Dizzy is 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, frame traps, and unblockables.
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 her limited defensive options and gain a strong grasp of her offensive gameplan, Dizzy is very good at suffocating her opponents.
|"Please, I don't want to hurt anyone. Please leave now."|
|Lore:||The Child of Fate. The Maiden of the Grove. Unknowing of her origins, she walks among the world. Dizzy doesn’t wish to harm anyone but as the daughter of Justice, the commander-type Gear, she often finds herself in conflict. Her green reaper right wing, Necro, and her light-blue angelic left wing, Undine, are her Spirit Guardian System tasked with protecting her. Though all three can disagree on the best way to do that, Dizzy has learned to gain more control over them as time goes by.|
|Dizzy is a fragile character that relies on her mobility and wide variety of summons and projectiles to create an opportunity for offense. Her summons are slow but powerful, rewarding long-term planning.|
Dizzy can summon 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. If Dizzy is hit the fish stay out, and they can be "programmed" to attack a 2nd time in any variation by hitting the corresponding button during startup.
Dizzy can summon a bubble that travels one of three trajectories she chooses. After summoning the bubble slowly float across the screen and can only be popped by Dizzy hitting it with another move or if they time out. 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.
Guilty Bits Character Intro
Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
5F hand swipe/jab. Typical 5P, but a higher than average recovery time.
- Can whiff on some crouching opponents, such as Faust and Dizzy.
- Useful anti-air against very low or fast horizontal air approaches, where 2S's upper body invulnerability would not be enough.
- Tied with c.S for her fastest move so it can be useful for punishes where proximity is an issue.
- c.S is generally better, but can be useful when you need less hitstop (so Dizzy is not locked in place as long) or its gatling options.
- Sometimes useful for holding opponents in place while summons are coming, due to its speed and jump cancel.
- One of Dizzy's two normals that gatlings into 6H.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Her main ground footsies tool along with 2K, and a good combo starter. Great range for its speed.
- Unprorated and relatively quick, so good for punishes.
- Can be low profiled, so use 2K to hit those moves.
- Jump cancellable for pressure in conjunction with summon setups.
- Important for holding opponents in place until fish attacks because the jump cancel allows Dizzy to set up mixups while the fish holds them.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
Quick attack and main punish starter.
- Dizzy's only frame advantage normal. Can be used to end short pressure strings or set up tick throws.
- Decent damage and fast recovery make it useful for tandem combos and burst baiting.
- As a proximity normal, it can come out when attempting f.S juggles vs low airborne opponents, ruining the knockdown. Handle your spacing with care.
Gatling Options: 6P, f.S, 2S, 5H, 2H, 5D, 2D
Additional Frame Data: Dizzy modifier x2.
Excellent ranged poke against airborne opponents at range and multi-hit for solid confirms, but...
- Whiffs on every crouching character except Potemkin, targets can block switch mid string and make the rest whiff.
- As a proximity normal, it can come out when attempting dashing c.S, which can ruin pressure because it whiffs on crouching. Handle your spacing with care.
- Generally used in combos with a low float to combo into Ice Spike.
- Greatly increases progressive gravity during combos due to the high number of hits and the low histop. This can make it easier to get knockdowns.
- Cancelling to Ice Spike will drop in long combos due to progressive untech scaling.
- Must be blocked with Faultless Defense in the air, which can lead to the opponent either losing their meter or getting unblockabled.
- Useful for stopping horizontal air approaches, because unlike 2S it can lead to a knockdown.
Gatling Options: 2S, 5H, 2H, 5D, 2D
Additional Frame Data: Hitstop 6F. 4th hit staggers opponent on hit (max 35F).
High damage ranged move with a big hitbox. Relatively slow but big.
- Used in places where other characters might use f.S, due to her f.S whiffing on crouching.
- Easily counter-poked as it extends its hurtbox before going active.
- Useful for catching movement, and occasionally opponents not too high in the air, as it has a rather tall hitbox.
- Longer range than 2D and 2H, so useful for comboing into Ice Spike for a knockdown from the tip of 5K and 2K.
- Natural frame trap from 2K because it leaves a 1f gap and combos on hit.
- High damage makes it useful in combos.
- Only -4, so because of its range it can be a useful ender to strings.
- Cancel into Ice Spike for a knockdown when hitting with the tip.
Gatling Options: 2H, 5D, 2D
Short range and far launch make this 6P mostly relegated to combos.
- Wall bounce is useful in the corner against some characters for setting up high damage combos.
- Terrible anti-air, use 2S.
- One of two normals that gatlings into 6H.
Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
Additional Frame Data: Initial prorate 90%. Wallbounces opponent on hit (untechable on ground hit for 28F, ground CH and air CH for 40F).
Massive high damage two-hit tail launch. Disjointed.
- Disjoint means you can meaty with it safely at a distance.
- Frame traps from 5P and 6P.
- Very high pushback on block can make for less risky blockstring mindgames.
- Has two FRCs during the first frames of both active windows for pressure resets and to make it a safer meaty.
- Despite staggering on counter hit the range and pushback make conversions awkward.
- Has a very tall and long hitbox, making it occasionally useful to anti-air and catch long range movement when done on prediction.
- Two level 5 hits means it cranks guardbar quickly.
- Extremely active.
- Cranks guardbar extremely quickly, but due to its enormous pushback, taking advantage of this requires help from summons or its FRC point.
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).
Extremely slow but its range can catch opponents offguard, especially when obscured by summons.
- Sets up for standard air juggle or corner Bubble Loop with an Impossible Dust.
- Despite being -12, the range can make it pretty safe.
Additional Frame Data: Dizzy modifier x1.5.
Excellent range for its speed, but somewhat slow for abare.
- Works well with a mix of staggers and chaining into 2K for tandeming with summons, setting up tick throws, and catching fuzzy jumps.
- With dash momentum, combos to 2K -> 2D for powerful fish okizeme anywhere.
- Relatively slow for a 2P, making it awkward for abare.
- Can be low profiled, so mix it with 2K.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 5D, 2D
Additional Frame Data: Initial prorate 70%.
Her main ground footsies tool along with 5K. Fast, big, low-hitting, with good combo options, this is one of her most useful normals.
- Hits low, so it's used in high/low mixups, and to catch backdashes and jumps, especially when combined with 2P or summons.
- Quick and big so it's extremely useful for tandeming with summons or holding them in place for a moment.
- Gatlings to 2H/2D/5H depending on range (from closest to farthest) to get a knockdown and start okizeme.
- Combos to c.S on the ground and f.S vs the air.
- Has initial proration, so not ideal as a punish tool, but surprisingly high damage, so it's strong mid-combo.
- Useful for setting up tick throws.
Gatling Options: 6P, c.S, f.S, 2S, 5H, 2H, 5D, 2D
Additional Frame Data: Initial prorate 80%.
God-like anti-air. Dizzy's equivalent to other characters' 6P.
- Upper body invuln.
- Works in most anti-air situations, though occasionally can fail if the opponent is falling on her at a distance with a highly disjoint button.
- General confirm is a basic air combo, which doesn't knock down, so other antiairs can be situationally better due to their higher payoffs.
- Because it can be done while crouch blocking, it requires slightly less reaction time to use than a 6P, making her reactive defense more powerful.
Gatling Options: 5H, 2H, 5D, 2D
God-like heavy button used in combos, for fantastic knockdowns, in frame traps, to reset pressure, and occasionally while fishing for counterhits. Extremely versatile.
- Best meterless combo ender at midscreen when within its relatively short range (compared to 5H into Ice Spike and 2D) because it allows slower summons to be meaty vs most characters.
- Because of its launch, comboing into Ice Spike in the corner gives a longer knockdown than other Ice Spike combos.
- Ground bounce on counterhit allows for monstrous damage.
- FRCs allows it to be used to safely set up poking, abare, or big counterhits, as well as allowing her to reset pressure into more frame traps or tick throws.
- Special cancel window extends all the way through the recovery, allowing her to mix between FRCing it, immediately summoning, or late cancelling into Ice Spike, which can even be backed up by its own FRC for frame advantage.
- High damage and launch make it fantastic in combos.
- Extra stun modifier and high damage makes it rack up stun damage damage on counterhit.
- Gives an enormous amount of guardbar.
- Absurdly long whiff time and has a leading hurtbox, so handle with care when poking with it, but tends to win trades.
Gatling Options: 5D
Additional Frame Data: Knocks down opponent on ground hit. Groundbounces opponent and fully untechable on CH. Dizzy modifier x1.5. FRC timing 8~10F.
Enormous sweep. Longer range than 2H and slightly shorter than 5H.
- Can be jump cancelled to back off from pressure with a back IAD, continue pressure with IAD j.2S, or cancelling the jump into Ice Spike for a frame trap that can be backed up with an FRC.
- Not as much of a launch as 2H so the knockdown is a bit worse, but still long enough to do safe and powerful oki.
- Fairly consistently connects from 2K with dash momentum, so chains like 2P 2K 2D generally work when Dizzy is approaching on the ground.
- Long recovery means it needs to be cancelled, so it's more committal than 5H.
- Has an extensive low profile window. Can go under bursts or other options.
- Due to being level 5, it holds opponents in place a long time, which is important for allowing summons the time to go active.
Jump attack with a surprisingly large downward-angled hitbox.
- Can be used to pop bubbles due to its range.
- Often useful as a preemptive anti-air due to Dizzy's fast jump.
- Can be an instant overhead against most characters after a falling a jH forces them to stand block, but requires a summon to be active to convert into a combo.
- Large hitbox allows it to stuff some grounded attacks while Dizzy escapes.
- Mashable and gatlings into and j.K and j.2S, allowing it mix up her airdash strings for a variable number of overheads and make it more difficult for the opponent to instant block or slashback her airdash approaches.
- Range makes it rather consistent in air combos.
Gatling Options: j.P, j.K, j.S, j.2S, j.H
Additional Frame Data: Initial prorate 90%.
Extremely fast and lingering hitbox, but short ranged air normal. Tied with a few others at frame 4.
- Retracts Dizzy's otherwise quite large air hurtbox, so useful for escaping; has a smaller early jumping hurtbox than jump > FD.
- Sometimes works as a jump-in, particularly deep.
- Good for air conversions from the ground.
- Fastest air normal makes it useful for popping Bubbles immediately after setting them.
- So fast that it goes active during an air tech's invincibility frames, functionally making it an air reversal.
Gatling Options: j.P, j.S, j.2S
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.
- Useful for tagging opponents at full screen with an IAD, mostly to disable options that disappear when hit, though mind it will generally whiff on crouching.
Gatling Options: j.P, j.H, j.D
Wing Blades. An air normal which does it all. Wide swinging attack which covers an arc from behind Dizzy to up and in front.
- Hits so low that it generally hits opponents even at IAD height, though mind this will cross up outside the corner.
- Completely throw invincible, so it can be used to escape, fall on opponents, and attack with airdashes without fear of opponent's air throw.
- Recovers in the air if done immediately out of an airdash, allowing Dizzy another airdash or landing into 2K or 2D for a high/low mixup.
- Hits extremely deep, often requiring opponents to press their anti-air attack extremely early, and making it very difficult to anti-air as a falling cross-up.
- Gatlings into j.P which can be useful in airdash strings.
Gatling Options: j.P, j.H, j.D
Additional Frame Data: Initial prorate 90%. Attack begins behind Dizzy on 7F, below her on 10F, in front of her on 13F.
Slow but strong level 5 attack, and one of the few level 5 air moves in the game.
- Big amount of untechable time on air counter hit if you score against another air attack.
- High damage and high untech make it excellent in combos, and it's a core part of her Bubble loop combos.
- Long amount of blockstun for easy conversions or pressure extension, and make it generally safe against defensive throws even if the opponent instant blocks it.
- Leads to land > rejump j.P fuzzies.
- Hits very low to the ground, but only when spaced out. Very susceptible to whiffing when too close due to its point blank dead zone.
- Despite its large hitbox, it has a large hurtbox.
High Damage, far reaching, two hit combo-ender which sends them up and away.
- Covers an enormous amount of space, especially with an air dash or superjump, allowing Dizzy to hit areas that other characters have difficulty covering.
- Can be used with a superjump to catch techs and high airdashes.
- Launches on hit, but can have limited conversion options due to the standard j.D landing recovery.
- Can be comboed after a counterhit if only one of the hits connects, but this is situational.
- Excellent air combo ender because putting the opponent so high can give Dizzy more time to summon. However, mind that it has shorter horizontal range than j.H in its early active frames, which can occasionally cause it to drop from j.S gatlings.
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).
Only shorter than Potemkin and Justice for normal throw range. Easily one of the best throws in the game.
- Combos for good damage, high meter gain and a knockdown, though note meter is needed after the combo at midscreen to get a powerful okizeme setup.
- Extremely long knockdown when forgoing the combo, allowing for brutal safe mixups.
- One of Dizzy's best defensive options due to its range and the fact that it will side swap opponents into the corner and lead to deadly okizeme.
- Extremely powerful in tick throw setups because of ticks from summons and light attacks. Note that if Dizzy hits with an attack at the same time as a summon, she is not pushed back, keeping her in throw range.
- Causes Fish and Spear to disappear, but not Bubbles, so timed properly she can throw opponents into Bubbles for big combos.
- Because it unsummons Fish and has a very long animation, the Fish cooldown is almost entirely done by the time Dizzy can act.
- Because of how throw protection works in Guilty Gear, her tick throws can always be jumped, even when she's backed up by summons. Dizzy cannot checkmate with tick throws.
Additional Frame Data: Floats opponent, fully untechable on hit. Forced prorate 50%.
Important tool because many of Dizzy's summons can be answered by jumping.
- Leads to similar combos as a ground throw, but note at midstage it can leave them very far or be techable depending on height. Combo into D-Ice Spike when very far for a knockdown.
- Because the wall bounce can cause so much variance in terms of spacing, a variety of confirms are needed. Very low air throws may not be comboable in the corner.
- Unsummons fish and spear like her ground throw.
- Can leave opponents so close to Dizzy that they can throw her on wakeup if you don't account for it.
Additional Frame Data: Wallbounces opponent on hit (untechable for 60F). Forced prorate 50%.
Average Dead Angle on paper, but extremely useful as it covers one of Dizzy's main weaknesses, defense.
- Will wallbounce if near a corner.
- Techbable if it's not a counterhit.
- Like most DAAs, it's unsafe on block, and can be low profiled.
Additional Frame Data: Wallbounces opponent on hit (untechable for 28F). Initial prorate 50%.
Above the knees invuln, allowing Dizzy to dash over many lows, including Potemkin's Slidehead. Extremely fast acceleration and deceleration allowing her to take advantage of her superior ranged ground attacks, maneuver their lackluster hurtboxes around opponents' attacks, and get punishes.
Her taunt leads to unblockable setups. This is not a joke.
- Its possible to block it in at the air, but only with FD.
- Can be cancelled into anything except movement f62 and later.
- It's unblockable, but whiffs vs crouching on every character. Due this and to its extremely long startup, hitting with it requires very specialized setups.
- Connects as a meaty against Anji, Axl, Dizzy, I-no, Justice, Potemkin, and Slayer even if they wake up with a crouch block.
- The frame data for the attack varies based on Dizzy's voice set, which is assigned randomly at the start of the game. There are no known ways of selecting a voice set.
- Because the cancel frame is uniform, version B needs to be meaty to combo without an RC.
- Because the frame data depends on voice set, proper usage requires playing with sound on and memorizing Dizzy's voice lines, and certain setups may not be possible in a given game due to bad voice set RNG.
I Use This to Fish
The infamous Ice Spike. Primary combo ender, extremely fast ranged for its range, fantastic launch, powerful frame trap when backed by FRC, and +8 to +9 when FRCed for pressure resets. Dizzy's best use of meter.
- Hits a bit farther than round start distance.
- Leads to powerful fish oki in the corner. At midscreen it requires an FRC to both set a summon and get an unjumpable mixup.
- Without the FRC, unsafe on block, and unsafe if properly bursted. Take caution.
- FRC is late enough to confirm the situation before doing it.
- One of the hardest FRCs in the game due to the long delay between the button press and the FRC window, and one of Dizzy's highest execution staple techniques. Practice hard.
- Gives a huge launch of counterhit leading to big damage.
- It has 85% forced proration, but very high base damage.
Additional Frame Data: 80% Forced proration. Floats opponent on hit (untechable for 40F, on CH for 160F). FRC timing 31~32F.
D is a fullscreen version with similar effects on hit, but more for sniping and punishing than combos. A key component of Dizzy's space control.
- Hits at twice the distance of H icicle.
- Has the same FRC as the H version, but mostly use to allow for better oki because the distance makes comboing from it difficult outside of a laser fish to back it up.
- Very good for sniping opponents full screen to hit them out of their own summons or to punish full-screen options.
- Juggles after air throw or H fish.
- The extremely long range can make it tricky to aim because of the way the screen zooms out when opponents are at a distance.
Additional Frame Data: 80% Forced proration. Floats opponent on hit (untechable for 40F, on CH for 160F). FRC timing 31~32F.
My Talking Buddies
|Version||Damage||GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
|StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active.||ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup.||RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state.||On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame.||Invuln||Level|
Fish. Multi-purpose summon/assist which covers various angles and changes its attack patterns based on the button(s) input. Each button behaves differently, and Dizzy can input 1-2 versions per use, with the fish performing its attacks in sequence. The cornerstone of Dizzy's oki and pressure game.
- Stays out if Dizzy is hit. Will sponge a hit for Dizzy, making her pressure very tight and reversal safe when performed properly.
- A followup input behaves from the previous input's position. E.g. If P~P Fish is performed, it will home in, attack, and home in again.
- The follow-up move must be inputted during Dizzy's recovery frames.
- After the fish is gone, there's a 108F delay to use it again
- BIT NG appears above Dizzy's tension gauge when Fish is unavailable.
- Dizzy is in CH state until the move ends; Fish is guaranteed to come out from frame 35 and onwards.
P version bites twice and homes in from around 60% of the screen. Best used for oki.
- Best used at closer range, particularly after a small dash in post knockdown.
- Allows for setup for other summons: (214P~H, 421[S], 236K, ]S[).
K version bites three times in quick succession. Homes in at up to around 1 character length of the screen. Also great for oki.
- Sets up combos due to the multiple hits.
- Expanded blockstun also might give you multiple mixup opportunities.
S is a delayed rising, horizontal laser. Mainly for air coverage, neutral, and forcing opponents to sit.
- Delaying the second input until the last 4 frames changes the order and changes properties of the fish's attacks, commonly noted as #S or "Glitch Fish"
- Hits fullscreen. Useful at range. The laser continues upwards to the top of the screen.
- Wallsticks on hit for setup and confirmation, or just getting them away from you.
- Also useful on oki for opponents who attempt to jump out.
H is similar to S Fish's laser, but stays closer to the ground. Good for oki and defense.
- Delaying the second input until the last 4 frames reverses the order and changes the properties of the the fish's attacks, commonly noted as #H or "Glitch Fish"
- Covers the entire ground, leaving it up to you to react to air escape attempts.
- Has a similar startup delay to the S version.
- Avoid using up close due to being easier to get around and punish.
D is the Big Slow Bite. Great for oki and defense.
- Staggers on hit, leads to bigger confirms.
- Level 6 attack, great for blockstun, especially if they're too frightened to try to escape.
I Use This to Get Fruit
Spear (not to be confused with Ice Spike).
- The rising orb is a launcher and hitting with this portion of the move leads to Dizzy's signature "Bubble Loop," one of Dizzy's highest damage combos.
- Can be delayed by holding down [S]. Note that because the button must be held down, Dizzy loses access to the button, and so cannot use moves like c.S or j.2S.
- Covers the space above and slightly in front of Dizzy as an anti-air, which catch opponents after an air tech, and can prevent opponents from IADing or jumping at her if done on prediction.
- First hit whiffs vs crouch blocking opponents, except Potemkin.
- The second hit is a homing attack, which aims at wherever the opponent was when S was released. The hitbox is a bit small and the tracking is iffy, so it can whiff in unexpected situations.
- The second hit is easier to avoid if the opponent moves perpendicular to the angle of the shot. At a distance this generally means jumping.
- Dizzy can tandem with the held homing attack to hold the opponent in place a very long time, and sometimes even summon a fish on them.
- Disappears if Dizzy is hit, but not if Dizzy blocks.
- Held spears can be used to counterattack while blocking, like a makeshift Dead Angle Attack. To play around this, the opponent generally wants to throw Dizzy, which opens up midgames where Dizzy can either release it while blocking, or try to avoid the throw.
- If Impperial Ray (632146 then release and repress [S]) is performed while holding it, it will hit the opponent during the super flash, and the opponent cannot start blocking during the flash. However this will not combo into the Imperial Ray and is costly in terms of meter, so it's mostly a trickshot to clinch a round against a low health opponent.
- Properly tandeming with the homing attack is one of Dizzy's trickiest execution requirements, especially in combos like her Bubble Loop.
Additional Frame Data: 1st hit floats and lifts opponent (untechble for 30F). Hold button to delay 2nd attack (up to 102F). 2nd attack starts up 18F after button is released. 2nd hit activates on 55F at the earliest. Attack disappers if Dizzy is hit.
It Started Out as Just Light
Scythe. K version mainly acts as air control, or possible delayed coverage against grounded opponents later in pressure.
- Works well in tandem with a 421[S], letting you charge up spike while covered by the falling scythe.
- Extends pressure more tightly when FRC'd (right as it goes active). Can be used for tricks.
S version starts close to the ground, and covers a rising angle after a slight dip. Also controls the air, but a bit later than the K version.
- Starts in the opponent's face if close, better for immediate pressure. Possible blockstring ender.
- Can be used to setup tick-throws due to very low hitstop and short blockstun.
- Has the same FRC as the K version, lets you get a bit creative with pressure.
Please Leave Me Alone
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.
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.
This bubble summon slowly moves forward while descending at a 30° 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.
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.
FB Please Leave Me Alone
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.
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.
FB I Use This to Get Fruit
Dizzy utilizes Undine to summon three electrified orbs that immediately turn into spears that shoot towards the opponent in rapid succession.
- Has very strong tracking, is hard to evade in general.
- Unlike 421S, this move cannot be delayed.
Dizzy summons a wave of fiery explosions that starts in front of her and moves across the screen.
- Can be used to force an opponent away from Dizzy, which gives her some breathing room to act.
- On hit 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.
- Doesn't give Dizzy much invincibility, so don't use it on wakeup against an opponent's attack as they are likely to hit you out of it.
- Disappears if Dizzy is hit, making it risky to counter attacks.
- Projectiles will move during super flash. Can be used for unblockables since opponent will get hit unless they were blocking beforehand.
- 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.
Dizzy's reversal super.
- When it connects Dizzy is still vulnerable for a few frames and can get hit by lingering hitboxes (mostly projectiles). Getting hit interrupts the attack.
- Reaches approximately up to a 1/2 screen away.
- Functions like a throw. Unblockable on the ground, but can be avoided by jumping. Will not connect if the opponent is in blockstun.
- Despite this behaviour it still has a hitbox and will lose to strike or lower body invul moves (e.g. Slayer's 2H).
- Can also function as an anti-air attack by using it 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.
Additional Frame Data: Dizzy modifier x0.
Necro appears and fires 3 lasers at the opponent, which float them. Then he fires a large beam at the opponent that hits multiple times.
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.
- Requires 100% Tension to activate, but it'll only take 50% away from you at the point of activation. Then, after the 2nd hit connects, it'll drain the other 50%.
- Does a big chunk of damage due to its 200% proration.
- You can FRC the second hit, leaving you with 25% Tension, and make use of the 200% proration to create your own combo
- Dizzy is knocked down at the end of the Overdrive.
- Interestingly 2nd half still has floating lasers above main beam, but converting from them is impossible because of it.
Additional Frame Data: FRC timing 53-58F.
I Can't... Contain My Strength
Incredibly impractical IK, with a ridiculously long startup and a abnormal input making it incredibly easy to see coming.
- Unlike most characters, Dizzy has no IK mode.
- You should buffer this input from a state where Dizzy cannot jump, such as her respect.
- And the cherry on top: it also requires 100 tension.
If you do get a stun it's always much better to just do bubble combo.
|To edit frame data, edit values in GGACR/Dizzy/Data.|
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Click [★] for character's full frame data