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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.
Dizzy Dizzy is a mobile zoning character that relies on a wide variety of summons to set the pace of the match.
- 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 reversal super is subpar.
- Very space dependent to use her summons effectively.
Normals
5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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j.2S |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
It Started Out as Just Light 236K/S |
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I Use This to Fish 236H/D |
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I Use This to Get Fruit 421S |
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My Talking Buddies 214P/K/S/H/D |
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Please Leave Me Alone j.214P/K/S |
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Respect |
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Force Breaks
FB Please Leave Me Alone j.214D |
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FB I Use This to Get Fruit 421D |
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Overdrives
Imperial Ray 632146S |
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Necro Unleashed 632146P |
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Gamma Ray 64641236H |
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Instant Kill
I Can't... Contain My Strength [2]8462+P+H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
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Kazuki | Japan | Mikado | - | Retired to Xrd | Sharp player who balances retreating with aggressive play | Link | |
Makki | Japan | Mikado | - | Retired to Xrd | - | Link |
External References
Navigation
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •