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Dizzy's double airdash synergizes with her space control via long range normals and active summons, cast by NecroHer reaper right wing and UndineHer maiden left wing. Dizzy's summons also enable her exceptional okizeme/setplay game. Her rewarding throw combined with fish armor safety, fast initial dash speed and planned gaps in pressure make her into a “grappler” tick throw extraordinaire. She also has access to mixups, crossovers, frame traps and fuzzy setups.
Her normals create good pressure due to long cancel windows which can create frame traps to compliment her throw threat. Dizzy can end pressure safely from afar with jump cancels, or go for metered/unmetered resets with summons. Her defenensive options lack a fast abare and solid meterless reversal so she often relies on system mechanics and techniques like fuzzy jumping to leverage her mobility.
Dizzy is a character with exaggerated strengths and weaknesses, and a variety set of tools that makes her highly versatile but her tools can be easily misused. Her gameplay often involves linking her attacks and summons together to open opponents defenses or create high damage combos. In neutral she utilizes her high mobility and space control tools in tandem while exercising judgement of when to cast high recovery summons, and whether to use meter to lessen their recovery. She has a great amount of depth and is rewarding to master, and is a great fit for anyone who enjoys high mobility, space control, and setplay.
Lore: | The Child of Fate. The Maiden of the Grove. The wife of Ky Kiske and mother of Sin Kiske. After being freed from her seal she now walks among the world again. Dizzy doesn’t wish to harm anyone but as the daughter of Justice the commander-type Gear often finds herself in conflict. Her green reaper right wing, Necro, and her light-blue maiden left wing, Undine, are her Spirit Guardian System tasked with protecting her. Though all three can disagree on the best way to do that Dizzy has learned to gain more control over them as time goes by. |
Voice: | Kazue Fujita |
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.
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.Normal Moves
5P |
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5K |
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c.S |
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f.S |
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4S |
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5H |
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5D |
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6P |
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6H |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Blitz Attack |
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Special Moves
Summon Limits
Dizzy has a restriction on having multiple summons of the same type on screen at the same time. You must wait a short period after the previous summon ends before summoning something of the same type. This applies to all of her summons except Ice Spike 236S and Fire Pillar 236H which can have multiple on screen if you spend meter to reduce their recovery.
Low Profile Interactions
Many of Dizzy's specials aren't capable of hitting low profiles. Exceptions are Ice Spike 236S, Fire Pillar 236H, 421S/H very situationally, Bubbles with enough downward travel time, and situationally full charged Shield fish 214D can protect against low profiles with taller hitboxes.
Bubbles and TK'd fish can avoid being hit with low hitting moves on summon but that doesn't mean she's safe from followups. Post summon, Dizzy can sometimes use her foot invulnerable run to mitigate this weakness, or simply hit any low profiles with a move of her own, often 2K. Still it gives the opponent more options verse Dizzy, any meaty fish can be reversaled by a frame 1 low profile for example, Sol's Grand Viper. Other examples are her wheels/scythes can always be low profiled to avoid trading with them at all and 421H can just completely miss vs some low profiles such as Faust crouching.
I used this to catch fish 236S |
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For searing cod... 236H |
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I used this to pick fruit 421S |
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For roasting chestnuts... 421H |
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We talked a lot together 214P/214K(Air OK) |
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We fought a lot together 214S/H/D (Air OK) |
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For putting out the light... 236P |
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The light was so small in the beginning 236K |
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Please, leave me alone j.236P |
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What happens when I'm TOO alone j.236K |
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Overdrives
Imperial Ray 632146S [632146D] |
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Don't be overprotective 632146P |
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Gamma Ray 64641236H |
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Instant Kill
Emotional Gamma Ray in IK mode: 236236H |
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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.