Dizzy |
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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 zoning started, her projectiles cover the screen for long periods of time and covering each other’s weaknesses. Dizzy thrives from forcing the opponent into making uncomfortable choices that let her establish more and more control. Once she finds a knockdown to start her offense, especially in the corner, Dizzy has a huge number of brutal mixups at her disposal that range from high-lows, left-rights, fuzzies, tick throws, and more.
She makes an excellent starting character for players who appreciate ranged fighting. Having a fairly good defense, she can put pressure on opponents from afar, as well as from close range. Most of Dizzy's moves revolve around her projectiles; she can juggle an opponent breaking their defenses with her ranged attacks, then rushing down with her normal moves which leads to her powerful okizeme/setplay. She is a character worth investing time to master.
Strengths and Weaknesses
Strengths | Weaknesses |
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Normal Moves
5P
5P |
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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 |
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Relatively quick mid-range poke. The hitbox isn't particularly good and it's generally outclassed by her other pokes, but maintains some use due to its range, non prorate damage, and the fact that it can be jump canceled. |
c.S
c.S |
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Essential jump-cancelable pressure normal and Dizzy's only normal that gives advantage on block. Has a 2x stun modifier. An essential tool for hit-confirming, tick-throwing and general pressure. |
f.S
f.S |
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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 |
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Dizzy's old f.S. It has 5 hits and every hit is special cancellable, with the fourth one staggering; but it whiffs on crouching opponents except Potemkin and Bedman (only during hitstun). A essential combo filler for throw, P-bubble burst, and corner combos. Comes out fairly quickly, has a good horizontal hitbox that can stuff some aerial approaches, does fantastic damage, gives good amount of meter on hit, and combos into 236S for a knockdown. It even drains meter when the opponent FD’d. |
5H
5H |
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Useful as combo/blockstring fodder; although it has a decent hitbox, is generally safe on block, and can be used as a frame trap/pressure ender or reset. Suited to wall out opponents as well. |
5D
6P
6P |
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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 |
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2P
2P |
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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 |
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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 |
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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 |
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A 2 hit normal with the second hit being a launcher. 2H cannot be combo'd into unless it is from 4S, is on crouching opponents, or on counterhit; and its range leaves much to be desired. If the enemy is covered by your summons, then it may be possible to oki mixup into this move. It does good damage and leads to damaging follow-ups, so it mostly shines as a strong frametrap in the corner or a punish tool for big mistakes like whiffed reversals. |
2D
2D |
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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 |
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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 |
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Her most reliable jump-in attack. Slower than in other games but has more range. |
j.S
j.S |
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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 |
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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 |
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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 |
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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 |
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Dizzy's air throw has good range and chucks the opponent very far away, which makes it difficult to set up effective okizeme unless you're close to the corner but gives you more than enough time to start summoning safely. |
Dead Angle Attack
Dead Angle Attack |
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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 |
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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/Wheel/Sickle - 236P, 236K
I used this to catch fish
I used this to catch fish 236S |
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Ice pillar/ice spike. Dizzy’s fastest special.A cornerstone move used for ending combos to or in the corner and controlling space. Like many of her specials, has an extremely early YRC point that can be used to start pressure or summon. Leads into many of her most damaging combos when RC'd. Creates an Ice Spike at a set distance (about 2D’s range) and can’t appear out of the corner, making it appear at the edge instead. Because of its very high recovery, it is a very bad move to throw out during pressure or neutral. When used with YRC, its Dizzy’s best way to stuff approaches in neutral and best pressure reset by far. |
For searing cod...
For searing cod... 236H |
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Fire pillar. Delayed but more powerful version of 236S. Useful to end aerial combos as the hard knockdown gives Dizzy lots of time to set up okizeme, although outside of counterhit 2D it's not possible to use it in grounded combos. Useful as a frame trap to end blockstrings against very active opponents, although it's reasonably minus on block and the slow startup leaves a large gap that can be exploited but with yrc its decently safe but outshined by Ice Spike. |
I used this to pick fruit
I used this to pick fruit 421S |
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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 |
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Fire spear/dagger, the more powerful and multi-hitting compared to 421S. This version is way slower but can be held, which creates more fire spears over time, up to 3 total spears, releasing the HS button then unleashes the spears. Mostly a filler special used when Bubble and fish are already out, but 421S is just flat out better because its faster overall. Like it counter part the hitbox is also rather thin and the auto-lock is easily foiled by movement such as jumps or dashes towards Dizzy. Avoid using this move in most situations during neutral. Its more of a combo tool that deals high damage after 236S RRC and one of the reasons why her damage is so high (for reference, one spear does only 3 less damage than Beak Driver).Really strong for okizeme as well after a close range 2D or 6H knockdown. If YRC'd after the initial dagger is created, you can hold the projectiles by holding down H and then release them by releasing H, similar to how Dizzy's daggers worked in GGAC+R. |
We talked a lot together
We talked a lot together 214P/K (Air OK) |
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We fought a lot together
We fought a lot together 214S/H/D (Air OK) |
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For putting out the light...
For putting out the light... 236P |
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Upward arcing ice scythe attack that hixbox goes more foward than 236K, 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. 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 |
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Slower but more damaging multi-hit version of 236P that hixbox is more closer; 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 |
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What happens when i'm TOO alone
What happens when I'm TOO alone j.236K |
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Overdrives
Imperial Ray
Imperial Ray 632146S [632146D] |
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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 |
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Reversal super that's invulnerable to hits, though it can be thrown. The mirror itself can actually reflects most non-beam projectiles, blows the opponent back on hit, safe on block. It has an extremely high hitbox but rather small horizontal hitbox, and is kinda simple to whiff punish. Decent reversal, and can prove an amazing reversal in some situations, for instance it reflects I-No’s note,Sol's gunflame, and Ky's stun edge so if they meaty you with it, their own projectiles becomes yours. On CH it has the highest stun modifier out of Dizzy’s entire moveset and in the corner, wallsplats the opponent and leads to a 100% stun combo. |
Gamma Ray
Gamma Ray 64641236H |
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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 |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.