GGXRD-R2/Dizzy

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Overview

Overview

Dizzy is a character with extreme strengths and weaknesses, and a large set of tools that makes her highly versatile. Be careful, as one can easily misuse her tools. Her gameplay often involves linking her attacks and summons together to open opponents' defenses or create high damage combos. In neutral she utilizes her high mobility and space control tools in tandem while exercising judgement of when to cast high recovery summons, and whether to use meter to lessen their recovery. She has a great amount of depth and is rewarding to master, and is a great fit for anyone who enjoys high mobility, space control, and setplay.

Dizzy's double airdash synergizes with her space control via long range normals and active summons, cast by NecroHer reaper right wing and UndineHer angelic left wing. Dizzy's summons enable her exceptional okizeme/setplay game where safety from fish armor and projectile hits offer her access to a plethora of setups including high/low mixups, crossups, frame traps and F-Shiki setups. On top of that her rewarding throw combined with fast initial dash speed and planned gaps in setups and pressure make her into a “grappler” tick throw extraordinaire.

Dizzy is no slouch on pressure either. Her normals create good pressure due to long cancel windows enabling frame traps to compliment her throw threat. Dizzy can end pressure safely from afar with jump cancels, go for metered/unmetered resets with summons, or do standard staggered pressure with throw resets mixed in, made scarier thanks to her fast initial dash speed.

On defense Dizzy lacks a fast abare and her super reversal is also slow so she often relies on system mechanics. Still her defense isn't bad by any means, she is good at catching resets and she gets more air options than most which also means her fuzzy jumping is really effective. Her anti airs are also very good, especially her 2S.

Just keep in mind her namesake "Dizzy" which is another name for stun. She is tied for the lowest stun resistance in the game and her summons expose her to lots of frames she can be counterhit. As a result Dizzy is punished heavily for going for trades and predictably summoning. She's more susceptible to big damage starters and foolish risks too as it can lead to her eating two combos instead of just one. Even adjusting her playstyle around her stun resistance though Dizzy is going to be dizzied in situations other characters aren't and it makes her a sometimes volatile character. On the plus side you'll get a lot of practice mashing out of stun!

Playing Dizzy optimally requires learning many okizeme setups that depend on knockdown type, variable wakeup timings or character-specific reversal options and can be difficult to execute and punishing if failed. On the other end, her meterless bread and butter combos are very easy, and new players can learn simple and effective oki, so she has something to offer to veterans and newcomers alike!
Dizzy
GGXRD-R Dizzy Portrait.png
Defense
x1.06
Guts Rating
1
Weight
[105] Light
Stun Resistance
50
Prejump
3F
Backdash
16F (1~9F invuln)
Wakeup Timing
25F (Face Up)/ 24F (Face Down)
Unique Movement Options
2 Air Dashes
Fastest Attack
5P (5F)
Reversals
632146P (14+2F)

 Dizzy is a highly mobile character that uses her normals and multitude of summons to control space and run versatile and safe okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..

Pros
Cons
  • High Mobility: Dizzy has a double airdash with high inertia, fast initial dash speed, a foot invulnerable run and good superjump.
  • Summons: Dizzy's suite of summons help her control neutral and pressure her opponents well.
  • Fish Armor: Fish summons tank a hit for Dizzy enabling her neutral and setplay.
  • Throw Vortex: Her summons, fish armor, a fast initial dash speed and a damaging throw that loops into more oki make her tick throw game possibly the best in Xrd.
  • Setplay Queen: Dizzy has an oppressive amount of setups that offer nearly any mixup, can beat different sets of defensive options, and add heavily to the opponents mental stack.
  • High Damage: Great damage using RRCRed Roman Cancel, some meterless starters, and certain okizeme setups.
  • Incredible YRCYellow Roman Cancel Options: All of Dizzy's projectile summons can fully utilize YRC, and projectile YRC is strong. Ice SpikeGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 in particular is an effective tool for pressure, zoning and frame traps.
  • Long Range Conversions: Easy access to knockdown conversions on the ground thanks to 2D's stellar range. Synergizes with her okizeme game.
  • Poor Close Range Scrambles: Dizzy's normals have long reach but her metered reversal is slow and her go to abare button is 6f.
  • Susceptible To Counterhits: Her summons are powerful but most are slow, exposing her to counterhit risks while tied for the lowest stun resistance in the game. Meter and running away are only occasional solutions, so her normals and their threat must earn her specials which can still be read and counterhit.
  • Lacks Air Knockdown: Her air combo routes have no knockdown in spite of her strong setplay.
  • Lackluster Overdrives: While her YRC/RRC options are really strong, they come with the cost of tension penalties unlike overdrives. Mirror and Imperial Ray can be situationally useful but they are far cries from the potent overdrives offered to some of the cast.

Unique Mechanics

Dizzy's specials put summons on the screen, usually in the form of projectiles.

Only one version of a summon may be on screen at a time, with the exception of Ice Spike and Fire Pillar if you use meter to reduce their recovery. Dizzy can however combine multiple types of summon on the screen at once. For example, Bubble and Fish can coexist but you can't have both Fire and Water Bubble on screen at the same time.

Dizzy can freely move after most of her summons and her summons are often very active giving her strong noncommittal space control. The tradeoff is her summons have a long recovery time during which she can be counterhit and she is tied for the lowest stun resistance in the game. Be mindful with summoning, use your committal space control via your normals to earn summon opportunities.

Many of Dizzy's summons don't hit low profile moves and this is an important counterplay to them in some situations. Any meaty fish for example can be reversaled by a frame 1 low profile such as Sol's Grand Viper. Exceptions are Ice Spike (236S) and Fire Pillar (236H), the earliest frames of Fire Wheel (236K), and angled down bubbles or downward tracking spears with enough travel time.

For details on all of her summons see Special Moves.

Two of her summon types have extra mechanics and are summarized below.

GGXRD-R Dizzy WeTalkedALot.png

Fish

Dizzy can summon five variations fish. Fish can absorb a single hit for Dizzy. This fish armor is very important to her gameplay so keep it in mind!

  • Ice Fish (214P/214K, AIR OK): Summons an icy fish that travels forward, biting enemies. P causes it to chomp forward three times total with short tracking, while K causes it to track to the opponent further but bite twice.
  • Fire Fish (214S/214H, AIR OK): Summons a fire fish that shoots a horizontal laser. S covers air space and H covers nearer the ground. The air versions of fire fish come out 20f faster, but have higher recovery.
  • Shield Fish (214D, AIR OK): "D Fish" acts as a shield and upon being hit by an opponent will absorb the hit and send out a counter attack projectile with good tracking and speed that staggers on hit.
GGXRD-R Dizzy PleaseLeaveMeAlone.png

Bubble

Dizzy can summon two variations of bubble. Bubbles slowly float across the screen, can only be "popped" by Dizzy and on hit knock opponents into the air. Bubbles are popped by any move with active frames by Dizzy, which includes other summons. Bubbles excel at controlling space and adding threat and damage extensions to her moves, combos and setups. Bubbles can be TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d (2369P and 2369K) which allows her to summon bubbles close to the ground and perform air actions afterward.

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

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
10 Mid 5 2 12 -4
Total: 18

5P is Dizzy's fastest normal but it is pretty minus on block and whiffs on low hurtboxes. It is a good button to pop bubbles quickly, punish whiffed bursts, or if you really need a button in 5f. It can also be a very niche anti-air button but Dizzy has better options in most situations for anti-airing.

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

5K

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
16 Mid 7 4 14 -4
Total: 24

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, is her fastest non prorated starter outside c.S range, and the fact that it can be jump canceled. Frame traps with 5K > delay 5H, 5K > 2H, 5K > delay f.S, 5K > delay 2D.

Be aware that 5K can whiff vs some lower profile moves where as 2K does not have this problem. 5K like many other characters will shrink her lower hurtbox, but since a lot of low hitting moves low profile this doesn't help Dizzy as much as it could.

Gatling Options: 6P, c.S, f.S, 2S, 4S, 5H, 2H, 5D, 2D

c.S

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
24 Mid 6 2 11 +1
Total: 18

Essential jump-cancelable pressure normal and Dizzy's only normal that gives advantage on block. An essential tool for hit-confirming, tick-throwing and general pressure. Can frame trap with c.S > delay 5H and c.S > 2H. Can reset with 5f gap with c.S > c.S/2P. 6SH is most commonly used as a throw OS which makes c.S come out if a throw is not possible.

The hitbox is also very generous, it hits much lower than the attack suggests and is fairly disjointed. An all around amazing button.

Gatling Options: 6P, f.S, 2S, 4S, 5H, 2H, 5D, 2D

f.S

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
32 Mid 9 6 21 -13
Total: 35

f.S can gatling into 2D (or 5H > 2D at some ranges) and be a true combo into knockdown. Having a meterless knockdown off of f.S is not something most chars in Xrd get access to. For a setplay character like Dizzy to have it is very strong!

f.S is a decent mid-range poke and frame trap option with a lot of active frames. f.S can be a risky button in neutral compared to 6P as it trades poorly and reaches her hurtbox way out there. The "reaching out" animation also makes it hit max distance later than the frame data would suggest. Still, an essential poke that covers a lot of area in front of her from IAD height to low profiles. These features should be kept in mind during neutral when deciding which button to poke with, as 6P for example can be low profiled but f.S can not.

f.S is also jump cancellable, which allows for things like IAD back, back/forward/neutral/super jump, TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. bubble, IAD in or even jump cancel into grounded blitz. This allows her to choose between taking risks or playing safe. Since f.S is pretty minus it's recommended you jump cancel, gatling or special cancel. Special cancel is the option to represent the least as it comes with a lot of risks or requires meter to make it safe. While a strong tool, playing safe off jump canceling f.S too much can also mean you aren't threatening enough with Dizzy's strike/throw pressure.

f.S is also a decent round start option, but can lose to faster moves that hit its extending hurtbox, and counterpokes such as 6P.

2K, 2P, and 5K can all be delay cancelled into f.S to cause frame traps. f.S can then be delayed cancelled into 5H, 236S YRC and 2D to add another layer.

Gatling Options: 2S, 5H, 2H, 5D, 2D

4S

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
20×5 Mid 8 2×7 12 -1
Total: 33

4S is an essential tool for combos in the corner, and off of throw and P-bubble burst. 4S will hit up to 5 times and every hit is special cancellable, but it whiffs on crouching opponents (though it will connect on crouching Potemkin and Bedman in their hitstun animations).

Otherwise, 4S has fast startup, is disjointed and active, does fantastic damage, builds meter, and combos into 236S for a knockdown. Properly spaced it's even burst safe! The attack's long active frames also makes it good to punish or option select button against invulnerability, such as some air techs or Slayer's backdash cancels.

4S is particularly good at punishing opponents for jumping out of pressure, as it will shred about a third of their entire tension bar on block. This is very useful to deter people who fuzzy jump too much, tech predictably, or like to be in the air too much in front of Dizzy.

Despite its many good qualities, 4S is usually a bad idea in neutral since it's such a long commitment. In some matchups, however, it becomes reliable and strong pre-emptive or reactive move, such as to stop Potemkin's Hammer Fall or I-No's hoverdash.

Gatling Options: 2S, 5H, 2H, 5D, 2D

5H

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
38 Mid 13 6 15 -4
Total: 33

5H shares the important ability of f.S to combo into 2D at range. Staple for many combos/blockstrings.

For neutral and pressure it has a decent hitbox, is generally safe on block, and can be used as a frame trap/pressure ender - but this will usually require a special cancel or spending meter. Common frame traps are 5H > delay 236S YRC, and 5H > delay 2D.

Chunky counterhit but it still doesn't trade well. The hitbox around the wingtips reaches very low and can even hit things like Millia's roll.

5H's low-reaching disjoint and relatively short recovery can help it work as a poke despite being slower than other attacks like f.S, but it's not something you should build your neutral around.

Gatling Options: 5D, 2D

5D

6P

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
26 Mid 10 4 19 -9 1~13f Upper Body
Total: 32

An amazing counterpoke that can cleanly beat many other character's buttons due to upper body invulnerability and great reach, though it will feel short compared to her longest reaching normals like f.S and 5H. On counter hit it will knockdown face up and it will wallbounce near the corner, allowing setplay off summon cancels or combos. 6P is an extremely important neutral tool as a result, but is weak to lows and low profiles. Still, forcing the opponent to alter their gameplay around your 6P is a strength as well as it can open them to other options like her 2K, 5H, air movement and her foot invulnerable run. It can also force opponents to rotate off their stronger midrange tools more often. Using it pre-emptively against overly aggressive opponents is one way Dizzy can command more respect in neutral. Just be mindful of the long recovery and use it smartly or a whiff punish and/or low will end all your hopes and dreams.

A situational anti air with more reach than 2S that's useful to cover ranges where 2S would be ineffective.

6P is also a good button in many frame traps.

Gatling Options: c.S, f.S, 2S, 4S, 5H, 2H, 6H, 5D, 2D

6H

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
6H 48 Mid 14 7 34 -22
6H Max Charge 56 High 33 7 34 -22
Total: 54
Total: 73

Dizzy's 6H has slow startup, is extremely unsafe on block, and is only an overhead when fully charged.

This will come out when you whiff a throw if you don't OS 6S+H which is generally a much better option, however it can work in your favor if the other player has a habit of jumping out of throws and not air FDing.

Where 6H really shines is in combos: both versions do enormous damage and give hard knockdown on air hit. The charged version groundbounces, which makes it essential for many of Dizzy's optimal combos.

6H's air knockdown and being special cancellable makes it useful to end a combo leaving the opponent closer to Dizzy than most other options and setup okizeme. An example is midscreen it can be used after a throw combo to leave them close enough for some fish to meaty. Ending the throw combo with ice spike midscreen does more damage but leaves you with less okizeme options.

6H is the only move Dizzy has that knocks down opponents face up during combos. For example:

  • Sin's face up wakeup timing is 30f, and face down is 21f. 21f is too fast to meaty with some of Dizzy's slower summons but 30f is enough time.
  • Venom's face up wakeup timing, however, is 21f compared to 26f face down, so 6H will actually give Dizzy less time to work with.
  • Elphelt has 27f wakeup for both face down and face up so which knockdown you do will only affect routing and distance

Slower wakeups are generally better, but including 6H knockdowns even if it makes their wakeup faster can give you more setup options. Details on okizeme for different wakeup timings can be found in the Okizeme Guide.

2P

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
8 Mid 6 3 9 -2
Total: 17

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 for both neutral and defense, 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. It loses to some moves that go airborne, some 6Ps and some low profiles. Useful for popping bubbles that are low to the ground. Used on block or hit to go for tick throws. Very effective button in some situations in neutral or to catch dash resets and hard to punish if whiffed.

It is also an essential normal for pressure, as from 2P you have the most options for pressure and resets, such as going into 2K, doing throw resets, or doing frame traps or staggered pressure. In general the further into your gatlings you go the less options your opponent has to think about, and 2P is your earliest point of entry so expect to use this a lot to start or reset pressure.

Frame traps include 2P > 5H, 2P > f.S, 2P > 6P, and 2P > 2D.

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

2K

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
18 Low 7 4 9 -1
Total: 19

Essential poke and pressure normal. Dizzy's only low besides 2D. 2K has great range and speed, and is only -1 on block so it's great for pressure. Unless you absolutely need a 5 or 6 frame normal, this is your go-to for approaching and controlling the space in front of you, plus it's easy to hit confirm. This move is essential to her gameplan as it covers her projectiles vs low profiles, as well as catches people mashing throws, reversals and jumps to try to beat her tick throw attempts. She also needs this move to check moves that are only low vulnerable. Used on block or hit to go for tick throws or confirm into 2D. 2K is also very useful for frame traps. 2K > 2H is a very rewarding frame trap with a 4f gap, other examples are 2K > 6P, 2K > f.S and 2K > 2D. Link this or 2P between ice fish bites in standard tick throw setups. Overall Dizzy relies on this move in many situations so feel comfortable using it!

Gatling Options: 6P, c.S, f.S, 2S, 4S, 2H, 5D, 2D

2S

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
28 Mid 7 3 22 -11
Total: 31

Dizzy's primary anti-air and one of her most iconic normals.

Though it won't cleanly beat the game's most dominant jump-ins like Sol's j.H and has very limited 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. The hit box doesn't center on her body, and is less thick and less tall. This leaves it unreliable to AA with if the opponent is behind her. 2S is also one of her few buttons that can come out on top in trades due to its massive counter hit properties. Can be used as a burst safe move as well, especially after 5D6.

Gatling Options: 5H, 2H, 5D, 2D

2H

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
36×2 Mid 15 2, 4 25 -10
Total: 45

A 2 hit normal with the second hit being a launcher. 2H is Dizzy's crouch confirm button, meaning it combos on crouching opponents but otherwise cannot be combo'd into unless it is from 4S, counterhit, or has the gap covered by fish or other summons. 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.

2H does good damage and leads to damaging follow-ups or good knockdowns with 2H > 236H. It can also net big damage punishes or frame traps as a starter. It also cranks up RISC gauge like crazy and is jump cancellable so is good as an incredibly safe pressure ender though can be weak to FD since the second hit will sometimes miss if the opponent is using FD and it isn't as strong as some other options in terms of letting you reset or continue pressure.

It can on some weights also be combo'd into a full Imperial Ray, for corner carry and tension pulse gain, though Imperial Ray is still rarely used.

Since 2H is jump cancellable it is also able to frame trap with Ice Spike if you input 2H > 2369S. Normally this would be a gapless sequence but cancelling the jump startup frames into Ice Spike can make it a frame trap with proper timing.

Gatling Options: 5D, 2D

2D

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
34 Low 12 3 33 -17 3~8F Upper Body
9~11F Above Knees
12~14F Low Profile
15~35F Above Knees
Total: 47

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. Its horizontal range is great but the move only has a 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. 2D's tall vertical hitbox makes it possible to combo into on airborne opponents that are close to the ground, such as from a throw or 4S. Useful in situations that they'll hit the ground before 236S connects, 2D can be used instead to still get a knockdown.

j.P

j.K

j.S

j.H

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
36 High/Air 10 4 28
Total: 41

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. It has a tendency to trade, so be careful not to throw it out carelessly. Low to the ground j.H can help create f-shiki setups and j.P > j.H has a natural gap on block that combos on hit for a handy dandy built in airstring frame trap, just be careful of opponents expecting and exploiting the gap and change up your air gatlings accordingly. Can be used to zone people chasing you moving backward and to do a high reward air to ground, or even as a very situational air to air. Has a ton of options on counterhit.

j.D

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
30, 40 High/Air 8 10, 4 16
Total: 37
  • Highly damaging ender for air combos that launches the opponent
  • Great upward hitbox means it can also be useful while rising against opponents high in the air.
  • Can be special canceled on either hit.
  • Untechable knockdown on counter-hit
  • This move hits the opponent more to the side than up, so it can be used in corner combos or in certain air strings.

j.D is a great air to air button that wins almost any air to air trade if not outright beats characters' air buttons, as long as Dizzy is at least slightly below the opponent and in range for j.D to hit. Can also be used in airdash strings to mess up opponents trying to IB or as a gapless gatling from j.P.

Universal Mechanics

Ground Throw

Air Throw

Dead Angle Attack

Blitz 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
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz
Total: 50

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

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • 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)

[Blitz]:

  • 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

Special Moves

I used this to catch fish

236S AKA "Ice Spike"

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
45 All 13 8 Total 62 -23
Total: 82

Ice spike. Dizzy’s fastest special and most iconic move used for ending combos in the corner or off throw.

Like many of her specials it has an extremely early YRC point that can be used to control space, reset pressure, frame trap, or buy time to summon. Without YRC Ice Spike is punishable even on block, and even more so on whiff so using it without meter to make it safe is very much gambling with your life. With meter it is her best way to stuff approaches and reset pressure by far. Leads into many of her most damaging combos when RC'd. Creates an Ice Spike at a set distance (about 2D’s range) and will shorten its range to appear in the corner instead of offscreen.

Can be delayed canceled after some normals to frame trap, f.S > delayed 236S YRC and 5H > delayed 236S YRC are the most common examples of this and just the threat of it can lead to Dizzy being respected after blockstrings, especially if you've conditioned them for it.

For searing cod...

236H AKA "Fire Pillar"

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
50 All 26 8 Total 63 -11
Total: 96

Fire pillar. Slower but more damaging and less minus on block version of 236S.

The defacto use of it is to end combos higher off the ground with an untechable knockdown, which gives Dizzy lots of time to set up okizeme. Due to the long startup, it usually needs supporting setups or routes to combo. There's few grounded normals that can simply special cancel into it for a combo, examples are 2D counterhit, 2H (vs grounded opponents) and 6[H] (vs airborne) and 6P counterhit (rarely used).

Situationally useful as a frame trap to end blockstrings against very active opponents, though it's still pretty minus and the gap can be easily punished by some moves. If your opponent air IB's the fire pillar they can choose from many different ways to punish you. With YRC it becomes safer but still is not entirely safe verse some characters. Establishing it can be advantageous against some opponents to make them second guess moving/attacking after your blockstrings but often the better strategy is just to end your blockstrings with jump cancellable moves like c.S, f.S and 2H and avoid unecessary risk altogether or use delayed cancel 236S YRC instead which has less of a gap.

I used this to pick fruit

421S AKA "Ice Spear" or "Ice 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
25, 40 All 22 18 (15) until fullscreen Total 37 +11

Undine tosses up a ball of ice that stops and turns into a dagger before tracking and shooting towards Dizzy's opponent. Has a hitbox on the way up and is one of Dizzy's fastest-moving projectiles, but the high recovery and weak tracking make it unreliable for basic space control. The dagger itself is rather thin and likely won't connect with anyone simply jumping or dashing.

That said, ice dagger can be used to encourage opponents to move, especially as part of a zoning pattern with fish or bubble. Opponents who make Dizzy block but don't hit her may find themselves unable to avoid it since they're stuck in hitstop. In matchups where Dizzy's opponent has bad movement or a reason to stand still for a moment (such as Faust's item throw), ice dagger can be more practical since it's more likely to connect. It also has lots of projectile durability despite only hitting once, so it will eat single hit projectiles and clash with multi-hit ones.

Ice dagger can be used as a preemptive anti-air thanks to hitting above and in front of Dizzy in its earlier frames. It's also very useful for covering air techs since it's so active, and forward/back tech won't avoid the dagger unless your opponent was already high in the air.

Since ice dagger does come out and travel fast, it can sometimes hit meaty in situations where no fish could such as a far ice spike knockdown, but any follow-up pressure will be very weak. At least you can always go back to zoning.

For roasting chestnuts...

421H (Hold OK) AKA "Fire Spears" or "Fire Daggers"

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
25, 40, 25 All 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) +14

The fire version of 421S, which travels slower but packs some serious damage and blockstun. The dagger impact alone does almost as much damage as Sin Kiske's Beak Driver.

Much of what is true of ice dagger's space control is true for fire dagger (weak tracking, useful at long range), hampered by its extremely long startup. However, you can hold down H to delay the startup and charge up to 3 daggers which fire when H is released or after a delay.

On hit it launches, allowing conversion from close or far. Fire dagger's long startup makes it tough to combo into, but the damage and extensions it provides are well worth it - thankfully ice spikeGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 RRC is a reliable option. On block it locks opponents into blockstun for a while, letting Dizzy safely get in and apply pressure or begin filling the screen again.

It is very dangerous to commit to this move in neutral without a lot of coverage or a YRC. If you do YRC, you can still move around while keeping H held to charge daggers. You can even time a YRC to shoot one dagger while charging the rest.

  • Due to the second and third dagger spawning position being slightly offset, the tracking can lead to them missing faraway crouching opponents entirely.

We talked a lot together

214P/K (Air OK) AKA "Ice Fish"

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 10×3 All 60 3 (33) 3 (33) 3 Total 36
214K 10×2 All 69 3 (43) 3 Total 36
j.214P 10×3 All 60 3 (33) 3 (33) 3 Total 45
j.214K 10×2 All 69 3 (43) 3 Total 45

Ice Fish. All versions of fish (214P/K/S/H/D) will absorb a hit for Dizzy, similar to armor. Both P fish and K fish leave gaps in between the hits that can be used to tick throw or frame trap. The recovery time is the total amount of time Dizzy can be counterhit out of the move and how long before she can take an action such as block. The startup time is the time until the first active frames of the fish bite.


214P

P fish chomps three times in front of Dizzy, advancing between each hit. It can act as a shield because the summon attack stays out for quite awhile, which in turn has the potential to protect Dizzy from an opponent's attack since they are likely to hit the summon instead of her. It can also be used to safely setup other summon attacks. Useful for corner oki and greedy pressure resets with YRC. Although it doesn't track to the opponent as far as K fish does, the gaps between bites are closer and and it bites 3 times instead of 2. This makes situations where P fish can be used for okizeme often her strongest option in terms of mixup potential and ability to open the opponent up. Due to the distance requirement it is most often used for corner okizeme. P fish must be manually delay cancelled when doing okizeme to match the knockdown type and the opponents wakeup timings.


214K

K fish will track the opponent horizontally before chomping twice. The distance that K fish can travel is approximately 3/4 of the screen. You can even use 214K for rushdown by dashing forward alongside the summon attack and using it as a shield to cover your approach. K fish is generally better for okizeme midscreen as it will always track to the opponent before starting its attacks. K fish must be manually delay cancelled when doing okizeme to match the knockdown type and the opponents wakeup timings, often done off 2D midscreen which has a very long cancel window.


j.214P/j.214K

Their respective fish but with more recovery and stalls Dizzy in the air. Tiger Knee'd ice fish can be used to protect your feet while summoning since all of Dizzy's fish can be beaten by low profiles.

We fought a lot together

214S/H/D (Air OK) AKA "Fire Fish", "Laser Fish", and "Shield Fish"

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 45 All 73 41 Total 36
j.214S 45 All 53 41 Total 45
214H 45 All 73 36 Total 36
j.214H 45 All 53 36 Total 45
214D Total 36
j.214D Total 45
214D Counterattack 40 All 21 7

Fire Fish. The recovery time is the total amount of time Dizzy can be counterhit out of the move and how long before she can take an action such as block. The startup time is the time until the first active frames of the fish bite. For D fish there are no startup/active frames since it only attacks upon being struck.

214S

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 or to call out jumping in neutral, especially when used in conjunction with other summons. Has an unlimited amount of hits until it connects with the opponent or it stops being active, making it good for destroying projectiles mid-air, though it's typically the least-used variant of fish.


j.214S

Aerial S fish is S fish but with faster startup and longer recovery than the ground version. Clips jumping people. Mostly useful during zoning projectile battles. TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. to make the best use of it.


214H

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 from 2D. Can be super jumped out of on wakeup by some characters with fast wakeup timing. Often paired with j.S or 2K meaty in those situations.


j.214H

Aerial H fish is H fish but with faster startup and longer recovery than the ground version and provides amazing air to ground control. Mostly useful during zoning projectile battles. TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. to make the best use of it.


214D

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 homing chomp that tracks extremely well. Useful to bait opponents mashing and to make neutral awkward for the opponent. Causes a forced knockdown on air CH, staggers on ground hit. Used both against rushdown and zoning. Just be aware it doesn't protect Dizzy entire body. Still a very useful move and essential in many matchups.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
214S 2 2 7
j.214S 2 2 7
214H 2 2 7
j.214H 2 2 7
214D
j.214D
214D Counterattack 4 2 6

214S: j.214S: 214H: j.214H: 214D:

  • 57~136F If the fish is hit by the opponent, it will counterattack after hitstop

j.214D:

  • 57~136F If the fish is hit by the opponent, it will counterattack after hitstop

214D Counterattack:

  • Maximum delay before the counterattack is completed is 29F
  • Requires 5 inputs for the fastest stagger recovery

For putting out the light...

236P AKA "Ice Wheel" or "Ice Scythe"

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
30 All 17 36 Total 50 -14

An upward arcing attack that goes further forward than 236K, used to control airspace and pop bubbles. Ice Scythe will stay onscreen even if Dizzy is hit, which helps to reduce the risk of trades.

Ice Scythe is pretty hard to contest or avoid if it actually goes near the opponent, and if it hits later in its active frames then Dizzy is plus. This move is pretty good at covering the air, which can let it frustrate players who like to airdash or jump forward a lot - provided they don't jump over or airdash past it before the scythe gets high enough. But due to the wonky arc and enormous recovery, Ice Scythe is very risky without a YRC or another projectile set up to cover the dead zones below or behind it.

Ice Scythe can potentially be used as a blockstring ender against passive opponents, but by the time it's traveled far enough to make Dizzy safe or plus the opponent could have probably moved or done something to challenge it.

The light was so small in the beginning

236K AKA "Fire Wheel" or "Fire Scythe"

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
20×3 All 33 49 Total 54 +9

Fire scythe/fire wheel. A slower version of version of 236P with twice the startup but more damage, hits, and frame advantage. Stays much closer to dizzy than ice scythe and doesn't disappear if Dizzy is hit.

All hits are attack level 0 so they inflict very little hit/blockstun. By itself, fire scythe has long startup like ice scythe, but a more fearsome projectile: the multiple hits will eat through opposing projectiles better, and the faster speed makes it harder to avoid. Decent, but not amazing without something to cover the startup.

But the YRC point on this move is ludicrously early, to the point your opponent might think you made a mistake and did an empty YRC, only to mash and get hit by the scythe. The early YRC point makes fire scythe a very useful pressure extender or as a way to pause the action and get a twitch anti-air. It can also help make trades less harmful for Dizzy and to put out a hitbox to intercept her opponent.

Overall this a great move when paired with either another projectile or meter.

Please, leave me alone

j.236P AKA "Bubble"

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
30 All 12 4 Total 24
Total: 39

The bubble is one of Dizzy's most iconic, powerful and versatile special moves.

It is an air only move that places a large bubble on the screen, and allows immediate air actions afterward. It can be angled down by hitting a downward direction during summoning. The bubble slowly floats across the screen, giving her space control until Dizzy pops it with any attack, including other projectiles. Once it pops the explosion will knock the opponent up into the air on hit. It has a very large hitbox. Versatile uses include:

  • Tiger Knee'd 2369P it allows Dizzy to do air actions afterward. This is a basis for a lot of her setplay giving her access to low to the ground airdash, air normals, and mixups.
  • Slow fireball style zoning, where you just control space because the threat exists. It can be a nuclear deterrent in neutral.
  • It stops aerial momentum on summon, allowing Dizzy yet another way to alter her mobility in the air, and bait anti-airs or blitz.
  • It can extend pressure by introducing a blockstun to cover her resets.
  • It can cover a retreat, or lead an advance.
  • Cancelled into from jump cancellable moves to do a Bubble reset, this is usually done from f.S though any jump cancellable move works. While very powerful, like all resets they are unsafe and only useful if respected so don't over use it.
  • It can be used in setups to create long sets of blockstun when other summons pop it
  • ... and much more (make trades favorable, TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. bubble to 2K, uses in combos, to bait low profiles...)

The main downside to bubble, though it can be considered a large one, is the long recovery. Using Bubble at unsafe times can become a habit because having them out is so beneficial and they are not always read and punished but it exposes a lot of risk to your gameplay. You can YRC bubble pretty early to make it safer however.

  • Total Recovery is the amount of time it takes Dizzy to create the bubble.
  • Other frame data represents bubble pop frame data.

What happens when I'm TOO alone

j.236K AKA "Fire Bubble"

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
30 All 29 10 Total 29
Total: 67

Fire bubble is the more offensive version of bubble in most situations, traveling faster across the screen, and also pops later after getting hit.

Doing TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. Fire Bubble into 236P for example can be a detonation from 3/4 screen. The attack level of fire bubble is the same as water bubble (level 2), but the delayed pop makes it behave and feel very different than water bubble because fire bubble has less overlap with the blockstun or hitstun of the move you used to pop it. This means simply that fire bubble is much better at making pressure and damage extensions. The cost for this is in longer recovery than water bubble and being slightly higher off the ground when TK'd at minimum height.

Pairs well with 214P fish oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. since P bubble is popped by P fish's first bite and K bubble doesn't have that interaction.

  • Total Recovery is the amount of time it takes Dizzy to create the bubble.
  • Other frame data represents bubble pop frame data.

Overdrives

Imperial Ray

632146S or 632146D

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
35×7 [43×7] All 7+1 10×7 Total 32 +49 5~6F Strike
7F Full
[1~8F Full]

Necro asserts himself and fires a laser which is followed by a wave of explosions that travel to the edge of the screen. Despite how awesome this super is, it's quite situational and not used often.

Imperial Ray has fast startup, and the explosions push the opponent back on block or hit as a way to immediately seize control of the neutral game. The most practical way Dizzy can combo into this is from 2H, either as a frame trap from 2K or as a punish. You can usually do more damage with an RRC, however, and Imperial Ray has a tendency to destabilize combos since the explosions behave differently depending on character weight. Imperial Ray is very awkward in the corner since only a couple explosions appear.

It does have it uses, though. Imperial Ray has excellent corner carry, and the sheer amount of visual noise can obscure things like 5D or a follow-up zoning pattern. Avoiding an RC will also avoid meter gain penalty, which is very handy for a meter-hungry character like Dizzy.

More practically, Imperial Ray's long super flash duration can set up projectile "unblockables" from a comfortable distance. Because projectiles travel during super flash while players' inputs are locked out, an opponent who wasn't blocking before the super flash will be hit by a projectile making contact. This is most reliable with Ice DaggerGGXRD-R Dizzy ToPickFruit.pngGuardAllStartup22RecoveryTotal 37Advantage+11 or Fire DaggerGGXRD-R Dizzy ForRoastingChestnuts.pngGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 since they're homing, or a Fire FishGGXRD-R Dizzy WeFoughtALot.pngGuardAllStartup73RecoveryTotal 36Advantage- since it travels instantly.

Burst Imperial Ray is similarly rare, since unlike a lot of other burst supers Dizzy can't easily tack it on to the end of a combo. That said, Dizzy struggles to challenge pressure so spending 50 meter and her burst to instantly get back in the driver's seat can be enticing.

Don't be overprotective

632146P AKA "Mirror"

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
100 All 14+2 5 20 -6 1~14F Full
15~20F Strike
Total: 40

Mirror is a reversal super that's fully invulnerable until superflash, strike invulnerable through active frames, and can reflect many projectiles. Though generally safe on block, it's whiff punishable and can be thrown. It has an extremely high hitbox but rather small horizontal hitbox.

As a reversal, it has slow startup that allows opponents to option select and punish it. For example most characters can input a meaty low > c.S > block and then continue their pressure/combo if you didn't mirror and be safe if you did - in some cases mirror even whiffs. Despite this it's still a good tool for Dizzy against most setups that meaty with a reflectable projectile or to punish those who don't respect your meter.

On counterhit it has the highest stun modifier out of Dizzy’s moveset and can wallsplat the opponent, vs some characters in the corner this leads to 100% stun combos on counterhit (does 1638 stun value and 3363 on CH), which finally gives Dizzy a niche way of doing stuns instead of taking them. Use it well!

This attack will reflect most projectiles with "normal" behaviour - that is, moving in a straight line. Supers, stationary projectiles (like Ky's ECSE or Raven's orb), projectiles with instant travel time (Dizzy's own lasers), or unusual hit properties (Chipp's Gamma Blade) will not be reflected or will behave oddly. Some moves that are or aren't projectiles (Eddie) are not considered projectiles by the mirror.

For a full list of what Dizzy reflects, check this link: http://pastebin.com/Vw4gdaKi

Because of its slow startup and the fact it can be thrown, it can be easy to discount mirror, but it can be a very valuable tool so don't completely ignore it.

Another possible technique is Mirror YRC. If you YRC before mirror is active, you only use 25% meter overall. However you still get the startup invulnerability, meaning you could invulnerable through anything up to 14 frames. While getting all frames would require frame perfect timing, most of the time causing a whiff on a move is enough to find it useful and most moves are far less active than 14f.

Gamma Ray

64641236H

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
13×2, 16×32 All 13+6 6(24)6(35)46 {32 hit} 72 -61

A mostly gimmick super dubbed "Meme Ray" by many players that costs 100% Tension. Has slow startup, inconsistent damage output, makes you vulnerable the whole time, is extremely negative on block, and you can get more damage and utility out of 100 meter in a multitude of ways.

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.

Meme Ray has limited uses outside meming. For 100% meter there's almost always a better option.

That said, if you're feeling the need to meme some niche cases include:

  • Dealing lots of chip damage if your opponent is out of meter and already blocking something. This is possibly the most legit usage of Gamma Ray, though opponents can superjump after Necro and Undine's lasers to avoid most of the chip.
  • Comboing into it vs low health opponents to kill them via guts crush.
  • A nuclear anti-zoning tool if your opponent is committing to something with an extremely long animation.
  • An extravagant way to hard call-out a Blitz.
  • In hellfire state against a character with a cranked RISC bar, it can become a touch of death (Sol with at least 92 RISC, for example).
  • Potentially dealing absurd damage on trades if Dizzy is hit out of the startup. Gamma Ray is one of the few moves (the only move?) in the game with damage scaling greater than 100%, at 150%, meaning it increases the damage of subsequent attacks by half.

Note: Each phase of activation takes 50% meter. So if Dizzy is hit out of the first part she'll be left with 50% meter.

Instant Kill

Emotional Gamma Ray

During IK Mode: 236236H

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
SURRENDER All 22+5
[10+5]
14 15 -12 22~40F Full
[10~28F Full]

Uses the animation from 5D, sharing its huge hitbox, range, and active frames. The gold version is among the faster IKs, making it practical to combo into.

Dizzy has a lot of ways to confirm into Golden Instant Kill, with 5D6 being the most basic. Bubble pops, fire daggers, Ice Spike YRC/RRC, and more are also possible.

Navigation

 Dizzy


To edit frame data, edit values in GGXRD-R2/Dizzy/Data.

GGXRD-R2/Navigation