GGACR/Dizzy/Data: Difference between revisions

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< GGACR‎ | Dizzy
(Okay wimble that one is straight up a lie)
 
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{{TOC limit|3}}
==Nav==
<section begin="Nav"/>{{CharNav |charMainPage=GGACR/Dizzy
|image=GGXXACPR_Dizzy_Icon.png
|videos=
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/15-dizzy/
|okizeme=yes
}}<section end="Nav"/>
==Links==
==Links==
<section begin=Links/>
<section begin=Links/>{{Overview/navigation|okizeme=yes}}<section end=Links/>
{{CharLinks-GGACR
|charMainPage=GGACR/Dizzy
|videos=https://acpr.keeponrock.in/#/?p1chars=dizzy&versions=AC%2BR
|okizeme=yes
|ex=
}}
<section end=Links/>


==System Data==
==System Data==
{{GGACR-character
{{GGACR-character
|name=Dizzy
| defense                    = 1.15
|defense=1.15
| weight                    = 1.05
|guts=1
| guts                       = 1
|stunResistance=50
| guardBalance              = 0.875
|guardBalance=0.875
| guardRecovery              = 6
|prejump=3F
| stunResistance             = 50
|backdash=16F (1~>9F invuln)
| walkSpeedForwards          = 3.2
|weight=Lightweight (x1.05)
| walkSpeedBackwards        = 2.4
|wakeupFaceUp=53F
| walkForwardsTensionGain    = 12
|wakeupFaceDown=49F
| initialDashSpeed          = 11
|umo=2 Air Dashes
| dashAcceleration          = 0.24
|portrait=GGAC_Dizzy_Portrait.png
| friction                  = 100
|icon=GGXXACPR_Dizzy_Icon.png
| runTensionGain            = 25
| backdashVX                = 9
| backdashInvulnerability    = 9
| backdashDuration          = 16
| prejump                   = 3
| jumpVY                    = 23
| jumpGravity                = 1.1
| jumpDuration              = 43
| jumpForwardsTensionGain    = 10
| jumpVXForwards            = 5
| jumpVXBackwards            = 5
| highJumpDuration          = 56
| highJumpGravity            = 1.1
| highJumpVXBackwards        = 8
| highJumpVXFowards          = 8
| highJumpVY                = 30
| airDashForwardsSpeed      = 19.5
| airDashStartup            = 6
| airDashForwardsDuration    = 16
| airDashForwardsTensionGain = 25
| airDashBackwardsSpeed      = 14
| airDashBackwardsStartup    = 6
| airDashBackwardsDuration  = 12
| numberOfAirDashes          = 2
| numberOfJumps              = 2
| minimumRisingAirDashHeight = 30
| groundThrowRange          = 49
| airThrowRange              = 88
| closeSlashProximityRange  = 130
| wakeupFaceDown            = 24
| wakeupFaceUp              = 25
| landingRecovery            = 3
}}
}}


Line 84: Line 98:
  |hitboxes=GGXXACPR_Dizzy_fS-1-Hitbox.png;GGXXACPR_Dizzy_fS-2-Hitbox.png;GGXXACPR_Dizzy_fS-3-Hitbox.png
  |hitboxes=GGXXACPR_Dizzy_fS-1-Hitbox.png;GGXXACPR_Dizzy_fS-2-Hitbox.png;GGXXACPR_Dizzy_fS-3-Hitbox.png
  |hitboxCaption=Frames 8-9, 20-21\Frames 10-11, 18-19\Frames 12-17
  |hitboxCaption=Frames 8-9, 20-21\Frames 10-11, 18-19\Frames 12-17
  |notes=
  |notes=Fourth hit staggers on hit for max 35F
}}
}}


Line 108: Line 122:
  |images=GGAC_Dizzy_5D.png
  |images=GGAC_Dizzy_5D.png
  |hitboxes=GGXXACPR_Dizzy_5D-1-Hitbox.png;GGXXACPR_Dizzy_5D-2-Hitbox.png
  |hitboxes=GGXXACPR_Dizzy_5D-1-Hitbox.png;GGXXACPR_Dizzy_5D-2-Hitbox.png
|hitboxCaption=Frames 29-32\Frames 33-42
  |notes=Dizzy modifier x1.5  
  |notes=Dizzy modifier x1.5  
}}
}}
Line 132: Line 147:
  |images=GGAC_Dizzy_6H.png
  |images=GGAC_Dizzy_6H.png
  |hitboxes=GGXXACPR_Dizzy_6H-1-Hitbox.png;GGXXACPR_Dizzy_6H-2-Hitbox.png;GGXXACPR_Dizzy_6H-3-Hitbox.png;GGXXACPR_Dizzy_6H-4-Hitbox.png
  |hitboxes=GGXXACPR_Dizzy_6H-1-Hitbox.png;GGXXACPR_Dizzy_6H-2-Hitbox.png;GGXXACPR_Dizzy_6H-3-Hitbox.png;GGXXACPR_Dizzy_6H-4-Hitbox.png
  |hitboxCaption=1st Hit (Frames 18-20)\1st Hit (Frames 21-23)\1st Hit (Frames 24-26)\2nd Hit (Frames 28-30)
  |hitboxCaption=1st Hit (Frames 18-20)\1st Hit (Frames 21-23)\1st Hit (Frames 24-26)\2nd Hit (Frames 27-29)
  |notes=Both hits stagger on ground CH (max 47F); 2nd hit is untechable on air CH for 80F
  |notes=Both hits stagger on ground CH (max 35F); 2nd hit is untechable on air CH for 80F
}}
}}


Line 158: Line 173:
  |caption=Opens up the gates for summon combos
  |caption=Opens up the gates for summon combos
  |hitboxes=GGXXACPR_Dizzy_2K-1-Hitbox.png;GGXXACPR_Dizzy_2K-2-Hitbox.png
  |hitboxes=GGXXACPR_Dizzy_2K-1-Hitbox.png;GGXXACPR_Dizzy_2K-2-Hitbox.png
|hitboxCaption=Frames 6-7\Frames 8-9
  |notes=
  |notes=
}}
}}
Line 190: Line 206:
  |input=2D |name=
  |input=2D |name=
  |damage=38 |gbp=11 |gbm=6 |prorate=
  |damage=38 |gbp=11 |gbm=6 |prorate=
  |level=5 |guard=Low |invuln=9~26F, 36~39F Low Profile<br/>27~35F Above Feet |cancel=SJR |tension=3.84  
  |level=4 |guard=Low |invuln=9~26F, 36~39F Low Profile<br/>27~35F Above Feet |cancel=SJR |tension=3.84  
  |startup=12 |active=3 |recovery=33 |onBlock=-15 |onHit=
  |startup=12 |active=3 |recovery=33 |onBlock=-19 |onHit=
  |blockstun=18|groundHit=Down|airHit=18|hitstop=15
  |blockstun=16|groundHit=Down|airHit=16|hitstop=13
  |images=GGAC_Dizzy_2D.png
  |images=GGAC_Dizzy_2D.png
  |hitboxes=GGXXACPR_Dizzy_2D-Hitbox.png
  |hitboxes=GGXXACPR_Dizzy_2D-Hitbox.png
Line 273: Line 289:
  |images=GGAC_Dizzy_jD.png
  |images=GGAC_Dizzy_jD.png
  |hitboxes=GGXXACPR_Dizzy_jD-1-Hitbox.png;GGXXACPR_Dizzy_jD-2-Hitbox.png;GGXXACPR_Dizzy_jD-3-Hitbox.png;GGXXACPR_Dizzy_jD-4-Hitbox.png;GGXXACPR_Dizzy_jD-5-Hitbox.png
  |hitboxes=GGXXACPR_Dizzy_jD-1-Hitbox.png;GGXXACPR_Dizzy_jD-2-Hitbox.png;GGXXACPR_Dizzy_jD-3-Hitbox.png;GGXXACPR_Dizzy_jD-4-Hitbox.png;GGXXACPR_Dizzy_jD-5-Hitbox.png
  |hitboxCaption=1st Hit (Frames 10-11)\1st Hit (Frames 12-14)\1st Hit (Frames 15-16)\1st Hit (Frames 17-18)\2nd Hit (Frames 19-21)
  |hitboxCaption=1st Hit (Frames 10-12)\1st Hit (Frames 13-14)\1st Hit (Frames 15-16)\1st Hit (Frames 17-18)\2nd Hit (Frames 19-21)
  |notes=1st hit untechable for 22F during 10~12F, for 28F during 13~18F (In reverse on ground hit);2nd hit pushes opponent upwards on hit
  |notes=During 10~12F 1st hit is untechable for 28F on ground hit, for 16F on air hit;2nd hit pushes opponent upwards on hit
}}
}}


Line 287: Line 303:
  |images=GGAC_Dizzy_throw.png
  |images=GGAC_Dizzy_throw.png
  |caption=Throw like a grappler
  |caption=Throw like a grappler
|hitboxes=
  |notes=
  |notes=
}}
}}
Line 299: Line 314:
  |blockstun=|groundHit=|airHit=60 + WBounce|hitstop=
  |blockstun=|groundHit=|airHit=60 + WBounce|hitstop=
  |images=GGAC_Dizzy_airThrow.png
  |images=GGAC_Dizzy_airThrow.png
|hitboxes=
  |notes=
  |notes=
}}
}}
Line 323: Line 337:
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |images=GGAC_Dizzy_Respect.png
  |images=GGAC_Dizzy_Respect.png
  |caption=Fairly useless knowledge check.
  |caption=Fairly useless knowledge check
  |hitboxes=GGXXACPR_Dizzy_R-1-Hitbox.png;GGXXACPR_Dizzy_R-2-Hitbox.png
  |hitboxes=GGXXACPR_Dizzy_R-1-Hitbox.png;GGXXACPR_Dizzy_R-2-Hitbox.png
  |notes=Can be canceled into anything other than movement or blocking from 62F onwards
  |notes=Can be canceled into anything other than movement or blocking from 62F onwards
Line 361: Line 375:
  |blockstun=13|groundHit=Launch|airHit=40|hitstop=13|frcWindow=31~32F
  |blockstun=13|groundHit=Launch|airHit=40|hitstop=13|frcWindow=31~32F
  |images=GGAC_Dizzy_236H.png
  |images=GGAC_Dizzy_236H.png
  |caption=I Use This To (Summon) Fish.
  |caption=I Use This To (Summon) Fish
  |hitboxes=GGACR_Dizzy_236H_Hitbox.png
  |hitboxes=GGACR_Dizzy_236H_Hitbox.png
  |notes=Untechable on CH for 160F; 0.25x stun modifier
  |notes=Untechable on CH for 160F;Dizzy modifier x0.25
}}
}}


Line 374: Line 388:
  |blockstun=13|groundHit=Launch|airHit=40|hitstop=13|frcWindow=31~32F
  |blockstun=13|groundHit=Launch|airHit=40|hitstop=13|frcWindow=31~32F
  |images=GGAC_Dizzy_236H.png
  |images=GGAC_Dizzy_236H.png
  |caption=I Use This To (Summon) Fish.
  |caption=I Use This To (Summon) Fish
  |hitboxes=GGACR_Dizzy_236H_Hitbox.png
  |hitboxes=GGACR_Dizzy_236H_Hitbox.png
  |notes=Untechable on CH for 160F; 0.25x stun modifier
  |notes=Untechable on CH for 160F;Dizzy modifier x0.25
}}
}}


Line 384: Line 398:
  |damage=21×2 |gbp=0 |gbm=8×2 |prorate=
  |damage=21×2 |gbp=0 |gbm=8×2 |prorate=
  |level=1 |guard=All |invuln= |cancel= |tension=-/1.20×2  
  |level=1 |guard=All |invuln= |cancel= |tension=-/1.20×2  
  |startup=34+24~34 |active=3(32)3 |recovery=Total 36 |onBlock= |onHit=
  |startup=58~68 (26~35) |active=3(32)3 |recovery=12 [Total 36] |onBlock= |onHit=
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |images=GGAC_Dizzy_214P.png
  |images=GGAC_Dizzy_214P.png
|caption=Character defining special move, if you have to master one thing, make it this.
  |hitboxes=GGACR_Dizzy_214P_Hitbox.png
  |hitboxes=GGACR_Dizzy_214P_Hitbox.png
  |hitboxCaption=P/K Fish
  |hitboxCaption=P Fish<br>K Fish: active frames 1-3, 7-9, 13-15
  |notes=Startup varies depending on distance from opponent;Fish homes in horizontally on opponent location until the startup of the 2nd hit;Fish disappears or performs followup attack 13F after end of the move;If performed as followup, the initial forward movement is different than usual, but the rest of the move is the same;See note ※1
  |notes=Startup varies depending on distance from opponent;Fish homes in horizontally on opponent location until the startup of the 2nd hit;Minimum startup for followup is 21F when done after P version;Initial forward movement is different if performed as followup;See note ※1
}}
}}


Line 397: Line 412:
  |damage=20×3 |gbp=0 |gbm=8×3 |prorate=
  |damage=20×3 |gbp=0 |gbm=8×3 |prorate=
  |level=1 |guard=All |invuln= |cancel= |tension=1.00/1.20×3  
  |level=1 |guard=All |invuln= |cancel= |tension=1.00/1.20×3  
  |startup=34+24~26 |active=15 |recovery=Total 36 |onBlock= |onHit=
  |startup=58~60 (27) |active=15 |recovery=0 [Total 36] |onBlock= |onHit=
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |blockstun=9|groundHit=10|airHit=10|hitstop=11
  |images=GGAC_Dizzy_214P.png
  |images=GGAC_Dizzy_214P.png
  |hitboxes=
  |hitboxes=GGACR_Dizzy_214K_Hitbox.png
  |notes=Startup varies depending on distance from opponent;Fish homes in horizontally on opponent location until active frames;Fish disappears or performs followup attack 13F after the end of the move;If performed as followup, the initial forward movement is different than usual, but the rest of the move is the same;Max 3 hits;See note ※1  
|hitboxCaption=K Fish: active frames 4-6, 10-12
  |notes=Startup varies depending on distance from opponent;Fish homes in horizontally on opponent location until active frames;Initial forward movement is different if performed as followup;See note ※1  
}}
}}


Line 409: Line 425:
  |damage=38 |gbp=0 |gbm=7 |prorate=
  |damage=38 |gbp=0 |gbm=7 |prorate=
  |level=2 |guard=All |invuln= |cancel= |tension=1.00/1.20  
  |level=2 |guard=All |invuln= |cancel= |tension=1.00/1.20  
  |startup=34+43 |active=35 |recovery=Total 41 |onBlock= |onHit=
  |startup=77 (44) |active=35 |recovery=19 [Total 41] |onBlock= |onHit=
  |blockstun=11|groundHit=12|airHit=40 + WStick 27|hitstop=12
  |blockstun=11|groundHit=12|airHit=40 + WStick 27|hitstop=12
  |images=GGAC_Dizzy_214P.png
  |images=GGAC_Dizzy_214P.png
  |hitboxes=GGACR_Dizzy_214S_Hitbox.png
  |hitboxes=GGACR_Dizzy_214S_Hitbox.png
  |hitboxCaption=S/H Fish. Goes full screen.
  |hitboxCaption=S/H Fish. Laser goes full screen
  |notes=Fish continues firing laser until it reaches the top of the screen;Laser beam passes through other projectiles;Fish disappears or performs followup attack 20F after the end of the move;If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F;Fish will fire laser on 38F, even if it has not reached the designated spot. Other than that, the rest of the move is the same;See note ※1
  |notes=If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F;See note ※1
}}
}}


Line 422: Line 438:
  |damage=38 |gbp=0 |gbm=7 |prorate=
  |damage=38 |gbp=0 |gbm=7 |prorate=
  |level=2 |guard=All |invuln= |cancel= |tension=1.00/1.20  
  |level=2 |guard=All |invuln= |cancel= |tension=1.00/1.20  
  |startup=34+43 |active=35 |recovery=Total 36 |onBlock= |onHit=
  |startup=77 (44) |active=35 |recovery=19 [Total 36] |onBlock= |onHit=
  |blockstun=11|groundHit=12|airHit=40 + WStick 27|hitstop=12
  |blockstun=11|groundHit=12|airHit=40 + WStick 27|hitstop=12
  |images=GGAC_Dizzy_214P.png
  |images=GGAC_Dizzy_214P.png
  |hitboxes=
  |hitboxes=GGACR_Dizzy_214S_Hitbox.png
  |notes=Fish continues firing laser until it reaches the bottom of the screen;Laser beam passes through projectiles;Fish disappears or performs followup attack 20F after the end of the move;If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F;Fish will fire laser on 38F, even if it has not reached the designated spot. Other than that, the rest of the move is the same;See note ※1
  |notes=If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F;See note ※1
}}
}}


Line 434: Line 450:
  |damage=60 |gbp=10 |gbm=6 |prorate=
  |damage=60 |gbp=10 |gbm=6 |prorate=
  |level=5 |guard=All |invuln= |cancel= |tension=1.00/1.20  
  |level=5 |guard=All |invuln= |cancel= |tension=1.00/1.20  
  |startup=34+38~43 |active=3 |recovery=Total 36 |onBlock= |onHit=
  |startup=72~77 (40~44) |active=3 |recovery=24 [Total 36] |onBlock= |onHit=
  |blockstun=19|groundHit=Stagger 45|airHit=18|hitstop=15
  |blockstun=19|groundHit=Stagger 45|airHit=18|hitstop=15
  |images=GGAC_Dizzy_214P.png
  |images=GGAC_Dizzy_214P.png
  |hitboxes=GGACR_Dizzy_214D_Hitbox.png
  |hitboxes=GGACR_Dizzy_214D_Hitbox.png
  |hitboxCaption=D Fish
  |hitboxCaption=D Fish
  |notes=Tracks opponent horizontal position;Startup depends on the distance from the opponent;Fish disappears or performs followup attack 25F after the end of the move;Custom blockstun;See note ※1
  |notes=Startup depends on the distance from the opponent;Tracks opponent horizontal position;Custom blockstun;See note ※1
}}
}}


Line 452: Line 468:
  |caption=Eddie Jr.
  |caption=Eddie Jr.
  |hitboxes=GGACR_Dizzy_421S-1_Hitbox.png;GGACR_Dizzy_421S-2_Hitbox.png
  |hitboxes=GGACR_Dizzy_421S-1_Hitbox.png;GGACR_Dizzy_421S-2_Hitbox.png
  |notes=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 disappears if Dizzy is hit
  |notes=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;Projectile disappears if Dizzy is hit
}}
}}


Line 463: Line 479:
  |blockstun=9|groundHit=10|airHit=10|hitstop=5|frcWindow=27~29F
  |blockstun=9|groundHit=10|airHit=10|hitstop=5|frcWindow=27~29F
  |images=GGAC_Dizzy_236K.png
  |images=GGAC_Dizzy_236K.png
  |caption=Commonly referred to as Wheel.
  |caption=Commonly referred to as Wheel
  |hitboxes=GGAC_Dizzy_236X_Hitbox.png
  |hitboxes=GGAC_Dizzy_236X_Hitbox.png
  |notes=Projectile guranteed to activate after 28F
  |notes=Projectile guranteed to activate after 28F
Line 476: Line 492:
  |blockstun=9|groundHit=10|airHit=10|hitstop=5|frcWindow=27~29F
  |blockstun=9|groundHit=10|airHit=10|hitstop=5|frcWindow=27~29F
  |images=GGAC_Dizzy_236K.png
  |images=GGAC_Dizzy_236K.png
|caption=Commonly referred to as Wheel.
  |hitboxes=GGAC_Dizzy_236X_Hitbox.png
  |hitboxes=GGAC_Dizzy_236X_Hitbox.png
  |notes=Projectile guranteed to activate after 28F
  |notes=Projectile guranteed to activate after 28F
Line 538: Line 553:
  |blockstun=13|groundHit=Launch|airHit=14|hitstop=13|frcWindow=15~16F
  |blockstun=13|groundHit=Launch|airHit=14|hitstop=13|frcWindow=15~16F
  |images=GGACR_Dizzy_421D.png
  |images=GGACR_Dizzy_421D.png
  |caption=She actually uses it to win neutral.
  |caption=She actually uses it to win neutral
  |hitboxes=GGACR_Dizzy_421S-2_Hitbox.png
  |hitboxes=GGACR_Dizzy_421S-2_Hitbox.png
  |hitboxCaption=Same as the spear part of 421S
  |hitboxCaption=Same as the spear part of 421S
Line 579: Line 594:
  |blockstun=18|groundHit=Launch|airHit=120×5, 18×32|hitstop=7×5, 15×32|frcWindow=53~58F
  |blockstun=18|groundHit=Launch|airHit=120×5, 18×32|hitstop=7×5, 15×32|frcWindow=53~58F
  |images=GGAC_Dizzy_64641236H.png;GGAC_Dizzy_64641236H-2.png;GGAC_Dizzy_64641236H-3.png
  |images=GGAC_Dizzy_64641236H.png;GGAC_Dizzy_64641236H-2.png;GGAC_Dizzy_64641236H-3.png
  |caption=&#32;\&#32;\Vaguely useless easter egg move.
  |caption=&#32;\&#32;\Vaguely useless easter egg move
  |hitboxes=GGACR_Dizzy_64641236H_Hitbox_1.png;GGACR_Dizzy_64641236H_Hitbox_2.png;GGACR_Dizzy_64641236H_Hitbox_3.png
  |hitboxes=GGACR_Dizzy_64641236H_Hitbox_1.png;GGACR_Dizzy_64641236H_Hitbox_2.png;GGACR_Dizzy_64641236H_Hitbox_3.png
  |hitboxCaption=Gets slightly bigger\&#32;\Small lasers end before big
  |hitboxCaption=Gets slightly bigger\&#32;\Small lasers end before big
Line 594: Line 609:
  |blockstun=18|groundHit=|airHit=|hitstop=15
  |blockstun=18|groundHit=|airHit=|hitstop=15
  |images=GGAC_Dizzy_InstantKill.png
  |images=GGAC_Dizzy_InstantKill.png
  |caption=You should not use this outside of training mode.
  |caption=You should not use this outside of training mode
  |hitboxes=GGAC_Dizzy_InstantKill_Hitbox.png
  |hitboxes=GGAC_Dizzy_InstantKill_Hitbox.png
  |notes=Must charge down for at least 30F
  |notes=Must charge down for at least 30F

Latest revision as of 16:15, 27 September 2023

Links

System Data

GGACR Dizzy Icon.png Dizzy Damage Received Mod. Guts Rating Guard Balance Guard Recovery Stun Resistance
GGACR Dizzy Portrait.png ×1.15 1 ×0.875 1/6F 50
Backdash Duration Backdash Invulnerability Face Up Wakeup Face Down Wakeup Gravity Modifier
16 1~9F 25F 24F ×1.05
Walk Forwards Tension Gain Jump Forwards Tension Gain Air Dash Forwards Tension Gain Run Tension Gain Prejump
12 10 25 25 3
Jump Duration Jump vY Jump Gravity Forwards Jump vX Backwards Jump vX
43 23 1.1 5 5
Backdash vX High Jump Duration High Jump vY High Jump Gravity Forwards High Jump vX Backwards High Jump vX
9 56 30 1.1 8 8
Air Dash Backwards Startup Forward Walk Speed Backwards Walk Speed Initial Dash Speed Dash Acceleration Friction
6F 3.2 2.4 11 0.24 100
Air Dash Startup Air Dash Forwards Duration Air Dash Forwards Speed Air Dash Backwards Speed Air Dash Backwards Duration Minimum Rising Air Dash Height
6F 16 19.5 14 12 30
Landing Recovery Number Of Air Dashes Number Of Jumps Ground Throw Range Air Throw Range c.S Proximity Range
3F 2 2 49 88 130
Special Forwards Dash Unique Movement Options

Normal Moves

5P

5P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
10 Mid 5 2 12 -4 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 CSJR 9 10 10 11
GGAC Dizzy 5P.png
GGXXACPR Dizzy 5P-Hitbox.png

5K

5K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 Mid 7 4 14 -4 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Dizzy 5K.png
Dizzy's go to poke
GGXXACPR Dizzy 5K-Hitbox.png

c.S

c.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
24 Mid 5 2 11 +1 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Dizzy cS.png
GGXXACPR Dizzy cS-Hitbox.png
•Dizzy modifier x2

f.S

f.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×5 Mid 8 2×4,6 12 -4 3 10×5 7×5
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64×5 SR 13 14×3, Stagger 35, 14 14 6
GGAC Dizzy fS.png
GGXXACPR Dizzy fS-1-Hitbox.pngGGXXACPR Dizzy fS-2-Hitbox.pngGGXXACPR Dizzy fS-3-Hitbox.png
Frames 8-9, 20-21 • Frames 10-11, 18-19 • Frames 12-17
•Fourth hit staggers on hit for max 35F

5H

5H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 12 6 15 -4 4 14 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 16 17 16 14
GGAC Dizzy 5H.png
GGXXACPR Dizzy 5H-Hitbox.png

5D

5D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20 High 29 14 15 -12 4 11 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 16 Launch 48 16 14
GGAC Dizzy 5D.png
GGXXACPR Dizzy 5D-1-Hitbox.pngGGXXACPR Dizzy 5D-2-Hitbox.png
Frames 29-32 • Frames 33-42
•Dizzy modifier x1.5

6P

6P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
26 Mid 11 4 19 -9 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 1~14F Upper Body SR 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Dizzy 6P.png
GGXXACPR Dizzy 6P-Hitbox.png
•Untechable on CH for 40F

6H

6H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38×2 Mid 18 9,3 21 -5 5 20×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SRF, SJRF 18 19, Launch 28 18 15 18~20F, 27~29F
GGAC Dizzy 6H.png
GGXXACPR Dizzy 6H-1-Hitbox.pngGGXXACPR Dizzy 6H-2-Hitbox.pngGGXXACPR Dizzy 6H-3-Hitbox.pngGGXXACPR Dizzy 6H-4-Hitbox.png
1st Hit (Frames 18-20) • 1st Hit (Frames 21-23) • 1st Hit (Frames 24-26) • 2nd Hit (Frames 27-29)
•Both hits stagger on ground CH (max 35F)
•2nd hit is untechable on air CH for 80F

2P

2P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
8 Mid 6 3 9 -2 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 70% CSR 9 10 10 11
GGAC Dizzy 2P.png
GGXXACPR Dizzy 2P-Hitbox.png

2K

2K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
18 Low 6 4 9 -1 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 80% SR 11 12 12 12
GGAC Dizzy 2K.png
Opens up the gates for summon combos
GGXXACPR Dizzy 2K-1-Hitbox.pngGGXXACPR Dizzy 2K-2-Hitbox.png
Frames 6-7 • Frames 8-9

2S

2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 Mid 7 3 22 -11 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Dizzy 2S.png
GGXXACPR Dizzy 2S-Hitbox.png

2H

2H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40 Mid 8 4 38 -23 5 20 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SRF 18 Down 18 15 8~10F
GGAC Dizzy 2H.png
GGXXACPR Dizzy 2H-1-Hitbox.pngGGXXACPR Dizzy 2H-2-Hitbox.png
Frames 8-9 • Frames 10-11
•Groundbounces on CH (untechable for 90F)
•Dizzy modifier x1.5

2D

2D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 Low 12 3 33 -19 4 11 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 9~26F, 36~39F Low Profile
27~35F Above Feet
SJR 16 Down 16 13
GGAC Dizzy 2D.png
GGXXACPR Dizzy 2D-Hitbox.png

j.P

j.P
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
12 High/Air 6 2 10 1 3 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.44 90% CSJR 9 10 10 11
GGAC Dizzy jP.png
Hits deeper than jH
GGXXACPR Dizzy jP-Hitbox.png

j.K

j.K
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
16 High/Air 4 12 12 2 5 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 11 12 12 12
GGAC Dizzy jK.png
GGXXACPR Dizzy jK-1-Hitbox.pngGGXXACPR Dizzy jK-2-Hitbox.png
Frames 4-9 • Frames 10-15

j.S

j.S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
28 High/Air 9 4 16 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 SJR 13 14 14 13
GGAC Dizzy jS.png
Strong horizontal air-to-air
GGXXACPR Dizzy jS-Hitbox.png

j.2S

j.2S
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30 High/Air 7 9 8 3 8 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 90% 1~23F Throw SR 13 14 14 13
GGAC Dizzy j2S.png
A normal to surpass Guilty Gear
GGXXACPR Dizzy j2S-1-Hitbox.pngGGXXACPR Dizzy j2S-2-Hitbox.pngGGXXACPR Dizzy j2S-3-Hitbox.png
Frames 7-9 • Frames 10-12 • Frames 13-14
•Attack begins behind Dizzy on 7F, below her on 10F, in front of her on 13F

j.H

j.H
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
42 High/Air 11 4 28 5 15 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84 SR 18 19 18 15
GGAC Dizzy jH.png
A Beginner's Guide to Double Digit Plusframes
GGXXACPR Dizzy jH-Hitbox.png

j.D

j.D
normal
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30, 40 High/Air 10 9,3 15+5 after landing 4 11×2 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
3.84×2 SR 16 Launch 22, 26 14
GGAC Dizzy jD.png
GGXXACPR Dizzy jD-1-Hitbox.pngGGXXACPR Dizzy jD-2-Hitbox.pngGGXXACPR Dizzy jD-3-Hitbox.pngGGXXACPR Dizzy jD-4-Hitbox.pngGGXXACPR Dizzy jD-5-Hitbox.png
1st Hit (Frames 10-12) • 1st Hit (Frames 13-14) • 1st Hit (Frames 15-16) • 1st Hit (Frames 17-18) • 2nd Hit (Frames 19-21)
•During 10~12F 1st hit is untechable for 28F on ground hit, for 16F on air hit
•2nd hit pushes opponent upwards on hit

Universal Mechanics

Ground Throw

Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
50 49 pixels 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
4.00 Forced 50% Down
GGAC Dizzy throw.png
Throw like a grappler

Air Throw

Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 88 pixels 6×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
9.40 Forced 50% 60 + WBounce
GGAC Dizzy airThrow.png

DAA

DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
25 All 11 2 23 -11 3 10 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
0.52 50% 1~12F All
13~32F Throw and Upper Body
R 13 Launch 28 + WBounce 14 + WBounce 13
GGAC Dizzy 6P.png
GGACR Dizzy DAA Hitbox.png

Taunt A

Taunt A
Taunt A
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
0 Air FD 67 36 18 -44 1 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 9 10 10 11
GGAC Dizzy Respect.png
Fairly useless knowledge check
GGXXACPR Dizzy R-1-Hitbox.pngGGXXACPR Dizzy R-2-Hitbox.png
•Can be canceled into anything other than movement or blocking from 62F onwards

Taunt B

Taunt B
Taunt B
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
0 Air FD 45 25 18 -33 1 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 9 10 10 11
GGAC Dizzy Respect.png
GGXXACPR Dizzy R-1-Hitbox.pngGGXXACPR Dizzy R-2-Hitbox.png
•Can be canceled into anything other than movement or blocking from 62F onwards

Taunt C

Taunt C
Taunt C
other
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
0 Air FD 57 37 18 -45 1 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.64 R 9 10 10 11
GGAC Dizzy Respect.png
GGXXACPR Dizzy R-1-Hitbox.pngGGXXACPR Dizzy R-2-Hitbox.png
•Can be canceled into anything other than movement or blocking from 62F onwards

Special Moves

236H

236H
H I Use This to Fish
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 All 14 8 42 -23 3 0 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20 Forced 85% F 13 Launch 40 13 31~32F
GGAC Dizzy 236H.png
I Use This To (Summon) Fish
GGACR Dizzy 236H Hitbox.png
•Untechable on CH for 160F
•Dizzy modifier x0.25

236D

236D
D I Use This to Fish
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
55 All 14 8 53 -34 3 0 8
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20 Forced 85% F 13 Launch 40 13 31~32F
GGAC Dizzy 236H.png
I Use This To (Summon) Fish
GGACR Dizzy 236H Hitbox.png
•Untechable on CH for 160F
•Dizzy modifier x0.25

214P

214P
P My Talking Buddies
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
21×2 All 58~68 (26~35) 3(32)3 12 [Total 36] 1 0 8×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20×2 9 10 10 11
GGAC Dizzy 214P.png
Character defining special move, if you have to master one thing, make it this.
GGACR Dizzy 214P Hitbox.png
P Fish
K Fish: active frames 1-3, 7-9, 13-15
•Startup varies depending on distance from opponent
•Fish homes in horizontally on opponent location until the startup of the 2nd hit
•Minimum startup for followup is 21F when done after P version
•Initial forward movement is different if performed as followup
•See note ※1

214K

214K
K My Talking Buddies
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 All 58~60 (27) 15 0 [Total 36] 1 0 8×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/1.20×3 9 10 10 11
GGAC Dizzy 214P.png
File:GGACR Dizzy 214K Hitbox.png
K Fish: active frames 4-6, 10-12
•Startup varies depending on distance from opponent
•Fish homes in horizontally on opponent location until active frames
•Initial forward movement is different if performed as followup
•See note ※1

214S

214S
S My Talking Buddies
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 All 77 (44) 35 19 [Total 41] 2 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/1.20 11 12 40 + WStick 27 12
GGAC Dizzy 214P.png
GGACR Dizzy 214S Hitbox.png
S/H Fish. Laser goes full screen
•If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F
•See note ※1

214H

214H
H My Talking Buddies
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
38 All 77 (44) 35 19 [Total 36] 2 0 7
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/1.20 11 12 40 + WStick 27 12
GGAC Dizzy 214P.png
GGACR Dizzy 214S Hitbox.png
•If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F
•See note ※1

214D

214D
D My Talking Buddies
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
60 All 72~77 (40~44) 3 24 [Total 36] 5 10 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.00/1.20 19 Stagger 45 18 15
GGAC Dizzy 214P.png
GGACR Dizzy 214D Hitbox.png
D Fish
•Startup depends on the distance from the opponent
•Tracks opponent horizontal position
•Custom blockstun
•See note ※1

421S

421S
I Use This to Get Fruit
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
22, 55 All 22 18(15) Total 37 3, 2 0 7×2
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.50/1.20 13, 11 Launch, 12 30, 12 13, 12
GGAC Dizzy 421S.png
Eddie Jr.
GGACR Dizzy 421S-1 Hitbox.pngGGACR Dizzy 421S-2 Hitbox.png
•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
•Projectile disappears if Dizzy is hit

236K

236K
K It Started Out as Just Light
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 All 32 62 Total 51 +11 1 0 8×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20×3 F 9 10 10 5 27~29F
GGAC Dizzy 236K.png
Commonly referred to as Wheel
GGAC Dizzy 236X Hitbox.png
•Projectile guranteed to activate after 28F

236S

236S
S It Started Out as Just Light
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
20×3 All 32 49 Total 54 +8 1 0 8×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
2.00/1.20×3 F 9 10 10 5 27~29F
GGAC Dizzy 236K.png
GGAC Dizzy 236X Hitbox.png
•Projectile guranteed to activate after 28F

j.214P

j.214P
Please Leave Me Alone
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 176 Total 22
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1.50/-
GGAC Dizzy j214P.png
•Dizzy is in CH state 1~15F
•Cannot summon another bubble until 33F after bubble naturally disappears, or 17F after popping the bubble
•Bubble stops moving 160~176F
•Dizzy can pop bubble by attacking the bubble
•Bubble automatically pops after 177F

j.214P Pop

j.214P Pop
Please Leave Me Alone (Pop)
special
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 All 13 4 4 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/1.20 16 Launch 36 14
GGAC Dizzy j214P.png

Force Breaks

j.214D

j.214D
FB Please Leave Me Alone
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
9 199 Total 25
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
GGAC Dizzy j214D.png
•Dizzy is in CH state 1~21F
•Cannot summon another bubble until 31F after the bubble naturally disappears, or 17F after popping the bubble
•Dizzy can pop bubble by attacking the bubble
•Bubble disappears if Dizzy is hit

j.214D Pop

j.214D Pop
FB Please Leave Me Alone (Pop)
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
45 All 13 6 4 0 6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24 16 Launch 36 14
GGAC Dizzy j214D.png

421D

421D
FB I Use This to Get Fruit
forcebreak
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
30×3 All 31 Total 47 3 10×3 10×3
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
-/0.24×3 F 13 Launch 14 13 15~16F
GGACR Dizzy 421D.png
She actually uses it to win neutral
GGACR Dizzy 421S-2 Hitbox.png
Same as the spear part of 421S
•Homes in on opponent's location until active frames
•The spears lose their hitbox if Dizzy is hit
•Dizzy is in CH state 1~20F

Overdrives

632146S

632146S
Imperial Ray
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
40×N All 7+0 {6(4)}×N Total 41 3 10×N 9×N
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
5~6F Strike F 13 Launch 90 0 43~44F during superflash
GGAC Dizzy 632146S.png
GGACR Dizzy 632146S Hitbox 1.pngGGACR Dizzy 632146S Hitbox 2.png
Initial hitbox • Max height
•Opponent cannot move until the 9th active frame
•Dizzy modifier x0.5
•Chip damage x1.5
•Flames can pass through other projectiles

632146P

632146P
Necro Unleashed
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
0, 40×6 Throw 9+4 20 14 1, 3×6 8, 7×6
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
1~9F All
10~14F Strike
Launch Down 11
GGAC Dizzy 632146P.pngGGAC Dizzy 632146P 2.png
Every time...
GGAC Dizzy 632146P Hitbox.png
•Dizzy modifier x0

64641236H

64641236H
Gamma Ray
super
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
13×5, 12×32 All 16+7 6(24)6(51)46 -31 5 20×39 6×5, 4×32
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
200% F 18 Launch 120×5, 18×32 7×5, 15×32 53~58F
GGAC Dizzy 64641236H.pngGGAC Dizzy 64641236H-2.pngGGAC Dizzy 64641236H-3.png
• • Vaguely useless easter egg move
GGACR Dizzy 64641236H Hitbox 1.pngGGACR Dizzy 64641236H Hitbox 2.pngGGACR Dizzy 64641236H Hitbox 3.png
Gets slightly bigger • • Small lasers end before big
•Dizzy is knocked down at the end of move
•Dizzy modifier x0 after the two initial hits
•2nd superflash occurs on 109F
•Opponent's inputs are frozen until 3F after the 2nd super flash

Instant Kill

[2]8462PH

[2]8462PH
I Can't... Contain My Strength
instantkill
Damage Guard Startup Active Recovery On-Block On-Hit Level Guard Bar Gain Guard Bar Minus
Fatal All 103+3 10 85 -76 5 20
Tension Prorate Invuln Cancel Blockstun Ground Hit Air Hit Hitstop FRC Window
18 15
GGAC Dizzy InstantKill.png
You should not use this outside of training mode
GGAC Dizzy InstantKill Hitbox.png
•Must charge down for at least 30F

Category

Systems Pages