Dizzy has large grounded pokes An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. to help her control the neutral game and access her devious mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw. game. While some of her options are fairly high commitment, learning to use each option in its niche gives Dizzy a strong grounded neutral game, with consistent routing into a knockdown with 2DGuardLowStartup12Recovery33Advantage-17.
- 2P
GuardMidStartup6Recovery9Advantage-2 is a very low commitment pressure starter and poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk., with the option to tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. after.
- 2K
GuardLowStartup7Recovery9Advantage-1 is an essential low mix This keyword does not have an entry in the Glossary option, pressure starter, and defensive abare An attack during the opponent's pressure, intended to interrupt it. tool. Can also be used for stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. when covered by Summons.
- c.S
GuardMidStartup6Recovery11Advantage+1 and f.S
GuardMidStartup9Recovery21Advantage-13 are safe pressure/combo fillers, hit confirmable To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent. into knockdowns, and jump cancellable to reset pressure.
- 4S
GuardMidStartup8Recovery12Advantage-1 is an extremely active and highly damaging move with multiple hits, useful for catching jumps and air techs, ramping up RISC, and in combos.
- 2D
GuardLowStartup12Recovery33Advantage-17 is an enormous sweep with low-profile hurtbox at the end of the gatling table, making it a primary combo ender for meterless combos to get strong 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. and sometimes as a frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. or counterpoke.
Dizzy's air game is even better. With a massive super jump, 2 Air Dash options, and a bevvy of air-OK specials, Dizzy uses the air as a key defensive and neutral space, while also having access to long airborne strings with her high air dash momentum.
- j.K
GuardHigh/AirStartup7Recovery12Advantage- is your main jump in button with long range and good air-to-ground hitbox especially close to the ground.
- j.S
GuardHigh/AirStartup9Recovery16Advantage- is a very fast and safe disjointed air poke with large vertical range but poor air-to-ground utility.
- j.H
GuardHigh/AirStartup10Recovery28Advantage- is your primary air block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. ender, giving plenty of hitstun When a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. to gaplessly The number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose. land and use 2K
GuardLowStartup7Recovery9Advantage-1 or combo from your air hits.
As with ground-to-ground toolkit, Dizzy has a set of somewhat specific anti-air options. Each anti-air has their own niche, so experiment if you're struggling to beat a specific move.
- 6P
GuardMidStartup10Recovery19Advantage-9 has universal upper body invulnerability, making it a strong counterpoke and anti-air, with better return on counterhit than 2S
GuardMidStartup7Recovery22Advantage-11.
- 2S
GuardMidStartup7Recovery22Advantage-11 has similar speed and upper body invulnerability to 6P
GuardMidStartup10Recovery19Advantage-9, but trades horizontal range for vertical.
- 4S
GuardMidStartup8Recovery12Advantage-1, f.S
GuardMidStartup9Recovery21Advantage-13, and 5P
GuardMidStartup5Recovery12Advantage-4 all have high hitboxes that give them usage as anti-airs as well.
Dizzy's 214P/K/S/H/D specials are commonly referred to by the community as "Fish", and each summon a special projectile with unique properties, as well as being Air OK. Fish are used to cover for Dizzy's approach and for 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., but only one can be active at a time.
- 214P
GuardAllStartup60RecoveryTotal 36Advantage- attacks 3 times, with a short wait between each. Great for tick throws A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. and staggered 2K
GuardLowStartup7Recovery9Advantage-1.
- 214K
GuardAllStartup69RecoveryTotal 36Advantage- is similar to 214P
GuardAllStartup60RecoveryTotal 36Advantage- but attacks twice from a much longer distance, making it more reliable midscreen.
- 214S
GuardAllStartup73RecoveryTotal 36Advantage- creates a laser that covers the full screen and travels upwards. Mostly for preemptive anti-airs.
- 214H
GuardAllStartup73RecoveryTotal 36Advantage- creates a laser that travels the full screen and covers the ground. If done in the air, it will travel downwards. Usually the best generic Fish choice to cover approach and after scoring a knockdown with 2D
GuardLowStartup12Recovery33Advantage-17, but keep in mind it won't hit meaty against most characters.
- 214D
GuardStartupRecoveryTotal 36Advantage- is unlike the others, used primarily as a defensive neutral tool. While most Fish are destroyed on hit, 214D
GuardStartupRecoveryTotal 36Advantage- has a shield that, when hit, will cause the Fish to attack the opponent.
Similar to Fish, Dizzy's j.236PGuardAllStartup12RecoveryTotal 24Advantage-/K
GuardAllStartup29RecoveryTotal 29Advantage- specials create unique projectiles. Unlike Fish, Bubbles require Dizzy to hit them in order for them to become active, and don't go away if Dizzy is hit by the opponent. Bubbles cause a large amount of block- and hit-stun, making them useful to reset pressure, launch opponents during combos, or encouraging your opponent to respect you in neutral by threatening to pop your bubble. Learning to tiger knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. Bubbles is a crucial part of Dizzy's initial learning curve.
In addition to Fish and Bubbles, Dizzy has a few other specials with variable usefulness.
- 236S
GuardAllStartup13RecoveryTotal 62Advantage-23, AKA "Ice Spike", is a vital combo ender (mostly useful in the corner, or when you need a bit more damage) and launcher when used with Red Roman Cancel for Dizzy's highest damage combos.
- 236H
GuardAllStartup26RecoveryTotal 63Advantage-11 is also primarily a combo ender, giving a hard knockdown in situations where 2D
GuardLowStartup12Recovery33Advantage-17 or 6H
GuardMidStartup14Recovery34Advantage-22 would whiff.
- Dizzy's other specials like 421H
GuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 or 236P
GuardAllStartup17RecoveryTotal 50Advantage-14 are mostly combo filler or zoning The act of denying the opponent the ability to approach, jump, or other movement options. tools, but have niche use in more complex setplay.
Dizzy's win condition revolves around converting her neutral wins into knockdowns, then using her Summons to force her opponent to deal with mixups To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.. Dizzy's main tools for this are:
Ending in 2DGuardLowStartup12Recovery33Advantage-17:
- (Air Dash j.K
GuardHigh/AirStartup7Recovery12Advantage- > j.P
GuardHigh/AirStartup6Recovery10Advantage- > j.H
GuardHigh/AirStartup10Recovery28Advantage-) > 2K
GuardLowStartup7Recovery9Advantage-1 > c.S
GuardMidStartup6Recovery11Advantage+1 (> f.S
GuardMidStartup9Recovery21Advantage-13 > 5H
GuardMidStartup13Recovery15Advantage-4) > 2D
GuardLowStartup12Recovery33Advantage-17 (> 214P/K/H)
- Universal gatling combo into a knockdown, optionally from a low Air Dash.
- Use S buttons and 5H depending on range.
Ending in 6HGuardMidStartup14Recovery34Advantage-22:
- Throw > Dash 2P
GuardMidStartup6Recovery9Advantage-2/2K
GuardLowStartup7Recovery9Advantage-1/5K
GuardMidStartup7Recovery14Advantage-4 > 6H
GuardMidStartup10Recovery19Advantage-9 (> 214P/K/H)
Ending in 236SGuardAllStartup13RecoveryTotal 62Advantage-23 in the Corner:
- Throw > Dash 2P
GuardMidStartup6Recovery9Advantage-2/2K
GuardLowStartup7Recovery9Advantage-1/5K
GuardMidStartup7Recovery14Advantage-4 > 4S
GuardMidStartup8Recovery12Advantage-1 > 236S
GuardAllStartup13RecoveryTotal 62Advantage-23 (>214P
GuardAllStartup60RecoveryTotal 36Advantage-/421S
GuardAllStartup22RecoveryTotal 37Advantage+11)
- Starter...2D
GuardLowStartup12Recovery33Advantage-17 > 236S
GuardAllStartup13RecoveryTotal 62Advantage-23 (> 214P/K/H)
Ending in 236HGuardAllStartup26RecoveryTotal 63Advantage-11:
- Starter...236S
GuardAllStartup13RecoveryTotal 62Advantage-23 > RRC > 421H
GuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 > late IAD > j.K
GuardHigh/AirStartup7Recovery12Advantage- > 421H
GuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 (hits) > j.236K
GuardAllStartup29RecoveryTotal 29Advantage- > j.H
GuardHigh/AirStartup10Recovery28Advantage- > j.236K
GuardAllStartup29RecoveryTotal 29Advantage- (hits) > 6[H]
GuardMidStartup14Recovery34Advantage-22 > 236H
GuardAllStartup26RecoveryTotal 63Advantage-11
Dizzy has 3 primary uses for meter:
Ice Spike (236SGuardAllStartup13RecoveryTotal 62Advantage-23)/Fish (214P/K/S/H/D) YRC
- 236S
GuardAllStartup13RecoveryTotal 62Advantage-23 YRC is used as a neutral skip, to keep opponents who blocked your mixup To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw. pinned down, or rarely as a call out against spaced pressure resets on defense.
- Fish YRC is used to control neutral, set up Fish while still having time to Meaty after a scramble, or for more complex setplay.
Ice Spike (236SGuardAllStartup13RecoveryTotal 62Advantage-23) RRC
- Used to cash out for big damage. Since Dizzy is so fragile, it's important to cash out at opportune moments to reduce the number of possible chances your opponent has to escape.
Defense: Faultless Defense, Blitz, Dead Angle Attack, Mirror (632146PGuardAllStartup14+2Recovery20Advantage-6)
- Since Dizzy lacks a meterless invincible A state where a character cannot be hit. A common component of reversal moves. reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. and has dubious abare An attack during the opponent's pressure, intended to interrupt it. options, saving meter for the defensive system mechanics and her metered invincible A state where a character cannot be hit. A common component of reversal moves. reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. can save your life.
Dizzy's Summons give her a large number of options after a knockdown, each requiring unique responses from her opponent. Check out the Okizeme Guide for more complex setups and examples.
Beginner Setups
- (After 2D
GuardLowStartup12Recovery33Advantage-17 Midscreen) 214H
GuardAllStartup73RecoveryTotal 36Advantage- > Dash Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 2K
GuardLowStartup7Recovery9Advantage-1/2P
GuardMidStartup6Recovery9Advantage-2
- For passive players and against characters with slow wake ups (Bedman/Elphelt/Faust/Jam/Kum/Leo/Venom): 214H
GuardAllStartup73RecoveryTotal 36Advantage- > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. over > Air Dash Back j.K
GuardHigh/AirStartup7Recovery12Advantage-P
GuardHigh/AirStartup6Recovery10Advantage-H
GuardHigh/AirStartup10Recovery28Advantage-/Land 2K
GuardLowStartup7Recovery9Advantage-1/Throw OR TK An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. j.236K
GuardAllStartup29RecoveryTotal 29Advantage- > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.K
GuardHigh/AirStartup7Recovery12Advantage-P
GuardHigh/AirStartup6Recovery10Advantage-H
GuardHigh/AirStartup10Recovery28Advantage-/Land 2K
GuardLowStartup7Recovery9Advantage-1/Throw
- For passive players and against characters with slow wake ups (Bedman/Elphelt/Faust/Jam/Kum/Leo/Venom): 214H
- (After Throw...2S
GuardAllStartup13RecoveryTotal 62Advantage-23 in Corner) Microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 214P
GuardAllStartup60RecoveryTotal 36Advantage- > 2K
GuardLowStartup7Recovery9Advantage-1/2P
GuardMidStartup6Recovery9Advantage-2/Throw
- More advanced option after Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 214P
GuardAllStartup60RecoveryTotal 36Advantage-: TK An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. j.236K
GuardAllStartup29RecoveryTotal 29Advantage- > j.S
GuardHigh/AirStartup9Recovery16Advantage- > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.K
GuardHigh/AirStartup7Recovery12Advantage-P
GuardHigh/AirStartup6Recovery10Advantage-H
GuardHigh/AirStartup10Recovery28Advantage-/Land 2K
GuardLowStartup7Recovery9Advantage-1/Throw
- More advanced option after Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 214P
- (After 2D
GuardLowStartup12Recovery33Advantage-17 Anywhere) Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 214K
GuardAllStartup69RecoveryTotal 36Advantage- TK An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. j.236P
GuardAllStartup12RecoveryTotal 24Advantage- IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.
