GGACR/Dizzy/Frame Data

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< GGACR‎ | Dizzy
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System Data


Normals

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. Invulnerability
5P
5K
c.S
  • Stun modifier x2
f.S
  • Hitstop 6F
  • 4th hit staggers opponent on hit (max 35F)
5H
6P
  • 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)
6H
  • 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)
5D
  • Stun modifier x1.5
2P
  • Initial prorate 70%
2K
  • Initial prorate 80%
2S
2H
  • Knocks down opponent on ground hit
  • Groundbounces opponent and fully untechable on CH
  • Stun modifier x1.5
  • FRC timing 8~10F
2D
  • Low profile 9~26F, 36~39F
  • Above feet invincible 27~35F
j.P
  • Initial prorate 90%
j.K
j.S
j.H
j.D
  • 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)
j.2S
  • 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

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. Invulnerability
Ground Throw
  • Floats opponent, fully untechable on hit
  • Forced prorate 50%
Air Throw
  • Wallbounces opponent on hit (untechable for 60F)
  • Forced prorate 50%
DAA
  • Fully invincible 1~12F
  • Upper body invincible and throw invincible 13~32F
  • Wallbounces opponent on hit (untechable for 28F)
  • Initial prorate 50%

Specials

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. Invulnerability
K It Started Out as Just Light
236K
  • Hitstop 5F
  • Projectile guranteed to active after 28F
  • FRC timing 27~29F
  • see notes *1
S It Started Out as Just Light
236S
  • Hitstop 5F
  • Projectile guranteed to active after 28F
  • FRC timing 27~29F
  • see notes *1
H I Use This to Fish
236H
  • Floats opponent on hit (untechable for 40F, on CH for 160F)
  • FRC timing 31~32F
D I Use This to Fish
236D
  • Floats opponent on hit (untechable for 40F, on CH for 160F)
  • FRC timing 31~32F
I Use This to Get Fruit
421S
  • 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
  • see notes *1
P My Talking Buddies
214P
  • 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
  • Fish diappears if it gets hit
  • If performed as followup, the initial forward movement is different than usual, but the rest of the move is the same
  • see notes *1,*2
K My Talking Buddies
214K
  • 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 the end of the move
  • Fish diappears if it gets hit
  • 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 notes *1,*2
S My Talking Buddies
214S
  • Fish continues firing laser until it reaches the top of the screen
  • Laser beam passes through other projectiles
  • Dizzy is in CH state during recovery
  • Fish disappears or performs followup attack 20F after the end of the move
  • Fish diappears if it gets hit
  • Wallsticks opponent on air hit (Untechable for 40F, sticks for 27F)
  • 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 notes *1,*2
H My Talking Buddies
214H
  • Fish continues firing laser until it reaches the top of the screen
  • Laser beam passes through projectiles
  • In CH state till end of recovery
  • Fish disappears or performs followup attack 20F after the end of the move
  • Fish diappears if opponent hits the fish
  • Wallsticks opponent on air hit (Untechable for 40F, sticks for 27F)
  • 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 notes *1,*2
D My Talking Buddies
214D
  • Blockstun 19F
  • 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
  • Staggers opponent on hit (max 45F)
  • see notes *2
Please Leave Me Alone (Bubble)
j.214P/K/S
  • Dizzy is in CH state 1~15F
  • Bubble appears on 9F
  • 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
  • TRANSLATION NEEDED
Please Leave Me Alone (Pop)
Hit Bubble
  • Floats opponent on hit (untechable for 36F)
  • see notes *1
*1 Doesn't raise Guard Gauge
*2 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames; The values in [] are the follow-up versions

Force Breaks

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. Invulnerability
FB Please Leave Me Alone (Bubble)
j.214D
  • Dizzy is in CH state 1~21F
  • Bubble appears on 9F
  • Cannot summon another bubble until 31F after the bubble naturally disappears, or 17F after popping the bubble
  • Opponent can't hit the bubble
  • Bubble disappears if Dizzy is hit
Please Leave Me Alone (Pop)
Hit Bubble
  • Floats opponent on hit (untechable for 36F)
  • see notes *1
FB I Use This to Get Fruit
421D
  • 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
  • FRC timing 15-16F
*1 Doesn't raise Guard Gauge
*2 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames; The values in [] are the follow-up versions

Overdrives

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. Invulnerability
Imperial Ray
632146S
  • Strike invincible 5~7F
  • Floats opponent on hit, fully untechable
  • Opponent cannot move until the 9th active frame
  • Hitstop 0F
  • Dizzy modifier x0.5
  • Chip damage x1.5
  • FRC timing is 9-10F after superflash
  • Flames can pass through other projectiles
Necro Unleashed
632146P
  • Fully invincible 1~9F
  • Strike invincible 10~14F
  • Knocks down opponent on hit
Gamma Ray
64641236H
  • Hitstop for first two lasers 7F
  • Knocks down opponent on hit
  • Dizzy is knocked down at the end of move
  • Dizzy modifier x0
  • Initial Prorate 200%
  • 2nd superflash occurs on 109F
  • Opponent's inputs are frozen until 3F after the 2nd super flash
  • FRC Timing 53~58F (when the 2nd set of lasers come out)

Instant Kill

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. Invulnerability
I Can't... Contain My Strength
[2]8462+P+HS
  • Need to charge down for 30F to perform attack
  • Dizzy is in CH state during move

Gatling Table

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D Jump, Sp
f.S - - 2S 5H, 2H 5D, 2D Sp
2S - - - 5H, 2H 5D, 2D Jump, Sp
5H - - - 2H 5D, 2D Sp
2H - - - - 5D Sp
6H - - - - - Jump, Sp
5D - - - - - homing jump
2D - - - - - Jump, Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S, j.2S j.H - Jump, Sp
j.K j.P - j.S, j.2S - - Jump, Sp
j.S j.P - - j.H j.D Jump, Sp
j.2S j.P - - j.H j.D Sp
j.H - - - - - Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

To edit frame data, edit values in GGACR/Dizzy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.