GGAC/Dizzy

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Dizzy

Overview

Guts Rating: 1
Defense Modifier: x1.15
Stun Resistance: 50
Strengths:
Weaknesses:
Movement Options: 1 Double Jump/2 Air Dashes, Run-Type Dash

Move List

See also: Dizzy Full Frame Data

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • F: can block while in the air only with Faultless Defense
  • All: can be blocked however
  • All attacks can be blocked with aerial Faultless Defense unless stated otherwise.

Normal Moves

5P
GGAC Dizzy 5P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
10 1.44 3 8 1 HLF cCJR 5 2 12 -4

Dizzy does a quick and short-ranged poke with her hand.

5P can whiff on some crouching opponents (like Faust and Chipp, for example). It can be used as a quick anti-air move but it may not be as effective against most air-to-ground attacks, compared to 2S or 6P. Limited use, as Dizzy has other normals to use which have better utility than 5P.

5K
GGAC Dizzy 5K.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
16 2.64 10 7 3 HLF CJR 7 4 14 -4

Dizzy faces away from her opponent and does a thrust kick.

5K, while slower than 5P, is much more useful due to it having longer range and doing more damage. 5K is a good opening move to start a combo off with because of it's range and can also be jump cancelled giving you some options on hit or block.

c.S
GGAC Dizzy cS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
24 2.64 10 7 3 HLF CJR 5 2 11 +1

Dizzy does a downward-angled slash when she is close to an opponent.

c.S is a quick attack that gives frame advantage of +1 and does good damage. It is a good move to use mid-combo but not as a opening attack because of it's limited and specific range.

f.S
GGAC Dizzy fS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
20×5 2.64×5 10×5 7×5 3 HLF CR 8 2,2,2,2,6 14 -4

Dizzy utilizes Undine for an ice spear attack.

Though f.S has good range, it will whiff on all crouching opponents (except for Potemkin), so don't use it against an opponent that is blocking as they can switch to crouch mid-block. Also, f.S is a good move to use against an opponent that airdashes in because it has good range and hits multiple times (mid-air juggle), which if hit-confirmed you can followup with 236H to combo. It also forces an airborne opponent to use FD to block all the hits, making them waste tension in the process.

5H
GGAC Dizzy 5H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 3.84 14 6 4 HLF CR 13 6 15 -4

Dizzy spins around and does a morphed arm attack toward her opponent.

5H does good damage and is her longest-ranged normal move, though it comes out relatively slow. It is best utilized mid-combo string and followed up with 2H if close or 236H if far away.

6P
GGAC Dizzy 6P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
26 2.64 10 7 3 HLF CR 11 4 19 -9

Dizzy utilizes Necro for a thrusting attack with a dragon's head.

A command normal move with short range, 6P can be used to stuff out an opponent's attack to score a counter-hit, which also knocks them away from you on hit and can cause wallbounce if they are near the proximity of a wall. 6P can also be used as an anti-air attack since it gives you upper body invincibility (from 1-14F), but it's startup is a bit slow so it must be used earlier, compared to 2S.

6H
GGAC Dizzy 6H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
38×2 3.84×2 20×2 6×2 5 HLF CRF,CJR 18 9.3 29 -13

Dizzy thrusts her tail forward for an attack.

A command normal move that is slow to startup, 6H can be used as a part of her okizeme to deter an opponent from mashing out of pressure and catch them for a counter-hit in the process.

5D
GGAC Dizzy 5D.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
20 2.64 11 20 4 HF R 27 14 15 -12

Dizzy unknowingly utilizes Necro for her Dust attack, which is an uppercut from Necro.

5D has a slow startup, but has good range. On hit, the opponent is launched into the air for an opportunity at a Dust combo, an air combo. Dizzy has the potential for high damage combos via her Dust, especially if you decide to do an Impossible Dust combo. It is hard to connect with 5D as a stand-alone move, since it's slow, but if you utilize it with her various summon attacks, your opponent will not be able to see the Dust attack coming.

Dead Angle Attack
GGAC Dizzy 6P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
25 2.64 10 7 3 any R 11 2 23 -11

Similar to her 6P and used to knock an opponent away from you on hit, with an opportunity for a wallbounce if near the proximity of a wall. It is best used when Dizzy is pressured by an opponent and you need to get them off of you as it gives you invincibility from 1-12F and upper body invincibility from 21-35F.

2P
GGAC Dizzy 2P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
8 1.44 3 8 1 HLF cCR 6 3 9 -2

Dizzy extends her fingernails from her hand for a crouching attack.

2P can be used to poke because it's almost as fast as 5P but also has good range. Though it can gatling into itself, it's better to combo for a knockdown whenever possible if you hit-confirm a 2P. If you happen to hit at a long-range 2P, or do a followup 2P, it may be difficult to combo afterwards due to your opponent being pushed back from the intial hit, so if you are close to your opponent when 2P hits, you'll have an easier time comboing into something. 2P can also be used for tick-throws.

2K
GGAC Dizzy 2K.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
18 2.64 5 7 2 LF CR 6 4 9 -1

Dizzy uses her tail for a crouching attack.

2K is just as fast as 2P, but it has a shorter range and is your next best poking tool. It can gatling into 2H or 2D, for knockdown. At close-range, it can gatling into c.S / 2S / 6P and 5H (only against crouching opponents) for combos. 2K can also be used for tick-throws, like 2P.

2S
GGAC Dizzy 2S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
28 2.64 10 7 3 HLF CJR 7 3 22 -11

Dizzy goes low to the ground and extends both of her wings upward for a crouching attack.

2S is what Dizzy mainly uses for an anti-air attack because it lowers her hitbox to the ground and is a fairly fast attack. You can often score a counter-hit with this against an opponent's jump-in attack and link into 421[S] and go into a Bubble Loop for heavy damage. However, in order for this option to work, your opponent has to be fairly close and above you as you get a counter-hit 2S. The safest option here is to go for an air combo after 2S hits. This move has a limited horizontal range, so be careful if you combo a grounded opponent with 2S.

2H
GGAC Dizzy 2H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 3.84 20 6 5 HLF CRF 8 4 38 -23

Dizzy utilizes Necro for a downward axe slash as a crouching attack.

2H is a move with various uses. First, it can be used for knockdown then cancelling into a 214 summon for okizeme, though your followup summon may vary depending on the range of the 2H knockdown hit. Second, it can be used to fish for counter-hits by baiting your opponent to hit you, then you throw out a 2H to hit them and if your guess is correct you score a counter-hit 2H. If you score a counter-hit 2H, you get a groundbounce which launches your opponent into the air allowing you ample time to followup with a combo. 2H also has a FRC point, which if utilized can make the move much more safer to use by cutting down on it's long recovery time, especially if it's whiffed or not cancelled. You can even utilize the 2H FRC point to prolong a pressure string or even extend a combo. 2H also has an ability to be late buffered into 236H. This can occur in a pressure string that seeming ends with 2H, then you late buffer into 236H afterwards and can sometimes catch an opponent off guard.

2D
GGAC Dizzy 2D.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
38 3.84 11 6 5 LF JR 12 3 33 -15

Dizzy is utilized by Necro for her Sweep attack, a low-hitting ground slam from Necro for a crouching attack.

2D is mainly used for knockdowns at farther ranges compared to 2H. The jump-cancel on 2D can be used during a blockstring for more pressure options or bubble okizeme after a knockdown. 2D also has a strange property that allows you to cancel it into a special move using the jump-cancel, which makes you able to use special moves when you normally can't. By utilizing this technique called '2D Special Cancel', Dizzy has more options available to her after using 2D.

j.P
GGAC Dizzy jP.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
12 1.44 3 8 1 HA cCJR 6 2 10 --

Dizzy extends her fingernails downward at an angle from her hand for an aerial attack.

j.P is a fast air poke that is usually used a part of an air combo or to pop a bubble.

j.K
GGAC Dizzy jK.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
16 2.64 6 7 2 HA CJR 4 12 12 --

Dizzy extends her tail downward for an aerial attack.

j.K is faster than j.P but has a shorter range. It is usually used as an opening attack for an air combo after a ground launch or to pop a bubble.

j.S
GGAC Dizzy jS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
28 2.64 10 7 3 HA CJR 9 4 16 --

Dizzy utilizes Undine for an aerial ice spear attack.

j.S has good horizontal range and can be used as an air-to-air poke or as part of an air combo. It also can be used to pop bubbles after summoning them by airdashing backwards and using j.S.

j.H
GGAC Dizzy jH.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
42 3.84 20 6 5 HA CR 11 4 28 --

Dizzy utilizes Necro for an aerial downward-angled claw attack.

j.H, though a bit slow to startup, is a powerful attack on hit and block. You can sometimes score counter-hits with j.H, which if used at the right range can stuff some aerial attacks, and once you get that counter-hit the opponent is put into a float state for a chance at a followup combo opportunity. If a grounded opponent blocks j.H, they are put into a long period of blockstun and become susceptible to a fuzzy guard scenario with a followup j.P for an instant overhead attack. A guessing game of a high-and-low mixup then takes place after the j.H is blocked because an opponent must decide whether to continue to block high to guard against a possible j.P or to block low against a possible land > 2K.

j.D
GGAC Dizzy jD.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
30,40 3.84×2 14×2 6×2 4 HA CR 10 9,3 15 --

Dizzy is utilized by Necro for an aerial swinging attack.

j.D is an attack with a large range due to Dizzy being swept around in an arc. When you use j.D, there is a 5F recovery period upon landing afterwards. It is often used as an air combo ender and is also a good stand-alone move to use against an aerial opponent. If j.D is used as an air-to-ground attack it will launch the opponent into the air on hit.

j.2S
GGAC Dizzy j2S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
30 2.64 10 7 3 HA CR 7 9 8 --

Dizzy utilizes Undine as a blade for an aerial spinning attack.

j.2S is a new aerial move added to Dizzy's arsenal. The attack moves in an arc, starting from behind her, at the bottom on the 10th frame, and in front of her on the 13th frame. It has good vertical range, and with a low IAD j.2S you can often catch crouching opponents with an instant high attack. Also, j.2S has the potential for a crossup via an IAD j.2S over an opponent and since the attack begins from behind Dizzy, it becomes an instant crossover attack that hits the opponent from behind. j.2S is a staple air-to-ground attack and gatlings into j.H for an air-to-ground combo with a followup opportunity upon landing, usually after starting off with an IAD or AD j.2S.

Throws

Throw
GGAC Dizzy throw.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
50 4.00 -- 6×2 -- 49 pixels -- -- -- -- --

Dizzy utilizes Necro to lift her opponent up to deliver a throw attack.

A very important move for Dizzy because a throw can cause knockdown, which in turn allows her to start her okizeme. You can also do a followup combo after the throw for extra damage and/or positioning but in doing so you allow your opponent the opportunity to tech out if the 236H at the end doesn't knockdown or to Burst out if applicable, especially in the case of lightweight characters who are usually able to tech after 236H hits in a throw followup combo. A throw into the corner is the best option since okizeme there is at it's strongest, but a throw at mid-screen is also good because you have the possibility for a crossup okizeme if you don't decide to do a followup combo to push your opponent into the corner. It is usually recommended to not use a followup combo and instead let the opponent drop to the ground for knockdown so you can setup for okizeme. Dizzy also has good range with her ground throw, which makes it quite effective in tick-throw setups.

Air Throw
GGAC Dizzy airThrow.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
60 9.40 -- 6×2 -- 88 pixels -- -- -- -- --

Dizzy utilizes Undine and Necro for an aerial throw attack.

Depending on the height of the air throw, you can either followup with a combo or let your opponent fall to the ground for a knockdown. An air throw can often deter an opponent from teching out of the corner. Also, like with a ground throw, it is often better to not do a followup combo and instead let the opponent fall to the ground so you can do okizeme.

Special Moves

Hajime wa tada no akari datta n desu (It started out as just light)
236K/S
GGAC Dizzy 236K.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
K 20×3 2.00/1.20×3 0 8×3 1 All F 32 62 total 51 +11
S 20×3 2.00/1.20×3 0 8×3 1 All F 32 49 total 54 +8

Dizzy utilizes Necro for an attack with a spinning Scythe that moves in varying trajectories depending on the attack button used.


236K

The scythe rises up into the air then falls downward in an arc away from Dizzy. The K Scythe functions well alongside a 421[S] held attack which allows you to attack with a K Scythe without letting go of the summon. It can be used like S Scythe for air control or to keep pressure on by utilizing it's FRC point.


236S

The scythe dips slightly then rises upward in an arc away from Dizzy. The S Scythe can be used to control air space, though it's a bit slow to start up. It can also be used to setup tick-throws because it causes minimal blockstun. You can also end some blockstrings with this move and your opponent might not be able to counterattack you because S Scythe is in front of them and already active. FRCing the move also has the potential to make your pressure more effective.

Sakana wo toru toki tsukatteta n desu (I use this to fish)
236H
GGAC Dizzy 236H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
55 2.50/1.20 0 8 3 any F 14 8 42 -23

Dizzy utilizes Undine for a ranged attack with an 'Ice Spike'.

236H (aka: Ice Spike) is primarily used as a ground combo ender. In most cases, it can cause knockdown while also providing a movement/carry option for positioning, either to move an opponent toward the corner or for certain okizeme setups. Though it has good range (approximately half-screen distance), 236H has a long recovery period where Dizzy is vulnerable after using the attack. It is important that you learn to FRC this move in order to shorten it's recovery period, especially if you miss with the attack. Though the FRC point for 236H is one of the more difficult FRCs to master in GG, the utility of the move opens up greatly if you become proficient in executing it because it gives you opportunities for followup/extended combos, positioning options for okizeme, and shorter recovery time. A counterhit 236H launches the opponent much higher and guarantees knockdown so you either can go for a followup combo due to the increased launch time or go for okizeme instead.

Kinomi wo toru toki ni tsukatteta n desu (I use this to get fruit)
421S
GGAC Dizzy 421S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
22,55 2.50/1.20 0 7×2 3,2 any -- 22 18(15) total 37 --

Dizzy utilizes Undine to summon an electrified orb that flies upwards then transforms into a lightning-charged projectile that flies toward her opponent. This is a two-part attack.

The first part of the 421S attack (the electric orb) can launch the opponent into the air if they are close, especially if it's an anti-air attack which can give you an opportunity for an air combo. The second part of the attack (Air Spear) homes in on the opponent's current position and then flies toward them. It can either fire immediately or be delayed by holding down [S]. The primary use for 421S is to pin down the opponent and make them wary of their positioning, especially if the attack is held down. If you manage to have 421[S] active and manage to block a pressure string from your opponent, you can release ]S[ to attack them while blocking. 421S is best used in conjunction with other projectile summon attacks for zoning and to keep the opponent away from Dizzy. There is one downside to 421S: unlike other projectile summons that stay out if you get hit, if Dizzy is hit when she performs the move, the projectile attack disappears immediately.

Yoku hanashi aite ni natte kuremasu (My talking buddies)
214P/K/S/H
GGAC Dizzy 214P.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
P 21×2 -/1.20×2 0 8×2 1 All -- 54(21) 3(32)3 total 36 --
K 25 1.00/1.20 0 8 1 All -- 58-70 (25-37) 3 total 36 --
S 38 1.00/1.20 0 7 2 All -- 77(44) 35 total 41 --
H 38 1.00/1.20 0 7 2 All -- 77(44) 35 total 36 --

Dizzy utilizes Undine to summon a projectile that can do various attacks depending on the attack button used. The 214 series are usually referred to as 'Fish' summons. In GGAC, it is possible to followup a 214 summon with another summon for a consecutive attack by pressing the corresponding attack button after the initial summon input. This can be used to create combinations of summon attacks that can be utilized in various ways, like for okizeme, zoning, or even rushdown.


214P
This summon homes in horizontally on the opponent for a short-ranged attack that hits (bites) twice. The distance that 214P travels is quite short so this summon is best used when you are standing next to an opponent that has been knocked down. 214P can act as a shield because the summon attack stays out for quite awhile, which in turn has the potential to protect Dizzy from an opponent's attack since they are likely to hit the summon instead of her. It can also be used to safely setup other summon attacks (214P~H, 421[S], 236K, ]S[).


214K
This summon homes in horizontally and rushes toward the opponent for an attack that hits (bites) once. The distance that 214K travels is approximately 3/4 of the screen so this summon is best used as a long-range attack against the opponent. You can even use 214K for rushdown by dashing forward alongside the summon attack and using it as a shield to cover your approach. Like the 214P summon, there is the possibility that the opponent's attack may hit the 214K summon instead of Dizzy, but in the off chance that the opponent manages to hit her first, the summon will continue to attack and possibly interrupt the opponent from continuing their combo, just be wary of multi-hit attacks though.


214S
This summon flies forward for a bit then fires a laser while moving upwards that goes across the screen. 214S is best used from long-range due to its slow startup and recovery. You can use this summon to trick the opponent into thinking that you have used 214H summon here, which may cause them to jump up and get hit by the laser. Another example is to use this summon after an opponent has been knockdown and in some cases the opponent will wakeup and block in anticipation of a 214H summon, which allows you an opportunity to dash in and throw them.


214H
This summon flies forward for a bit then fires a laser above the ground that goes across the screen. 214H is best used from long-range since the laser covers a large distance and hits ground-based opponents, which forces the opponent to either block the laser or jump to avoid the attack. The 214H summon is also best utilzed for okizeme since the timing of the summon attack will hit just about all opponents as they wakeup from knockdown (after a throw, 2H, CH 236H). Remember to use 214H from long (max) range because an opponent is likely able to punish you at closer ranges when you summon.

Hitori ni shite kudasai (Please leave me alone)
j.214P/K/S
GGAC Dizzy j214P.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
bubble -- 1.50 -- -- -- -- -- -- 159 total 22 --
pop 45 -/1.20 0 6 4 any -- 13 4 -- --

Dizzy utilizes Undine to create a bubble, while she is airborne, that floats in mid-air and slowly moves in varying trajectories depending on the attack button used. Once summoned, the bubble will move in a specific trajectory until it is popped by an attack from Dizzy or it reaches its maximum allotted time limit. If the opponent is hit by a popped bubble, they are launched into the air which creates an opportunity for a followup combo.

The j.214 series (Bubble) have various uses: offense, defense, zoning, and okizeme.
Dizzy also has a specific combo option called the 'Bubble Loop', which utilizes a bubble as part of a combo to deal massive damage.

It is possible to tiger-knee (TK) this move (2147+P/K/S) which allows you to perform a quick bubble summon from the ground that is low-altitude and afterwards gives you access to aerial movement manuevers, such as airdash or jump cancel for either offensive/defensive followups.


j.214P
This bubble summon slowly moves forward in a horizontal trajectory until it is popped or reaches it's maximum allotted time limit. P Bubble can be used to control aerial space horizontally, which can often deter an opponent from approaching by air due to a possible anti-air attack from a popped bubble.


j.214K
This bubble summon slowly moves forward while descending at a 45° downward trajectory until it is popped or reaches it's maximum allotted time limit. K Bubble can be used like P Bubble to control aerial space and since it moves diagonally toward the ground it is effective as an air-to-ground option as it it able to reach and provide cover against standing/crouching opponents and especially on their wakeup as okizeme.


j.214S
This bubble summon slowly descends at at 75° downward trajectory until it is popped or reaches it's maximum allotted time. If S Bubble hits the ground, it bounces back up, which is noticable if you do a TK S Bubble. Like K Bubble, S Bubble is effective as an air-to-ground option for cover, especially if it's used directly over an opponent.

Force Breaks

Hitori ni shite kudasai (Please leave me alone)
j.214D
GGAC Dizzy j214D.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
bubble -- -- -- -- -- -- -- -- 159 total 22 --
pop 45 -/1.20 0 6 4 any -- 13 6 -- --

Dizzy utilizes Undine to create an enhanced Bubble, while she is airborne, that homes in on the opponent and sticks to them until it is popped or reaches it's maximum allotted time. Requires 25% Tension.


j.214D

FB Bubble differs from the normal bubbles in a few ways: it homes in quickly on an opponent rather than move in a set trajectory, it has a larger hitbox when the bubble is popped, and the recovery time after input is longer than that of the normal bubbles. You can use FB Bubble to determine an opponent's general location in you are airborne since it homes in on their position, which can give you some cover for your landing if you anticipate that the opponent will use an anti-air attack. FB Bubble can be utilized with other summons for pressure. An example would be to summon FB Bubble then do 421[S] and once the bubble is in range of the opponent, release ]S[ and dash in.

Overdrives

Imperial Ray
632146S
GGAC Dizzy 632146S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40×n -- 10×n 9×n 3 any F 7+0 6(4)xn total 41 --

Dizzy summons a wave of fiery explosions that starts in front of her and moves across the screen. Requires 50% Tension.

Imperial Ray can be used to force an opponent away from Dizzy, which gives her some breathing room to act. If the Overdrive hits, the opponent is carried across the screen and sometimes into the corner if you are fortunate. You can sometimes even followup with a combo afterwards, but it's usually better to let Imperial Ray hit completely so that you can get a knockdown for okizeme. This Overdrive doesn't give Dizzy much invincibility, until 5 frames has passed, so don't use it on wakeup against an opponent's attack as they are likely to hit you out of it. Also, if an opponent has already initiated an attack upon you and you try to counter with Imperial Ray, there is a chance that you'll trade hits, which will cause the overdrive to disappear.

Using Imperial Ray also causes a freeze-time effect, which stops all action onscreen with the exceptions of projectiles. Dizzy can utilize the 'freeze' to perform unblockable attacks with her summons. For example, do either 421S or 214H then prime the motion for the Overdrive, and if you see that the opponent isn't in a blocking state complete the Overdrive motion to freeze the onscreen action and have your summon attack hit them. If it's done correctly, the opponent will be unable to block the attack.

Necro Okotta Baai (Necro got angry)
632146P
GGAC Dizzy 632146P.png
GGAC Dizzy 632146P 2.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
0,34×6 -- 0 8,7×6 1,3×6 Unblockable -- 9+4 20 14 --

Dizzy summons a large magic circle glyph on the ground in front of her that approximately reaches up to a 1/2 screen away. If the opponent is standing/crouching in the within the range of the circle, they are transported and trapped within a coffin. Then Necro, who possesses Dizzy for a moment, uses a bow and fires some magic arrows into the coffin. Requires 50% Tension.

The main feature of this Overdrive is that it is unblockable on the ground and functions like a ranged throw attack, though the attack can be avoided by jumping away from the activation area of the magic circle. It can also function as an anti-air attack by using the Overdrive just as the opponent is about to hit you from the air with a jump-in attack, their attack will whiff right through you and then they land in the activation range of the Overdrive. This Overdrive will not connect with the opponent if they are in blockstun.

Gamma Ray
64641236H
GGAC Dizzy 64641236H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
13×5, 12×32 -- 5×37 6×5, 4×32 5 any -- 16+7 6(42)6(51)46 -- -31

Necro appears and fires 3 lasers at the opponent, which float them. Then, his cloak transforms into a dragon head that fires a large beam at the opponent that hits multiple times. Dizzy is knocked down at the end of the Overdrive. Requires 100% Tension.

Though Gamma Ray looks impressive for an Overdrive, it's use is rather limited due to it's slow startup, it doesn't hit opponents that are close or above you, and Dizzy is quite vulnerable when using this Overdrive, which makes her prone to getting attacked and punished and waste Tension in the process. If you do manage to hit an opponent with Gamma Ray, it does a huge chunk of damage (more than you'd think) due to the 200% proration, and if the opponent chooses to block it instead, either their Guard Gauge or Tension Gauge become severely affected in guarding against the attack.


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 > 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 (2D Special Cancel)

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.
The last one (2D) is specific to GGAC (in regard to the special cancel) but it is familiar in usage to those that have played as Dizzy in previous versions of GG.


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

2D Special Cancel

2D has a strange property that allows you to cancel it into a special move using the jump-cancel, which makes you able to use special moves when you normally can't. By utilizing this technique called '2D Special Cancel', Dizzy has more options available to her after using 2D.


The '2D Special Cancel' is a technique where you utilize the jump-cancel property of 2D to cancel into a ground-based special move after 2D connects on an opponent.
Basically, you jump-cancel the 2D, then after the 2D hits but before you jump, you execute the input for the special move, which results in a special cancel.


There are three different ways you can execute the '2D Special Cancel':

Method 1 - The correct way
Do 2D, tap up (8), then input the special move command:

  • Example with 214H
2D > 8214H
  • Example with 236H
2D > 8236H


Method 2 - The smooth way
Do 2D, press up (8), then drag in a smooth motion to include the input of the special move command:

  • Example with 214H
2D > 8963214H

This method doesn't work with 421S.


Method 3 - The accidental way
Do a tiger-knee (TK) version of the special move command:

  • Example with 214H
2D > 2147H
  • Example with 236H
2D > 2369H

If you TK the special move input too soon, you will either jump or 'accidentally' get a TK Bubble if your timing if off.


2D Special Cancel allows you to have more utility and options after a 2D hit/knockdown.

  • On knockdown, you have access to Fish Summons for okizeme.
  • On hit, you have access to 236H FRC (if applicable) for a possible followup opportunity for damage or positioning.

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.


Alternate Color Chart

P K S H D
AC File:Dizzy normal p.png File:Dizzy normal k.png File:Dizzy normal s.png AC Dizzy normal h.png AC Dizzy normal d.png
EX File:Dizzy ex p.png File:Dizzy ex k.png File:Dizzy ex s.png File:Dizzy ex h.png File:Dizzy ex d.png
Slash File:Dizzy slash p.png File:Dizzy slash k.png File:Dizzy slash s.png File:Dizzy slash h.png File:Dizzy slash d.png
#R File:Dizzy reload p.png File:Dizzy reload k.png File:Dizzy reload s.png File:Dizzy reload h.png File:Dizzy reload d.png