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GGReload Dizzy Portrait.jpg

Defense Modifier: x1.15

Guts Rating: 1

Weight: Light (x1.05)

Stun Resistance: 50

Jump Startup: 3F

Backdash Time: 16F / Invul: 1~9F

Wake-Up (Face Up/Down): 36F / 35F

Movement Options
Double Jump, 2 Airdashes, Dash Type: Run
P K S H D Start
GGReload Dizzy P.png
GGReload Dizzy K.png
GGReload Dizzy S.png
GGReload Dizzy H.png
GGReload Dizzy D.png
GGReload Dizzy Start.png
GGReload Dizzy P(Sp).png
GGReload Dizzy K(Sp).png
GGReload Dizzy S(Sp).png
GGReload Dizzy H(Sp).png
GGReload Dizzy D(Sp).png
GGReload Dizzy Start(Sp).png


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 and Weaknesses

Strengths Weaknesses
  • High aerial mobility thanks to having a double airdash, fast initial dash speed, a foot invulnerable run, and a good superjump.
  • Has very good space control due to her active summons while she moves.
  • Summons allow setup for high/low mixups, crossups, and tick-throw setups, and can also be used for defense purposes, such as screen control and covering her approach for rushdown.
  • Easy access to knockdown conversions on the ground thanks to 2D's stellar range.
  • Higher than average damage.
  • Really good FRCs
  • Fourth lowest health in the game and the lowest stun resistance in the game, tied with Chipp.
  • Poor defensive options outside of summons and system mechanics.
  • Very space dependent to use her summons effectively and due to her below average hitboxes, Dizzy can be forced to retreat in neutral until she can take initiative.
  • Lacking in ways to knockdown from the air and force to return to neutral.

Unique Mechanics


Dizzy can summon four variations of fishes which move forward and absorb a single hit for her. The fish enable Dizzy's okizeme game and help her control space. Only one fish may be active at any time.


Dizzy can summon a bubble that travels one of two trajectories she chooses. After summoning the bubble slowly float across the screen and can only be popped by Dizzy hitting it with another move. Bubbles excel at controlling space and adding threat and damage extensions to her moves, combos and setups as a popped bubble knocks the opponent into the air on hit.


Dizzy gains foot invulnerability during her dash which allows her to run over lows and other moves such as slidehead and mini faust.


GGAC Dizzy 5P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 Mid CSJR 5 2 12 -4

Dizzy does a quick and short-ranged poke with her hand. 5P can whiff on some crouching opponents (like Faust and Chipp, for example). It can be used as a quick anti-air move but it may not be as effective against most air-to-ground attacks, compared to 2S or 6P. Limited use, as Dizzy has other normals to use which have better utility than 5P.

GGAC Dizzy 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 Mid SJR 7 4 14 -4

Dizzy faces away from her opponent and does a thrust kick. 5K, while slower than 5P, is much more useful due to it having longer range and doing more damage. 5K is a good opening move to start a combo off with because of its range and can also be jump cancelled giving you some options on hit or block.

GGAC Dizzy cS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 Mid SJR 5 2 11 +1

A quick attack that leaves you +1 on block and does good damage. It is a good move to use mid-combo but not as a opening attack because of its limited and specific range.

Stun modifier x2.

GGAC Dizzy fS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20*5 Mid SR 8 2,2,2,2,6 12 -4

Though f.S has good range, it will whiff on all crouching opponents (except for Potemkin), so don't use it against an opponent that is blocking as they can switch to crouch mid-block. Also, f.S is a good move to use against an opponent that airdashes in because it has good range and hits multiple times (mid-air juggle), which if hit-confirmed you can followup with 236H to combo. It also forces an airborne opponent to use FD to block all the hits, making them waste tension in the process.

Hitstop 6F. 4th hit staggers opponent on ground hit (max 35F).

GGAC Dizzy 5H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 Mid SR 13 6 15 -4

Does good damage and is her longest-ranged normal move, though it comes out relatively slow. It is best utilized mid-combo string and followed up with 2H if close or 236H if far away.

GGAC Dizzy 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26 Mid SR 11 4 19 -9

A command normal move with short range, 6P can be used to stuff out an opponent's attack to score a counter-hit, which also knocks them away from you on hit and can cause wallbounce if they are near the proximity of a wall. 6P can also be used as an anti-air attack since it gives you upper body invincibility (from 1~14F), but its startup is a bit slow so it must be used earlier, compared to 2S.

1~14F Upper body invul. Knocks down opponent on CH.

GGAC Dizzy 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
38*2 Mid SJRF 18 9,3 29 -13

Due to its slow startup, 6H is best used used as a meaty thanks to its generous active frames as part of her okizeme to deter an opponent from mashing out of pressure and catch them for a counter-hit in the process.

GGAC Dizzy 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 High SR 27 14 15 -12

Slow startup, but has good range. It is hard to connect with 5D as a stand-alone move, but if you utilize it with her various summon attacks, your opponent will have a hard time seeing it coming.

GGAC Dizzy 2P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 Mid CSR 6 3 9 -2

2P can be used to poke because it's almost as fast as 5P but also has good range. Though it can gatling into itself, it's better to combo for a knockdown whenever possible if you hit-confirm a 2P. If you happen to hit at a long-range 2P, or do a followup 2P, it may be difficult to combo afterwards due to your opponent being pushed back from the intial hit, so if you are close to your opponent when 2P hits, you'll have an easier time comboing into something. 2P can also be used for tick-throws.

Initial Prorate 70%.

GGAC Dizzy 2K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
18 Low SR 6 4 9 -1

Just as fast as 2P, but has a shorter range and is your next best poking tool. It can gatling into 2H or 2D, for a knockdown. At close range, it can gatling into c.S, 2S, 6P and 5H (only against crouching opponents) for combos. 2K can also be used for tick-throws, like 2P.

Initial Prorate 70%.

GGAC Dizzy 2S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SJR 7 3 22 -11

Dizzy goes low to the ground and extends both of her wings upward for a crouching attack. 2S is what Dizzy mainly uses for an anti-air attack because it lowers her hitbox to the ground and is a fairly fast attack. You can often score a counter-hit with this against an opponent's jump-in attack. This move has limited horizontal range, so be careful if you combo a grounded opponent with 2S.

GGAC Dizzy 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
44 Mid SRF 8 4 38 -23

2H is a move with various uses. First, it can be used for knockdown then cancelling into a 214 summon for okizeme, though your followup summon may vary depending on the range of the 2H knockdown hit. Second, it can be used to fish for counter-hits by baiting your opponent to hit you, then you throw out a 2H to hit them and if your guess is correct you score a counter-hit 2H. If you score a counter-hit 2H, you get a fully untechable groundbounce which launches your opponent into the air allowing you to followup with a combo. 2H also has a FRC point, which if utilized can make the move much more safe to use by cutting down on its long recovery time, especially if it's whiffed or not cancelled. You can even utilize the 2H FRC point to prolong a pressure string or even extend a combo. 2H also has an ability to be late buffered into 236H. This can occur in a pressure string that seeming ends with 2H, then you late buffer into 236H afterwards and can sometimes catch an opponent off guard.

Knocks down opponent on ground hit. Groundbounces opponent and fully untechable on CH. Dizzy modifier x1.5.

GGAC Dizzy 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
38 Low SRF 12 3 33 -17

2D is mainly used for knockdowns at farther ranges compared to 2H. It's a 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.

9~26F Low profile. 27~37F Above feet invul.

GGAC Dizzy jP.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 High/Air CSJR 6 2 10 -

Fast air poke that is usually used a part of an air combo or to pop a bubble.

GGAC Dizzy jK.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
16 High/Air SR 4 12 12 -

Faster than j.P but has shorter range. It is usually used as an opening attack for an air combo after a ground launch or to pop a bubble.

GGAC Dizzy jS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 High/Air SJR 9 4 16 -

Has good horizontal range and can be used as an air-to-air poke or as part of an air combo. It also can be used to pop bubbles after summoning them by airdashing backwards and using j.S.

GGAC Dizzy jH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
42 High/Air SR 10 4 28 -

Though a bit slow to startup, it is a powerful attack on hit and block. You can sometimes score counter-hits with j.H, which if used at the right range can stuff some aerial attacks. If a grounded opponent blocks j.H, they are put into a long period of blockstun and become susceptible to a fuzzy guard scenario with a followup j.P for an instant overhead attack. A high/low mixup then takes place after the j.H is blocked because an opponent must decide whether to continue to block high to guard against a possible j.P or to block low against a possible land > 2K.

GGAC Dizzy jD.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
30,40 High/Air SR 10 9,3 16 -

An attack with a large range due to Dizzy being swept around in an arc. It is often used as an air combo ender and is also a good stand-alone move to use against an aerial opponent.

Universal Mechanics

Ground Throw
GGAC Dizzy throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Throw: 49 Pixels - - - - -

A very important move for Dizzy because a throw can cause knockdown, which in turn allows her to start her okizeme. You can also do a followup combo after the throw for extra damage and/or positioning but in doing so you allow your opponent the opportunity to tech out if the 236H at the end doesn't knockdown or to Burst out if applicable, especially in the case of lightweight characters who are usually able to tech after 236H hits in a throw followup combo. A throw into the corner is the best option since okizeme there is at its strongest, but a throw at mid-screen is also good because you have the possibility for a crossup okizeme if you don't decide to do a followup combo to push your opponent into the corner. It is usually recommended to not use a followup combo and instead let the opponent drop to the ground for knockdown so you can setup for okizeme. Dizzy also has good range with her ground throw, which makes it quite effective in tick-throw setups.

Knocks down opponent on hit. Initial Prorate 50%.

Air Throw
GGAC Dizzy airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
60 Throw: 110 Pixels - - - - -

Depending on the height of the air throw, you can either followup with a combo or let your opponent fall to the ground for a knockdown. An air throw can often deter an opponent from teching out of the corner. Also, like with a ground throw, it is often better to not do a followup combo and instead let the opponent fall to the ground so you can do okizeme.

Wall bounces opponent on hit.

Dead Angle Attack
GGAC Dizzy 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25 All R 11 2 23 -11

Similar to her 6P and used to knock an opponent away from you on hit, with an opportunity for a wallbounce if near the proximity of a wall. It is best used when Dizzy is pressured by an opponent and you need to get them off of you as it gives you invincibility from 1-12F and upper body invincibility from 21-35F.

1~12F Full invul. 21~35F Upper body invul. 13~32F Throw invul. Wall bounces opponent on hit. Initial Prorate 50%.


It Started Out as Just Light
GGReload Dizzy 236K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20*3 All - 32 46 Total 54 +8

Dizzy utilizes Necro for an attack with a spinning scythe .The scythe dips slightly then rises upward in an arc away from Dizzy. It can be used to control air space, though it's a bit slow to start up. It can also be used to setup tick-throws because it causes minimal blockstun. You can also end some blockstrings with this move and your opponent might not be able to counterattack you because the scythe is in front of them and already active.

Hitstop 5F. Attack occurs even if Dizzy is hit after 28F.

I Use This to Fish
GGAC Dizzy 236H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
55 All F 14 8 42
Total 63

The "ice spike".

Primarily used as a ground combo ender. In most cases, it can cause knockdown while also providing a movement/carry option for positioning, either to move an opponent toward the corner or for certain okizeme setups. Though it has good range (approximately half-screen distance), 236H has a long recovery period where Dizzy is vulnerable after using the attack. It is important that you learn to FRC this move in order to shorten its recovery period, especially if you miss with the attack. Though the FRC point for 236H is one of the more difficult FRCs to master in the game, the utility of the move opens up greatly if you become proficient in executing it because it gives you opportunities for followup/extended combos, positioning options for okizeme, and shorter recovery time. A counter-hit 236H launches the opponent much higher and guarantees knockdown so you either can go for a followup combo due to the increased launch time or go for okizeme instead.

Floats opponent on hit. Stun modifier x0.25.

I Use This to Get Fruit
GGAC Dizzy 421S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.

Dizzy utilizes Undine to summon an electrified orb that flies upwards then transforms into a lightning-charged projectile that flies toward her opponent.
This is a two-part attack. The first part of the 421S attack (the electric orb) can launch the opponent into the air if they are close, especially if it's an anti-air attack which can give you an opportunity for an air combo. The second part of the attack (Air Spear) homes in on the opponent's current position and then flies toward them. 421S is best used in conjunction with other projectile summon attacks for zoning and to keep the opponent away from Dizzy. However, if Dizzy is hit when she performs the move, the projectile attack disappears immediately.

1st hit floats opponent on hit. Attack disappears if Dizzy gets hit.

My Talking Buddies
GGAC Dizzy 214P.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.

Dizzy utilizes Undine to summon a projectile that can do various attacks depending on the attack button used. The 214 series are usually referred to as 'Fish' summons.

Dizzy is in CH state during entire move. Fish appears on 34F even if Dizzy is hit after 13F. Vertical movement is based on Dizzy's positioning. Fish loses attack hitbox if it gets hit. Can not be performed again for 84F after Fish disappears.
¹ Time between bites depends on the opponent's position.

P 25*3 All - 47~ 3(X)3(X) Total 36 -

This summon homes in horizontally on the opponent for a short-ranged attack that hits (bites) twice. The distance that 214P travels is quite short so this summon is best used when you are standing next to an opponent that has been knocked down. 214P 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.

K 25*2 All - 50~ 3(X)3 Total 36 -

This summon homes in horizontally and rushes toward the opponent for an attack that hits (bites) once. The distance that 214K travels is approximately 3/4 of the screen so this summon is best used as a long-range attack against the opponent. You can even use 214K for rushdown by dashing forward alongside the summon attack and using it as a shield to cover your approach. Like the 214P summon, there is the possibility that the opponent's attack may hit the 214K summon instead of Dizzy, but in the off chance that the opponent manages to hit her first, the summon will continue to attack and possibly interrupt the opponent from continuing their combo, just be wary of multi-hit attacks though.

S 45 All - 73 40 Total 41 -

This summon flies forward for a bit then fires a laser while moving upwards that goes across the screen. 214S is best used from long-range due to its slow startup and recovery. You can use this summon to trick the opponent into thinking that you have used 214H summon here, which may cause them to jump up and get hit by the laser. Another example is to use this summon after an opponent has been knockdown and in some cases the opponent will wakeup and block in anticipation of a 214H summon, which allows you an opportunity to dash in and throw them.

H 45 All - 73 35 Total 36 -

This summon flies forward for a bit then fires a laser above the ground that goes across the screen. 214H is best used from long-range since the laser covers a large distance and hits ground-based opponents, which forces the opponent to either block the laser or jump to avoid the attack. The 214H summon is also best utilzed for okizeme since the timing of the summon attack will hit just about all opponents as they wakeup from knockdown (after a throw, 2H, CH 236H). Remember to use 214H from long (max) range because an opponent is likely able to punish you at closer ranges when you summon.

Please Leave Me Alone
GGReload Dizzy j214P.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
Summon - - - - - Total 22 -
Pop 45 All - 13 4 - -

Dizzy utilizes Undine to create a bubble, while she is airborne, that floats in mid-air and slowly moves in varying trajectories depending on the attack button used. Once summoned, the bubble will move in a specific trajectory until it is popped by an attack from Dizzy or it reaches its maximum allotted time limit. If the opponent is hit by a popped bubble, they are launched into the air which creates an opportunity for a followup combo. The j.214 series (Bubble) have various uses: offense, defense, zoning, and okizeme. It is possible to tiger knee (TK) this move (2147+P/K) which allows you to perform a quick bubble summon from the ground that is low-altitude and afterwards gives you access to aerial movement manuevers, such as airdash or jump cancel for either offensive/defensive followups.

The P bubble summon slowly moves forward in a horizontal trajectory until it is popped or reaches its maximum allotted time limit. P Bubble can be used to control aerial space horizontally, which can often deter an opponent from approaching by air due to a possible anti-air attack from a popped bubble.

The K summon slowly moves forward while descending at a 45° downward trajectory until it is popped or reaches its maximum allotted time limit. K Bubble can be used like P Bubble to control aerial space and since it moves diagonally toward the ground it is effective as an air-to-ground option as it it able to reach and provide cover against standing/crouching opponents and especially on their wakeup as okizeme.


Imperial Ray
GGAC Dizzy 632146S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40*n All F 7+0 - Total 32 -

Dizzy summons a wave of fiery explosions that starts in front of her and moves across the screen.
Imperial Ray can be used to force an opponent away from Dizzy, which gives her some breathing room to act. If the Overdrive hits, the opponent is carried across the screen and sometimes into the corner if you are fortunate. You can sometimes even followup with a combo afterwards, but it's usually better to let Imperial Ray hit completely so that you can get a knockdown for okizeme. This Overdrive doesn't give Dizzy invincibility until 5 frames have passed, so don't use it on wakeup against an opponent's attack as they are likely to hit you out of it. Also, if an opponent has already initiated an attack upon you and you try to counter with Imperial Ray, there is a chance that you'll trade hits, which will cause the overdrive to disappear.

Hitstop 0F 5~7F Strike invul. Knocks down opponent on hit. Stun modifier x0.5. Hitbox disappears if Dizzy gets hit.

Necro Unleashed
GGAC Dizzy 632146P.png
GGAC Dizzy 632146P 2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
34*8 Throw - 9+4 20 14 -

Dizzy summons a large magic circle glyph on the ground in front of her that approximately reaches up to a 1/2 screen away. If the opponent is standing/crouching in the within the range of the circle, they are transported and trapped within a coffin. Then Necro, who possesses Dizzy for a moment, uses a bow and fires some magic arrows into the coffin.

The main feature of this Overdrive is that it is unblockable on the ground and functions like a ranged throw attack, though the attack can be avoided by jumping away from the activation area of the magic circle. It can also function as an anti-air attack by using the Overdrive just as the opponent is about to hit you from the air with a jump-in attack, their attack will whiff right through you and then they land in the activation range of the Overdrive. This Overdrive will not connect with the opponent if they are in blockstun.

Knocks down opponent on hit. 1~9F Full invul. 10~14 Strike invul.

Gamma Ray
GGAC Dizzy 64641236H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12*5,13*32 All - 16+7 6(24)6(51)46 - -31

Necro appears and fires 3 lasers at the opponent, which float them. Then, his cloak transforms into a dragon head that fires a large beam at the opponent that hits multiple times. Dizzy is knocked down at the end of the Overdrive. Requires 100% Tension.

Though Gamma Ray looks impressive for an Overdrive, its use is rather limited due to its slow startup, it doesn't hit opponents that are close or above you, and Dizzy is quite vulnerable when using this Overdrive, which makes her prone to getting attacked and punished and waste Tension in the process. If you do manage to hit an opponent with Gamma Ray, it does a big chunk of damage due to its 200% proration. If the opponent blocks, either their Guard Gauge or Tension Gauge become severely affected in guarding against the attack.

Hitstop for first two lasers 7F. Knocks down opponent on hit. 1st hit Initial Prorate 200%. Stun modifier x0. Dizzy is knocked down at the end of move.


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