GGACR/Dizzy/Matchups

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< GGACR‎ | Dizzy



Matchups

NOTE: Old matchup subforums can be found here: http://www.dustloop.com/forums/index.php?/forums/forum/58-dizzy-matchups/

Things to note when discussing matchups:
-General ratio
-Optimal/inoptimal spacings
-Strong/Weak buttons
-Things to watch out for
-Character specific confirms
-etc etc

Matchups

Table of Contents
GGACR A.B.A Icon.png GGACR Anji Icon.png GGACR Axl Icon.png GGACR Baiken Icon.png GGACR Bridget Icon.png
GGACR Chipp Icon.png GGACR Dizzy Icon.png GGACR Eddie Icon.png GGACR Faust Icon.png GGACR I-No Icon.png
GGACR Jam Icon.png GGACR Johnny Icon.png GGACR Justice Icon.png GGACR Kliff Icon.png GGACR Ky Icon.png
GGACR May Icon.png GGACR Millia Icon.png GGACR Order-Sol Icon.png GGACR Potemkin Icon.png GGACR Robo-Ky Icon.png
GGACR Slayer Icon.png GGACR Sol Icon.png GGACR Testament Icon.png GGACR Venom Icon.png GGACR Zappa Icon.png



A.B.A

  A.B.A
(Advantaged)
Kill her in Moroha

A.B.A is a very volatile matchup in which Dizzy dominates her on both offense and in neutral, but if you get hit once that might be the game. Run circles around her worse modes with your phenomenal mobility and summons and keep her from entering Goku Moroha, lest you get hit once and explode.

Neutral

A.B.A has three modes with varying neutral abilities, so this section will be split into 3 parts.

Normal Mode A.B.A hates being in neutral against Dizzy. She has a bad dash and slow air mobility, so Dizzy can play at what ranges she wants with little difficulty. With all of this said, A.B.A's goal is simple: leave Normal Mode, and get into Moroha Mode. The easiest and fastest way for this to happen vs Dizzy is to use her BloodpackGGAC ABA shousei.pngGuardStartupRecoveryTotal 38Advantage-. This is by far the most important thing for Dizzy to keep track of in neutral. Ideally, Dizzy wants to sit at around roundstart range, where she can get away with low commitment summons and pokes while still being in range to punish Bloodpack. If Dizzy punishes Bloodpack after she enters Moroha, the game may end there, as she got a knockdown and already reduced the gauge by 1/3. Of course, A.B.A is not entirely defenseless at this range. Besides Bloodpack A.B.A can use her surprisingly good buttons, slide, and her j.HGGAC ABA jH.pngGuardHigh/AirStartup15Recovery0Advantage- to fish for a hit into a keygrab. Occasional uses of her 236KGGAC ABA shoukyaku.pngGuardHighStartup22Recovery20Advantage-4, which low crushes, can make the neutral RPS a little bit less simple for Dizzy. FB SlideGGAC ABA kenin.pngGuardStartupRecoveryTotal 26Advantage- is also an amazing, fully invulnerable neutral tool that A.B.A can use to move past summons and go for a throw, but overall, Dizzy dominates the neutral vs Normal Mode A.B.A.

Moroha Mode makes things a little bit more complicated. A.B.As already pretty good buttons become even stronger, making poking vs A.B.A hard and not recommended without a summon backing Dizzy up. This makes neutral more based around runaway, trying to make space to summon or hitting A.B.A with a fast normal or airdash string. Something that is important to note, is that if A.B.A uses Bloodpack to enter Moroha, it will typically be because you summoned in neutral and gave her time to do so. This means that at the beginning of Moroha Mode, it is not uncommon for you to already be covered by a fish or knife. A.B.As run speed and good buttons lets her kill fish or evade summons effectively, but Dizzy can also take advantage of this to try and get a knockdown. A.B.As phenomenal anti-airs in this mode, being 2SGGAC ABA 2S M.pngGuardMidStartup12Recovery18Advantage-7 and DanzaiGGACR ABA danzai-1.pngGuardMidStartup18Recovery25Advantage-9 (which can also be used as an armored poke), make advancing from the air dangerous and can lead to massively damaging combos. Ideally, if Dizzy played Normal Mode neutral correctly, she doesn't have to play neutral vs Moroha Mode A.B.A, but obviously that is not always possible. Dizzy needs to be patient and make space to capitalize on mistakes.

If A.B.A enters Goku Moroha in a situation where you can't punish it, say your prayers. If A.B.A escapes your pressure and has a good amount of Goku Moroha gauge left, say your prayers. Goku Moroha gives A.B.A possibly the best normals in the game for playing neutral, and similar mobility to what Dizzy already has. Dizzy's best strategies are trying to stuff her approach (very risky) or just blocking it out until the gauge runs out or the A.B.A makes a big mistake (very risky). If Dizzy gets hit, she WILL die in that combo almost certainly. The only bright side to neutral vs Goku Moroha is, if she enters Goku Moroha in a situation where you can't punish it, she's probably already pressuring you, so you don't have to play neutral!

Offense

Dizzy offense is incredible vs A.B.A. This section will also be split into 3 parts, as her defensive options vary depending on mode.

Normal Mode, ironically, is where A.B.A's defense is at it's best vs Dizzy. FB SlideGGAC ABA kenin.pngGuardStartupRecoveryTotal 26Advantage- is by far the best defensive tool in the entire game vs Dizzy setups. It's a 25 meter, fully invulnerable slide with no punishable recovery, letting her escape with very little risk. If the Dizzy is on top of things, she can pressure A.B.A afterwards, or go for a throw, but A.B.A can RPS against these options. Besides FB Slide, A.B.A's 5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1 is a 3 frame normal that is very good for mashing out of fish pressure. Normal Slide can be occasionally good, but Dizzy can cover this option very easily. Besides for these things, A.B.A has to rely on the universal defensive options vs Dizzy, such as backdash.

Moroha Mode is where A.B.As defense is at its worst vs Dizzy. Danzai is a terrible wakeup tool, as fish will either break the armor or tank the hit, giving Dizzy a free punish. This also applies to FB Danzai, as Dizzy can simply hit her after the first hit is tanked by fish. Goku Moroha Activate, usually being one of the best supers in the game, also gets tanked by fish, leading to another free punish for Dizzy, albeit giving A.B.A much more potential reward for escaping later. Losing FB Slide, A.B.A is required to be far more relient on 5PGGAC ABA 5P.pngGuardMidStartup3Recovery7Advantage+1 and the universal defense options. Pressuring A.B.A in Moroha Mode is where Dizzy wants to be the most.

Goku Moroha does not change much from Moroha Mode. She has the same options (besides for Goku Moroha Activate), all slightly better but still not good enough to beat fish setups. The biggest boon for being in Goku Moroha is that if A.B.A CAN escape, she will most likely kill Dizzy. There's not much to say about offense vs Goku Moroha, besides be safe and clean with your setups, and don't let her escape.

Defense

Do not coffin on wakeup.

Defense against Normal Mode A.B.A isn't something that'll happen often, but it's important to understand nonetheless. Typical she'll start her offense through a jump in (most likely j.HGGAC ABA jH.pngGuardHigh/AirStartup15Recovery0Advantage-) and begin a blockstring. Her options are pretty limited. The biggest thing to watch out for is a tick throw with KeygrabGGAC ABA ketsugou.pngGuardAll(65 pixels)Startup13(4)Recovery30Advantage-32, as this will put her straight into Moroha Mode. Other common options are Rekka frametraps or 236K, all of which are relatively safe but non-threatening.

When A.B.A enters Moroha Mode, things get a bit scarier. She gets access to extremely easy guard bar cranking strings with 2HGGAC ABA 2H M.pngGuardMidStartup17Recovery6Advantage+2, and this makes any hit from her do the majority of Dizzy's life bar. To escape, Dizzy needs to utilize smart uses of backdashes or RPS on rekka resets. Backdash after a 2H can beat pressure resets, and air blocking FlipkickGGAC ABA kashitsu.pngGuardAirStartup28Recovery29Advantage- will leave her minus, so Dizzy can make her escape. As said in the beginning of the section, CoffinGGAC Dizzy 632146P.pngGuardThrowStartup9+4Recovery14Advantage- is ill-advised due to some of her normals and nearly all of her special moves beating it outright. Dead Angle Attack is a better use of the meter if you want to use it to escape.

Blocking against Goku Moroha A.B.A is hell on Earth. The best advice that can be given is "Don't Be There". She gets nigh infinite pressure with her incredibly open gatling chart and the insane guard bar gain will lead to any hit leading to a combo that will most certainly kill. There's nothing much else to say here, Dizzy should do her best to react to flipkicks and punish any big mistakes A.B.A makes, but this all carries insane risk that can end the round.

Anji Mito

  Anji Mito
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Axl Low

  Axl Low
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Baiken

  Baiken
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Bridget

  Bridget
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Chipp Zanuff

  Chipp Zanuff
(Hard)
Chipp 6P

Very mobility heavy matchup. Chipp boasts very good buttons and movement that rivals Dizzy's own, leading to a matchup where you're forced to chase him around hoping to get a solid hit.

Neutral

In neutral, you have one goal above all: Get a knockdown. Unfortunately, this is much easier said than done. Chipp 6PGGAC Chipp 6P.pngGuardMidStartup9Recovery10Advantage-1 is a phenomenal poke against Dizzy, as it is a quick, 2-hit normal which low profiles most of Dizzy's grounded normals, as well as every single fish command. This button alone makes grounded neutral hard for Dizzy, but in combination with his other fantastic normals it can be a real struggle to hold your own.

Aerial neutral is also a struggle, as Chipp's high degree of mobility and air control and powerful air buttons make it difficult for Dizzy to contest and get a good hit. Even if she does get a hit, her unfortunate lack of real reward from air hits more or less resets to the same situation. Air throw is a game changer for this matchup, allowing Dizzy to get a knockdown from the air and begin her powerful offense. Dizzy's 2SGGAC Dizzy 2S.pngGuardMidStartup7Recovery22Advantage-11 is also a good anti-air against Chipp's j.DGGAC Chipp jD.pngGuardHigh/AirStartup6Recovery18+5 after landingAdvantage-, beating it at most ranges and leading to a simple air combo.

Luckily, despite Chipp neutral being a struggle for Dizzy, his low health and Dizzy's high natural damage makes any hits you can get in neutral do a chunk of his health. Chipp's damage from neutral conversions, excluding strong counterhit conversions with strong starters, is generally low, giving you more chances to get a hit in as well.

Offense

Chipp has low health. Dizzy does a lot of damage. Fish mixups are very scary for Chipp.

Chipp has a few defensive options in his kit, most notably Beta BladeGGAC Chipp 623S.pngGuardMidStartup5Recovery17+10 after landingAdvantage-35 and FB Beta BladeGGAC Chipp 623S.pngGuardAllStartup4Recovery30+5 after landingAdvantage-28. Beta Blade is not a threat for Dizzy. It is a one hit DP, which makes it unsafe and punishable on just about every setup she as, as fish will eat the hit. It has an FRC, but Dizzy will almost always still be in a position to punish before the FRC if she feel Chipp will do so. FB Beta Blade is a slightly different story. FB Beta is a fast, multi-hit DP, which means it's much harder to OS against and can go through fish and still hit Dizzy. It's also very hard to punish at many ranges, so it can be low risk for the Chipp to throw out, even if the Dizzy OS's against it correctly. FB Beta is Chipp's best defensive option vs Dizzy and it is what you will see most often.

It is important to note that Chipp can also wake up with Zansei RougaGGAC Chipp 632146H.pngGuardMidStartup21+4RecoveryUntil landing+32Advantage-. This is essentially a knowledge check for new Dizzy players. If Chipp uses Zansei and fish eats the first hit. you will need to block the second hit crossup and then hold that direction for the rest of the hits. If the Dizzy is aware of this, it is an incredibly unsafe reversal option and a free punish, but it can catch players unaware at times. If Chipp is willing to spend 75 meter, he can FRC the Zansei and escape outright, but this is very costly.

Aside from these options, Chipp has to play honest defense vs Dizzy oki. He has a very good option in 6PGGAC Chipp 6P.pngGuardMidStartup9Recovery10Advantage-1 for mashing out of her pressure, and his triple jump allows him to make his escape patterns harder to predict and cover, but overall Dizzy can run most of her good offense and setups on Chipp.

Defense

Do not coffin on wakeup.

Against Chipp, Dizzy is forced to play smart defense, getting in good IBs to allow for abare throws or jump outs. If he tries to reset pressure with teleport FRC, Dizzy can Airthrow Chipp for a knockdown, however this is a dangerous read. As previously mentioned, coffin on wakeup is very unadvised. Chipp will be airborne for the majority of his meaties, and coffin will not be able to hit that, letting him punish easily.

The best advice that can be given for defense vs Chipp is to utilize the Replay Takeover feature to experiment with jumping, mashing, and throwing Chipp out of his pressure. A strong familiarity with his tools and options will give Dizzy the best chance she has to escape and punish.

Dizzy

  Dizzy
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Eddie

  Eddie
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Faust

  Faust
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I-No

  I-No
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Jam Kuradoberi

  Jam Kuradoberi
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Johnny

  Johnny
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Justice

  Justice
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Kliff Undersn

  Kliff Undersn
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Ky Kiske

  Ky Kiske
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May

  May
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Millia Rage

  Millia Rage
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Order-Sol

  Order-Sol
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Potemkin

  Potemkin
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Robo-Ky

  Robo-Ky
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Slayer

  Slayer
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Sol Badguy

  Sol Badguy
(Even)
Slippery bag of tricks

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Testament

  Testament
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Venom

  Venom
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Zappa

  Zappa
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