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==Overview==
==Overview==
;Strengths
'''<big>Pros/Strengths:</big>'''
:
* Summons allow setup for high/low mixups, crossups, and tick-throw setups, and can also be used for defense purposes, such as screen control and covering her approach for rushdown.
;Weaknesses
* Higher than average damage.
:
* High aerial mobility thanks to having a double airdash.<br/>
'''<big>Cons/Weaknesses:</big>'''
* Lowest stun resistance in the game, tied with Kliff Undersn and Chipp Zanuff.
* Fourth lowest health in the game.
* Poor defense outside of summons.
* No meterless reversals.
* Very space dependent to use her summons effectively.
* Poor survivability when pressured in the corner.
<br/>
{{#ev:youtube|yXxyzS1o_XQ|600}}
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Revision as of 02:07, 4 June 2015

Dizzy
GGAC Dizzy Portrait.png

Defense Modifier: x 1.15
Guts Rating: 1
Stun Resistance: 50
Prejump:
Backdash Time: 16
Backdash Invincibility: 9
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 2 Airdashes, Dash Type: Run
Full Frame Data
GGACR/Dizzy/Frame Data

Overview

Pros/Strengths:

  • Summons allow setup for high/low mixups, crossups, and tick-throw setups, and can also be used for defense purposes, such as screen control and covering her approach for rushdown.
  • Higher than average damage.
  • High aerial mobility thanks to having a double airdash.

Cons/Weaknesses:

  • Lowest stun resistance in the game, tied with Kliff Undersn and Chipp Zanuff.
  • Fourth lowest health in the game.
  • Poor defense outside of summons.
  • No meterless reversals.
  • Very space dependent to use her summons effectively.
  • Poor survivability when pressured in the corner.



Move List

Normals

5P
GGAC Dizzy 5P.png
10 HLF 5 2 12 -4 -
5K
GGAC Dizzy 5K.png
16 HLF 7 4 14 -4 -
c.S
GGAC Dizzy cS.png
24 HLF 5 2 11 +1 -
f.S
GGAC Dizzy fS.png
20x5 HLF 8 2x4,6 12 -4 -
5H
GGAC Dizzy 5H.png
40 HLF 12 6 15 -4 -
6P
GGAC Dizzy 6P.png
26 HLF 11 4 19 -9 -
6H
GGAC Dizzy 6H.png
38x2 HLF 18 9,3 21 -5 -
5D
GGAC Dizzy 5D.png
20 HF 29 14 15 -12 -
Dead Angle Attack
GGAC Dizzy 6P.png
25 All 11 2 23 -11 -
2P
GGAC Dizzy 2P.png
8 HLF 6 3 9 -2 -
2K
GGAC Dizzy 2K.png
18 LF 6 4 9 -1 -
2S
GGAC Dizzy 2S.png
28 HLF 7 3 22 -11 -
2H
GGAC Dizzy 2H.png
40 HLF 8 4 38 -23 -
2D
GGAC Dizzy 2D.png
38 LF 12 3 33 -15 -
j.P
GGAC Dizzy jP.png
12 HA 6 2 10 - -
j.K
GGAC Dizzy jK.png
16 HA 4 12 12 - -
j.S
GGAC Dizzy jS.png
28 HA 9 4 16 - -
j.H
GGAC Dizzy jH.png
42 HA 11 4 28 - -
j.D
GGAC Dizzy jD.png
30,40 HA 10 9,3 15+5 after landing - -
j.2S
GGAC Dizzy j2S.png
30 HA 7 9 8 - -


Throws

Ground Throw
GGAC Dizzy throw.png
50 49 pixels - - - - -
Air Throw
GGAC Dizzy airThrow.png
60 88 pixels - - - - -


Specials

It Started Out as Just Light
236K/S
GGAC Dizzy 236K.png
20x3 All 32 62 total 51 +11 -
I Use This to Fish
236H/D
GGAC Dizzy 236H.png
55 All 14 8 42 -23 - 55 All 14 8 53 -34 -
I Use This to Get Fruit
421S
GGAC Dizzy 421S.png
22,55 All 22 18(15) total 37 - -
My Talking Buddies
214P/K/S/H/D
GGAC Dizzy 214P.png
21x2 All 60(25) 3(32)3 total 36 - - 20x3 All 60(27) 15 total 36 - - 38 All 77(44) 35 total 41 - - 38 All 77(44) 35 total 36 - - 60 All 72-77(44) 3 total 36 - -
Please Leave Me Alone
j.214P/K/S
GGAC Dizzy j214P.png
- - - 176 total 36 - - 45 All 13 4 - - -


Force Breaks

FB Please Leave Me Alone
j.214D
GGAC Dizzy j214D.png
- - - 199 total 25 - - 45 All 13 6 - - -
FB I Use This to Get Fruit
421D
GGACR Dizzy 421D.png
30x3 All 31 - Total 47 - -


Overdrives

Imperial Ray
632146S
GGAC Dizzy 632146S.png
40xn All 7+0 6(4)xn total 41 - -
Necro Unleashed
632146P
GGAC Dizzy 632146P.png
GGAC Dizzy 632146P 2.png
0,40x6 Throw 9+4 20 14 - -
Gamma Ray
64641236H
GGAC Dizzy 64641236H.png
13x5, 12x32 All 16+7 6(24)6(51)46 - -31 -


Instant Kill

I Can't... Contain My Strength
[2]8462+P+H
Fatal All 103+3 10 85 -76 -


Strategy

The foundation of Dizzy's offense and defense revolves around the usage of her projectile summons. After scoring a knockdown, Dizzy can utilize her summons for offensive rushdown (particularly the 214 series) to setup high/low mixups, crossups, and tick-throw setups, which can often lead back into a knockdown and allow for Dizzy to keep the momentum in her favor. On defense, Dizzy can utilize her summons, often in multiple combinations, for zoning purposes to control the screen and limit her opponent's movement range or to even cover her approach for rushdown. Dizzy also has a double airdash for high mobility options in either rushdown or runaway scenarios.


Dizzy does have a few weaknesses: a low defense modifier which results in her receiving more damage than usual, no viable reversal moves except for her 632146P Overdrive, and a huge hitbox which makes it easier for her to get hit and get comboed. If Dizzy is pressured in the corner by an opponent, you are likely to remain there blocking for quite some time, unless you try to take a risk to escape (FD jump, counterattack) or utilize DAA or Burst, when applicable. Also, for Dizzy to be able to use her projectile summon attacks, she needs to be well outside her opponent's effective attack range, which usually means she needs to be anywhere from beyond midscreen to fullscreen in order to summon most anything safely if her opponent isn't already knocked down.


To play Dizzy effectively, you need to capitalize on her strengths in order to cover and make up for her weaknesses.

Neutral

Compared to the rest of the cast, Dizzy has sub par normals, and is generally beaten by most opponents. On the other hand, once she has summons out, she is at a distinct advantage. Thus, the mind games in the neutral game will mostly be about Dizzy getting her summons out. To help her from being rushed down completely, she has ice spike and sometimes 5k and f.S against ground/IAD rushdown and 2s against jump-ins. Usually, the fear of being smacked by an ice spike (especially if you have tension to FRC, which makes it completely safe, and sometimes even allows you to punish their attempt to punish) is what will keep the opponent hesitating from rushing you down, and will allow you at times to trick them with a dry summon. Against certain opponents, even the odd unexpected rushdown (like, IAD back, airdash forward j.P/j.2s) can work out if they are only expecting the Dizzy player to play keepaway.

Offense

Okizeme

Dizzy can start her okizeme once she scores a knockdown on her opponent. There are five main ways Dizzy can score a knockdown to begin her okizeme: 2H, 2D, 236H, throw, and air throw. In the corner, Dizzy can set up various High/Low Mixups with her okizeme. At midscreen, in addition to High/Low Mixups, Dizzy also has opportunities for a variety of crosssups as part of her okizeme options.


Okizeme with Dizzy is all about planning. Once you score a knockdown, your okizeme input for the next few seconds will have already been planned before the opponent rises. Through planning and practice of okizeme, you can have the potential for endless possibilities to scare and control your opponent. However, if you only improvise your okizeme, there is a chance that your pressure may not be effective and that knockdown opportunity will have been wasted and whatever momentum that you once had will have been lost.


These are some of the common okizeme patterns that Dizzy players utilize. The possibilities for okizeme with Dizzy are endless.


No follow-up combos are listed here but most of these setups can be followed up by either 2K or c.S into a standard combo for knockdown and reset. Also, many of these aren't auto-combo scenarios, which means you'll have to be prepared to go into a combo earlier if the opponent is hit before coming to the end of the attack string.


Notes: High/Low Mixup

  • High = AD j.2S > j.H
  • Low = land > 2K

Corner Okizeme Setups

HP Fish

  • 214H~P > dash 2K > H-Laser > c.S > jump > P-Fish bite > j.2S > j.214K > P-Fish bite > ...
... AD j.2S (pops bubble) > High/Low Mixup
... fall a bit > dj.K (pops bubble) > High/Low Mixup
... land > 2K > ...
... land > throw
  • 214H~P > dash 2K > H-Laser > c.S > 5H > ...
... 236S > ...
... (on hit) knockdown combo
... (on block) 2147P/K > dj.K (pops bubble) > High/Low Mixup
... 5D > Dust Combo
  • 214H~P > IAD j.2S > ...
... AD j.2S > j.H > ...
... (on hit) land > knockdown combo
... (if blocked) land > 2147P/K > dj.K (pops bubble) > High/Low Mixup
... land > 2K > ...


HK Fish

  • 214H~K > IAD j.2S > ...
... AD j.2S > j.H > ...
... (on hit) land > knockdown combo
... (if blocked) land > 2147P/K > dj.K (pops bubble) > High/Low Mixup
... land > 2K > ...


421S

  • 2147K > land > 421[S] (pops bubble) > IAD > ...
... j.H > land > ...
... j.P (fuzzy guard) > ]S[ > j.H > ...
... land 2K > ]S[ > ...
... j.H > j.214K > j.K (pops bubble) > land > ]S[ > Fish Summon
... backward AD j.H > ]S[ > land > dash 2K > ...

Midscreen Okizeme Setups

  • 214H~X > short dash forward > jump (over opponent) > ...
... land > 2K > ...
... back AD > late j.2S > ...
  • 214H~H > delayed IAD (past opponent) > H-Laser > IAD back > AD j.2S > j.H > land > ...
... (on hit)
... c.S > H-Laser > 2K > 2H > 236H
... (on block)
... j.P (fuzzy guard) > H-Laser > (j.2S) j.H > land > 2H > 236H
... (dash) 2K > H-Laser > 2K > 2H > 236H
  • 2D > ...
1) ... 2147K > forward AD > backward AD > j.2S (pops bubble) > land > short dash > combo
2) ... (delay) > 2147K > AD > j.2S (pops bubble) > land > short dash > combo
3) ... (delay) > 2147K > j.H (whiff) > (pops bubble) > land > 2K/Dust


Notes:

  • 2D knockdown must hit relatively close to the opponent.
  • 1 and 2 are crossover okizeme.

Defense

Combos

Dizzy has the potential to do both damaging and stylish combos. However, it is a good idea to end a combo with a knockdown instead of continuing the combo for extra damage and sacrifice the knockdown in the process. Unless you get a significant amount of extra damage from the extended combo or if the extended combo inflicts enough damage to finish off the opponent, going for followups that remove the possibility for a knockdown are seldom worth it.


Dizzy can use 2H*, 2D*, 236H*, and Imperial Ray (50% Tension) to end a combo for knockdown.
*only causes knockdown on a grounded opponent (or near the ground in regard to 236H)


Basic Combos

  • 5K/2K > c.S > 5H > 2H > 236H
Must hit relatively close with 5K/2K, otherwise 2H will not combo after 5H hits.
  • 5K/2K > f.S > 236H
Combo after a long-range 5K/2K hits.
  • 5K/2K > ...
... 2D
... c.S > 2D
Various combos into a 2D knockdown off of a 5K/2K poke.
Okizeme is possible after knockdown by utilizing 2D special cancel/jump cancel options.
  • AD j.2S > j.H > land > c.S > 5H > 236H
Air-to-Ground combo option.
  • AD j.2S > j.H > land > dash c.S > 5H > 2H > 236H (on a crouching opponent)
Air-to-Ground combo option against a crouching opponent.

Air Combos

  • ... jump > j.K > j.S > JC > j.S > j.D
  • ... jump > j.S/j.2S > j.P > j.S > JC > j.S > j.D

Dust Combos

  • 5D > (homing jump) > FD > j.D (2 hits) > j.214K > late j.H (pops bubble) > land > backstep > 236H
Impossible Dust Combo with a knockdown ender.
  • 5D > (homing jump) > FD > j.D (2 hits) > j.214K > j.H (pops bubble) > land > jump > j.K > j.S > JC > j.S > j.D
Impossible Dust Combo.

Throw Combos

  • Throw > dash 2P > f.S > 236H
Works on: SO, KY, MA, MI, AX, PO, CH, ED, BA, FA, TE, JA, AN, JO, VE, DI, SL, IN, ZA, BR, RK, AB, OS
  • Throw > dash 2K > f.S > 236H
Works on: SO, KY, MA, AX*, PO, CH, ED, TE, JA, AN, VE, SL, IN, ZA, BR, RK, AB, OS
  • on AX, midscreen usage can be somewhat inconsistent at times (possibly due to his hitbox when falling) but corner usage is okay
  • Throw > dash f.S > 236H
Follow-up combo option, effective in the corner.
Works well on: MA, MI, BA, JA, JO, DI, IN, BR

Counter-Hit Combos

  • 2H CH > 214H~X > dash 2P/2K > H-Laser > f.S > 236H
  • 2H CH > 421[S] > j.H > j.214K > ]S[ (pops bubble) > land > jump > j.K > j.S > JC > j.S > j.D


  • j.H CH > ...
... land > (dash) f.S > 236H
... land > jump > j.K > j.S > JC > j.S > j.D


  • 236H CH > dash 5K > f.S > 236H
  • 236H CH > dash f.S > 236H
  • 236H CH > dash 2H > 236H FRC > ...

236H FRC Combos

  • ... 236H FRC > IAD j.2S > j.H > land > jump > j.K > j.S > JC > j.S > j.D
Air combo followup.
  • ... 236H FRC > dash f.S > 236H
Ground combo followup.
  • ... 236H FRC > dash 2H > 236H FRC > ...
Ice Spike FRC Loop from previous versions of GG.

Bubble Loop

The Bubble Loop is the most damaging combo technique you have access to as Dizzy. This technique requires a 421[S] attack to be held and active while you air combo the opponent and release ]S[ after a j.H to allow you enough time to summon a bubble that pops and strikes them, keeping the opponent in an aerial juggle state that can potentially allow for additional followup combo opportunities. The timing for the Bubble Loop can be quite strict, but it is usually worth utilizing even though it's a situational combo.


Sometimes, the summoned bubble will be popped by ]S[, other times you will have to manually pop the bubble with an attack instead. You can use j.K to pop the summoned bubble, since in most cases it will only hit the opponent if they weren't already lifted up by the popped bubble. j.H can be used to pop the bubble for more damage, though the timing to utilize it is significantly harder.


There are variations to the Bubble Loop: standard jump, super jump, and IAD. The version you end up utilizing may vary depending on the opponent as well as method of initial launch and even follow-up repetitions of the loop can be affected by this. It can be possible to end a rep of Bubble Loop with a knockdown, if applicable. Most of the time though, you will probably want to do multiple reps for big damage, especially if it has the potential to cause enough damage to finish off an opponent.


Bubble Loop Setups

  • 421[S] > 6H (2 hits) > IAD j.H > j.214K > ]S[ (pops bubble) > land > jump > j.K > j.S > JC > j.S > j.D
This is a good setup to practice with, also try it without the IAD.
In a live match, you can release ]S[ to keep Dizzy safe from being punished if 6H is blocked.
  • 2H CH > 214H > short dash 2H > 421[S] > jump > j.H > j.214K > ]S[ (pops bubble) > land > jump > j.K > j.S > JC > j.S > j.D
  • 2H CH > 421[S] > jump > j.H > j.214K > ]S[ (pops bubble) > land > jump > j.K > j.S > JC > j.S > j.D
Use this variation if you're unable to summon H-Fish.
  • 5D > (homing jump) > j.D (2 hit) > j.214K > j.H (pops bubble) > land > 421[S] > jump > j.H > j.214K > ]S[ > j.K (pops bubble) > land > super jump > sj.K > j.S > j.D
Dust Combo into Bubble Loop. The first j.D can be substituted for a j.H or just do a 1-hit j.D (delay it a bit) and will work on some chars.
This variant doesn't work too well on heavy chars.
  • 2S CH > 421[S] > jump > j.H > j.214K > ]S[ (pops bubble) > land > jump > j.S > JC > j.S > j.D
Anti-air into Bubble Loop. The 2S CH must hit close and above Dizzy for the combo to work properly.

Corner Bubble Loop Setups

  • 214H~P > IAD j.2S > H-Laser > AD j.2S > j.H > land > P-Fish Bite > (short dash) 6P > 421[S] > Bubble Loop
The short dash isn't always necessary.
  • 214H~P > dash 2K > H-Laser > dash 2K/c.S > 6P > 421[S] > Bubble Loop


These Bubble Loop variants are based off of okizeme setups. The reason they work is because the P-Fish bites help you to lift the opponent up into the air.
Both of these Bubble Loop setups work on the entire cast of chars.


Tips & Techniques

236H FRC

236H FRC is one of the most difficult FRCs to execute in GG and it is important for you to know/learn it if you wish to be proficient in using Dizzy.


It has the following uses:

  • Transporting an opponent into the corner.
  • Giving you more time to setup for okizeme.
  • Making a blocked/whiffed 236H safe on recovery.
  • A follow-up opportunity to continue a combo and deal extra damage, especially if it has the potential to finish off an opponent.


It is recommended that you learn the FRC point through muscle memory because relying on audio/visual cues alone means that you can't concentrate on more important aspects of the game during the match.


In addition to a stand-alone 236H FRC, you should also practice the following:

  • 2H > 236H FRC
  • 5H > 236H FRC
  • f.S > 236H FRC
  • 5K > 236H FRC
  • 2D > 236H FRC

The first three (2H, 5H, f.S) are the most commonly used examples after a standard gatling combo that ends with 236H.
The fourth one (5K) is often used when you hit-confirm it as a long-range poke and are too far away to gatling to f.S or 5H and instead go straight to 236H.


Another technique that is associated with the use of 236H FRC is the ability to buffer a 'dash motion' which allows you to follow-up with a movement option after the FRC for either a combo opportunity or better positioning for okizeme. A common practice after the 236H FRC is to input the forward direction at the same moment as you are inputting the 3 attack buttons for the FRC. By doing this, it makes dashing forward after the 236H FRC a lot easier since the first directional input is already achieved and all you need to do is return to neutral and input the forward direction again to be able to dash.


It looks something like this:

  • Ground Dash version
... 236H > 6+FRC > 56
  • IAD version
... 236H > 9+FRC > 56

IAD j.2S > AD j.2S

IAD j.2S > AD j.2S is an attack string that Dizzy utilizes as the lead-in to the 'High' in her High/Low Mixup for okizeme.
To achieve this, you must do the first j.2S as early as possible in the IAD, which will give you enough time to recover from the move and allow you to follow-up with another AD before you land.