GGXRD-R2/Dizzy: Difference between revisions

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{{Description|6|text=*[[GGXRD-R2/Dizzy/Frame_Data#Gatling_Table|Gatling Options:]] 2S, 5H, 2H, 5D, 2D
{{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.  
Decent mid-range poke, rather slow but can anti-air and frame trap. Has a lot of active frames but the hitbox doesn’t reach far during its earliest active frames so the hitboxes and hurtboxes can be a little awkward. Jump-cancel-able on hit or block which allows Dizzy to safely reset to neutral if she can't open up the opponent. For example resetting with bubble to defend against aggressive opponents.  
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{{#lsth:GGXRD-R2/Dizzy/Data|236P}}
{{#lsth:GGXRD-R2/Dizzy/Data|236P}}
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{{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. 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.
{{Description|6|text=Upward arcing ice scythe attack, used to control airborne space and pop bubbles while doing certain zoning patterns. Has a pretty early YRC point that can be used to immediately lock down air approaches and give you time to set up other summons, though 236K is usually superior for that use. More useful as a summon sequence tool. Although it's tempting to use a safe blockstring ender, it's unsafe at most ranges, even at hit, and by the time it's been active long enough to gain plus frames the opponent likely could have run under it or pressed a button.


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{{#lsth:GGXRD-R2/Dizzy/Data|236K}}
{{#lsth:GGXRD-R2/Dizzy/Data|236K}}
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{{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, almost so much so that it's hard to mess it up on purpose. This gives it a lot of use as a pressure extender in the corner, locking the opponent down long enough for more summons, or as a twitch anti-air midscreen. Since it hits three times, it can also eat most projectiles - all in all, a great move.
{{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 quite fast, almost so much so that it's hard to mess it up on purpose. This gives it a lot of use as a pressure extender in the corner, locking the opponent down long enough for more summons, or as a twitch anti-air midscreen. Since it hits three times, it can also eat most projectiles. Does not disappear when dizzy gets hit making it always trade and near impossible for the opponent to combo you while it is out. - all in all, a great move.


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{{Description|7|text=
{{Description|7|text=
*Values in [] indicate burst version.
*Values in [] indicate burst version.
Fills the screen with a series of explosions. Slow and difficult to combo into, this super mostly sees use as a way to force unblockables with Dizzy's other projectiles similar to characters like May or as a desperate way to immediately seize control of the neutral game. It is worth noting that the explosions have much less blockstun than the animation might suggest.
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.


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{{#lsth:GGXRD-R2/Dizzy/Data|632146P}}
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{{Description|6|text=Reversal super that's invulnerable to the hit, though it can be thrown. The mirror itself can actually reflect projectiles like Stun Edge and Gunflame. On counterhit, does an extremely large amount of stun.
{{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,Sol's gunflame, and Ky's stun edge so if they meaty you with it, their own projectiles becomes yours. On CH it has the highest stun modifier out of Dizzy’s entire moveset and in the corner, wallsplats the opponent and leads to a 100% stun combo. Doesn't actually matter because that situation is very unlikely to happen.


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Revision as of 21:45, 14 October 2019

Dizzy
GGXRD-R Dizzy Portrait.png
Movement Options
  • Double Jump
  • Double Airdash
  • Dash Type: Run

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.

Strengths and Weaknesses


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

Normal Moves

5P
5P
GGXRD-R Dizzy 5P.png
When you really need a hitbox in five frames
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
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10 Mid 5 2 12 -4 0 3 8 CSJ YRP 144
GGXRD-R Dizzy 5P.png
If you really need a normal in 5f
GGXRD-R Dizzy 5P hitbox.png


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

5K
5K
GGXRD-R Dizzy 5K.png
Kick them into next week
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
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 Mid 7 4 14 -4 2 10 7 SJ YRP 264
GGXRD-R Dizzy 5K.png
Decent vs some low pokes
GGXRD-R Dizzy 5K hitbox.png


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.

c.S
c.S
GGXRD-R Dizzy cS.png
Your best friend for pressure
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
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 Mid 6 2 11 +1 2 10 7 SJ YRP 264
GGXRD-R Dizzy cS.png
Your only plus on block normal, cherish it
GGXRD-R Dizzy cS hitbox.png
Stun value: 741 (equivalent of 48 dmg move)


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.

f.S
f.S
GGXRD-R Dizzy fS.png
Beware of skeleton
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
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 Mid 9 6 21 -13 2 10 7 SJ YRP 264
GGXRD-R Dizzy fS.png
Reaches lower than it looks
GGXRD-R Dizzy fS hitbox1.pngGGXRD-R Dizzy fS hitbox2.pngGGXRD-R Dizzy fS hitbox3.png
Frame 9-10 • Frame 11-12 • Frame 13-14


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

4S
4S
GGXRD-R Dizzy 4S.png
Put their meter on ice
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
4S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×5 Mid 8 2×7 12 -1 3 10 6 S YRP 264
GGXRD-R Dizzy 4S.png
Put their meter on ice
GGXRD-R2 Dizzy 4S Hitbox-1.pngGGXRD-R2 Dizzy 4S Hitbox-2.pngGGXRD-R2 Dizzy 4S Hitbox-3.pngGGXRD-R2 Dizzy 4S Hitbox-4.pngGGXRD-R2 Dizzy 4S Hitbox-5.png
Frame 8-9 (First hit) • Frame 10-11 (Second hit) • Frame 12-17 (Third-Fifth hit) • 18-19 • 20-21


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.

5H
5H
GGXRD-R Dizzy 5H.png
Just wing it
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
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 Mid 13 6 15 -4 3 14 6 S YRP 384
GGXRD-R Dizzy 5H.png
Tips are disjointed and hit low profiles
GGXRD-R2 Dizzy 5H Hitbox-1.pngGGXRD-R2 Dizzy 5H Hitbox-2.png
Frame 13-15 • Frame 16-18


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.

5D
5D
GGXRD-R Dizzy 5D.png
The oldest trick in the book
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
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20 High 27 14 15 -12 3 14 20 YRP 384 Initial: 80%
GGXRD-R Dizzy 5D.png
The oldest trick in the book
GGXRD-R2 Dizzy 5D Hitbox-1.pngGGXRD-R2 Dizzy 5D Hitbox-2.pngGGXRD-R2 Dizzy 5D Hitbox-3.png
Frame 27-29 • 30-37 • 38-40
Stun value: 431 (equivalent of 30 dmg move)


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

6P
6P
GGXRD-R Dizzy 6P.png
One of the few things that's actually better compared to +R
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
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26 Mid 10 4 19 -9 2 10 7 S YRP 264 1~13f Upper Body
GGXRD-R Dizzy 6P.png
Anti air and amazing counterpoke
GGXRD-R2 Dizzy 6P Hitbox-1.pngGGXRD-R2 Dizzy 6P Hitbox-2.png
Frame 10-11 • Frame 12-13


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

6H
6H
GGXRD-R Dizzy 6H.png
CHOMP
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
Normal


6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
48 Mid 14 7 34 -22 4 20 6 S YRP 384
GGXRD-R Dizzy 6H.png
Great for combo and knockdowns
GGXRD-R Dizzy 6H hitbox1.pngGGXRD-R Dizzy 6H hitbox2.png
Frame 14-16 • Frame 18-21
Max Charge


6H Max Charge
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
56 High 33 7 34 -22 4 20 6 S YRP 384
GGXRD-R Dizzy 6H.png
GGXRD-R Dizzy 6H hitbox1.pngGGXRD-R Dizzy 6H hitbox2.png

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.

2P
2P
GGXRD-R Dizzy 2P.png
Poke your problems away
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
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
8 Mid 6 3 9 -2 0 3 8 CS YRP 144 Initial: 80%
GGXRD-R Dizzy 2P.png
Poke your problems away
GGXRD-R Dizzy 2P hitbox.png


  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 4S, 5H, 2H 5D, 2D
  • Poration: 80%

Great range for a 6 frame normal, though it doesn't hit low. If you feel like you can mash out of pressure, this is usually the button you're going to use, though the importance of good defense cannot be overstated. Keep in mind when hit-confirming off 2P that it never combos into 2D, even on counterhit. 2P also doesn't have the best hurtbox and the hitbox is higher than you may think, which means it can lose to 6Ps and can even be low-profiled. Used on block or hit to go for tick throws.

2K
2K
GGXRD-R Dizzy 2K.png
Your best friend
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
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 Low 7 4 9 -1 1 6 7 S YRP 264 Initial: 70%
GGXRD-R Dizzy 2K.png
Extremely important low
GGXRD-R2 Dizzy 2K hitbox-1.pngGGXRD-R2 Dizzy 2K hitbox-2.png
Frame 7-8 • Frame 9-10


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

2S
2S
GGXRD-R Dizzy 2S.png
Get low
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
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 7 3 22 -11 2 10 7 SJ YRP 264
GGXRD-R Dizzy 2S.png
Iconic AND effective
GGXRD-R Dizzy 2S hitbox.png


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

2H
2H
GGXRD-R Dizzy 2H.png
Chop chop
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
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36×2 Mid 15 2, 4 25 -10 4 20 6 SJ YRP 384
GGXRD-R Dizzy 2H.png
Chunky punish, frame trap and crouch confirm
GGXRD-R Dizzy 2H hitbox1.pngGGXRD-R Dizzy 2H hitbox2.png
Frame 15-16 • Frame 17-21


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.

2D
2D
GGXRD-R Dizzy 2D.png
You call that a sweep? THIS is a sweep
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
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
34 Low 12 3 33 -17 4 20 6 S YRP 384 Initial: 85% 3~8F Upper Body
9~11F Above Knees
12~14F Low Profile
15~35F Above Knees
GGXRD-R Dizzy 2D.png
You call that a sweep? THIS is a sweep
GGXRD-R Dizzy 2D hitbox.png


  • Proration: 85%

Enormous sweep with relatively short startup considering its range, and an important combo ender for Dizzy on grounded opponents as it lets her start her okizeme game. Although its horizontal range is great, it will basically never hit airborne opponents, has few active frames, and is extremely poor on whiff, meaning its use in neutral is more limited than it may appear. Ending blockstrings with 2D is also risky due to its terrible frame advantage and summoning after 2D on block is unsafe without meter.

j.P
j.P
GGXRD-R Dizzy jP.png
poke poke poke
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
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 High/Air 6 4 10 0 3 8 CSJ YRP 144 Initial: 90%
GGXRD-R Dizzy jP.png
GGXRD-R2 Dizzy jP Hitbox-1.pngGGXRD-R2 Dizzy jP Hitbox-2.png
Frame 6-7 • Frame 8-9


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

j.K
j.K
GGXRD-R Dizzy jK.png
Your best friend in airdash strings
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
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 High/Air 7 6 12 1 6 7 SJ YRP 264 Initial: 90%
GGXRD-R Dizzy jK.png
Your best friend in airdash strings
GGXRD-R2 Dizzy jK Hitbox-1.pngGGXRD-R2 Dizzy jK Hitbox-2.png
Frame 7-9 • Frame 10-12


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

j.S
j.S
GGXRD-R Dizzy jS.png
Freeze the competition air-to-air
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
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 High/Air 9 4 16 2 10 7 SJ YRP 264
GGXRD-R Dizzy jS.png
Far reaching air to air or air to ground
GGXRD-R Dizzy jS hitbox.png


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

j.H
j.H
GGXRD-R Dizzy jH.png
Where does the wing come from anyway
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
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36 High/Air 10 4 28 3 14 6 S YRP 384
GGXRD-R Dizzy jH.png
High reward air to ground
GGXRD-R Dizzy jH hitbox.png


Has less horizontal range than j.S but makes up for it by being bigger vertically. Can be used as an air to ground but will lose to 6P and low profiles. Has big blockstun and hitstun. The hurtbox has been shrunk appreciably in REV2, but it still has a tendency to trade, so be careful not to throw it out carelessly.

j.D
j.D
GGXRD-R Dizzy jD.png
Maware maware maware maware
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
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30, 40 High/Air 8 10, 4 16 3 14 6 S YRP 384
GGXRD-R Dizzy jD.png
Often trades in Dizzy's favor
GGXRD-R2 Dizzy jD Hitbox-1.pngGGXRD-R2 Dizzy jD Hitbox-2.pngGGXRD-R2 Dizzy jD Hitbox-3.pngGGXRD-R2 Dizzy jD Hitbox-4.pngGGXRD-R2 Dizzy jD Hitbox-5.png
Stun value increased: 431


Highly damaging ender for air combos that launches the opponent, and its great upward hitbox means it can also be useful while rising against opponents high in the air. Can be special canceled on either hit. Since Rev 2.1 this move hits the opponent more to the side than up so it can be used in combos in the corner or in certain air strings. Knockdown on counter-hit.

Universal Mechanics

Ground Throw
Ground Throw
GGXRD-R Dizzy GroundThrow.png
Where the fun begins
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
Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0, 60 Ground Throw: 75250 1 +72 NA 6, 0 R 0, 480 Forced: 50%
GGXRD-R Dizzy GroundThrow.png
Where the fun begins
Stun value 30


Can combo after the throw without meter anywhere on the screen for great damage and corner carry. Because of its high reward on hit and the low blockstun on many of Dizzy's summons, integrating throws into your mixups is an essential skill with Dizzy, especially since her summons can protect you if your throw attempt whiffs. Unlike older games, Dizzy's throw range is average in Xrd.

Air Throw
Air Throw
GGXRD-R Dizzy AirThrow.png
Why can't she just let them fall in the icicle like Magneto
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
Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0, 60 Air Throw: 192500 1 NA 6, 0 R 0, 480 Forced: 65%
GGXRD-R Dizzy AirThrow.png
Stun value 30


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

Dead Angle Attack
Dead Angle Attack
GGXRD-R Dizzy 6P.png
This will get low profiled and you will get sad
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
DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 10 4 19 -9 2 10 7 -5000 / 264 Initial: 50% 1~13F Full
GGXRD-R Dizzy 6P.png
This will get low-profiled and you will be sad
GGXRD-R2 Dizzy 6P Hitbox-1.png


Uses Dizzy's 6P animation. Mediocre like most Dead Angles, but with Dizzy's naturally weak defensive options, an important tool to keep in mind.

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Dizzy BlitzAttack.png
Steal that burst
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
Uncharged


Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 R Initial: 55% 1~Button release: Blitz
GGXRD-R Dizzy BlitzAttack.png
Give me that BURST gauge!
GGXRD-R Dizzy BlitzAttack hitbox.png
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)
Max Charge


[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 R 1~50: Blitz
GGXRD-R Dizzy BlitzAttack.png
GGXRD-R Dizzy BlitzAttack hitbox.png
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

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

Special Moves

Note that Dizzy has a restriction on having multiple summons of the same type on screen at the same time. You must wait a short period after the previous summon ends before summoning something of the same type. The types are:

Fish - 214P, 214K, 214S, 214H, 214D (and all air versions)

Spear/Dagger - 421S, 421H

Bubble - j.236P, j.236K

Scythe - 236P, 236K

I used this to catch fish
I used this to catch fish
236S
GGXRD-R Dizzy ToCatchFish.png
Your best friend
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
236S
I Use This to Catch Fish
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 All 13 8 Total 62 -23 2 2 8 YRP 200/120 Initial: 90%
GGXRD-R Dizzy ToCatchFish.png
Your best friend
GGXRD-R Dizzy ToCatchFish hitbox.png
Stun value lowered: 103


The ice pillar. Cornerstone special move used for ending combos and controlling space. Like many of her specials, has an extremely early YRC point that can be used to start pressure or summon. Basically every big Dizzy combo starts off of ice pillar RRC, so confirming hits with it is a good skill to have. Very unsafe on block.

For searing cod...
For searing cod...
236H
GGXRD-R Dizzy ForSearingCod.png
fire emoji fire emoji fire emoji
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
236H
For Searing Cod...
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 All 26 8 Total 63 -11 2 2 8 YRP 200/120 Inital: 90%
GGXRD-R Dizzy ForSearingCod.png
Fire emoji for your best knockdowns for oki from height
GGXRD-R Dizzy ForSearingCod hitbox.png
Stun value lowered: 138


Fire pillar. Delayed but more powerful version of 236S. Useful to end aerial combos as the hard knockdown gives Dizzy lots of time to set up okizeme, although outside of counterhit 2D it's not possible to use it in grounded combos. Decently useful as a frame trap to end blockstrings against very active opponents, although it's reasonably minus on block and the slow startup leaves a large gap that can be exploited.

I used this to pick fruit
I used this to pick fruit
421S
GGXRD-R Dizzy ToPickFruit.png
GGXRD-R Dizzy ToPickFruit2.png
2 hits: on the way up and when it turns into a dagger
Damage 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
421S
I Use This to Pick Fruit
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25, 40 All 22 18 (15) until fullscreen Total 37 +11 2, 2 2 7 YRP 250/120
GGXRD-R Dizzy ToPickFruit.pngGGXRD-R Dizzy ToPickFruit2.png
Hits twice, once in ball form and once in spear form
GGXRD-R Dizzy ToPickFruit hitbox1.pngGGXRD-R Dizzy ToPickFruit hitbox2.png
Hits on the way up • and when it turns into a dagger
Frame advantage calculated on a standing opponent


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

For roasting chestnuts...
For roasting chestnuts...
421H
GGXRD-R Dizzy ForRoastingChestnuts.png
Hold button for more daggers (max 3)
GGXRD-R Dizzy ForRoastingChestnuts2.png
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
421H
For Roasting Chestnusts
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25, 40, 25 All 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) +14 2, 1, 2 2 7 YRP 250/120
GGXRD-R Dizzy ForRoastingChestnuts.pngGGXRD-R Dizzy ForRoastingChestnuts2.png
GGXRD-R Dizzy ForRoastingChestnuts hitbox1.pngGGXRD-R Dizzy ForRoastingChestnuts hitbox2.png
Hits on the way up • and when it turns into a dagger
Damage and Active Frames listed are for each Dagger
Frame advantage calculated on a standing opponent
Additional daggers appear on 70F and 100F


Fire spear/dagger, more powerful and multi-hitting compared to 421S. Combo staple after 236S and one of the reasons her damage is so high (for reference, one spear does only 3 less damage than Beak Driver). Can be held to create up to 3 projectiles; if YRC'd after the initial dagger is created, you can hold the projectiles by holding down H and then release them by releasing H, similar to how Dizzy's daggers worked in GGAC+R.

We talked a lot together
We talked a lot together
214P/K (Air OK)
GGXRD-R Dizzy WeTalkedALot.png
Take a bite out of the opposition
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


214P
P We Talked a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10×3 All 60 3 (33) 3 (33) 3 Total 36 0 2 8 YRP 100/120
GGXRD-R Dizzy WeTalkedALot.png
Setplay tool that also tanks a hit for you
GGXRD-R Dizzy WeTalkedALot hitbox1.pngGGXRD-R Dizzy WeTalkedALot hitbox2.png
j.214P


j.214P
Air P We Talked a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10×3 All 60 3 (33) 3 (33) 3 Total 45 0 2 8 YRP 100/120
GGXRD-R Dizzy WeTalkedALot.png
GGXRD-R Dizzy WeTalkedALot hitbox1.pngGGXRD-R Dizzy WeTalkedALot hitbox2.png
214K


214K
K We Talked a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10×2 All 69 3 (43) 3 Total 36 0 2 8 YRP 100/120
GGXRD-R Dizzy WeTalkedALot.png
Best buddies that can take a hit for Dizzy, ice fish leave gaps between bites to mix with
GGXRD-R Dizzy WeTalkedALot hitbox1.pngGGXRD-R Dizzy WeTalkedALot hitbox2.png
j.214K


j.214K
Air K We Talked a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10×2 All 69 3 (43) 3 Total 45 0 2 8 YRP 100/120
GGXRD-R Dizzy WeTalkedALot.png
GGXRD-R Dizzy WeTalkedALot hitbox1.pngGGXRD-R Dizzy WeTalkedALot hitbox2.png

The fish. All versions of fish (214P/K/S/H/D) will absorb a hit for Dizzy, similar to Eddie.

  • P fish chomps three times in front of Dizzy, advancing between each hit. Useful for corner oki and greedy pressure resets with YRC, although because it doesn't track to the opponent like K fish does its usefulness for okizeme is more limited.
  • K fish will track the opponent horizontally before chomping twice. Both P fish and K fish leave gaps in between the hits that can be used to tick throw. K fish is generally better for okizeme midscreen as it will always track to the opponent before starting its attacks.
We fought a lot together
We fought a lot together
214S/H/D (Air OK)
GGXRD-R Dizzy WeFoughtALot.png
Lasers!
GGXRD-R Dizzy WeFoughtALotD.png
D version only attacks if it absorbs an attack
Version Damage 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


214S
S We Fought a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 All 73 41 Total 36 2 2 7 YRP 100/120
GGXRD-R Dizzy WeFoughtALot.png
S and H Fish.
Setplay and screen control, all in one.
GGXRD-R Dizzy WeFoughtALot hitbox1.pngGGXRD-R Dizzy WeFoughtALot hitbox2.png
j.214S


j.214S
Air S We Fought a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 All 53 41 Total 45 2 2 7 YRP 100/120
GGXRD-R Dizzy WeFoughtALot.png
S and H Fish.
Setplay and screen control, all in one.
GGXRD-R Dizzy WeFoughtALot hitbox1.pngGGXRD-R Dizzy WeFoughtALot hitbox2.png
214H


214H
H We Fought a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 All 73 36 Total 36 2 2 7 YRP 100/120
GGXRD-R Dizzy WeFoughtALot.png
S and H Fish.
Setplay and screen control, all in one.
GGXRD-R Dizzy WeFoughtALot hitbox1.pngGGXRD-R Dizzy WeFoughtALot hitbox2.png
j.214H


j.214H
Air H We Fought a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 All 53 36 Total 45 2 2 7 YRP 100/120
GGXRD-R Dizzy WeFoughtALot.png
S and H Fish.
Setplay and screen control, all in one.
GGXRD-R Dizzy WeFoughtALot hitbox1.pngGGXRD-R Dizzy WeFoughtALot hitbox2.png
214D


214D
D We Fought a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 36 YRP 100/-
GGXRD-R Dizzy WeFoughtALotD.png
D Fish only attacks once struck
GGXRD-R Dizzy WeFoughtALot hitbox3.png
57~136F If the fish is hit by the opponent, it will counterattack after hitstop
j.214D


j.214D
Air D We Fought a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 45 YRP 100/-
GGXRD-R Dizzy WeFoughtALotD.png
D Fish only attacks once struck
GGXRD-R Dizzy WeFoughtALot hitbox3.png
57~136F If the fish is hit by the opponent, it will counterattack after hitstop
D Counterattack


214D Counterattack
D We Fought a Lot Together (Counterattack)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 All 21 7 4 2 6 YRP -/120
GGXRD-R Dizzy WeFoughtALotD.png
GGXRD-R Dizzy WeFoughtALot hitbox4.png
Maximum delay before the counterattack is completed is 29F
Requires 5 inputs for the fastest stagger recovery
  • S fish floats forward before moving upwards and firing a laser across the screen. It has occasional use to stop opponents from jumping out of okizeme, especially when used in conjunction with other summons, though it's typically the least-used variant of fish.
  • H fish is similar to S fish except it remains at ground level. This is one of your primary space-control summons and is also useful for okizeme despite not hitting meaty after most grounded combos into knockdown.
  • D fish is unique in that it has no hitbox by default, but must be triggered by getting hit by an opponent's hitbox. Once it's hit, it charges forward with a horizontal homing chomp. Useful to bait opponents mashing and to make neutral awkward for the opponent.
For putting out the light...
For putting out the light...
236P
GGXRD-R Dizzy ForPuttingOutTheLight.png
Take a moment to appreciate how cute Dizzy looks doing this move
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
236P
For Putting Out the Light
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 All 17 36 Total 50 -14 2 2 7 YRP 200/120 Initial: 90%
GGXRD-R Dizzy ForPuttingOutTheLight.png
She looks cute, but it stays active even if Dizzy is hit
GGXRD-R Dizzy ForPuttingOutTheLight hitbox.png
Early and late active frames


Upward arcing ice scythe attack, used to control airborne space and pop bubbles while doing certain zoning patterns. Has a pretty early YRC point that can be used to immediately lock down air approaches and give you time to set up other summons, though 236K is usually superior for that use. More useful as a summon sequence tool. Although it's tempting to use a safe blockstring ender, it's unsafe at most ranges, even at hit, and by the time it's been active long enough to gain plus frames the opponent likely could have run under it or pressed a button.

The light was so small in the beginning
The light was so small in the beginning
236K
GGXRD-R Dizzy TheLightWasSoSmall.png
Actually criminal how early you can YRC this
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
236K
The Light Was So Small In the Beginning
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×3 All 33 49 Total 54 +9 0 2 8 YRP 200/120 Initial: 90%
GGXRD-R Dizzy TheLightWasSoSmall.png
Actually criminal how early she can YRC this
GGXRD-R Dizzy TheLightWasSoSmall hitbox.png
Early and late active frames


Slower but more damaging multi-hit version of 236P; significantly, all of the hits are level 0, which is important when confirming. Most importantly, the YRC point on this move is quite fast, almost so much so that it's hard to mess it up on purpose. This gives it a lot of use as a pressure extender in the corner, locking the opponent down long enough for more summons, or as a twitch anti-air midscreen. Since it hits three times, it can also eat most projectiles. Does not disappear when dizzy gets hit making it always trade and near impossible for the opponent to combo you while it is out. - all in all, a great move.

Please, leave me alone
Please, leave me alone
j.236P
GGXRD-R Dizzy PleaseLeaveMeAlone.png
Your most versatile tool
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
Bubble Set


j.236P
Please Leave Me Alone
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 All 12 4 Total 24 2 2 7 100/120
GGXRD-R Dizzy PleaseLeaveMeAlone.png
Overuse of this in neutral will spell your end
GGXRD-R Dizzy PleaseLeaveMeAlone hitbox1.pngGGXRD-R Dizzy PleaseLeaveMeAlone hitbox2.png
Bubble Hitbox • Bubble Pop Hitbox
12F Bubble formed
Bubble lasts for 157F or until it gets popped
Bubble Burst

The bubble. One of Dizzy's most iconic and powerful special moves, Bubble stops Dizzy's aerial momentum to place a large bubble on the screen. The bubble does nothing until Dizzy pops it with any attack, where it will then explode, knocking the opponent up in the air. Bubble is useful in Dizzy's most damaging combos, to set up highly damaging fuzzy guards, and as an essential part of her neutral game where she can place a bubble, airdash away and pop it to protect her escape. You can hold 2 after summoning the bubble to make it drift downwards instead of straight forward. By doing TK Bubble low to the ground, Dizzy can start an extremely low airdash without jumping into the air first which is a key part of many okizeme setups.

What happens when i'm TOO alone
What happens when I'm TOO alone
j.236K
GGXRD-R Dizzy WhenI'mTOOAlone.png
how do you make a bubble out of fire anyway
Version Damage 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
Bubble Set


j.236K
What happens When I'm TOO Alone
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 All 29 10 Total 29 2 2 7 100/120
GGXRD-R Dizzy WhenI'mTOOAlone.png
Delayed Explosions
GGXRD-R Dizzy WhenI'mTOOAlone hitbox1.pngGGXRD-R Dizzy WhenI'mTOOAlone hitbox2.png
Fire Bubble Hitbox • Bubble Pop Hitbox
21F Bubble formed
Bubble lasts for 148F or until it gets popped
Bubble Burst

A bubble made of flames. More situational than the regular bubble, it has similar properties, but has slower startup, faster travel speed, pops later after getting hit, and more active frames makes it a more offensive tool than water bubble overall. Useful in certain air combos and sometimes in neutral, but be aware it has some more delay after summoning before you can act compared to regular bubble.


Overdrives

Imperial Ray
Imperial Ray
632146S
[632146D]
GGXRD-R Dizzy ImperialRay.png
More lasers!
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
632146S
Imperial Ray
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35×7 [43×7] All 7+1 10×7 Total 32 +49 2 2 9 -5000 5~6F Strike
7F Full
[1~8F Full]
GGXRD-R2 Dizzy 632146S 1.pngGGXRD-R2 Dizzy 632146S 2.png
More like Impractical Ray
GGXRD-R Dizzy ImperialRay hitbox.png
[ ] Values are for Burst version
Stun value 258 for 1 hit, 1083 for 9 hits
Minimum damage: 20% [30%]


  • Values in [] indicate burst version.

Fast startup but has no reversal invul unless the Burst version is used. Pushes the opponent back on block or hit as a desperate way to immediately seize control of the neutral game. Can create an “unblockable” situation thanks to projectiles still moving during the super flash. 421S / 421HS / 214HS / 214S > 632146S is unblockable if they weren’t already blocking before the flash happens. It is worth noting that the explosions have much less blockstun than the animation might suggest.

Don't be overprotective
Don't be overprotective
632146P
GGXRD-R Dizzy Don'tBeOverprotective.png
It's not coffin super, but it'll do
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
632146P
Don't Be Overprotective
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
100 All 14+2 5 20 -6 4 20 6 YRP -5000 Forced: 40% 1~14F Full
15~20F Strike
GGXRD-R Dizzy Don'tBeOverprotective.png
Simply stunning
GGXRD-R Dizzy Don'tBeOverprotective hitbox.png
Stun Value 1683 normal 3363 CH
0F Hitstop
Minimum damage: 20%


Reversal super that's invulnerable to hits, though it can be thrown. The mirror itself can actually reflects most non-beam projectiles, blows the opponent back on hit, safe on block. It has an extremely high hitbox but rather small horizontal hitbox, and is kinda simple to whiff punish. Decent reversal, and can prove an amazing reversal in some situations, for instance it reflects I-No’s note,Sol's gunflame, and Ky's stun edge so if they meaty you with it, their own projectiles becomes yours. On CH it has the highest stun modifier out of Dizzy’s entire moveset and in the corner, wallsplats the opponent and leads to a 100% stun combo. Doesn't actually matter because that situation is very unlikely to happen.

Gamma Ray
Gamma Ray
64641236H
GGXRD-R Dizzy GammaRay.png
We know there's only one reason you're using this move
GGXRD-R Dizzy GammaRay2.png
Mostly used in setups where you disconnect the opponent's controller
Damage 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
64641236H
Gamma Ray
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
13×2, 16×32 All 13+6 6(24)6(35)46 {32 hit} 72 -61 4 2×33 6, 4×32 -10000 Initial: 150%
GGXRD-R Dizzy GammaRay.pngGGXRD-R Dizzy GammaRay2.png
We know there's only one reason you're using this move • Mostly used in setups where you disconnect the opponent's controller
GGXRD-R Dizzy GammaRay hitbox1.pngGGXRD-R Dizzy GammaRay hitbox2.pngGGXRD-R Dizzy GammaRay hitbox3.png
Only first 2 hits have stun value, 0 for 2nd phase
Minimum damage: 20%
If Dizzy uses Gamma Ray while in Hellfire state the attack will also blow off her vest, exposing her classic XX costume. This is just an aesthetic change.


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

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

Instant Kill

Emotional Gamma Ray
in IK mode: 236236H
GGXRD-R Dizzy EmotionalGammaRay.png
GGXRD-R Dizzy EmotionalGammaRay2.png
GGXRD-R Dizzy EmotionalGammaRay3.png
Making her mother proud
Damage 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

Uses the animation from 5D. Necro starts charging a Gamma Ray, but Dizzy deflects it away from the opponent, causing a huge explosion in the background. Seeing the explosion, her opponent surrenders.

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


Roadmap

Dustloop Wiki:Roadmap/GGXRD-R2

Navigation

To edit frame data, edit values in GGXRD-R2/Dizzy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.

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