GGXRD-R2/Dizzy: Difference between revisions

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* 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.
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Revision as of 09:00, 23 November 2017

Dizzy
GGXRD-R Dizzy Portrait.png
Defense Modifier: x1.06

Guts Rating: 1
Weight: Light
Stun Resistance: 50
Prejump:
Backdash Time 16F / Invul: 1-9F
Wakeup (Face Up/Down): /

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

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
GGXRD-R Dizzy 5P.png
When you really need a hitbox in five frames
10 Mid 5 2 12 - -
5K
5K
GGXRD-R Dizzy 5K.png
Kick them into next week
16 Mid 7 4 14 - -
c.S
c.S
GGXRD-R Dizzy cS.png
Your best friend for pressure
24 Mid 6 2 11 - -
f.S
f.S
GGXRD-R Dizzy fS.png
Beware of skeleton
32 Mid 9 6 21 - -
4S
4S
GGXRD-R Dizzy 4S.png
Put their meter on ice
20*5 Mid 8 14 12 - -
5H
5H
GGXRD-R Dizzy 5H.png
Just wing it
38 Mid 13 6 15 - -
5D
5D
GGXRD-R Dizzy 5D.png
The oldest trick in the book
20 High 27 14 15 - -
6P
6P
GGXRD-R Dizzy 6P.png
One of the few things that's actually better compared to +R
26 Mid 10 4 19 - -
6H
6H
GGXRD-R Dizzy 6H.png
CHOMP
48 (Normal)
56 (Charged)
Mid 14 (Normal)
33 (Charged)
7 34 - -
2P
2P
GGXRD-R Dizzy 2P.png
Poke your problems away
8 Mid 6 3 9 - -
2K
2K
GGXRD-R Dizzy 2K.png
Your best friend
18 Low 7 4 9 - -
2S
2S
GGXRD-R Dizzy 2S.png
Get low
28 Mid 7 3 22 - -
2H
2H
GGXRD-R Dizzy 2H.png
Chop chop
36*2 Mid 15 2,4 25 - -
2D
2D
GGXRD-R Dizzy 2D.png
You call that a sweep? THIS is a sweep
34 Low 12 3 33 - -
j.P
j.P
GGXRD-R Dizzy jP.png
poke poke poke
12 High / Air 6 4 10 - -
j.K
j.K
GGXRD-R Dizzy jK.png
Your best friend in airdash strings
16 High / Air 7 6 12 - -
j.S
j.S
GGXRD-R Dizzy jS.png
Freeze the competition air-to-air
28 High / Air 9 4 16 - -
j.H
j.H
GGXRD-R Dizzy jH.png
Where does the wing come from anyway
36 High / Air 10 4 28 - -
j.D
j.D
GGXRD-R Dizzy jD.png
Maware maware maware maware
30,40 High / Air 8 10,4 16 - -

Universal Mechanics

Ground Throw
Ground Throw
GGXRD-R Dizzy GroundThrow.png
Where the fun begins
55 - -
Air Throw
Air Throw
GGXRD-R Dizzy AirThrow.png
Why can't she just let them fall in the icicle like Magneto
55 - -
Dead Angle Attack
Dead Angle Attack
GGXRD-R Dizzy 6P.png
This will get low profiled and you will get sad
25 All 10 4 19 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Dizzy BlitzAttack.png
Steal that burst
40 Mid - - 40 Mid - -

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
GGXRD-R Dizzy ToCatchFish.png
Your best friend
45 Mid 13 8 Total 62 - -
For searing cod...
For searing cod...
236H
GGXRD-R Dizzy ForSearingCod.png
fire emoji fire emoji fire emoji
50 Mid 26 8 Total 63 - -
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
40 Mid 22 18(15)until fullscreen Total 37 - -
For roasting chestnuts...
For roasting chestnuts...
421H
GGXRD-R Dizzy ForRoastingChestnuts.png
Hold button for more daggers (max 3)
GGXRD-R Dizzy ForRoastingChestnuts2.png
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)
GGXRD-R Dizzy WeTalkedALot.png
Take a bite out of the opposition
10,10,10 Mid 40 3(23)3(24)3 Total 36 (air 45) - -

Template:AttackDataNoHeader-GGXRD-R2

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
45 Air 73 (air 53) 41 Total 36 (air 45) - -

Template:AttackDataNoHeader-GGXRD-R2 Template:AttackDataNoHeader-GGXRD-R2

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
30 All 17 36 Total 50 - -
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
20*3 All 33 49 Total 54 - -
Please, leave me alone
Please, leave me alone
j.236P
GGXRD-R Dizzy PleaseLeaveMeAlone.png
Your most versatile tool
157 Total 24 - -

Template:AttackDataNoHeader-GGXRD-R2

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
148 Total 29 - -

Template:AttackDataNoHeader-GGXRD-R2


Overdrives

Imperial Ray
Imperial Ray
632146S
[632146D]
GGXRD-R Dizzy ImperialRay.png
More lasers!
35*10 All 7+1 10*10 - -
Template:AttackDataNoHeader-GGXRD-R2
Don't be overprotective
Don't be overprotective
632146P
GGXRD-R Dizzy Don'tBeOverprotective.png
It's not coffin super, but it'll do
100 All 14+2 5 20 - -
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
13*2, 12*32 All 16+7 6(24)6(45)46 - -

Instant Kill

Emotional Gamma Ray
in IK mode: 236236H
GGXRD-R Dizzy EmotionalGammaRay.png
GGXRD-R Dizzy EmotionalGammaRay2.png
GGXRD-R Dizzy EmotionalGammaRay3.png
SURRENDER All 22+5 (10+5) 14 15 - -



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