GGACR/Dizzy: Difference between revisions

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==Overview==
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{GGACR/CharacterLinks}}
{{Overview
<div id="home-content" class="home-grid">
|overview= Dizzy is mobile zoning character that relies on a wide variety of summons to set the pace of the match.
{{card|width=4
|header=Overview
|content=Dizzy is mobile zoning character that relies on a wide variety of summons to set the pace of the match.


In neutral, she's one of the most frustrating characters to pin down thanks to her fast double airdash, long-range normals, and anti-airs. Once she gets her projectile game started, Dizzy thrives at forcing the opponent into uncomfortable choices that let her establish more and more control. Her multitude of summons and specials allow Dizzy to set the pace by locking down, covering common attack angles, use super flash "unblockables", and even have them eating hits from reversal attempts for her. Once she finds a knockdown to start and cover her offense, Dizzy has a huge number of brutal mixups at her disposal that range from high-lows, left-rights, fuzzies, tick throws, and more.
In neutral, she's one of the most frustrating characters to pin down thanks to her fast double airdash, long-range normals, and anti-airs. Once she gets her projectile game started, Dizzy thrives at forcing the opponent into uncomfortable choices that let her establish more and more control. Her multitude of summons and specials allow Dizzy to set the pace through lockdown and covering common attack angles. Summons can notably be used to set up psuedo-unblockables and can catch reversal attempts, which allows Dizzy to force her way through attempts at disrespecting her offense. Once she finds a knockdown to start and cover her offense, Dizzy has a huge number of brutal mixups at her disposal that range from high-lows, left-rights, fuzzies, tick throws, frame traps, and unblockables. Her incredible damage potential also means she will end up taking those mixups very far.  


This is all offset by Dizzy's very poor tools when stuck in pressure. She has only one subpar metered reversal, an average backdash and Dead Angle, and a bad damage and stun modifier. Combine this with slow normals and overall weak standalone hit and hurtboxes, and Dizzy can quickly see her lifebar drained and her stun way up. Dizzy requires a solid defense, and awareness of when to use her high mobility to get out of an opponent's offense, lest she be quick to fall apart. If you can handle the limited defensive options and gain a strong grasp of her offensive gameplan, Dizzy is very good at suffocating her opponents.
This is all offset by Dizzy's very poor tools when stuck in pressure. She has only one subpar metered reversal, an average backdash and Dead Angle, and a bad defense and stun modifier. Combine this with slow normals and overall weak standalone hit and hurtboxes, and Dizzy can quickly see her lifebar drained and her stun way up. Dizzy requires solid defense and awareness of when to use her high mobility to get out of an opponent's offense, lest she be quick to fall apart.  
|quote= Please, I don't want to hurt anyone. Please leave now.
 
|lore= The Child of Fate. The Maiden of the Grove. Unknowing of her origins, she walks among the world. Dizzy doesn’t wish to harm anyone but as the daughter of Justice, the commander-type Gear, she often finds herself in conflict. Her green reaper right wing, Necro, and her light-blue angelic left wing, Undine, are her Spirit Guardian System tasked with protecting her. Though all three can disagree on the best way to do that, Dizzy has learned to gain more control over them as time goes by.
If you can handle her limited defensive options and gain a strong grasp of her offensive gameplan, Dizzy is very good at suffocating her opponents.
|summary= is a fragile character that relies on her mobility and wide variety of summons and projectiles to create an opportunity for offense.
}}
{{GGACR/Infobox
|fastestAttack = [[#5P|5P]] (5F)<br/>[[#c.S|c.S]] (5F)
|reversal = [[#Necro Unleashed|632146P]] (13F)
}}
{{ProsAndCons
|intro = is a highly mobile character with a wide variety of summons and projectiles that she sets up for future return.
|pros=
|pros=
* '''Suffocating Offense:''' Summon gameplan allows setup for strong, staggered lockdown which can be very dangerous to attempt to escape, which leads to high/low mixups, crossups, and tick-throws. This, along with her high damage, can end rounds with a single knockdown.
*'''Oki Goddess''':{{IconText| |GGACR Dizzy Fish|right|size=32}} With setup, Dizzy has access to every form of mixup. She can perform  high/lows, cross-ups, frame traps, instant overheads, and tick throws while blowing through nearly every reversal option in the game. To sweeten the deal, her throw is tied for the second longest range in the game, and leads to the same terrifying mix. Once she gets her snowball is rolling, it can be very hard to stop her.
* '''Summon Defense:''' When Fish are out they are able to sponge a hit for Dizzy, massively lowering the risk of getting hit by things such as DAA. They also stay out on hit and block, while her other summons stay out just on block.
*'''Summon Defense''': When summons are out, Dizzy is hard to attack. Fish can eat a hit for her, or even continue attacking after Dizzy is hit. Spears can be fired while Dizzy is blocking. FB Bubble can be used to checkmate the opponent. Thanks to these, she can initiate {{Keyword|RPS}} while on the back foot.
* '''Meter Options:''' Dizzy has a plethora of amazing meter options, the most notable of which are her Force Breaks. Meter also allows her to do super flash "unblockables".
*'''Space Control''': Thanks to her aforementioned summon defense, Along with Scythes, Bubbles and FB Spears, Dizzy can effectively wall out opponents. This is further accentuated by her mobility, and access to the only {{MMC|input=j.2S|label=air-throw-invulnerable normal}} in the game.
* '''High Mobility:''' Her fast dash acceleration and double airdash allow her to fly around the screen faster than most characters.
*'''Value from 25 Meter''': Options like {{MMC|input=236H|label=Ice Spke}} FRC, {{MMC|input=j.214D|label=FB Bubble}}, and {{MMC|input=421D|label=FB Knives}} are very flexible and strong. With them, Dizzy can instill fear in the opponent, or access powerful okizeme.
* '''Space Control''': Has over a dozen extremely active summons and including multiple fish combinations that allow her to control space and move.
*'''Exceptional Mobility''': Dizzy's extreme dash acceleration, fast jump, and double airdash allow her to run circles around most of the cast.
*'''High Damage''': Dizzy has access to good overall damage which becomes exceptional with setups and resources.
|cons=
|cons=
* '''Weak Defense and Low Health:''' With the lowest stun resistance and fourth lowest health in the game, as well as no meterless reversals (and the metered one being subpar), Dizzy struggles on defense and gets hit very hard if opened up.  
*'''Poor Defense''': Dizzy's buttons are below average on defense, and her {{MMC|input=632146P|label=reversal super}} sucks. This is made worse by her having 4th lowest health in the game, as well as the lowest stun resistance.
* '''Neutral Initiative:''' Due to her relatively below average hitboxes and long summon startup, Dizzy can be forced to retreat in neutral until she can take initiative.
*'''Chunky Hurtboxes''': Her big hurtboxes make Dizzy a large target which exacerbates her issues on defense. Of particular note is how her [[GGACR/Tech#FD Jump|FD Jump]] hurtbox is one of the larger ones in the game.
* '''Air Knockdown:''' Dizzy struggles to knock down against airborne opponents who aren't low to the ground, forcing her to return to neutral (albeit likely with a summon out) instead of looping oki.
*'''Some Assembly Required''': Being a setup character, it can be difficult for her to find room to get started against fast characters, or characters that control a lot of space.
|unique_mechanic1_name=Fish
*'''Air Knockdowns''': Dizzy can't reliably score a KD against airborne opponents.
|unique_mechanic1= Dizzy can summon five variations of fish which move forward and absorb a single hit for her. Fish enable Dizzy's okizeme game and help her control space.  Only one fish may be active at any time.  If Dizzy is hit the fish stay out, and they can be "programmed" to attack a 2nd time in any variation by hitting the corresponding button during startup.
|unique_mechanic2_name=Bubble
|unique_mechanic2=Dizzy can summon a bubble that travels one of three trajectories she chooses.  After summoning the bubble slowly float across the screen and can only be popped by Dizzy hitting it with another move or if they time out. 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.
|unique_mechanic3_name=Dash
|unique_mechanic3= Dizzy gains foot invulnerability during her dash which allows her to run over lows and other moves such as slidehead and mini faust.
 
}}
}}
{{FP Box|header=Guilty Bits Character Intro
</div>
|content={{Centerdiv}}<div class="fpvideo">{{#ev:youtube|3XN5uZz5ncw|450}}{{Closediv}}{{Closediv}}
===Unique Mechanics===
====Fish====
{{card|width=4
|header={{IconText| Fish |GGACR Dizzy Fish|right|size=32}}
|content= Dizzy can summon five variations of fish which move forward and absorb a single hit for her. Fish enable Dizzy's okizeme game and help her control space.  Only one fish may be active at any time.  If Dizzy is hit the fish stay out, and they can be "programmed" to attack a 2nd time in any variation by hitting the corresponding button during startup.
}}
}}
===Starter Guide===
{{StarterBlurb}}
{{FrameChartKey}}


==Normals==
==Normal Moves==
 
===<big>{{clr|1|5P}}</big>===
===<big>{{clr|1|5P}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=5P
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 5
GGAC_Dizzy_5P.png|Kind of a subpar jab,<br> but can burst bait
|active = 2
</gallery>
|recovery = 12
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_5P-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
Dizzy's fastest button together with {{clr|3|c.S}}, however {{clr|1|5P}} whiffs against most characters crouching, however it it has some use in niche AA situations where {{clr|3|2S}} would be too slow
==== ====


5F hand swipe/jab. Typical {{clr|1|5P}}, but a higher than average recovery time.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
*Can whiff on some crouching opponents, such as Faust and Dizzy.  
}}
*Occasional Anti-Air, but weaker than {{clr|3|2S}} and {{clr|1|6P}}.
*Tends to take a back seat to Dizzy's other normals.
</div>
</div>


===<big>{{clr|2|5K}}</big>===
===<big>{{clr|2|5K}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=5K
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 7
GGAC_Dizzy_5K.png|Dizzy's go-to poke
|active = 4
</gallery>
|recovery = 14
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_5K-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
Her main ground footsies tool along with {{clr|2|2K}}, and a good combo starter with no proration. Great range for its speed, useful in fish setups to keep people in place and because it's jump cancellable however it can be avoided by stronger low profiling moves such as Chipp's {{clr|1|6P}}
==== ====


Workable main poke. Decent range and damage, and combo starter
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
*Jump cancellable for pressure in conjunction with summon setups.
}}
</div>
</div>


===<big>{{clr|3|c.S}}</big>===
===<big>{{clr|3|c.S}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=c.S
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 5
GGAC_Dizzy_cS.png|Common relaunch and pressure tool
|active = 2
</gallery>
|recovery = 11
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_cS-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="c.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
Dizzy's fastest normal together with 5P, however this one doesn't whiff on crouchers and deals a lot more damage making it ideal as your main punisher. <br>
==== ====
In pressure it's also really good as it's Dizzy's only normal that's plus on block, just make sure you don't press this button outside of proximity range otherwise you'll get {{clr|3|f.S}} which is crouchable and really dangerous to whiff


Quick attack and main punish starter.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
*Good damage and +1 for pressure.
}}
*Often used as a relaunch/pickup in combos when the opponent is already floated.
*Has a double stun modifier, sometimes useful though Dizzy's not one to go for stun too often.


'''Additional Frame Data:''' ''Stun modifier x2.''
===<big>{{clr|3|f.S}}</big>===
</div>
{{GGACR_Move_Card
</div>
|input=f.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 8
|active = 14
|recovery = 12
}}
Very situational, atypical {{clr|3|f.S}}. Can be crouched by most of the cast except for Potemkin, and is awful on whiff. Learning to judge the proximity so you don't actually get this instead of {{clr|3|c.S}} is very important. {{clr|3|f.S}} is generally limited to anti-airs (particularly against IADs) or air combos. <br>


===<big>{{clr|3|f.S}}</big>===
{{clr|3|f.S}} is multihit, which makes it useful as a counterpoke against moves with armor (most notably Potemkin's Hammerfall) and allows it to crank up the gravity scaling during combos, which makes it a prime tool when trying to combo into Ice Spike. <br>
<div class="attack-container">
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Dizzy_fS.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_fS-1-Hitbox.png
GGXXACPR_Dizzy_fS-2-Hitbox.png
GGXXACPR_Dizzy_fS-3-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="f.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====


Excellent ranged poke against airborne opponents at range and multi-hit for solid confirms, but...
===<big>{{clr|4|5H}}</big>===
*Whiffs on every crouching character except Potemkin, targets can block switch mid string and make the rest whiff.
{{GGACR_Move_Card
*Generally used in combos with a low float to combo into {{clr|4|5H}} and/or Ice Spike.
|input=5H
*Has low hitstop to make it slightly harder to react to.
|description=
*Staggers on the 4th hit for better combo opportunities.
{{#invoke:FrameChart|drawFrameData
|startup  = 12
|active = 6
|recovery = 15
}}
A slow but high damaging move that's mostly used in strings to combo from other normals into {{clr|4|2H}}, {{clr|5|2D}},  or ice spike depending on the range or in block strings as it is -4 at worst and can be made even safer at a distance. <br> It can also work as a frametrap from {{clr|2|2K}} as that leaves a gap of exactly one frame, however be careful as this mean the same situation on hit won't combo if they're at {{clr|4|5H}}'s tip range<br>
The move can also sort of work as a poke in the same way as other character's {{clr|3|f.S}} however it comes with risks since the move extends Dizzy's hurtbox before the hitbox comes out and it's quite slow.


'''Additional Frame Data:''' ''Hitstop 6F. 4th hit staggers opponent on hit (max 35F).''
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>


===<big>{{clr|4|5H}}</big>===
===<big>[[GGACR/Controls#Dust_Attack|{{clr|5|5D}}]]</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=5D
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 29
GGAC_Dizzy_5H.png|
|active = 14
</gallery>
|recovery = 15
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_5H-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
A typical 5D but its range can catch opponents offguard, especially when obscured by summons and thanks to it barely animating at the start it can be hard for some people to react to it. Despite it being -12 the range and the amount of active frames can make it deceptively safe.
==== ====


Slow, relatively high damage ranged move with a big hitbox.
It sets up for a normal air juggle in midscreen and a bubble loop in the corner thanks to impossible dust, however despite this it doesn't see much use as Dizzy has a lot of faster high/low mixups to use instead
*Good, but easily counter-poked as it extends its hurtbox before going active.
}}
*Best used mid-combo string, followed up with {{clr|4|2H}} if close or {{clr|4|236H}} if far away.
</div>
</div>


===<big>{{clr|1|6P}}</big>===
===<big>{{clr|1|6P}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=6P
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 11
GGAC_Dizzy_6P.png|
|active = 4
</gallery>
|recovery = 19
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_6P-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
Dizzy's {{clr|P|6P}} works a bit different than most of the cast. It has some upper body invulnerability, but it is usually outshined by her {{MMC|input=2S|label={{clr|S|2S}}}}. On hit, it launches the opponent into a weak wall-bounce that can at best be combo'd into {{MMC|input=236H|label={{clr|H|236H}}}} for a knockdown.
==== ====


Short range {{clr|1|6P}} with a lower hitbox meant more for anti-poke attempts.
It can be used in Fish combos, where combos like {{clr|P|6P}} -> [Fish hits] -> {{MMC|input=421S|label={{clr|S|421S}}}} can lead into bubbleloops.
*Floats on hit if you need a launch earlier in a combo.
*Wall bounces on hit when close enough to the corner.
*Workable AA, but slower than {{clr|3|2S}} and with a worse hitbox.


'''Additional Frame Data:''' ''Upper body invincible 1~14F. Initial prorate 90%. Wallbounces opponent on hit (untechable on ground hit for 28F, ground CH and air CH for 40F).''
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
</div>
}}
</div>


===<big>{{clr|4|6H}}</big>===
===<big>{{clr|4|6H}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=6H
<tabber>
|description=
Images =  
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 18
GGAC_Dizzy_6H.png|
|active = 12
</gallery>
|recovery = 21
|-|
|frcStart = 18
Hitboxes =
|frcEnd = 20
<gallery widths="210px" heights="210px" mode="nolines">
|cancelStart1 = 27
GGXXACPR_Dizzy_6H-1-Hitbox.png|1st Hit (Frames 18-20)
|cancelEnd1 = 29
GGXXACPR_Dizzy_6H-2-Hitbox.png|1st Hit (Frames 21-23)
GGXXACPR_Dizzy_6H-3-Hitbox.png|1st Hit (Frames 24-26)
GGXXACPR_Dizzy_6H-4-Hitbox.png|2nd Hit (Frames 28-30)
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="6H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
Massive two-hit disjointed launcher that's also really active, giving it some situational use against extremely evasive options like Slayer and Potemkin's backdash - however this also means it's horribly unsafe on whiff.  
==== ====
 
Massive, big damage, launching two-hit tail morph button. Disjointed enough that you might get away with it as a Hail Mary.
*Mainly used on oki to discourage wakeup buttons, or start big launch punishes.
*Works as a ranged frame trap.
*Very high pushback on block can make for less risky blockstring mindgames.
*Has two FRCs during the first frames of both active windows for tricks.
*Staggers on Counter Hit for other conversions.


'''Additional Frame Data:''' ''2nd hit floats opponent on hit (untechable for 28F). FRC timing 18~20F, 27~29F (FRC Timing is on the 1st and 2nd hits). Both hits stagger opponent on CH (Max 47F).''
Cranks the opponent's guardbar and has a 3 frame FRC starting at both of its active frames, but this is outshined both by {{clr|4|2H}} FRC, or just {{clr|4|6H}} on its own being both jump and special cancellable.  
</div>
</div>


===<big>[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}]</big>===
Staggers on CH, but the range it hits at and the pushback usually makes this awkward to take advantage of.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Dizzy_5D.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_5D-1-Hitbox.png|Frames 29-32
GGXXACPR_Dizzy_5D-2-Hitbox.png|Frames 33-38
GGXXACPR_Dizzy_5D-3-Hitbox.png|Frames 39-42
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="5D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Very slow but extremely active and ranged dust. Works best when obscured by summons.
*Has good damage potential, sets up for standard air juggle or corner Bubble Loop with an Impossible Dust.
*Has an increased stun modifier for some reason.
*Despite being -12, the range can make it pretty safe.
'''Additional Frame Data:''' ''Stun modifier x1.5.''
</div>
</div>


===<big>{{clr|1|2P}}</big>===
===<big>{{clr|1|2P}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2P
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 6
GGAC_Dizzy_2P.png|
|active = 3
</gallery>
|recovery = 9
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_2P-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
Excellent range for its speed, but 1 frame slower than her {{clr|1|5P}} or {{clr|3|c.S}} as an abare.<br>
==== ====


Awkward but decently ranged poke that's mainly for safe Bubble popping.
Although its 70% proration it has the nice benefit of letting you gatling it into itself which can make it easier to confirm into a combo. Just beware that on it's own it won't combo into {{clr|5|2D}} due to it's lower attack level, so make sure to gatling into at least {{clr|2|2K}}/{{clr|2|5K}} before that.<br>
*Can work for tick throws due to Dizzy's grab range and walk speed.
*Pushes back a bit far for conversions if hit at max range.
*Alone, it's slow for a {{clr|1|2P}} and can be low profiled.


'''Additional Frame Data:''' ''Initial prorate 70%.''
In tick-throw situations its low attack level has the benefit of causing the interaction to happen faster due to it's low blockstun and hitstop
</div>
</div>


[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


===<big>{{clr|2|2K}}</big>===
===<big>{{clr|2|2K}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2K
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 6
GGAC_Dizzy_2K.png|Opens up the gates for summon combos
|active = 4
</gallery>
|recovery = 9
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_2K-1-Hitbox.png|Frames 6-7
GGXXACPR_Dizzy_2K-2-Hitbox.png|Frames 8-9
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
Her main ground footsies tool along with {{clr|2|5K}}. Fast, low-hitting, good range, with good combo options, this is one of her most useful normals. <br>
==== ====
Dizzy's main low in her low/high mixups. Combos into both {{clr|4|2H}} and {{clr|5|2D}} as long as they're in range, with the only problem being that {{clr|2|2K}} into {{clr|4|5H}} sometimes doesn't combo at the tip because of characters hitstun reeling animation.<br>
Has 80% initial proration, so it's not ideal as a punisher use {{clr|2|5K}} for that.


Main low poke. Quick, above average range, complement to {{clr|2|5K}}.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
*Used for spaced oki with a summon in place to score a conversion, particularly the Laser Fish.
}}
*Gatlings to {{clr|4|2H}}/{{clr|5|2D}} for knockdown at range, close up into {{clr|3|c.S}} / {{clr|3|2S}} / {{clr|1|6P}} and {{clr|4|5H}} for combos.
*Also used for tick throws.
 
'''Additional Frame Data:''' ''Initial prorate 80%.''
</div>
</div>


===<big>{{clr|3|2S}}</big>===
===<big>{{clr|3|2S}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2S
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 7
GGAC_Dizzy_2S.png
|active = 3
</gallery>
|recovery = 22
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_2S-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
Dizzy's main AA normal equivalent to other characters' {{clr|1|6P}}. Has a strong, really vertical disjointed hitbox and thanks to the move requiring a down input your hurtbox is naturally lowered before this comes out, however the hitbox being mostly vertical also means it can lose to some more horizontally disjointed moves. <br>
==== ====
As with most of Dizzy's anti-airs it doesn't really lead into a knockdown due to her lack of air knockdown moves.


Very strong anti-air. Quick, low profile, and high reaching.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
*Links to 421[S] on Counter Hit, converts to Bubble Loop when close.
}}
*Limited horizontal range, best saved for when they're above you.
</div>
</div>


===<big>{{clr|4|2H}}</big>===
===<big>{{clr|4|2H}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2H
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 8
GGAC_Dizzy_2H.png|Shorter Ranged Knockdown tool
|active = 4
</gallery>
|recovery = 38
|-|
|frcStart = 8
Hitboxes =  
|frcEnd = 10
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_2H-1-Hitbox.png|Frames 8-9
GGXXACPR_Dizzy_2H-2-Hitbox.png|Frames 10-11
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
The main knockdown you should be going for but also has the shortest range of Dizzy's 3 knockdown options {{clr|4|2H}} {{clr|5|2D}} {{clr|4|236H}}. <br>
==== ====
It knocks down and has extended cancel window letting delay cancel K and D fish to hit make them both hit as meaty as you want and on block the cancel window also lets you frametrap people with ice spike, however do note that the actual move has a lot of recovery so on it's own it's still really unsafe both on block and especially on whiff. As a bonus the way that {{clr|4|2H}} slightly launches people up in the air means that {{clr|4|2H}} > {{clr|4|236H}} will make you more advantageous than normal<br>


Quick hit predominantly used for knockdown then cancelling into a 214 summon for okizeme (which summon depends on distance). 
It also has some use as a CH fisher as the move is still relatively fast and leads into big combos on CH while also building a lot of stun thanks to its 1.5x stun modifier. The FRC compliments this by having an FRC window on the first active frame that lasts 3 frames, which thanks to this move being level 5 means it will build a lot of guard gauge while also being +18 on normal block.
*Can be used to fish for counter-hits in frame traps. Ground bounces on Counter Hit for bigger combos.
*FRCs for safety, extend pressure strings, or conversions on hit.  
*Has an extended special cancel window, can frame trap with Ice Spike.
*Like most of Dizzy's normals, has a not so great hurtbox. Take care when not gatling'd into.


'''Additional Frame Data:''' ''Knocks down opponent on ground hit. Groundbounces opponent and fully untechable on CH. Stun modifier x1.5. FRC timing 8~10F.''
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}
</div>
}}
</div>


===<big>{{clr|5|2D}}</big>===
===<big>{{clr|5|2D}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=2D
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 12
GGAC_Dizzy_2D.png|
|active = 3
</gallery>
|recovery = 33
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_2D-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="2D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
Enormous sweep. While it doesn't have the same delayed cancel window with 2H it makes up for it by being the second longest knockdown option of her 3 options {{clr|4|2H}} {{clr|5|2D}} {{clr|4|236H}}. Additionally it is also jump cancellable which can be use to circumvent the move's frame advantage and situationally punish people who were pressing buttons expecting to catch the startup of a special. <br>
==== ====


Long ranged sweep, covering ranges outside of {{clr|4|2H}}.
In neutral it also has some use as the move is fairly disjointed and it's really low profile even during part of it's recovery, however beware as the recovery on whiff is still really long. This also has some use in fish setups where the disjoint and low profile can be used against certain reversals that are otherwise harder to bait like Sol [[GGACR/Sol_Badguy#Volcanic_Viper|Volcanic Viper]] or Jam's powered up [[GGACR/Jam_Kuradoberi#Kenroukaku|Kenroukaku]], on top of this there is also setups that use the move's launch in conjunction with the fish to start bubble loops.
*Can be jump cancelled for more pressure options on block, or Bubble oki after a knockdown.
}}
*Has an extensive low profile window. Can go under bursts or other options.
 
'''Additional Frame Data:''' ''Low profile 9~26F, 36~39F. Above feet invincible 27~35F.''
</div>
</div>


===<big>{{clr|1|j.P}}</big>===
===<big>{{clr|1|j.P}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.P
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 6
GGAC_Dizzy_jP.png|Hits deeper than jH
|active = 2
</gallery>
|recovery = 10
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_jP-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
An unusual {{clr|1|j.P}} it doesn't let you whiff cancel like other characters' {{clr|1|j.P}} it makes up for this by having a really long, but not disjointed, downwards angled hitbox that can be used for all sorts of things like popping bubbles, a quick air-to-air button and {{keyword|Fuzzy Overhead}} thanks to {{clr|4|j.H}}'s enormous amount of blockstun.
==== ====


Relatively fast air poke that hits at a jump-in angle.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|3|j.2S}}, {{clr|4|j.H}}
*Mainly relegated to air combos or to pop a bubble.
}}
*Useful for fuzzy rejumps when a summon covers Dizzy's approach.
 
'''Additional Frame Data:''' ''Initial prorate 90%.''
</div>
</div>


===<big>{{clr|2|j.K}}</big>===
===<big>{{clr|2|j.K}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.K
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 4
GGAC_Dizzy_jK.png|Please keep your arms and legs inside the ride at all times
|active = 12
</gallery>
|recovery = 12
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_jK-1-Hitbox.png|Frames 4-9
GGXXACPR_Dizzy_jK-2-Hitbox.png|Frames 10-15
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.K"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Extremely fast and lingering hitbox, but short ranged air normal. Tied with a few others at frame 4.
Extremely fast and lingering hitbox, but short ranged air normal. Tied with a few others at frame 4.
*The best air move bar none for retracting Dizzy's hurtbox for jumping; has a smaller early jumping hurtbox than jump > FD.
*Retracts Dizzy's otherwise quite large air hurtbox, so useful for escaping; has a smaller early jumping hurtbox than jump > FD.
*Sometimes works as a jump-in, particularly deep.
*Sometimes works as a jump-in, particularly deep.
*Good for air conversions from the ground and popping Bubbles.
*Good for air conversions from the ground.
</div>
*Fastest air normal makes it useful for popping Bubbles immediately after setting them.
</div>
*So fast that it goes active during an air tech's invincibility frames, functionally making it an air reversal.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|3|j.2S}}
}}


===<big>{{clr|3|j.S}}</big>===
===<big>{{clr|3|j.S}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.S
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 9
GGAC_Dizzy_jS.png|Strong horizontal air-to-air
|active = 4
</gallery>
|recovery = 16
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_jS-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Good horizontal range for air-to-air or in air combos.
Good horizontal range for air-to-air or in air combos.
*Very disjointed, difficult to contest. Can cover Dizzy's retreat on a low back airdash.  
*Very disjointed, difficult to contest. Can cover Dizzy's retreat on a low back airdash.  
*Primarily for safely popping tk.Bubbles after summoning them by airdashing backwards and using {{clr|3|j.S}}.
*Primarily for safely popping tk.Bubbles after summoning them by airdashing backwards and using {{clr|3|j.S}}.
</div>
*Useful for tagging opponents at full screen with an IAD, mostly to disable options that disappear when hit, though mind it will generally whiff on crouching.
</div>
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}
 
===<big>{{clr|3|j.2S}}</big>===
{{GGACR_Move_Card
|input=j.2S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active = 9
|recovery = 8
}}
Wing Blades. An air normal which does it all. Wide swinging attack which covers an arc from behind Dizzy to up and in front.
*Hits so low that it generally hits opponents even at IAD height, though mind this will cross up outside the corner.
*Completely throw invincible, so it can be used to escape, fall on opponents, and attack with airdashes without fear of opponent's air throw.
*Recovers in the air if done immediately out of an airdash, allowing Dizzy another airdash or landing into {{clr|2|2K}} or {{clr|5|2D}} for a high/low mixup.
*Hits extremely deep, often requiring opponents to press their anti-air attack extremely early, and making it very difficult to anti-air as a falling cross-up.
*Gatlings into {{clr|1|j.P}} which can be useful in airdash strings.
*Fastest IAD  {{clr|3|j.2S}} hits vs crouching on frame 26 against every character except Anji, Bridget, Faust, I-no, Kliff, and Zappa, where it whiffs entirely.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
}}


===<big>{{clr|4|j.H}}</big>===
===<big>{{clr|4|j.H}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.H
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 11
GGAC_Dizzy_jH.png|A Beginner's Guide to Double Digit Plusframes
|active = 4
</gallery>
|recovery = 28
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_jH-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
One of the few level 5 air normals in the game—exceptional for its high damage, long block stun, excellent and untech-time.
==== ====
 
Slow but strong level 5 attack. Mainly used in summon pressure and fuzzies.
*Big amount of untechable time on air counter hit if you score against another air attack.
*Big amount of untechable time on air counter hit if you score against another air attack.
*Long amount of blockstun for easy conversions or pressure extension.
*High damage and high untech make it excellent in combos, and it's a core part of her Bubble loop combos.
*Leads to land > rejump {{clr|1|j.P}} fuzzies.
*Long amount of blockstun for easy conversions or pressure extension, and make it generally safe against defensive throws even if the opponent instant blocks it.
*Hits very low to the ground, but ''only when spaced out''. Very susceptible to whiffing when too close.
*Leads to land > rejump {{clr|1|j.P}} instant overheads in setups.
</div>
*Hits very low to the ground, but ''only when spaced out''. Very susceptible to whiffing when too close due to its point blank dead zone.
</div>
*Despite its large hitbox, it has a large hurtbox.
}}


===<big>{{clr|5|j.D}}</big>===
===<big>{{clr|5|j.D}}</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.D
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 10
GGAC_Dizzy_jD.png|
|active = 12
</gallery>
|recovery = 15
|-|
|specialRecovery=5
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_jD-1-Hitbox.png|1st Hit (Frames 10-11)
GGXXACPR_Dizzy_jD-2-Hitbox.png|1st Hit (Frames 12-14)
GGXXACPR_Dizzy_jD-3-Hitbox.png|1st Hit (Frames 15-16)
GGXXACPR_Dizzy_jD-4-Hitbox.png|1st Hit (Frames 17-18)
GGXXACPR_Dizzy_jD-5-Hitbox.png|2nd Hit (Frames 19-21)
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
High Damage, far reaching, two hit combo-ender which sends them up and away.
High Damage, far reaching, two hit combo-ender which sends them up and away.
*Works as a rising anti-air.
*Covers an enormous amount of space, especially with an air dash or superjump, allowing Dizzy to hit areas that other characters have difficulty covering.
*Can be used with a superjump to catch techs and high airdashes.
*Launches on hit, but can have limited conversion options due to the standard {{clr|5|j.D}} landing recovery.
*Launches on hit, but can have limited conversion options due to the standard {{clr|5|j.D}} landing recovery.
 
*Can be comboed after a counterhit if only one of the hits connects, but this is situational.
'''Additional Frame Data:''' ''1st hit floats opponent on hit (untechable for 22F during 10~12F, untechable for 13~18F on 28F). 2nd hit pushes opponent upwards on hit(untechable for 26F).''
*Excellent air combo ender because putting the opponent so high can give Dizzy more time to summon. However, mind that it has shorter horizontal range than {{clr|4|j.H}} in its early active frames, which can occasionally cause it to drop from {{clr|3|j.S}} gatlings.
</div>
</div>
 
===<big>{{clr|3|j.2S}}</big>===
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Dizzy_j2S.png|A normal to surpass Guilty Gear
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_j2S-1-Hitbox.png|Frames 7-9
GGXXACPR_Dizzy_j2S-2-Hitbox.png|Frames 10-12
GGXXACPR_Dizzy_j2S-3-Hitbox.png|Frames 13-14
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.2S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Wing Blades. An air normal which does it all. Wide swinging attack which covers an arc from behind Dizzy to up and in front.
*Covers directly below her very well on the down swing, useful in IADs.
*''Completely throw invincible for some reason.''
*Can cross up depending on when it is activated during an airdash.
*Works particularly well during summon pressure.
'''Additional Frame Data:''' ''Initial prorate 90%. Throw invincible 1~23F. Attack begins behind Dizzy on 7F, below her on 10F, in front of her on 13F.''
</div>
</div>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
===<big>Ground Throw</big>===
===<big>Ground Throw</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=Ground Throw
<tabber>
|description=
Images =  
Only shorter than Potemkin and Justice for normal throw range. Easily one of the best throws in the game. <br>
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Dizzy_throw.png|One of the best throws in the game
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Ground Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====


Vital throw. Significantly higher throw range than average and important for her oki game.
While on the surface this looks like a typical throw, the fact that it immediately makes Dizzy's fish disappear and refresh the cooldown as they're getting knocked down while also giving Dizzy enough frame advantage to resummon her fish makes this exceptionally strong for Dizzy. To top it all off the stagger on D fish gives her a really reliable way to combo into the throw and loop her oki.<br>
*Can be combo'd out of for extra damage/positioning at the cost of knockdown. KD is usually preferred.
*Strong in the corner, but midscreen allows for left/right mixups.


'''Additional Frame Data:''' ''Floats opponent, fully untechable on hit. Forced prorate 50%.''
It can also lead to a small combo anywhere on screen, however in midscreen doing a combo means you have to give up some of the oki unless you're willing to spend 25% to FRC the icespike. It is also possible to combo the throw into bubble, as the throw doesn't make Dizzy's bubble disappear, which depending on the height can lead to a knockdown.
</div>
}}
</div>


===<big>Air Throw</big>===
===<big>Air Throw</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=Air Throw
<tabber>
|description=
Images =
Important tool because many of Dizzy's summons can be answered by jumping.
<gallery widths="210px" heights="210px" mode="nolines">
*Leads to similar combos as a ground throw, but note at midstage it can leave them very far or be techable depending on height. Combo into D-Ice Spike when very far for a knockdown.
GGAC_Dizzy_airThrow.png|
*Because the wall bounce can cause so much variance in terms of spacing, a variety of confirms are needed. Very low air throws may not be comboable in the corner.
</gallery>
*Unsummons fish and spear like her ground throw.
|-|
*Can leave opponents so close to Dizzy that they can throw her on wakeup if you don't account for it.
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="Air Throw"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Leads to similar situations as ground throw, but it simply has average airthrow range.
*Also like ground throw, KD is preferred over a combo.
*The strength of this can deter opponents from going for techs, so you can press your advantage harder.
'''Additional Frame Data:''' ''Wallbounces opponent on hit (untechable for 60F). Forced prorate 50%.''
</div>
</div>


===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===
===<big>[[GGACR/Defense#Dead Angle Attack (DAA)|Dead Angle Attack]]</big>===
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=DAA
<tabber>
|description=
Images =  
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 11
GGAC_Dizzy_6P.png|Par for the course
|active = 2
</gallery>
|recovery = 23
|-|
}}
Hitboxes =  
Average Dead Angle on paper, but extremely useful as it covers one of Dizzy's main weaknesses, defense.
<gallery widths="210px" heights="210px" mode="nolines">
*Will wallbounce if near a corner.
</gallery>
*Techbable if it's not a counterhit.
</tabber>
*Like most DAAs, it's unsafe on block, and can be low profiled.
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="DAA"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Average Dead Angle, but you might have to rely on it due to Dizzy's lack of other defensive options.
*Will wallbounce if near a corner. Might lead to a confirm on CH, though not recommended.
*Not safe. Don't get baited.
'''Additional Frame Data:''' ''Fully invincible 1~12F. Upper body invincible and throw invincible 13~32F. Wallbounces opponent on hit (untechable for 28F). Initial prorate 50%.''
</div>
</div>


===<big>Dash</big>===
===<big>Dash</big>===
Line 836: Line 403:
Hitboxes =  
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
<gallery widths="210px" heights="210px" mode="nolines">
GGACR_Dizzy_Dash_Hitbox.png|
GGACR_Dizzy_Dash-1_Hitbox.png|Frames 1-6
GGACR_Dizzy_Dash-2_Hitbox.png|The rest
</gallery>
</gallery>
</tabber>
</tabber>
</div>
</div>
<div class="attack-info">
<div class="attack-info">
==== ====
Below the knees invul, allows Dizzy to dash over many lows, including Potemkin's Slidehead. However it should be noted that the high profile is weaker during the first few frames of the dash.<br>
Thanks to her extremely fast dash acceleration she can get more range out of her grounded pokes
{{CloseCard}}


Dizzy has some foot invuln during her dash which allows her to run over slidehead.
===<big>Taunt</big>===
</div>
{{GGACR_Move_Card
</div>
|input=Taunt A,Taunt B,Taunt C
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 67
|active = 36
|recovery = 18
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 45
|active = 25
|recovery = 18
}}
{{#invoke:FrameChart|drawFrameData
|startup  = 57
|active = 37
|recovery = 18
}}
Dizzy's taunt is a really peculiar move because not only does it have a grounded unblockable hitbox, that can be airblocked with FD, its startup is also determined by which of the three voice sets the game decided to randomly pick at the start of the match, depending on which one the game chooses you might have to hit her taunt meaty for it to be possible to cancel it during hitstun, as the window where it can be cancelled into anything but movement is always on frame 62.<br>
This means that version B needs to hit fairly meaty where as version C just needs to hit meaty by a few frames.<br>


===<big>Respect</big>===
It doesn't really have any practical use though, as it's either too slow and everyone can simply crouch under it. there is however a small exception where a few characters: Anji, Axl, Dizzy, I-no, Justice, Potemkin, and Slayer can get hit on wake-up even if they're holding downback, because their hurtbox during the in-between frames of going to crouch is high enough to still get, however this can be avoided by doing anything that skips said in-between frames like holding FD down-back or just doing most crouching normals. So in the end even with a special setup for this, all of this just turns it into a really simple knowledge check. Dizzy has options to cover this, but they are essentially all worse than just doing a normal fish mixup.
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Dizzy_Respect.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
GGXXACPR_Dizzy_R-1-Hitbox.png
GGXXACPR_Dizzy_R-2-Hitbox.png
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="Respect A" or input="Respect B" or input="Respect C")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
==== ====
Can be cancelled into anything except movement f62 and later.


It's unblockable, but whiffs vs crouching on every character. Due this and to its extremely long startup, hitting with it requires very specialized setups. The frame data for the attack varies based on Dizzy's voice set, which is assigned randomly at the start of the game. There are no known ways of selecting a voice set. Because the cancel frame is uniform, version B needs to be meaty to combo without an RC.
==Special Moves==
</div>
</div>
<br style="clear:both;"/>
 
 
<br style="clear:both;"/>
 
== Specials ==
===<big>I Use This to Fish</big>===
===<big>I Use This to Fish</big>===
<span class="input-badge">'''{{clr|4|236H}}/{{clr|5|D}}'''</span>
{{InputBadge|{{clr|4|236H}}\{{clr|5|236D}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=236H,236D
<tabber>
|description=
Images =  
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 14
GGAC_Dizzy_236H.png|
|active = 8
</gallery>
|recovery = 42
|-|
|frcStart = 31
Hitboxes =  
|frcEnd = 32
<gallery widths="210px" heights="210px" mode="nolines">
}}
</gallery>
{{#invoke:FrameChart|drawFrameData
</tabber>
|startup  = 14
</div>
|active = 8
<div class="attack-info">
|recovery = 53
{| class="wikitable attack-data"
|frcStart = 31
{{CargoHeader-GGACR|version=yes}}
|frcEnd = 32
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="236H" or input="236D")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
The infamous Ice Spike. Primary combo ender, extremely fast ranged for its range, fantastic launch, powerful frame trap when backed by FRC, and +8 to +9 when FRCed for pressure resets. Dizzy's best use of meter.
==== ====
*Hits a bit farther than round start distance.
 
*Leads to powerful fish oki in the corner. At midscreen it requires an FRC to both set a summon and get an unjumpable mixup.
The infamous Ice Spike. Primary ground combo ender and clutch midscreen snipe attack.
*Without the FRC, unsafe on block, and unsafe if properly bursted. Take caution.
*Leads to extensive time post-knockdown for perfectly spaced oki Fish setup.
*FRC is late enough to confirm the situation before doing it.
*Hits about half screen with a *slight* amount of homing, can work as a punish tool.
*One of the hardest FRCs in the game due to the long delay between the button press and the FRC window, and one of Dizzy's highest execution staple techniques. Practice hard.
*Extensive recovery and even unsafe if properly bursted. Take caution.
*Gives a huge launch of counterhit leading to big damage.
*Has a very useful FRC, but also one of the hardest in the game. The window is 2f and this window changes timing on hit, block, and whiff. Practice up!
*It has 85% forced proration, but very high base damage.
 
'''Additional Frame Data:''' ''80% Forced proration. Floats opponent on hit (untechable for 40F, on CH for 160F). FRC timing 31~32F''
----
----
{{clr|5|D}} is a fullscreen version with similar effects on hit, but more for sniping and punishing than combos.
{{clr|5|D}} is a fullscreen version with similar effects on hit, but more for sniping and punishing than combos. A key component of Dizzy's space control.
*Has slight homing, but really only hits from fullscreen. Still leads to good oki.
*Hits at twice the distance of H icicle.
*Has the same FRC as the {{clr|4|H}} version, could possibly lead to a combo on hit if you're quick enough.
*Has the same FRC as the {{clr|4|H}} version, but mostly use to allow for better oki because the distance makes comboing from it difficult outside of a laser fish to back it up.
 
*Very good for sniping opponents full screen to hit them out of their own summons or to punish full-screen options.  
'''Additional Frame Data:''' ''80% Forced proration. Floats opponent on hit (untechable for 40F, on CH for 160F). FRC timing 31~32F''
*Juggles after air throw or {{clr|4|H}} fish.
</div>
*The extremely long range can make it tricky to aim because of the way the screen zooms out when opponents are at a distance.
</div>
}}


===<big>My Talking Buddies</big>===
===<big>My Talking Buddies</big>===
<span class="input-badge">'''{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}}/{{clr|5|D}}'''</span>
{{InputBadge|214X}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=214P,214K,214S,214H,214D
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Dizzy_214P.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="214P" or input="214K" or input="214S" or input="214H" or input="214D")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
|}
==== ====
 
Fish. Multi-purpose summon/assist which covers various angles and changes its attack patterns based on the button(s) input. Each button behaves differently, and Dizzy can input 1-2 versions per use, with the fish performing its attacks in sequence. The cornerstone of Dizzy's oki and pressure game.
Fish. Multi-purpose summon/assist which covers various angles and changes its attack patterns based on the button(s) input. Each button behaves differently, and Dizzy can input 1-2 versions per use, with the fish performing its attacks in sequence. The cornerstone of Dizzy's oki and pressure game.
*''Stays out if Dizzy is hit''. Will sponge a hit for Dizzy, making her pressure very tight and reversal safe when performed properly.
*''Stays out if Dizzy is hit but not if she is thrown.'' Will sponge a hit for Dizzy, making her pressure very tight and reversal safe when performed properly.
*A followup input behaves from the previous input's position. E.g. If {{clr|1|P~P}} Fish is performed, it will home in, attack, and home in again.
*A followup input behaves from the previous input's position. E.g. If {{clr|1|P~P}} Fish is performed, it will home in, attack, and home in again.
*The follow-up move must be inputted during Dizzy's recovery frames.
*The follow-up move must be inputted during Dizzy's recovery frames.
Line 965: Line 487:
*'''BIT NG''' appears above Dizzy's tension gauge when Fish is unavailable.
*'''BIT NG''' appears above Dizzy's tension gauge when Fish is unavailable.
*Dizzy is in CH state until the move ends; Fish is guaranteed to come out from frame 35 and onwards.
*Dizzy is in CH state until the move ends; Fish is guaranteed to come out from frame 35 and onwards.
 
----
 
 
{{clr|1|P}} version bites twice and homes in from around 60% of the screen. Best used for oki.
{{clr|1|P}} version bites twice and homes in from around 60% of the screen. Best used for oki.
*Best used at closer range, particularly after a small dash in post knockdown.
*Best used at closer range, particularly after a small dash in post knockdown.
*Allows for setup for other summons: ({{clr|1|214P}}~H, 421[S], {{clr|2|236K}}, ]S[).
*Allows for setup for other summons: ({{clr|1|214P}}~{{clr|4|H}}, {{clr|3|421[S]}}, {{clr|2|236K}}, {{clr|3|]S[}}).
----
----
{{clr|2|K}} version bites three times in quick succession. Homes in at up to around 1 character length of the screen. Also great for oki.
{{clr|2|K}} version bites three times in quick succession. Homes in at up to around 1 character length of the screen. Also great for oki.
*Sets up combos due to the multiple hits.
*Sets up combos due to the multiple hits.
Line 991: Line 510:
{{clr|5|D}} is the Big Slow Bite. Great for oki and defense.
{{clr|5|D}} is the Big Slow Bite. Great for oki and defense.
*Staggers on hit, leads to bigger confirms.
*Staggers on hit, leads to bigger confirms.
*Level 6 attack, great for blockstun, especially if they're too frightened to try to escape.
*Has a whole one extra blockstun more than usual thanks to custom blockstun.
 
}}
</div>
</div>


===<big>I Use This to Get Fruit</big>===
===<big>I Use This to Get Fruit</big>===
<span class="input-badge">'''{{clr|3|421S}}'''</span>
{{InputBadge|{{clr|3|421S}} (Hold OK)}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=421S
<tabber>
|description=
Images =
Commonly referred to as knife.
<gallery widths="210px" heights="210px" mode="nolines">
*The rising orb is a launcher and hitting with this portion of the move leads to Dizzy's signature "Bubble Loop," one of Dizzy's highest damage combos.
GGAC_Dizzy_421S.png|Lockdown and fishes for weak advances
*Can be delayed by holding down {{clr|3|[S]}}. Note that because the button must be held down, Dizzy loses access to the button, and so cannot use moves like {{clr|3|c.S}} or  {{clr|3|j.2S}}.
</gallery>
*Covers the space above and slightly in front of Dizzy as an anti-air, which catch opponents after an air tech, and can prevent opponents from IADing or jumping at her if done on prediction.
|-|
*First hit whiffs vs crouch blocking opponents.
Hitboxes =
*The second hit is a homing attack, which aims at wherever the opponent was when S was released. The hitbox is a bit small and the tracking is iffy, so it can whiff in unexpected situations.
<gallery widths="210px" heights="210px" mode="nolines">
*The second hit is easier to avoid if the opponent moves perpendicular to the angle of the shot. At a distance this generally means jumping.
</gallery>
*Dizzy can tandem with the held homing attack to hold the opponent in place a very long time, and sometimes even summon a fish on them.
</tabber>
*Disappears if Dizzy is hit, but not if Dizzy blocks.
</div>
*Held knives can be used to counterattack while blocking, like a makeshift Dead Angle Attack. To play around this, the opponent generally wants to throw Dizzy, which opens up midgames where Dizzy can either release it while blocking, or try to avoid the throw.
<div class="attack-info">
*If Imperial Ray (632146 then release {{clr|3|S}}) is performed while holding it, it will hit the opponent during the super flash, and the opponent cannot start blocking during the flash. However this will not combo into the Imperial Ray at long range and is costly in terms of meter, so it's mostly a trickshot to clinch a round against a low health opponent.
{| class="wikitable attack-data"
*Properly tandeming with the homing attack is one of Dizzy's trickiest execution requirements, especially in combos like her Bubble Loop.
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="421S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Spear (not to be confused with Ice Spike). Good two-part homing attack, launcher, and used to pin opponents down and deter IADs and sloppy advances.
*The rising orb is a launcher and works as a psuedo Anti-Air. The spear homes in on the opponent.
*Disappears if Dizzy is hit, but not if Dizzy blocks. Held spears can be used to counterattack while blocking.
*Can be delayed by holding down {{clr|3|[S]}}. Works well in tandem with other summons.
*Primary unblockable tool in conjunction with {{clr|3|632146S}}.
<div class="mw-collapsible mw-collapsed" data-expandtext="show supplementary framedata" data-collapsetext="hide framedata" style="overflow:auto;>
{{clear}}
----
*1st hit floats and lifts opponent (untechble for 30F)
*Hold button to delay 2nd attack (up to 102F)
*2nd attack starts up 18F after button is released
*2nd hit activates on 55F at the earliest
*Attack disappers if Dizzy is hit
*see notes *1
</div>
</div>
</div>


===<big>It Started Out as Just Light</big>===
===<big>It Started Out as Just Light</big>===
<span class="input-badge">'''{{clr|2|236K}}/{{clr|3|S}}'''</span>
{{InputBadge|{{clr|2|236K}}}} or {{InputBadge|{{clr|3|236S}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=236K,236S
<tabber>
|description=
Images =  
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 32
GGAC_Dizzy_236K.png|"Air Control to Major Dizzy"
|isProjectile  = true
</gallery>
|recovery = 20
|-|
|frcStart = 27
Hitboxes =  
|frcEnd = 29
<gallery widths="210px" heights="210px" mode="nolines">
}}
</gallery>
{{#invoke:FrameChart|drawFrameData
</tabber>
|startup  = 32
</div>
|isProjectile  = true
<div class="attack-info">
|recovery = 23
{| class="wikitable attack-data"
|frcStart = 27
{{CargoHeader-GGACR|version=yes}}
|frcEnd = 29
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=input=name,damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and (input="236K" or input="236S")
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
|delimiter=\n{{!}}-\n
}}
}}
|}
Necro throws a scythe. Like all projectiles, the later it hits, the more frame advantage you get, so scythe heavily rewards prediction, or spending an FRC to cover multiple spaces at once. It's guaranteed to come out on frame 27 and can be FRCed then, so it's harder to counterpoke after heavy moves than her other summons. It stays out even if Dizzy is hit, so sometimes it will trade. Both versions share a cooldown with Ice Spike ({{clr|4|236H}} or {{clr|5|236D}}).
==== ====


Scythe. {{clr|2|K}} version mainly acts as air control, or possible delayed coverage against grounded opponents later in pressure.
{{clr|2|K}}-scythe goes up and then comes back down, so it's more frame advantage if blocked on the ground.
*Works well in tandem with a {{clr|3|421[S]}}, letting you charge up spike while covered by the falling scythe.
* Works well in tandem with a {{clr|3|421[S]}}, letting you charge up spike while covered by the falling scythe.
*Extends pressure more tightly when FRC'd (right as it goes active). Can be used for tricks.
* Can pin opponents in place to keep them from jumping when they are dealing with other projectiles.
* Tends to force opponents to move forward under it to avoid blocking it, so Dizzy can FRC it and dash in to stop the approach with {{clr|2|5K}}/{{clr|2|2K}}/{{clr|4|2H}}.
* FRC dash {{clr|2|5K}} > Knife or Fish > {{clr|2|5K}} > is a tight blockstring into fish pressure after the initial {{clr|2|5K}} because the scythe covers the gap.
* Hits above Dizzy at a high and sharp angle, allowing it to cover the gap between the rising knife hitbox and {{clr|3|S-scythe}}. However because of how early the scythe hits, this cannot be comboed from and leaves Dizzy in an awkward post-tech situation, so handle with care.
* First hit will whiff vs many crouching opponents, but only the last hit matters for frame advantage, so in most cases this doesn't matter.
----
----
{{clr|3|S}} version starts close to the ground, and covers a rising angle after a slight dip. Also controls the air, but a bit later than the {{clr|2|K}} version.
{{clr|3|S}}-scythe goes down slightly the rises up, so it's more frame advantage if blocked in the air.
*Starts in the opponent's face if close, better for immediate pressure. Possible blockstring ender.
* Strong predictive air control, and also covers the ground for a long time
*Can be used to setup tick-throws due to very low hitstop and short blockstun.
* Can be followed up with an air combo if it hits late enough.
*Has the same FRC as the {{clr|2|K}} version, lets you get a bit creative with pressure.
* Controls the ground until slightly after Dizzy has recovered, but generally not long enough for another summon without an FRC if the opponent dashes right as the scythe passes.
</div>
* Even at its lowest point, it's low profiled by many moves.
</div>
* Not enough blockstun to safely summon up close even with an FRC, but mixing between summoning and pressuring after it as well as backdashing into summons can make it difficult
* Reasonably safe pressure ender against some characters, but like all her summons still punishable if done without cover and the opponent reacts predictively.
}}


===<big> Please Leave Me Alone</big>===
===<big> Please Leave Me Alone</big>===
<span class="input-badge">'''{{clr|1|j.214P}}/{{clr|2|K}}/{{clr|3|S}}'''</span>
{{InputBadge|{{clr|1|j.214P}}\{{clr|2|j.214K}}\{{clr|3|j.214S}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.214P,j.214P Pop
<tabber>
|description=
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Dizzy_j214P.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{AttackVersion|name=Summon}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.214P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Pop}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.214P Pop"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
 
Dizzy utilizes Undine to create a bubble, while she is airborne, that floats in mid-air and slowly moves in varying trajectories depending on the attack button used.  Once summoned, the bubble will move in a specific trajectory until it is popped by an attack from Dizzy or it reaches its maximum allotted time limit.  If the opponent is hit by a popped bubble, they are launched into the air which creates an opportunity for a followup combo.
Dizzy utilizes Undine to create a bubble, while she is airborne, that floats in mid-air and slowly moves in varying trajectories depending on the attack button used.  Once summoned, the bubble will move in a specific trajectory until it is popped by an attack from Dizzy or it reaches its maximum allotted time limit.  If the opponent is hit by a popped bubble, they are launched into the air which creates an opportunity for a followup combo.


Line 1,123: Line 582:
It is possible to tiger-knee (TK) this move (2147+P/K/S) which allows you to perform a quick bubble summon from the ground that is low-altitude and afterwards gives you access to aerial movement manuevers, such as airdash or jump cancel for either offensive/defensive followups.
It is possible to tiger-knee (TK) this move (2147+P/K/S) which allows you to perform a quick bubble summon from the ground that is low-altitude and afterwards gives you access to aerial movement manuevers, such as airdash or jump cancel for either offensive/defensive followups.
----
----
{{clr|1|j.214P}}<br />
{{clr|1|j.214P}}<br>
This bubble summon slowly moves forward in a horizontal trajectory until it is popped or reaches its maximum allotted time limit.  P Bubble can be used to control aerial space horizontally, which can often deter an opponent from approaching by air due to a possible anti-air attack from a popped bubble.
This bubble summon slowly moves forward in a horizontal trajectory until it is popped or reaches its maximum allotted time limit.  P Bubble can be used to control aerial space horizontally, which can often deter an opponent from approaching by air due to a possible anti-air attack from a popped bubble.
----
----
{{clr|2|j.214K}}<br />
{{clr|2|j.214K}}<br>
This bubble summon slowly moves forward while descending at a 30° downward trajectory until it is popped or reaches its maximum allotted time limit.  K Bubble can be used like P Bubble to control aerial space and since it moves diagonally toward the ground it is effective as an air-to-ground option as it it able to reach and provide cover against standing/crouching opponents and especially on their wakeup as okizeme.
This bubble summon slowly moves forward while descending at a 30° downward trajectory until it is popped or reaches its maximum allotted time limit.  K Bubble can be used like P Bubble to control aerial space and since it moves diagonally toward the ground it is effective as an air-to-ground option as it it able to reach and provide cover against standing/crouching opponents and especially on their wakeup as okizeme.
----
----
{{clr|3|j.214S}}<br />
{{clr|3|j.214S}}<br>
This bubble summon slowly descends at at 75° downward trajectory until it is popped or reaches its maximum allotted time.  If S Bubble hits the ground, it bounces back up, which is noticable if you do a TK S Bubble.  Like K Bubble, S Bubble is effective as an air-to-ground option for cover, especially if it's used directly over an opponent.
This bubble summon slowly descends at at 75° downward trajectory until it is popped or reaches its maximum allotted time.  If S Bubble hits the ground, it bounces back up, which is noticable if you do a TK S Bubble.  Like K Bubble, S Bubble is effective as an air-to-ground option for cover, especially if it's used directly over an opponent.
</div>
}}
</div>
 
== Force Breaks ==


==Force Breaks==
===<big>FB Please Leave Me Alone</big>===
===<big>FB Please Leave Me Alone</big>===
<span class="input-badge">'''{{clr|5|j.214D}}'''</span>
{{InputBadge|{{clr|5|j.214D}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=j.214D,j.214D Pop
<tabber>
|description=
Images =
Dizzy utilizes Undine to create an enhanced Bubble, while she is airborne, that homes in on the opponent and sticks to them until it is popped or reaches its maximum allotted time.
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Dizzy_j214D.png|
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR|version=yes}}
|-
{{AttackVersion|name=Summon}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.214D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|-
{{AttackVersion|name=Pop}}
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="j.214D Pop"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
|}
==== ====
 
Dizzy utilizes Undine to create an enhanced Bubble, while she is airborne, that homes in on the opponent and sticks to them until it is popped or reaches its maximum allotted time. Requires 25% Tension.
----


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


===<big>FB I Use This to Get Fruit</big>===
===<big>FB I Use This to Get Fruit</big>===
<span class="input-badge">'''{{clr|5|421D}}'''</span>
{{InputBadge|{{clr|5|421D}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=421D
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 31
GGACR_Dizzy_421D.png|(She actually uses it to skip neutral)
|isProjectile = true
</gallery>
|recovery = 17
|-|
|frcStart = 15
Hitboxes =  
|frcEnd = 16
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="421D"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Dizzy utilizes Undine to summon three electrified orbs that immediately turn into spears that shoot towards the opponent in rapid succession.
Dizzy utilizes Undine to summon three electrified orbs that immediately turn into spears that shoot towards the opponent in rapid succession.
*Has very strong tracking, is hard to evade in general.
*Unlike {{clr|3|421S}}, this move cannot be delayed.
}}


* Has very strong tracking, is hard to evade in general.
==Overdrives==
* Unlike {{clr|3|421S}}, this move cannot be delayed.
</div>
</div>
<br style="clear:both;"/>
 
== Overdrives ==
 
===<big>Imperial Ray</big>===
===<big>Imperial Ray</big>===
<span class="input-badge">'''{{clr|3|632146S}}'''</span>
{{InputBadge|{{clr|3|632146S}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=632146S
<tabber>
|description=
Images =
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 7
GGAC_Dizzy_632146S.png|
|isProjectile = true
</gallery>
|recovery = 35
|-|
Hitboxes =  
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="632146S"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
Dizzy summons a wave of fiery explosions that starts in front of her and moves across the screen.<br>
==== ====


Dizzy summons a wave of fiery explosions that starts in front of her and moves across the screen. Requires 50% Tension.<br />
A really versatile super. Can be used in neutral as a way to give yourself some space as both on hit and block this will push the opponent away to full screen. In combos it's one of Dizzy's only ways to secure an air knockdown and can even lead to some situational combos. It can even work as an abare due to the invulnerability starting from from frame 5 until the projectile appears meaning at worst it will trade into a knockdown and otherwise if they don't have a move active or are blocking before the superflash starts the projectile will hit them while they're still frozen.<br>
To top all of this off there is no meter penalty for using this as supers don't give you any meter penalty.<br>


Imperial Ray can be used to force an opponent away from Dizzy, which gives her some breathing room to act.  If the Overdrive hits, the opponent is carried across the screen and sometimes into the corner if you are fortunate.  You can sometimes even followup with a combo afterwards, but it's usually better to let Imperial Ray hit completely so that you can get a knockdown for okizeme.  This Overdrive doesn't give Dizzy much invincibility, until 5 frames has passed, so don't use it on wakeup against an opponent's attack as they are likely to hit you out of it.  Also, if an opponent has already initiated an attack upon you and you try to counter with Imperial Ray, there is a chance that you'll trade hits, which will cause the overdrive to disappear.<br />
It also has an FRC point during the superflash when Dizzy fully extends her arms to the side, that will let you act while the opponent is still briefly stuck in the superflash and it will also allow you to retain 9-8 frames of strike invulnerability meaning you can win situations that would normally lead to a trade.
 
}}
Using Imperial Ray also causes a freeze-time effect, which stops all action onscreen with the exceptions of projectiles.  Dizzy can utilize the 'freeze' to perform unblockable attacks with her summons.  For example, do either {{clr|3|421S}} or {{clr|4|214H}} then prime the motion for the Overdrive, and if you see that the opponent isn't in a blocking state complete the Overdrive motion to freeze the onscreen action and have your summon attack hit them.  If it's done correctly, the opponent will be unable to block the attack.
</div>
</div>


===<big>Necro Unleashed</big>===
===<big>Necro Unleashed</big>===
<span class="input-badge">'''{{clr|1|632146P}}'''</span>
{{InputBadge|{{clr|1|632146P}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=632146P
<tabber>
|description=
Images =  
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 13
GGAC_Dizzy_632146P.png|
|active = 20
GGAC_Dizzy_632146P_2.png|
|recovery = 14
</gallery>
}}
|-|
Dizzy's reversal super.
Hitboxes =
*When it connects Dizzy is still vulnerable for a few frames and can get hit by lingering hitboxes (mostly projectiles). Getting hit interrupts the attack.
<gallery widths="210px" heights="210px" mode="nolines">
*Reaches approximately up to a 1/2 screen away.
</gallery>
*Functions like a throw. Unblockable on the ground, but can be avoided by jumping. Will not connect if the opponent is in blockstun.
</tabber>
**Despite this behaviour it still has a hitbox and will lose to strike or lower body invul moves (e.g. Slayer's 2H).
</div>
*Can also function as an anti-air attack by using it just as the opponent is about to hit you from the air with a jump-in attack, their attack will whiff right through you and then they land in the activation range of the Overdrive. 
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="632146P"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====


Dizzy summons a large magic circle glyph on the ground in front of her that approximately reaches up to a 1/2 screen away.  If the opponent is standing/crouching in the within the range of the circle, they are transported and trapped within a coffin.  Then Necro, who possesses Dizzy for a moment, uses a bow and fires some magic arrows into the coffin.  Requires 50% Tension.<br />
===<big>Gamma Ray</big>===
{{InputBadge|{{clr|4|64641236H}}}}
{{GGACR_Move_Card
|input=64641236H
|description=
Necro appears and fires 3 lasers at the opponent, which float them and spends 50% meter then he fires a large beam at the opponent that hits multiple times, spending the remaining 50% meter.<br>


The main feature of this Overdrive is that it is unblockable on the ground and functions like a ranged throw attack, though the attack can be avoided by jumping away from the activation area of the magic circle.  It can also function as an anti-air attack by using the Overdrive just as the opponent is about to hit you from the air with a jump-in attack, their attack will whiff right through you and then they land in the activation range of the Overdrive.  This Overdrive will not connect with the opponent if they are in blockstun.
Though Gamma Ray looks impressive for an Overdrive, its use is rather limited due to its slow startup and 100% meter cost, it doesn't hit opponents that are close or above you, and Dizzy is quite vulnerable when using this Overdrive, which makes her prone to getting attacked and punished and waste Tension in the process. <br>
However if you do somehow manage this raw it will deal a lot of damage thanks to the 200% proration and additionally it's possible to FRC the second hit of the first set of lasers, which will give you a combo with 200% proration at the cost of 75% meter. <br>


'''Additional Frame Data:''' ''Deals no stun damage''
Interestingly enough during the big beam part the super will shoot out small beams on top of main beam that acts just like the initial hit if they land raw, meaning they have both the float and 200% proration for whatever it's worth.<br>
</div>
</div>


===<big>Gamma Ray</big>===
*Requires 100% Tension to activate, but it'll only take 50% away from you at the point of activation. Then, after the 2nd hit connects, it'll drain the other 50%.
<span class="input-badge">'''{{clr|4|64641236H}}'''</span>
<div class="attack-container">
<div class="attack-gallery">
<tabber>
Images =
<gallery widths="210px" heights="210px" mode="nolines">
GGAC_Dizzy_64641236H.png|
GGAC_Dizzy_64641236H-2.png|
GGAC_Dizzy_64641236H-3.png| Huge risk laser for little rewards
</gallery>
|-|
Hitboxes =
<gallery widths="210px" heights="210px" mode="nolines">
</gallery>
</tabber>
</div>
<div class="attack-info">
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and input="64641236H"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Necro appears and fires 3 lasers at the opponent, which float them.  Then, his cloak transforms into a dragon head that fires a large beam at the opponent that hits multiple times.  Dizzy is knocked down at the end of the Overdrive.  Requires 100% Tension to activate, but it'll only take 50% away from you at the point of activation. Then, after the 2nd hit connects, it'll drain the other 50%.<br />
Though Gamma Ray looks impressive for an Overdrive, its use is rather limited due to its slow startup, it doesn't hit opponents that are close or above you, and Dizzy is quite vulnerable when using this Overdrive, which makes her prone to getting attacked and punished and waste Tension in the process.  If you do manage to hit an opponent with Gamma Ray, it does a big chunk of damage due to its 200% proration. You can instead FRC the first hit, leaving you with 25% Tension, and make use of the 200% proration to create your own combo. If the opponent blocks the 2nd half of the Super, either their Guard Gauge or Tension Gauge become severely affected in guarding against the attack.
</div>
</div>
<br style="clear:both;"/>


== Instant Kill ==
==Instant Kill==
===<big>I Can't... Contain My Strength</big>===
===<big>I Can't... Contain My Strength</big>===
<span class="input-badge">'''{{clr|1|[2]8462P}}+{{clr|4|H}}'''</span>
{{InputBadge|{{clr|1|[2]8462P}}+{{clr|4|H}}}}
<div class="attack-container">
{{GGACR_Move_Card
<div class="attack-gallery">
|input=[2]8462PH
<tabber>
|description=
Images =  
{{#invoke:FrameChart|drawFrameData
<gallery widths="210px" heights="210px" mode="nolines">
|startup  = 106
GGAC_Dizzy_InstantKill.png|Not sure why you would want to use this outside training mode
|active = 10
</gallery>
|recovery = 85
|-|
}}
Hitboxes =  
Incredibly impractical IK, with a ridiculously long startup and a abnormal input making it incredibly easy to see coming.
<gallery widths="210px" heights="210px" mode="nolines">
*Unlike most characters, Dizzy has no IK mode.
</gallery>
*You should buffer this input from a state where Dizzy cannot jump, such as her respect.
</tabber>
*And the cherry on top: it also requires 100 tension.
</div>
If you do get a stun it's always much better to just do bubble combo.
<div class="attack-info">
This move is absolutely worthless in every situation. Never use it unless you want extremely impractical BM.
{| class="wikitable attack-data"
{{CargoHeader-GGACR}}
|-
{{#cargo_query:tables=MoveData_GGACR
|fields=damage,guard,startup,active,recovery,onBlock,invuln,level
|where=chara="{{SUBPAGENAME}}" and type="instantkill" and input="[2]8462PH"
|format=template|template=CargoBody-GGACR|named args=yes|order by=_ID
}}
}}
|}
==== ====
Instant Kill with abnormal input. Unlike most characters, Dizzy has no IK mode. Instead you should buffer this input from a state where Dizzy cannot jump, such as her respect. Incredibly impractical IK, with the ridiculously long startup + the abnormal input making it incredibly easy to see coming. If you get a stun just do bubble combos.
</div>
</div>


==Colors==
==Colors==
{{GGACRColors|Size=120|Character=Dizzy}}
{{GGACRColors|Character=Dizzy}}
<br style="clear:both;"/>


==External References==
==Navigation==
==Navigation==
{{#lst:{{PAGENAME}}/Data|Links}}
{{Overview/SEO|summary=Dizzy is mobile zoning character that relies on a wide variety of summons to set the pace of the match.}}
{{notice|To edit frame data, edit values in [[GGACR/Dizzy/Data]].}}
{{notice|To edit frame data, edit values in [[GGACR/Dizzy/Data]].}}
{{#lst:GGACR/Navigation}}
{{GGACR/Navigation}}
[[Category:Guilty Gear XX Accent Core + R]]
[[Category:Dizzy]]

Latest revision as of 00:30, 4 January 2024

Overview

Overview

Dizzy is mobile zoning character that relies on a wide variety of summons to set the pace of the match.

In neutral, she's one of the most frustrating characters to pin down thanks to her fast double airdash, long-range normals, and anti-airs. Once she gets her projectile game started, Dizzy thrives at forcing the opponent into uncomfortable choices that let her establish more and more control. Her multitude of summons and specials allow Dizzy to set the pace through lockdown and covering common attack angles. Summons can notably be used to set up psuedo-unblockables and can catch reversal attempts, which allows Dizzy to force her way through attempts at disrespecting her offense. Once she finds a knockdown to start and cover her offense, Dizzy has a huge number of brutal mixups at her disposal that range from high-lows, left-rights, fuzzies, tick throws, frame traps, and unblockables. Her incredible damage potential also means she will end up taking those mixups very far.

This is all offset by Dizzy's very poor tools when stuck in pressure. She has only one subpar metered reversal, an average backdash and Dead Angle, and a bad defense and stun modifier. Combine this with slow normals and overall weak standalone hit and hurtboxes, and Dizzy can quickly see her lifebar drained and her stun way up. Dizzy requires solid defense and awareness of when to use her high mobility to get out of an opponent's offense, lest she be quick to fall apart.

If you can handle her limited defensive options and gain a strong grasp of her offensive gameplan, Dizzy is very good at suffocating her opponents.
GGACR Dizzy Nameplate.png
GGACR Dizzy Portrait.png
Damage Received Mod
×1.15
Guts Rating
1/5
Gravity Mod
×1.05
Stun Resistance
50
Prejump
3F
Backdash
16F (1~9F Strike Invuln)
Wakeup Timing
25F (Face Up)/ 24F (Face Down)
Number of Jumps:
2
Number of Air Dashes:
2
Fastest Attack
5P (5F)
c.S (5F)
Reversals
632146P (13F)

 Dizzy is a highly mobile character with a wide variety of summons and projectiles that she sets up for future return.

Pros
Cons
  • Oki Goddess:GGACR Dizzy Fish.png With setup, Dizzy has access to every form of mixup. She can perform high/lows, cross-ups, frame traps, instant overheads, and tick throws while blowing through nearly every reversal option in the game. To sweeten the deal, her throw is tied for the second longest range in the game, and leads to the same terrifying mix. Once she gets her snowball is rolling, it can be very hard to stop her.
  • Summon Defense: When summons are out, Dizzy is hard to attack. Fish can eat a hit for her, or even continue attacking after Dizzy is hit. Spears can be fired while Dizzy is blocking. FB Bubble can be used to checkmate the opponent. Thanks to these, she can initiate RPS Rock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. while on the back foot.
  • Space Control: Thanks to her aforementioned summon defense, Along with Scythes, Bubbles and FB Spears, Dizzy can effectively wall out opponents. This is further accentuated by her mobility, and access to the only air-throw-invulnerable normalGGAC Dizzy j2S.pngGuardHigh/AirStartup7Recovery8Advantage- in the game.
  • Value from 25 Meter: Options like Ice SpkeGGAC Dizzy 236H.pngGuardAllStartup14Recovery42Advantage-23 FRC, FB BubbleGGAC Dizzy j214D.pngGuardStartup9RecoveryTotal 25Advantage-, and FB KnivesGGACR Dizzy 421D.pngGuardAllStartup31RecoveryTotal 47Advantage- are very flexible and strong. With them, Dizzy can instill fear in the opponent, or access powerful okizeme.
  • Exceptional Mobility: Dizzy's extreme dash acceleration, fast jump, and double airdash allow her to run circles around most of the cast.
  • High Damage: Dizzy has access to good overall damage which becomes exceptional with setups and resources.
  • Poor Defense: Dizzy's buttons are below average on defense, and her reversal superGGAC Dizzy 632146P.pngGuardThrowStartup9+4Recovery14Advantage- sucks. This is made worse by her having 4th lowest health in the game, as well as the lowest stun resistance.
  • Chunky Hurtboxes: Her big hurtboxes make Dizzy a large target which exacerbates her issues on defense. Of particular note is how her FD Jump hurtbox is one of the larger ones in the game.
  • Some Assembly Required: Being a setup character, it can be difficult for her to find room to get started against fast characters, or characters that control a lot of space.
  • Air Knockdowns: Dizzy can't reliably score a KD against airborne opponents.

Unique Mechanics

Fish

Fish GGACR Dizzy Fish.png
Dizzy can summon five variations of fish which move forward and absorb a single hit for her. Fish enable Dizzy's okizeme game and help her control space. Only one fish may be active at any time. If Dizzy is hit the fish stay out, and they can be "programmed" to attack a 2nd time in any variation by hitting the corresponding button during startup.

Starter Guide

Need help getting started? Go to this page for information targeted at new players. It covers easy combos, key moves, and what to do after you knock the opponent down.
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 Guard Startup Active Recovery On-Block Invuln
10 Mid 5 2 12 -4
Total: 18

Dizzy's fastest button together with c.S, however 5P whiffs against most characters crouching, however it it has some use in niche AA situations where 2S would be too slow

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 3 8 1

5K

Damage Guard Startup Active Recovery On-Block Invuln
16 Mid 7 4 14 -4
Total: 24

Her main ground footsies tool along with 2K, and a good combo starter with no proration. Great range for its speed, useful in fish setups to keep people in place and because it's jump cancellable however it can be avoided by stronger low profiling moves such as Chipp's 6P

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

c.S

Damage Guard Startup Active Recovery On-Block Invuln
24 Mid 5 2 11 +1
Total: 17

Dizzy's fastest normal together with 5P, however this one doesn't whiff on crouchers and deals a lot more damage making it ideal as your main punisher.
In pressure it's also really good as it's Dizzy's only normal that's plus on block, just make sure you don't press this button outside of proximity range otherwise you'll get f.S which is crouchable and really dangerous to whiff

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3
  • Dizzy modifier x2

f.S

Damage Guard Startup Active Recovery On-Block Invuln
20×5 Mid 8 2×4,6 12 -4
Total: 33

Very situational, atypical f.S. Can be crouched by most of the cast except for Potemkin, and is awful on whiff. Learning to judge the proximity so you don't actually get this instead of c.S is very important. f.S is generally limited to anti-airs (particularly against IADs) or air combos.

f.S is multihit, which makes it useful as a counterpoke against moves with armor (most notably Potemkin's Hammerfall) and allows it to crank up the gravity scaling during combos, which makes it a prime tool when trying to combo into Ice Spike.
Gatling Options: 2S, 5H, 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10×5 7×5 3
  • Fourth hit staggers on hit for max 35F

5H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 12 6 15 -4
Total: 32

A slow but high damaging move that's mostly used in strings to combo from other normals into 2H, 2D, or ice spike depending on the range or in block strings as it is -4 at worst and can be made even safer at a distance.
It can also work as a frametrap from 2K as that leaves a gap of exactly one frame, however be careful as this mean the same situation on hit won't combo if they're at 5H's tip range
The move can also sort of work as a poke in the same way as other character's f.S however it comes with risks since the move extends Dizzy's hurtbox before the hitbox comes out and it's quite slow.

Gatling Options: 2H, 5D, 2D

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 14 6 4

5D

Damage Guard Startup Active Recovery On-Block Invuln
20 High 29 14 15 -12
Total: 57

A typical 5D but its range can catch opponents offguard, especially when obscured by summons and thanks to it barely animating at the start it can be hard for some people to react to it. Despite it being -12 the range and the amount of active frames can make it deceptively safe.

It sets up for a normal air juggle in midscreen and a bubble loop in the corner thanks to impossible dust, however despite this it doesn't see much use as Dizzy has a lot of faster high/low mixups to use instead

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 20 4
  • Dizzy modifier x1.5

6P

Damage Guard Startup Active Recovery On-Block Invuln
26 Mid 11 4 19 -9 1~14F Upper Body
Total: 33

Dizzy's 6P works a bit different than most of the cast. It has some upper body invulnerability, but it is usually outshined by her 2SGGAC Dizzy 2S.pngGuardMidStartup7Recovery22Advantage-11. On hit, it launches the opponent into a weak wall-bounce that can at best be combo'd into 236HGGAC Dizzy 236H.pngGuardAllStartup14Recovery42Advantage-23 for a knockdown.

It can be used in Fish combos, where combos like 6P -> [Fish hits] -> 421SGGAC Dizzy 421S.pngGuardAllStartup22RecoveryTotal 37Advantage- can lead into bubbleloops.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 10 7 3
  • Untechable on CH for 40F

6H

Damage Guard Startup Active Recovery On-Block Invuln
38×2 Mid 18 9,3 21 -5
Total: 50

Massive two-hit disjointed launcher that's also really active, giving it some situational use against extremely evasive options like Slayer and Potemkin's backdash - however this also means it's horribly unsafe on whiff.

Cranks the opponent's guardbar and has a 3 frame FRC starting at both of its active frames, but this is outshined both by 2H FRC, or just 6H on its own being both jump and special cancellable.

Staggers on CH, but the range it hits at and the pushback usually makes this awkward to take advantage of.

FRC Window Proration Guard Bar+ Guard Bar- Level
18~20F, 27~29F 20×2 6×2 5
  • Both hits stagger on ground CH (max 35F)
  • 2nd hit is untechable on air CH for 80F

2P

Damage Guard Startup Active Recovery On-Block Invuln
8 Mid 6 3 9 -2
Total: 17

Excellent range for its speed, but 1 frame slower than her 5P or c.S as an abare.

Although its 70% proration it has the nice benefit of letting you gatling it into itself which can make it easier to confirm into a combo. Just beware that on it's own it won't combo into 2D due to it's lower attack level, so make sure to gatling into at least 2K/5K before that.

In tick-throw situations its low attack level has the benefit of causing the interaction to happen faster due to it's low blockstun and hitstop

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 70% 3 8 1

2K

Damage Guard Startup Active Recovery On-Block Invuln
18 Low 6 4 9 -1
Total: 18

Her main ground footsies tool along with 5K. Fast, low-hitting, good range, with good combo options, this is one of her most useful normals.
Dizzy's main low in her low/high mixups. Combos into both 2H and 2D as long as they're in range, with the only problem being that 2K into 5H sometimes doesn't combo at the tip because of characters hitstun reeling animation.
Has 80% initial proration, so it's not ideal as a punisher use 5K for that.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 80% 5 7 2

2S

Damage Guard Startup Active Recovery On-Block Invuln
28 Mid 7 3 22 -11
Total: 31

Dizzy's main AA normal equivalent to other characters' 6P. Has a strong, really vertical disjointed hitbox and thanks to the move requiring a down input your hurtbox is naturally lowered before this comes out, however the hitbox being mostly vertical also means it can lose to some more horizontally disjointed moves.
As with most of Dizzy's anti-airs it doesn't really lead into a knockdown due to her lack of air knockdown moves.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 10 7 3

2H

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 8 4 38 -23
Total: 49

The main knockdown you should be going for but also has the shortest range of Dizzy's 3 knockdown options 2H 2D 236H.
It knocks down and has extended cancel window letting delay cancel K and D fish to hit make them both hit as meaty as you want and on block the cancel window also lets you frametrap people with ice spike, however do note that the actual move has a lot of recovery so on it's own it's still really unsafe both on block and especially on whiff. As a bonus the way that 2H slightly launches people up in the air means that 2H > 236H will make you more advantageous than normal

It also has some use as a CH fisher as the move is still relatively fast and leads into big combos on CH while also building a lot of stun thanks to its 1.5x stun modifier. The FRC compliments this by having an FRC window on the first active frame that lasts 3 frames, which thanks to this move being level 5 means it will build a lot of guard gauge while also being +18 on normal block.

Gatling Options: 5D

FRC Window Proration Guard Bar+ Guard Bar- Level
8~10F 20 6 5
  • Groundbounces on CH (untechable for 90F)
  • Dizzy modifier x1.5

2D

Damage Guard Startup Active Recovery On-Block Invuln
38 Low 12 3 33 -19 9~26F, 36~39F Low Profile
27~35F Above Feet
Total: 47

Enormous sweep. While it doesn't have the same delayed cancel window with 2H it makes up for it by being the second longest knockdown option of her 3 options 2H 2D 236H. Additionally it is also jump cancellable which can be use to circumvent the move's frame advantage and situationally punish people who were pressing buttons expecting to catch the startup of a special.

In neutral it also has some use as the move is fairly disjointed and it's really low profile even during part of it's recovery, however beware as the recovery on whiff is still really long. This also has some use in fish setups where the disjoint and low profile can be used against certain reversals that are otherwise harder to bait like Sol Volcanic Viper or Jam's powered up Kenroukaku, on top of this there is also setups that use the move's launch in conjunction with the fish to start bubble loops.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11 6 4

j.P

Damage Guard Startup Active Recovery On-Block Invuln
12 High/Air 6 2 10
Total: 17

An unusual j.P it doesn't let you whiff cancel like other characters' j.P it makes up for this by having a really long, but not disjointed, downwards angled hitbox that can be used for all sorts of things like popping bubbles, a quick air-to-air button and Fuzzy Overhead An offensive technique where the attacker exploits a common system mechanic in Fighting Games where a crouching opponent can be hit by a rising overhead as their hurtbox is expanded to be standing even though they are crouch blocking. thanks to j.H's enormous amount of blockstun.

Gatling Options: j.P, j.K, j.S, j.2S, j.H

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 3 8 1

j.K

Damage Guard Startup Active Recovery On-Block Invuln
16 High/Air 4 12 12
Total: 27

Extremely fast and lingering hitbox, but short ranged air normal. Tied with a few others at frame 4.

  • Retracts Dizzy's otherwise quite large air hurtbox, so useful for escaping; has a smaller early jumping hurtbox than jump > FD.
  • Sometimes works as a jump-in, particularly deep.
  • Good for air conversions from the ground.
  • Fastest air normal makes it useful for popping Bubbles immediately after setting them.
  • So fast that it goes active during an air tech's invincibility frames, functionally making it an air reversal.

Gatling Options: j.P, j.S, j.2S

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 5 7 2

j.S

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

Good horizontal range for air-to-air or in air combos.

  • Very disjointed, difficult to contest. Can cover Dizzy's retreat on a low back airdash.
  • Primarily for safely popping tk.Bubbles after summoning them by airdashing backwards and using j.S.
  • Useful for tagging opponents at full screen with an IAD, mostly to disable options that disappear when hit, though mind it will generally whiff on crouching.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8 7 3

j.2S

Damage Guard Startup Active Recovery On-Block Invuln
30 High/Air 7 9 8 1~23F Throw
Total: 23

Wing Blades. An air normal which does it all. Wide swinging attack which covers an arc from behind Dizzy to up and in front.

  • Hits so low that it generally hits opponents even at IAD height, though mind this will cross up outside the corner.
  • Completely throw invincible, so it can be used to escape, fall on opponents, and attack with airdashes without fear of opponent's air throw.
  • Recovers in the air if done immediately out of an airdash, allowing Dizzy another airdash or landing into 2K or 2D for a high/low mixup.
  • Hits extremely deep, often requiring opponents to press their anti-air attack extremely early, and making it very difficult to anti-air as a falling cross-up.
  • Gatlings into j.P which can be useful in airdash strings.
  • Fastest IAD j.2S hits vs crouching on frame 26 against every character except Anji, Bridget, Faust, I-no, Kliff, and Zappa, where it whiffs entirely.

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

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 90% 8 7 3
  • Attack begins behind Dizzy on 7F, below her on 10F, in front of her on 13F

j.H

Damage Guard Startup Active Recovery On-Block Invuln
42 High/Air 11 4 28
Total: 42

One of the few level 5 air normals in the game—exceptional for its high damage, long block stun, excellent and untech-time.

  • Big amount of untechable time on air counter hit if you score against another air attack.
  • High damage and high untech make it excellent in combos, and it's a core part of her Bubble loop combos.
  • Long amount of blockstun for easy conversions or pressure extension, and make it generally safe against defensive throws even if the opponent instant blocks it.
  • Leads to land > rejump j.P instant overheads in setups.
  • Hits very low to the ground, but only when spaced out. Very susceptible to whiffing when too close due to its point blank dead zone.
  • Despite its large hitbox, it has a large hurtbox.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 15 6 5

j.D

Damage Guard Startup Active Recovery On-Block Invuln
30, 40 High/Air 10 9,3 15+5 after landing
Total: 41

High Damage, far reaching, two hit combo-ender which sends them up and away.

  • Covers an enormous amount of space, especially with an air dash or superjump, allowing Dizzy to hit areas that other characters have difficulty covering.
  • Can be used with a superjump to catch techs and high airdashes.
  • Launches on hit, but can have limited conversion options due to the standard j.D landing recovery.
  • Can be comboed after a counterhit if only one of the hits connects, but this is situational.
  • Excellent air combo ender because putting the opponent so high can give Dizzy more time to summon. However, mind that it has shorter horizontal range than j.H in its early active frames, which can occasionally cause it to drop from j.S gatlings.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 11×2 6×2 4
  • During 10~12F 1st hit is untechable for 28F on ground hit, for 16F on air hit
  • 2nd hit pushes opponent upwards on hit

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block Invuln
50 49 pixels

Only shorter than Potemkin and Justice for normal throw range. Easily one of the best throws in the game.

While on the surface this looks like a typical throw, the fact that it immediately makes Dizzy's fish disappear and refresh the cooldown as they're getting knocked down while also giving Dizzy enough frame advantage to resummon her fish makes this exceptionally strong for Dizzy. To top it all off the stagger on D fish gives her a really reliable way to combo into the throw and loop her oki.

It can also lead to a small combo anywhere on screen, however in midscreen doing a combo means you have to give up some of the oki unless you're willing to spend 25% to FRC the icespike. It is also possible to combo the throw into bubble, as the throw doesn't make Dizzy's bubble disappear, which depending on the height can lead to a knockdown.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6×2

Air Throw

Damage Guard Startup Active Recovery On-Block Invuln
60 88 pixels

Important tool because many of Dizzy's summons can be answered by jumping.

  • Leads to similar combos as a ground throw, but note at midstage it can leave them very far or be techable depending on height. Combo into D-Ice Spike when very far for a knockdown.
  • Because the wall bounce can cause so much variance in terms of spacing, a variety of confirms are needed. Very low air throws may not be comboable in the corner.
  • Unsummons fish and spear like her ground throw.
  • Can leave opponents so close to Dizzy that they can throw her on wakeup if you don't account for it.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A Forced 50% 6×2

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
25 All 11 2 23 -11 1~12F All
13~32F Throw and Upper Body
Total: 35

Average Dead Angle on paper, but extremely useful as it covers one of Dizzy's main weaknesses, defense.

  • Will wallbounce if near a corner.
  • Techbable if it's not a counterhit.
  • Like most DAAs, it's unsafe on block, and can be low profiled.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 50% 10 7 3

Dash

Below the knees invul, allows Dizzy to dash over many lows, including Potemkin's Slidehead. However it should be noted that the high profile is weaker during the first few frames of the dash.
Thanks to her extremely fast dash acceleration she can get more range out of her grounded pokes

Taunt

Version Damage Guard Startup Active Recovery On-Block Invuln
Taunt A 0 Air FD 67 36 18 -44
Taunt B 0 Air FD 45 25 18 -33
Taunt C 0 Air FD 57 37 18 -45
Total: 120
Total: 87
Total: 111

Dizzy's taunt is a really peculiar move because not only does it have a grounded unblockable hitbox, that can be airblocked with FD, its startup is also determined by which of the three voice sets the game decided to randomly pick at the start of the match, depending on which one the game chooses you might have to hit her taunt meaty for it to be possible to cancel it during hitstun, as the window where it can be cancelled into anything but movement is always on frame 62.
This means that version B needs to hit fairly meaty where as version C just needs to hit meaty by a few frames.

It doesn't really have any practical use though, as it's either too slow and everyone can simply crouch under it. there is however a small exception where a few characters: Anji, Axl, Dizzy, I-no, Justice, Potemkin, and Slayer can get hit on wake-up even if they're holding downback, because their hurtbox during the in-between frames of going to crouch is high enough to still get, however this can be avoided by doing anything that skips said in-between frames like holding FD down-back or just doing most crouching normals. So in the end even with a special setup for this, all of this just turns it into a really simple knowledge check. Dizzy has options to cover this, but they are essentially all worse than just doing a normal fish mixup.

Version FRC Window Proration Guard Bar+ Guard Bar- Level
Taunt A N/A 8 1
Taunt B N/A 8 1
Taunt C N/A 8 1

Taunt A:

  • Can be canceled into anything other than movement or blocking from 62F onwards

Taunt B:

  • Can be canceled into anything other than movement or blocking from 62F onwards

Taunt C:

  • Can be canceled into anything other than movement or blocking from 62F onwards

Special Moves

I Use This to Fish

236H or 236D

Version Damage Guard Startup Active Recovery On-Block Invuln
236H 55 All 14 8 42 -23
236D 55 All 14 8 53 -34
Total: 63
Total: 74

The infamous Ice Spike. Primary combo ender, extremely fast ranged for its range, fantastic launch, powerful frame trap when backed by FRC, and +8 to +9 when FRCed for pressure resets. Dizzy's best use of meter.

  • Hits a bit farther than round start distance.
  • Leads to powerful fish oki in the corner. At midscreen it requires an FRC to both set a summon and get an unjumpable mixup.
  • Without the FRC, unsafe on block, and unsafe if properly bursted. Take caution.
  • FRC is late enough to confirm the situation before doing it.
  • One of the hardest FRCs in the game due to the long delay between the button press and the FRC window, and one of Dizzy's highest execution staple techniques. Practice hard.
  • Gives a huge launch of counterhit leading to big damage.
  • It has 85% forced proration, but very high base damage.

D is a fullscreen version with similar effects on hit, but more for sniping and punishing than combos. A key component of Dizzy's space control.

  • Hits at twice the distance of H icicle.
  • Has the same FRC as the H version, but mostly use to allow for better oki because the distance makes comboing from it difficult outside of a laser fish to back it up.
  • Very good for sniping opponents full screen to hit them out of their own summons or to punish full-screen options.
  • Juggles after air throw or H fish.
  • The extremely long range can make it tricky to aim because of the way the screen zooms out when opponents are at a distance.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
236H 31~32F Forced 85% 0 8 3
236D 31~32F Forced 85% 0 8 3

236H:

  • Untechable on CH for 160F
  • Dizzy modifier x0.25

236D:

  • Untechable on CH for 160F
  • Dizzy modifier x0.25

My Talking Buddies

214X

Version Damage Guard Startup Active Recovery On-Block Invuln
214P 21×2 All 58~68 (26~35) 3(32)3 12 [Total 36]
214K 20×3 All 58~60 (27) 15 0 [Total 36]
214S 38 All 77 (44) 35 19 [Total 41]
214H 38 All 77 (44) 35 19 [Total 36]
214D 60 All 72~77 (40~44) 3 24 [Total 36]

Fish. Multi-purpose summon/assist which covers various angles and changes its attack patterns based on the button(s) input. Each button behaves differently, and Dizzy can input 1-2 versions per use, with the fish performing its attacks in sequence. The cornerstone of Dizzy's oki and pressure game.

  • Stays out if Dizzy is hit but not if she is thrown. Will sponge a hit for Dizzy, making her pressure very tight and reversal safe when performed properly.
  • A followup input behaves from the previous input's position. E.g. If P~P Fish is performed, it will home in, attack, and home in again.
  • The follow-up move must be inputted during Dizzy's recovery frames.
  • After the fish is gone, there's a 108F delay to use it again
  • BIT NG appears above Dizzy's tension gauge when Fish is unavailable.
  • Dizzy is in CH state until the move ends; Fish is guaranteed to come out from frame 35 and onwards.

P version bites twice and homes in from around 60% of the screen. Best used for oki.

  • Best used at closer range, particularly after a small dash in post knockdown.
  • Allows for setup for other summons: (214P~H, 421[S], 236K, ]S[).

K version bites three times in quick succession. Homes in at up to around 1 character length of the screen. Also great for oki.

  • Sets up combos due to the multiple hits.
  • Expanded blockstun also might give you multiple mixup opportunities.

S is a delayed rising, horizontal laser. Mainly for air coverage, neutral, and forcing opponents to sit.

  • Delaying the second input until the last 4 frames changes the order and changes properties of the fish's attacks, commonly noted as #S or "Glitch Fish"
  • Hits fullscreen. Useful at range. The laser continues upwards to the top of the screen.
  • Wallsticks on hit for setup and confirmation, or just getting them away from you.
  • Also useful on oki for opponents who attempt to jump out.

H is similar to S Fish's laser, but stays closer to the ground. Good for oki and defense.

  • Delaying the second input until the last 4 frames reverses the order and changes the properties of the the fish's attacks, commonly noted as #H or "Glitch Fish"
  • Covers the entire ground, leaving it up to you to react to air escape attempts.
  • Has a similar startup delay to the S version.
  • Avoid using up close due to being easier to get around and punish.

D is the Big Slow Bite. Great for oki and defense.

  • Staggers on hit, leads to bigger confirms.
  • Has a whole one extra blockstun more than usual thanks to custom blockstun.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
214P N/A 0 8×2 1
214K N/A 0 8×3 1
214S N/A 0 7 2
214H N/A 0 7 2
214D N/A 10 6 5

214P:

  • Startup varies depending on distance from opponent
  • Fish homes in horizontally on opponent location until the startup of the 2nd hit
  • Minimum startup for followup is 21F when done after P version
  • Initial forward movement is different if performed as followup
  • See note ※1

214K:

  • Startup varies depending on distance from opponent
  • Fish homes in horizontally on opponent location until active frames
  • Initial forward movement is different if performed as followup
  • See note ※1

214S:

  • If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F
  • See note ※1

214H:

  • If performed as followup, fish attempts to moves to a certain fixed spot in front of Dizzy for 38F
  • See note ※1

214D:

  • Startup depends on the distance from the opponent
  • Tracks opponent horizontal position
  • Custom blockstun
  • See note ※1

I Use This to Get Fruit

421S (Hold OK)

Damage Guard Startup Active Recovery On-Block Invuln
22, 55 All 22 18(15) Total 37

Commonly referred to as knife.

  • The rising orb is a launcher and hitting with this portion of the move leads to Dizzy's signature "Bubble Loop," one of Dizzy's highest damage combos.
  • Can be delayed by holding down [S]. Note that because the button must be held down, Dizzy loses access to the button, and so cannot use moves like c.S or j.2S.
  • Covers the space above and slightly in front of Dizzy as an anti-air, which catch opponents after an air tech, and can prevent opponents from IADing or jumping at her if done on prediction.
  • First hit whiffs vs crouch blocking opponents.
  • The second hit is a homing attack, which aims at wherever the opponent was when S was released. The hitbox is a bit small and the tracking is iffy, so it can whiff in unexpected situations.
  • The second hit is easier to avoid if the opponent moves perpendicular to the angle of the shot. At a distance this generally means jumping.
  • Dizzy can tandem with the held homing attack to hold the opponent in place a very long time, and sometimes even summon a fish on them.
  • Disappears if Dizzy is hit, but not if Dizzy blocks.
  • Held knives can be used to counterattack while blocking, like a makeshift Dead Angle Attack. To play around this, the opponent generally wants to throw Dizzy, which opens up midgames where Dizzy can either release it while blocking, or try to avoid the throw.
  • If Imperial Ray (632146 then release S) is performed while holding it, it will hit the opponent during the super flash, and the opponent cannot start blocking during the flash. However this will not combo into the Imperial Ray at long range and is costly in terms of meter, so it's mostly a trickshot to clinch a round against a low health opponent.
  • Properly tandeming with the homing attack is one of Dizzy's trickiest execution requirements, especially in combos like her Bubble Loop.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 0 7×2 3, 2
  • Hold button to delay 2nd attack (up to 102F)
  • 2nd attack starts up 18F after button is released
  • 2nd hit activates on 55F at the earliest
  • Projectile disappears if Dizzy is hit

It Started Out as Just Light

236K or 236S

Version Damage Guard Startup Active Recovery On-Block Invuln
236K 20×3 All 32 62 Total 51 +11
236S 20×3 All 32 49 Total 54 +8
Total: 51
Total: 54

Necro throws a scythe. Like all projectiles, the later it hits, the more frame advantage you get, so scythe heavily rewards prediction, or spending an FRC to cover multiple spaces at once. It's guaranteed to come out on frame 27 and can be FRCed then, so it's harder to counterpoke after heavy moves than her other summons. It stays out even if Dizzy is hit, so sometimes it will trade. Both versions share a cooldown with Ice Spike (236H or 236D).

K-scythe goes up and then comes back down, so it's more frame advantage if blocked on the ground.

  • Works well in tandem with a 421[S], letting you charge up spike while covered by the falling scythe.
  • Can pin opponents in place to keep them from jumping when they are dealing with other projectiles.
  • Tends to force opponents to move forward under it to avoid blocking it, so Dizzy can FRC it and dash in to stop the approach with 5K/2K/2H.
  • FRC dash 5K > Knife or Fish > 5K > is a tight blockstring into fish pressure after the initial 5K because the scythe covers the gap.
  • Hits above Dizzy at a high and sharp angle, allowing it to cover the gap between the rising knife hitbox and S-scythe. However because of how early the scythe hits, this cannot be comboed from and leaves Dizzy in an awkward post-tech situation, so handle with care.
  • First hit will whiff vs many crouching opponents, but only the last hit matters for frame advantage, so in most cases this doesn't matter.

S-scythe goes down slightly the rises up, so it's more frame advantage if blocked in the air.

  • Strong predictive air control, and also covers the ground for a long time
  • Can be followed up with an air combo if it hits late enough.
  • Controls the ground until slightly after Dizzy has recovered, but generally not long enough for another summon without an FRC if the opponent dashes right as the scythe passes.
  • Even at its lowest point, it's low profiled by many moves.
  • Not enough blockstun to safely summon up close even with an FRC, but mixing between summoning and pressuring after it as well as backdashing into summons can make it difficult
  • Reasonably safe pressure ender against some characters, but like all her summons still punishable if done without cover and the opponent reacts predictively.
Version FRC Window Proration Guard Bar+ Guard Bar- Level
236K 27~29F 0 8×3 1
236S 27~29F 0 8×3 1

236K:

  • Projectile guranteed to activate after 28F

236S:

  • Projectile guranteed to activate after 28F

Please Leave Me Alone

j.214P or j.214K or j.214S

Version Damage Guard Startup Active Recovery On-Block Invuln
j.214P 9 176 Total 22
j.214P Pop 45 All 13 4

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

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

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


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


j.214K
This bubble summon slowly moves forward while descending at a 30° downward trajectory until it is popped or reaches its maximum allotted time limit. K Bubble can be used like P Bubble to control aerial space and since it moves diagonally toward the ground it is effective as an air-to-ground option as it it able to reach and provide cover against standing/crouching opponents and especially on their wakeup as okizeme.


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

Version FRC Window Proration Guard Bar+ Guard Bar- Level
j.214P N/A
j.214P Pop N/A 0 6 4

j.214P:

  • Dizzy is in CH state 1~15F
  • Cannot summon another bubble until 33F after bubble naturally disappears, or 17F after popping the bubble
  • Bubble stops moving 160~176F
  • Dizzy can pop bubble by attacking the bubble
  • Bubble automatically pops after 177F

j.214P Pop:

Force Breaks

FB Please Leave Me Alone

j.214D

Version Damage Guard Startup Active Recovery On-Block Invuln
j.214D 9 199 Total 25
j.214D Pop 45 All 13 6

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

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

Version FRC Window Proration Guard Bar+ Guard Bar- Level
j.214D N/A
j.214D Pop N/A 0 6 4

j.214D:

  • Dizzy is in CH state 1~21F
  • Cannot summon another bubble until 31F after the bubble naturally disappears, or 17F after popping the bubble
  • Dizzy can pop bubble by attacking the bubble
  • Bubble disappears if Dizzy is hit

j.214D Pop:

FB I Use This to Get Fruit

421D

Damage Guard Startup Active Recovery On-Block Invuln
30×3 All 31 Total 47
Total: 47

Dizzy utilizes Undine to summon three electrified orbs that immediately turn into spears that shoot towards the opponent in rapid succession.

  • Has very strong tracking, is hard to evade in general.
  • Unlike 421S, this move cannot be delayed.
FRC Window Proration Guard Bar+ Guard Bar- Level
15~16F 10×3 10×3 3
  • Homes in on opponent's location until active frames
  • The spears lose their hitbox if Dizzy is hit
  • Dizzy is in CH state 1~20F

Overdrives

Imperial Ray

632146S

Damage Guard Startup Active Recovery On-Block Invuln
40×N All 7+0 {6(4)}×N Total 41 5~6F Strike
Total: 41

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

A really versatile super. Can be used in neutral as a way to give yourself some space as both on hit and block this will push the opponent away to full screen. In combos it's one of Dizzy's only ways to secure an air knockdown and can even lead to some situational combos. It can even work as an abare due to the invulnerability starting from from frame 5 until the projectile appears meaning at worst it will trade into a knockdown and otherwise if they don't have a move active or are blocking before the superflash starts the projectile will hit them while they're still frozen.
To top all of this off there is no meter penalty for using this as supers don't give you any meter penalty.

It also has an FRC point during the superflash when Dizzy fully extends her arms to the side, that will let you act while the opponent is still briefly stuck in the superflash and it will also allow you to retain 9-8 frames of strike invulnerability meaning you can win situations that would normally lead to a trade.

FRC Window Proration Guard Bar+ Guard Bar- Level
43~44F during superflash 10×N 9×N 3
  • Opponent cannot move until the 9th active frame
  • Dizzy modifier x0.5
  • Chip damage x1.5
  • Flames can pass through other projectiles

Necro Unleashed

632146P

Damage Guard Startup Active Recovery On-Block Invuln
0, 40×6 Throw 9+4 20 14 1~9F All
10~14F Strike
Total: 46

Dizzy's reversal super.

  • When it connects Dizzy is still vulnerable for a few frames and can get hit by lingering hitboxes (mostly projectiles). Getting hit interrupts the attack.
  • Reaches approximately up to a 1/2 screen away.
  • Functions like a throw. Unblockable on the ground, but can be avoided by jumping. Will not connect if the opponent is in blockstun.
    • Despite this behaviour it still has a hitbox and will lose to strike or lower body invul moves (e.g. Slayer's 2H).
  • Can also function as an anti-air attack by using it just as the opponent is about to hit you from the air with a jump-in attack, their attack will whiff right through you and then they land in the activation range of the Overdrive.
FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 8, 7×6 1, 3×6
  • Dizzy modifier x0

Gamma Ray

64641236H

Damage Guard Startup Active Recovery On-Block Invuln
13×5, 12×32 All 16+7 6(24)6(51)46 -31

Necro appears and fires 3 lasers at the opponent, which float them and spends 50% meter then he fires a large beam at the opponent that hits multiple times, spending the remaining 50% meter.

Though Gamma Ray looks impressive for an Overdrive, its use is rather limited due to its slow startup and 100% meter cost, it doesn't hit opponents that are close or above you, and Dizzy is quite vulnerable when using this Overdrive, which makes her prone to getting attacked and punished and waste Tension in the process.
However if you do somehow manage this raw it will deal a lot of damage thanks to the 200% proration and additionally it's possible to FRC the second hit of the first set of lasers, which will give you a combo with 200% proration at the cost of 75% meter.

Interestingly enough during the big beam part the super will shoot out small beams on top of main beam that acts just like the initial hit if they land raw, meaning they have both the float and 200% proration for whatever it's worth.

  • Requires 100% Tension to activate, but it'll only take 50% away from you at the point of activation. Then, after the 2nd hit connects, it'll drain the other 50%.
FRC Window Proration Guard Bar+ Guard Bar- Level
53~58F 200% 20×39 6×5, 4×32 5
  • Dizzy is knocked down at the end of move
  • Dizzy modifier x0 after the two initial hits
  • 2nd superflash occurs on 109F
  • Opponent's inputs are frozen until 3F after the 2nd super flash

Instant Kill

I Can't... Contain My Strength

[2]8462P+H

Damage Guard Startup Active Recovery On-Block Invuln
Fatal All 103+3 10 85 -76
Total: 200

Incredibly impractical IK, with a ridiculously long startup and a abnormal input making it incredibly easy to see coming.

  • Unlike most characters, Dizzy has no IK mode.
  • You should buffer this input from a state where Dizzy cannot jump, such as her respect.
  • And the cherry on top: it also requires 100 tension.

If you do get a stun it's always much better to just do bubble combo. This move is absolutely worthless in every situation. Never use it unless you want extremely impractical BM.

FRC Window Proration Guard Bar+ Guard Bar- Level
N/A 20 5
  • Must charge down for at least 30F

Colors

To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.

  1. Only selectable on the Arcade and PC-Rollback versions of the game.
  2. Available on home ports, and are selected by pressing the Rec. Enemy button on the Slash or Reload color sets, respectively. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.


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