|
|
Line 52: |
Line 52: |
| * Cannot convert airborne hits into knockdown, even with meter | | * Cannot convert airborne hits into knockdown, even with meter |
| * Okizeme is especially vulnerable to defensive options like Blitz Shield and Instant Block | | * Okizeme is especially vulnerable to defensive options like Blitz Shield and Instant Block |
| * Reliant on meter to safely keep up pressure, summon in neutral and convert into her damaging combos, which can be difficult due to her weak meter gain | | * Reliant on meter to safely keep up pressure, summon in neutral and convert into her damaging combos. |
| |- | | |- |
| |} | | |} |
Overview
Dizzy is a mobile zoning character that relies on a wide variety of summons in order to start her offense. In the neutral game, her double airdash and good pokes keep enemies honest and give her the space she needs to flood the screen with projectiles. Once she scores a knockdown, those same tools are used to devastating effect to enforce mixups that can open up even the most careful defense. If you like the idea of playing a character that can switch from patient defensive neutral to bloodthirsty mixups at the speed of an airdash, give Dizzy a try!
Strengths/Weaknesses
Strengths |
Weaknesses
|
- Double airdash gives her flexible movement and okizeme options
- Many zoning tools with great early YRC points; can fight both enemy zoners and rushdown characters with her many specials
- Overall great damage output, especially in the corner, and can consistently convert grounded combos into knockdown without meter
- Okizeme is highly varied, with many different options off common combo enders to keep opponents guessing
- Bubble is one of the best neutral tools in the game
|
- Bad reversal options and laggy normals for mashing out, must use system mechanics to save herself on defense
- Worst stun modifier in the game means she is dizzied easily (ha ha)
- Big hurtbox in most situations
- Summoning takes a lot of time, which can make setting up in neutral against fast characters or characters with strong zoning difficult
- Cannot convert airborne hits into knockdown, even with meter
- Okizeme is especially vulnerable to defensive options like Blitz Shield and Instant Block
- Reliant on meter to safely keep up pressure, summon in neutral and convert into her damaging combos.
|
Normal Moves
5P
5P
When you really need a hitbox in five frames
|
|
5K
5K
Kick them into next week
|
|
c.S
c.S
Your best friend for pressure
|
|
f.S
4S
4S
Put their meter on ice
|
|
5H
5D
5D
The oldest trick in the book
|
|
6P
6P
One of the few things that's actually better compared to +R
|
|
6H
6H
CHOMP
|
48 (Normal) 56 (Charged)
|
Mid
|
14 (Normal) 33 (Charged)
|
7
|
34
|
-
|
-
|
|
2P
2P
Poke your problems away
|
|
2K
2S
2H
2D
2D
You call that a sweep? THIS is a sweep
|
|
j.P
j.K
j.K
Your best friend in airdash strings
|
|
j.S
j.S
Freeze the competition air-to-air
|
|
j.H
j.H
Where does the wing come from anyway
|
36
|
High / Air
|
10
|
4
|
28
|
-
|
-
|
|
j.D
j.D
Maware maware maware maware
|
30,40
|
High / Air
|
8
|
10,4
|
16
|
-
|
-
|
|
Universal Mechanics
Ground Throw
Ground Throw
Where the fun begins
|
|
Air Throw
Air Throw
Why can't she just let them fall in the icicle like Magneto
|
|
Dead Angle Attack
Dead Angle Attack
This will get low profiled and you will get sad
|
|
Blitz Shield Charge Attack
Blitz Attack
Steal that burst
|
|
Special Moves
Descriptions are highly preliminary; please update with more information as we learn more about the character.
Note that Dizzy has a restriction on having multiple summons of the same type on screen at the same time. You must wait a short period after the previous summon ends before summoning something of the same type. The types are:
Fish - 214P, 214K, 214S, 214H, 214D (and all air versions)
Spear/Dagger - 421S, 421H
Bubble - j.236P, j.236K
Scythe - 236P, 236K
I used this to catch fish
I used this to catch fish 236S
Your best friend
|
|
For searing cod...
For searing cod... 236H
fire emoji fire emoji fire emoji
|
|
I used this to pick fruit
I used this to pick fruit 421S
2 hits: on the way up and when it turns into a dagger
|
40
|
Mid
|
22
|
18(15)until fullscreen
|
Total 37
|
-
|
-
|
|
For roasting chestnuts...
For roasting chestnuts... 421H
Hold button for more daggers (max 3)
|
40,25 (per dagger)
|
Mid
|
36
|
18(17)until fullscreen (per dagger)
|
Total 48 (uncharged)
|
-
|
-
|
|
We talked a lot together
We talked a lot together 214P/K (Air OK)
Take a bite out of the opposition
|
|
We fought a lot together
We fought a lot together 214S/H/D (Air OK)
Lasers! D version only attacks if it absorbs an attack
|
|
For putting out the light...
For putting out the light... 236P
Take a moment to appreciate how cute Dizzy looks doing this move
|
30
|
All
|
17
|
36
|
Total 50
|
-
|
-
|
|
The light was so small in the beginning
The light was so small in the beginning 236K
Actually criminal how early you can YRC this
|
20*3
|
All
|
33
|
49
|
Total 54
|
-
|
-
|
|
Please, leave me alone
Please, leave me alone j.236P
Your most versatile tool
|
|
What happens when i'm TOO alone
What happens when I'm TOO alone j.236K
how do you make a bubble out of fire anyway
|
|
Overdrives
Imperial Ray
Imperial Ray 632146S [632146D]
More lasers!
|
|
Don't be overprotective
Don't be overprotective 632146P
It's not coffin super, but it'll do
|
|
Gamma Ray
Gamma Ray 64641236H
We know there's only one reason you're using this move
|
13*2, 12*32
|
All
|
16+7
|
6(24)6(45)46
|
|
-
|
-
|
|