GGXRD-R2/Dizzy

From Dustloop Wiki

Overview

Overview

Dizzy is an excellent fit for those who enjoy high mobility, long reaching normals, and setplay. She has a great amount of depth and is rewarding to master.

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 From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups./setplay game where safety from fish armor and projectile hits offer her access to a plethora of setups including high/low mix-up To perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s, crossup Attacking your opponent after changing which horizontal side you are on, typically by jumping over them.s, frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own., and F-Shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups. On top of that her rewarding throw combo combined with fast initial dash speed and planned gaps in setups and pressure make her into a “grappler” tick throw A throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from. extraordinaire.

In pressure Dizzy's long delay cancel windows enable varied frame traps to complement her throw reset threat. She can end pressure safely from afar with jump cancels or go for resets with summons.

Dizzy plays a "neutral mixup" game between hitting opponents trying to get in, waiting, summoning with or without meter, movement, and going in.

On defense Dizzy's abare An attack during the opponent's pressure, intended to interrupt it. and overdrive reversals are slow so she often relies on system mechanics. She is good at catching resets with her long range 2P. Her fuzzy jump A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. is effective because of her extra air actions. Her anti airs are very good, especially her 2S.

Dizzy is tied for the lowest stun resistance in Xrd. Her specials are either unsafe on block or have long counterhit recovery. As a result she is the most frequently "Dizzied" character in the game. Even a cautious Dizzy can get stunned in situations other characters aren't which makes her an occasionally volatile character.

Dizzy has much to offer for veterans and newcomers alike! Playing Dizzy optimally means learning many okizeme setups that depend on character wakeup timings and reversals. Some of Dizzy's setups are difficult to execute and punishing if failed. For newcomers Dizzy has very easy meterless bread and butter combos and can do simple and effective oki.
Dizzy
GGXRD-R Dizzy Portrait.png
Defense
x1.06
Guts Rating
1
Weight
[105] Light
Stun Resistance
50
Prejump
3F
Backdash
16F (1~9F invuln)
Wakeup Timing
25F (Face Up)/ 24F (Face Down)
Unique Movement Options
2 Air Dashes
Fastest Attack
5P (5F)
Reversals
632146P (14+2F)

 Dizzy is a highly mobile character that uses her normals and multitude of summons to control space and run versatile and safe okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..

Pros
Cons
  • High Mobility: A double airdash with high inertia, fast initial dash speed, a foot invulnerable run, and good superjump.
  • Great Damage: Great damage using RRCRed Roman Cancel, some meterless starters, and certain okizeme setups.
  • Summons: A suite of summons help her control neutral and pressure her opponents well.
  • Fish Armor: FishGGXRD-R Dizzy WeTalkedALot.pngGuardAllStartup60RecoveryTotal 36Advantage- tank a hit for Dizzy enabling her neutral and setplay.
  • Throw Vortex: Summons, fish armor, a fast initial dash speed, and a damaging throw that loops into more oki make her tick throw game possibly the best in Xrd.
  • Setplay Queen: An oppressive number of setups that threaten high/low, left/right, and staggers. Often while beating many defensive options like DPs or Blitz.
  • Incredible YRCYellow Roman Cancel Options: All of Dizzy's specials can abuse YRC. Ice SpikeGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 in particular is an effective tool for pressure, zoning, and frame traps.
  • Long Range Knockdowns: Easy access to knockdown conversions on the ground thanks to 2D's range. Synergizes with her okizeme game.
  • Poor Close Range Scrambles: Slow 6F abare and slow metered reversal.
  • Susceptible To Counterhits: Summons have long counterhit recovery, Dizzy is tied for the lowest stun resistance in the game, and has low guts.
  • Lacks Air Knockdown: Air combo routes have no knockdown despite her strong setplay.
  • Lackluster Overdrives: Her overdrives miss the utility, combo, and damage potential of the premier overdrives in Xrd so she often uses RC instead which has tension gain penalties.

Unique Mechanics

Airdash Control
A universal mechanic in Xrd is during an airdash hitting a button early enough will change airdash inertia. Forward airdashes gain inertia and backwards airdashes lose it. For Dizzy this mechanic is boosted substantially more than any other character. Dizzy's airdash already goes far about about 3/4 of the screen but with a boosted forward dash she can go nearly full screen. Her backward airdash gets nearly 1/2 screen but with an early button is reduced to a little over 1/3rd of the screen.

Many of Dizzy's specials can summon objects that stay on screen for extended periods while she's free to act. Dizzy's summons are limited by type. For example, Bubble and Fish can coexist but only one type of fish can be on screen at a time.

Dizzy's summons tend to have long startup and counterhit recovery, and be weak to low profiles. For further details on all of her summons see Special Moves.

GGXRD-R Dizzy WeTalkedALot.png

Fish

Fish can absorb a single hit for Dizzy. This fish armor is very important to her gameplay so keep it in mind! See here for a full explanation of fish armor.

GGXRD-R Dizzy PleaseLeaveMeAlone.png

Bubble

Bubbles slowly float across the screen, can only be "popped" by active frames from Dizzy, and on hit knock opponents into the air. Bubbles can be TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d (2369P and 2369K) which allows her to summon bubbles close to the ground and perform air actions afterward.

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The 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
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Normal Moves

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10 Mid 5 2 12 -4
Total: 18

5P is Dizzy's fastest normal, pretty minus on block, and whiffs on low hurtboxes. It is a good button to pop bubbles quickly, punish whiffed bursts, or if you really need a button in 5f. It can also be a very niche anti-air button but Dizzy has better options in most situations for anti-airing.

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

5K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 Mid 7 4 14 -4
Total: 24

5K is a relatively quick mid-range poke. The hitbox isn't particularly good and it's generally outclassed by her other pokes. It maintains some use due to its range and being her fastest non prorated starter outside c.S range.

Like many 5Ks it shrinks the lower hurtbox and can crush some lows. Dizzy's 5K will still lose to many low profile moves however.

  • Can be jump canceled.
  • Frame traps with 5K > delay 5H, 5K > 2H, 5K > delay f.S, and 5K > delay 2D.

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

c.S

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
32 Mid 9 6 21 -13
Total: 35

f.S can true combo into 2D for knockdown. This is not something most characters can access meterlessly off of their f.S. For a setplay character like Dizzy to have it is very strong! Note f.S > 5H > 2D can also be used at some ranges.

f.S is an essential mid-range poke that covers a lot of area in front of Dizzy from IAD height to low profiles. The "reaching out" animation makes it take longer to get to max range than the frame data would suggest, extends her hurtbox for the duration, and makes Dizzy prone to trade badly and easily. For contesting at range Dizzy's 6P and 5H can be more well suited.

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.

In pressure f.S is pretty minus unless cancelled. Dizzy often jump cancels, gatlings, or special cancels it which requires meter to not carry risk. f.S's safety comes with the tradeoff it is too far away to threaten throw resets.

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

4S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×5 Mid 8 2×7 12 -1
Total: 33

4S is great combo filler especially off throw. It hits up to 5 times and every hit is special cancellable but it whiffs on crouching opponents (except Potemkin and Bedman in their crouching hitstun animations).

4S has fast startup, is disjointed and active, does fantastic damage, builds meter, and combos into 236S for a knockdown. Properly spaced it's even burst safe! The long active frames also make a good punish or option select button against invulnerability such as some air techs or Slayer's backdash cancels. 4S will shred about a third of an entire tension bar on block in the air which is very useful to deter people who fuzzy jump too much or tech predictably.

Using 4S in neutral is usually a bad idea in since it's such a long commitment. In some matchups it becomes a reliable and strong pre-emptive or reactive move such as to stop Potemkin's Hammer FallGGXRD Potemkin HammerFall.pngGuardMidStartup18[31]Recovery33Advantage-16, I-No's hoverdash (sparingly), or against Slayer's approach options.

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

5H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
38 Mid 13 6 15 -4
Total: 33

5H shares the important ability of f.S to combo into 2D at range. Staple for many combos/blockstrings.

5H is a great move against grounded opponents in neutral due to its low-reaching disjoint, being safe on block, and being a level 3 move. It is also a good pressure ender. In many situations it is a safer and better poke than f.S and is even 2F safer on whiff.

  • The hitbox at Dizzy's far wingtips will hit most low profile moves.
  • Has a chunky counterhit but it still doesn't trade well.
  • 5H > delay 236S YRC and 5H > delay 2D are common frame traps.

Gatling Options: 5D, 2D

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26 Mid 10 4 19 -9 1~13f Upper Body
Total: 32

An amazing counterpoke that can cleanly beat many other characters' buttons due to upper body invulnerability and great reach. On counter hit 6P will knockdown face up and wallbounce near the corner allowing setplay off summon cancels or combos.

6P is an extremely important neutral tool. It forces opponents to play around it at mid range which opens up options for Dizzy like her 2K, 5H, air movement, and her foot invulnerable run. Using it pre-emptively against overly aggressive opponents is one way Dizzy can command more respect in neutral.

  • A good button in many frame traps.
  • Beaten by many lows and low profiles and doesn't reach as far as her longest normals.
  • Long recovery makes it easy to whiff punish.
  • Situational anti air with more reach than 2S that's useful to cover ranges where 2S would be ineffective.
  • 6P+H can be used as a throw OS in some defensive situations.

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

6H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H 48 Mid 14 7 34 -22
6H Max Charge 56 High 33 7 34 -22
Total: 54
Total: 73

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

Dizzy uses 6 S+H option select for throwing so c.S comes out instead of 6H on whiff. 6H is very poor on whiff and block but it can knock down if someone fuzzy jumps Dizzy's throw and didn't Air FD.

It shines in combos due to high damage and hard knockdown on air hit. The charged version groundbounces and is used in optimal combos such as fire spear loops.

Ending combos with 6H lets Dizzy have a closer knockdown and cause face up knockdown which can alter wakeup timing. These features allow Dizzy access to more okizeme options. As an example ice spike ender off throw midscreen has limited oki options but 6H gives Dizzy numerous strong oki options. Details on okizeme for different wakeup timings can be found in the Okizeme Guide.

2P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
8 Mid 6 3 9 -2
Total: 17

Has good range for a 6 frame normal. It's Dizzy's go-to button to mash out of pressure but will lose many situations a faster 2P would not. For example it is too slow to beat a frame perfect tick throw. Works as a good neutral poke since it can self cancel and is hard to whiff punish.

2P is the earliest point in her gatlings thus gives her the most options in pressure. Examples are self canceling into itself, going into 2K, doing throw resets, frame traps, and staggered pressure.

  • Doesn't combo into 2D even on counterhit.
  • Has a weird hitbox and hurtbox that manages to lose to some airborn moves, some 6Ps, and some low profiles.
  • 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

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
18 Low 7 4 9 -1
Total: 19

An essential normal for pokes and pressure that is safe while having great range and speed. 2K is one of Dizzy's go-to normals for approaching and controlling the space in front her. The hurtbox is longer than its hitbox on some frames which makes it not so great at contesting.

2K is Dizzy's only low besides 2D. It is her main answer to check against low profiles and cover her projectiles' vulnerabilities against low profile moves. Catches people doing throws, reversals, and jumps to try to beat tick throw attempts.

  • Confirms into 2D.
  • Frame traps include 2K > 2H, 2K > 6P, 2K > f.S, and 2K > 2D.
  • Link this or 2P between ice fish bites in standard tick throw setups.

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

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28 Mid 7 3 22 -11
Total: 31

Dizzy's primary anti-air and one of her most iconic normals. It will not cleanly beat dominant jump-ins like Sol's j.H but it has a great low-profile hurtbox and the hitbox extends relatively high above Dizzy's head.

Dizzy uses 2S by crouching to keep a low profile and then timing 2S to the opponents falling move. Unlike most characters Dizzy prefers to anti-air by going directly underneath the enemy. At a 45 degree angle Dizzy will either move or 6P instead.

On normal hit 2S will lead to a full air combo, and on low to the ground counterhits it can combo into flashy routes or 4S to get a knockdown. 2S has a knockup effect on counterhit that can make it a niche button for grounded footsies such as round start against  Faust's 2PGGXRD Faust 2P.pngGuardLowStartup7Recovery7Advantage+1.

  • Can be a burst safe move especially after 5D6.
  • 2S's hitbox doesn't center on Dizzy's body which makes it unreliable to AA if the opponent is behind her.

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

2H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36×2 Mid 15 2, 4 25 -10
Total: 45

2H hits twice with the second hit being a launcher. 2H is Dizzy's crouch confirm button but otherwise cannot be combo'd into unless it is from 4S, counterhit, or combo'd into with summons.

2H does good damage and is great in some punishes and is a high reward frame trap. 2H > 236H leads to a good knockdown for okizeme.

  • Cranks up RISC gauge
  • Safe pressure ender when jump cancelled.
  • Can whiff on the 2nd hit vs Faultless Defense in many situations.
  • Jump cancel can be used to create frame traps that otherwise wouldn't be possible by using jump startup to delay the cancel. A useful example is 2H > 2369S YRC.

Gatling Options: 5D, 2D

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
34 Low 12 3 33 -17 3~8F Upper Body
9~11F Above Knees
12~14F Low Profile
15~35F Above Knees
Total: 47

An enormous sweep with fast startup for its range. On hit 2D lets Dizzy start her okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. game thanks to a long special cancel window and hard knockdown. This is key for Dizzy to setplay off many grounded hits. Cancelling 2D into Ice SpikeGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 gives more damage for a less advantageous knockdown and limited okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. midscreen.

2D is a highly committal poke as it only has 3 active frames and is terrible on whiff. 2D is also unsafe on block and any cancel will usually leave a big punishable gap or be unsafe on block. Delayed special cancels that are YRC'd can be safe depending on the special. The commitment can pay off though as 2D can trade well due to it giving knockdown down on hit, and it also low profiles.

  • Works as a DP-safe meaty when spaced properly due to its low profile and large disjoint. It can similarly cause reversals to whiff when used as a frametrap but 2D on block takes meter to be safe out of.
  • 2D is also technically tall enough to be juggled into which can make it an alternative to Ice Spike in extended combos where that move won't connect.
  • 2D > delayed ice spike YRC can be used as a tight, safe, rewarding, and effective frame trap.

j.P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12 High/Air 6 4 10
Total: 19

Dizzy's fastest air normal. It gatlings into and out of j.K for air combos and strings and is used to quickly pop bubbles. Rising j.P is also a very effective anti air in some situations.

j.6P+H can also be used as a throw OS A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. to avoid whiffing a j.H on a failed air throw attempt.

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

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16 High/Air 7 6 12
Total: 24

Dizzy's most reliable jump-in attack. It can also be her best air to ground in many situations and it is used in instant overhead F-shiki Sometimes known as "Fuzzy Overhead". When you are in blockstun, you can switch high/low blocking, but your blocking animation and hurtbox does not change until you leave blockstun or block another attack. F-Shikis take advantage of this and use overheads that would miss on crouching characters, but not on standing characters. setups.

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

j.S

j.H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36 High/Air 10 4 28
Total: 41

j.H's hitstun, blockstun, size and counter-hit properties make it a staple in Dizzy's gameplay. It has less range than j.S but is taller. Excels as an air- to-ground attack though it will still lose to many anti airs and low profiles. j.H is also a serviceable air to air.

  • Has a tendency to trade so Dizzy can't use it carelessly.
  • Low to the ground j.H can help create f-shiki setups.
  • j.P > j.H has a natural gap on block that combos on hit for a handy dandy built in airstring frame trap. This gap can also be exploited though so use different air strings to keep opponents guessing.
  • IAD back j.H can make it very hard to approach Dizzy.

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30, 40 High/Air 8 10, 4 16
Total: 37

A great air to air button that wins or trades favorably against almost any air button. Dizzy likes to use it while rising in the air and at least slightly below the opponent. Using it earlier is good because it is very active and the later hits have better disjoint on their hitboxes.

j.D is damaging ender for air combos. It can also be used in airdash strings to protect against gaps caused by IB or as a gapless gatling from j.P.

  • Can be special canceled on either hit.
  • Untechable knockdown on counter hit. Dizzy can cancel into j.236P on hit to setup combos into knockdown from CH. This can also prevent the 2nd hit from ruining the CH knockdown with a normal hit.
  • Combos more horizontally than vertically. This makes it useful in corner combos or for corner carry.

Universal Mechanics

Ground Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 60 Ground Throw: 75250 1 +72

Dizzy's throw can be followed up with a meterless combo that has good damage and corner carry. Dizzy's throw in setplay is strong due to summons often having a low attack level and multiple points at which she can go for throw.

Thanks to Fish's armor, Dizzy has some of the safest tick throw setups in the game. Dizzy also gets to setup some of her strongest okizeme off of her throw.

Dizzy usually option selects her throw with 6 S+H since c.S is her only plus normal.

Air Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0, 60 Air Throw: 192500 1

Dizzy's air throw has standard air throw range and chucks the opponent very far away which makes it difficult to set up effective okizeme without being close to the corner but still gives her more than enough time to start summoning safely.

Dizzy's ground anti-airs and air-to-airs are very good but nothing beats an air throw for catching someone trying to jump over summons.

Dizzy can get corner carry and extra damage if she RRC's airthrow into things like Fire Bubble.

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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
Total: 50

A standard Blitz Shield attack. It can be used in combos after stun to steal Burst gauge.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • 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)

[Blitz]:

  • 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

I used this to catch fish

236S AKA "Ice Spike"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
45 All 13 8 Total 62 -23
Total: 82

Ice spike is Dizzy’s fastest special and most defining move. It creates an ice spike at a distance about 2D’s range but it will appear in the corner instead of offscreen. It is also a damaging combo ender but it should mostly end combos in the corner so Dizzy has more okizeme options.

Ice Spike has an early YRC point. When YRC'd it becomes safe, plus on block, and launches on hit making for fairly damaging confirms into knockdown. When RRC'd it becomes a damage extension in many of her optimal combos.

In neutral and pressure it is used to control space, reset pressure, frame trap, or buy time to summon. Without YRC ice spike is punishable on block and is worse on whiff. Using ice spike without meter Dizzy is very much gambling with her life. With meter it is her best way to stuff approaches and is a valid way to reset pressure.

  • Delaying cancel after some normals creates frame traps. For example f.S > delayed 236S YRC and 5H > delayed 236S YRC. This allows Dizzy to condition opponents to respect her blockstrings.

For searing cod...

236H AKA "Fire Pillar"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
50 All 26 8 Total 63 -11
Total: 96

Fire pillar is a more damaging and less minus on block version of 236S. 236H gives an untechable knockdown. This importantly lets Dizzy setup okizeme off routes that leave opponents high in the air. These knockdowns give Dizzy the most time to setup okizeme and give her the most options.

236H is slow to startup so routing into it isn't straightforward. The most common ways are 2H > 236H vs grounded opponents and 6[H] > 236H vs airborne opponents. On counterhit 2D and 6P can be used.

236H is usable as a frame trap. It is strictly worse than 236S YRC even if fire pillar is YRC'd. 236H as a frame trap is punishable by most the cast with Air IB or hitting Dizzy during the large 8f gap. For example 2D > 236H YRC can be punished by  Elphelt's 5HGGXRD-R Elphelt 5H.pngGuardMidStartup11Recovery28Advantage-12 if 2D is IB'd at some ranges.

  • Dizzy can cancel 236H at the end of a string and whiff it in front of the opponent to "wall" them out. Oddly this ends up often being safer than it being Air instant blocked which goes to show just how unsafe this move can be verse the prepared opponent.

I used this to pick fruit

421S AKA "Ice Spear" or "Ice Dagger"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25, 40 All 22 18 (15) until fullscreen Total 37 +11

Undine creates an ice ball that rises and turns into a spear that shoots towards Dizzy's opponent. The ice ball and spear both hit once and both parts have multi-hit projectile properties.

421S starts up fast but it has high recovery, weak tracking, and a thin hitbox. In neutral it works better when Dizzy has summons already out or opponents movement is more limited. For example Faust frequently uses item throwGGXRD Faust WhatCouldThisBe.pngGuardStartupRecoveryTotal 23 [35]Advantage- and has slow airdash speed. Dizzy can also use it to encourage opponents to move.

  • Ice spear can be used as a preemptive anti-air, active frames vs air techs, and for deterring opponents from dropping on Dizzy after a high air combo.
  • If Dizzy blocks an opponents attack while ice spear is out it can sometimes track onto the opponent and hit them while they are stuck in an animation.
  • Ice spear can hit meaty on midscreen ice spike knockdowns but any follow-up pressure will weak.
  • Spears can be low profiled to avoid interacting with them entirely. The one exception is very late in the spears active frames if it tracks at a steep downward angle and happens to hit the opponent.

For roasting chestnuts...

421H (Hold OK) AKA "Fire Spears" or "Fire Daggers"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25, 40, 25 All 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) +14

The fire version of 421S starts up slower, is key to optimal combos due to its damage, has a lot of block stun, is multi-hitting, can be held to summon up to three spears, and launches on hit.

In neutral 421H it is too slow to be useful most the time. If Dizzy can summon it though it is much better for applying pressure on block and getting confirms on hit.

Fire spear is used for optimal combos due to its large damage. Midscreen it is used after ice spikeGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 RRC. In the corner it is used after 6[H] to create firespear loops.

421H's tracking misses faraway crouching opponents and often misses low profile moves entirely. In the corner it can be less reliable in combos making careful timing important.

  • Dizzy can YRC while charging 421H to hold spears while she is free to act. She can release them later by either releasing a held 5H or pressing 5H depending on if you held 5H just after the YRC or not.
    • YRCing 69-71 frames or 99-101 frames after 421H starts up will make some spears fly and others be held at the same time. Practical uses are relatively unexplored. The timing can be taken from the audio cues of the spears flaming sound when they appear or the visual cue of when the 2nd or 3rd spear first appears.
  • Spears can be low profiled to avoid interacting with them entirely. The one exception is very late in the spears active frames if it tracks at a steep downward angle and happens to hit the opponent.

We talked a lot together

214P/K (Air OK) AKA "Ice Fish"

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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 are Dizzy's primary setplay tool. All versions of Fish will absorb a hit for Dizzy similar to armor.

  • See the Dizzy Okizeme Guide for a full list of setplay options.
  • The recovery time indicates frames Dizzy is unable to act and can be counterhit. The startup time indicates the time until the first fish bite.
  • All of her fish can be low profiled and avoid dealing with both bites and fish armor but it is sometimes matchup dependent.

214P

P fish tracks forward a short distance and bites three times. Dizzy most often uses it for okizeme.

In setplay P fish is Dizzy's strongest summon. All three bites have gaps which can be tick thrown. The bites can be weaved with other summons for very long periods of blockstun.

  • In neutral Dizzy only finds it valuable as an advancing shield since it stays on screen for some time.
  • In pressure it can be used after ice spike YRC for a greedy pressure reset.

214K

K fish tracks forward up to 3/4 screen and bites twice. Dizzy most often uses it for okizeme midscreen but it is useful in the corner as well.

  • Dizzy can use it in neutral and then dash or airdash after it as a way to more safely get in.
  • K fish must be manually delay cancelled when doing okizeme to match the wakeup timing of the opponent.

j.214P/j.214K

Air ice fish have more recovery and stall Dizzy in the air. Tiger Knee'd ice fish can be used to protect your feet.

We fought a lot together

214S/H/D (Air OK) AKA "Fire Fish", "Laser Fish", and "Shield Fish"

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. 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
214D Counterattack 40 All 21 7

Fire fish are used for both screen control and setplay. All versions of Fish will absorb a hit for Dizzy similar to armor. See the Dizzy Okizeme Guide for a full list of setplay options.

  • Both H and S fish have an unlimited amount of hits until it connects with the opponent or it stops being active.
  • See the resources section for a full explanation of fish armor.
  • All of her fish can be low profiled to avoid dealing with both laser hits and fish armor but it is sometimes matchup dependent.
214S

S fish is almost exclusively used for denying air space. When summoned the fish floats forward before moving upwards and firing a laser across the screen.


j.214S

Aerial S fish has faster startup and longer recovery than the ground version. Dizzy rarely uses this variation of fish due to the laser going so high in the air, even when TK'd. However it does have a niche use TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d during zoning battles or to deny air space quicker than the grounded version.


214H

Dizzy's H fish remains at ground level and is a primary space-control summon. It is also used in many setups.

Against faster wakeup timings 2D -> 214H will be too slow to be a meaty or prevent jump outs. In these situations Dizzy can meaty with either 2K or 2P.


j.214H

Aerial H fish has faster startup and longer recovery than the ground version.

TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d aerial H fish provides great screen control, can meaty for chip on far knockdowns, and gets a laser on screen 20f faster which is useful for zoning battles and quicker area denial.


214D

D fish acts only as a shield until struck by the opponent. Once activated by the opponent it tracks quickly. On ground hit it staggers and on air counterhit it is an untechable knockdown.

D fish gives Dizzy an advantage against rush down and zoning. Against proactive opponents Dizzy can crouch behind it and play an advantaged reactive game. Against passive opponents she can use the shield to have more safety summoning something else.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
214S 2 2 7
j.214S 2 2 7
214H 2 2 7
j.214H 2 2 7
214D
j.214D
214D Counterattack 4 2 6

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

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

j.214D:

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

214D Counterattack:

  • Maximum delay before the counterattack is completed is 29F
  • Requires 5 inputs for the fastest stagger recovery

For putting out the light...

236P AKA "Ice Scythe" or "Ice Wheel"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 17 36 Total 50 -14

Ice scythe is an upward arcing attack that goes further forward than 236K. It controls space for a ways in front of Dizzy and further out it covers airspace. Ice scythe will stay onscreen even if Dizzy is hit which helps to reduce the risk of trades. Dizzy commonly uses it to pop bubbles which also stay on screen if Dizzy is hit.

In neutral 236P can answer players who like to run forward, airdash, or jump forward a lot. Due to its long startup and then additional travel time on top of that it is is mostly used pre-emptively. Players that get past its arc before its to them can jump over or airdash past it. It is also weak to low profiles. For these reasons ice scythe is very punishable in many situations without YRC or another projectile set up to cover areas below or behind it.

  • If ice scythe hits later in its active frames then Dizzy is plus. If it is blocked while plus Dizzy can be frame trap with ice spike YRC.
  • Ice Scythe can be used as a blockstring ender against passive opponents.
  • Can be low profiled under to avoid interacting with it at all.

The light was so small in the beginning

236K AKA "Fire Wheel" or "Fire Scythe"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×3 All 33 49 Total 54 +9

Fire scythe/fire wheel is a slower version of version of 236P but has more damage, hits, and frame advantage. It stays closer to Dizzy than ice scythe. Without meter it Dizzy often uses it when already covered by other summons.

The YRC point on 236K is very early. Dizzy can use this to extend pressure, defensively, or as an anti-air.

  • Fire scythe doesn't go away on hit. Like ice scythe this reduces the risk of bad trades.
  • Fire scythe hits are attack level 0 so they inflict very little hit/blockstun.
  • Can be low profiled under except in its earliest frames to avoid interacting with it at all.

Please, leave me alone

j.236P AKA "Bubble"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 12 4 Total 24
Total: 39

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. It also does not go away if Dizzy is hit. Versatile uses include:

  • Tiger Knee'd 2369P it allows Dizzy to do air actions afterward. This is a basis for a lot of her setplay giving her access to low to the ground airdash, air normals, and mixups.
  • Slow fireball style zoning, where you just control space because the threat exists. It can be a nuclear deterrent 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.
  • Cancelled into 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 other summons pop it
  • ... and much more (make trades favorable, TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. 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.

What happens when I'm TOO alone

j.236K AKA "Fire Bubble"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
30 All 29 10 Total 29
Total: 67

Fire bubble travels faster which makes it cover space further from Dizzy. Fire bubble pops later after getting hit which makes it better at pressure and damage extensions. Together these points mean it is usually more suited to offensive situations than water bubble. For example TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. fire bubble into 236P detonates at 3/4 screen.

  • The attack level of fire and water bubble are both level 2.
  • Fire bubble has longer recovery than water bubble.
  • It is slightly higher off the ground when TK'd at minimum height.
  • It works well with 214P fish oki Short for "Okizeme" Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..
  • Total Recovery is the amount of time it takes Dizzy to create the bubble. Other frame data represents bubble pop frame data.

Overdrives

Imperial Ray

632146S or 632146D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
35×7 [43×7] All 7+1 10×7 Total 32 +49 5~6F Strike
7F Full
[1~8F Full]

Imperial Ray creates fire pillars which erupt from the ground in quick succession from Dizzy to the corner of the screen and has good corner carry. The explosions will keep going if the camera follows after them such as if Dizzy runs after it on block or hit. It has fast startup and the explosions push opponents back on block and launch on hit.

Imperial Ray has several reasons why it is rarely used. Dizzy can RRC for more damage and often still corner carry, it is less useful the closer to the facing corner Dizzy is, and limited practical routing (ex. very close 2H and other rare situations). Most of all it has consistency issues due to sensitivity to cancel timing, spacing, and character weights.

In neutral Imperial Ray can be a very expensive way to stop the opponent's pressure, safely set up summons, or obscure animations like 5D or H fish. However, meter is better spent elsewhere unless desperate.

Imperial Ray's long superflash duration can set up projectile "unblockables" since projectiles still travel during the superflash but animations are frozen, so if the opponent is in the middle of a move the projectile will hit. This is most reliable with Ice SpearGGXRD-R Dizzy ToPickFruit.pngGuardAllStartup22RecoveryTotal 37Advantage+11, Fire SpearGGXRD-R Dizzy ForRoastingChestnuts.pngGuardAllStartup36RecoveryTotal 48 (uncharged)Advantage+14 or Fire FishGGXRD-R Dizzy WeFoughtALot.pngGuardAllStartup73RecoveryTotal 36Advantage-. This setup is mostly only worth the resources if it will win the round off a projectile hit.

The burst version of Imperial Ray can be used as a reversal but dead angle or saving meter is preferable almost all of the time. If Dizzy is cornered it can be a useful gambit but the amount of resources used is generally too costly to be advisable. A lot of characters can use Burst Overdrives for guts crush but it's very rare Dizzy would benefit from this especially in the corner.

  • Imperial Ray has great meter efficiency. If it combos full screen Dizzy avoids suffering RC tension penalties, builds up a ton of tension balance by running forward, and regains a good deal of meter back.
  • Another use of the long superflash animation is wearing down the danger time clock. Danger time is not friendly to Dizzy since she can more easily get stunned and lose the round for it.

Don't be overprotective

632146P AKA "Mirror"

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
100 All 14+2 5 20 -6 1~14F Full
15~20F Strike
Total: 40

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

Mirror's slow startup allows opponents to option select A technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. and punish it. Inputting a meaty low > c.S > block is an example of a simple option select. c.S won't come out on whiff but does on block. This allows the player to throw during the superflash and be safe or continue pressure if Mirror wasn't used.

On counterhit Mirror is Dizzy's highest stun modifier move and can wallsplat the opponent. Against some characters in the corner this leads to 100% stun combos1638 stun value and 3363 on CH which gives Dizzy a niche way of inflicting stuns instead of receiving them.

Mirror's ability to reflect projectiles makes it a very valuable tool against projectile okizeme. The amount of projectiles Dizzy can reflect are limited. See the table below for a full list. It cannot reflect Overdrives. A projectile usually won't reflect is if it instantly travels, has unusual hit properties, is not always a projectile (Eddie), or doesn't move.

Don't be overprotective Reflectable Projectiles Table
Character Move
 Sol Badguy

Gunflame (236P)GGXRD Sol GunFlame.pngGuardAllStartup20RecoveryTotal 50Advantage-4
Note: DI Gunflame cannot be reflected.

 Ky Kiske

Stun Edge (236S)GGXRD Ky StunEdge.pngGuardAllStartup10RecoveryTotal 46Advantage-10
Charged Stun Edge (236H)GGXRD Ky ChargedStunEdge.pngGuardAllStartup38RecoveryTotal 69Advantage+14
Aerial Stun Edge (j.236S/j.236H)GGXRD Ky AirStunEdge.pngGuardAllStartup21Recovery41+14 LandingAdvantage+2
Note: Fortified Stun Edge cannot be reflected

 May

Don't Miss It! (214PGGXRD May DontMissIt.pngGuardAllStartup37RecoveryTotal 45Advantage-/214K)GGXRD May DontMissIt.pngGuardAllStartup37RecoveryTotal 55Advantage-

 Millia Rage

Tandem Top (236SGGXRD Millia TandemTop.pngGuardAllStartup11RecoveryTotal 38Advantage-1/236H)GGXRD Millia TandemTop2.pngGuardAllStartup60RecoveryTotal 35Advantage-

 Venom

Ball HitGgxrd venom ballhit.pngGuardAllStartup1RecoveryAdvantage-
Only reflects balls in motion (includes QV-charged balls)

 I-No

Antidepressant Scale (214PGGXRD Ino AntidepressantScale.pngGuardAllStartup18RecoveryTotal 50Advantage-12/j.214P)GGXRD Ino AntidepressantScale.pngGuardAllStartup15RecoveryUntil LandingAdvantage-

 Ramlethal Valentine

Cassius (214P)GGXRD Ramlethal Cassius.pngGuardAllStartup19RecoveryTotal 46Advantage-1

 Leo Whitefang

Graviert Würde ([4]6SGGXRD Leo GraviertWurde.pngGuardAllStartup10Recovery36(46T)Advantage-8/([4]6H)GGXRD Leo 46H.pngGuardAllStartup35Recovery(72T)Advantage+11

 Kum Haehyun

Tuning Ball (236SGGXRD-R Haehyun TuningBall.pngGuardAllStartup12RecoveryTotal: 48Advantage-16/(236H)GGXRD-R Haehyun TuningBall.pngGuardAllStartup38RecoveryTotal: 69Advantage+22

 Raven

Schmerz Berg (236P)GGXRD-R Raven SchmelzBerg.pngGuardAllStartup13Recovery36 + landing 12Advantage-9
Gebrechlich Licht (236P/j.236Pj.236K)GGXRD-R Raven GebraeuchlichLicht.pngGuardAllStartup21RecoveryTotal 45 + landing 8Advantage-4

 Baiken

YashagatanaGGXRD Baiken Yashagatana.pngGuardAllStartup33RecoveryTotal 48Advantage+5

YRCing mirror's startup will retain the invulnerable properties but only use 25% meter. Dizzy can cause moves to whiff and then punish them. As a reversal option it allows Dizzy to beat things like run up block or closely spaced hitstop OS with Mirror YRC > throw. It has a generous window vs most meaties but to get all 14f of invulnerability from Mirror YRC would take frame perfect timing.

Gamma Ray

64641236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
13×2, 16×32 All 13+6 6(24)6(35)46 {32 hit} 72 -61

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

Gamma Ray has very limited practical uses outside of joking around. For 100% meter there's almost always a better option.

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.

If you're feeling the need to burn all your tension inefficiently, some niche cases include:

  • Dealing lots of chip damage if the opponent is out of meter and already blocking something. This is possibly the most legit usage of Gamma Ray. Opponents can superjump after Necro and Undine's lasers to avoid most of the chip.
  • Comboing into it vs low health opponents to kill them via guts crush.
  • A nuclear anti-zoning tool if the opponent is committing to something with an extremely long animation.
  • An extravagant way to hard call-out a Blitz.
  • In hellfire state against a character with a cranked RISC bar it can become a touch of death.
  • Potentially dealing absurd damage even touch of death on trades if Dizzy is hit out of the startup. Gamma Ray is possibly the only move in the game with damage scaling greater than 100%. It does 150% meaning it increases the damage of subsequent attacks by 50%.

Instant Kill

Emotional Gamma Ray

During IK Mode: 236236H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
SURRENDER All 22+5
[10+5]
14 15 -12 22~40F Full
[10~28F Full]

Uses the animation from 5D and shares its huge hitbox, range, and active frames. The gold version is among the fastest IKs making it practical to combo into. These metrics combined make it one of the best gold IK in the game.

Dizzy has a lot of ways to confirm into Golden Instant Kill. 5D6 is the most basic and works both midscreen and in the corner. Bubble pops, fire daggers, Ice Spike YRC/RRC, and more are also possible. With 100 meter a lot of combos can be RRC'd and then IK'd.

Gold IK has optimal uses. Sometimes it is the only way to secure a kill in a combo due to combo scaling and guts. Dizzy can use it instead of long guts crushing combos to end the game in a more consistent way due to using less inputs.

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGXRD-R2 Dizzy color 1.png
GGXRD-R2 Dizzy color 2.png
GGXRD-R2 Dizzy color 3.png
GGXRD-R2 Dizzy color 4.png
GGXRD-R2 Dizzy color 5.png
GGXRD-R2 Dizzy color 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGXRD-R2 Dizzy color 7.png
GGXRD-R2 Dizzy color 8.png
GGXRD-R2 Dizzy color 9.png
GGXRD-R2 Dizzy color 10.png
GGXRD-R2 Dizzy color 11.png
GGXRD-R2 Dizzy color 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
GGXRD-R2 Dizzy color 13.png
GGXRD-R2 Dizzy color 14.png
GGXRD-R2 Dizzy color 15.png
GGXRD-R2 Dizzy color 16.png
GGXRD-R2 Dizzy color 17.png
GGXRD-R2 Dizzy color 18.png
Color 19
Color 20
Color 21
Color 22
Color 23
Mirror
GGXRD-R2 Dizzy color 19.png
GGXRD-R2 Dizzy color 20.png
GGXRD-R2 Dizzy color 21.png
GGXRD-R2 Dizzy color 22.png
GGXRD-R2 Dizzy color 23.png
GGXRD-R2 Dizzy color 00.png

Navigation

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