC'd. 236H as a frame trap is punishable by most the cast with Air IB or hitting Dizzy during the large 8f gap. For example 2D > 236H YRC can be punished by  Elphelt's 5HGGXRD-R Elphelt 5H.pngGuardMidStartup11Recovery28Advantage-12 if 2D is IB'd at some ranges.

  • Dizzy can cancel 236H at the end of a string and whiff it in front of the opponent to "wall" them out. Oddly this ends up often being safer than it being Air instant blocked which goes to show just how unsafe this move can be verse the prepared opponent.
  • While it does excellent damage be aware it has lowered stun value much like 236S.

I used this to pick fruit

421S AKA "Ice Spear" or "Ice Dagger"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25, 40 All 22 18 (15) until fullscreen Total 37 +11

Undine creates an ice ball that rises and turns into a spear that shoots towards Dizzy's opponent. The ice ball and spear both hit once and both parts have multi-hit projectile properties.

421S starts up fast but it has high recovery, weak tracking, and a thin hitbox. In neutral it works better when Dizzy has summons already out or opponents movement is more limited. For example Faust frequently uses item throwGGXRD Faust WhatCouldThisBe.pngGuardStartupRecoveryTotal 23 [35]Advantage- and has slow airdash speed. Dizzy can also use it to encourage opponents to move.

  • Ice spear can be used as a preemptive anti-air, active frames vs air techs, and for deterring opponents from dropping on Dizzy after a high air combo.
  • If Dizzy blocks an opponents attack while ice spear is out it can sometimes track onto the opponent and hit them while they are stuck in an animation.
  • Ice spear can hit meaty on midscreen ice spike knockdowns but any follow-up pressure will weak.
  • Spears can be low profiled to avoid interacting with them entirely. The one exception is very late in the spears active frames if it tracks at a steep downward angle and happens to hit the opponent.

For roasting chestnuts...

421H (Hold OK) AKA "Fire Spears" or "Fire Daggers"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25, 40, 25 All 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) +14

The fire version of 421S starts up slower, is key to optimal combos due to its damage, has a lot of block stun, is multi-hitting, can be held to summon up to three spears, and launches on hit.

In neutral 421H it is too slow to be useful most the time. If Dizzy can summon it though it is much better for applying pressure on block and getting confirms on hit.

Fire spear is used for optimal combos due to its large damage. Midscreen it is used after ice spikeGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 RRC. In the corner it is used after 6[H] to create firespear loops.

421H's tracking misses faraway crouching opponents and often misses low profile moves entirely. In the corner it can be less reliable in combos making careful timing important.

  • Dizzy can YRC while charging 421H to hold spears while she is free to act. She can release them later by either releasing a held 5H or pressing 5H depending on if you held 5H just after the YRC or not.
    • YRCing 69-71 frames or 99-101 frames after 421H starts up will make some spears fly and others be held at the same time. Practical uses are relatively unexplored. The timing can be taken from the audio cues of the spears flaming sound when they appear or the visual cue of when the 2nd or 3rd spear first appears.
  • Spears can be low profiled to avoid interacting with them entirely. The one exception is very late in the spears active frames if it tracks at a steep downward angle and happens to hit the opponent.

We talked a lot together

214P/K (Air OK) AKA "Ice Fish"

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
214P 10×3 All 60 3 (33) 3 (33) 3 Total 36
214K 10×2 All 69 3 (43) 3 Total 36
j.214P 10×3 All 60 3 (33) 3 (33) 3 Total 45
j.214K 10×2 All 69 3 (43) 3 Total 45

Ice fish are Dizzy's primary setplay tool. All versions of Fish will absorb a hit for Dizzy similar to armor.

  • See the Dizzy Okizeme Guide for a full list of setplay options.
  • The recovery time indicates frames Dizzy is unable to act and can be counterhit. The startup time indicates the time until the first fish bite.
  • All of her fish can be low profiled and avoid dealing with both bites and fish armor but it is sometimes matchup dependent.

214P

P fish tracks forward a short distance and bites three times. Dizzy most often uses it for okizeme.

In setplay P fish is Dizzy's strongest summon. All three bites have gaps which can be tick thrown. The bites can be weaved with other summons for very long periods of blockstun.

  • In neutral Dizzy only finds it valuable as an advancing shield since it stays on screen for some time.
  • In pressure it can be used after ice spike YRC for a greedy pressure reset.

214K

K fish tracks forward up to 3/4 screen and bites twice. Dizzy most often uses it for okizeme midscreen but it is useful in the corner as well.

  • Dizzy can use it in neutral and then dash or airdash after it as a way to more safely get in.
  • K fish must be manually delay cancelled when doing okizeme to match the wakeup timing of the opponent.

j.214P/j.214K

Air ice fish have more recovery and stall Dizzy in the air. Tiger Knee'd ice fish can be used to protect your feet.

We fought a lot together

214S/H/D (Air OK) AKA "Fire Fish", "Laser Fish", and "Shield Fish"

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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
214D Counterattack 40 All 21 7

Fire fish are used for both screen control and setplay. All versions of Fish will absorb a hit for Dizzy similar to armor. See the Dizzy Okizeme Guide for a full list of setplay options.

  • Both H and S fish have an unlimited amount of hits until it connects with the opponent or it stops being active.
  • See the resources section for a full explanation of fish armor.
  • All of her fish can be low profiled to avoid dealing with both laser hits and fish armor but it is sometimes matchup dependent.
214S

S fish is almost exclusively used for denying air space. When summoned the fish floats forward before moving upwards and firing a laser across the screen.


j.214S

Aerial S fish has faster startup and longer recovery than the ground version. Dizzy rarely uses this variation of fish due to the laser going so high in the air, even when TK'd. However it does have a niche use TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d during zoning battles or to deny air space quicker than the grounded version.


214H

Dizzy's H fish remains at ground level and is a primary space-control summon. It is also used in many setups.

Against faster wakeup timings 2D -> 214H will be too slow to be a meaty or prevent jump outs. In these situations Dizzy can meaty with either 2K or 2P.


j.214H

Aerial H fish has faster startup and longer recovery than the ground version.

TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d aerial H fish provides great screen control, can meaty for chip on far knockdowns, and gets a laser on screen 20f faster which is useful for zoning battles and quicker area denial.


214D

D fish acts only as a shield until struck by the opponent. Once activated by the opponent it tracks quickly. On ground hit it staggers and on air counterhit it is an untechable knockdown.

D fish gives Dizzy an advantage against rush down and zoning. Against proactive opponents Dizzy can crouch behind it and play an advantaged reactive game. Against passive opponents she can use the shield to have more safety summoning something else.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
214S 2 2 7
j.214S 2 2 7
214H 2 2 7
j.214H 2 2 7
214D
j.214D
214D Counterattack 4 2 6

214S: j.214S: 214H: j.214H: 214D:

  • 57~136F If the fish is hit by the opponent, it will counterattack after hitstop

j.214D:

  • 57~136F If the fish is hit by the opponent, it will counterattack after hitstop

214D Counterattack:

  • Maximum delay before the counterattack is completed is 29F
  • Requires 5 inputs for the fastest stagger recovery

For putting out the light...

236P AKA "Ice Scythe" or "Ice Wheel"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 17 36 Total 50 -14

Ice scythe is an upward arcing attack that goes further forward than 236K. It controls space for a ways in front of Dizzy and further out it covers airspace. Ice scythe will stay onscreen even if Dizzy is hit which helps to reduce the risk of trades. Dizzy commonly uses it to pop bubbles which also stay on screen if Dizzy is hit.

In neutral 236P can answer players who like to run forward, airdash, or jump forward a lot. Due to its long startup and then additional travel time on top of that it is is mostly used pre-emptively. Players that get past its arc before its to them can jump over or airdash past it. It is also weak to low profiles. For these reasons ice scythe is very punishable in many situations without YRC or another projectile set up to cover areas below or behind it.

  • If ice scythe hits later in its active frames then Dizzy is plus. If it is blocked while plus Dizzy can be frame trap with ice spike YRC.
  • Ice Scythe can be used as a blockstring ender against passive opponents.
  • Can be low profiled under to avoid interacting with it at all.

The light was so small in the beginning

236K AKA "Fire Wheel" or "Fire Scythe"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×3 All 33 49 Total 54 +9

Fire scythe/fire wheel is a slower version of version of 236P but has more damage, hits, and frame advantage. It stays closer to Dizzy than ice scythe. Without meter it Dizzy often uses it when already covered by other summons.

The YRC point on 236K is very early. Dizzy can use this to extend pressure, defensively, or as an anti-air.

  • Fire scythe doesn't go away on hit. Like ice scythe this reduces the risk of bad trades.
  • Fire scythe hits are attack level 0 so they inflict very little hit/blockstun.
  • Can be low profiled under except in its earliest frames to avoid interacting with it at all.

Please, leave me alone

j.236P AKA "Bubble"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 12 4 Total 24
Total: 39

The bubble is one of Dizzy's most iconic, powerful and versatile special moves.

It is an air only move that places a large bubble on the screen, and allows immediate air actions afterward. It can be angled down by hitting a downward direction during summoning. The bubble slowly floats across the screen, giving her space control until Dizzy pops it with any attack, including other projectiles. Once it pops the explosion will knock the opponent up into the air on hit. It has a very large hitbox. It also does not go away if Dizzy is hit. Versatile uses include:

  • Tiger Knee'd 2369P it allows Dizzy to do air actions afterward. This is a basis for a lot of her setplay giving her access to low to the ground airdash, air normals, and mixups.
  • Slow fireball style zoning, where you just control space because the threat exists. It can be a nuclear deterrent in neutral.
  • It stops aerial momentum on summon, allowing Dizzy yet another way to alter her mobility in the air, and bait anti-airs or blitz.
  • It can extend pressure by introducing a blockstun to cover her resets.
  • It can cover a retreat, or lead an advance.
  • Cancelled into from jump cancellable moves to do a Bubble reset, this is usually done from f.S though any jump cancellable move works. While very powerful, like all resets they are unsafe and only useful if respected so don't over use it.
  • It can be used in setups to create long sets of blockstun when other summons pop it
  • ... and much more (make trades favorable, TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. bubble to 2K, uses in combos, to bait low profiles...)

The main downside to bubble, though it can be considered a large one, is the long recovery. Using Bubble at unsafe times can become a habit because having them out is so beneficial and they are not always read and punished but it exposes a lot of risk to your gameplay. You can YRC bubble pretty early to make it safer however.

  • Total Recovery is the amount of time it takes Dizzy to create the bubble.
  • Other frame data represents bubble pop frame data.

What happens when I'm TOO alone

j.236K AKA "Fire Bubble"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 29 10 Total 29
Total: 67

Fire bubble travels faster which makes it cover space further from Dizzy. Fire bubble pops later after getting hit which makes it better at pressure and damage extensions. Together these points mean it is usually more suited to offensive situations than water bubble. For example TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. fire bubble into 236P detonates at 3/4 screen.

  • The attack level of fire and water bubble are both level 2.
  • Fire bubble has longer recovery than water bubble.
  • It is slightly higher off the ground when TK'd at minimum height.
  • It works well with 214P fish oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
  • Total Recovery is the amount of time it takes Dizzy to create the bubble. Other frame data represents bubble pop frame data.

Overdrives

Imperial Ray

632146S or 632146D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35×7 [43×7] All 7+1 10×7 Total 32 +49 5~6F Strike
7F Full
[1~8F Full]

Imperial Ray creates fire pillars which erupt from the ground in quick succession from Dizzy to the corner of the screen and has good corner carry. The explosions will keep going if the camera follows after them such as if Dizzy runs after it on block or hit. It has fast startup and the explosions push opponents back on block and launch on hit.

Imperial Ray has several reasons why it is rarely used. Dizzy can RRC for more damage and often still corner carry, it is less useful the closer to the facing corner Dizzy is, and limited practical routing (ex. very close 2H and other rare situations). Most of all it has consistency issues due to sensitivity to cancel timing, spacing, and character weights.

In neutral Imperial Ray can be a very expensive way to stop the opponent's pressure, safely set up summons, or obscure animations like 5D or H fish. However, meter is better spent elsewhere unless desperate.

Imperial Ray's long superflash duration can set up projectile "unblockables" since projectiles still travel during the superflash but animations are frozen, so if the opponent is in the middle of a move the projectile will hit. This is most reliable with Ice SpearGGXRD-R Dizzy ToPickFruit.pngGuardAllStartup22RecoveryTotal 37Advantage+11, Fire SpearGGXRD-R Dizzy ForRoastingChestnuts.pngGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 or Fire FishGGXRD-R Dizzy WeFoughtALot.pngGuardAllStartup73RecoveryTotal 36Advantage-. This setup is mostly only worth the resources if it will win the round off a projectile hit.

The burst version of Imperial Ray can be used as a reversal but dead angle or saving meter is preferable almost all of the time. If Dizzy is cornered it can be a useful gambit but the amount of resources used is generally too costly to be advisable. A lot of characters can use Burst Overdrives for guts crush but it's very rare Dizzy would benefit from this especially in the corner.

  • Imperial Ray has great meter efficiency. If it combos full screen Dizzy avoids suffering RC tension penalties, builds up a ton of tension balance by running forward, and regains a good deal of meter back.
  • Another use of the long superflash animation is wearing down the danger time clock. Danger time is not friendly to Dizzy since she can more easily get stunned and lose the round for it.

Don't be overprotective

632146P AKA "Mirror"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
100 All 14+2 5 20 -6 1~14F Full
15~20F Strike
Total: 40

Mirror is a reversal super that's fully invulnerable until superflash, strike invulnerable through active frames, and can reflect many projectiles. It is usually safe on block but it is whiff punishable and can be thrown. Mirror has an extremely tall hitbox but rather narrow horizontal hitbox.

Mirror's slow startup allows opponents to option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. and punish it. Inputting a meaty low > c.S > block is an example of a simple option select. c.S won't come out on whiff but does on block. This allows the player to throw during the superflash and be safe or continue pressure if Mirror wasn't used.

On counterhit Mirror is Dizzy's highest stun modifier move and can wallsplat the opponent. Against some characters in the corner this leads to 100% stun combos1638 stun value and 3363 on CH which gives Dizzy a niche way of inflicting stuns instead of receiving them.

Mirror's ability to reflect projectiles makes it a very valuable tool against projectile okizeme. The amount of projectiles Dizzy can reflect are limited. See the table below for a full list. It cannot reflect Overdrives. A projectile usually won't reflect is if it instantly travels, has unusual hit properties, is not always a projectile (Eddie), or doesn't move.

Don't be overprotective Reflectable Projectiles Table
Character Move
 Sol Badguy

Gunflame (236P)GGXRD Sol GunFlame.pngGuardAllStartup20RecoveryTotal 50Advantage-4
Note: DI Gunflame cannot be reflected.

 Ky Kiske

Stun Edge (236S)GGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10
Charged Stun Edge (236H)GGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14
Aerial Stun Edge (j.236S/j.236H)GGXRD Ky AirStunEdge.pngGuardAllStartup21Recovery41+14 LandingAdvantage+2
Note: Fortified Stun Edge cannot be reflected

 May

Don't Miss It! (214PGGXRD May DontMissIt.pngGuardAllStartup37RecoveryTotal 45Advantage-/214K)GGXRD May DontMissIt.pngGuardAllStartup37RecoveryTotal 55Advantage-

 Millia Rage

Tandem Top (236SGGXRD Millia TandemTop.pngGuardAllStartup11RecoveryTotal 38Advantage-1/236H)GGXRD Millia TandemTop2.pngGuardAllStartup60RecoveryTotal 35Advantage-

 Venom

Ball HitGgxrd venom ballhit.pngGuardAllStartup1RecoveryAdvantage-
Only reflects balls in motion (includes QV-charged balls)

 I-No

Antidepressant Scale (214PGGXRD Ino AntidepressantScale.pngGuardAllStartup18RecoveryTotal 50Advantage-12/j.214P)GGXRD Ino AntidepressantScale.pngGuardAllStartup15RecoveryUntil LandingAdvantage-

 Ramlethal Valentine

Cassius (214P)GGXRD Ramlethal Cassius.pngGuardAllStartup19RecoveryTotal 46Advantage-1

 Leo Whitefang

Graviert Würde ([4]6SGGXRD Leo GraviertWurde.pngGuardAllStartup10Recovery36(46T)Advantage-8/([4]6H)GGXRD Leo 46H.pngGuardAllStartup35Recovery(72T)Advantage+11

 Kum Haehyun

Tuning Ball (236SGGXRD-R Haehyun TuningBall.pngGuardAllStartup12RecoveryTotal: 48Advantage-16/(236H)GGXRD-R Haehyun TuningBall.pngGuardAllStartup38RecoveryTotal: 69Advantage+22

 Raven

Schmerz Berg (236P)GGXRD-R Raven SchmelzBerg.pngGuardAllStartup13Recovery36 + landing 12Advantage-9
Gebrechlich Licht (236P/j.236Pj.236K)GGXRD-R Raven GebraeuchlichLicht.pngGuardAllStartup21RecoveryTotal 45 + landing 8Advantage-4

 Baiken

YashagatanaGGXRD Baiken Yashagatana.pngGuardAllStartup33RecoveryTotal 48Advantage+5

YRCing mirror's startup will retain the invulnerable properties but only use 25% meter. Dizzy can cause moves to whiff and then punish them. As a reversal option it allows Dizzy to beat things like run up block or closely spaced hitstop OS with Mirror YRC > throw. It has a generous window vs most meaties but to get all 14f of invulnerability from Mirror YRC would take frame perfect timing.

Gamma Ray

64641236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
13×2, 16×32 All 13+6 6(24)6(35)46 {32 hit} 72 -61

A mostly gimmick super that costs 100% tension and is dubbed "Meme Ray" by many players. Has slow startup, inconsistent damage output, makes Dizzy vulnerable the entire time, is extremely negative on block, and she can get more damage and utility out of 100 meter in a multitude of ways.

Gamma Ray has very limited practical uses outside of joking around. For 100% meter there's almost always a better option.

Note: Each phase of activation takes 50% meter. So if Dizzy is hit out of the first part she'll be left with 50% meter.

If you're feeling the need to burn all your tension inefficiently, some niche cases include:

  • Dealing lots of chip damage if the opponent is out of meter and already blocking something. This is possibly the most legit usage of Gamma Ray. Opponents can superjump after Necro and Undine's lasers to avoid most of the chip.
  • Comboing into it vs low health opponents to kill them via guts crush.
  • A nuclear anti-zoning tool if the opponent is committing to something with an extremely long animation.
  • An extravagant way to hard call-out a Blitz.
  • In hellfire state against a character with a cranked RISC bar it can become a touch of death.
  • Potentially dealing absurd damage even touch of death on trades if Dizzy is hit out of the startup. Gamma Ray is possibly the only move in the game with damage scaling greater than 100%. It does 150% meaning it increases the damage of subsequent attacks by 50%.

Instant Kill

Emotional Gamma Ray

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
SURRENDER All 22+5
[10+5]
14 15 -12 22~40F Full
[10~28F Full]

Uses the animation from 5D and shares its huge hitbox, range, and active frames. The gold version is among the fastest IKs making it practical to combo into. These metrics combined make it one of the best gold IK in the game.

Dizzy has a lot of ways to confirm into Golden Instant Kill. 5D6 is the most basic and works both midscreen and in the corner. Bubble pops, fire daggers, Ice Spike YRC/RRC, and more are also possible. With 100 meter a lot of combos can be RRC'd and then IK'd.

Gold IK has optimal uses. Sometimes it is the only way to secure a kill in a combo due to combo scaling and guts. Dizzy can use it instead of long guts crushing combos to end the game in a more consistent way due to using less inputs.

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGXRD-R2 Dizzy color 1.png
GGXRD-R2 Dizzy color 2.png
GGXRD-R2 Dizzy color 3.png
GGXRD-R2 Dizzy color 4.png
GGXRD-R2 Dizzy color 5.png
GGXRD-R2 Dizzy color 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGXRD-R2 Dizzy color 7.png
GGXRD-R2 Dizzy color 8.png
GGXRD-R2 Dizzy color 9.png
GGXRD-R2 Dizzy color 10.png
GGXRD-R2 Dizzy color 11.png
GGXRD-R2 Dizzy color 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
GGXRD-R2 Dizzy color 13.png
GGXRD-R2 Dizzy color 14.png
GGXRD-R2 Dizzy color 15.png
GGXRD-R2 Dizzy color 16.png
GGXRD-R2 Dizzy color 17.png
GGXRD-R2 Dizzy color 18.png
Color 19
Color 20
Color 21
Color 22
Color 23
Mirror
GGXRD-R2 Dizzy color 19.png
GGXRD-R2 Dizzy color 20.png
GGXRD-R2 Dizzy color 21.png
GGXRD-R2 Dizzy color 22.png
GGXRD-R2 Dizzy color 23.png
GGXRD-R2 Dizzy color 00.png

Navigation

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