GGXRD-R2/Dizzy/Starter

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< GGXRD-R2‎ | Dizzy
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Key Moves
Key Moves

Dizzy has large grounded pokes An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk. to help her control the neutral game and access her devious 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. game. While some of her options are fairly high commitment, learning to use each option in its niche gives Dizzy a strong grounded neutral game, with consistent routing into a knockdown with 2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17.

  • 2PGGXRD-R Dizzy 2P.pngGuardMidStartup6Recovery9Advantage-2 is a very low commitment pressure starter and poke An attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk., with the option to 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. after.
  • 2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1 is an essential low mix This keyword does not have an entry in the Glossary option, pressure starter, and defensive abare An attack during the opponent's pressure, intended to interrupt it. tool. Can also be used for stagger pressure The use of intentionally delaying gatlings or cancels in order to create frame traps with the intent of catching your opponent mashing or jumping. Loses to reversals. when covered by Summons.
  • c.SGGXRD-R Dizzy cS.pngGuardMidStartup6Recovery11Advantage+1 and f.SGGXRD-R Dizzy fS.pngGuardMidStartup9Recovery21Advantage-13 are safe pressure/combo fillers, hit confirmable To perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent. into knockdowns, and jump cancellable to reset pressure.
  • 4SGGXRD-R Dizzy 4S.pngGuardMidStartup8Recovery12Advantage-1 is an extremely active and highly damaging move with multiple hits, useful for catching jumps and air techs, ramping up RISC, and in combos.
  • 2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17 is an enormous sweep with low-profile hurtbox at the end of the gatling table, making it a primary combo ender for meterless combos to get strong 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. and sometimes as a 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. or counterpoke.

Aerials

Dizzy's air game is even better. With a massive super jump, 2 Air Dash options, and a bevvy of air-OK specials, Dizzy uses the air as a key defensive and neutral space, while also having access to long airborne strings with her high air dash momentum.

  • j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage- is your main jump in button with long range and good air-to-ground hitbox especially close to the ground.
  • j.SGGXRD-R Dizzy jS.pngGuardHigh/AirStartup9Recovery16Advantage- is a very fast and safe disjointed air poke with large vertical range but poor air-to-ground utility.
  • j.HGGXRD-R Dizzy jH.pngGuardHigh/AirStartup10Recovery28Advantage- is your primary air block string A series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense. ender, giving plenty of hitstun When a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. to gaplessly The number of frames between two attacks in which the defender leaves blockstun/hitstun. e.g. In a 10F gap a 10F move will trade, a 9f or faster move will win, and a 11F move or slower will lose. land and use 2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1 or combo from your air hits.

Anti Air

As with ground-to-ground toolkit, Dizzy has a set of somewhat specific anti-air options. Each anti-air has their own niche, so experiment if you're struggling to beat a specific move.

  • 6PGGXRD-R Dizzy 6P.pngGuardMidStartup10Recovery19Advantage-9 has universal upper body invulnerability, making it a strong counterpoke and anti-air, with better return on counterhit than 2SGGXRD-R Dizzy 2S.pngGuardMidStartup7Recovery22Advantage-11.
  • 2SGGXRD-R Dizzy 2S.pngGuardMidStartup7Recovery22Advantage-11 has similar speed and upper body invulnerability to 6PGGXRD-R Dizzy 6P.pngGuardMidStartup10Recovery19Advantage-9, but trades horizontal range for vertical.
  • 4SGGXRD-R Dizzy 4S.pngGuardMidStartup8Recovery12Advantage-1, f.SGGXRD-R Dizzy fS.pngGuardMidStartup9Recovery21Advantage-13, and 5PGGXRD-R Dizzy 5P.pngGuardMidStartup5Recovery12Advantage-4 all have high hitboxes that give them usage as anti-airs as well.
Specials
Summoning Fish

Dizzy's 214P/K/S/H/D specials are commonly referred to by the community as "Fish", and each summon a special projectile with unique properties, as well as being Air OK. Fish are used to cover for Dizzy's approach and for 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., but only one can be active at a time.

  • 214PGGXRD-R Dizzy WeTalkedALot.pngGuardAllStartup60RecoveryTotal 36Advantage- attacks 3 times, with a short wait between each. Great for tick throws 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. and staggered 2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1.
  • 214KGGXRD-R Dizzy WeTalkedALot.pngGuardAllStartup69RecoveryTotal 36Advantage- is similar to 214PGGXRD-R Dizzy WeTalkedALot.pngGuardAllStartup60RecoveryTotal 36Advantage- but attacks twice from a much longer distance, making it more reliable midscreen.
  • 214SGGXRD-R Dizzy WeFoughtALot.pngGuardAllStartup73RecoveryTotal 36Advantage- creates a laser that covers the full screen and travels upwards. Mostly for preemptive anti-airs.
  • 214HGGXRD-R Dizzy WeFoughtALot.pngGuardAllStartup73RecoveryTotal 36Advantage- creates a laser that travels the full screen and covers the ground. If done in the air, it will travel downwards. Usually the best generic Fish choice to cover approach and after scoring a knockdown with 2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17, but keep in mind it won't hit meaty against most characters.
  • 214DGGXRD-R Dizzy WeFoughtALotD.pngGuardStartupRecoveryTotal 36Advantage- is unlike the others, used primarily as a defensive neutral tool. While most Fish are destroyed on hit, 214DGGXRD-R Dizzy WeFoughtALotD.pngGuardStartupRecoveryTotal 36Advantage- has a shield that, when hit, will cause the Fish to attack the opponent.

Bubbles

Similar to Fish, Dizzy's j.236PGGXRD-R Dizzy PleaseLeaveMeAlone.pngGuardAllStartup12RecoveryTotal 24Advantage-/KGGXRD-R Dizzy WhenI'mTOOAlone.pngGuardAllStartup29RecoveryTotal 29Advantage- specials create unique projectiles. Unlike Fish, Bubbles require Dizzy to hit them in order for them to become active, and don't go away if Dizzy is hit by the opponent. Bubbles cause a large amount of block- and hit-stun, making them useful to reset pressure, launch opponents during combos, or encouraging your opponent to respect you in neutral by threatening to pop your bubble. Learning to tiger knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. Bubbles is a crucial part of Dizzy's initial learning curve.


Other Specials

In addition to Fish and Bubbles, Dizzy has a few other specials with variable usefulness.

  • 236SGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23, AKA "Ice Spike", is a vital combo ender (mostly useful in the corner, or when you need a bit more damage) and launcher when used with Red Roman Cancel for Dizzy's highest damage combos.
  • 236HGGXRD-R Dizzy ForSearingCod.pngGuardAllStartup26RecoveryTotal 63Advantage-11 is also primarily a combo ender, giving a hard knockdown in situations where 2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17 or 6HGGXRD-R Dizzy 6H.pngGuardMidStartup14Recovery34Advantage-22 would whiff.
  • Dizzy's other specials like 421HGGXRD-R Dizzy ForRoastingChestnuts.pngGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 or 236PGGXRD-R Dizzy ForPuttingOutTheLight.pngGuardAllStartup17RecoveryTotal 50Advantage-14 are mostly combo filler or zoning The act of denying the opponent the ability to approach, jump, or other movement options. tools, but have niche use in more complex setplay.
Combos
Combos

Dizzy's win condition revolves around converting her neutral wins into knockdowns, then using her Summons to force her opponent to deal with mixups 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.. Dizzy's main tools for this are:

Ending in 2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17:

  • (Air Dash j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage- > j.PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage- > j.HGGXRD-R Dizzy jH.pngGuardHigh/AirStartup10Recovery28Advantage-) > 2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1 > c.SGGXRD-R Dizzy cS.pngGuardMidStartup6Recovery11Advantage+1 (> f.SGGXRD-R Dizzy fS.pngGuardMidStartup9Recovery21Advantage-13 > 5HGGXRD-R Dizzy 5H.pngGuardMidStartup13Recovery15Advantage-4) > 2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17 (> 214P/K/H)
  • Universal gatling combo into a knockdown, optionally from a low Air Dash.
  • Use S buttons and 5H depending on range.

Ending in 6HGGXRD-R Dizzy 6H.pngGuardMidStartup14Recovery34Advantage-22:

  • Throw > Dash 2PGGXRD-R Dizzy 2P.pngGuardMidStartup6Recovery9Advantage-2/2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1/5KGGXRD-R Dizzy 5K.pngGuardMidStartup7Recovery14Advantage-4 > 6HGGXRD-R Dizzy 6P.pngGuardMidStartup10Recovery19Advantage-9 (> 214P/K/H)

Ending in 236SGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 in the Corner:

  • Throw > Dash 2PGGXRD-R Dizzy 2P.pngGuardMidStartup6Recovery9Advantage-2/2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1/5KGGXRD-R Dizzy 5K.pngGuardMidStartup7Recovery14Advantage-4 > 4SGGXRD-R Dizzy 4S.pngGuardMidStartup8Recovery12Advantage-1 > 236SGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 (>214PGGXRD-R Dizzy WeTalkedALot.pngGuardAllStartup60RecoveryTotal 36Advantage-/421SGGXRD-R Dizzy ToPickFruit.pngGuardAllStartup22RecoveryTotal 37Advantage+11)
  • Starter...2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17 > 236SGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 (> 214P/K/H)

Ending in 236HGGXRD-R Dizzy ForSearingCod.pngGuardAllStartup26RecoveryTotal 63Advantage-11:

  • Starter...236SGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 > RRC > 421HGGXRD-R Dizzy ForRoastingChestnuts.pngGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 > late IAD > j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage- > 421HGGXRD-R Dizzy ForRoastingChestnuts.pngGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 (hits) > j.236KGGXRD-R Dizzy WhenI'mTOOAlone.pngGuardAllStartup29RecoveryTotal 29Advantage- > j.HGGXRD-R Dizzy jH.pngGuardHigh/AirStartup10Recovery28Advantage- > j.236KGGXRD-R Dizzy WhenI'mTOOAlone.pngGuardAllStartup29RecoveryTotal 29Advantage- (hits) > 6[H]GGXRD-R Dizzy 6H.pngGuardMidStartup14Recovery34Advantage-22 > 236HGGXRD-R Dizzy ForSearingCod.pngGuardAllStartup26RecoveryTotal 63Advantage-11
Spending Meter
Spending Meter

Dizzy has 3 primary uses for meter:

Ice Spike (236SGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23)/Fish (214P/K/S/H/D) YRC

  • 236SGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 YRC is used as a neutral skip, to keep opponents who blocked your mixup 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. pinned down, or rarely as a call out against spaced pressure resets on defense.
  • Fish YRC is used to control neutral, set up Fish while still having time to Meaty after a scramble, or for more complex setplay.

Ice Spike (236SGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23) RRC

  • Used to cash out for big damage. Since Dizzy is so fragile, it's important to cash out at opportune moments to reduce the number of possible chances your opponent has to escape.

Defense: Faultless Defense, Blitz, Dead Angle Attack, Mirror (632146PGGXRD-R Dizzy Don'tBeOverprotective.pngGuardAllStartup14+2Recovery20Advantage-6)

  • Since Dizzy lacks a meterless invincible A state where a character cannot be hit. A common component of reversal moves. reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. and has dubious abare An attack during the opponent's pressure, intended to interrupt it. options, saving meter for the defensive system mechanics and her metered invincible A state where a character cannot be hit. A common component of reversal moves. reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun. can save your life.
What to do after a knockdown
What to do after a Knockdown 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.

Dizzy's Summons give her a large number of options after a knockdown, each requiring unique responses from her opponent. Check out the Okizeme Guide for more complex setups and examples.

Beginner Setups

  • (After 2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17 Midscreen) 214HGGXRD-R Dizzy WeFoughtALot.pngGuardAllStartup73RecoveryTotal 36Advantage- > Dash Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1/2PGGXRD-R Dizzy 2P.pngGuardMidStartup6Recovery9Advantage-2
    • For passive players and against characters with slow wake ups (Bedman/Elphelt/Faust/Jam/Kum/Leo/Venom): 214HGGXRD-R Dizzy WeFoughtALot.pngGuardAllStartup73RecoveryTotal 36Advantage- > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. over > Air Dash Back j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage-PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage-HGGXRD-R Dizzy jH.pngGuardHigh/AirStartup10Recovery28Advantage-/Land 2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1/Throw OR TK An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. j.236KGGXRD-R Dizzy WhenI'mTOOAlone.pngGuardAllStartup29RecoveryTotal 29Advantage- > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage-PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage-HGGXRD-R Dizzy jH.pngGuardHigh/AirStartup10Recovery28Advantage-/Land 2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1/Throw
  • (After Throw...2SGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 in Corner) Microdash The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button. Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 214PGGXRD-R Dizzy WeTalkedALot.pngGuardAllStartup60RecoveryTotal 36Advantage- > 2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1/2PGGXRD-R Dizzy 2P.pngGuardMidStartup6Recovery9Advantage-2/Throw
    • More advanced option after Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 214PGGXRD-R Dizzy WeTalkedALot.pngGuardAllStartup60RecoveryTotal 36Advantage-: TK An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. j.236KGGXRD-R Dizzy WhenI'mTOOAlone.pngGuardAllStartup29RecoveryTotal 29Advantage- > j.SGGXRD-R Dizzy jS.pngGuardHigh/AirStartup9Recovery16Advantage- > IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump. j.KGGXRD-R Dizzy jK.pngGuardHigh/AirStartup7Recovery12Advantage-PGGXRD-R Dizzy jP.pngGuardHigh/AirStartup6Recovery10Advantage-HGGXRD-R Dizzy jH.pngGuardHigh/AirStartup10Recovery28Advantage-/Land 2KGGXRD-R Dizzy 2K.pngGuardLowStartup7Recovery9Advantage-1/Throw
  • (After 2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17 Anywhere) Meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. 214KGGXRD-R Dizzy WeTalkedALot.pngGuardAllStartup69RecoveryTotal 36Advantage- TK An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. j.236PGGXRD-R Dizzy PleaseLeaveMeAlone.pngGuardAllStartup12RecoveryTotal 24Advantage- IAD An air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 754, and depending on the game, using a dash macro right after a jump.

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