GGACR/Dizzy

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overview[edit]
Overview

Dizzy is a mobile zoning character that relies on a wide variety of summons to set the pace of the match.

In neutral, she's one of the most frustrating characters to pin down thanks to her fast double airdash, long-range normals, and anti-airs. Once she gets her projectile game started, Dizzy thrives at forcing the opponent into uncomfortable choices that let her establish more and more control. Her multitude of summons and specials allow Dizzy to set the pace by locking down, covering common attack angles, use super flash "unblockables", and even have them eating hits from reversal attempts for her. Once she finds a knockdown to start and cover her offense, Dizzy has a huge number of brutal mixups at her disposal that range from high-lows, left-rights, fuzzies, tick throws, and more.

This is all offset by Dizzy's very poor tools when stuck in pressure. She has only one subpar metered reversal, an average backdash and Dead Angle, and a bad damage and stun modifier. Combine this with slow normals and overall weak standalone hit and hurtboxes, and Dizzy can quickly see her lifebar drained and her stun way up. Dizzy requires a solid defense, and awareness of when to use her high mobility to get out of an opponent's offense, lest she be quick to fall apart. If you can handle the limited defensive options and gain a strong grasp of her offensive gameplan, Dizzy is very good at suffocating her opponents.

Playstyle
GGACR Dizzy Icon.png Dizzy is a mobile zoning character that relies on a wide variety of summons to set the pace of the match.
Pros Cons
  • Summon gameplan allows setup for
  • Strong, staggered lockdown which can be very dangerous to attempt to escape.
  • High/low mixups, Crossups, and Tick-Throws which can make opponents very nervous.
  • Super Flash "unblockables" with meter.
  • Stong defensive purpose (Sponging hits, attacking while Dizzy is under pressure, etc.)
  • Higher than average damage.
  • High aerial mobility thanks to having a double airdash.
  • Weak hitboxes can force Dizzy to retreat in neutral until she can take initiative.
  • Tied for lowest stun resistance in the game.
  • Fourth lowest health in the game.
  • Poor defensive options outside of summons.
  • No meterless reversals, main meterless reversal is subpar.
  • Very space dependent to use her summons effectively.
Dizzy summons five variations of fish which move forward and absorb a single hit for her. Fish enable Dizzy's okizeme game and help her control space. Only one fish may be active at any time.
Dizzy can summon two variations of bubble that 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.
Guilty Bits Character Intro
GGACR Dizzy Nameplate.png
GGACR Dizzy Portrait.png
Jump Startup:3f
Backdash:16f (invulnerable f1~>9)
Movement Options:Double Jump, 2 Airdashes, Dash Type: Run
Guts Rating:1
Defense Modifier:x1.15
Wakeup Time:53f face up, 49f face down
Colors
default P
default K
default S
default H
default D
GGACR Dizzy normal p.png
GGACR Dizzy normal k.png
GGACR Dizzy normal s.png
GGACR Dizzy normal h.png
GGACR Dizzy normal d.png
ex P
ex K
ex S
ex H
ex D
GGACR Dizzy ex p.png
GGACR Dizzy ex k.png
GGACR Dizzy ex s.png
GGACR Dizzy ex h.png
GGACR Dizzy ex d.png
slash P
slash K
slash S
slash H
slash D
GGACR Dizzy slash p.png
GGACR Dizzy slash k.png
GGACR Dizzy slash s.png
GGACR Dizzy slash h.png
GGACR Dizzy slash d.png
reload P
reload K
reload S
reload H
reload D
GGACR Dizzy reload p.png
GGACR Dizzy reload k.png
GGACR Dizzy reload s.png
GGACR Dizzy reload h.png
GGACR Dizzy reload d.png

Normals[edit]

[edit]
5P
GGAC Dizzy 5P.png
Kind of a subpar jab,
but can burst bait
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
10 Mid CSJR 5 2 12 -4

5F hand swipe/jab.

  • Typical speed 5P, but a higher than average recovery time.
  • Can whiff on some crouching opponents, such as Faust and Dizzy.
  • Occasional Anti-Air, but weaker than 2S and 6P.
  • Tends to take a back seat to Dizzy's other normals.

[edit]
5K
GGAC Dizzy 5K.png
Dizzy's go-to poke
GGXXACPR Dizzy 5K-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
16 Mid SJR 7 4 14 -4

Dizzy faces away from her opponent and does a thrust kick.

  • Dizzy's main poke. Decent range and damage.
  • Decent combo starter
  • Jump cancellable for pressure in conjunction with summon setups.

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.

[edit]
c.S
GGAC Dizzy cS.png
Common relaunch tool
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
24 Mid SJR 5 2 11 +1

Necro's face as a downward-angled slash.

  • Quick attack and main punish starter.
  • Good damage and +1 for pressure.
  • Often used as a relaunch/pickup in combos when the opponent is already floated.
  • Has a double stun modifier which could somehow end up useful.

Additional Frame Data: Stun modifier x2.

[edit]
f.S
GGAC Dizzy fS.png
Dizzy used Icicle Spear!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
20x5 Mid SR 8 2x4,6 12 -4

Undine's multi-hit ice spear attack.

  • Good ranged poke against airborne opponents at range, but...
    • Whiffs on every crouching character except Potemkin, targets can block switch mid string and make the rest whiff.
  • Generally used in combos with a low float to combo into 5H and/or Ice Spike.
  • Has low hitstop to make it slightly harder to react to.
  • Staggers on the 4th hit for better combo opportunities.

Additional Frame Data: Hitstop 6F. 4th hit staggers opponent on hit (max 35F).

[edit]
5H
GGAC Dizzy 5H.png
The Akira Arm
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
40 Mid SR 12 6 15 -4

The morphed arm, big damage button.

  • Slow, relatively high damage ranged move with a big hitbox, but hurtbox to match.
  • Best used mid-combo string, followed up with 2H if close or 236H if far away.

[edit]
6P
GGAC Dizzy 6P.png
Dragon type 6P
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
26 Mid SR 11 4 19 -9

Dragon Head 6P Anti-Air/Anti-Poke.

  • Short range 6P with a lower hitbox meant more for anti-poke attempts.
  • Floats on hit if you need a launch earlier in a combo.
  • Wall bounces on hit when close enough to the corner.
    • More untechable time on counter hit.
  • Workable AA, but slower than 2S and with a worse hitbox.

Additional Frame Data: Upper body invincible 1~14F. Initial prorate 90%. Wallbounces opponent on hit (untechable on ground hit for 28F, ground CH and air CH for 40F).

[edit]
6H
GGAC Dizzy 6H.png
The Akira Tail
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
38x2 Mid SRF,SJRF 18 9,3 21 -5

Massive, big damage, launching two-hit tail morph button.

  • Slow but heavy damage attack that's very disjointed at the tail's head.
  • Mainly used on oki to discourage wakeup buttons, or start big launch punishes.
  • Works as a ranged frame trap.
  • Has two FRCs during the first frames of both active windows for tricks.
  • Staggers on Counter Hit for other conversions.

Additional Frame Data: 2nd hit floats opponent on hit (untechable for 28F). FRC timing 18~20F, 27~29F (FRC Timing is on the 1st and 2nd hits). Both hits stagger opponent on CH (Max 47F).

[edit]
5D
GGAC Dizzy 5D.png
Big Ranged Dust
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
20 High, Air R 29 14 15 -12

The 'ol Razzle Dazzle.

  • Very slow but extremely active and ranged dust.
  • Has good damage potential, sets up for standard air juggle or corner Bubble Loop with an Impossible Dust.
  • Can work well when obscured by summons.
  • Has an increased stun modifier for some reason.
  • Despite being -12, the range can make it pretty safe. Can be made as safe as -1 if timed meaty.

Additional Frame Data: Stun modifier x1.5.

[edit]
2P
GGAC Dizzy 2P.png
Nail Poke
GGXXACPR Dizzy 2P-Hitbox.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
8 Mid CSR 6 3 9 -2

Awkward fingernail poke that's mainly for safe Bubble popping.

  • Relatively low commitment button for popping a Bubble that's been set up.
  • Decent reach for a 2P.
  • Can work for tick throws due to Dizzy's grab range and walk speed.
  • Pushes back a bit far for conversions if hit at max range.
  • Alone, it's slow for a 2P and can be low profiled.

Additional Frame Data: Initial prorate 70%.

[edit]
2K
GGAC Dizzy 2K.png
Opens up the gates for summon combos
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
18 Low SR 6 4 9 -1

Main low poke, complement to 5K.

  • Quick low with above average range. Less range than 2P but hits low and has a better prorate.
  • Used for spaced oki with a summon in place to score a conversion, particularly the Laser Fish.
  • Gatlings to 2H/2D for knockdown at range, close up into c.S / 2S / 6P and 5H (only against crouching opponents) for combos.
  • Also used for tick throws.

Additional Frame Data: Initial prorate 80%.

[edit]
2S
GGAC Dizzy 2S.png
Wings of the Anti-Air God
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
28 Mid SJR 7 3 22 -11

Very strong Anti-Air tool.

  • Quick low profile and high reaching anti-air attack.
  • Links to 421[S] on Counter Hit, converts to Bubble Loop when close.
  • Limited horizontal range, best saved for when they're above you.

[edit]
2H
GGAC Dizzy 2H.png
Shorter Ranged Knockdown tool
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
40 Mid SRF 8 4 38 -23

Very quick knockdown tool with decent range and some perks.

  • Predominantly used for knockdown then cancelling into a 214 summon for okizeme (which summon depends on distance).
  • Can be used to fish for counter-hits in frame traps.
    • Ground bounces on Counter Hit for bigger combos.
  • FRCs for safety, extend pressure strings, or conversions on hit.
  • Has an extended special cancel window, can frame trap with Ice Spike.
  • Like most of Dizzy's normals, has a not so great hurtbox. Take care when not gatling'd into.

Additional Frame Data: Knocks down opponent on ground hit. Groundbounces opponent and fully untechable on CH. Stun modifier x1.5. FRC timing 8~10F.

[edit]
2D
GGAC Dizzy 2D.png
The 'ol Face-to-floor technique
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
38 Low SJR 12 3 33 -15

Long ranged sweep, covering ranges outside of 2H.

  • Scores grounded knockdowns when too far for 2H.
  • Can be jump cancelled for more pressure options on block, or Bubble oki after a knockdown.
  • Has an extensive low profile window. Can go under bursts or other options.

Additional Frame Data: Low profile 9~26F, 36~39F. Above feet invincible 27~35F.

[edit]
j.P
GGAC Dizzy jP.png
Fuzzy nails
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
12 High, Air CSJR 6 2 10 -

Downward angled nail extensions.

  • Relatively fast air poke that hits at a jump-in angle.
  • Mainly relegated to air combos or to pop a bubble.
  • Useful for fuzzy rejumps when a summon covers Dizzy's approach.

Additional Frame Data: Initial prorate 90%.

[edit]
j.K
GGAC Dizzy jK.png
Not so innocent
as it looks
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
16 High, Air SJR 4 12 12 -

Dizzy extends her tail downward for an aerial attack.

  • Extremely fast air normal. Tied with a few others at frame 4.
  • Very short range, but active for quite a while.
  • Sometimes works as a jump-in as it isn't plagued with an awful hurtbox.
  • Good for air conversions from the ground and popping Bubbles.

[edit]
j.S
GGAC Dizzy jS.png
Strong horizontal air-to-air
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
28 High, Air SJR 9 4 16 -

Dizzy utilizes Undine for an aerial ice spear attack.

  • Good horizontal range, for air-to-air or in air combos.
  • Very disjointed, difficult to contest. Can cover Dizzy's retreat on a low back airdash.
  • Primarily for safely popping tk.Bubbles after summoning them by airdashing backwards and using j.S.

[edit]
j.H
GGAC Dizzy jH.png
Big Meaty Claw
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
42 High, Air SR 11 4 28 -

Mainly used in summon pressure and fuzzies.

  • Slow but strong attack. Level 5 move.
  • Long amount of blockstun for easy conversions or pressure extension.
  • Big amount of untechable time on air counter hit if you score against another air attack.
  • Leads to land > rejump j.P fuzzy due to long blockstun.

[edit]
j.D
GGAC Dizzy jD.png
You spin me right round
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
30,40 High, Air SR 10 9,3 15+5 after landing -

High Damage combo-ender.

  • Two-hit attack which sends them up and away.
  • Very large hitbox due to the range of the animation. Starts as Necro's fist and quickly turns to Dizzy's entire body becoming a hitbox.
  • Works as a rising anti-air.
  • Launches on hit, but can have limited conversion options due to the standard j.D landing recovery.

Additional Frame Data: 1st hit floats opponent on hit (untechable for 22F during 10~12F, untechable for 13~18F on 28F). 2nd hit pushes opponent upwards on hit(untechable for 26F).

[edit]
j.2S
GGAC Dizzy j2S.png
A normal to surpass Guilty Gear
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
30 High, Air SR 7 9 8 -

Wing Blades. An air normal which does it all.

  • Wide swinging attack which covers an arc starting from behind Dizzy, to below, to in front of her.
  • Good vertical and some horizontal range, somewhat disjointed most of the way through.
  • Covers directly below her very well on the down swing, tagging as a quick overhead out of an IAD.
  • Can cross up depending on when it is activated during an airdash.
  • Gatlings into j.H for an air-to-ground combo conversion, mainly from an IAD or AD j.2S.
  • Works particularly well during summon pressure.
  • Completely throw invincible for some reason.

Additional Frame Data: Initial prorate 90%. Throw invincible 1~23F. Attack begins behind Dizzy on 7F, below her on 10F, in front of her on 13F.


Universal Mechanics[edit]

[edit]
Ground Throw
GGAC Dizzy throw.png
One of the better throws in the game
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
50 49 pixels - - - - -

Vital throw. Significantly higher throw range than average.

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.

Additional Frame Data: Floats opponent, fully untechable on hit. Forced prorate 50%.

[edit]
Air Throw
GGAC Dizzy airThrow.png
Wallbounces
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
60 88 pixels - - - - -

Dizzy utilizes Undine and Necro for an aerial throw attack.


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.

Additional Frame Data: Wallbounces opponent on hit (untechable for 60F). Forced prorate 50%.

[edit]
Dead Angle Attack
GGAC Dizzy 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
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.

Additional Frame Data: Fully invincible 1~12F. Upper body invincible and throw invincible 13~32F. Wallbounces opponent on hit (untechable for 28F). Initial prorate 50%.


Specials[edit]

[edit]
It Started Out as Just Light
236K/S
GGAC Dizzy 236K.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
K 20x3 All F 32 62 total 51 +11

Dizzy utilizes Necro for an attack with a spinning Scythe that moves in varying trajectories depending on the attack button used.

The scythe rises up into the air then falls downward in an arc away from Dizzy. The K Scythe functions well alongside a 421[S] held attack which allows you to attack with a K Scythe without letting go of the summon. It can be used like S Scythe for air control or to keep pressure on by utilizing its FRC point.

S 20x3 All F 32 49 total 54 +8

The scythe dips slightly then rises upward in an arc away from Dizzy. The S Scythe 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 S Scythe is in front of them and already active. FRCing the move also has the potential to make your pressure more effective.

[edit]
I Use This to Fish
236H/D
GGAC Dizzy 236H.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
H 55 All F 14 8 42 -23
D 55 All F 14 8 53 -34

Dizzy utilizes Undine for a ranged attack with an 'Ice Spike'.


236H (aka: Ice Spike) is 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 GG, 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 counterhit 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.

[edit]
I Use This to Get Fruit
421S
GGAC Dizzy 421S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
22,55 All - 22 18(15) total 37 -

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. It can either fire immediately or be delayed by holding down [S]. The primary use for 421S is to pin down the opponent and make them wary of their positioning, especially if the attack is held down. If you manage to have 421[S] active and manage to block a pressure string from your opponent, you can release ]S[ to attack them while blocking. 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.

[edit]
My Talking Buddies
214P/K/S/H/D
GGAC Dizzy 214P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
P 21x2 All - 60(25) 3(32)3 total 36 -

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. In GGAC, it is possible to followup a 214 summon with another summon for a consecutive attack by pressing the corresponding attack button after the initial summon input. This can be used to create combinations of summon attacks that can be utilized in various ways, like for okizeme, zoning, or even rushdown.

The P version 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. It can also be used to safely setup other summon attacks (214P~H, 421[S], 236K, ]S[).

K 20x3 All - 60(27) 15 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 38 All - 77(44) 35 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 38 All - 77(44) 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.

D 60 All - 72-77(44) 3 total 36 -

Larger Bite version. Description TBA.

[edit]
Please Leave Me Alone
j.214P/K/S
GGAC Dizzy j214P.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
Summon - - - - 176 total 36 -
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.
Dizzy also has a specific combo option called the 'Bubble Loop', which utilizes a bubble as part of a combo to deal massive damage.

It is possible to tiger-knee (TK) this move (2147+P/K/S) 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.


j.214P
This 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.


j.214K
This bubble 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.


j.214S
This bubble summon slowly descends at at 75° downward trajectory until it is popped or reaches its maximum allotted time. If S Bubble hits the ground, it bounces back up, which is noticable if you do a TK S Bubble. Like K Bubble, S Bubble is effective as an air-to-ground option for cover, especially if it's used directly over an opponent.

[edit]
Respect
GGAC Dizzy Respect.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.

Dizzy watches Necro and Undine argue over nothing.

One of the three respects in the game with a hitbox. You probably don't want to use this.


Force Breaks[edit]

[edit]
FB Please Leave Me Alone
j.214D
GGAC Dizzy j214D.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
Summon - - - - 199 total 25 -
Pop 45 All - 13 6 - -

Dizzy utilizes Undine to create an enhanced Bubble, while she is airborne, that homes in on the opponent and sticks to them until it is popped or reaches its maximum allotted time. Requires 25% Tension.


j.214D

FB Bubble differs from the normal bubbles in a few ways: it homes in quickly on an opponent rather than move in a set trajectory, it has a larger hitbox when the bubble is popped, and the recovery time after input is longer than that of the normal bubbles. You can use FB Bubble to determine an opponent's general location in you are airborne since it homes in on their position, which can give you some cover for your landing if you anticipate that the opponent will use an anti-air attack. FB Bubble can be utilized with other summons for pressure. An example would be to summon FB Bubble then do 421[S] and once the bubble is in range of the opponent, release ]S[ and dash in.

[edit]
FB I Use This to Get Fruit
421D
GGACR Dizzy 421D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
30x3 All F 31 - Total 47 -

Dizzy utilizes Undine to summon three electrified orbs that immediately turn into spears that shoot towards the opponent in rapid succession.

Unlike 421S, this move cannot be delayed.


Overdrives[edit]

[edit]
Imperial Ray
632146S
GGAC Dizzy 632146S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
40xN All F 7+0 6(4)xN total 41 -

Dizzy summons a wave of fiery explosions that starts in front of her and moves across the screen. Requires 50% Tension.

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 much invincibility, until 5 frames has 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.

Using Imperial Ray also causes a freeze-time effect, which stops all action onscreen with the exceptions of projectiles. Dizzy can utilize the 'freeze' to perform unblockable attacks with her summons. For example, do either 421S or 214H then prime the motion for the Overdrive, and if you see that the opponent isn't in a blocking state complete the Overdrive motion to freeze the onscreen action and have your summon attack hit them. If it's done correctly, the opponent will be unable to block the attack.

[edit]
Necro Unleashed
632146P
GGAC Dizzy 632146P.png
GGAC Dizzy 632146P 2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
0,40x6 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. Requires 50% Tension.

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.

[edit]
Gamma Ray
64641236H
GGAC Dizzy 64641236H.png
GGAC Dizzy 64641236H-2.png
GGAC Dizzy 64641236H-3.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
13x5, 12x32 All F 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. You can FRC the first hit and go with a massively upscaled combo following. If the opponent blocks, either their Guard Gauge or Tension Gauge become severely affected in guarding against the attack.


Instant Kill[edit]

I Can't... Contain My Strength
[2]8462+P+H
GGAC Dizzy InstantKill.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
Fatal All - 103+3 10 85 -76

Instant Kill with abnormal input. Won't hit anything unless your opponent left the room after getting tired of watching you mess up the input.


Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
Kazuki enter Japan Mikado - Retired to Xrd Sharp player who balances retreating with aggressive play Link
Makki enter Japan Mikado - Retired to Xrd - Link

Roadmap[edit]

63% complete
Page Status Completion Score
Overview TODO: Special Move Hitboxes. Hurtboxes. Update and Reformat 16/26
Combos TODO: Link Forum Thread. Reformat. 2/10
Okizeme TODO: Build 0/10
Strategy TODO: Expand and Reformat. Add MUs 4/12
Frame Data Cross Check 41/42

For a list of criteria for appraising character pages see this page.


Navigation[edit]


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