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Dizzy is a character with extreme strengths and weaknesses, and a large set of tools that makes her highly versatile. Be careful, as one can easily misuse her tools. Her gameplay often involves linking her attacks and summons together to open opponents' defenses or create high damage combos. In neutral she utilizes her high mobility and space control tools in tandem while exercising judgement of when to cast high recovery summons, and whether to use meter to lessen their recovery. She has a great amount of depth and is rewarding to master, and is a great fit for anyone who enjoys high mobility, space control, and setplay.

Dizzy's double airdash synergizes with her space control via long range normals and active summons, cast by NecroHer reaper right wing and UndineHer angelic left wing. Dizzy's summons enable her exceptional okizeme/setplay game where safety from fish armor and projectile hits offer her access to a plethora of setups including high/low mixups, crossups, frame traps and F-Shiki setups. On top of that her rewarding throw combined with fast initial dash speed and planned gaps in setups and pressure make her into a “grappler” tick throw extraordinaire.

Dizzy is no slouch on pressure either. Her normals create good pressure due to long cancel windows enabling frame traps to compliment her throw threat. Dizzy can end pressure safely from afar with jump cancels, go for metered/unmetered resets with summons, or do standard staggered pressure with throw resets mixed in, made scarier thanks to her fast initial dash speed.

On defense Dizzy lacks a fast abare and her super reversal is also slow so she often relies on system mechanics. Still her defense isn't bad by any means, she is good at catching resets and she gets more air options than most which also means her fuzzy jumping is really effective. Her anti airs are also very good, especially her 2S.

Just keep in mind her namesake "Dizzy" which is another name for stun. She is tied for the lowest stun resistance in the game and her summons expose her to lots of frames she can be counterhit. As a result Dizzy is punished heavily for going for trades and predictably summoning. She's more susceptible to big damage starters and foolish risks too as it can lead to her eating two combos instead of just one. Even adjusting her playstyle around her stun resistance though Dizzy is going to be dizzied in situations other characters aren't and it makes her a sometimes volatile character. On the plus side you'll get a lot of practice mashing out of stun!

Playing Dizzy optimally requires learning many okizeme setups that depend on knockdown type, variable wakeup timings or character-specific reversal options and can be difficult to execute and punishing if failed. On the other end, her meterless bread and butter combos are very easy, and new players can learn simple and effective oki, so she has things to offer to the vet and newcomer alike!
Dizzy is a highly mobile character that uses her normals and multitude of summons to control space and run versatile and safe OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
Pros Cons
  • High Mobility: Dizzy has a double airdash with high inertia, fast initial dash speed, a foot invulnerable run and good superjump.
  • Summons: Dizzy's suite of summons help her control neutral and pressure her opponents well. Fish summons tank a hit for Dizzy allowing her to pick okizeme that beat different sets of defensive options and give her more options in neutral.
  • Throw Vortex: Numerous active projectiles, a fast dash speed, fish armor, and a damaging throw that loops into more oki make her tick throw game possibly the best in Xrd.
  • Setplay Queen: Dizzy's oppressive amount of setups offer nearly any mixup and enable her gameplan of winning a round off a single knockdown.
  • High Damage: Great damage using RRCRed Roman Cancel, some meterless starters, and certain okizeme setups.
  • Incredible YRCYellow Roman Cancel Options: All of Dizzy's projectile summons can fully utilize YRC, and projectile YRC is strong. Ice SpikeGGXRD-R Dizzy ToCatchFish.pngGuard:
    Total 62
    in particular is an effective tool for pressure, zoning and frame traps.
  • Long Range Conversions: Easy access to knockdown conversions on the ground thanks to 2D's stellar range. Synergizes with her okizeme game.
  • Poor Close Range Scrambles: Dizzy's normals have long reach but her metered reversal is slow and her go to abare button is 6f.
  • Susceptible To Counterhits: Her summons are powerful but most are slow, exposing her to counterhit risks while tied for the lowest stun resistance in the game. Meter and running away are only occasional solutions, so her normals and their threat must earn her specials which can still be read and counterhit.
  • Lacks Air Knockdown: Her air combo routes have no knockdown in spite of her strong setplay.

Dizzy summons five types of fish, which move forward and absorb a single hit for her. All fish but 214D attack on summoning. Fish enable Dizzy's okizeme game and help her control space. Only one fish may be active at any time.

Dizzy can summon two variations of bubble that slowly float across the screen and can only be popped by Dizzy hitting it with another move. Bubbles excel at controlling space and adding threat and damage extensions to her moves, combos and setups as a popped bubble knocks the opponent into the air on hit.

Bubbles can be TK'd (2369P and 2369K) which allows her to summon bubbles close to the ground and perform air actions afterward. Only one bubble can be summoned at any given time.

Dizzy gains foot invulnerability during her dash which allows her to run over lows and other moves such as slidehead and mini faust.

StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames
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ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames

Normal Moves


Damage Guard Startup Active Recovery On-Block Invuln
10 Mid 5 2 12 -4

Dizzy's fastest normal but is pretty minus on block and whiffs on low hurtboxes. Good button to pop bubbles quickly or punish whiff bursts.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 4S, 5H, 2H, 6H, 5D, 2D

Level Proration RISC+ RISC-
0 3 8


Damage Guard Startup Active Recovery On-Block Invuln
16 Mid 7 4 14 -4

Relatively quick mid-range poke. The hitbox isn't particularly good and it's generally outclassed by her other pokes, but maintains some use due to its range, is her fastest non prorated starter outside c.S range, and the fact that it can be jump canceled. Frame traps with 5K > delay 5H, 5K > 2H, 5K > delay f.S, 5K > delay 2D.

Be aware that 5K can whiff vs some lower profile moves where as 2K does not have this problem.

Gatling Options: 6P, c.S, f.S, 2S, 4S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7


Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 6 2 11 +1

Essential jump-cancelable pressure normal and Dizzy's only normal that gives advantage on block. An essential tool for hit-confirming, tick-throwing and general pressure. Can frame trap with c.S > delay 5H and c.S > 2H. Can reset with 5f gap with c.S > c.S/2P. 6SH is most commonly used as a throw OS which makes c.S come out if a throw is not possible.

Gatling Options: 6P, f.S, 2S, 4S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7
  • Stun value: 741 (equivalent of 48 dmg move)


Damage Guard Startup Active Recovery On-Block Invuln
32 Mid 9 6 21 -13

f.S is a decent mid-range poke and frame trap option with a lot of active frames. f.S can be a risky button in neutral compared to 6P as it trades poorly and reaches her hurtbox way out there. The "reaching out" animation also makes it hit max distance later than the frame data would suggest. Still, an essential poke that covers a lot of area in front of her from IAD height to low profiles. These features should be kept in mind during neutral when deciding which button to poke with, as 6P for example can be low profiled but f.S can not.

f.S is also jump cancellable, which allows for things like IAD back, back/forward/neutral/super jump, TK bubble, IAD in or even jump cancel into grounded blitz. This allows her to choose between taking risks or playing safe. Since f.S is pretty minus it's recommended you jump cancel, gatling or special cancel. Special cancel is the option to represent the least as it comes with a lot of risks or requires meter to make it safe. While a strong tool, playing safe off jump canceling f.S too much can also mean you aren't threatening enough with Dizzy's strike/throw pressure.

f.S is also a decent round start option, but can lose to faster moves that hit its extending hurtbox, and counterpokes such as 6P.

2K, 2P, and 5K can all be delay cancelled into f.S to cause frame traps. f.S can then be delayed cancelled into 5H, 236S YRC and 2D to add another layer.

Gatling Options: 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7


Damage Guard Startup Active Recovery On-Block Invuln
20×5 Mid 8 2×7 12 -1

An essential combo filler for throw, P-bubble burst, and corner combos.

Comes out fairly quickly, has a good horizontal hitbox that can be a situational antiair, does fantastic damage, gives good amount of meter on hit, and combos into 236S for a knockdown. Properly spaced it also is burst safe. It has 5 hits and every hit is special cancellable, with the fourth one staggering; but it whiffs on crouching opponents except Potemkin and Bedman (only during hitstun). If the opponent air blocks 4S with FD their meter will take a huge hit, sometimes chewing through all of it and giving you a free knockdown. Very useful to use it against people who fuzzy jump your defense too much, or like to be in the air too much in front of you as it will both give you meter advantage and let you start your offense after. Usually 4S is a bad move in neutral. In some matchups however the fact it whiffs crouching can be a non factor and it becomes reliable and strong pre-emptive or reactive move. For example it can punish Potemkin Hammer Fall approaches (but will lose to Pot 5H so careful) and can catch a lot of Slayer's movement options. It can also catch I-no during hoverdash, but just throwing it out there vs her is very risky.

Gatling Options: 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
3 10 6


Damage Guard Startup Active Recovery On-Block Invuln
38 Mid 13 6 15 -4

Staple for many combos/blockstrings. For neutral and pressure it has a decent hitbox, is generally safe on block, and can be used as a frame trap/pressure ender or reset. Chunky counterhit but won't trade well verse many moves. It shines in that it can wall out approaches from the ground or low in the air. 5H has more startup but has less recovery and more range than some of her neutral buttons like 6P. This all results in a great keepout move. Just be aware whiffing this vs someone jumping over it can be very deadly, so don't always autodial it on people running just into your range or clever opponents will bait it by running into range and jumping over it. Less likely to trade if you hit with the wingtips because they don't have a hurtbox. Can frame trap with 5H > delayed 236S YRC and 5H delayed 2D.

Gatling Options: 5D, 2D

Level Proration RISC+ RISC-
3 14 6


Damage Guard Startup Active Recovery On-Block Invuln
20 High 27 14 15 -12

Dizzy's primary standing overhead has a long startup just like most other 5Ds, but it can be covered by her projectiles to make it safer, and in the corner you can combo into it using fish. You can often mask the startup of this move with 236H YRC or H fish, as they do a good job of obscuring the telltale red flash of 5D.

Level Proration RISC+ RISC-
3 Initial: 80% 14 20
  • Stun value: 431 (equivalent of 30 dmg move)


Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 10 4 19 -9 1~13f Upper Body

Anti air with more reach than 2S that's useful to cover ranges where 2S would be ineffective.

6P is an amazing countpoke with upper invulnerability and great reach, though it will feel short compared to her longest reaching normals like f.S and 5H. The counter hit properties change it to allow knockdown even without a confirm and it often cleanly beats many other character's pokes. This is an extremely important neutral tool for Dizzy that allows her to contest many other players buttons and can lead into her setplay game on confirm or counterhit. It is weak to lows but forcing the opponent to alter their gameplay around your 6P is a strength as well as it can open them to other options like her 2K, 5H, air movement and her foot invulnerable run. It can also force opponents to rotate off their stronger midrange tools more often. Using it pre-emptively against overly aggressive opponents is one way Dizzy can command more respect in neutral. Just be mindful of the long recovery and use it smartly or a whiff punish and/or low will end all your hopes and dreams.

Gatling Options: c.S, f.S, 2S, 4S, 5H, 2H, 6H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7


Version Damage Guard Startup Active Recovery On-Block Invuln
6H 48 Mid 14 7 34 -22
6H Max Charge 56 High 33 7 34 -22

Dizzy's 6H has slow startup, is extremely unsafe on block, and is only an overhead when fully charged.

This will come out when you whiff a throw if you don't OS 6S+H which is generally a much better option, however it can work in your favor if the other player has a habit of jumping out of throws and not air FDing.

Where 6H really shines is in combos: both versions do enormous damage and give hard knockdown on air hit. The charged version groundbounces, which makes it essential for many of Dizzy's optimal combos.

6H's air knockdown and being special cancellable make it useful to end a combo leaving the opponent closer to Dizzy than most other options and setup okizeme. An example is midscreen it can be used after a throw combo to leave them close enough for some fish to meaty. Ending the throw combo with ice spike midscreen does more damage but leaves you with less okizeme options.

6H is the only move Dizzy has that knocks down opponents face up. For example:

  • Sin's face up wakeup timing is 30f, and face down is 21f. 21f is too fast to meaty with some of Dizzy's slower summons but 30f is enough time.
  • Venom's face up wakeup timing, however, is 21f compared to 26f face down, so 6H will actually give Dizzy less time to work with.
  • Elphelt has 27f wakeup for both face down and face up so which knockdown you do will only affect routing and distance

Slower wakeups are generally better, but including 6H knockdowns even if it makes their wakeup faster can give you more setup options. Details on okizeme for different wakeup timings can be found in the Okizeme Guide.

Version Level Proration RISC+ RISC-
6H 4 20 6
6H Max Charge 4 20 6

6H: 6H Max Charge:


Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 6 3 9 -2

Great range for a 6 frame normal, though it doesn't hit low. If you feel like you can mash out of pressure, this is usually the button you're going to use for both neutral and defense, the importance of good defense cannot be overstated. Keep in mind when hit-confirming off 2P that it never combos into 2D, even on counterhit. 2P also doesn't have the best hurtbox and the hitbox is higher than you may think. It loses to some moves that go airborne, some 6Ps and some low profiles. Useful for popping bubbles that are low to the ground. Used on block or hit to go for tick throws. Very effective button in some situations in neutral or to catch dash resets and hard to punish if whiffed.

It is also an essential normal for pressure, as from 2P you have the most options for pressure and resets, such as going into 2K, doing throw resets, or doing frame traps or staggered pressure. In general the further into your gatlings you go the less options your opponent has to think about, and 2P is your earliest point of entry so expect to use this a lot to start or reset pressure.

Frame traps include 2P > 5H, 2P > f.S, 2P > 6P, and 2P > 2D.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 4S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
0 Initial: 80% 3 8


Damage Guard Startup Active Recovery On-Block Invuln
18 Low 7 4 9 -1

Essential poke and pressure normal. Dizzy's only low besides 2D. 2K has great range and speed, and is only -1 on block so it's great for pressure. Unless you absolutely need a 5 or 6 frame normal, this is your go-to for approaching and controlling the space in front of you, plus it's easy to hit confirm. This move is essential to her gameplan as it covers her projectiles vs low profiles, as well as catches people mashing throws, reversals and jumps to try to beat her tick throw attempts. She also needs this move to check moves that are only low vulnerable. Used on block or hit to go for tick throws or confirm into 2D. 2K is also very useful for frame traps. 2K > 2H is a very rewarding frame trap with a 4f gap, other examples are 2K > 6P, 2K > f.S and 2K > 2D. Link this or 2P between ice fish bites in standard tick throw setups. Overall Dizzy relies on this move in many situations so feel comfortable using it!

Gatling Options: 6P, c.S, f.S, 2S, 4S, 2H, 5D, 2D

Level Proration RISC+ RISC-
1 Initial: 70% 6 7


Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 3 22 -11

Dizzy's primary anti-air and one of her most iconic normals.

Though it won't cleanly beat the game's most dominant jump-ins like Sol's j.H and has very limited use in grounded footsies, it has a great low-profile hurtbox and extends relatively high above Dizzy's head while giving a full air combo on hit. The ability to properly space yourself and stop aerial approaches with 2S is essential, as unlike most characters Dizzy prefers to anti-air by going directly underneath the enemy instead of stopping them at a 45 degree angle. The hit box doesn't center on her body like in XX games, and is less thick and less tall. This leaves it unreliable to AA with if the opponent is behind her. 2S is also one of her few buttons that can come out on top in trades due to its massive counter hit properties. Can be used as a burst safe move as well, especially after 5D6.

Gatling Options: 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7


Damage Guard Startup Active Recovery On-Block Invuln
36×2 Mid 15 2, 4 25 -10

A 2 hit normal with the second hit being a launcher. 2H is Dizzy's crouch confirm button, meaning it combos on crouching opponents but otherwise cannot be combo'd into unless it is from 4S, counterhit, or has the gap covered by fish or other summons. Its range leaves much to be desired. If the enemy is covered by your summons, then it may be possible to oki mixup into this move.

2H does good damage and leads to damaging follow-ups or good knockdowns with 2H > 236H. It can also net big damage punishes or frame traps as a starter. It also cranks up RISC gauge like crazy and is jump cancellable so is good as an incredibly safe pressure ender though can be weak to FD since the second hit will sometimes miss if the opponent is using FD and it isn't as strong as some other options in terms of letting you reset or continue pressure.

It can on some weights also be combo'd into a full Imperial Ray, for corner carry and tension pulse gain, though Imperial Ray is still rarely used.

Since 2H is jump cancellable it is also able to frame trap with Ice Spike if you input 2H > 2369S. Normally this would be a gapless sequence but cancelling the jump startup frames into Ice Spike can make it a frame trap with proper timing.

Gatling Options: 5D, 2D

Level Proration RISC+ RISC-
4 20 6


Damage Guard Startup Active Recovery On-Block Invuln
34 Low 12 3 33 -17 9~11F Above Knees
12~14F Low Profile
15~35F Above Knees

Enormous sweep with relatively short startup considering its range, and an important combo ender for Dizzy on grounded opponents as it lets her start her okizeme game. Its horizontal range is great but the move only has a few active frames and is extremely poor on whiff, meaning its use in neutral is more limited than it may appear. Ending blockstrings with 2D is also risky due to its terrible frame advantage and summoning after 2D on block is unsafe without meter. 2D's tall vertical hitbox makes it possible to combo into on airborne opponents that are close to the ground, such as from a throw or 4S. Useful in situations that they'll hit the ground before 236S connects, 2D can be used instead to still get a knockdown.

Level Proration RISC+ RISC-
4 Initial: 85% 20 6


Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 6 4 10

Dizzy's fastest air jab. Mostly useful as it can gatling into and out of j.K to continue air combos and airdash strings or to pop bubbles the quickest in neutral. Rising j.P is also a very effective anti air in some situations. Can also be used as an OS for forward air throw to make whiffing not much of a risk.

Gatling Options: j.P, j.K, j.S, j.H, j.D

Level Proration RISC+ RISC-
0 Initial: 90% 3 8


Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 7 6 12

Her most reliable jump-in attack. Slower than in other games but has more range. It can also be your best air to ground in many situations and it is used in instant overhead F-shiki setups.

Gatling Options: j.P, j.S, j.H, j.D

Level Proration RISC+ RISC-
1 Initial: 90% 6 7


Damage Guard Startup Active Recovery On-Block Invuln
28 High/Air 9 4 16

Has good horizontal range, making it a reliable air to air poke and air to ground poke. Can be used to effectively pop bubbles. Jump cancelable.

Gatling Options: j.P, j.H, j.D

Level Proration RISC+ RISC-
2 10 7


Damage Guard Startup Active Recovery On-Block Invuln
36 High/Air 10 4 28

Has less horizontal range than j.S but makes up for it by being bigger vertically. Can be used as an air to ground but will lose to 6P and low profiles. Has big blockstun and hitstun. It has a tendency to trade, so be careful not to throw it out carelessly. Low to the ground j.H can help create f-shiki setups and j.P > j.H has a natural gap on block that combos on hit for a handy dandy built in airstring frame trap, just be careful of opponents expecting and exploiting the gap and change up your air gatlings accordingly. Can be used to zone people chasing you moving backward and to do a high reward air to ground, or even as a very situational air to air. Has a ton of options on counterhit.

Level Proration RISC+ RISC-
3 14 6


Damage Guard Startup Active Recovery On-Block Invuln
30, 40 High/Air 8 10, 4 16
  • Highly damaging ender for air combos that launches the opponent
  • Great upward hitbox means it can also be useful while rising against opponents high in the air.
  • Can be special canceled on either hit.
  • Untechable knockdown on counter-hit
  • This move hits the opponent more to the side than up, so it can be used in corner combos or in certain air strings.

j.D is a great air to air button that wins almost any air to air trade if not outright beats characters' air buttons, as long as Dizzy is at least slightly below the opponent and in range for j.D to hit. Can also be used in airdash strings to mess up opponents trying to IB or as a gapless gatling from j.P.

Level Proration RISC+ RISC-
3 14 6
  • Stun value increased: 431

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
0, 60 Ground Throw: 75250 1 +72

Can combo after the throw without meter anywhere on the screen for great damage and corner carry. Because of its high reward on hit and the low blockstun on many of Dizzy's summons, integrating throws into your mixups is an essential skill with Dizzy, especially since her summons can protect you if your throw attempt whiffs. Unlike older games, Dizzy's throw range is average in Xrd.

Level Proration RISC+ RISC-
Forced: 50% NA 6, 0
  • Stun value 30

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
0, 60 Air Throw: 192500 1

Dizzy's air throw has good range and chucks the opponent very far away, which makes it difficult to set up effective okizeme unless you're close to the corner but gives you more than enough time to start summoning safely. Dizzy airthrow is also a vital anti air option like any character, and for Dizzy it also allows her to punish people that jump over her summons. Air throw is a universal and important mechanic, it's recommended to watch footage of good Dizzy players to learn how to start incorporating airthrow into your gameplay.

Level Proration RISC+ RISC-
Forced: 65% NA 6, 0
  • Stun value 30

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 10 4 19 -9 1~13F Full

Uses Dizzy's 6P animation. Mediocre like most Dead Angles, but with Dizzy's naturally weak defensive options, an important tool to keep in mind. If used near the corner it can wallbounce the opponent leaving them open to combo or okizeme.

Level Proration RISC+ RISC-
2 Initial: 50% 10 7

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

Standard Blitz Shield attack, useful in combos after stun to steal Burst gauge.

Version Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 4


  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)


  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Summoning Interactions and Mechanics

Summon Limits

Dizzy can only have one summon of each type on the screen at a time. Ice Spike (236S) and Fire Pillar (236H) are exceptions if meter is spent to reduce their recovery.

Non-Committal Space Control and Counterhit State

Dizzy can freely move after summoning and her summons are often very active. The tradeoff is her summons have a long recovery time during which she can be counterhit and she is tied for the lowest stun resistance in the game. Be mindful with summoning, use your committal space control via your normals to earn summon opportunities.

Low Profile Interactions

Many of Dizzy's summons don't hit low profile moves. Any meaty fish can be reversaled by a frame 1 low profile such as Sol's Grand Viper.

While some of her summons can hit low profiles with enough downward travel time, most miss either immediately or soon after arcing upward. Ice Spike (236S) and Fire Pillar (236H) will always hit low profiles.

Tiger knee'd fish and bubbles can help Dizzy avoid low profile attacks.

I used this to catch fish


Damage Guard Startup Active Recovery On-Block Invuln
45 All 13 8 Total 62 -23

Ice spike. Dizzy’s fastest special and most iconic move used for ending combos in the corner or off throw.

Like many of her specials it has an extremely early YRC point that can be used to control space, reset pressure, frame trap, or buy time to summon. Without YRC Ice Spike is punishable even on block, and even more so on whiff so using it without meter to make it safe is very much gambling with your life. With meter it is her best way to stuff approaches and reset pressure by far. Leads into many of her most damaging combos when RC'd. Creates an Ice Spike at a set distance (about 2D’s range) and will shorten its range to appear in the corner instead of offscreen.

Can be delayed canceled after some normals to frame trap, f.S > delayed 236S YRC and 5H > delayed 236S YRC are the most common examples of this and just the threat of it can lead to Dizzy being respected after blockstrings, especially if you've conditioned them for it.

Level Proration RISC+ RISC-
2 Initial: 90% 2 8
  • Stun value lowered: 103

For searing cod...


Damage Guard Startup Active Recovery On-Block Invuln
50 All 26 8 Total 63 -11

Fire pillar. Slower but more damaging and less minus on block version of 236S.

The defacto use of it is to end combos higher off the ground with an untechable knockdown, which gives Dizzy lots of time to set up okizeme. Due to the long startup, it usually needs supporting setups or routes to combo. There's few grounded normals that can simply special cancel into it for a combo, examples are 2D counterhit, 2H (vs grounded opponents) and 6[H] (vs airborne) and 6P counterhit (rarely used).

Situationally useful as a frame trap to end blockstrings against very active opponents, though it's still pretty minus and the gap can be easily punished by some moves. If your opponent air IB's the fire pillar they can choose from many different ways to punish you. With YRC it becomes safer but still is not entirely safe verse some characters. Establishing it can be advantageous against some opponents to make them second guess moving/attacking after your blockstrings but often the better strategy is just to end your blockstrings with jump cancellable moves like c.S, f.S and 2H and avoid unecessary risk altogether or use delayed cancel 236S YRC instead which has less of a gap.

Level Proration RISC+ RISC-
2 Inital: 90% 2 8
  • Stun value lowered: 138

I used this to pick fruit


Damage Guard Startup Active Recovery On-Block Invuln
25, 40 All 22 18 (15) until fullscreen Total 37 +11

Ice spear/dagger. A tracking summon often used in combos and some okizeme sequences.

Creates a projectile with a rising hitbox, then stops and becomes inactive before forming an ice spear which shoots towards the opponent. Like all her summons it has high recovery and risk, and a common mistake that new players make is using it like a fireball for basic space control, but the hitbox is rather thin and the auto-lock is easily foiled by movement such as jumps or dashes towards Dizzy. It's useful to force opponents to move in neutral and as a filler special used when a bubble and/or fish are already out.

If spear is out, Dizzy can often stop an opponent's movement by blocking, letting the tracking actually work and landing a counterhit or force them to block. If blocked at any point Dizzy can often use her movement to setup frame traps or tick throws afterwards. Can be used as a preemptive anti-air. Counts as a multi-hit projectile in both forms so it will eat single hit projectiles and clash with multi hit ones, the rising ball can also be used as a shield of sorts against high hitting projectiles while still leaving her something on screen. A valuable tool in some matchups. It's also one of her fastest summmons so it can sometimes meaty in situations no other summon can.

Level Proration RISC+ RISC-
2, 2 2 7
  • Frame advantage calculated on a standing opponent

For roasting chestnuts...


Damage Guard Startup Active Recovery On-Block Invuln
25, 40, 25 All 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) +14

Fire spear/dagger. The more powerful and multi-hitting variation of 421S, with a more useful rising hit.

This version is slower but can be held, which creates up to 3 total spears when H is held, releasing the H button then unleashes the spears. On hit it floats opponents into the air for a substantial period allowing followups even from far away and on block it locks opponents into blockstun for a substantial period, letting Dizzy safely get in and apply pressure. Like 421S the hitbox is also rather thin and the auto-lock is easily foiled by movement such as jumps or dashes towards Dizzy. At further ranges it can also just miss crouching opponents who don't move. It is also less reliable in the corner as the spears can go offscreen in some situations before connecting.

A risky move in neutral due to its over half a second startup and unreliable tracking. It can however be YRC'd to let Dizzy freely move while up to 3 spears are held, but blocking or being hit while spears are held makes them dissapear. With specific timing of YRC, one spear can be shot while one or two are held.

421H are high damage so learning to utilize them in the proper situations is important, such as after 236S RRC in combos or after knockdown for high damage okizeme. Spears only meaty off high knockdowns but a meaty normal can be used after summoning. Some 421H okizeme setups are non meaty so require the opponent to respect them, however the high damage threat and conditioning of her true meaty setups allow other options to work.

Level Proration RISC+ RISC-
2, 1, 2 2 7
  • Damage and Active Frames listed are for each Dagger
  • Frame advantage calculated on a standing opponent
  • Additional daggers appear on 70F and 100F

We talked a lot together

214P/K (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
214P 10×3 All 60 3 (33) 3 (33) 3 Total 36
214K 10×2 All 69 3 (43) 3 Total 36
j.214P 10×3 All 60 3 (33) 3 (33) 3 Total 45
j.214K 10×2 All 69 3 (43) 3 Total 45

Ice Fish. All versions of fish (214P/K/S/H/D) will absorb a hit for Dizzy, similar to armor. Both P fish and K fish leave gaps in between the hits that can be used to tick throw or frame trap. The recovery time is the total amount of time Dizzy can be counterhit out of the move and how long before she can take an action such as block. The startup time is the time until the first active frames of the fish bite.


P fish chomps three times in front of Dizzy, advancing between each hit. It 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. Useful for corner oki and greedy pressure resets with YRC. Although it doesn't track to the opponent as far as K fish does, the gaps between bites are closer and and it bites 3 times instead of 2. This makes situations where P fish can be used for okizeme often her strongest option in terms of mixup potential and ability to open the opponent up. Due to the distance requirement it is most often used for corner okizeme. P fish must be manually delay cancelled when doing okizeme to match the knockdown type and the opponents wakeup timings.


K fish will track the opponent horizontally before chomping twice. The distance that K fish can travel is approximately 3/4 of the screen. You can even use 214K for rushdown by dashing forward alongside the summon attack and using it as a shield to cover your approach. K fish is generally better for okizeme midscreen as it will always track to the opponent before starting its attacks. K fish must be manually delay cancelled when doing okizeme to match the knockdown type and the opponents wakeup timings, often done off 2D midscreen which has a very long cancel window.


Their respective fish but with more recovery and stalls Dizzy in the air. Tiger Knee'd ice fish can be used to protect your feet while summoning since all of Dizzy's fish can be beaten by low profiles.

Version Level Proration RISC+ RISC-
214P 0 2 8
214K 0 2 8
j.214P 0 2 8
j.214K 0 2 8

214P: 214K: j.214P: j.214K:

We fought a lot together

214S/H/D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Invuln
214S 45 All 73 41 Total 36
j.214S 45 All 53 41 Total 45
214H 45 All 73 36 Total 36
j.214H 45 All 53 36 Total 45
214D Total 36
j.214D Total 45

Fire Fish. The recovery time is the total amount of time Dizzy can be counterhit out of the move and how long before she can take an action such as block. The startup time is the time until the first active frames of the fish bite. For D fish there are no startup/active frames since it only attacks upon being struck.


S fish floats forward before moving upwards and firing a laser across the screen. It has occasional use to stop opponents from jumping out of okizeme or to call out jumping in neutral, especially when used in conjunction with other summons. Has an unlimited amount of hits until it connects with the opponent or it stops being active, making it good for destroying projectiles mid-air, though it's typically the least-used variant of fish.


Aerial S fish is S fish but with faster startup and longer recovery than the ground version. Clips jumping people. Mostly useful during zoning projectile battles. TK to make the best use of it.


H fish is similar to S fish except it remains at ground level. This is one of your primary space-control summons and is also useful for okizeme despite not hitting meaty after most grounded combos into knockdown from 2D. Can be super jumped out of on wakeup by some characters with fast wakeup timing. Often paired with j.S or 2K meaty in those situations.


Aerial H fish is H fish but with faster startup and longer recovery than the ground version and provides amazing air to ground control. Mostly useful during zoning projectile battles. TK to make the best use of it.


D fish is unique in that it has no hitbox by default, but must be triggered by getting hit by an opponent's hitbox. Once it's hit, it charges forward with a homing chomp that tracks extremely well. Useful to bait opponents mashing and to make neutral awkward for the opponent. Causes a forced knockdown on air CH, staggers on ground hit. Used both against rushdown and zoning. Just be aware it doesn't protect Dizzy entire body. Still a very useful move and essential in many matchups.

Version Level Proration RISC+ RISC-
214S 2 2 7
j.214S 2 2 7
214H 2 2 7
j.214H 2 2 7

214S: j.214S: 214H: j.214H: 214D:

  • 57~136F If the fish is hit by the opponent, it will counterattack after hitstop


  • 57~136F If the fish is hit by the opponent, it will counterattack after hitstop

For putting out the light...


Damage Guard Startup Active Recovery On-Block Invuln
30 All 17 36 Total 50 -14

Ice scythe/ice wheel. Upward arcing attack that goes further forward than 236K, used to control airspace and pop bubbles while doing certain zoning patterns.

Has a pretty early YRC point that can be used to immediately lock down far or low to the ground and close air approaches and give you time to set up other summons. Although it's tempting to use as a safe blockstring ender, it's unsafe at most ranges even on hit, and by the time it's been active long enough to gain plus frames the opponent likely could have run under it or pressed a button. It's extremely active and can frustrate opponents who like to approach from high up in the air at 3/4 screen or telegraph their grounded approaches. It can be avoided by opponents who dash jump or simply get above it before it can arc upward. One area 236P shines is in reducing risk of bad trades or trading at all due to the fact it's a projectile and stays out even if Dizzy is hit.

Level Proration RISC+ RISC-
2 Initial: 90% 2 7

The light was so small in the beginning


Damage Guard Startup Active Recovery On-Block Invuln
20×3 All 33 49 Total 54 +9

Fire scythe/fire wheel. A slower but more damaging multi-hit version of 236P.

Stays much closer to dizzy than ice scythe. The YRC point on this move is ludicrously early, to the point your opponent might think you made a mistake and did an empty YRC, only to mash and get hit by the scythe. The early YRC point gives fire scythe a lot of use as a pressure extender in the corner, locking the opponent down long enough for more summons or as a twitch anti-air midscreen. It can also help make trades less harmful for Dizzy and to put out a fast hibox to avoid pressure, especially since scythe doesn't disappear when Dizzy is hit. Since it hits three times, it can also eat most projectiles. Overall this a great move to utilize.

  • note all of the hits are level 0 so it inflicts very little hit or blockstun after the last hit
Level Proration RISC+ RISC-
0 Initial: 90% 2 8

Please, leave me alone


Damage Guard Startup Active Recovery On-Block Invuln
30 All 12 4 Total 24

The bubble is one of Dizzy's most iconic, powerful and versatile special moves.

It is an air only move that places a large bubble on the screen, and allows immediate air actions afterward. It can be angled down by hitting a downward direction during summoning. The bubble slowly floats across the screen, giving her space control until Dizzy pops it with any attack, including other projectiles. Once it pops the explosion will knock the opponent up into the air on hit. It has a very large hitbox. Usually bubbles are tiger knee'd 2369P to allow bubbles to come out close to the ground and allow low to the ground air actions, such as airdash or falling j.H/j.S.

Versatile uses include:

  • Slow fireball style zoning, where you just control space because the threat exists. It can be a nuclear deterent in neutral.
  • It stops aerial momentum on summon, allowing Dizzy yet another way to alter her mobility in the air, and bait anti-airs or blitz.
  • It can extend pressure by introducing a blockstun to cover her resets.
  • It can cover a retreat, or lead an advance.
  • It can be tiger knee'd from jump cancellable moves to do a Bubble reset, this is usually done from f.S though any jump cancellable move works. While very powerful, like all resets they are unsafe and only useful if respected so don't over use it.
  • It can be used in setups to create long sets of blockstun when mixed with fish bites or it can be used to allow her overhead options from air strings in her setups.
  • ... and much more (make trades favorable, TK bubble to 2K, uses in combos, to bait low profiles...)

The main downside to bubble, though it can be considered a large one, is the long recovery. Using Bubble at unsafe times can become a habit because having them out is so beneficial and they are not always read and punished but it exposes a lot of risk to your gameplay. You can YRC bubble pretty early to make it safer however.

  • Total Recovery is the amount of time it takes Dizzy to create the bubble.
  • Other frame data represents bubble pop frame data.
Version Level Proration RISC+ RISC-
j.236P 2 2 7


  • 12F Bubble formed
  • Bubble lasts for 157F or until it gets popped

What happens when I'm TOO alone


Damage Guard Startup Active Recovery On-Block Invuln
30 All 29 10 Total 29

Fire bubble is the more offensive version of bubble in most situations, traveling faster across the screen, and also pops later after getting hit.

Doing TK Fire Bubble into 236P for example can be a detonation from 3/4 screen. The attack level of fire bubble is the same as water bubble (level 2), but the delayed pop makes it behave and feel very different than water bubble because fire bubble has less overlap with the blockstun or hitstun of the move you used to pop it. This means simply that fire bubble is much better at making pressure and damage extensions. The cost for this is in longer recovery than water bubble and being slightly higher off the ground when TK'd at minimum height.

Pairs well with 214P fish OkiShort for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. since P bubble is popped by P fish's first bite and K bubble doesn't have that interaction.

  • Total Recovery is the amount of time it takes Dizzy to create the bubble.
  • Other frame data represents bubble pop frame data.
Version Level Proration RISC+ RISC-
j.236K 2 2 7


  • 21F Bubble formed
  • Bubble lasts for 148F or until it gets popped


Imperial Ray

632146S or 632146D

Damage Guard Startup Active Recovery On-Block Invuln
35×7 [43×7] All 7+1 10×7 Total 32 +49 5~6F Strike
7F Full
[1~8F Full]

Fast startup but has no reversal invul unless the Burst version is used. Pushes the opponent back on block or hit as a desperate way to immediately seize control of the neutral game. Can create an “unblockable” situation thanks to projectiles still moving during the super flash. 421S / 421H / 214H / 214S > 632146S is unblockable if they weren’t already blocking before the flash happens. It is worth noting that the explosions have much less blockstun than the animation might suggest.

Imeperial Ray has good corner carry and is very meter efficient compared to RRC since there's no meter gain penalty and you rebuild meter and gain tension pulse forward running after it. It isn't favored in use however due to consistency issues with it in combos further made unreliable by character weights, and being able to do more damage with RRC. In the corner Imperial Ray becomes even more niche, as only a few pillars will be active before it goes off the screen. It can be a very situational anti air or be used to close out rounds by creating unblockable situation or to hide other moves, such as 5D or 214H. The superflash and animation of this move also eats up a lot of the danger time clock.

Level Proration RISC+ RISC-
2 2 9
  • [ ] Values are for Burst version
  • Stun value 258 for 1 hit, 1083 for 9 hits

Don't be overprotective


Damage Guard Startup Active Recovery On-Block Invuln
100 All 14+2 5 20 -6 1~14F Full
15~20F Strike

Mirror is a reversal super that's fully invulnerable until superflash, strike invulnerable through active frames, and can reflect many projectiles. Though generally safe on block, it's whiff punishable and can be thrown. It has an extremely high hitbox but rather small horizontal hitbox.

As a reversal, it has slow startup that allows opponents to option select and punish it. For example most characters can input a meaty low > c.S > block and then continue their pressure/combo if you didn't mirror and be safe if you did - in some cases mirror even whiffs. Despite this it's still a good tool for Dizzy against most setups that meaty with a reflectable projectile or to punish those who don't respect your meter. On CH it has the highest stun modifier out of Dizzy’s moveset and can wallsplat the opponent, and on some characters leads to a 100% stun combo (does 1638 stun value and 3363 on CH).

This attack will reflect most projectiles with "normal" behaviour - that is, moving in a straight line. Supers, stationary projectiles (like Ky's ECSE or Raven's orb), projectiles with instant travel time (Dizzy's own lasers), or unusual hit properties (Chipp's Gamma Blade) will not be reflected or will behave oddly. Some moves that are or aren't projectiles (Eddie) are not considered projectiles by the mirror.

For a full list of what Dizzy reflects, check this link:

Because of its slow startup and the fact it can be thrown, it can be easy to discount mirror, but it can be a very valuable tool so don't completely ignore it.

Another possible technique is Mirror YRC. If you YRC before mirror is active, you only use 25% meter overall. However you still get the startup invulnerability, meaning you could invulnerable through anything up to 14 frames, though getting all frames requires very good timing.

Level Proration RISC+ RISC-
4 Forced: 40% 20 6
  • Stun Value 1683 normal 3363 CH
  • 0F Hitstop

Gamma Ray


Damage Guard Startup Active Recovery On-Block Invuln
13×2, 16×32 All 13+6 6(24)6(35)46 {32 hit} 72 -61

A mostly gimmick super dubbed "Meme Ray" by many players that costs 100% Tension. Has slow startup, inconsistent damage output, makes you vulnerable the whole time, is extremely negative on block, and you can get more damage and utility out of 100 meter in a multitude of ways.

If Dizzy uses Gamma Ray while in Hellfire state, the attack will also blow off her vest, exposing her classic costume, though this is just an aesthetic change.

Meme Ray has limited uses outside meming. For 100% meter there's almost always a better option.

That said if you're feeling the need to meme some niche use cases include:

  • Comboing into it vs low health opponents to kill them, Gamma Ray has a lot of hits which means it's good vs guts or to extend long combos where you already maxed out damage scaling and are doing 1 damage per hit
  • It can be used as an anti-zoning tool in some matchups.
  • It does a ton of chip damage so you can win rounds if your opponent doesn't have much meter for FD and is already blocking a summon, possibly the most legit usage of Gamma Ray, though opponents can superjump after Necro and Undine's lasers to avoid most of the chip.
  • Supers beat blitz, though Dizzy has tons of ways to punish blitz without meter but it can be a meme way to punish people who do wakeup blitz a lot
  • The move has a superflash freeze after 13f which means it interupts opponents inputs. Since the startup is 13f this is unreactable, but the opponent can decide what to do after superflash ends. Since they only have 6f to play with post flash, they can sometimes do absolutely nothing if the interuption of their inputs left them in a state they can't block for 6f. If they have at least 25% or 50% meter though they can usually YRC or RC whatever they were doing and block.
  • In hellfire state against Sol with at least 92 RISC it becomes a touch of death. (Sol's a good example due to taking pretty normal damage).
  • One of the few (possibly only) moves in the game with greater than 100% proration. 100% proration means it does normal damage. Most moves with proration are below 100% to scale damage down. Gamma Ray's first hits apply 150% proration so in the very unlikely event that it trades it can lead to absurd damage conversions, even touch of death combos. This also means if only the 2nd part of Gamma Ray hits it does far less damage.

Note: Each phase of activation takes 50% meter. So if Dizzy is hit out of the first part she'll be left with 50% meter.

Level Proration RISC+ RISC-
4 Initial: 150% 2×33 6, 4×32
  • Only first 2 hits have stun value, 0 for 2nd phase

Instant Kill

Emotional Gamma Ray

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block Invuln
14 15 -12 22~40F Full
[10~28F Full]

Uses the animation from 5D. Dizzy has a lot of ways to confirm into Golden Instant Kill. 5D6 > IK is probably the most universal and easy option. Bubble pops, fire spears, Ice Spike YRC/RRC, tap blitz, full blitz attack and more are also possible though it being confirmable requires specific situations and setups. With 100 meter a lot of combos can be RRC'd and then IK'd. Her IK is considered good compared to a lot of the cast for its huge hitbox, range, and active frames. Her Gold IK startup of 10f preflash is slow but 5f postflash is tied for the fastest in the game. The result is her total Gold IK setup is on the faster end which makes it easier to combo into.

Dizzy sometimes has optimal uses for Gold IK, for instance to kill someone in a combo that otherwise wouldn't kill due to combo scaling and guts, or to finish someone off with less inputs. Other times it's simply to be stylish.

Level Proration RISC+ RISC-
3 14 6
  • [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
  • IK Mode Activation: ??F [5F+5F]


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