GGXRD-R2/Dizzy/Frame Data: Difference between revisions

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{{NavTabs|game=GGXRD-R2|chara=Dizzy|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/366-Dizzy/|videos={{HoribunaXRDLink|DI}}|active=frame_data}}
<center>{{Character Label|GGXRD-R2|Dizzy|size=42px}}</center>
{{Overview/navigation|okizeme=true}}


<div style="float:left; margin-right:25px;">
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
{{TOC limit|3}}
</div>
</div>
==Glossary==
[[Using_Frame_Data|How do I read frame data?]]
{{FrameDataGlossary-GGXRD-R2}}
<br style="clear:both;"/>
==[[GGXRD-R2/Frame Data|System Data]]==
==[[GGXRD-R2/Frame Data|System Data]]==
<section begin="SystemData"/>{{CharData-GGXRD-R2|defense=x1.06 |guts=1 |stun=50 |weight=[105] Light
{{#cargo_query:tables=ggxrdr2Characters
|prejump=3F |backdashTime=16F |backdashInv=1-9F |faceDown=24F |faceUp=25F }}<section end="SystemData"/>
|fields=name,defense,guts,prejump,weight,backdash,forwarddash,riscGainRate,wakeupFaceUp,wakeupFaceDown,umo
<br style="clear:both;"/>
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"
|format=table
}}


==Normal Moves==
==Normal Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGXRD-R2-FullFrameDataTable|moveType=normal}}
|-
{{FrameDataHeader-GGXRD-R2}}
|-
{{AttackVersion|name=5P|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|5P Full}}
|-
{{AttackVersion|name=5K|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|5K Full}}
|-
{{AttackVersion|name=c.S|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|c.S Full}}
|-
{{AttackVersion|name=f.S|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|f.S Full}}
|-
{{AttackVersion|name=5H|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|5H Full}}
|-
{{AttackVersion|name=2P|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|2P Full}}
|-
{{AttackVersion|name=2K|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|2K Full}}
|-
{{AttackVersion|name=2S|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|2S Full}}
|-
{{AttackVersion|name=2H|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|2H Full}}
|-
{{AttackVersion|name=j.P|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|j.P Full}}
|-
{{AttackVersion|name=j.K|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|j.K Full}}
|-
{{AttackVersion|name=j.S|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|j.S Full}}
|-
{{AttackVersion|name=j.H|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|j.H Full}}
|-
{{AttackVersion|name=j.D|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|j.D Full}}
|-
{{AttackVersion|name=6P|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|6P Full}}
|-
{{AttackVersion|name=4S|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|4S Full}}
|-
{{AttackVersion|name=6H|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|6H Full}}
|-
{{AttackVersion|name=6H |subtitle=Max Charge}}
{{#lst:GGXRD-R2/Dizzy/Data|6H Max Charge Full}}
|-
{{AttackVersion|name=2D|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|2D Full}}
|-
{{AttackVersion|name=5D|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|5D Full}}
|-
|}


==Universal Mechanics==
==Universal Mechanics==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGXRD-R2-FullFrameDataTable|moveType=other}}
|-
{{FrameDataHeader-GGXRD-R2}}
|-
{{AttackVersion|name=Ground Throw|subtitle=|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|Ground Throw Full}}
|-
{{Description|14|text=*Stun value 30
}}
|-
{{AttackVersion|name=Air Throw|subtitle=|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|Air Throw Full}}
|-
{{Description|14|text=*Stun value 30
}}
|-
{{AttackVersion|name=Dead Angle Attack|subtitle=}}
{{#lst:GGXRD-R2/Dizzy/Data|DAA Full}}
|-
{{AttackVersion|name=Blitz Attack|subtitle=|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|Blitz Attack Full}}
|-
{{Description|14|text={{ColumnList |text=*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)
}}
}}
{{AttackVersion|name=Blitz Attack |subtitle=Max Charge|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|Blitz Attack Max Charge Full}}
|-
{{Description|14|text={{ColumnList |text=*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==
==Special Moves==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGXRD-R2-FullFrameDataTable|moveType=special}}
|-
{{FrameDataHeader-GGXRD-R2}}
|-
{{AttackVersion|name=I Use This to Catch Fish |subtitle=236S}}
{{#lst:GGXRD-R2/Dizzy/Data|236S Full}}
|-
{{AttackVersion|name=For Searing Cod... |subtitle=236H}}
{{#lst:GGXRD-R2/Dizzy/Data|236H Full}}
|-
{{AttackVersion|name=I Use This to Pick Fruit |subtitle=421S|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|421S Full}}
|-
{{Description|14|text={{ColumnList |text=*Frame advantage calculated on a standing opponent}}
}}
|-
{{AttackVersion|name=For Roasting Chestnusts |subtitle=421H|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|421H Full}}
|-
{{Description|14|text={{ColumnList |text=*Damage and Active Frames listed are for each Dagger
*Frame advantage calculated on a standing opponent
*Additional daggers appear on 70F and 100F
}}
}}
|-
{{AttackVersion|name=We Talked a Lot Together (P) |subtitle=214P}}
{{#lst:GGXRD-R2/Dizzy/Data|214P Full}}
|-
{{AttackVersion|name=We Talked a Lot Together (K) |subtitle=214K}}
{{#lst:GGXRD-R2/Dizzy/Data|214K Full}}
|-
{{AttackVersion|name=We Talked a Lot Together (Air, P) |subtitle=j.214P}}
{{#lst:GGXRD-R2/Dizzy/Data|j.214P Full}}
|-
{{AttackVersion|name=We Talked a Lot Together (Air, K) |subtitle=j.214K}}
{{#lst:GGXRD-R2/Dizzy/Data|j.214K Full}}
|-
{{AttackVersion|name=We Fought a Lot Together (S) |subtitle=214S}}
{{#lst:GGXRD-R2/Dizzy/Data|214S Full}}
|-
{{AttackVersion|name=We Fought a Lot Together (H) |subtitle=214H}}
{{#lst:GGXRD-R2/Dizzy/Data|214H Full}}
|-
{{AttackVersion|name=We Fought a Lot Together (D) |subtitle=214D|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|214D Full}}
|-
{{Description|14|text={{ColumnList |text=*57~136F If the fish is hit by the opponent, it will counterattack after hitstop
}}
}}
|-
{{AttackVersion|name=We Fought a Lot Together (Air, S) |subtitle=j.214S}}
{{#lst:GGXRD-R2/Dizzy/Data|j.214S Full}}
|-
{{AttackVersion|name=We Fought a Lot Together (Air, H) |subtitle=j.214H}}
{{#lst:GGXRD-R2/Dizzy/Data|j.214H Full}}
|-
{{AttackVersion|name=We Fought a Lot Together (Air, D) |subtitle=j.214D|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|j.214D Full}}
|-
{{Description|14|text={{ColumnList |text=*57~136F If the fish is hit by the opponent, it will counterattack after hitstop
}}
}}
|-
{{AttackVersion|name=We Fought a Lot Together (D) |subtitle=Counterattack|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|214D Counterattack Full}}
|-
{{Description|14|text={{ColumnList |text=*Maximum delay before the counterattack is completed is 29F
}}
}}
|-
{{AttackVersion|name=For Putting Out the Light |subtitle=236P}}
{{#lst:GGXRD-R2/Dizzy/Data|236P Full}}
|-
{{AttackVersion|name=The Light Was So Small In the Beginning |subtitle=236K}}
{{#lst:GGXRD-R2/Dizzy/Data|236K Full}}
|-
{{AttackVersion|name=Please Leave Me Alone |subtitle=j.236P|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|j.236P Full}}
|-
{{Description|14|text={{ColumnList |text=*12F Bubble formed
*Bubble lasts for 157F or until it gets popped
}}
}}
|-
{{AttackVersion|name=Please Leave Me Alone |subtitle=Attack Bubble}}
{{#lst:GGXRD-R2/Dizzy/Data|Water Bubble Full}}
|-
{{AttackVersion|name=What happens When I'm TOO Alone |subtitle=j.236K|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|j.236K Full}}
|-
{{Description|14|text={{ColumnList |text=*21F Bubble formed
*Bubble lasts for 148F or until it gets popped
}}
}}
|-
{{AttackVersion|name=What happens When I'm TOO Alone |subtitle=Attack Bubble}}
{{#lst:GGXRD-R2/Dizzy/Data|Fire Bubble Full}}
|-
|}


==Overdrives==
==Overdrives==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGXRD-R2-FullFrameDataTable|moveType=super}}
|-
{{FrameDataHeader-GGXRD-R2}}
|-
{{AttackVersion|name=Imperial Ray |subtitle=632146S<br/>[632146D]|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|632146S Full}}
|-
{{Description|14|text={{ColumnList |text=*[ ] Values are for Burst version
*Stun value 20*7
}}
}}
|-
{{AttackVersion|name=Don't Be Overprotective |subtitle=632146P|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|632146P Full}}
|-
{{Description|14|text={{ColumnList |text=
*0F Hitstop
}}
}}
|-
{{AttackVersion|name=Gamma Ray |subtitle=64641236H|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|64641236H Full}}
|-
{{Description|14|text={{ColumnList |text=
*After 3rd hit Stun damage is 0
}}
}}
|-
|}


==Instant Kill==
==Instant Kill==
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{{GGXRD-R2-FullFrameDataTable|moveType=instantkill}}
|-
{{FrameDataHeader-GGXRD-R2}}
|-
{{AttackVersion|name=Emotional Gamma Ray |subtitle=During IK Mode: 236236H|rowspan=2}}
{{#lst:GGXRD-R2/Dizzy/Data|IK Full}}
|-
{{Description|14|text=*[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
*IK Mode Activation: ??F [5F+5F]
}}
|-
|}


==Gatling Table==
==Gatling Table==
Line 270: Line 39:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! 5P
! {{MMC|input=5P}}
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S, 4S|| 5H, 2H, 6H || 5D, 2D || Jump, Sp
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 4S, 2S|| 5H, 2H, 6H || 5D, 2D || Jump, Special, Super
|-
|-
! 2P
! {{MMC|input=2P}}
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 2S, 4S|| 5H, 2H || 5D, 2D || Sp
| 5P, 2P, 6P || 5K, 2K || c.S, f.S, 4S, 2S|| 5H, 2H || 5D, 2D || Special, Super
|-
|-
! 6P
! {{MMC|input=6P}}
| - || - || c.S, f.S, 2S, 4S || 5H, 2H, 6H || 5D, 2D || Sp
| - || - || c.S, f.S, 4S, 2S || 5H, 2H, 6H || 5D, 2D || Special, Super
|-
|-
! 5K
! {{MMC|input=5K}}
| 6P || - || c.S, f.S, 2S, 4S || 5H, 2H || 5D, 2D || Jump, Sp
| 6P || - || c.S, f.S, 4S, 2S || 5H, 2H || 5D, 2D || Jump, Special, Super
|-
|-
! 2K
! {{MMC|input=2K}}
| 6P || - || c.S, f.S, 2S, 4S || 2H || 5D, 2D || Sp
| 6P || - || c.S, f.S, 4S, 2S || 2H || 5D, 2D || Special, Super
|-
|-
! c.S
! {{MMC|input=c.S}}
| 6P || - || f.S, 2S, 4S || 5H, 2H || 5D, 2D || Jump, Sp
| 6P || - || f.S, 4S, 2S || 5H, 2H || 5D, 2D || Jump, Special, Super
|-
|-
! f.S
! {{MMC|input=f.S}}
| - || - || 2S || 5H, 2H || 5D, 2D || Sp
| - || - || 2S || 5H, 2H || 5D, 2D || Jump, Special, Super
|-
|-
! 4S
! {{MMC|input=4S}}
| - || - || 2S || 5H, 2H || 5D, 2D || Sp
| - || - || 2S || 5H, 2H || 5D, 2D || Special, Super
|-
|-
! 2S
! {{MMC|input=2S}}
| - || - || - || 5H, 2H || 5D, 2D || Jump, Sp
| - || - || - || 5H, 2H || 5D, 2D || Jump, Special, Super
|-
|-
! 5H
! {{MMC|input=5H}}
| - || - || - || - || 5D, 2D || Sp
| - || - || - || - || 5D, 2D || Special, Super
|-
|-
! 2H
! {{MMC|input=2H}}
| - || - || - || - || 5D, 2D || Jump (2nd hit), Sp
| - || - || - || - || 5D, 2D || Jump (2nd hit), Special, Super
|-
|-
! 6H
! {{MMC|input=6H}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special, Super
|-
|-
! 5D
! {{MMC|input=5D}}
| - || - || - || - || - || Homing jump, Homing dash
| - || - || - || - || - || Homing jump, Homing dash
|-
|-
! 2D
! {{MMC|input=2D}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special, Super
|-
|-
|}
|}


{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
Line 321: Line 89:
! P !! K !! S !! H !! D !! Cancel
! P !! K !! S !! H !! D !! Cancel
|-
|-
! j.P
! {{MMC|input=j.P}}
| j.P || j.K || j.S || j.H || j.D || Jump, Sp
| {{color|green|j.P<sup>[+]</sup>}} || j.K || j.S || j.H || j.D || Jump, Special
|-
|-
! j.K
! {{MMC|input=j.K}}
| j.P || - || j.S || j.H || j.D || Jump, Sp
| j.P || - || j.S || j.H || j.D || Jump, Special
|-
|-
! j.S
! {{MMC|input=j.S}}
| j.P || - || - || j.H || j.D || Jump, Sp
| j.P || - || - || j.H || j.D || Jump, Special
|-
|-
! j.H
! {{MMC|input=j.H}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special
|-
|-
! j.D
! {{MMC|input=j.D}}
| - || - || - || - || - || Sp
| - || - || - || - || - || Special
|-
|-
|}
|}
*5D can be only canceled into Homing Jump and Homing Dash on ground hit
*5D can be only canceled into Homing Jump and Homing Dash on ground hit
:'''X''' = X is available on hit or block
:'''X''' = X is available on hit or block
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:{{color|green|2='''X<sup>[+]</sup>''' = X is available on hit, block, or whiff}}
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
 
: '''Su''' = Overdrives (aka: Supers)
==Navigation==
==Navigation==
{{#lst:GGXRD-R2/Dizzy/Data|Links}}
<center>{{Character Label|GGXRD-R2|Dizzy|size=42px}}</center>
{{notice|To edit frame data, edit values in [[GGXRD-R2/Dizzy/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GGXRD-R2/CharacterLinks}}
{{Navbar-GGXRD-R2}}
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}
[[Category: Guilty Gear Xrd REV 2]]
{{GGXRD-R2/Navigation}}
[[Category:Frame Data]]
[[Category:Dizzy]]

Latest revision as of 18:02, 9 April 2024

 Dizzy

Glossary

How do I read frame data?

System Data Glossary  
Defense The amount of damage that characters take is multiplied by this number.
Guts The amount of damage that characters take decreases as their life lowers. For more info see here.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Weight The character's weight class, which determines how fast they fall when being hit in the air.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
RiscGainRate Amount of RISC characters gain when blocking is modified by this number. The higher the number, the more RISC gained when blocking an attack. 32 is average.
WakeupFaceDown Amount of time the character is knocked down when the character is face down.
WakeupFaceUp Amount of time the character is knocked down when the character is face up.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be blocked with air Faultless Defense unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Invuln Attribute and Hitbox invincibility for this attack
riscp Risc Plus (gbp). How much the RISC Gauge increases on block.
riscm Risc Minus (gbm). How much the RISC Gauge decreases on hit.
prorate How much additional damage proration this attack has. There are two types of proration, Initial and Forced.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S Special/Overdrive cancellable
J jump cancellable
Roman How this attack can be Roman Cancelled.
Cancels
Y Yellow Roman Cancel
R Red Roman Cancel
P Purple Roman Cancel
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Tension How much tension is gained by using this attack. Normal attacks gain tension on hit/block. Special moves gain tension twice: once on when the move is used, and again when it hits the opponent. These two values are separated by a /.
Attack Level Values
Hitstun and Blockstun Values
Attack Level Hitstop ※1 Counter Hitstop ※1 Standing Hitstun Crouching Hitstun Air Untechable Time ※2 Ground Regular Block Ground Instant Block Ground FD ※3 Air Regular Block Air Instant Block Air FD ※3
Lv0 11 +0 10 +0 10 9 -2 +2 9 -6 +2
Lv1 12 +2 12 +1 12 11 -3 +2 11 -6 +3
Lv2 13 +4 14 +1 14 13 -3 +2 13 -6 +4
Lv3 14 +8 17 +1 16 16 -4 +2 16 -7 +4
Lv4 15 +12 19 +1 18 18 -4 +2 19 -8 +4

※1: The additional hitstop is only applied to the receiver.
※2: During an airborne Counter Hit, untechable time is doubled (with some exceptions).
※3: Abbreviation of Faultless Defense.

For more values, see GGXRD-R2/Frame Data


System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Dizzy x1.06 1 3F [105] Light 16F (1~9F invuln) 28 25F 24F 2 Air Dashes

Normal Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
5P Mid 0 -4 5 2 12 CSJ 144 10 3 8 YRP
5K Mid 2 -4 7 4 14 SJ 264 16 10 7 YRP
c.S Mid 2 +1 6 2 11 SJ 264 24 10 7 YRP
f.S Mid 2 -13 9 6 21 SJ 264 32 10 7 YRP
4S Mid 3 -1 8 2×7 12 S 264 20×5 10 6 YRP
5H Mid 3 -4 13 6 15 S 384 38 14 6 YRP
5D High 3 -12 27 14 15 Initial: 80% 384 20 14 20 YRP
6P Mid 2 -9 10 4 19 S 1~13f Upper Body 264 26 10 7 YRP
6H Mid 4 -22 14 7 34 S 384 48 20 6 YRP
6H Max Charge High 4 -22 33 7 34 S 384 56 20 6 YRP
2P Mid 0 -2 6 3 9 CS Initial: 80% 144 8 3 8 YRP
2K Low 1 -1 7 4 9 S Initial: 70% 264 18 6 7 YRP
2S Mid 2 -11 7 3 22 SJ 264 28 10 7 YRP
2H Mid 4 -10 15 2, 4 25 SJ 384 36×2 20 6 YRP
2D Low 4 -17 12 3 33 S 3~8F Upper Body
9~11F Above Knees
12~14F Low Profile
15~35F Above Knees
Initial: 85% 384 34 20 6 YRP
j.P High/Air 0 6 4 10 CSJ Initial: 90% 144 12 3 8 YRP
j.K High/Air 1 7 6 12 SJ Initial: 90% 264 16 6 7 YRP
j.S High/Air 2 9 4 16 SJ 264 28 10 7 YRP
j.H High/Air 3 10 4 28 S 384 36 14 6 YRP
j.D High/Air 3 8 10, 4 16 S 384 30, 40 14 6 YRP

Universal Mechanics

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Ground Throw Ground Throw: 75250 +72 1 Forced: 50% 0, 480 0, 60 NA 6, 0 R
Air Throw Air Throw: 192500 1 Forced: 65% 0, 480 0, 60 NA 6, 0 R
DAA All 2 -9 10 4 19 1~13F Full Initial: 50% -5000 / 264 25 10 7
Blitz Mid 1 -2 (15-48)+13 3 20 1~Button release: Blitz Initial: 55% 50 R
[Blitz] Mid 4 +5 50+13 3 20 1~50: Blitz 50 R

Special Moves

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236S All 2 -23 13 8 Total 62 Initial: 90% 200/120 45 2 8 YRP
236H All 2 -11 26 8 Total 63 Inital: 90% 200/120 50 2 8 YRP
421S All 2, 2 +11 22 18 (15) until fullscreen Total 37 250/120 25, 40 2 7 YRP
421H All 2, 1, 2 +14 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) 250/120 25, 40, 25 2 7 YRP
214P All 0 60 3 (33) 3 (33) 3 Total 36 100/120 10×3 2 8 YRP
214K All 0 69 3 (43) 3 Total 36 100/120 10×2 2 8 YRP
j.214P All 0 60 3 (33) 3 (33) 3 Total 45 100/120 10×3 2 8 YRP
j.214K All 0 69 3 (43) 3 Total 45 100/120 10×2 2 8 YRP
214S All 2 73 41 Total 36 100/120 45 2 7 YRP
j.214S All 2 53 41 Total 45 100/120 45 2 7 YRP
214H All 2 73 36 Total 36 100/120 45 2 7 YRP
j.214H All 2 53 36 Total 45 100/120 45 2 7 YRP
214D Total 36 100/- YRP
j.214D Total 45 100/- YRP
214D Counterattack All 4 21 7 -/120 40 2 6 YRP
236P All 2 -14 17 36 Total 50 Initial: 90% 200/120 30 2 7 YRP
236K All 0 +9 33 49 Total 54 Initial: 90% 200/120 20×3 2 8 YRP
j.236P All 2 12 4 Total 24 100/120 30 2 7
j.236K All 2 29 10 Total 29 100/120 30 2 7

Overdrives

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
632146S All 2 +49 7+1 10×7 Total 32 5~6F Strike
7F Full
[1~8F Full]
-5000 35×7 [43×7] 2 9
632146P All 4 -6 14+2 5 20 1~14F Full
15~20F Strike
Forced: 40% -5000 100 20 6 YRP
64641236H All 4 -61 13+6 6(24)6(35)46 {32 hit} 72 Initial: 150% -10000 13×2, 16×32 2×33 6, 4×32

Instant Kill

Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
Input Guard    level On-Block Startup Active Recovery Cancel Invuln          Prorate Tension Damage RISC Plus RISC Minus Roman Cancels
236236H All 3 -12 22+5
[10+5]
14 15 22~40F Full
[10~28F Full]
SURRENDER 14 6

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD-R Dizzy 5P.pngGuardMidStartup5Recovery12Advantage-4 5P, 2P, 6P 5K, 2K c.S, f.S, 4S, 2S 5H, 2H, 6H 5D, 2D Jump, Special, Super
2PGGXRD-R Dizzy 2P.pngGuardMidStartup6Recovery9Advantage-2 5P, 2P, 6P 5K, 2K c.S, f.S, 4S, 2S 5H, 2H 5D, 2D Special, Super
6PGGXRD-R Dizzy 6P.pngGuardMidStartup10Recovery19Advantage-9 - - c.S, f.S, 4S, 2S 5H, 2H, 6H 5D, 2D Special, Super
5KGGXRD-R Dizzy 5K.pngGuardMidStartup7Recovery14Advantage-4 6P - c.S, f.S, 4S, 2S 5H, 2H 5D, 2D Jump, Special, Super
2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1 6P - c.S, f.S, 4S, 2S 2H 5D, 2D Special, Super
c.SGGXRD-R Dizzy cS.pngGuardMidStartup6Recovery11Advantage+1 6P - f.S, 4S, 2S 5H, 2H 5D, 2D Jump, Special, Super
f.SGGXRD-R Dizzy fS.pngGuardMidStartup9Recovery21Advantage-13 - - 2S 5H, 2H 5D, 2D Jump, Special, Super
4SGGXRD-R Dizzy 4S.pngGuardMidStartup8Recovery12Advantage-1 - - 2S 5H, 2H 5D, 2D Special, Super
2SGGXRD-R Dizzy 2S.pngGuardMidStartup7Recovery22Advantage-11 - - - 5H, 2H 5D, 2D Jump, Special, Super
5HGGXRD-R Dizzy 5H.pngGuardMidStartup13Recovery15Advantage-4 - - - - 5D, 2D Special, Super
2HGGXRD-R Dizzy 2H.pngGuardMidStartup15Recovery25Advantage-10 - - - - 5D, 2D Jump (2nd hit), Special, Super
6HGGXRD-R Dizzy 6H.pngGuardMidStartup14Recovery34Advantage-22 - - - - - Special, Super
5DGGXRD-R Dizzy 5D.pngGuardHighStartup27Recovery15Advantage-12 - - - - - Homing jump, Homing dash
2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17 - - - - - Special, Super
Air Gatlings
P K S H D Cancel
j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- j.P[+] j.K j.S j.H j.D Jump, Special
j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage- j.P - j.S j.H j.D Jump, Special
j.SGGXRD-R Dizzy jS.pngGuardHigh/AirStartup9Recovery16Advantage- j.P - - j.H j.D Jump, Special
j.HGGXRD-R Dizzy jH.pngGuardHigh/AirStartup10Recovery28Advantage- - - - - - Special
j.DGGXRD-R Dizzy jD.pngGuardHigh/AirStartup8Recovery16Advantage- - - - - - Special
  • 5D can be only canceled into Homing Jump and Homing Dash on ground hit
X = X is available on hit or block
X[+] = X is available on hit, block, or whiff

Navigation

 Dizzy


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