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 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.