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==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview/navigation|okizeme=true}}
{{Overview
<div id="home-content" class="home-grid">
|overview= Dizzy is a character with extreme strengths and weaknesses, and a large set of tools that makes her highly versatile.  Be careful, as one can easily misuse her tools.  Her gameplay often involves linking her attacks and summons together to open opponents' defenses or create high damage combosIn 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.
{{card|width=4|height=1
|header=Overview
|content=Dizzy is an excellent fit for those who enjoy high mobility, long reaching normals, and setplay.  She has a great amount of depth and is rewarding to master.


Dizzy's double airdash synergizes with her space control via long range normals and active summons, cast by {{Tt|Necro|Her reaper right wing}} and {{Tt|Undine|Her angelic left wing}}.  Dizzy's summons enable her exceptional [[Okizeme|okizeme]]/setplay game where safety from fish armor and projectile hits offer her access to a plethora of setups including [[Mixup|high/low mixups]], [[Crossup|crossups]], [[Frame_Trap|frame traps]] and [[F-Shiki|F-Shiki setups]]. On top of that her rewarding throw combined with fast initial dash speed and planned gaps in setups and pressure make her into a “grappler” [[Tick_Throw|tick throw]] extraordinaire.
Dizzy's double airdash synergizes with her space control via long range normals and active summons cast by {{Tt|Necro|Her reaper right wing}} and {{Tt|Undine|Her angelic left wing}}.  Dizzy's summons enable her exceptional {{keyword|okizeme}}/setplay game where safety from fish armor and projectile hits offer her access to a plethora of setups including high/low {{keyword|mix-up}}s, {{keyword|crossup}}s, {{keyword|frame trap}}, and {{keyword|F-Shiki}} setups. On top of that her rewarding throw combo combined with fast initial dash speed and planned gaps in setups and pressure make her into a “grappler” {{keyword|tick throw}} extraordinaire.


Dizzy is no slouch on pressure either.  Her normals create good pressure due to long cancel windows enabling frame traps to compliment her throw threat.  Dizzy can end pressure safely from afar with jump cancels, go for metered/unmetered resets with summons, or do standard staggered pressure with throw resets mixed in, made scarier thanks to her fast initial dash speed.
In pressure Dizzy's long delay cancel windows enable varied frame traps to complement her throw reset threat.  She can end pressure safely from afar with jump cancels or go for resets with summons.


On defense Dizzy lacks a fast [[Strategies#Abare|abare]] and her super reversal is also slow so she often relies on system mechanics.  Still her defense isn't bad by any means, she is good at catching resets and she gets more air options than most which also means her [[Strategies#Fuzzy_Jump|fuzzy jumping]] is really effective.  Her anti airs are also very good, especially her 2S.
Dizzy plays a "neutral mixup" game between hitting opponents trying to get in, waiting, summoning with or without meter, movement, and going in.


Just keep in mind her namesake "Dizzy" which is another name for stun. She is tied for the lowest stun resistance in the game and her summons expose her to lots of frames she can be counterhitAs a result Dizzy is punished heavily for going for trades and predictably summoning.  She's more susceptible to big damage starters and foolish risks too as it can lead to her eating two combos instead of just oneEven adjusting her playstyle around her stun resistance though Dizzy is going to be dizzied in situations other characters aren't and it makes her a sometimes volatile character. On the plus side you'll get a lot of practice mashing out of stun!  
On defense Dizzy's {{keyword|abare}} and overdrive reversals are slow so she often relies on system mechanics. She is good at catching resets with her long range {{clr|P|2P}}Her {{keyword|fuzzy jump}} is effective because of her extra air actionsHer anti airs are very good, especially her {{clr|S|2S}}.   


Playing Dizzy optimally requires 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 failedOn the other end, her meterless bread and butter combos are very easy, and new players can learn simple and effective oki, so she has something to offer to veterans and newcomers alike!
Dizzy is tied for the lowest stun resistance in Xrd. Her specials are either unsafe on block or have long counterhit recoveryAs a result she is the most frequently "Dizzied" character in the game. Even a cautious Dizzy can get stunned in situations other characters aren't which makes her an occasionally volatile character.


|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 angelic 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.
Dizzy has much to offer for veterans and newcomers alike!  Playing Dizzy optimally means learning many okizeme setups that depend on character wakeup timings and reversals. Some of Dizzy's setups are difficult to execute and punishing if failed. For newcomers Dizzy has very easy meterless bread and butter combos and can do simple and effective oki.
|quote= Power comes in all shapes and sizes.  What's most important is what lies behind it.
}}
|voice_actor= Kazue Fujita
{{GGXRD-R2/Infobox
|summary= is a highly mobile character that uses her normals and multitude of summons to control space and run versatile and safe {{keyword|okizeme}}.
| fastestAttack = [[#5P|5P]] (5F)
| reversal = [[#Don't be overprotective|632146P]] (14+2F)
}}
{{ProsAndCons
|intro= is a highly mobile character that uses her normals and multitude of summons to control space and run versatile and safe {{keyword|okizeme}}.
|pros=
|pros=
* '''High Mobility''': Dizzy has a double airdash with high inertia, fast initial dash speed, a foot invulnerable run and good superjump.  
* '''High Mobility''': A double airdash with high inertia, fast initial dash speed, a foot invulnerable run, and good superjump
* '''Summons''': Dizzy's suite of summons help her control neutral and pressure her opponents well. Fish summons tank a hit for Dizzy allowing her to pick okizeme that beat different sets of defensive options and give her more options in neutral.
* '''Great Damage''': Great damage using {{Tt|RRC|Red Roman Cancel}}, some meterless starters, and certain okizeme setups.
* '''Throw Vortex''': Numerous active projectiles, a fast dash speed, fish armor, and a damaging throw that loops into more oki make her tick throw game possibly the best in Xrd.   
* '''Summons''': A suite of summons help her control neutral and pressure her opponents well.  
* '''Setplay Queen''': Dizzy's oppressive amount of setups offer nearly any mixup and enable her gameplan of winning a round off a single knockdown.  
* '''Fish Armor''': {{MiniMoveCard|input=214P|label=Fish}} tank a hit for Dizzy enabling her neutral and setplay.
* '''High Damage''': Great damage using {{Tt|RRC|Red Roman Cancel}}, some meterless starters, and certain okizeme setups.
* '''Throw Vortex''': Summons, fish armor, a fast initial dash speed, and a damaging throw that loops into more oki make her tick throw game possibly the best in Xrd.   
* '''Incredible {{Tt|YRC|Yellow Roman Cancel}} Options''': All of Dizzy's projectile summons can fully utilize YRC, and projectile YRC is strong. {{MiniMoveCard|input=236S|label=Ice Spike}} in particular is an effective tool for pressure, zoning and frame traps.  
* '''Setplay Queen''': An oppressive number of setups that threaten high/low, left/right, and staggersOften while beating many defensive options like DPs or Blitz.
* '''Long Range Conversions''': Easy access to knockdown conversions on the ground thanks to 2D's stellar range.  Synergizes with her okizeme game.
* '''Incredible {{Tt|YRC|Yellow Roman Cancel}} Options''': All of Dizzy's specials can abuse YRC. {{MiniMoveCard|input=236S|label=Ice Spike}} in particular is an effective tool for pressure, zoning, and frame traps.
* '''Long Range Knockdowns''': Easy access to knockdown conversions on the ground thanks to 2D's range.  Synergizes with her okizeme game.
|cons=
|cons=
* '''Poor Close Range Scrambles''': Dizzy's normals have long reach but her metered reversal is slow and her go to abare button is 6f.
* '''Poor Close Range Scrambles''': Slow 6F abare and slow metered reversal.
* '''Susceptible To Counterhits''': Her summons are powerful but most are slow, exposing her to counterhit risks while tied for the lowest stun resistance in the game.  Meter and running away are only occasional solutions, so her normals and their threat must earn her specials which can still be read and counterhit.
* '''Susceptible To Counterhits''': Summons have long counterhit recovery, Dizzy is tied for the lowest stun resistance in the game, and has low guts.
* '''Lacks Air Knockdown''':  Her air combo routes have no knockdown in spite of her strong setplay.
* '''Lacks Air Knockdown''':  Air combo routes have no knockdown despite her strong setplay.
* '''Lackluster Overdrives''':  While her YRC/RRC options are really strong, they come with the cost of tension penalties unlike overdrives. Mirror and Imperial Ray can be situationally useful but they are far cries from the potent overdrives offered to some of the cast.
* '''Lackluster Overdrives''':  Her overdrives miss the utility, combo, and damage potential of the premier overdrives in Xrd so she often uses RC instead which has tension gain penalties.
| fastestAttack = [[#5P|5P]] (5F)
| reversal = [[#Don't be overprotective|632146P]] (14+2F)
}}
}}
{{FP_Box
</div>
|header= [[{{PAGENAME}}#We_talked_a_lot_together|Summons]]
 
===Unique Mechanics===
{{card|width=4
|header=Airdash Control
|content=
|content=
Dizzy's specials put summons on the screen, usually in the form of projectiles.
A universal mechanic in Xrd is during an airdash hitting a button early enough will change airdash inertia.  Forward airdashes gain inertia and backwards airdashes lose it.  For Dizzy this mechanic is boosted substantially more than any other character.  Dizzy's airdash already goes far about about 3/4 of the screen but with a boosted forward dash she can go nearly full screen.  Her backward airdash gets nearly 1/2 screen but with an early button is reduced to a little over 1/3rd of the screen.
|header2= [[{{PAGENAME}}#We_talked_a_lot_together|Summons]]
|content2=
Many of Dizzy's specials can summon objects that stay on screen for extended periods while she's free to act.  Dizzy's summons are limited by type.  For example, Bubble and Fish can coexist but only one type of fish can be on screen at a time.


Only one version of a summon may be on screen at a time, with the exception of Ice Spike and Fire Pillar if you use meter to reduce their recovery.  Dizzy can however combine multiple types of summon on the screen at once.  For example, Bubble and Fish can coexist but you can't have both Fire and Water Bubble on screen at the same time. 
Dizzy's summons tend to have long startup and counterhit recovery, and be weak to low profiles.  For further details on all of her summons see [[{{PAGENAME}}#Special_Moves|Special Moves]].   
 
Dizzy can freely move after most of her summons and her summons are often very active giving her strong noncommittal space control. The tradeoff is her summons have a long recovery time during which she can be counterhit and she is tied for the lowest stun resistance in the game. Be mindful with summoning, use your committal space control via your normals to earn summon opportunities.
 
Many of Dizzy's summons don't hit low profile moves and this is an important counterplay to them in some situations. Any meaty fish for example can be reversaled by a frame 1 low profile such as Sol's Grand ViperExceptions are Ice Spike ({{clr|S|236S}}) and Fire Pillar ({{clr|H|236H}}), the earliest frames of Fire Wheel ({{clr|K|236K}}), and angled down bubbles or downward tracking spears with enough travel time.
 
For details on all of her summons see [[{{PAGENAME}}#Special_Moves|Special Moves]].   
 
Two of her summon types have extra mechanics and are summarized below.


{{{!}}
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===[[{{PAGENAME}}#We_talked_a_lot_together|Fish]]===
===[[{{PAGENAME}}#We_talked_a_lot_together|Fish]]===
Dizzy can summon five variations [[{{PAGENAME}}#We_talked_a_lot_together|fish]]. '''Fish can absorb a single hit for Dizzy'''.  This fish armor is very important to her gameplay so keep it in mind!
'''[[{{PAGENAME}}#We_talked_a_lot_together|Fish]] can absorb a single hit for Dizzy'''.  This fish armor is very important to her gameplay so keep it in mind! See here for a [[GGXRD-R2/Dizzy/Resources#Fish_Armor|full explanation of fish armor]].
 
* '''Ice Fish''' ({{clr|1|214P}}/{{clr|2|214K}}, AIR OK): Summons an icy fish that travels forward, biting enemies. {{clr|1|P}} causes it to chomp forward three times total with short tracking, while {{clr|2|K}} causes it to track to the opponent further but bite twice.
* '''Fire Fish''' ({{clr|3|214S}}/{{clr|4|214H}}, AIR OK): Summons a fire fish that shoots a horizontal laser.  {{clr|3|S}} covers air space and {{clr|4|H}} covers nearer the ground. The air versions of fire fish come out 20f faster, but have higher recovery.
* '''Shield Fish''' ({{clr|5|214D}}, AIR OK): "D Fish" acts as a shield and upon being hit by an opponent will absorb the hit and send out a counter attack projectile with good tracking and speed that staggers on hit.  


{{!}}}
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===[[{{PAGENAME}}#Please,_leave_me_alone|Bubble]]===
===[[{{PAGENAME}}#Please,_leave_me_alone|Bubble]]===
Dizzy can summon two variations of [[{{PAGENAME}}#Please,_leave_me_alone|bubble]]. '''Bubbles slowly float across the screen, can only be "popped" by Dizzy and on hit knock opponents into the air'''.  Bubbles are popped by any move with active frames by Dizzy, which includes other summons.  Bubbles excel at controlling space and adding threat and damage extensions to her moves, combos and setups.  Bubbles can be {{keyword|TK}}'d ({{clr|P|2369P}} and {{clr|K|2369K}}) which allows her to summon bubbles close to the ground and perform air actions afterward.  
'''[[{{PAGENAME}}#Please,_leave_me_alone|Bubbles]] slowly float across the screen, can only be "popped" by active frames from Dizzy, and on hit knock opponents into the air'''.  Bubbles can be {{keyword|TK}}'d ({{clr|P|2369P}} and {{clr|K|2369K}}) which allows her to summon bubbles close to the ground and perform air actions afterward.  
{{!}}}
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|recovery = 12
|recovery = 12
}}
}}
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.
{{clr|P|5P}} is Dizzy's fastest normal, pretty minus on block, and whiffs on low hurtboxes. It is a good button to pop bubbles quickly, punish whiffed bursts, or if you really need a button in 5f.  It can also be a very niche anti-air button but Dizzy has better options in most situations for anti-airing.


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}},  {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}},  {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 14
|recovery = 14
}}
}}
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 outside {{clr|S|c.S}} range, and the fact that it can be jump canceled. Frame traps with {{clr|K|5K}} > delay {{clr|H|5H}}, {{clr|K|5K}} > {{clr|H|2H}}, {{clr|K|5K}} > delay {{clr|S|f.S}}, {{clr|K|5K}} > delay {{clr|D|2D}}.
{{clr|K|5K}} is a relatively quick mid-range poke. The hitbox isn't particularly good and it's generally outclassed by her other pokes. It maintains some use due to its range and being her fastest non prorated starter outside {{clr|S|c.S}} range.  


Be aware that {{clr|K|5K}} can whiff vs some lower profile moves where as {{clr|K|2K}} does not have this problem.
Like many {{clr|K|5K}}s it shrinks the lower hurtbox and can crush some lows.  Dizzy's {{clr|K|5K}} will still lose to many low profile moves however.
 
*Can be jump canceled.
*Frame traps with {{clr|K|5K}} > delay {{clr|H|5H}}, {{clr|K|5K}} > {{clr|H|2H}}, {{clr|K|5K}} > delay {{clr|S|f.S}}, and {{clr|K|5K}} > delay {{clr|D|2D}}.


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 11
|recovery = 11
}}
}}
Essential jump-cancelable pressure normal and Dizzy's only normal that gives advantage on block.  
{{clr|S|c.S}} is Dizzy's only plus on block normal. It is jump cancelable, used in pressure, and is a used for doing a [[Option_Select#Throw_Option_Select|throw OS]].  The hitbox is very generous, hits many low profiles, is fairly disjointed and the stun value is doubledIt can not be overstated that it is her best normal and essential.
An essential tool for hit-confirming, tick-throwing and general pressureCan frame trap with {{clr|S|c.S}} > delay {{clr|H|5H}} and {{clr|S|c.S}} > {{clr|H|2H}}.  Can reset with 5f gap with {{clr|S|c.S}} > {{clr|S|c.S}}/{{clr|P|2P}}.  {{clr|S|6S}}{{clr|H|H}} is most commonly used as a [[Option_Select#Throw_Option_Select|throw OS]] which makes {{clr|S|c.S}} come out if a throw is not possible.
 
{{clr|S|c.S}} frame traps include {{clr|S|c.S}} > delay {{clr|H|5H}}, and {{clr|S|c.S}} > {{clr|H|2H}}.  Can reset with 5f gap with {{clr|S|c.S}} > {{clr|S|c.S}}/{{clr|P|2P}}.   


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 21
|recovery = 21
}}
}}
{{clr|S|f.S}} is a decent mid-range poke and frame trap option with a lot of active frames. {{clr|S|f.S}} can be a risky button in neutral compared to {{clr|P|6P}} as it trades poorly and reaches her hurtbox way out there.  The "reaching out" animation also makes it hit max distance later than the frame data would suggest.  Still, an essential poke that covers a lot of area in front of her from IAD height to low profiles.  These features should be kept in mind during neutral when deciding which button to poke with, as {{clr|P|6P}} for example can be low profiled but {{clr|S|f.S}} can not.
{{clr|S|f.S}} can true combo into {{clr|D|2D}} for knockdown. This is not something most characters can access meterlessly off of their {{clr|S|f.S}}. For a setplay character like Dizzy to have it is very strong!  Note {{clr|S|f.S}} > {{clr|H|5H}} > {{clr|D|2D}} can also be used at some ranges.


{{clr|S|f.S}} is also jump cancellable, which allows for things like IAD back, back/forward/neutral/super jump, {{keyword|TK}} bubble, IAD in or even jump cancel into grounded blitzThis allows her to choose between taking risks or playing safeSince {{clr|S|f.S}} is pretty minus it's recommended you jump cancel, gatling or special cancel.  Special cancel is the option to represent the least as it comes with a lot of risks or requires meter to make it safe.  While a strong tool, playing safe off jump canceling {{clr|S|f.S}} too much can also mean you aren't threatening enough with Dizzy's strike/throw pressure.
{{clr|S|f.S}} is an essential mid-range poke that covers a lot of area in front of Dizzy from IAD height to low profilesThe "reaching out" animation makes it take longer to get to max range than the frame data would suggest, extends her hurtbox for the duration, and makes Dizzy prone to trade badly and easilyFor contesting at range Dizzy's {{clr|P|6P}} and {{clr|H|5H}} can be more well suited.


{{clr|S|f.S}} is also a decent round start option, but can lose to faster moves that hit its extending hurtbox, and counterpokes such as 6P.
{{clr|S|f.S}} is also a decent round start option but can lose to faster moves that hit its extending hurtbox and counterpokes such as {{clr|P|6P}}.
 
In pressure {{clr|S|f.S}} is pretty minus unless cancelled. Dizzy often jump cancels, gatlings, or special cancels it which requires meter to not carry risk.  {{clr|S|f.S}}'s safety comes with the tradeoff it is too far away to threaten throw resets.


{{clr|K|2K}}, {{clr|P|2P}}, and {{clr|K|5K}} can all be delay cancelled into {{clr|S|f.S}} to cause frame traps.  {{clr|S|f.S}} can then be delayed cancelled into {{clr|H|5H}}, {{clr|S|236S}} YRC and {{clr|D|2D}} to add another layer.
{{clr|K|2K}}, {{clr|P|2P}}, and {{clr|K|5K}} can all be delay cancelled into {{clr|S|f.S}} to cause frame traps.  {{clr|S|f.S}} can then be delayed cancelled into {{clr|H|5H}}, {{clr|S|236S}} YRC and {{clr|D|2D}} to add another layer.
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|recovery = 12
|recovery = 12
}}
}}
An essential combo filler for throw, P-bubble burst, and corner combos.  
{{clr|3|4S}} is great combo filler especially off throw. It hits up to 5 times and every hit is special cancellable but it whiffs on crouching opponents (except Potemkin and Bedman in their crouching hitstun animations).
 
{{clr|3|4S}} has fast startup, is disjointed and active, does fantastic damage, builds meter, and combos into {{clr|S|236S}} for a knockdown. Properly spaced it's even burst safe!  The long active frames also make a good punish or option select button against invulnerability such as some air techs or Slayer's backdash cancels. {{clr|S|4S}} will shred about a third of an entire tension bar on block in the air which is very useful to deter people who fuzzy jump too much or tech predictably.


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 {{clr|S|236S}} for a knockdown. Properly spaced it also is burst safe.
Using {{clr|S|4S}} in neutral is usually a bad idea in since it's such a long commitment.  In some matchups it becomes a reliable and strong pre-emptive or reactive move such as to stop Potemkin's {{MMC|chara=Potemkin|input=[4]6H|label=Hammer Fall}}, I-No's hoverdash (sparingly), or against Slayer's approach options.
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).
If the opponent air blocks {{clr|S|4S}} with FD their meter will take a huge hit, sometimes chewing through all of it and giving you a free knockdown.  Very useful to use it against people who fuzzy jump your defense too much, or like to be in the air too much in front of you as it will both give you meter advantage and let you start your offense after.
Usually {{clr|S|4S}} is a bad move in neutral.  In some matchups however the fact it whiffs crouching can be a non factor and it becomes reliable and strong pre-emptive or reactive move.  For example it can punish Potemkin Hammer Fall approaches (but will lose to Pot 5H so careful) and can catch a lot of Slayer's movement options.  It can also catch I-no during hoverdash, but just throwing it out there vs her is very risky.


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 15
|recovery = 15
}}
}}
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.  It shines in that it can wall out approaches from the ground or low in the air.  {{clr|H|5H}} has more startup but has less recovery and more range than some of her neutral buttons like {{clr|P|6P}}. This all results in a great keepout move.  Just be aware whiffing this vs someone jumping over it can be very deadly, so don't always autodial it on people running just into your range or clever opponents will bait it by running into range and jumping over it. Less likely to trade if you hit with the wingtips because they don't have a hurtboxCan frame trap with {{clr|H|5H}} > delayed {{clr|S|236S}} YRC and {{clr|H|5H}} delayed {{clr|D|2D}}.
{{clr|H|5H}} shares the important ability of {{clr|S|f.S}} to combo into {{clr|D|2D}} at range.  Staple for many combos/blockstrings.  
 
{{clr|4|5H}} is a great move against grounded opponents in neutral due to its low-reaching disjoint, being safe on block, and being a level 3 move.  It is also a good pressure ender. In many situations it is a safer and better poke than {{clr|3|f.S}} and is even 2F safer on whiff.
 
* The hitbox at Dizzy's far wingtips will hit most low profile moves.
* Has a chunky counterhit but it still doesn't trade well.   
* {{clr|H|5H}} > delay {{clr|S|236S}} YRC and {{clr|H|5H}} > delay {{clr|D|2D}} are common frame traps.


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|D|5D}}, {{clr|D|2D}}   
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|D|5D}}, {{clr|D|2D}}   
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|recovery = 15
|recovery = 15
}}
}}
Dizzy's primary standing overhead has a long startup just like most other {{clr|D|5D}}s, 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 {{clr|H|236H}} YRC or H fish, as they do a good job of obscuring the telltale red flash of {{clr|D|5D}}.
Dizzy's primary standing overhead has a long startup just like most other {{clr|D|5D}}s, but it can be covered by her summons to make it safer.
 
In the corner she can combo into {{clr|D|5D}} using fish. Dizzy can also mask the startup animation of {{clr|D|5D}} with {{clr|H|236H}} YRC or {{clr|H|H}} fish.
}}
}}


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|recovery = 19
|recovery = 19
}}
}}
Anti air with more reach than {{clr|S|2S}} that's useful to cover ranges where {{clr|S|2S}} would be ineffective.   
An amazing counterpoke that can cleanly beat many other characters' buttons due to upper body invulnerability and great reach.  On counter hit {{clr|P|6P}} will knockdown face up and wallbounce near the corner allowing setplay off summon cancels or combos. 
 
{{clr|P|6P}} is an extremely important neutral tool.  It forces opponents to play around it at mid range which opens up options for Dizzy like her {{clr|K|2K}}, {{clr|H|5H}}, air movement, and her foot invulnerable run.  Using it pre-emptively against overly aggressive opponents is one way Dizzy can command more respect in neutral.   


{{clr|P|6P}} is an amazing countpoke with upper invulnerability and great reach, though it will feel short compared to her longest reaching normals like {{clr|S|f.S}} and {{clr|H|5H}}. The counter hit properties change it to allow knockdown even without a confirm and it often cleanly beats many other character's pokes.  This is an extremely important neutral tool for Dizzy that allows her to contest many other players buttons and can lead into her setplay game on confirm or counterhitIt is weak to lows but forcing the opponent to alter their gameplay around your {{clr|P|6P}} is a strength as well as it can open them to other options like her {{clr|K|2K}}, {{clr|H|5H}}, air movement and her foot invulnerable run.  It can also force opponents to rotate off their stronger midrange tools more often.  Using it pre-emptively against overly aggressive opponents is one way Dizzy can command more respect in neutral.  Just be mindful of the long recovery and use it smartly or a whiff punish and/or low will end all your hopes and dreams.
* A good button in many frame traps.
* Beaten by many lows and low profiles and doesn't reach as far as her longest normals.
* Long recovery makes it easy to whiff punish. 
* Situational anti air with more reach than {{clr|S|2S}} that's useful to cover ranges where {{clr|S|2S}} would be ineffective.   
* {{clr|P|6P}}+{{clr|H|H}} can be used as a throw OS in some defensive situations.  


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
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Dizzy's {{clr|H|6H}} has slow startup, is extremely unsafe on block, and is only an overhead when fully charged.  
Dizzy's {{clr|H|6H}} has slow startup, is extremely unsafe on block, and is only an overhead when fully charged.  


This will come out when you whiff a throw if you don't OS 6S+H which is generally a much better option, however it can work in your favor if the other player has a habit of jumping out of throws and not air FDing. 
Dizzy uses 6 {{clr|S|S}}+{{clr|H|H}} option select for throwing so {{clr|S|c.S}} comes out instead of {{clr|H|6H}} on whiff. {{clr|H|6H}} is very poor on whiff and block but it can knock down if someone fuzzy jumps Dizzy's throw and didn't Air FD.
 
Where {{clr|H|6H}} really shines is in combos: both versions do enormous damage and give hard knockdown on air hit. The charged version groundbounces, which makes it essential for many of Dizzy's optimal combos.
 
{{clr|H|6H}}'s air knockdown and being special cancellable make it useful to end a combo leaving the opponent closer to Dizzy than most other options and setup okizeme.  An example is midscreen it can be used after a throw combo to leave them close enough for some fish to meaty. Ending the throw combo with ice spike midscreen does more damage but leaves you with less okizeme options.


{{clr|H|6H}} is the only move Dizzy has that knocks down opponents face up. For example:
It shines in combos due to high damage and hard knockdown on air hit. The charged version groundbounces and is used in optimal combos such as fire spear loops.  
* Sin's face up wakeup timing is 30f, and face down is 21f.  21f is too fast to meaty with some of Dizzy's slower summons but 30f is enough time.
* Venom's face up wakeup timing, however, is 21f compared to 26f face down, so {{clr|H|6H}} will actually give Dizzy less time to work with.
* Elphelt has 27f wakeup for both face down and face up so which knockdown you do will only affect routing and distance


Slower wakeups are generally better, but including {{clr|H|6H}} knockdowns even if it makes their wakeup faster can give you more setup options. Details on okizeme for different wakeup timings can be found in the [[GGXRD-R2/Dizzy/Okizeme|Okizeme Guide]].
Ending combos with {{clr|H|6H}} lets Dizzy have a closer knockdown and cause face up knockdown which can alter wakeup timing.  These features allow Dizzy access to more okizeme options.  As an example ice spike ender off throw midscreen has limited oki options but {{clr|H|6H}} gives Dizzy numerous strong oki options. Details on okizeme for different wakeup timings can be found in the [[GGXRD-R2/Dizzy/Okizeme|Okizeme Guide]].
}}
}}


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|recovery = 9
|recovery = 9
}}
}}
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 for both neutral and defense, the importance of good defense cannot be overstated. Keep in mind when hit-confirming off {{clr|P|2P}} that it never combos into {{clr|D|2D}}, even on counterhit. {{clr|P|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 {{clr|P|6P}}s and some low profiles. Useful for popping bubbles that are low to the ground. 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.
Has good range for a 6 frame normal. It's Dizzy's go-to button to mash out of pressure but will lose many situations a faster {{clr|P|2P}} would not. For example it is too slow to beat a frame perfect tick throw. Works as a good neutral poke since it can self cancel and is hard to whiff punish.


It is also an essential normal for pressure, as from {{clr|P|2P}} you have the most options for pressure and resets, such as going into {{clr|K|2K}}, doing throw resets, or doing frame traps or staggered pressure.  In general the further into your gatlings you go the less options your opponent has to think about, and 2P is your earliest point of entry so expect to use this a lot to start or reset pressure.
{{clr|P|2P}} is the earliest point in her gatlings thus gives her the most options in pressure.  Examples are self canceling into itself, going into {{clr|K|2K}}, doing throw resets, frame traps, and staggered pressure.   


Frame traps include {{clr|P|2P}} > {{clr|H|5H}}, {{clr|P|2P}} > {{clr|S|f.S}}, {{clr|P|2P}} > {{clr|P|6P}}, and {{clr|P|2P}} > {{clr|D|2D}}.
* Doesn't combo into {{clr|D|2D}} even on counterhit.
* Has a weird hitbox and hurtbox that manages to lose to some airborn moves, some {{clr|P|6P}}s, and some low profiles.
* Frame traps include {{clr|P|2P}} > {{clr|H|5H}}, {{clr|P|2P}} > {{clr|S|f.S}}, {{clr|P|2P}} > {{clr|P|6P}}, and {{clr|P|2P}} > {{clr|D|2D}}.


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|K|5K}}, {{clr|K|2K}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 9
|recovery = 9
}}
}}
Essential poke and pressure normal.  Dizzy's only low besides {{clr|D|2D}}. {{clr|K|2K}} has great range and speed, and is only -1 on block so it's great for pressure. Unless you absolutely need a 5 or 6 frame normal, this is your go-to for approaching and controlling the space in front of you, plus it's easy to hit confirm. This move is essential to her gameplan as it covers her projectiles vs low profiles, as well as catches people mashing throws, reversals and jumps to try to beat her tick throw attempts. She also needs this move to check moves that are only low vulnerable.  Used on block or hit to go for tick throws or confirm into {{clr|D|2D}}.  {{clr|K|2K}} is also very useful for frame traps. {{clr|K|2K}} > {{clr|H|2H}} is a very rewarding frame trap with a 4f gap, other examples are {{clr|K|2K}} > {{clr|P|6P}}, {{clr|K|2K}} > {{clr|S|f.S}} and {{clr|K|2K}} > {{clr|D|2D}}.  Link this or {{clr|P|2P}} between ice fish bites in standard tick throw setups.  Overall Dizzy relies on this move in many situations so feel comfortable using it!
An essential normal for pokes and pressure that is safe while having great range and speed. {{clr|K|2K}} is one of Dizzy's go-to normals for approaching and controlling the space in front her. The hurtbox is longer than its hitbox on some frames which makes it not so great at contesting.
 
{{clr|K|2K}} is Dizzy's only low besides {{clr|D|2D}}. It is her main answer to check against low profiles and cover her projectiles' vulnerabilities against low profile moves. Catches people doing throws, reversals, and jumps to try to beat tick throw attempts.  
 
* Confirms into {{clr|D|2D}}.   
* Frame traps include {{clr|K|2K}} > {{clr|H|2H}}, {{clr|K|2K}} > {{clr|P|6P}}, {{clr|K|2K}} > {{clr|S|f.S}}, and {{clr|K|2K}} > {{clr|D|2D}}.   
* Link this or {{clr|P|2P}} between ice fish bites in standard tick throw setups.   


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|c.S}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|S|4S}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 22
|recovery = 22
}}
}}
Dizzy's primary anti-air and one of her most iconic normals.  
Dizzy's primary anti-air and one of her most iconic normals. It will not cleanly beat dominant jump-ins like Sol's {{clr|H|j.H}} but it has a great low-profile hurtbox and the hitbox extends relatively high above Dizzy's head. 


Though it won't cleanly beat the game's most dominant jump-ins like Sol's {{clr|H|j.H}} and has very limited 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 {{clr|S|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, 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 {{clr|D|5D6}}.
Dizzy uses {{clr|S|2S}} by crouching to keep a low profile and then timing {{clr|S|2S}} to the opponents falling move.  Unlike most characters Dizzy prefers to anti-air by going directly underneath the enemy.  At a 45 degree angle Dizzy will either move or {{clr|P|6P}} instead.
 
On normal hit {{clr|S|2S}} will lead to a full air combo, and on low to the ground counterhits it can combo into flashy routes or {{clr|S|4S}} to get a knockdown{{clr|S|2S}} has a knockup effect on counterhit that can make it a niche button for grounded footsies such as round start against {{Character Label|GGXRD-R2|Faust|label=Faust's}} {{MMC|chara=Faust|input=2P|label={{clr|P|2P}}}}.
 
* Can be a burst safe move especially after {{clr|D|5D6}}.
* {{clr|S|2S}}'s hitbox doesn't center on Dizzy's body which makes it unreliable to AA if the opponent is behind her.


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}, {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 25
|recovery = 25
}}
}}
A 2 hit normal with the second hit being a launcher. {{clr|H|2H}} is Dizzy's crouch confirm button, meaning it combos on crouching opponents but otherwise cannot be combo'd into unless it is from {{clr|S|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.  
{{clr|H|2H}} hits twice with the second hit being a launcher. {{clr|H|2H}} is Dizzy's crouch confirm button but otherwise cannot be combo'd into unless it is from {{clr|S|4S}}, counterhit, or combo'd into with summons.


{{clr|H|2H}} does good damage and leads to damaging follow-ups or good knockdowns with {{clr|H|2H}} > {{clr|H|236H}}. It can also net big damage punishes or frame traps as a starter.  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 and it isn't as strong as some other options in terms of letting you reset or continue pressure.
{{clr|H|2H}} does good damage and is great in some punishes and is a high reward frame trap.  {{clr|H|2H}} > {{clr|H|236H}} leads to a good knockdown for okizeme.  


It can on some weights also be combo'd into a full Imperial Ray, for corner carry and tension pulse gain, though Imperial Ray is still rarely used.
* Cranks up RISC gauge
 
* Safe pressure ender when jump cancelled.
Since {{clr|H|2H}} is jump cancellable it is also able to frame trap with Ice Spike if you input {{clr|H|2H}} > {{clr|S|2369S}}.  Normally this would be a gapless sequence but cancelling the jump startup frames into Ice Spike can make it a frame trap with proper timing.  
* Can whiff on the 2nd hit vs Faultless Defense in many situations.
* Jump cancel can be used to create frame traps that otherwise wouldn't be possible by using jump startup to delay the cancel. A useful example is {{clr|H|2H}} > {{clr|S|2369S}} YRC.


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|D|5D}}, {{clr|D|2D}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|D|5D}}, {{clr|D|2D}}
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|recovery = 33
|recovery = 33
}}
}}
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. Its horizontal range is great but the move only has a few active frames and is extremely poor on whiff, meaning its use in neutral is more limited than it may appear. Ending blockstrings with {{clr|D|2D}} is also risky due to its terrible frame advantage and summoning after {{clr|D|2D}} on block is unsafe without meter. {{clr|D|2D}}'s tall vertical hitbox makes it possible to combo into on airborne opponents that are close to the ground, such as from a throw or {{clr|S|4S}}. Useful in situations that they'll hit the ground before {{clr|S|236S}} connects, {{clr|D|2D}} can be used instead to still get a knockdown.
An enormous sweep with fast startup for its range.  On hit {{clr|5|2D}} lets Dizzy start her {{keyword|term=okizeme|okizeme}} game thanks to a long special cancel window and hard knockdown. This is key for Dizzy to setplay off many grounded hits. Cancelling {{clr|D|2D}} into {{MiniMoveCard|input=236S|label=Ice Spike}} gives more damage for a less advantageous knockdown and limited {{keyword|term=okizeme|okizeme}} midscreen.
 
{{clr|5|2D}} is a highly committal poke as it only has 3 active frames and is terrible on whiff. {{clr|D|2D}} is also unsafe on block and any cancel will usually leave a big punishable gap or be unsafe on block. Delayed special cancels that are YRC'd can be safe depending on the special. The commitment can pay off though as {{clr|D|2D}} can trade well due to it giving knockdown down on hit, and it also low profiles.
 
* Works as a DP-safe meaty when spaced properly due to its low profile and large disjoint. It can similarly cause reversals to whiff when used as a frametrap but {{clr|D|2D}} on block takes meter to be safe out of.
* {{clr|D|2D}} is also technically tall enough to be juggled into which can make it an alternative to Ice Spike in extended combos where that move won't connect.
* {{clr|D|2D}} > delayed ice spike YRC can be used as a tight, safe, rewarding, and effective frame trap.
}}
}}


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|recovery = 10
|recovery = 10
}}
}}
Dizzy's fastest air jab. Mostly useful as it can gatling into and out of {{clr|K|j.K}} to continue air combos and airdash strings or to pop bubbles the quickest in neutral.  Rising j.P is also a very effective anti air in some situations.  Can also be used as an OS for forward air throw to make whiffing not much of a risk.
Dizzy's fastest air normal. It gatlings into and out of {{clr|K|j.K}} for air combos and strings and is used to quickly pop bubbles.  Rising {{clr|P|j.P}} is also a very effective anti air in some situations.   
 
{{clr|P|j.6P}}+{{clr|H|H}} can also be used as a throw {{keyword|term=option select|OS}} to avoid whiffing a {{clr|H|j.H}} on a failed air throw attempt.


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}
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|recovery = 12
|recovery = 12
}}
}}
Her most reliable jump-in attack. It can also be your best air to ground in many situations and it is used in instant overhead F-shiki setups.
Dizzy's most reliable jump-in attack. It can also be her best air to ground in many situations and it is used in instant overhead {{keyword|F-shiki}} setups.


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}}
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|recovery = 16
|recovery = 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.
{{clr|S|j.S}} has good horizontal range which makes reliable both air-to-air and air-to-ground. It can be used to effectively pop bubbles while covering more horizontal range.
 
*Jump cancellable.


[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|H|j.H}}, {{clr|D|j.D}}
[[/Frame_Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}, {{clr|H|j.H}}, {{clr|D|j.D}}
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|recovery = 28
|recovery = 28
}}
}}
Has less horizontal range than {{clr|S|j.S}} but makes up for it by being bigger vertically. Can be used as an air to ground but will lose to {{clr|P|6P}} and low profiles. Has big blockstun and hitstun. It has a tendency to trade, so be careful not to throw it out carelessly. Low to the ground {{clr|H|j.H}} can help create f-shiki setups and {{clr|P|j.P}} > {{clr|H|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 accordinglyCan be used to zone people chasing you moving backward and to do a high reward air to ground, or even as a very situational air to air.  Has a ton of options on counterhit.
{{clr|H|j.H}}'s hitstun, blockstun, size and counter-hit properties make it a staple in Dizzy's gameplay. It has less range than {{clr|S|j.S}} but is taller. Excels as an air- to-ground attack though it will still lose to many anti airs and low profiles. {{clr|H|j.H}} is also a serviceable air to air.
 
* Has a tendency to trade so Dizzy can't use it carelessly.
* Low to the ground {{clr|H|j.H}} can help create f-shiki setups.
* {{clr|P|j.P}} > {{clr|H|j.H}} has a natural gap on block that combos on hit for a handy dandy built in airstring frame trap.  This gap can also be exploited though so use different air strings to keep opponents guessing.
* IAD back {{clr|H|j.H}} can make it very hard to approach Dizzy.  
}}
}}


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|recovery = 16
|recovery = 16
}}
}}
*Highly damaging ender for air combos that launches the opponent
A great air to air button that wins or trades favorably against almost any air button. Dizzy likes to use it while rising in the air and at least slightly below the opponent. Using it earlier is good because it is very active and the later hits have better disjoint on their hitboxes.
*Great upward hitbox means it can also be useful while rising against opponents high in the air.
*Can be special canceled on either hit.
*Untechable knockdown on counter-hit
*This move hits the opponent more to the side than up, so it can be used in corner combos or in certain air strings.  


{{clr|D|j.D}} is a great air to air button that wins almost any air to air trade if not outright beats characters' air buttons, as long as Dizzy is at least slightly below the opponent and in range for {{clr|D|j.D}} to hit. Can also be used in airdash strings to mess up opponents trying to IB or as a gapless gatling from {{clr|P|j.P}}.
{{clr|D|j.D}} is damaging ender for air combos. It can also be used in airdash strings to protect against gaps caused by IB or as a gapless gatling from {{clr|P|j.P}}.
 
* Can be special canceled on either hit.
* Untechable knockdown on counter hit.  Dizzy can cancel into {{clr|P|j.236P}} on hit to setup combos into knockdown from CH.  This can also prevent the 2nd hit from ruining the CH knockdown with a normal hit.
* Combos more horizontally than vertically. This makes it useful in corner combos or for corner carry.  
}}
}}


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|input=Ground Throw
|input=Ground Throw
|description=
|description=
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.
Dizzy's throw can be followed up with a meterless combo that has good damage and corner carry. Dizzy's throw in setplay is strong due to summons often having a low attack level and multiple points at which she can go for throw. 
 
Thanks to Fish's armor, Dizzy has some of the safest tick throw setups in the game.  Dizzy also gets to setup some of her strongest okizeme off of her throw.
 
Dizzy usually option selects her throw with 6 {{clr|S|S}}+{{clr|H|H}} since {{clr|S|c.S}} is her only plus normal.
}}
}}


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|input=Air Throw
|input=Air Throw
|description=
|description=
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, and for Dizzy it also allows her to punish people that jump over her summons. Air throw is a universal and important mechanic, it's recommended to watch footage of good Dizzy players to learn how to start incorporating airthrow into your gameplay.  
Dizzy's air throw has standard air throw range and chucks the opponent very far away which makes it difficult to set up effective okizeme without being close to the corner but still gives her more than enough time to start summoning safely.  
 
Dizzy's ground anti-airs and air-to-airs are very good but nothing beats an air throw for catching someone trying to jump over summons.
 
Dizzy can get corner carry and extra damage if she RRC's airthrow into things like Fire Bubble.
}}
}}


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|recovery = 19
|recovery = 19
}}
}}
Uses Dizzy's {{clr|P|6P}} animation. Mediocre like most Dead Angles, but with Dizzy's naturally weak defensive options, an important tool to keep in mind. If used near the corner it can wallbounce the opponent leaving them open to combo or okizeme.
Uses Dizzy's {{clr|P|6P}} animation which means it can be low profiled but goes pretty far forward. Dizzy's Dead Angle is pretty mediocre but she relies on it due to her naturally weak defensive options.
 
Dizzy's Dead Angle can be used "offensively" while the opponent is cornered to wallbounce the opponent.
}}
}}


Line 414: Line 464:
|recovery = 20
|recovery = 20
}}
}}
Standard Blitz Shield attack, useful in combos after stun to steal Burst gauge.
A standard Blitz Shield attack.  It can be used in combos after stun to steal Burst gauge.
}}
}}


==Special Moves==
==Special Moves==
===<big>I used this to catch fish</big>===
===<big>I used this to catch fish</big>===
{{InputBadge|{{clr|S|236S}}}} <b>aka "Ice Spike"</b>
{{InputBadge|{{clr|S|236S}}}} <b>AKA "Ice Spike"</b>
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=236S
|input=236S
Line 428: Line 478:
|recovery = 62
|recovery = 62
}}
}}
Ice spike. Dizzy’s fastest special and most iconic move used for ending combos in the corner or off throw.  
Ice spike is Dizzy’s fastest special and most defining move.  It creates an ice spike at a distance about {{clr|D|2D}}’s range but it will appear in the corner instead of offscreen.  It is also a damaging combo ender but it should mostly end combos in the corner so Dizzy has more okizeme options.  While its damage is good it should be noted the stun value is lowered.


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 summonWithout 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 lifeWith meter it is her best way to stuff approaches and reset pressure by far. Leads into many of her most damaging combos when RC'd. Creates an Ice Spike at a set distance (about {{clr|D|2D}}’s range) and will shorten its range to appear in the corner instead of offscreen.
Ice Spike has an early YRC point.  When YRC'd it becomes safe, plus on block, and launches on hit making for fairly damaging confirms into knockdownWhen RRC'd it becomes a damage extension in many of her optimal combos.


Can be delayed canceled after some normals to frame trap, {{clr|S|f.S}} >  delayed {{clr|S|236S}} YRC  and {{clr|H|5H}} > delayed {{clr|S|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.
In neutral and pressure it is used to control space, reset pressure, frame trap, or buy time to summon.  Without YRC ice spike is punishable on block and is worse on whiff.  Using ice spike without meter Dizzy is very much gambling with her life.  With meter it is her best way to stuff approaches and is a valid way to reset pressure.
 
* Delaying cancel after some normals creates frame traps.  For example  {{clr|S|f.S}} >  delayed {{clr|S|236S}} YRC  and {{clr|H|5H}} > delayed {{clr|S|236S}} YRC.  This allows Dizzy to condition opponents to respect her blockstrings.
}}
}}


===<big>For searing cod...</big>===
===<big>For searing cod...</big>===
{{InputBadge|{{clr|H|236H}}}}  <b>aka "Fire Pillar"</b>
{{InputBadge|{{clr|H|236H}}}}  <b>AKA "Fire Pillar"</b>
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=236H
|input=236H
Line 445: Line 497:
|recovery = 63
|recovery = 63
}}
}}
Fire pillar.  Slower but more damaging and less minus on block version of {{clr|S|236S}}.  
Fire pillar is a more damaging and less minus on block version of {{clr|S|236S}}. {{clr|H|236H}} gives an untechable knockdown.  This importantly lets Dizzy setup okizeme off routes that leave opponents high in the air.  These knockdowns give Dizzy the most time to setup okizeme and give her the most options.
 
{{clr|H|236H}} is slow to startup so routing into it isn't straightforward.  The most common ways are {{clr|H|2H}} > {{clr|H|236H}} vs grounded opponents and {{clr|H|6[H]}} > {{clr|H|236H}} vs airborne opponents.  On counterhit {{clr|D|2D}} and {{clr|P|6P}} can be used.


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 {{clr|D|2D}} counterhit, {{clr|H|2H}} (vs grounded opponents) and {{clr|H|6[H]}} (vs airborne) and {{clr|P|6P}} counterhit (rarely used).  
{{clr|H|236H}} is usable as a frame trap.  It is strictly worse than {{clr|S|236S}} YRC even if fire pillar is YRC'd.  {{clr|H|236H}} as a frame trap is punishable by most the cast with Air IB or hitting Dizzy during the large 8f gap. For example {{clr|5|2D}} > {{clr|H|236H}} YRC can be punished by {{Character Label|GGXRD-R2|Elphelt Valentine|label=Elphelt's}} {{MMC|chara=Elphelt Valentine|input=5H (1)|label={{clr|H|5H}}}} if {{clr|5|2D}} is IB'd at some ranges.


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 youWith 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 {{clr|S|c.S}}, {{clr|S|f.S}} and {{clr|H|2H}} and avoid unecessary risk altogether or use delayed cancel {{clr|S|236S}} YRC instead which has less of a gap.
* Dizzy can cancel {{clr|H|236H}} at the end of a string and whiff it in front of the opponent to "wall" them outOddly this ends up often being safer than it being Air instant blocked which goes to show just how unsafe this move can be verse the prepared opponent.
* While it does excellent damage be aware it has lowered stun value much like {{clr|S|236S}}.
}}
}}


===<big>I used this to pick fruit</big>===
===<big>I used this to pick fruit</big>===
{{InputBadge|{{clr|S|421S}}}} <b>aka "Ice Spear" or "Ice Dagger"</b>
{{InputBadge|{{clr|S|421S}}}} <b>AKA "Ice Spear" or "Ice Dagger"</b>
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=421S
|input=421S
|description=
|description=
Ice spear/dagger. A tracking summon often used in combos and some okizeme sequences.  
Undine creates an ice ball that rises and turns into a spear that shoots towards Dizzy's opponent. The ice ball and spear both hit once and both parts have multi-hit projectile properties.


Creates a projectile with a rising hitbox, then stops and becomes inactive before forming an ice spear which shoots towards the opponent. Like all her summons it has high recovery and risk, and a common mistake that new players make is using it like a fireball for basic space control, but the hitbox is rather thin and the auto-lock is easily foiled by movement such as jumps or dashes towards DizzyIt's useful to force opponents to move in neutral and as a filler special used when a bubble and/or fish are already out.   
{{clr|S|421S}} starts up fast but it has high recovery, weak tracking, and a thin hitbox.  In neutral it works better when Dizzy has summons already out or opponents movement is more limited.  For example Faust frequently uses {{MMC|chara=Faust|input=236P|label=item throw}} and has slow airdash speedDizzy can also use it to encourage opponents to move.   


If spear is out, Dizzy can often stop an opponent's movement by blocking, letting the tracking actually work and landing a counterhit or force them to block.  If blocked at any point Dizzy can often use her movement to setup frame traps or tick throws afterwards.  Can be used as a preemptive anti-air. Counts as a multi-hit projectile in both forms so it will eat single hit projectiles and clash with multi hit ones, the rising ball can also be used as a shield of sorts against high hitting projectiles while still leaving her something on screen. A valuable tool in some matchupsIt's also one of her fastest summmons so it can sometimes meaty in situations no other summon can.  
* Ice spear can be used as a preemptive anti-air, active frames vs air techs, and for deterring opponents from dropping on Dizzy after a high air combo.
* If Dizzy blocks an opponents attack while ice spear is out it can sometimes track onto the opponent and hit them while they are stuck in an animation.
* Ice spear can hit meaty on midscreen ice spike knockdowns but any follow-up pressure will weak.
* Spears can be low profiled to avoid interacting with them entirelyThe one exception is very late in the spears active frames if it tracks at a steep downward angle and happens to hit the opponent.
}}
}}


===<big>For roasting chestnuts...</big>===
===<big>For roasting chestnuts...</big>===
{{InputBadge|{{clr|H|421H}} (Hold OK)}} <b>aka "Fire Spears" or "Fire Daggers"</b>
{{InputBadge|{{clr|H|421H}} (Hold OK)}} <b>AKA "Fire Spears" or "Fire Daggers"</b>
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=421H
|input=421H
|description=
|description=
Fire spear/dagger. The more powerful and multi-hitting variation of {{clr|S|421S}}, with a more useful rising hit.
The fire version of {{clr|S|421S}} starts up slower, is key to optimal combos due to its damage, has a lot of block stun, is multi-hitting, can be held to summon up to three spears, and launches on hit.
 
In neutral {{clr|H|421H}} it is too slow to be useful most the time.  If Dizzy can summon it though it is much better for applying pressure on block and getting confirms on hit.


This version is slower but can be held, which creates up to 3 total spears when {{clr|H|H}} is held, releasing the {{clr|H|H}} button then unleashes the spearsOn 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 {{clr|S|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.
Fire spear is used for optimal combos due to its large damage.  Midscreen it is used after {{MMC|input=236S|label=ice spike}} RRCIn the corner it is used after {{clr|H|6[H]}} to create firespear loops.


A risky move in neutral due to its over half a second startup and unreliable tracking. It can however be YRC'd to let Dizzy freely move while up to 3 spears are held, but blocking or being hit while spears are held makes them dissapear.  With specific timing of YRC, one spear can be shot while one or two are held.  
{{clr|H|421H}}'s tracking misses faraway crouching opponents and often misses low profile moves entirely. In the corner it can be less reliable in combos making careful timing important.


{{clr|H|421H}} are high damage so learning to utilize them in the proper situations is important, such as after {{clr|S|236S}} RRC in combos or after knockdown for high damage okizeme.  Spears only meaty off high knockdowns but a meaty normal can be used after summoning.  Some {{clr|H|421H}} okizeme setups are non meaty so require the opponent to respect them, however the high damage threat and conditioning of her true meaty setups allow other options to work.
* Dizzy can YRC while charging {{clr|H|421H}} to hold spears while she is free to act.  She can release them later by either releasing a held {{clr|H|5H}} or pressing {{clr|H|5H}} depending on if you held {{clr|H|5H}} just after the YRC or not.
** YRCing 69-71 frames or 99-101 frames after 421H starts up will make some spears fly and others be held at the same time.  Practical uses are relatively unexplored.  The timing can be taken from the audio cues of the spears flaming sound when they appear or the visual cue of when the 2nd or 3rd spear first appears.
* Spears can be low profiled to avoid interacting with them entirely.  The one exception is very late in the spears active frames if it tracks at a steep downward angle and happens to hit the opponent.
}}
}}


===<big>We talked a lot together</big>===
===<big>We talked a lot together</big>===
{{InputBadge|{{clr|P|214P}}/{{clr|K|K}} (Air OK)}} <b>aka "Ice Fish"</b>
{{InputBadge|{{clr|P|214P}}/{{clr|K|K}} (Air OK)}} <b>AKA "Ice Fish"</b>
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=214P,214K,j.214P,j.214K|versioned=input
|input=214P,214K,j.214P,j.214K|versioned=input
|description=
|description=
Ice Fish.  All versions of fish ({{clr|P|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. The recovery time is the total amount of time Dizzy can be counterhit out of the move and how long before she can take an action such as block.  The startup time is the time until the first active frames of the fish bite.   
Ice fish are Dizzy's primary setplay tool.  All versions of Fish will absorb a hit for Dizzy [[GGXRD-R2/Dizzy/Resources#Fish_Armor|similar to armor]].   
 
* See the [[GGXRD-R2/Dizzy/Okizeme|Dizzy Okizeme Guide]] for a full list of setplay options.
* The recovery time indicates frames Dizzy is unable to act and can be counterhit.  The startup time indicates the time until the first fish bite.
* All of her fish can be low profiled and avoid dealing with both bites and fish armor but it is sometimes matchup dependent.   
 
----
----
;{{clr|P|214P}}
;{{clr|P|214P}}
{{clr|P|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 YRCAlthough 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{{clr|P|P}} fish must be manually delay cancelled when doing okizeme to match the knockdown type and the opponents wakeup timings.   
 
{{clr|P|P}} fish tracks forward a short distance and bites three timesDizzy most often uses it for okizeme.
 
In setplay {{clr|P|P}} fish is Dizzy's strongest summon. All three bites have gaps which can be tick thrownThe bites can be weaved with other summons for very long periods of blockstun.
 
* In neutral Dizzy only finds it valuable as an advancing shield since it stays on screen for some time.   
* In pressure it can be used after ice spike YRC for a greedy pressure reset.   
 
----
----
;{{clr|K|214K}}
;{{clr|K|214K}}
{{clr|K|K}} fish will track the opponent horizontally before chomping twice. The distance that {{clr|K|K}} fish can travel is approximately 3/4 of the screen. You can even use {{clr|K|214K}} for rushdown by dashing forward alongside the summon attack and using it as a shield to cover your approach. {{clr|K|K}} fish is generally better for okizeme midscreen as it will always track to the opponent before starting its attacks.  {{clr|K|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.  
{{clr|K|K}} fish tracks forward up to 3/4 screen and bites twice. Dizzy most often uses it for okizeme midscreen but it is useful in the corner as well.
 
* Dizzy can use it in neutral and then dash or airdash after it as a way to more safely get in.   
* {{clr|K|K}} fish must be manually delay cancelled when doing okizeme to match the wakeup timing of the opponent.  
----
----
;{{clr|P|j.214P}}/{{clr|K|j.214K}}
;{{clr|P|j.214P}}/{{clr|K|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 since all of Dizzy's fish can be beaten by low profiles.
Air ice fish have more recovery and stall Dizzy in the air.  Tiger Knee'd ice fish can be used to protect your feet.
}}
}}


===<big>We fought a lot together</big>===
===<big>We fought a lot together</big>===
{{InputBadge|{{clr|S|214S}}/{{clr|H|H}}/{{clr|D|D}} (Air OK)}} <b>aka as "Fire Fish", "Laser Fish", and "Shield Fish"</b>
{{InputBadge|{{clr|S|214S}}/{{clr|H|H}}/{{clr|D|D}} (Air OK)}} <b>AKA "Fire Fish", "Laser Fish", and "Shield Fish"</b>
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=214S,j.214S,214H,j.214H,214D,j.214D,214D Counterattack|versioned=input
|input=214S,j.214S,214H,j.214H,214D,j.214D,214D Counterattack|versioned=input
|description=Fire Fish. The recovery time is the total amount of time Dizzy can be counterhit out of the move and how long before she can take an action such as block. The startup time is the time until the first active frames of the fish bite. For D fish there are no startup/active frames since it only attacks upon being struck.
|description=
Fire fish are used for both screen control and setplay.  All versions of Fish will absorb a hit for Dizzy similar to armor. See the [[GGXRD-R2/Dizzy/Okizeme|Dizzy Okizeme Guide]] for a full list of setplay options.
 
* Both {{clr|H|H}} and {{clr|S|S}} fish have an unlimited amount of hits until it connects with the opponent or it stops being active.
* See the resources section for a [[GGXRD-R2/Dizzy/Resources#Fish_Armor|full explanation of fish armor]].
* All of her fish can be low profiled to avoid dealing with both laser hits and fish armor but it is sometimes matchup dependent.
 
;{{clr|S|214S}}
;{{clr|S|214S}}
{{clr|S|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.
{{clr|S|S}} fish is almost exclusively used for denying air space.  When summoned the fish floats forward before moving upwards and firing a laser across the screen.  
 
----
----
;{{clr|S|j.214S}}
;{{clr|S|j.214S}}
Aerial {{clr|S|S}} fish is {{clr|S|S}} fish but with faster startup and longer recovery than the ground version. Clips jumping people. Mostly useful during zoning projectile battles. {{keyword|TK}} to make the best use of it.
Aerial {{clr|S|S}} fish has faster startup and longer recovery than the ground version. Dizzy rarely uses this variation of fish due to the laser going so high in the air, even when TK'd. However it does have a niche use {{keyword|TK}}'d during zoning battles or to deny air space quicker than the grounded version.
----
----
;{{clr|H|214H}}
;{{clr|H|214H}}
{{clr|H|H}} fish is similar to {{clr|S|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 {{clr|D|2D}}.  Can be super jumped out of on wakeup by some characters with fast wakeup timingOften paired with {{clr|S|j.S}} or {{clr|K|2K}} meaty in those situations.
Dizzy's {{clr|H|H}} fish remains at ground level and is a primary space-control summon.  It is also used in many setups.
 
Against faster wakeup timings {{clr|D|2D}} -> {{clr|H|214H}} will be too slow to be a meaty or prevent jump outsIn these situations Dizzy can meaty with either {{clr|K|2K}} or {{clr|P|2P}}.
 
----
----
;{{clr|H|j.214H}}
;{{clr|H|j.214H}}
Aerial {{clr|H|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. {{keyword|TK}} to make the best use of it.
Aerial {{clr|H|H}} fish has faster startup and longer recovery than the ground version.
 
{{keyword|TK}}'d aerial {{clr|H|H}} fish provides great screen control, can meaty for chip on far knockdowns, and gets a laser on screen 20f faster which is useful for zoning battles and quicker area denial.
 
----
----
;{{clr|D|214D}}
;{{clr|D|214D}}
{{clr|D|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 bodyStill a very useful move and essential in many matchups.
{{clr|D|D}} fish acts only as a shield until struck by the opponent. Once activated by the opponent it tracks quickly.  On ground hit it staggers and on air counterhit it is an untechable knockdown.
 
{{clr|D|D}} fish gives Dizzy an advantage against rush down and zoning. Against proactive opponents Dizzy can crouch behind it and play an advantaged reactive gameAgainst passive opponents she can use the shield to have more safety summoning something else.
 
}}
}}


===<big>For putting out the light...</big>===
===<big>For putting out the light...</big>===
{{InputBadge|{{clr|P|236P}}}} <b>aka "Ice Wheel" or "Ice Scythe"</b>
{{InputBadge|{{clr|P|236P}}}} <b>AKA "Ice Scythe" or "Ice Wheel"</b>
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=236P
|input=236P
|description=
|description=
Ice scythe/ice wheel. Upward arcing attack that goes further forward than {{clr|K|236K}}, used to control airspace and pop bubbles while doing certain zoning patterns.  
Ice scythe is an upward arcing attack that goes further forward than {{clr|K|236K}}.  It controls space for a ways in front of Dizzy and further out it covers airspace.  Ice scythe will stay onscreen even if Dizzy is hit which helps to reduce the risk of trades.  Dizzy commonly uses it to pop bubbles which also stay on screen if Dizzy is hit. 
 
In neutral {{clr|P|236P}} can answer players who like to run forward, airdash, or jump forward a lot.  Due to its long startup and then additional travel time on top of that it is is mostly used pre-emptively.  Players that get past its arc before its to them can jump over or airdash past it.  It is also weak to low profiles.  For these reasons ice scythe is very punishable in many situations without YRC or another projectile set up to cover areas below or behind it.


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 {{clr|P|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.  
* If ice scythe hits later in its active frames then Dizzy is plus.  If it is blocked while plus Dizzy can be frame trap with ice spike YRC.
* Ice Scythe can be used as a blockstring ender against passive opponents.  
* Can be low profiled under to avoid interacting with it at all.
}}
}}


===<big>The light was so small in the beginning</big>===
===<big>The light was so small in the beginning</big>===
{{InputBadge|{{clr|K|236K}}}} <b>aka "Fire Wheel" or "Fire Scythe"</b>
{{InputBadge|{{clr|K|236K}}}} <b>AKA "Fire Wheel" or "Fire Scythe"</b>
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=236K
|input=236K
|description=
|description=
Fire scythe/fire wheel.  A slower but more damaging multi-hit version of {{clr|P|236P}}.   
Fire scythe/fire wheel is a slower version of version of {{clr|P|236P}} but has more damage, hits, and frame advantageIt stays closer to Dizzy than ice scythe.  Without meter it Dizzy often uses it when already covered by other summons.


Stays much closer to dizzy than ice scythe. The YRC point on this move is ludicrously early, to the point your opponent might think you made a mistake and did an empty YRC, only to mash and get hit by the scythe. The early YRC point gives fire scythe 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 midscreenIt can also help make trades less harmful for Dizzy and to put out a fast hibox to avoid pressure, 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.
The YRC point on {{clr|K|236K}} is very early. Dizzy can use this to extend pressure, defensively, or as an anti-air.   
*note all of the hits are level 0 so it inflicts very little hit or blockstun after the last hit
 
* Fire scythe doesn't go away on hit. Like ice scythe this reduces the risk of bad trades.
* Fire scythe hits are attack level 0 so they inflict very little hit/blockstun.
* Can be low profiled under except in its earliest frames to avoid interacting with it at all.
}}
}}


===<big>Please, leave me alone</big>===
===<big>Please, leave me alone</big>===
{{InputBadge|{{clr|P|j.236P}}}} <b>aka "Bubble" or "Water Bubble" or "Ice Bubble"</b>
{{InputBadge|{{clr|P|j.236P}}}} <b>AKA "Bubble"</b>
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=j.236P,Water Bubble Pop
|input=j.236P,Water Bubble Pop
Line 549: Line 649:
The bubble is one of Dizzy's most iconic, powerful and versatile special moves.   
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 {{clr|P|2369P}} to allow bubbles to come out close to the ground and allow low to the ground air actions, such as airdash or falling {{clr|H|j.H}}/{{clr|S|j.S}}.
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.  It also does not go away if Dizzy is hit.
Versatile uses include:


Versatile uses include:
* Tiger Knee'd {{clr|P|2369P}} it allows Dizzy to do air actions afterward.  This is a basis for a lot of her setplay giving her access to low to the ground airdash, air normals, and mixups.
* Slow fireball style zoning, where you just control space because the threat exists.  It can be a nuclear deterent in neutral.
* Slow fireball style zoning, where you just control space because the threat exists.  It can be a nuclear deterrent 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 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 extend pressure by introducing a blockstun to cover her resets.
* It can cover a retreat, or lead an advance.
* 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 {{clr|S|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.
* Cancelled into from jump cancellable moves to do a Bubble reset, this is usually done from {{clr|S|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.
* It can be used in setups to create long sets of blockstun when other summons pop it
* ... and much more (make trades favorable, {{keyword|TK}} bubble to 2K, uses in combos, to bait low profiles...)
* ... and much more (make trades favorable, {{keyword|TK}} bubble to 2K, uses in combos, to bait low profiles...)


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===<big>What happens when I'm TOO alone</big>===
===<big>What happens when I'm TOO alone</big>===
{{InputBadge|{{clr|K|j.236K}}}} <b>aka "Fire Bubble"</b>
{{InputBadge|{{clr|K|j.236K}}}} <b>AKA "Fire Bubble"</b>
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=j.236K,Fire Bubble Pop
|input=j.236K,Fire Bubble Pop
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|recovery = 29
|recovery = 29
}}
}}
Fire bubble is the more offensive version of bubble in most situations, traveling faster across the screen, and also pops later after getting hit.   
Fire bubble travels faster which makes it cover space further from Dizzy.  Fire bubble pops later after getting hit which makes it better at pressure and damage extensionsTogether these points mean it is usually more suited to offensive situations than water bubble.  For example {{keyword|TK}} fire bubble into {{clr|P|236P}} detonates at 3/4 screen.


Doing {{keyword|TK}} Fire Bubble into {{clr|P|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.
* The attack level of fire and water bubble are both level 2.
 
* Fire bubble has longer recovery than water bubble.
Pairs well with {{clr|P|214P}} fish {{keyword|oki}} since {{clr|P|P}} bubble is popped by {{clr|P|P}} fish's first bite and {{clr|K|K}} bubble doesn't have that interaction.
* It is slightly higher off the ground when TK'd at minimum height.
*Total Recovery is the amount of time it takes Dizzy to create the bubble.
* It works well with {{clr|P|214P}} fish {{keyword|oki}}.
*Other frame data represents bubble pop frame data.
* Total Recovery is the amount of time it takes Dizzy to create the bubble. Other frame data represents bubble pop frame data.
}}
}}


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|input=632146S
|input=632146S
|description=
|description=
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. {{clr|S|421S}} / {{clr|H|421H}} / {{clr|H|214H}} / {{clr|S|214S}} > {{clr|S|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.
Imperial Ray creates fire pillars which erupt from the ground in quick succession from Dizzy to the corner of the screen and has good corner carry. The explosions will keep going if the camera follows after them such as if Dizzy runs after it on block or hit. It has fast startup and the explosions push opponents back on block and launch on hit.
 
Imperial Ray has several reasons why it is rarely used.  Dizzy can RRC for more damage and often still corner carry, it is less useful the closer to the facing corner Dizzy is, and limited practical routing (ex. very close {{clr|4|2H}} and other rare situations). Most of all it has consistency issues due to sensitivity to cancel timing, spacing, and character weights.
 
In neutral Imperial Ray can be a very expensive way to stop the opponent's pressure, safely set up summons, or obscure animations like {{clr|5|5D}} or H fish.  However, meter is better spent elsewhere unless desperate. 
 
Imperial Ray's long superflash duration can set up projectile "unblockables" since projectiles still travel during the superflash but animations are frozen, so if the opponent is in the middle of a move the projectile will hit.  This is most reliable with {{MMC|input=421S|label=Ice Spear}}, {{MMC|input=421H|label=Fire Spear}} or {{MMC|input=214H|label=Fire Fish}}. This setup is mostly only worth the resources if it will win the round off a projectile hit.


Imeperial Ray has good corner carry and is very meter efficient compared to RRC since there's no meter gain penalty and you rebuild meter and gain tension pulse forward running after itIt isn't favored in use however due to consistency issues with it in combos further made unreliable by character weights, and being able to do more damage with RRC.  In the corner Imperial Ray becomes even more niche, as only a few pillars will be active before it goes off the screen.  It can be a very situational anti air or be used to close out rounds by creating unblockable situation or to hide other moves, such as {{clr|D|5D}} or {{clr|H|214H}}. The superflash and animation of this move also eats up a lot of the danger time clock.
The burst version of Imperial Ray can be used as a reversal but dead angle or saving meter is preferable almost all of the time. If Dizzy is cornered it can be a useful gambit but the amount of resources used is generally too costly to be advisableA lot of characters can use Burst Overdrives for guts crush but it's very rare Dizzy would benefit from this especially in the corner.
 
* Imperial Ray has great meter efficiency. If it combos full screen Dizzy avoids suffering RC tension penalties, builds up a ton of tension balance by running forward, and regains a good deal of meter back.
* Another use of the long superflash animation is wearing down the danger time clock. Danger time is not friendly to Dizzy since she can more easily get stunned and lose the round for it.
}}
}}


===<big>Don't be overprotective</big>===
===<big>Don't be overprotective</big>===
{{InputBadge|{{clr|P|632146P}}}} <b>aka "Mirror"</b>
{{InputBadge|{{clr|P|632146P}}}} <b>AKA "Mirror"</b>
{{GGXRD-R2 Move Card
{{GGXRD-R2 Move Card
|input=632146P
|input=632146P
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|recovery = 20
|recovery = 20
}}
}}
Mirror is a reversal super that's fully invulnerable until superflash, strike invulnerable through active frames, and can reflect many projectiles.  Though generally safe on block, it's whiff punishable and can be thrown. It has an extremely high hitbox but rather small horizontal hitbox.
Mirror is a reversal super that's fully invulnerable until superflash, strike invulnerable through active frames, and can reflect many projectiles.  It is usually safe on block but it is whiff punishable and can be thrown. Mirror has an extremely tall hitbox but rather narrow horizontal hitbox.
 
Mirror's slow startup allows opponents to {{keyword|option select}} and punish it.  Inputting a meaty low > {{clr|S|c.S}} > block is an example of a simple option select.  {{clr|S|c.S}} won't come out on whiff but does on block.  This allows the player to throw during the superflash and be safe or continue pressure if Mirror wasn't used. 
 
On counterhit Mirror is Dizzy's highest stun modifier move and can wallsplat the opponent. Against some characters in the corner this leads to {{tt|100% stun combos|1638 stun value and 3363 on CH}} which gives Dizzy a niche way of inflicting stuns instead of receiving them.
 
Mirror's ability to reflect projectiles makes it a [https://clips.twitch.tv/HealthySpunkyVelociraptorKappaClaus very valuable tool] against projectile okizeme. The amount of projectiles Dizzy can reflect are limited.  See the table below for a full list.  It cannot reflect Overdrives.  A projectile usually won't reflect is if it instantly travels, has unusual hit properties, is not always a projectile (Eddie), or doesn't move.
 
<!--table start-->
{{(!}} class="mw-collapsible mw-collapsed wikitable"
{{!}}-
! colspan="2" {{!}}'''Don't be overprotective Reflectable Projectiles Table'''
{{!}}-
!Character
!Move
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Sol Badguy|label=Sol Badguy}}
{{!}}
{{MiniMoveCard|chara=Sol Badguy|input=236P|label=Gunflame ({{clr|1|236P}})}}<br>
Note: DI Gunflame cannot be reflected.
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Ky Kiske|label=Ky Kiske}}
{{!}}
{{MiniMoveCard|chara=Ky Kiske|input=236S|label=Stun Edge ({{clr|3|236S}})}} </br>
{{MiniMoveCard|chara=Ky Kiske|input=236H|label=Charged Stun Edge ({{clr|H|236H}})}} </br>
{{MiniMoveCard|chara=Ky Kiske|input=j.236S|label=Aerial Stun Edge ({{clr|3|j.236S}}/{{clr|H|j.236H}})}} </br>
Note: Fortified Stun Edge cannot be reflected
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|May|label=May}}
{{!}}
{{MiniMoveCard|chara=May|input=214P|label=Don't Miss It! ({{clr|1|214P}}}}/{{MiniMoveCard|chara=May|input=214K|label={{clr|2|214K}})}}
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Millia Rage|label=Millia Rage}}
{{!}}
{{MiniMoveCard|chara=Millia Rage|input=236S|label=Tandem Top ({{clr|3|236S}}}}/{{MiniMoveCard|chara=Millia Rage|input=236H|label={{clr|4|236H}})}}
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Venom|label=Venom}}
{{!}}
{{MMC|chara=Venom|input=Ball Hit|label=Ball Hit}} </br> Only reflects balls in motion (includes QV-charged balls)
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|I-No|label=I-No}}
{{!}}
{{MiniMoveCard|chara=I-No|input=214P|label=Antidepressant Scale ({{clr|1|214P}}}}/{{MiniMoveCard|chara=I-No|input=j.214P|label={{clr|1|j.214P}})}} </br>
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Ramlethal Valentine|label=Ramlethal Valentine}}
{{!}}
{{MMC|chara=Ramlethal Valentine|input=214P|label=Cassius ({{clr|1|214P}})}}
 
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Leo Whitefang|label=Leo Whitefang}}
{{!}}
{{MMC|chara=Leo Whitefang|input=[4]6S|label=Graviert Würde ({{clr|3|[4]6S}}}}/{{MMC|chara=Leo Whitefang|input=[4]6H|label=({{clr|4|[4]6H}})}}


As a reversal, it has slow startup that allows opponents to option select and punish it.  For example most characters can input a meaty low > {{clr|S|c.S}} > block and then continue their pressure/combo if you didn't mirror and be safe if you did - in some cases mirror even whiffs.  Despite this it's still a good tool for Dizzy against most setups that meaty with a reflectable projectile or to punish those who don't respect your meter.  On CH it has the highest stun modifier out of Dizzy’s moveset and can wallsplat the opponent, and on some characters leads to a 100% stun combo (does 1638 stun value and 3363 on CH).
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Kum Haehyun|label=Kum Haehyun}}
{{!}}
{{MMC|chara=Kum Haehyun|input=236S|label=Tuning Ball ({{clr|3|236S}}}}/{{MMC|chara=Kum Haehyun|input=236H|label=({{clr|4|236H}})}}


This attack will reflect most projectiles with "normal" behaviour - that is, moving in a straight line.  Supers, stationary projectiles (like Ky's ECSE or Raven's orb), projectiles with instant travel time (Dizzy's own lasers), or unusual hit properties (Chipp's Gamma Blade) will not be reflected or will behave oddly. Some moves that are or aren't projectiles (Eddie) are not considered projectiles by the mirror.
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Raven|label=Raven}}
{{!}}
{{MMC|chara=Raven|input=236P|label=Schmerz Berg ({{clr|1|236P}})}} </br>
{{MMC|chara=Raven|input=j.236P/K|label=Gebrechlich Licht  ({{clr|P|236P}}/{{clr|P|j.236P}}{{clr|2|j.236K}})}}


For a full list of what Dizzy reflects, check this link: http://pastebin.com/Vw4gdaKi
{{!}}-
{{!}}{{Character Label|GGXRD-R2|Baiken|label=Baiken}}
{{!}}
{{MMC|chara=Baiken|input=Ground Azami > D|label=Yashagatana}}


Because of its slow startup and the fact it can be thrown, it can be easy to discount mirror, but it can be a [https://clips.twitch.tv/HealthySpunkyVelociraptorKappaClaus very valuable tool] so don't completely ignore it.
{{!)}}
<!--table end-->


Another possible technique is Mirror YRC.  If you YRC before mirror is active, you only use 25% meter overallHowever you still get the startup invulnerability, meaning you could invulnerable through anything up to 14 frames, though getting all frames requires very good timing.
YRCing mirror's startup will retain the invulnerable properties but only use 25% meter.  Dizzy can cause moves to whiff and then punish them. As a reversal option it allows Dizzy to beat things like run up block or closely spaced hitstop OS with Mirror YRC > throw.  It has a generous window vs most meaties but to get all 14f of invulnerability from Mirror YRC would take frame perfect timing.
}}
}}


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|input=64641236H
|input=64641236H
|description=
|description=
A mostly gimmick super dubbed "Meme Ray" by many players that costs 100% Tension. Has slow startup, inconsistent damage output, makes you vulnerable the whole time, is extremely negative on block, and you can get more damage and utility out of 100 meter in a multitude of ways.
A mostly gimmick super that costs 100% tension and is dubbed "Meme Ray" by many players. Has slow startup, inconsistent damage output, makes Dizzy vulnerable the entire time, is extremely negative on block, and she 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.
Gamma Ray has very limited practical uses outside of joking around. '''For 100% meter there's almost always a better option.'''


Meme Ray has limited uses outside meming.  '''For 100% meter there's almost always a better option.'''
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.  
 
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 or to extend long combos where you already maxed out damage scaling and are doing 1 damage per hit
* It can be used as an anti-zoning tool in some matchups.
* 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, though opponents can superjump after Necro and Undine's lasers to avoid most of the chip.
* Supers beat blitz, though Dizzy has tons of ways to punish blitz 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.  
If you're feeling the need to burn all your tension inefficiently, some niche cases include:  
* Dealing lots of chip damage if the opponent is out of meter and already blocking somethingThis is possibly the most legit usage of Gamma Ray.  Opponents can superjump after Necro and Undine's lasers to avoid most of the chip.
* Comboing into it vs low health opponents to kill them via guts crush.
* A nuclear anti-zoning tool if the opponent is committing to something with an extremely long animation.
* An extravagant way to hard call-out a Blitz.
* In hellfire state against a character with a cranked RISC bar it can become a touch of death.
* Potentially dealing absurd damage even [https://twitter.com/luckysets/status/1274594572539174912 touch of death] on trades if Dizzy is hit out of the startup. Gamma Ray is possibly the only move in the game with damage scaling greater than 100%.  It does 150% meaning it '''increases''' the damage of subsequent attacks by 50%.
}}
}}


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|input=236236H
|input=236236H
|description=
|description=
Uses the animation from {{clr|D|5D}}. Dizzy has a lot of ways to confirm into [[GGXRD-R2/Offense#Comboing_into_Instant_Kills|Golden Instant Kill]].  {{clr|D|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 gameThe result is her total Gold IK setup is on the faster end which makes it easier to combo into.
Uses the animation from {{clr|D|5D}} and shares its huge hitbox, range, and active frames.  The gold version is among the fastest IKs making it practical to combo intoThese metrics combined make it one of the best gold IK in the game.


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 inputsOther times it's simply to be stylish.
Dizzy has a lot of ways to confirm into [[GGXRD-R2/Offense#Comboing_into_Instant_Kills|Golden Instant Kill]].  {{clr|D|5D6}} is the most basic and works both midscreen and in the corner.  Bubble pops, fire daggers, Ice Spike YRC/RRC, and more are also possible.  With 100 meter a lot of combos can be RRC'd and then IK'd.
 
Gold IK has optimal uses.  Sometimes it is the only way to secure a kill in a combo due to combo scaling and guts.  Dizzy can use it instead of long guts crushing combos to end the game in a more consistent way due to using less inputs.
}}
}}
==Colors==
{{GGXRD-R2Colors|Size=120|Character=Dizzy}}


==Navigation==
==Navigation==
<center>{{Character Label|GGXRD-R2|Dizzy|42px}}</center>
<center>{{Character Label|GGXRD-R2|Dizzy|size=42px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{GGXRD-R2/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:GGXRD-R2/Navigation}}
{{GGXRD-R2/Navigation}}
[[Category:Guilty Gear|Dizzy]]

Latest revision as of 06:40, 25 March 2024

Overview

Overview

Dizzy is an excellent fit for those who enjoy high mobility, long reaching normals, and setplay. She has a great amount of depth and is rewarding to master.

Dizzy's double airdash synergizes with her space control via long range normals and active summons cast by NecroHer reaper right wing and UndineHer angelic left wing. Dizzy's summons enable her exceptional okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups./setplay game where safety from fish armor and projectile hits offer her access to a plethora of setups including high/low mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s, crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them.s, frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own., and F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups. On top of that her rewarding throw combo combined with fast initial dash speed and planned gaps in setups and pressure make her into a “grappler” tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. extraordinaire.

In pressure Dizzy's long delay cancel windows enable varied frame traps to complement her throw reset threat. She can end pressure safely from afar with jump cancels or go for resets with summons.

Dizzy plays a "neutral mixup" game between hitting opponents trying to get in, waiting, summoning with or without meter, movement, and going in.

On defense Dizzy's abare An attack during the opponent's pressure, intended to interrupt it. and overdrive reversals are slow so she often relies on system mechanics. She is good at catching resets with her long range 2P. Her fuzzy jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. is effective because of her extra air actions. Her anti airs are very good, especially her 2S.

Dizzy is tied for the lowest stun resistance in Xrd. Her specials are either unsafe on block or have long counterhit recovery. As a result she is the most frequently "Dizzied" character in the game. Even a cautious Dizzy can get stunned in situations other characters aren't which makes her an occasionally volatile character.

Dizzy has much to offer for veterans and newcomers alike! Playing Dizzy optimally means learning many okizeme setups that depend on character wakeup timings and reversals. Some of Dizzy's setups are difficult to execute and punishing if failed. For newcomers Dizzy has very easy meterless bread and butter combos and can do simple and effective oki.
Dizzy
GGXRD-R Dizzy Portrait.png
Defense
x1.06
Guts Rating
1
Weight
[105] Light
Stun Resistance
50
Prejump
3F
Backdash
16F (1~9F invuln)
Wakeup Timing
25F (Face Up)/ 24F (Face Down)
Unique Movement Options
2 Air Dashes
Fastest Attack
5P (5F)
Reversals
632146P (14+2F)

 Dizzy is a highly mobile character that uses her normals and multitude of summons to control space and run versatile and safe okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..

Pros
Cons
  • High Mobility: A double airdash with high inertia, fast initial dash speed, a foot invulnerable run, and good superjump.
  • Great Damage: Great damage using RRCRed Roman Cancel, some meterless starters, and certain okizeme setups.
  • Summons: A suite of summons help her control neutral and pressure her opponents well.
  • Fish Armor: FishGGXRD-R Dizzy WeTalkedALot.pngGuardAllStartup60RecoveryTotal 36Advantage- tank a hit for Dizzy enabling her neutral and setplay.
  • Throw Vortex: Summons, fish armor, a fast initial dash speed, and a damaging throw that loops into more oki make her tick throw game possibly the best in Xrd.
  • Setplay Queen: An oppressive number of setups that threaten high/low, left/right, and staggers. Often while beating many defensive options like DPs or Blitz.
  • Incredible YRCYellow Roman Cancel Options: All of Dizzy's specials can abuse YRC. Ice SpikeGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 in particular is an effective tool for pressure, zoning, and frame traps.
  • Long Range Knockdowns: Easy access to knockdown conversions on the ground thanks to 2D's range. Synergizes with her okizeme game.
  • Poor Close Range Scrambles: Slow 6F abare and slow metered reversal.
  • Susceptible To Counterhits: Summons have long counterhit recovery, Dizzy is tied for the lowest stun resistance in the game, and has low guts.
  • Lacks Air Knockdown: Air combo routes have no knockdown despite her strong setplay.
  • Lackluster Overdrives: Her overdrives miss the utility, combo, and damage potential of the premier overdrives in Xrd so she often uses RC instead which has tension gain penalties.

Unique Mechanics

Airdash Control
A universal mechanic in Xrd is during an airdash hitting a button early enough will change airdash inertia. Forward airdashes gain inertia and backwards airdashes lose it. For Dizzy this mechanic is boosted substantially more than any other character. Dizzy's airdash already goes far about about 3/4 of the screen but with a boosted forward dash she can go nearly full screen. Her backward airdash gets nearly 1/2 screen but with an early button is reduced to a little over 1/3rd of the screen.

Many of Dizzy's specials can summon objects that stay on screen for extended periods while she's free to act. Dizzy's summons are limited by type. For example, Bubble and Fish can coexist but only one type of fish can be on screen at a time.

Dizzy's summons tend to have long startup and counterhit recovery, and be weak to low profiles. For further details on all of her summons see Special Moves.

GGXRD-R Dizzy WeTalkedALot.png

Fish

Fish can absorb a single hit for Dizzy. This fish armor is very important to her gameplay so keep it in mind! See here for a full explanation of fish armor.

GGXRD-R Dizzy PleaseLeaveMeAlone.png

Bubble

Bubbles slowly float across the screen, can only be "popped" by active frames from Dizzy, and on hit knock opponents into the air. Bubbles can be TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d (2369P and 2369K) which allows her to summon bubbles close to the ground and perform air actions afterward.

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
10 Mid 5 2 12 -4
Total: 18

5P is Dizzy's fastest normal, pretty minus on block, and whiffs on low hurtboxes. It is a good button to pop bubbles quickly, punish whiffed bursts, or if you really need a button in 5f. It can also be a very niche anti-air button but Dizzy has better options in most situations for anti-airing.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 4S, 5H, 2H, 6H, 5D, 2D

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
16 Mid 7 4 14 -4
Total: 24

5K is a relatively quick mid-range poke. The hitbox isn't particularly good and it's generally outclassed by her other pokes. It maintains some use due to its range and being her fastest non prorated starter outside c.S range.

Like many 5Ks it shrinks the lower hurtbox and can crush some lows. Dizzy's 5K will still lose to many low profile moves however.

  • Can be jump canceled.
  • Frame traps with 5K > delay 5H, 5K > 2H, 5K > delay f.S, and 5K > delay 2D.

Gatling Options: 6P, c.S, f.S, 2S, 4S, 5H, 2H, 5D, 2D

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
24 Mid 6 2 11 +1
Total: 18

c.S is Dizzy's only plus on block normal. It is jump cancelable, used in pressure, and is a used for doing a throw OS. The hitbox is very generous, hits many low profiles, is fairly disjointed and the stun value is doubled. It can not be overstated that it is her best normal and essential.

c.S frame traps include c.S > delay 5H, and c.S > 2H. Can reset with 5f gap with c.S > c.S/2P.

Gatling Options: 6P, f.S, 2S, 4S, 5H, 2H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
32 Mid 9 6 21 -13
Total: 35

f.S can true combo into 2D for knockdown. This is not something most characters can access meterlessly off of their f.S. For a setplay character like Dizzy to have it is very strong! Note f.S > 5H > 2D can also be used at some ranges.

f.S is an essential mid-range poke that covers a lot of area in front of Dizzy from IAD height to low profiles. The "reaching out" animation makes it take longer to get to max range than the frame data would suggest, extends her hurtbox for the duration, and makes Dizzy prone to trade badly and easily. For contesting at range Dizzy's 6P and 5H can be more well suited.

f.S is also a decent round start option but can lose to faster moves that hit its extending hurtbox and counterpokes such as 6P.

In pressure f.S is pretty minus unless cancelled. Dizzy often jump cancels, gatlings, or special cancels it which requires meter to not carry risk. f.S's safety comes with the tradeoff it is too far away to threaten throw resets.

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 layer.

Gatling Options: 2S, 5H, 2H, 5D, 2D

4S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
20×5 Mid 8 2×7 12 -1
Total: 33

4S is great combo filler especially off throw. It hits up to 5 times and every hit is special cancellable but it whiffs on crouching opponents (except Potemkin and Bedman in their crouching hitstun animations).

4S has fast startup, is disjointed and active, does fantastic damage, builds meter, and combos into 236S for a knockdown. Properly spaced it's even burst safe! The long active frames also make a good punish or option select button against invulnerability such as some air techs or Slayer's backdash cancels. 4S will shred about a third of an entire tension bar on block in the air which is very useful to deter people who fuzzy jump too much or tech predictably.

Using 4S in neutral is usually a bad idea in since it's such a long commitment. In some matchups it becomes a reliable and strong pre-emptive or reactive move such as to stop Potemkin's Hammer FallGGXRD Potemkin HammerFall.pngGuardMidStartup18[31]Recovery33Advantage-16, I-No's hoverdash (sparingly), or against Slayer's approach options.

Gatling Options: 2S, 5H, 2H, 5D, 2D

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
38 Mid 13 6 15 -4
Total: 33

5H shares the important ability of f.S to combo into 2D at range. Staple for many combos/blockstrings.

5H is a great move against grounded opponents in neutral due to its low-reaching disjoint, being safe on block, and being a level 3 move. It is also a good pressure ender. In many situations it is a safer and better poke than f.S and is even 2F safer on whiff.

  • The hitbox at Dizzy's far wingtips will hit most low profile moves.
  • Has a chunky counterhit but it still doesn't trade well.
  • 5H > delay 236S YRC and 5H > delay 2D are common frame traps.

Gatling Options: 5D, 2D

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
26 Mid 10 4 19 -9 1~13f Upper Body
Total: 32

An amazing counterpoke that can cleanly beat many other characters' buttons due to upper body invulnerability and great reach. On counter hit 6P will knockdown face up and wallbounce near the corner allowing setplay off summon cancels or combos.

6P is an extremely important neutral tool. It forces opponents to play around it at mid range which opens up options for Dizzy like her 2K, 5H, air movement, and her foot invulnerable run. Using it pre-emptively against overly aggressive opponents is one way Dizzy can command more respect in neutral.

  • A good button in many frame traps.
  • Beaten by many lows and low profiles and doesn't reach as far as her longest normals.
  • Long recovery makes it easy to whiff punish.
  • Situational anti air with more reach than 2S that's useful to cover ranges where 2S would be ineffective.
  • 6P+H can be used as a throw OS in some defensive situations.

Gatling Options: c.S, f.S, 2S, 4S, 5H, 2H, 6H, 5D, 2D

6H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
6H 48 Mid 14 7 34 -22
6H Max Charge 56 High 33 7 34 -22
Total: 54
Total: 73

Dizzy's 6H has slow startup, is extremely unsafe on block, and is only an overhead when fully charged.

Dizzy uses 6 S+H option select for throwing so c.S comes out instead of 6H on whiff. 6H is very poor on whiff and block but it can knock down if someone fuzzy jumps Dizzy's throw and didn't Air FD.

It shines in combos due to high damage and hard knockdown on air hit. The charged version groundbounces and is used in optimal combos such as fire spear loops.

Ending combos with 6H lets Dizzy have a closer knockdown and cause face up knockdown which can alter wakeup timing. These features allow Dizzy access to more okizeme options. As an example ice spike ender off throw midscreen has limited oki options but 6H gives Dizzy numerous strong oki options. Details on okizeme for different wakeup timings can be found in the Okizeme Guide.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
8 Mid 6 3 9 -2
Total: 17

Has good range for a 6 frame normal. It's Dizzy's go-to button to mash out of pressure but will lose many situations a faster 2P would not. For example it is too slow to beat a frame perfect tick throw. Works as a good neutral poke since it can self cancel and is hard to whiff punish.

2P is the earliest point in her gatlings thus gives her the most options in pressure. Examples are self canceling into itself, going into 2K, doing throw resets, frame traps, and staggered pressure.

  • Doesn't combo into 2D even on counterhit.
  • Has a weird hitbox and hurtbox that manages to lose to some airborn moves, some 6Ps, and some low profiles.
  • Frame traps include 2P > 5H, 2P > f.S, 2P > 6P, and 2P > 2D.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 4S, 5H, 2H, 5D, 2D

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
18 Low 7 4 9 -1
Total: 19

An essential normal for pokes and pressure that is safe while having great range and speed. 2K is one of Dizzy's go-to normals for approaching and controlling the space in front her. The hurtbox is longer than its hitbox on some frames which makes it not so great at contesting.

2K is Dizzy's only low besides 2D. It is her main answer to check against low profiles and cover her projectiles' vulnerabilities against low profile moves. Catches people doing throws, reversals, and jumps to try to beat tick throw attempts.

  • Confirms into 2D.
  • Frame traps include 2K > 2H, 2K > 6P, 2K > f.S, and 2K > 2D.
  • Link this or 2P between ice fish bites in standard tick throw setups.

Gatling Options: 6P, c.S, f.S, 2S, 4S, 2H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
28 Mid 7 3 22 -11
Total: 31

Dizzy's primary anti-air and one of her most iconic normals. It will not cleanly beat dominant jump-ins like Sol's j.H but it has a great low-profile hurtbox and the hitbox extends relatively high above Dizzy's head.

Dizzy uses 2S by crouching to keep a low profile and then timing 2S to the opponents falling move. Unlike most characters Dizzy prefers to anti-air by going directly underneath the enemy. At a 45 degree angle Dizzy will either move or 6P instead.

On normal hit 2S will lead to a full air combo, and on low to the ground counterhits it can combo into flashy routes or 4S to get a knockdown. 2S has a knockup effect on counterhit that can make it a niche button for grounded footsies such as round start against  Faust's 2PGGXRD Faust 2P.pngGuardLowStartup7Recovery7Advantage+1.

  • Can be a burst safe move especially after 5D6.
  • 2S's hitbox doesn't center on Dizzy's body which makes it unreliable to AA if the opponent is behind her.

Gatling Options: 5H, 2H, 5D, 2D

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
36×2 Mid 15 2, 4 25 -10
Total: 45

2H hits twice with the second hit being a launcher. 2H is Dizzy's crouch confirm button but otherwise cannot be combo'd into unless it is from 4S, counterhit, or combo'd into with summons.

2H does good damage and is great in some punishes and is a high reward frame trap. 2H > 236H leads to a good knockdown for okizeme.

  • Cranks up RISC gauge
  • Safe pressure ender when jump cancelled.
  • Can whiff on the 2nd hit vs Faultless Defense in many situations.
  • Jump cancel can be used to create frame traps that otherwise wouldn't be possible by using jump startup to delay the cancel. A useful example is 2H > 2369S YRC.

Gatling Options: 5D, 2D

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
34 Low 12 3 33 -17 3~8F Upper Body
9~11F Above Knees
12~14F Low Profile
15~35F Above Knees
Total: 47

An enormous sweep with fast startup for its range. On hit 2D lets Dizzy start her okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game thanks to a long special cancel window and hard knockdown. This is key for Dizzy to setplay off many grounded hits. Cancelling 2D into Ice SpikeGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 gives more damage for a less advantageous knockdown and limited okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. midscreen.

2D is a highly committal poke as it only has 3 active frames and is terrible on whiff. 2D is also unsafe on block and any cancel will usually leave a big punishable gap or be unsafe on block. Delayed special cancels that are YRC'd can be safe depending on the special. The commitment can pay off though as 2D can trade well due to it giving knockdown down on hit, and it also low profiles.

  • Works as a DP-safe meaty when spaced properly due to its low profile and large disjoint. It can similarly cause reversals to whiff when used as a frametrap but 2D on block takes meter to be safe out of.
  • 2D is also technically tall enough to be juggled into which can make it an alternative to Ice Spike in extended combos where that move won't connect.
  • 2D > delayed ice spike YRC can be used as a tight, safe, rewarding, and effective frame trap.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
12 High/Air 6 4 10
Total: 19

Dizzy's fastest air normal. It gatlings into and out of j.K for air combos and strings and is used to quickly pop bubbles. Rising j.P is also a very effective anti air in some situations.

j.6P+H can also be used as a throw OS A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. to avoid whiffing a j.H on a failed air throw attempt.

Gatling Options: j.P, j.K, j.S, j.H, j.D

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
16 High/Air 7 6 12
Total: 24

Dizzy's most reliable jump-in attack. It can also be her best air to ground in many situations and it is used in instant overhead F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups.

Gatling Options: j.P, j.S, j.H, j.D

j.S

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
36 High/Air 10 4 28
Total: 41

j.H's hitstun, blockstun, size and counter-hit properties make it a staple in Dizzy's gameplay. It has less range than j.S but is taller. Excels as an air- to-ground attack though it will still lose to many anti airs and low profiles. j.H is also a serviceable air to air.

  • Has a tendency to trade so Dizzy can't use it carelessly.
  • Low to the ground j.H can help create f-shiki setups.
  • j.P > j.H has a natural gap on block that combos on hit for a handy dandy built in airstring frame trap. This gap can also be exploited though so use different air strings to keep opponents guessing.
  • IAD back j.H can make it very hard to approach Dizzy.

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30, 40 High/Air 8 10, 4 16
Total: 37

A great air to air button that wins or trades favorably against almost any air button. Dizzy likes to use it while rising in the air and at least slightly below the opponent. Using it earlier is good because it is very active and the later hits have better disjoint on their hitboxes.

j.D is damaging ender for air combos. It can also be used in airdash strings to protect against gaps caused by IB or as a gapless gatling from j.P.

  • Can be special canceled on either hit.
  • Untechable knockdown on counter hit. Dizzy can cancel into j.236P on hit to setup combos into knockdown from CH. This can also prevent the 2nd hit from ruining the CH knockdown with a normal hit.
  • Combos more horizontally than vertically. This makes it useful in corner combos or for corner carry.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
0, 60 Ground Throw: 75250 1 +72

Dizzy's throw can be followed up with a meterless combo that has good damage and corner carry. Dizzy's throw in setplay is strong due to summons often having a low attack level and multiple points at which she can go for throw.

Thanks to Fish's armor, Dizzy has some of the safest tick throw setups in the game. Dizzy also gets to setup some of her strongest okizeme off of her throw.

Dizzy usually option selects her throw with 6 S+H since c.S is her only plus normal.

Air Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
0, 60 Air Throw: 192500 1

Dizzy's air throw has standard air throw range and chucks the opponent very far away which makes it difficult to set up effective okizeme without being close to the corner but still gives her more than enough time to start summoning safely.

Dizzy's ground anti-airs and air-to-airs are very good but nothing beats an air throw for catching someone trying to jump over summons.

Dizzy can get corner carry and extra damage if she RRC's airthrow into things like Fire Bubble.

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz
Total: 50

A standard Blitz Shield attack. It can be used in combos after stun to steal Burst gauge.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

I used this to catch fish

236S AKA "Ice Spike"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
45 All 13 8 Total 62 -23
Total: 82

Ice spike is Dizzy’s fastest special and most defining move. It creates an ice spike at a distance about 2D’s range but it will appear in the corner instead of offscreen. It is also a damaging combo ender but it should mostly end combos in the corner so Dizzy has more okizeme options. While its damage is good it should be noted the stun value is lowered.

Ice Spike has an early YRC point. When YRC'd it becomes safe, plus on block, and launches on hit making for fairly damaging confirms into knockdown. When RRC'd it becomes a damage extension in many of her optimal combos.

In neutral and pressure it is used to control space, reset pressure, frame trap, or buy time to summon. Without YRC ice spike is punishable on block and is worse on whiff. Using ice spike without meter Dizzy is very much gambling with her life. With meter it is her best way to stuff approaches and is a valid way to reset pressure.

  • Delaying cancel after some normals creates frame traps. For example f.S > delayed 236S YRC and 5H > delayed 236S YRC. This allows Dizzy to condition opponents to respect her blockstrings.

For searing cod...

236H AKA "Fire Pillar"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
50 All 26 8 Total 63 -11
Total: 96

Fire pillar is a more damaging and less minus on block version of 236S. 236H gives an untechable knockdown. This importantly lets Dizzy setup okizeme off routes that leave opponents high in the air. These knockdowns give Dizzy the most time to setup okizeme and give her the most options.

236H is slow to startup so routing into it isn't straightforward. The most common ways are 2H > 236H vs grounded opponents and 6[H] > 236H vs airborne opponents. On counterhit 2D and 6P can be used.

236H is usable as a frame trap. It is strictly worse than 236S YRC even if fire pillar is YRC'd. 236H as a frame trap is punishable by most the cast with Air IB or hitting Dizzy during the large 8f gap. For example 2D > 236H YRC can be punished by  Elphelt's 5HGGXRD-R Elphelt 5H.pngGuardMidStartup11Recovery28Advantage-12 if 2D is IB'd at some ranges.

  • Dizzy can cancel 236H at the end of a string and whiff it in front of the opponent to "wall" them out. Oddly this ends up often being safer than it being Air instant blocked which goes to show just how unsafe this move can be verse the prepared opponent.
  • While it does excellent damage be aware it has lowered stun value much like 236S.

I used this to pick fruit

421S AKA "Ice Spear" or "Ice Dagger"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
25, 40 All 22 18 (15) until fullscreen Total 37 +11

Undine creates an ice ball that rises and turns into a spear that shoots towards Dizzy's opponent. The ice ball and spear both hit once and both parts have multi-hit projectile properties.

421S starts up fast but it has high recovery, weak tracking, and a thin hitbox. In neutral it works better when Dizzy has summons already out or opponents movement is more limited. For example Faust frequently uses item throwGGXRD Faust WhatCouldThisBe.pngGuardStartupRecoveryTotal 23 [35]Advantage- and has slow airdash speed. Dizzy can also use it to encourage opponents to move.

  • Ice spear can be used as a preemptive anti-air, active frames vs air techs, and for deterring opponents from dropping on Dizzy after a high air combo.
  • If Dizzy blocks an opponents attack while ice spear is out it can sometimes track onto the opponent and hit them while they are stuck in an animation.
  • Ice spear can hit meaty on midscreen ice spike knockdowns but any follow-up pressure will weak.
  • Spears can be low profiled to avoid interacting with them entirely. The one exception is very late in the spears active frames if it tracks at a steep downward angle and happens to hit the opponent.

For roasting chestnuts...

421H (Hold OK) AKA "Fire Spears" or "Fire Daggers"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
25, 40, 25 All 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) +14

The fire version of 421S starts up slower, is key to optimal combos due to its damage, has a lot of block stun, is multi-hitting, can be held to summon up to three spears, and launches on hit.

In neutral 421H it is too slow to be useful most the time. If Dizzy can summon it though it is much better for applying pressure on block and getting confirms on hit.

Fire spear is used for optimal combos due to its large damage. Midscreen it is used after ice spikeGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 RRC. In the corner it is used after 6[H] to create firespear loops.

421H's tracking misses faraway crouching opponents and often misses low profile moves entirely. In the corner it can be less reliable in combos making careful timing important.

  • Dizzy can YRC while charging 421H to hold spears while she is free to act. She can release them later by either releasing a held 5H or pressing 5H depending on if you held 5H just after the YRC or not.
    • YRCing 69-71 frames or 99-101 frames after 421H starts up will make some spears fly and others be held at the same time. Practical uses are relatively unexplored. The timing can be taken from the audio cues of the spears flaming sound when they appear or the visual cue of when the 2nd or 3rd spear first appears.
  • Spears can be low profiled to avoid interacting with them entirely. The one exception is very late in the spears active frames if it tracks at a steep downward angle and happens to hit the opponent.

We talked a lot together

214P/K (Air OK) AKA "Ice Fish"

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
214P 10×3 All 60 3 (33) 3 (33) 3 Total 36
214K 10×2 All 69 3 (43) 3 Total 36
j.214P 10×3 All 60 3 (33) 3 (33) 3 Total 45
j.214K 10×2 All 69 3 (43) 3 Total 45

Ice fish are Dizzy's primary setplay tool. All versions of Fish will absorb a hit for Dizzy similar to armor.

  • See the Dizzy Okizeme Guide for a full list of setplay options.
  • The recovery time indicates frames Dizzy is unable to act and can be counterhit. The startup time indicates the time until the first fish bite.
  • All of her fish can be low profiled and avoid dealing with both bites and fish armor but it is sometimes matchup dependent.

214P

P fish tracks forward a short distance and bites three times. Dizzy most often uses it for okizeme.

In setplay P fish is Dizzy's strongest summon. All three bites have gaps which can be tick thrown. The bites can be weaved with other summons for very long periods of blockstun.

  • In neutral Dizzy only finds it valuable as an advancing shield since it stays on screen for some time.
  • In pressure it can be used after ice spike YRC for a greedy pressure reset.

214K

K fish tracks forward up to 3/4 screen and bites twice. Dizzy most often uses it for okizeme midscreen but it is useful in the corner as well.

  • Dizzy can use it in neutral and then dash or airdash after it as a way to more safely get in.
  • K fish must be manually delay cancelled when doing okizeme to match the wakeup timing of the opponent.

j.214P/j.214K

Air ice fish have more recovery and stall Dizzy in the air. Tiger Knee'd ice fish can be used to protect your feet.

We fought a lot together

214S/H/D (Air OK) AKA "Fire Fish", "Laser Fish", and "Shield Fish"

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
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
214D Counterattack 40 All 21 7

Fire fish are used for both screen control and setplay. All versions of Fish will absorb a hit for Dizzy similar to armor. See the Dizzy Okizeme Guide for a full list of setplay options.

  • Both H and S fish have an unlimited amount of hits until it connects with the opponent or it stops being active.
  • See the resources section for a full explanation of fish armor.
  • All of her fish can be low profiled to avoid dealing with both laser hits and fish armor but it is sometimes matchup dependent.
214S

S fish is almost exclusively used for denying air space. When summoned the fish floats forward before moving upwards and firing a laser across the screen.


j.214S

Aerial S fish has faster startup and longer recovery than the ground version. Dizzy rarely uses this variation of fish due to the laser going so high in the air, even when TK'd. However it does have a niche use TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d during zoning battles or to deny air space quicker than the grounded version.


214H

Dizzy's H fish remains at ground level and is a primary space-control summon. It is also used in many setups.

Against faster wakeup timings 2D -> 214H will be too slow to be a meaty or prevent jump outs. In these situations Dizzy can meaty with either 2K or 2P.


j.214H

Aerial H fish has faster startup and longer recovery than the ground version.

TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d aerial H fish provides great screen control, can meaty for chip on far knockdowns, and gets a laser on screen 20f faster which is useful for zoning battles and quicker area denial.


214D

D fish acts only as a shield until struck by the opponent. Once activated by the opponent it tracks quickly. On ground hit it staggers and on air counterhit it is an untechable knockdown.

D fish gives Dizzy an advantage against rush down and zoning. Against proactive opponents Dizzy can crouch behind it and play an advantaged reactive game. Against passive opponents she can use the shield to have more safety summoning something else.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
214S 2 2 7
j.214S 2 2 7
214H 2 2 7
j.214H 2 2 7
214D
j.214D
214D Counterattack 4 2 6

214S: j.214S: 214H: j.214H: 214D:

  • 57~136F If the fish is hit by the opponent, it will counterattack after hitstop

j.214D:

  • 57~136F If the fish is hit by the opponent, it will counterattack after hitstop

214D Counterattack:

  • Maximum delay before the counterattack is completed is 29F
  • Requires 5 inputs for the fastest stagger recovery

For putting out the light...

236P AKA "Ice Scythe" or "Ice Wheel"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 All 17 36 Total 50 -14

Ice scythe is an upward arcing attack that goes further forward than 236K. It controls space for a ways in front of Dizzy and further out it covers airspace. Ice scythe will stay onscreen even if Dizzy is hit which helps to reduce the risk of trades. Dizzy commonly uses it to pop bubbles which also stay on screen if Dizzy is hit.

In neutral 236P can answer players who like to run forward, airdash, or jump forward a lot. Due to its long startup and then additional travel time on top of that it is is mostly used pre-emptively. Players that get past its arc before its to them can jump over or airdash past it. It is also weak to low profiles. For these reasons ice scythe is very punishable in many situations without YRC or another projectile set up to cover areas below or behind it.

  • If ice scythe hits later in its active frames then Dizzy is plus. If it is blocked while plus Dizzy can be frame trap with ice spike YRC.
  • Ice Scythe can be used as a blockstring ender against passive opponents.
  • Can be low profiled under to avoid interacting with it at all.

The light was so small in the beginning

236K AKA "Fire Wheel" or "Fire Scythe"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
20×3 All 33 49 Total 54 +9

Fire scythe/fire wheel is a slower version of version of 236P but has more damage, hits, and frame advantage. It stays closer to Dizzy than ice scythe. Without meter it Dizzy often uses it when already covered by other summons.

The YRC point on 236K is very early. Dizzy can use this to extend pressure, defensively, or as an anti-air.

  • Fire scythe doesn't go away on hit. Like ice scythe this reduces the risk of bad trades.
  • Fire scythe hits are attack level 0 so they inflict very little hit/blockstun.
  • Can be low profiled under except in its earliest frames to avoid interacting with it at all.

Please, leave me alone

j.236P AKA "Bubble"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 All 12 4 Total 24
Total: 39

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. It also does not go away if Dizzy is hit. Versatile uses include:

  • Tiger Knee'd 2369P it allows Dizzy to do air actions afterward. This is a basis for a lot of her setplay giving her access to low to the ground airdash, air normals, and mixups.
  • Slow fireball style zoning, where you just control space because the threat exists. It can be a nuclear deterrent 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.
  • Cancelled into 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 other summons pop it
  • ... and much more (make trades favorable, TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. 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.

  • Total Recovery is the amount of time it takes Dizzy to create the bubble.
  • Other frame data represents bubble pop frame data.

What happens when I'm TOO alone

j.236K AKA "Fire Bubble"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
30 All 29 10 Total 29
Total: 67

Fire bubble travels faster which makes it cover space further from Dizzy. Fire bubble pops later after getting hit which makes it better at pressure and damage extensions. Together these points mean it is usually more suited to offensive situations than water bubble. For example TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. fire bubble into 236P detonates at 3/4 screen.

  • The attack level of fire and water bubble are both level 2.
  • Fire bubble has longer recovery than water bubble.
  • It is slightly higher off the ground when TK'd at minimum height.
  • It works well with 214P fish oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
  • Total Recovery is the amount of time it takes Dizzy to create the bubble. Other frame data represents bubble pop frame data.

Overdrives

Imperial Ray

632146S or 632146D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
35×7 [43×7] All 7+1 10×7 Total 32 +49 5~6F Strike
7F Full
[1~8F Full]

Imperial Ray creates fire pillars which erupt from the ground in quick succession from Dizzy to the corner of the screen and has good corner carry. The explosions will keep going if the camera follows after them such as if Dizzy runs after it on block or hit. It has fast startup and the explosions push opponents back on block and launch on hit.

Imperial Ray has several reasons why it is rarely used. Dizzy can RRC for more damage and often still corner carry, it is less useful the closer to the facing corner Dizzy is, and limited practical routing (ex. very close 2H and other rare situations). Most of all it has consistency issues due to sensitivity to cancel timing, spacing, and character weights.

In neutral Imperial Ray can be a very expensive way to stop the opponent's pressure, safely set up summons, or obscure animations like 5D or H fish. However, meter is better spent elsewhere unless desperate.

Imperial Ray's long superflash duration can set up projectile "unblockables" since projectiles still travel during the superflash but animations are frozen, so if the opponent is in the middle of a move the projectile will hit. This is most reliable with Ice SpearGGXRD-R Dizzy ToPickFruit.pngGuardAllStartup22RecoveryTotal 37Advantage+11, Fire SpearGGXRD-R Dizzy ForRoastingChestnuts.pngGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 or Fire FishGGXRD-R Dizzy WeFoughtALot.pngGuardAllStartup73RecoveryTotal 36Advantage-. This setup is mostly only worth the resources if it will win the round off a projectile hit.

The burst version of Imperial Ray can be used as a reversal but dead angle or saving meter is preferable almost all of the time. If Dizzy is cornered it can be a useful gambit but the amount of resources used is generally too costly to be advisable. A lot of characters can use Burst Overdrives for guts crush but it's very rare Dizzy would benefit from this especially in the corner.

  • Imperial Ray has great meter efficiency. If it combos full screen Dizzy avoids suffering RC tension penalties, builds up a ton of tension balance by running forward, and regains a good deal of meter back.
  • Another use of the long superflash animation is wearing down the danger time clock. Danger time is not friendly to Dizzy since she can more easily get stunned and lose the round for it.

Don't be overprotective

632146P AKA "Mirror"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
100 All 14+2 5 20 -6 1~14F Full
15~20F Strike
Total: 40

Mirror is a reversal super that's fully invulnerable until superflash, strike invulnerable through active frames, and can reflect many projectiles. It is usually safe on block but it is whiff punishable and can be thrown. Mirror has an extremely tall hitbox but rather narrow horizontal hitbox.

Mirror's slow startup allows opponents to option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. and punish it. Inputting a meaty low > c.S > block is an example of a simple option select. c.S won't come out on whiff but does on block. This allows the player to throw during the superflash and be safe or continue pressure if Mirror wasn't used.

On counterhit Mirror is Dizzy's highest stun modifier move and can wallsplat the opponent. Against some characters in the corner this leads to 100% stun combos1638 stun value and 3363 on CH which gives Dizzy a niche way of inflicting stuns instead of receiving them.

Mirror's ability to reflect projectiles makes it a very valuable tool against projectile okizeme. The amount of projectiles Dizzy can reflect are limited. See the table below for a full list. It cannot reflect Overdrives. A projectile usually won't reflect is if it instantly travels, has unusual hit properties, is not always a projectile (Eddie), or doesn't move.

Don't be overprotective Reflectable Projectiles Table
Character Move
 Sol Badguy

Gunflame (236P)GGXRD Sol GunFlame.pngGuardAllStartup20RecoveryTotal 50Advantage-4
Note: DI Gunflame cannot be reflected.

 Ky Kiske

Stun Edge (236S)GGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10
Charged Stun Edge (236H)GGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14
Aerial Stun Edge (j.236S/j.236H)GGXRD Ky AirStunEdge.pngGuardAllStartup21Recovery41+14 LandingAdvantage+2
Note: Fortified Stun Edge cannot be reflected

 May

Don't Miss It! (214PGGXRD May DontMissIt.pngGuardAllStartup37RecoveryTotal 45Advantage-/214K)GGXRD May DontMissIt.pngGuardAllStartup37RecoveryTotal 55Advantage-

 Millia Rage

Tandem Top (236SGGXRD Millia TandemTop.pngGuardAllStartup11RecoveryTotal 38Advantage-1/236H)GGXRD Millia TandemTop2.pngGuardAllStartup60RecoveryTotal 35Advantage-

 Venom

Ball HitGgxrd venom ballhit.pngGuardAllStartup1RecoveryAdvantage-
Only reflects balls in motion (includes QV-charged balls)

 I-No

Antidepressant Scale (214PGGXRD Ino AntidepressantScale.pngGuardAllStartup18RecoveryTotal 50Advantage-12/j.214P)GGXRD Ino AntidepressantScale.pngGuardAllStartup15RecoveryUntil LandingAdvantage-

 Ramlethal Valentine

Cassius (214P)GGXRD Ramlethal Cassius.pngGuardAllStartup19RecoveryTotal 46Advantage-1

 Leo Whitefang

Graviert Würde ([4]6SGGXRD Leo GraviertWurde.pngGuardAllStartup10Recovery36(46T)Advantage-8/([4]6H)GGXRD Leo 46H.pngGuardAllStartup35Recovery(72T)Advantage+11

 Kum Haehyun

Tuning Ball (236SGGXRD-R Haehyun TuningBall.pngGuardAllStartup12RecoveryTotal: 48Advantage-16/(236H)GGXRD-R Haehyun TuningBall.pngGuardAllStartup38RecoveryTotal: 69Advantage+22

 Raven

Schmerz Berg (236P)GGXRD-R Raven SchmelzBerg.pngGuardAllStartup13Recovery36 + landing 12Advantage-9
Gebrechlich Licht (236P/j.236Pj.236K)GGXRD-R Raven GebraeuchlichLicht.pngGuardAllStartup21RecoveryTotal 45 + landing 8Advantage-4

 Baiken

YashagatanaGGXRD Baiken Yashagatana.pngGuardAllStartup33RecoveryTotal 48Advantage+5

YRCing mirror's startup will retain the invulnerable properties but only use 25% meter. Dizzy can cause moves to whiff and then punish them. As a reversal option it allows Dizzy to beat things like run up block or closely spaced hitstop OS with Mirror YRC > throw. It has a generous window vs most meaties but to get all 14f of invulnerability from Mirror YRC would take frame perfect timing.

Gamma Ray

64641236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
13×2, 16×32 All 13+6 6(24)6(35)46 {32 hit} 72 -61

A mostly gimmick super that costs 100% tension and is dubbed "Meme Ray" by many players. Has slow startup, inconsistent damage output, makes Dizzy vulnerable the entire time, is extremely negative on block, and she can get more damage and utility out of 100 meter in a multitude of ways.

Gamma Ray has very limited practical uses outside of joking around. For 100% meter there's almost always a better option.

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.

If you're feeling the need to burn all your tension inefficiently, some niche cases include:

  • Dealing lots of chip damage if the opponent is out of meter and already blocking something. This is possibly the most legit usage of Gamma Ray. Opponents can superjump after Necro and Undine's lasers to avoid most of the chip.
  • Comboing into it vs low health opponents to kill them via guts crush.
  • A nuclear anti-zoning tool if the opponent is committing to something with an extremely long animation.
  • An extravagant way to hard call-out a Blitz.
  • In hellfire state against a character with a cranked RISC bar it can become a touch of death.
  • Potentially dealing absurd damage even touch of death on trades if Dizzy is hit out of the startup. Gamma Ray is possibly the only move in the game with damage scaling greater than 100%. It does 150% meaning it increases the damage of subsequent attacks by 50%.

Instant Kill

Emotional Gamma Ray

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe 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. Invuln
SURRENDER All 22+5
[10+5]
14 15 -12 22~40F Full
[10~28F Full]

Uses the animation from 5D and shares its huge hitbox, range, and active frames. The gold version is among the fastest IKs making it practical to combo into. These metrics combined make it one of the best gold IK in the game.

Dizzy has a lot of ways to confirm into Golden Instant Kill. 5D6 is the most basic and works both midscreen and in the corner. Bubble pops, fire daggers, Ice Spike YRC/RRC, and more are also possible. With 100 meter a lot of combos can be RRC'd and then IK'd.

Gold IK has optimal uses. Sometimes it is the only way to secure a kill in a combo due to combo scaling and guts. Dizzy can use it instead of long guts crushing combos to end the game in a more consistent way due to using less inputs.

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGXRD-R2 Dizzy color 1.png
GGXRD-R2 Dizzy color 2.png
GGXRD-R2 Dizzy color 3.png
GGXRD-R2 Dizzy color 4.png
GGXRD-R2 Dizzy color 5.png
GGXRD-R2 Dizzy color 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGXRD-R2 Dizzy color 7.png
GGXRD-R2 Dizzy color 8.png
GGXRD-R2 Dizzy color 9.png
GGXRD-R2 Dizzy color 10.png
GGXRD-R2 Dizzy color 11.png
GGXRD-R2 Dizzy color 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
GGXRD-R2 Dizzy color 13.png
GGXRD-R2 Dizzy color 14.png
GGXRD-R2 Dizzy color 15.png
GGXRD-R2 Dizzy color 16.png
GGXRD-R2 Dizzy color 17.png
GGXRD-R2 Dizzy color 18.png
Color 19
Color 20
Color 21
Color 22
Color 23
Mirror
GGXRD-R2 Dizzy color 19.png
GGXRD-R2 Dizzy color 20.png
GGXRD-R2 Dizzy color 21.png
GGXRD-R2 Dizzy color 22.png
GGXRD-R2 Dizzy color 23.png
GGXRD-R2 Dizzy color 00.png

Navigation

 Dizzy


To edit frame data, edit values in GGXRD-R2/Dizzy/Data.
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