GGAC/Dizzy/Frame Data

From Dustloop Wiki
< GGAC‎ | Dizzy

Normals

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 10 1.44 3 8 1 HLF cCJR 5 2 12 -4 -
K 16 2.64 10 7 3 HLF CJR 7 4 14 -4 -
c.S 24 2.64 10 7 3 HLF CJR 5 2 11 +1
  • Stun modifier x2
f.S 20×5 2.64×5 10×5 7×5 3 HLF CR 8 2,2,2,2,6 14 -4
  • Hit stop 6
  • 4th hit stagger (max 35F)
H 40 3.84 14 6 4 HLF CR 13 6 15 -4 -
6P 26 2.64 10 7 3 HLF CR 11 4 19 -9
  • Upper body inv. 1-14
  • Prorates 90%
  • Lifts opponent (untechable for 28)
  • Wallbounce (untechable for 28F, CH and air CH untechable for 40F)
6H 38×2 3.84×2 20×2 6×2 5 HLF CRF, CJR 18 9,3 29 -13
  • 2nd hit lifts opponent(untechable for 28)
  • FRC timing: 18-20F
  • 1st and 2nd hit stagger on CH (Max 47F)
Dust 20 2.64 11 20 4 HF R 27 14 15 -12
  • Stun modifier x1.5
DAA 25 2.64 10 7 3 any R 11 2 23 -11
  • 1-12 full inv, 21-35 upper body inv,13-32 throw inv
  • Wallbounce, untechable 28F
  • Prorates 50%
2P 8 1.44 3 8 1 HLF cCR 6 3 9 -2
  • Prorates 70%
2K 18 2.64 5 7 2 LF CR 6 4 9 -1
  • Prorates 70%
2S 28 2.64 10 7 3 HLF CJR 7 3 22 -11 -
2H 40 3.84 20 6 5 HLF CRF 8 4 38 -23
  • Knockdown on ground hit
  • Knockdown and groundbounce on CH
  • Stun modifier x1.5
  • FRC timing: 8-10F
2D 38 3.84 11 6 5 LF JR 12 3 33 -15
  • 9-26, 36-39 low hitbox
  • 27-35 above feet invulnerability
j.P 12 1.44 3 8 1 HA cCJR 6 2 10 -
  • Prorates 90%
j.K 16 2.64 6 7 2 HA CJR 4 12 12 - -
j.S 28 2.64 10 7 3 HA CJR 9 4 16 - -
j.H 42 3.84 20 6 5 HA CR 11 4 28 - -
j.D 30,40 3.84×2 14×2 6×2 4 HA CR 10 9,3 15 -
  • 5F recovery on landing
  • 1st hit knocks opponent upwards(10-12F 22, 13-18F 28)
  • 2nd hit knocks opponent upwards(untechable for 26)
j.2S 30 2.64 10 7 3 HA CR 7 9 8 -
  • Begins behind her, at the bottom on 10th frame, in front of her on the 13th.
Throw 50 4.00 - 6×2 - 49 pixels - - - - -
  • Untechable
  • Forced prorate 50%
Air Throw 60 9.40 - 6×2 - 88 pixels - - - - -
  • Wallbounce untechable 60F
  • Forced prorate 50%

Specials

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Hajime wa tada no akari datta n desu (K)
236K
20×3 2.00/1.20×3 0 8×3 1 any F 32 62 total 51 +11
  • Hit stop 5
  • Remains out after 28F
  • FRC timing: 27-29F
  • see notes *1
Hajime wa tada no akari datta n desu (S)
236S
20×3 2.00/1.20×3 0 8×3 1 any F 32 49 total 54 +8
  • Hit stop 5
  • Remains out after 28F
  • FRC timing: 27-29F
  • see notes *1
Sakana wo toru toki ni tsukatteta n desu
236H
55 2.50/1.20 0 8 3 Any F 14 8 42 -23
  • Lifts opponent upwards(untechable for 40)
  • CH lifts even higher and guarantees down
  • Forced prorate 85%
  • Stun modifier x0.25
  • FRC timing: 31-32F
  • see notes *1
Kinomi wo toru toki ni tsukatteta n desu
421S
25,55 2.50/1.20 0 7×2 3,2 any - 22 18(15) total 37 -
  • 1st part lifts upwards (untechble for 30), 2nd part activates on 55th frame at the earliest
  • Hitbox disappers after hit
  • Hold button to hold spike (up to 102F)
  • 2nd part is released 18F after button is released
  • see notes *1
Yoku hanashiaite ni natte kuremasu (P)
214P
21×2 -/1.20×2 0 8×2 1 any - 54(21) 3(32)3 total 36 -
  • Homes in (horizontally) on opponent till the startup of the 2nd hit
  • Disappears 13F after the end of the move (if a follow up command is entered, the fish will perform the followup), or if the opponent hits the fish
  • If performed as followup, the initial forward movement is different than usual, but the rest of the move is the same
  • see notes *1,*2
Yoku hanashiaite ni natte kuremasu (K)
214K
25 1.00/1.20 0 8 1 any - 58-70 (25-37) 3 total 36 -
  • Startup depends on distance from opponent
  • Homes in horizontally on the opponent's position until the end of startup
  • Disappears 13F after the end of the move (if a follow up command is entered, the fish will perform the followup), or if the opponent hits the fish
  • If performed as followup, the initial forward movement is different than usual, but the rest of the move is the same
  • see notes *1,*2
Yoku hanashiaite ni natte kuremasu (S)
214S
38 1.00/1.20 0 7 2 any - 77(44) 35 total 41 -
  • Fish continues firing laser until it reaches the top of the screen
  • Laser beam passes through projectiles
  • In CH state till end of recovery
  • see notes *1,*2
  • Disappears 20F after the end of the active frames (if a follow up command is entered, the fish will perform the followup), or if the opponent hits the fish
  • If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy (tracks this spot for 38F)
  • On frame 38, even if the fish has not reached the designated spot, it will fire anyways. Other than that, the rest of the move is the same.
Yoku hanashiaite ni natte kuremasu (H)
214H
38 1.00/1.20 0 7 2 any - 77(44) 35 total 36 -
  • Fish continues firing laser until it reaches the floor
  • Laser beam passes through projectiles
  • In CH state till end of recovery
  • see notes *1, *2
  • Disappears 20F after the end of the active frames (if a follow up command is entered, the fish will perform the followup), or if the opponent hits the fish
  • If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy (tracks this spot for 38F)
  • On frame 38, even if the fish has not reached the designated spot, it will fire anyways. Other than that, the rest of the move is the same.
Hitori ni shite kudasai (summon)
j.214P/K/S
- 1.50/- - - - - - - 159 total 22 -
  • 1-15 Dizzy is in CH state
  • Bubble appears on frame 9
  • Cannot perform another bubble until 33F after the bubble naturally disappears, or 17F after popping the bubble
Hitori ni shite kudasai (pop) 45 -/1.20 0 6 4 any - 13 4 - -
  • Floats on hit (untechable for 36F)
  • see notes *1

Force Breaks

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Hitori ni shite kudasai (summon)
214D
- - - - - - - - 159 total 22 -
  • 1-21 Dizzy is in CH state
  • Bubble appears on frame 9
  • Cannot perform another bubble until 31F after the bubble naturally disappears, or 17F after popping the bubble
Hitori ni shite kudasai (pop) 45 -/1.20 0 6 4 any - 13 6 - -
  • Floats on hit (untechable for 36F)
  • see notes *1

Overdrives

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Imperial Ray
632146S
40×N - 10×N 9×N 3 any F 7+0 6(4)xN total 41 -
  • 5-7 invincible to strikes
  • Floats and causes knockdown on hit
  • Opponent cannot move until the 9th active frame. Hit stop 0
  • Dizzy modifier x0.5
  • Chip damage x1.5
  • FRC timing is 9-10F before time resumes after the screen freeze (?)
  • Flames can pass through other projectiles
Necro Okotta Baai
632146P
0,34×6 - 0 8,7×6 1,3×6 Unblockable - 9+4 20 14 -
  • 1-9 invincible
  • 10-14 invincible to strikes
  • Causes knockdown on hit
  • Unblockable, only hits floor
Gamma Ray
64641236H
13×5, 12×32 - 5×37 6×5, 4×32 5 any - 16+7 6(42) 6(51) 46 - -31
  • First two lasers hit stop 7
  • Knockdown on hit
  • Dizzy is knocked down at the end of the move
  • Dizzy modifier x0
  • Prorates 200%
  • 2nd screen freeze occurs on frame 109
  • Opponent's inputs are frozen until 3F after the 2nd screen freeze


*1 - Does not increase guard gauge
*2 - CH state till end of recovery. Fish appears on frame 34. If the fish gets hit, no fish can be summoned until 106F have passed. 106F is counted from the moment the fish gets hit. Follow up inputs are only allowed during Dizzy's recovery. Startup data listed in [ ] is for the follow up version of the move.
Note: Laser fish note has been updated, to a hopefully more accurate description, based on what I've seen from vids. Note has been changed from ambiguous Fish attempts to move in front of Dizzy, to reflect the fact the specified point is in fact quite a bit in front of Dizzy. Old note also made it sound like you could trigger the fish to fire early, which you can't.

Gatling Table

P K S H D Cancel
5P 2P, 6P 5K, 2K c.5S, f.5S, 2S 5H, 2H, 6H 5D, 2D j, sp
2P 5P, 2P, 6P 5K, 2K c.5S, 2S 5H, 2H 5D, 2D sp
6P - - c.5S, f.5S, 2S 5H, 2H, 6H 5D sp
5K 6P - c.5S, f.5S, 2S 5H, 2H 5D, 2D j, sp
2K 6P - c.5S, f.5S, 2S 5H, 2H 5D, 2D sp
c.5S 6P - f.5S, 2S 5H, 2H 5D, 2D j, sp
f.5S - - - 5H, 2H 5D, 2D sp
2S - - - 5H, 2H 5D, 2D j, sp
5H - - - 2H 5D sp
2H - - - - 5D sp
6H - - - - - j on 2nd hit, sp
5D - - - - - homing jump
2D - - - - - j, sp
j.P - j.K j.S, j.2S j.H - j, sp
j.K j.P - j.S, j.2S - - j, sp
j.S j.P - - j.H j.D j, sp
j.2S j.P - - j.H j.D sp
j.H - - - - - sp
j.D - - - - - sp