Overview
Dizzy's double airdash synergizes with her space control via long range normals and active summons, cast by NecroHer reaper right wing and UndineHer angelic left wing. Dizzy's summons also enable her exceptional okizeme/setplay game. Her rewarding throw combined with fish armor safety, fast initial dash speed and planned gaps in pressure make her into a “grappler” tick throw extraordinaire. She also has access to high/low mixups, crossovers, frame traps and fuzzy setups.
Her normals create good pressure due to long cancel windows which can create frame traps to compliment her throw threat. Dizzy can end pressure safely from afar with jump cancels, go for metered/unmetered resets with summons, or do standard staggered pressure with throw resets mixed in. Her defensive options lack a fast abare and solid meterless reversal so she often relies on system mechanics and techniques like fuzzy jumping to leverage her mobility.
Dizzy is a character with exaggerated strengths and weaknesses, and a variety set of tools that makes her highly versatile but her tools can be easily misused. Her gameplay often involves linking her attacks and summons together to open opponents defenses or create high damage combos. In neutral she utilizes her high mobility and space control tools in tandem while exercising judgement of when to cast high recovery summons, and whether to use meter to lessen their recovery. She has a great amount of depth and is rewarding to master, and is a great fit for anyone who enjoys high mobility, space control, and setplay.
"Power comes in all shapes and sizes. What's most important is what lies behind it." |
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. |
Voice: | Kazue Fujita |
Dizzy Dizzy is a highly mobile character that uses her normals and multitude of summons to control space and run versatile and safe okizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups..
- High Mobility: Dizzy has a double airdash with high inertia, fast initial dash speed, a foot invulnerable run and good superjump.
- Space Control: Boasts over a dozen extremely active summons that allow her to control space and move.
- Exceptional Okizeme: Dizzy's projectiles, especially Ice Fish and Fire Fish, give her a vast array of strong and safe okizeme. Her throw is also very rewarding, and as a result her tick throw game is possibly the best in Xrd.
- High Damage: Great damage using RRCRed Roman Cancel, some meterless starters, and certain okizeme setups.
- Incredible YRCYellow Roman Cancel Options: All of Dizzy's projectile summons can fully utilize YRC, and projectile YRC is strong. Ice Spike in particular is an effective tool for pressure, zoning and frame traps.
- Weak Close Range Scrambles: Dizzy's normals have long reach but slow startup and recovery. She lacks a meterless reversal and has a slow metered reversal, and her go to abare button is 6f.
- Susceptible To Counterhits: Dizzy's summons and normals have long recovery exposing her to more counterhits, while she is also tied for the lowest stun resistance in the game.
- Meter Reliant: Dizzy isn't exceptionally good at generating meter but she is great at spending it for safely summoning in neutral, pressure extensions, combos/corner carry and on defense. Non judicious usage will leave Dizzy with limited options.
Note: Playing Dizzy requires a large commitment to learning many okizeme setups that depend on knockdown type, variable wakeup timings or character-specific reversal options and can be difficult to execute and punishing if failed.
Dizzy summons five variations of
fish which move forward and absorb a single hit for her. All fish but
214D attack on summoning. Fish enable Dizzy's okizeme game and help her control space. Only one fish may be active at any time.
Dizzy can summon two variations of bubble that slowly float across the screen and can only be popped by Dizzy hitting it with another move. Bubbles excel at controlling space and adding threat and damage extensions to her moves, combos and setups as a popped bubble knocks the opponent into the air on hit.
Bubbles can be tiger knee'd (
2369P and
2369K) which allows her to summon bubbles close to the ground and perform air actions afterward. Only one bubble can be summoned at any given time.