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| |damage=36*2 |tension= |risc= |prorate= |level= |guard=Mid | | |damage=36*2 |tension= |risc= |prorate= |level= |guard=Mid |
| |cancel=SJ |roman=YRP |startup=15 |active=2,4 |recovery=25 |frameAdv=-15 |inv= | | |cancel=SJ |roman=YRP |startup=15 |active=2,4 |recovery=25 |frameAdv=-15 |inv= |
| |description=A 2 hit normal with the second hit being a launcher. 2H cannot be combo'd into except 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. | | |description=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. |
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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 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/Weaknesses
Strengths |
Weaknesses
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- Double airdash and a fast run - one of the most mobile characters in the game
- Large, diverse toolkit of very active projectiles for screen control
- 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
- Good options to anti-air and air-to-air
- Lots of great uses for YRC make neutral scary when she has 25 meter
- Extremely cute
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- 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
- Momentum dependent
- Summons are very slow and can lead to big counterhit punishes
- Normals are slow overall
- Meter hungry
- Damage off of a lot of her setplay conversions isn't great
- Most of her offense contains multiple gaps for the opponent to escape with active defense, Blitz in particular
- Demanding playstyle, since her many tools all vary wildly in application from player to player and matchup to matchup while still leaving no room for error
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Normal Moves
5P
5P
When you really need a hitbox in five frames
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5K
5K
Kick them into next week
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c.S
c.S
Your best friend for pressure
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f.S
4S
4S
Put their meter on ice
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5H
5D
5D
The oldest trick in the book
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6P
6P
One of the few things that's actually better compared to +R
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6H
6H
CHOMP
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48 (Normal) 56 (Charged)
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Mid
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14 (Normal) 33 (Charged)
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7
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34
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-
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-
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2P
2P
Poke your problems away
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2K
2S
2H
2D
2D
You call that a sweep? THIS is a sweep
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j.P
j.K
j.K
Your best friend in airdash strings
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j.S
j.S
Freeze the competition air-to-air
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j.H
j.H
Where does the wing come from anyway
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36
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High / Air
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10
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4
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28
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-
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-
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j.D
j.D
Maware maware maware maware
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30,40
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High / Air
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8
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10,4
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16
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-
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-
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Universal Mechanics
Ground Throw
Ground Throw
Where the fun begins
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Air Throw
Air Throw
Why can't she just let them fall in the icicle like Magneto
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Dead Angle Attack
Dead Angle Attack
This will get low profiled and you will get sad
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Blitz Shield Charge Attack
Blitz Attack
Steal that burst
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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
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For searing cod...
For searing cod... 236H
fire emoji fire emoji fire emoji
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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
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40
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Mid
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22
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18(15)until fullscreen
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Total 37
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-
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-
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For roasting chestnuts...
For roasting chestnuts... 421H
Hold button for more daggers (max 3)
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40,25 (per dagger)
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Mid
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36
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18(17)until fullscreen (per dagger)
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Total 48 (uncharged)
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-
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-
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We talked a lot together
We talked a lot together 214P/K (Air OK)
Take a bite out of the opposition
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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
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For putting out the light...
For putting out the light... 236P
Take a moment to appreciate how cute Dizzy looks doing this move
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30
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All
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17
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36
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Total 50
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-
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-
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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
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20*3
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All
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33
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49
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Total 54
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-
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-
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Please, leave me alone
Please, leave me alone j.236P
Your most versatile tool
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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
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Overdrives
Imperial Ray
Imperial Ray 632146S [632146D]
More lasers!
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Don't be overprotective
Don't be overprotective 632146P
It's not coffin super, but it'll do
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Gamma Ray
Gamma Ray 64641236H
We know there's only one reason you're using this move
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13*2, 12*32
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All
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16+7
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6(24)6(45)46
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-
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-
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