GGXRD-R2/Dizzy

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overview[edit]
Overview

Dizzy's double airdash synergizes with her space control via long range normals and active summons, cast by NecroHer reaper right wing and UndineHer maiden left wing. Dizzy's summons also enable her exceptional okizeme/setplay game. Her rewarding throw combined with fish armor safety, fast initial dash speed and planned gaps in pressure make her into a “grappler” tick throw extraordinaire. She also has access to mixups, crossovers, frame traps and fuzzy setups.

Her normals create good pressure due to long cancel windows which can create frame traps to compliment her throw threat. Dizzy can end pressure safely from afar with jump cancels, or go for metered/unmetered resets with summons. Her defenensive options lack a fast abare and solid meterless reversal so she often relies on system mechanics and techniques like fuzzy jumping to leverage her mobility.

Dizzy is a character with exaggerated strengths and weaknesses, and a variety set of tools that makes her highly versatile but her tools can be easily misused. Her gameplay often involves linking her attacks and summons together to open opponents defenses or create high damage combos. In neutral she utilizes her high mobility and space control tools in tandem while exercising judgement of when to cast high recovery summons, and whether to use meter to lessen their recovery. She has a great amount of depth and is rewarding to master, and is a great fit for anyone who enjoys high mobility, space control, and setplay.


GGXRD-R2 Dizzy Icon.png Dizzy
Lore:The Child of Fate. The Maiden of the Grove. The wife of Ky Kiske and mother of Sin Kiske. After being freed from her seal she now walks among the world again. Dizzy doesn’t wish to harm anyone but as the daughter of Justice the commander-type Gear often finds herself in conflict. Her green reaper right wing, Necro, and her light-blue maiden 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.
Voice:Kazue Fujita
Playstyle
GGXRD-R2 Dizzy Icon.png Dizzy is a highly mobile character that uses her normals and multitude of summons to control space and run versatile and safe okizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups..
Pros Cons
  • High Mobility: Dizzy has a double airdash with high inertia, fast initial dash speed, a foot invulnerable run and good superjump.
  • Space Control: Boasts over a dozen extremely active summons that allow her to control space and move.
  • Exceptional Okizeme: Dizzy's projectiles, especially Ice Fish and Fire Fish, give her a vast array of strong and safe okizeme. Her throw is also very rewarding, and as a result her tick throw game is possibly the best in Xrd.
  • High Damage: Great damage using RRCRed Roman Cancel, some meterless starters, and certain okizeme setups.
  • Incredible YRCYellow Roman Cancel Options: All of Dizzy's projectile summons can fully utilize YRC, and projectile YRC is strong. Ice Spike in particular is an effective tool for pressure, zoning and frame traps.
  • Weak Close Range Scrambles: Dizzy's normals have long reach but slow startup and recovery. She lacks a meterless reversal and has a slow metered reversal, and her go to abare button is 6f.
  • Susceptible To Counterhits: Dizzy's summons and normals have long recovery exposing her to more counterhits, while she is also tied for the lowest stun resistance in the game.
  • Meter Reliant: Dizzy isn't exceptionally good at generating meter but she is great at spending it for safely summoning in neutral, pressure extensions, combos/corner carry and on defense. Non judicious usage will leave Dizzy with limited options.
Note: Playing Dizzy requires a large commitment to learning many okizeme setups that depend on knockdown type, variable wakeup timings or character-specific reversal options and can be difficult to execute and punishing if failed.
Dizzy summons five variations of fish which move forward and absorb a single hit for her. All fish but 214D attack on summoning. 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. Bubbles can be tiger knee'd (2369P and 2369K) which allows her to summon bubbles close to the ground and perform air actions afterward. Only one bubble can be summoned at any given time.
Dizzy
GGXRD-R Dizzy Portrait.png
Jump Startup:3F
Weight:[105] Light
Backdash:16F (1-9F invuln)
Guts Rating:1
Defense Modifier:x1.06
Stun Resistance:50
Wakeup Time:25F (Face Up) / 24F (Face Down)

Normal Moves[edit]

5P[edit]
5P
GGXRD-R Dizzy 5P.png
When you really need a hitbox in five frames
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
10 Mid 5 2 12 -4

Dizzy's fastest normal but is pretty minus on block and whiffs on low hurtboxes. Good button to pop bubbles quickly or punish whiff bursts.

5K[edit]
5K
GGXRD-R Dizzy 5K.png
Kick them into next week
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
16 Mid 7 4 14 -4

Relatively quick mid-range poke. The hitbox isn't particularly good and it's generally outclassed by her other pokes, but maintains some use due to its range, is her fastest non prorated starter, and the fact that it can be jump canceled. Frame traps with 5K > delay 5H, 5K > 2H, 5K > delay f.S, 5K > delay 2D.

c.S[edit]
c.S
GGXRD-R Dizzy cS.png
Your best friend for pressure
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
24 Mid 6 2 11 +1

Essential jump-cancelable pressure normal and Dizzy's only normal that gives advantage on block. Has a 2x stun modifier. An essential tool for hit-confirming, tick-throwing and general pressure. Can frame trap with c.S > delay 5H and c.S > 2H. Can reset with 5f gap with c.S > c.S/2P.

f.S[edit]
f.S
GGXRD-R Dizzy fS.png
Beware of skeleton
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
32 Mid 9 6 21 -13

Decent mid-range poke, rather slow but can anti-air and frame trap. Has a lot of active frames but the hitbox doesn’t reach far during its earliest active frames so the hitboxes and hurtboxes can be a little awkward. Jump-cancel-able on hit or block which allows Dizzy to safely reset to neutral if she can't open up the opponent. For example resetting with bubble to defend against aggressive opponents. It can be a risky button in neutral compared to 6P as it trades poorly and sticks her hurtbox way out there. 2K, 2P, and 5K can all be delay cancelled into f.S to cause frame traps. f.S can then be delayed cancelled into 5H, 236S YRC and 2D to add another frame trap.

4S[edit]
4S
GGXRD-R Dizzy 4S.png
Put their meter on ice
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
20 * 5 Mid 8 2 * 7 12 -1

Dizzy's old f.S. It has 5 hits and every hit is special cancellable, with the fourth one staggering; but it whiffs on crouching opponents except Potemkin and Bedman (only during hitstun).

A essential combo filler for throw, P-bubble burst, and corner combos. Comes out fairly quickly, has a good horizontal hitbox that can be a situational antiair, does fantastic damage, gives good amount of meter on hit, and combos into 236S for a knockdown. It drains meter exceptionally well against people blocking in the air with FD. Properly spaced it also is burst safe.

5H[edit]
5H
GGXRD-R Dizzy 5H.png
Just wing it
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
38 Mid 13 6 15 -4

Staple for many combos/blockstrings. For neutral and pressure it has a decent hitbox, is generally safe on block, and can be used as a frame trap/pressure ender or reset. Chunky counterhit but won't trade well verse many moves. Can be used to deny enemy approaches. It shines in that it can wall out any kind of low to the ground approach, from low profile to low airdashes. It has longer range than her standard pokes, but with that comes longer startup and recovery and as such it's much more situational and dangerous to throw out. Less likely to trade if you hit with the wingtips because they don't have a hurtbox. Can frame trap with 5H > delayed 236S YRC and 5H delayed 2D.

5D[edit]
5D
GGXRD-R Dizzy 5D.png
The oldest trick in the book
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
20 High 27 14 15 -12

Dizzy's primary standing overhead has a long startup just like most other 5Ds, but it can be covered by her projectiles to make it safer, and in the corner you can combo into it using fish. You can often mask the startup of this move with 236H YRC or H fish, as they do a good job of obscuring the telltale red flash of 5D.

6P[edit]
6P
GGXRD-R Dizzy 6P.png
One of the few things that's actually better compared to +R
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
26 Mid 10 4 19 -9

Anti air with more reach than 2S that's useful to cover ranges where 2S would be ineffective. It is also a very strong mid range counter poke tool for Dizzy in neutral, as the counter hit properties change it to allow knockdown and it often cleanly beats many other character's pokes. A button that is very important for her in some matchups. Just don't use it versus low profile moves.

6H[edit]
6H
GGXRD-R Dizzy 6H.png
CHOMP
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Normal 48 Mid 14 7 34 -22
Max Charge 56 High 33 7 34 -22

Dizzy's 6H has long startup, is extremely unsafe on block, and despite what the animation may suggest, only the fully charged version of it is an overhead. Can be used as a odd throw OS that will knock the opponent down on hit if they jump your throw. Where 6H really shines is in combos; both versions do enormous damage and give hard knockdown on aerial opponents, with the charged version giving a groundbounce that's essential for many of Dizzy's RC combos. Because it's also special cancellable, 6H knockdowns give Dizzy some of the best opportunities to setup okizeme, even better than 2D. 6H is the only move Dizzy has that leaves opponents faceup on knockdown, which can be really advantageous in some matchups.

2P[edit]
2P
GGXRD-R Dizzy 2P.png
Poke your problems away
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
8 Mid 6 3 9 -2
  • Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 4S, 5H, 2H, 5D, 2D
  • Poration: 80%

Great range for a 6 frame normal, though it doesn't hit low. If you feel like you can mash out of pressure, this is usually the button you're going to use, though the importance of good defense cannot be overstated. Keep in mind when hit-confirming off 2P that it never combos into 2D, even on counterhit. 2P also doesn't have the best hurtbox and the hitbox is higher than you may think. It loses to some moves that go airborne, some 6Ps and some low profiles. Used on block or hit to go for tick throws. Very effective button in some situations in neutral or to catch dash resets and hard to punish if whiffed. Useful for frame traps, common examples are 2P > 5H, 2P > f.S, 2P > 6P, and 2P > 2D.

2K[edit]
2K
GGXRD-R Dizzy 2K.png
The essence of playing Dizzy
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
18 Low 7 4 9 -1

Essential poke and Dizzy's only low besides 2D. This normal has great range and speed, and it's only -1 on block meaning it's great for pressure. Unless you absolutely need a 5 or 6 frame normal, this is your go-to normal for approaching and controlling the space in front of you and is easy to hit confirm. She needs this move to check moves that are only low vulnerable, and check people trying to beat her summons or other low profile weak moves. Used on block or hit to go for tick throws or confirm into 2D. 2K is also very useful for frame traps. 2K > 2H is a very rewarding frame trap with a 3f gap, other examples are 2K > 6P, 2K > f.S and 2K > 2D. Link this or 2P between ice fish bites in standard tick throw setups.

2S[edit]
2S
GGXRD-R Dizzy 2S.png
Get low
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
28 Mid 7 3 22 -11

Dizzy's primary anti-air and one of her most iconic moves. Though it won't cleanly beat the game's most dominant jump-ins like Sol's j.H or Chipp's j.D and has basically no use in grounded footsies, it has a great low-profile hurtbox and extends relatively high above Dizzy's head while giving a full air combo on hit. The ability to properly space yourself and stop aerial approaches with 2S is essential, as unlike most characters Dizzy prefers to anti-air by going directly underneath the enemy instead of stopping them at a 45 degree angle. The hit box doesn't center on her body like in XX games, and is less thick and less tall. This leaves it unreliable to AA with if the opponent is behind her. 2S is also one of her few buttons that can come out on top in trades due to its massive counter hit properties. Can be used as a burst safe move as well, especially after 5D6.

2H[edit]
2H
GGXRD-R Dizzy 2H.png
Chop chop
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
36 * 2 Mid 15 2, 4 25 -10

A 2 hit normal with the second hit being a launcher. 2H is Dizzy's crouch confirm button, meaning it combos on crouching opponents but otherwise cannot be combo'd into unless it is from 4S, counterhit, or has the gap covered by fish or other summons. Its range leaves much to be desired. If the enemy is covered by your summons, then it may be possible to oki mixup into this move. It does good damage and leads to damaging follow-ups, it shines as a strong frametrap or a punish tool for big mistakes like whiffed reversals. It also cranks up RISC gauge like crazy and is jump cancellable so is good as an incredibly safe pressure ender though can be weak to FD since the second hit will sometimes miss if the opponent is using FD.

2D[edit]
2D
GGXRD-R Dizzy 2D.png
You call that a sweep? THIS is a sweep
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
34 Low 12 3 33 -17
  • Proration: 85%

Enormous sweep with relatively short startup considering its range, and an important combo ender for Dizzy on grounded opponents as it lets her start her okizeme game. Although its horizontal range is great, it will basically never hit airborne opponents, has few active frames, and is extremely poor on whiff, meaning its use in neutral is more limited than it may appear. Ending blockstrings with 2D is also risky due to its terrible frame advantage and summoning after 2D on block is unsafe without meter.

j.P[edit]
j.P
GGXRD-R Dizzy jP.png
poke poke poke
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
12 High/Air 6 4 10 -

Dizzy's fastest air jab. Mostly useful as it can gatling into and out of j.K to continue air combos and airdash strings.

j.K[edit]
j.K
GGXRD-R Dizzy jK.png
Your best friend in airdash strings
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
16 High/Air 7 6 12 -

Her most reliable jump-in attack. Slower than in other games but has more range.

j.S[edit]
j.S
GGXRD-R Dizzy jS.png
Freeze the competition air-to-air
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
28 High/Air 9 4 16 -

Has good horizontal range, making it a reliable air to air poke and air to ground poke. Can be used to effectively pop bubbles. Jump cancelable.

j.H[edit]
j.H
GGXRD-R Dizzy jH.png
Where does the wing come from anyway
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
36 High/Air 10 4 28 -

Has less horizontal range than j.S but makes up for it by being bigger vertically. Can be used as an air to ground but will lose to 6P and low profiles. Has big blockstun and hitstun. The hurtbox has been shrunk appreciably in REV2, but it still has a tendency to trade, so be careful not to throw it out carelessly. Low to the ground j.H can help create fuzzy setups and j.P > j.H has a natural gap on block that combos on hit for a handy dandy built in airstring frame trap, just be careful of opponents expecting and exploiting the gap and change up your air gatlings accordingly.

j.D[edit]
j.D
GGXRD-R Dizzy jD.png
Maware maware maware maware
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
30, 40 High/Air 8 10, 4 16 -

Highly damaging ender for air combos that launches the opponent, and its great upward hitbox means it can also be useful while rising against opponents high in the air. Can be special canceled on either hit. Since Rev 2.1 this move hits the opponent more to the side than up so it can be used in combos in the corner or in certain air strings. Untechable knockdown on counter-hit. j.D is a great air to air button that wins almost any air to air trade if not outright beats other people's air buttons, as long as Dizzy is at least slightly below the opponent and in range for j.D to hit. Can also be used in airdash strings to mess up opponents trying to IB or as a gapless gatling from j.P.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
GGXRD-R Dizzy GroundThrow.png
Where the fun begins
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
0, 60 Ground Throw: 75250 1 - - +72

Can combo after the throw without meter anywhere on the screen for great damage and corner carry. Because of its high reward on hit and the low blockstun on many of Dizzy's summons, integrating throws into your mixups is an essential skill with Dizzy, especially since her summons can protect you if your throw attempt whiffs. Unlike older games, Dizzy's throw range is average in Xrd.

Air Throw[edit]
Air Throw
GGXRD-R Dizzy AirThrow.png
Why can't she just let them fall in the icicle like Magneto
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
0, 60 Air Throw: 192500 1 - - -

Dizzy's air throw has good range and chucks the opponent very far away, which makes it difficult to set up effective okizeme unless you're close to the corner but gives you more than enough time to start summoning safely. Dizzy airthrow is also a vital anti air option like any character as the use for as it allows her to punish people that would jump over her summons or control spaces that would otherwise be risky for her to contest.

Dead Angle Attack[edit]
Dead Angle Attack
GGXRD-R Dizzy 6P.png
This will get low profiled and you will get sad
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
25 All 10 4 19 -9

Uses Dizzy's 6P animation. Mediocre like most Dead Angles, but with Dizzy's naturally weak defensive options, an important tool to keep in mind.

Blitz Shield Charge Attack[edit]
Blitz Attack
GGXRD-R Dizzy BlitzAttack.png
Steal that burst
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Uncharged 50 Mid (15-48)+13 3 20 -2
Max Charge 50 Mid 50+13 3 20 +5

Standard Blitz Shield attack, useful in combos after stun to steal Burst gauge.


Special Moves[edit]

Summon Limits

Dizzy has a restriction on having multiple summons of the same type on screen at the same time. You must wait a short period after the previous summon ends before summoning something of the same type. This applies to all of her summons except Ice Spike 236S and Fire Pillar 236H which can have multiple on screen if you spend meter to reduce their recovery.

Low Profile Interactions

Many of Dizzy's specials aren't capable of hitting low profiles. Exceptions are Ice Spike 236S, Fire Pillar 236H, 421S/H very situationally, Bubbles with enough downward travel time, and situationally full charged Shield fish 214D can protect against low profiles with taller hitboxes.

Bubbles and TK'd fish can avoid being hit with low hitting moves on summon but that doesn't mean she's safe from followups. Post summon, Dizzy can sometimes use her foot invulnerable run to mitigate this weakness, or simply hit any low profiles with a move of her own, often 2K. Still it gives the opponent more options verse Dizzy, any meaty fish can be reversaled by a frame 1 low profile for example, Sol's Grand Viper. Other examples are her wheels/scythes can always be low profiled to avoid trading with them at all and 421H can just completely miss vs some low profiles such as Faust crouching.

I used this to catch fish[edit]
I used this to catch fish
236S
GGXRD-R Dizzy ToCatchFish.png
Your best friend
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
45 All 13 8 Total 62 -23

Ice pillar/ice spike. Dizzy’s fastest special. Dizzy's most iconic move used for ending combos in the corner and controlling space. Like many of her specials it has an extremely early YRC point that can be used to control space, reset pressure, frame trap, or buy time to summon. Without YRC Ice Spike is punishable even on block, and even more so on whiff so using it without meter to make it safe is very much gambling with your life. With meter it is her best way to stuff approaches and reset pressure by far. Make every use count though as YRC has a meter gain penalty and being significantly behind your opponent in meter will be an uphill struggle to say the least.

Leads into many of her most damaging combos when RC'd. Creates an Ice Spike at a set distance (about 2D’s range) and will shorten its range to appear in the corner instead of offscreen. Can be delayed canceled after some normals to frame trap, f.S > delayed 236S YRC and 5H > delayed 236S YRC are the most common examples of this and just the threat of it can lead to Dizzy being respected after blockstrings, especially if you've conditioned them for it.

For searing cod...[edit]
For searing cod...
236H
GGXRD-R Dizzy ForSearingCod.png
fire emoji fire emoji fire emoji
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
50 All 26 8 Total 63 -11

Fire pillar. Delayed but more damaging and less minus on block version of 236S. The defacto use of it is to end combos higher off the ground with an untechable knockdown, which gives Dizzy lots of time to set up okizeme. Due to the long startup, it usually needs supporting setups or routes to combo. There's few grounded normals that can simply special cancel into it for a combo, examples are 2D counterhit, 2H (vs grounded opponents) and 6[H] (vs airborne) and 6P counterhit (rarely used).

Situationally useful as a frame trap to end blockstrings against very active opponents, though it's still pretty minus and the gap can be easily punished by some moves. If your opponent air IB's the fire pillar they can choose from many different ways to punish you. With YRC it becomes safer but still is not entirely safe verse some characters. Establishing it can be advantageous against some opponents to make them second guess moving/attacking after your blockstrings but often the better strategy is just to end your blockstrings with jump cancellable moves like c.S, f.S and 2H and avoid unecessary risk altogether or use delayed cancel 236S YRC instead which has less of a gap.

I used this to pick fruit[edit]
I used this to pick fruit
421S
GGXRD-R Dizzy ToPickFruit.png
GGXRD-R Dizzy ToPickFruit2.png
2 hits: on the way up and when it turns into a dagger
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
25, 40 All 22 18 (15) until fullscreen Total 37 +11

Ice spear/dagger attack with some tracking, often used in combos and some okizeme sequences.Creates a projectile with a rising hitbox, then stops and becomes inactive before forming an ice spear which shoots towards the opponent. A common mistake that new players make is using it like a fireball for basic space control, but it's risky to use because the hitbox is rather thin and the auto-lock is easily foiled by movement such as jumps or dashes towards Dizzy. For this reason it's mostly useful to force opponents to move in neutral and as a filler special used when a bubble and/or fish are already out. Can be used as a preemptive anti-air and the rising part of it can also eat other projectiles while still staying active itself. It's also one of her fastest summmons so it can sometimes meaty in situations no other summon can.

For roasting chestnuts...[edit]
For roasting chestnuts...
421H
GGXRD-R Dizzy ForRoastingChestnuts.png
Hold button for more daggers (max 3)
GGXRD-R Dizzy ForRoastingChestnuts2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
25, 40, 25 All 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) +14

Fire spear/dagger, the more powerful and multi-hitting variation of 421S. This version is slower but can be held, which creates up to 3 total spears when H is held, releasing the H button then unleashes the spears. On hit it floats opponents into the air for a substantial period allowing followups even from far away and on block it locks opponents into blockstun for a substantial period, letting Dizzy safely get in and apply pressure. Like 421S the hitbox is also rather thin and the auto-lock is easily foiled by movement such as jumps or dashes towards Dizzy. At further ranges it can also just miss crouching opponents who don't move. It is also less reliable in the corner as the spears can go offscreen in some situations before connecting.

A risky move in neutral due to its over half a second startup and unreliable tracking. It can however be YRC'd any time after the first fireball appears to let Dizzy freely move while up to 3 spears are held. With specific timing of YRC, one spear can be shot while 2 are held. Fire spears mostly excel as an okizeme and combo tool however. 421H is a big reason why Dizzy's damage is high so learning to utilize them in the proper situations is important. A lot of the higher damaging combos use this move after 236S RRC. Also leads to high damage okizeme, but spears can't meaty except off very high knockdowns so a meaty low is often required to make it true meaty. Other mixes are often fake, but work if the opponent respects the spears.

We talked a lot together[edit]
We talked a lot together
214P/214K(Air OK)
GGXRD-R Dizzy WeTalkedALot.png
Take a bite out of the opposition
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
214P 10 * 3 All 60 3 (33) 3 (33) 3 Total 36 -
j.214P 10 * 3 All 60 3 (33) 3 (33) 3 Total 45 -
214K 10 * 2 All 69 3 (43) 3 Total 36 -
j.214K 10 * 2 All 69 3 (43) 3 Total 45 -

The fish. All versions of fish (214P/K/S/H/D) will absorb a hit for Dizzy, similar to armor. Both P fish and K fish leave gaps in between the hits that can be used to tick throw or frame trap.


214P
P fish chomps three times in front of Dizzy, advancing between each hit. It can act as a shield because the summon attack stays out for quite awhile, which in turn has the potential to protect Dizzy from an opponent's attack since they are likely to hit the summon instead of her. It can also be used to safely setup other summon attacks. Useful for corner oki and greedy pressure resets with YRC. Although it doesn't track to the opponent as far as K fish does, the gaps between bites are closer and and it bites 3 times instead of 2. This makes situations where P fish can be used for okizeme often her strongest option in terms of mixup potential and ability to open the opponent up. Due to the distance requirement it is most often used for corner okizeme. P fish must be manually delay cancelled when doing okizeme to match the knockdown type and the opponents wakeup timings.


214K
K fish will track the opponent horizontally before chomping twice. The distance that K fish can travel is approximately 3/4 of the screen. You can even use 214K for rushdown by dashing forward alongside the summon attack and using it as a shield to cover your approach. K fish is generally better for okizeme midscreen as it will always track to the opponent before starting its attacks. K fish must be manually delay cancelled when doing okizeme to match the knockdown type and the opponents wakeup timings, often done off 2D midscreen which has a very long cancel window.


j.214P/j.214K
Their respective fish but with more recovery and stalls Dizzy in the air. Tiger Knee'd ice fish can be used to protect your feet while summoning fish since all of Dizzy's fish can be beaten by low profiles.

We fought a lot together[edit]
We fought a lot together
214S/H/D (Air OK)
GGXRD-R Dizzy WeFoughtALot.png
Lasers!
GGXRD-R Dizzy WeFoughtALotD.png
D version only attacks if it absorbs an attack
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
214S 45 All 73 41 Total 36 -
j.214S 45 All 53 41 Total 45 -
214H 45 All 73 36 Total 36 -
j.214H 45 All 53 36 Total 45 -
214D - - - - Total 36 -
j.214D - - - - Total 45 -
D Counterattack

214S
S fish floats forward before moving upwards and firing a laser across the screen. It has occasional use to stop opponents from jumping out of okizeme or to call out jumping in neutral, especially when used in conjunction with other summons. Has an unlimited amount of hits until it connects with the opponent or it stops being active, making it good for destroying projectiles mid-air, though it's typically the least-used variant of fish.


j.214S
Aerial S fish is S fish but with faster startup and longer recovery than the ground version. Clips jumping people. Mostly useful during zoning projectile battles. TK to make the best use of it.


214H
H fish is similar to S fish except it remains at ground level. This is one of your primary space-control summons and is also useful for okizeme despite not hitting meaty after most grounded combos into knockdown from 2D. Can be super jumped out of on wakeup by some characters with fast wakeup timing. Often paired with j.S or 2K meaty in those situations.


j.214H
Aerial H fish is H fish but with faster startup and longer recovery than the ground version and provides amazing air to ground control. Mostly useful during zoning projectile battles. TK to make the best use of it.


214D
D fish is unique in that it has no hitbox by default, but must be triggered by getting hit by an opponent's hitbox. Once it's hit, it charges forward with a homing chomp that tracks extremely well. Useful to bait opponents mashing and to make neutral awkward for the opponent. Causes a forced knockdown on air CH, staggers on ground hit. Used both against rushdown and zoning. Just be aware it doesn't protect Dizzy entire body. Still a very useful move and essential in many matchups.

For putting out the light...[edit]
For putting out the light...
236P
GGXRD-R Dizzy ForPuttingOutTheLight.png
Take a moment to appreciate how cute Dizzy looks doing this move
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
30 All 17 36 Total 50 -14

Upward arcing ice scythe attack that hixbox goes more foward than 236K, used to control airspace and pop bubbles while doing certain zoning patterns. Has a pretty early YRC point that can be used to immediately lock down far or low to the ground and close air approaches and give you time to set up other summons. Although it's tempting to use as a safe blockstring ender, it's unsafe at most ranges even on hit, and by the time it's been active long enough to gain plus frames the opponent likely could have run under it or pressed a button.

It's extremely active and can frustrate opponents who like to approach from high up in the air at 3/4 screen or telegraph their grounded approaches. It can be avoided by opponents who dash jump or simply get above it before it can arc upward. One area 236P shines is in reducing risk of bad trades or trading at all due to the fact it's a projectile and stays out even if Dizzy is hit.

The light was so small in the beginning[edit]
The light was so small in the beginning
236K
GGXRD-R Dizzy TheLightWasSoSmall.png
Actually criminal how early you can YRC this
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
20 * 3 All 33 49 Total 54 +9

Slower but more damaging multi-hit version of 236P, note all of the hits are level 0 so it inflicts very little hit or blockstun after the last hit. The YRC point on this move is quite fast and it stays much closer to dizzy than ice scythe. This gives it a lot of use as a pressure extender in the corner, locking the opponent down long enough for more summons or as a twitch anti-air midscreen, and for making it safer for Dizzy to trade, to avoid combos and in rushdown situations especially since scythe doesn't disappear when Dizzy is hit. Since it hits three times, it can also eat most projectiles. Overall this a great move to utilize.

Please, leave me alone[edit]
Please, leave me alone
j.236P
GGXRD-R Dizzy PleaseLeaveMeAlone.png
Your most versatile tool
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Bubble Set - - - - Total 24 -
Bubble Burst 30 All 12 4 - -

The bubble is one of Dizzy's most iconic, powerful and versatile special moves. It is an air only move that places a large bubble on the screen, and allows immediate air actions afterward. It can be angled down by hitting a downward direction during summoning. The bubble slowly floats across the screen, giving her space control until Dizzy pops it with any attack, including other projectiles. Once it pops the explosion will knock the opponent up into the air on hit. It has a very large hitbox. Usually bubbles are tiger knee'd 2369P to allow bubbles to come out close to the ground and allow low to the ground air actions, such as airdash or falling j.H/j.S.

Versatile uses include:

  • Slow fireball style zoning, where you just control space because the threat exists. It can be a nuclear deterent in neutral.
  • It stops aerial momentum on summon, allowing Dizzy yet another way to alter her mobility in the air, and bait anti-airs or blitz.
  • It can extend pressure by introducing a blockstun to cover her resets.
  • It can cover a retreat, or lead an advance.
  • It can be tiger knee'd from jump cancellable moves to do a Bubble reset, this is usually done from f.S though any jump cancellable move works. While very powerful, like all resets they are unsafe and only useful if respected so don't over use it.
  • It can be used in setups to create long sets of blockstun when mixed with fish bites or it can be used to allow her overhead options from air strings in her setups.
  • ... and much more (make trades favorable, TK bubble to 2K, uses in combos, to bait low profiles...)

The main downside to bubble, though it can be considered a large one, is the long recovery. Using Bubble at unsafe times can become a habit because having them out is so beneficial and they are not always read and punished but it exposes a lot of risk to your gameplay. You can YRC bubble pretty early to make it safer however.

What happens when i'm TOO alone[edit]
What happens when I'm TOO alone
j.236K
GGXRD-R Dizzy WhenI'mTOOAlone.png
how do you make a bubble out of fire anyway
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
Bubble Set - - - - Total 29 -
Bubble Burst 30 All 29 10 - -

Fire bubble can be considered the more offensive version of bubble in most situations. It travels faster across the screen, and also pops later after getting hit. Doing TK Fire Bubble into 236P for example can be a detonation from 3/4 screen. The attack level of fire bubble is the same as water bubble (level 2), but the delayed pop makes it behave and feel very different than water bubble because fire bubble has less overlap with the blockstun or hitstun of the move you used to pop it. This means simply that fire bubble is much better at making pressure and damage extensions. The cost for this is in longer recovery than water bubble and being slightly higher off the ground when TK'd at minimum height.

Pairs well with 214P fish oki since P bubble is popped by P fish's first bite and K bubble doesn't have that interaction.


Overdrives[edit]

Imperial Ray[edit]
Imperial Ray
632146S
[632146D]
GGXRD-R Dizzy ImperialRay.png
More lasers!
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
35 * 7
[43 * 7]
All 7+1 10 * 7 Total 32 +49
  • Values in [] indicate burst version.

Fast startup but has no reversal invul unless the Burst version is used. Pushes the opponent back on block or hit as a desperate way to immediately seize control of the neutral game. Can create an “unblockable” situation thanks to projectiles still moving during the super flash. 421S / 421H / 214H / 214S > 632146S is unblockable if they weren’t already blocking before the flash happens. It is worth noting that the explosions have much less blockstun than the animation might suggest.

It has good corner carry but it isn't currently used much due to the consistency issues with it in combos and being able to do more damage with RRC. In the corner only a few pillars will be active before it goes off the screen. It can be a very situational anti air and or to close out rounds by either creating unblockable situations with superflash or to hide other moves, such as 5D or 214H. The superflash of this move also eats up a lot of the danger time clock.

Don't be overprotective[edit]
Don't be overprotective
632146P
GGXRD-R Dizzy Don'tBeOverprotective.png
It's not coffin super, but it'll do
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
100 All 14+2 5 20 -6

Reversal super that's invulnerable to hits, though it can be thrown. The mirror itself can actually reflects most non-beam projectiles, blows the opponent back on hit, safe on block. It has an extremely high hitbox but rather small horizontal hitbox, and is kinda simple to whiff punish. Decent reversal, and can prove an amazing reversal in some situations, for instance it reflects I-No’s note,Sol's gunflame, and Ky's stun edge so if they meaty you with it, their own projectiles becomes yours. On CH it has the highest stun modifier out of Dizzy’s entire moveset and in the corner, wallsplats the opponent and leads to a 100% stun combo.

This attack will generally reflect most things that are "standard" projectiles: they travel in a straight line and don't do anything weird when they hit something. Projectiles with different trajectories (Raven's orb), instant travel time (Dizzy's own lasers), unusual hit properties (Chipp's Gamma Blade), or other caveats will NOT be reflected. Some moves that are or aren't projectiles (Eddie) are not considered projectiles by the mirror. The mirror will never reflect supers, although sometimes the invulnerability will let Dizzy punish the attacker.

For a full list of what Dizzy reflects, check this link: http://pastebin.com/Vw4gdaKi

Mirror being so slow makes it very baitable by enemies expecting it, many meaty attacks can recover before mirror is active, which allows your opponent to do some nasty option selects vs mirror, being able to meaty in complete safety. For example most characters can input a meaty low > close slash > block and then continue their pressure/combo if you didn't mirror and be safe if you did, in some cases mirror even whiffs making it not safe for Dizzy at all.

That said it can be a very valuable tool so don't count it out.

Gamma Ray[edit]
Gamma Ray
64641236H
GGXRD-R Dizzy GammaRay.png
We know there's only one reason you're using this move
GGXRD-R Dizzy GammaRay2.png
Mostly used in setups where you disconnect the opponent's controller
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
13 * 2, 16 * 32 All 13+6 6(24)6(35)46 {32 hit} 72 -61

A mostly gimmick super dubbed "Meme Ray" by many players that costs 100% Tension. The slow startup, inconsistent damage output, being vulnerable at all times, extremely negative on block, and you can get more damage and utility out of 100 meter in a multitude of ways.

If Dizzy uses Gamma Ray while in Hellfire state, the attack will also blow off her vest, exposing her classic costume, though this is just an aesthetic change.

Meme Ray has limited uses outside meming. For 100% meter there's almost always a better option.

That said if you're feeling the need to meme some niche use cases include:

  • Comboing into it vs low health opponents to kill them. Gamma Ray has a lot of hits which means it's good vs guts.
  • It does a ton of chip damage so you can win rounds if your opponent doesn't have much meter for FD and is already blocking a summon, possibly the most legit usage of Gamma Ray
  • Supers beat blitz, but imperial ray and mirror are impractical at punishing wakeup blitz this way and Dizzy has a tons of ways to punish it without meter but it can be a meme way to punish people who do wakeup blitz a lot
  • The move has a superflash freeze after 13f which means it interupts opponents inputs. Since the startup is 13f this is unreactable, but the opponent can decide what to do after superflash ends. Since they only have 6f to play with post flash, they can sometimes do absolutely nothing if the interuption of their inputs left them in a state they can't block for 6f. If they have at least 25% or 50% meter though they can usually YRC or RC whatever they were doing and block.
  • In hellfire state against Sol with at least 92 RISC it becomes a touch of death. (Sol's a good example due to taking pretty normal damage).
  • One of the few (possibly only) moves in the game with greater than 100% proration. 100% proration means it does normal damage. Most moves with proration are below 100% to scale damage down. Gamma Ray's first hits apply 150% proration so in the very unlikely event that it trades it can lead to absurd damage conversions, even touch of death combos. This also means if only the 2nd part of Gamma Ray hits it does far less damage.

Note: Each phase of activation takes 50% meter. So if Dizzy is hit out of the first part she'll be left with 50% meter.


Instant Kill[edit]

Emotional Gamma Ray
in IK mode: 236236H
GGXRD-R Dizzy EmotionalGammaRay.png
GGXRD-R Dizzy EmotionalGammaRay2.png
GGXRD-R Dizzy EmotionalGammaRay3.png
Making her mother proud
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.
SURRENDER All 22+5
[10+5]
14 15 -12

Uses the animation from 5D. Necro starts charging a Gamma Ray, but Dizzy deflects it away from the opponent, causing a huge explosion in the background. Seeing the explosion, her opponent surrenders.

Fully invincible from 22F~40F for Red Instant Kill and [10F~28F] for Gold Instant Kill.

Dizzy has a lot of ways to confirm into Golden Instant Kill. 5D6 > IK is probably the most universal and easy option. Bubble pops, fire spears, Ice Spike YRC/RRC, tap blitz, full blitz attack and more are also possible though it being confirmable requires specific situations and setups. With 100 meter a lot of combos can be RRC'd and then IK'd. Her IK is considered good compared to a lot of the cast for its huge hitbox, range, and active frames. Her Gold IK startup of 10f preflash is slow but 5f postflash is tied for the fastest in the game. The result is her total Gold IK setup is on the faster end which makes it easier to combo into.

Dizzy sometimes has optimal uses for Gold IK, for instance to kill someone in a combo that otherwise wouldn't kill due to combo scaling and guts, or to finish someone off with less inputs. Other times it's simply to be stylish.



Roadmap[edit]


66% complete
Page Status Completion Score
Overview 18/24
Combos 2/10
Okizeme 1/10
Strategy 2/12
Frame Data 43/44

For a list of criteria for appraising character pages see this page.


Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGXRD-R2/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.
Guilty Gear Xrd REV 2e
Click [★] for character's frame data
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