GGXRD-R2/Dizzy/Frame Data

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System Data

name defense guts prejump weight backdash forwarddash riscGainRate wakeupFaceUp wakeupFaceDown umo
Dizzy x1.06 1 3F [105] Light 16F (1~9F invuln) 28 25F 24F 2 Air Dashes


Normal Moves

input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
5P 10 3 8 Mid 0 CSJ 144 5 2 12 -4
5K 16 10 7 Mid 2 SJ 264 7 4 14 -4
c.S 24 10 7 Mid 2 SJ 264 6 2 11 +1
f.S 32 10 7 Mid 2 SJ 264 9 6 21 -13
4S 20×5 10 6 Mid 3 S 264 8 2×7 12 -1
5H 38 14 6 Mid 3 S 384 13 6 15 -4
5D 20 14 20 Initial: 80% High 3 384 27 14 15 -12
6P 26 10 7 Mid 2 S 264 10 4 19 -9 1~13f Upper Body
6H 48 20 6 Mid 4 S 384 14 7 34 -22
6H Max Charge 56 20 6 High 4 S 384 33 7 34 -22
2P 8 3 8 Initial: 80% Mid 0 CS 144 6 3 9 -2
2K 18 6 7 Initial: 70% Low 1 S 264 7 4 9 -1
2S 28 10 7 Mid 2 SJ 264 7 3 22 -11
2H 36×2 20 6 Mid 4 SJ 384 15 2, 4 25 -10
2D 34 20 6 Initial: 85% Low 4 S 384 12 3 33 -17 3~8F Upper Body
9~11F Above Knees
12~14F Low Profile
15~35F Above Knees
j.P 12 3 8 Initial: 90% High/Air 0 CSJ 144 6 4 10
j.K 16 6 7 Initial: 90% High/Air 1 SJ 264 7 6 12
j.S 28 10 7 High/Air 2 SJ 264 9 4 16
j.H 36 14 6 High/Air 3 S 384 10 4 28
j.D 30, 40 14 6 High/Air 3 S 384 8 10, 4 16

Universal Mechanics

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
Ground Throw Ground Throw 0, 60 NA 6, 0 Forced: 50% Ground Throw: 75250 0, 480 1 +72
Air Throw Air Throw 0, 60 NA 6, 0 Forced: 65% Air Throw: 192500 0, 480 1
DAA Dead Angle Attack 25 10 7 Initial: 50% All 2 -5000 / 264 10 4 19 -9 1~13F Full
Blitz Blitz Attack 50 Initial: 55% Mid 1 (15-48)+13 3 20 -2 1~Button release: Blitz
[Blitz] Blitz Attack Max Charge 50 Mid 4 50+13 3 20 +5 1~50: Blitz

Special Moves

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236S I Use This to Catch Fish 45 2 8 Initial: 90% All 2 200/120 13 8 Total 62 -23
236H For Searing Cod... 50 2 8 Inital: 90% All 2 200/120 26 8 Total 63 -11
421S I Use This to Pick Fruit 25, 40 2 7 All 2, 2 250/120 22 18 (15) until fullscreen Total 37 +11
421H For Roasting Chestnusts 25, 40, 25 2 7 All 2, 1, 2 250/120 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) +14
214P P We Talked a Lot Together 10×3 2 8 All 0 100/120 60 3 (33) 3 (33) 3 Total 36
214K K We Talked a Lot Together 10×2 2 8 All 0 100/120 69 3 (43) 3 Total 36
j.214P Air P We Talked a Lot Together 10×3 2 8 All 0 100/120 60 3 (33) 3 (33) 3 Total 45
j.214K Air K We Talked a Lot Together 10×2 2 8 All 0 100/120 69 3 (43) 3 Total 45
214S S We Fought a Lot Together 45 2 7 All 2 100/120 73 41 Total 36
j.214S Air S We Fought a Lot Together 45 2 7 All 2 100/120 53 41 Total 45
214H H We Fought a Lot Together 45 2 7 All 2 100/120 73 36 Total 36
j.214H Air H We Fought a Lot Together 45 2 7 All 2 100/120 53 36 Total 45
214D D We Fought a Lot Together 100/- Total 36
j.214D Air D We Fought a Lot Together 100/- Total 45
214D Counterattack D We Fought a Lot Together (Counterattack) 40 2 6 All 4 -/120 21 7
236P For Putting Out the Light 30 2 7 Initial: 90% All 2 200/120 17 36 Total 50 -14
236K The Light Was So Small In the Beginning 20×3 2 8 Initial: 90% All 0 200/120 33 49 Total 54 +9
j.236P Please Leave Me Alone 30 2 7 All 2 100/120 12 4 Total 24
j.236K What happens When I'm TOO Alone 30 2 7 All 2 100/120 29 10 Total 29

Overdrives

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
632146S Imperial Ray 35×7 [43×7] 2 9 All 2 -5000 7+1 10×7 Total 32 +49 5~6F Strike
7F Full
[1~8F Full]
632146P Don't Be Overprotective 100 20 6 Forced: 40% All 4 -5000 14+2 5 20 -6 1~14F Full
15~20F Strike
64641236H Gamma Ray 13×2, 16×32 2×33 6, 4×32 Initial: 150% All 4 -10000 13+6 6(24)6(35)46 {32 hit} 72 -61

Instant Kill

input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
input name damage riscp riscm prorate guard level cancel tension startup active recovery onBlock invuln
236236H Emotional Gamma Ray SURRENDER 14 6 All 3 22+5
[10+5]
14 15 -12 22~40F Full
[10~28F Full]

Gatling Table

Ground Gatlings
P K S H D Cancel
5PGGXRD-R Dizzy 5P.pngGuardMidStartup5Recovery12Advantage-4 5P, 2P, 6P 5K, 2K c.S, f.S, 2S, 4S 5H, 2H, 6H 5D, 2D Jump, Sp
2PGGXRD-R Dizzy 2P.pngGuardMidStartup6Recovery9Advantage-2 5P, 2P, 6P 5K, 2K c.S, f.S, 2S, 4S 5H, 2H 5D, 2D Sp
6PGGXRD-R Dizzy 6P.pngGuardMidStartup10Recovery19Advantage-9 - - c.S, f.S, 2S, 4S 5H, 2H, 6H 5D, 2D Sp
5KGGXRD-R Dizzy 5K.pngGuardMidStartup7Recovery14Advantage-4 6P - c.S, f.S, 2S, 4S 5H, 2H 5D, 2D Jump, Sp
2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1 6P - c.S, f.S, 2S, 4S 2H 5D, 2D Sp
c.SGGXRD-R Dizzy cS.pngGuardMidStartup6Recovery11Advantage+1 6P - f.S, 2S, 4S 5H, 2H 5D, 2D Jump, Sp
f.SGGXRD-R Dizzy fS.pngGuardMidStartup9Recovery21Advantage-13 - - 2S 5H, 2H 5D, 2D Jump, Sp
4SGGXRD-R Dizzy 4S.pngGuardMidStartup8Recovery12Advantage-1 - - 2S 5H, 2H 5D, 2D Sp
2SGGXRD-R Dizzy 2S.pngGuardMidStartup7Recovery22Advantage-11 - - - 5H, 2H 5D, 2D Jump, Sp
5HGGXRD-R Dizzy 5H.pngGuardMidStartup13Recovery15Advantage-4 - - - - 5D, 2D Sp
2HGGXRD-R Dizzy 2H.pngGuardMidStartup15Recovery25Advantage-10 - - - - 5D, 2D Jump (2nd hit), Sp
6HGGXRD-R Dizzy 6H.pngGuardMidStartup14Recovery34Advantage-22 - - - - - Sp
5DGGXRD-R Dizzy 5D.pngGuardHighStartup27Recovery15Advantage-12 - - - - - Homing jump, Homing dash
2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17 - - - - - Sp


Air Gatlings
P K S H D Cancel
j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- j.P j.K j.S j.H j.D Jump, Sp
j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage- j.P - j.S j.H j.D Jump, Sp
j.SGGXRD-R Dizzy jS.pngGuardHigh/AirStartup9Recovery16Advantage- j.P - - j.H j.D Jump, Sp
j.HGGXRD-R Dizzy jH.pngGuardHigh/AirStartup10Recovery28Advantage- - - - - - Sp
j.DGGXRD-R Dizzy jD.pngGuardHigh/AirStartup8Recovery16Advantage- - - - - - 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)

Navigation

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

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