GGXRD-R2/Dizzy/Frame Data
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System Data[edit]
Defense |
x1.06 |
---|---|
Guts |
1 |
Weight |
[105] Light |
Stun Resistance |
50 |
Prejump |
3F |
backdash |
16F (1-9F invuln) |
Wakeup |
25F (Face Up) / 24F (Face Down) |
Normal Moves[edit]
Universal Mechanics[edit]
Special Moves[edit]
Version | Damage | TensionThe amount of Tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. | RISCThe amount the R.I.S.C. Level decreases/increases on hit/block. Click the link for the full article. | ProrateAdditional Proration. | LevelAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. | GuardHow this attack can be guarded. Throws have their throw range listed. | CancelWhat this attack can cancel into. | RomanWhat types of Roman Cancels this attack can cancel into. Y - Yellow, R - Red, P - Purple | StartupNumber of frames to reach the first active frame (includes the first active frame). | ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. | RecoveryHow long this attack is in a recovery state before returning to neutral. | Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. | Inv.Invincibility | HitboxHitbox link for this move |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
I Use This to Catch Fish 236S |
45 | 200/120 | -8/+2 | Initial: 90% | 2 | All | - | YRP | 13 | 8 | Total 62 | -23 | - | Click! |
Stun value lowered: 103 | ||||||||||||||
For Searing Cod... 236H |
50 | 200/120 | -8/+2 | Inital: 90% | 2 | All | - | YRP | 26 | 8 | Total 63 | -11 | - | Click! |
Stun value lowered: 138 | ||||||||||||||
I Use This to Pick Fruit 421S |
25, 40 | 250/120 | -7/+2 | - | 2, 2 | All | - | YRP | 22 | 18 (15) until fullscreen | Total 37 | +11 | - | Click! |
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For Roasting Chestnusts 421H |
25, 40, 25 | 250/120 | -7/+2 | - | 2, 1, 2 | All | - | YRP | 36 | 18 (17) until fullscreen (7)4 | Total 48 (uncharged) | +14 | - | Click! |
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We Talked a Lot Together (P) 214P |
10 * 3 | 100/120 | -8/+2 | - | 0 | All | - | YRP | 60 | 3 (33) 3 (33) 3 | Total 36 | - | - | Click! |
We Talked a Lot Together (K) 214K |
10 * 2 | 100/120 | -8/+2 | - | 0 | All | - | YRP | 69 | 3 (43) 3 | Total 36 | - | - | Click! |
We Talked a Lot Together (Air, P) j.214P |
10 * 3 | 100/120 | -8/+2 | - | 0 | All | - | YRP | 60 | 3 (33) 3 (33) 3 | Total 45 | - | - | Click! |
We Talked a Lot Together (Air, K) j.214K |
10 * 2 | 100/120 | -8/+2 | - | 0 | All | - | YRP | 69 | 3 (43) 3 | Total 45 | - | - | Click! |
We Fought a Lot Together (S) 214S |
45 | 100/120 | -7/+2 | - | 2 | All | - | YRP | 73 | 41 | Total 36 | - | - | Click! |
We Fought a Lot Together (H) 214H |
45 | 100/120 | -7/+2 | - | 2 | All | - | YRP | 73 | 36 | Total 36 | - | - | Click! |
We Fought a Lot Together (D) 214D |
- | 100/- | - | - | - | - | - | YRP | - | - | Total 36 | - | - | Click! |
| ||||||||||||||
We Fought a Lot Together (Air, S) j.214S |
45 | 100/120 | -7/+2 | - | 2 | All | - | YRP | 53 | 41 | Total 45 | - | - | Click! |
We Fought a Lot Together (Air, H) j.214H |
45 | 100/120 | -7/+2 | - | 2 | All | - | YRP | 53 | 36 | Total 45 | - | - | Click! |
We Fought a Lot Together (Air, D) j.214D |
- | 100/- | - | - | - | - | - | YRP | - | - | Total 45 | - | - | Click! |
| ||||||||||||||
We Fought a Lot Together (D) Counterattack |
40 | -/120 | -6/+2 | - | 4 | All | - | YRP | 21 | 7 | - | - | - | Click! |
| ||||||||||||||
For Putting Out the Light 236P |
30 | 200/120 | -7/+2 | Initial: 90% | 2 | All | - | YRP | 17 | 36 | Total 50 | -14 | - | Click! |
The Light Was So Small In the Beginning 236K |
20 * 3 | 200/120 | -8/+2 | Initial: 90% | 0 | All | - | YRP | 33 | 49 | Total 54 | +9 | - | Click! |
Please Leave Me Alone j.236P |
- | 100/- | - | - | - | - | - | YRP | - | - | Total 24 | - | - | Click! |
| ||||||||||||||
Please Leave Me Alone Attack Bubble |
30 | -/120 | -7/+2 | - | 2 | All | - | - | 12 | 4 | - | - | - | Click! |
What happens When I'm TOO Alone j.236K |
- | 100/- | - | - | - | - | - | YRP | - | - | Total 29 | - | - | Click! |
| ||||||||||||||
What happens When I'm TOO Alone Attack Bubble |
30 | -/120 | -7/+2 | - | 2 | All | - | - | 29 | 10 | - | - | - | Click! |
Overdrives[edit]
Instant Kill[edit]
Gatling Table[edit]
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
5P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S, 4S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S, 4S | 5H, 2H | 5D, 2D | Sp |
6P | - | - | c.S, f.S, 2S, 4S | 5H, 2H, 6H | 5D, 2D | Sp |
5K | 6P | - | c.S, f.S, 2S, 4S | 5H, 2H | 5D, 2D | Jump, Sp |
2K | 6P | - | c.S, f.S, 2S, 4S | 2H | 5D, 2D | Sp |
c.S | 6P | - | f.S, 2S, 4S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H | 5D, 2D | Jump, Sp |
4S | - | - | 2S | 5H, 2H | 5D, 2D | Sp |
2S | - | - | - | 5H, 2H | 5D, 2D | Jump, Sp |
5H | - | - | - | - | 5D, 2D | Sp |
2H | - | - | - | - | 5D, 2D | Jump (2nd hit), Sp |
6H | - | - | - | - | - | Sp |
5D | - | - | - | - | - | Homing jump, Homing dash |
2D | - | - | - | - | - | Sp |
P | K | S | H | D | Cancel | |
---|---|---|---|---|---|---|
j.P | j.P | j.K | j.S | j.H | j.D | Jump, Sp |
j.K | j.P | - | j.S | j.H | j.D | Jump, Sp |
j.S | j.P | - | - | j.H | j.D | Jump, Sp |
j.H | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | Sp |
- 5D can be only canceled into Homing Jump and Homing Dash on ground hit
- X = X is available on hit or block
- X[+] = X is available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
[edit]
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To edit frame data, edit values in GGXRD-R2/Dizzy/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
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Click [★] for character's full frame data
System Explanations