(→Normals: Culled down repetitive points, fixed hitbox displays on 5P and 5K) |
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
5F hand swipe/jab. | 5F hand swipe/jab. Typical {{clr|1|5P}}, but a higher than average recovery time. | ||
*Can whiff on some crouching opponents, such as Faust and Dizzy. | *Can whiff on some crouching opponents, such as Faust and Dizzy. | ||
*Occasional Anti-Air, but weaker than {{clr|3|2S}} and {{clr|1|6P}}. | *Occasional Anti-Air, but weaker than {{clr|3|2S}} and {{clr|1|6P}}. | ||
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<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Dizzy_5P | GGXXACPR_Dizzy_5P-Hitbox.png | ||
</gallery> | </gallery> | ||
}} | }} | ||
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|image=GGAC_Dizzy_5K.png | |image=GGAC_Dizzy_5K.png | ||
|caption=Dizzy's go-to poke | |caption=Dizzy's go-to poke | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Workable main poke. Decent range and damage, and combo starter | |||
*Jump cancellable for pressure in conjunction with summon setups. | *Jump cancellable for pressure in conjunction with summon setups. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Dizzy_5K-Hitbox.png | GGXXACPR_Dizzy_5K-Hitbox.png | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Quick attack and main punish starter. | |||
*Good damage and +1 for pressure. | *Good damage and +1 for pressure. | ||
*Often used as a relaunch/pickup in combos when the opponent is already floated. | *Often used as a relaunch/pickup in combos when the opponent is already floated. | ||
*Has a double stun modifier | *Has a double stun modifier, sometimes useful though Dizzy's not one to go for stun too often. | ||
'''Additional Frame Data:''' ''Stun modifier x2.'' | '''Additional Frame Data:''' ''Stun modifier x2.'' | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Excellent ranged poke against airborne opponents at range and multi-hit for solid confirms, but... | |||
*Whiffs on every crouching character except Potemkin, targets can block switch mid string and make the rest whiff. | |||
*Generally used in combos with a low float to combo into {{clr|4|5H}} and/or Ice Spike. | *Generally used in combos with a low float to combo into {{clr|4|5H}} and/or Ice Spike. | ||
*Has low hitstop to make it slightly harder to react to. | *Has low hitstop to make it slightly harder to react to. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Slow, relatively high damage ranged move with a big hitbox. | |||
*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. | *Best used mid-combo string, followed up with {{clr|4|2H}} if close or {{clr|4|236H}} if far away. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Dizzy_5H-Hitbox.png | GGXXACPR_Dizzy_5H-Hitbox.png | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Short range {{clr|1|6P}} with a lower hitbox meant more for anti-poke attempts. | |||
*Floats on hit if you need a launch earlier in a combo. | *Floats on hit if you need a launch earlier in a combo. | ||
*Wall bounces on hit when close enough to the corner. | *Wall bounces on hit when close enough to the corner. | ||
*Workable AA, but slower than {{clr|3|2S}} and with a worse hitbox. | *Workable AA, but slower than {{clr|3|2S}} and with a worse hitbox. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Massive, big damage, launching two-hit tail morph button. | 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. | *Mainly used on oki to discourage wakeup buttons, or start big launch punishes. | ||
*Works as a ranged frame trap. | *Works as a ranged frame trap. | ||
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|name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}] | |name=[http://www.dustloop.com/wiki/index.php/GGACR/Controls#Dust_Attack {{clr|5|5D}}] | ||
|image=GGAC_Dizzy_5D.png | |image=GGAC_Dizzy_5D.png | ||
|caption= | |caption=The 'ol Razzle Dazzle | ||
|data= | |data= | ||
{{AttackDataHeader-GGACR}} | {{AttackDataHeader-GGACR}} | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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 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. | *Has an increased stun modifier for some reason. | ||
*Despite being -12, the range can make it pretty safe | *Despite being -12, the range can make it pretty safe. | ||
'''Additional Frame Data:''' ''Stun modifier x1.5.'' | '''Additional Frame Data:''' ''Stun modifier x1.5.'' | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Awkward | Awkward but decently ranged poke that's mainly for safe Bubble popping. | ||
*Can work for tick throws due to Dizzy's grab range and walk speed. | *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. | *Pushes back a bit far for conversions if hit at max range. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Main low poke, complement to {{clr|2|5K}} | Main low poke. Quick, above average range, complement to {{clr|2|5K}}. | ||
*Used for spaced oki with a summon in place to score a conversion, particularly the Laser Fish. | *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}} (only against crouching opponents) for combos. | *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}} (only against crouching opponents) for combos. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Very strong | Very strong anti-air. Quick, low profile, and high reaching. | ||
*Links to 421[S] on Counter Hit, converts to Bubble Loop when close. | *Links to 421[S] on Counter Hit, converts to Bubble Loop when close. | ||
*Limited horizontal range, best saved for when they're above you. | *Limited horizontal range, best saved for when they're above you. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Quick hit predominantly used for knockdown then cancelling into a 214 summon for okizeme (which summon depends on distance). | |||
*Can be used to fish for counter-hits in frame traps. Ground bounces on Counter Hit for bigger combos. | |||
*Can be used to fish for counter-hits in frame traps. | |||
*FRCs for safety, extend pressure strings, or conversions on hit. | *FRCs for safety, extend pressure strings, or conversions on hit. | ||
*Has an extended special cancel window, can frame trap with Ice Spike. | *Has an extended special cancel window, can frame trap with Ice Spike. | ||
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{{Description|7|text= | {{Description|7|text= | ||
Long ranged sweep, covering ranges outside of {{clr|4|2H}}. | Long ranged sweep, covering ranges outside of {{clr|4|2H}}. | ||
*Can be jump cancelled for more pressure options on block, or Bubble oki after a knockdown. | *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. | *Has an extensive low profile window. Can go under bursts or other options. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Relatively fast air poke that hits at a jump-in angle. | |||
*Mainly relegated to air combos or to pop a bubble. | *Mainly relegated to air combos or to pop a bubble. | ||
*Useful for fuzzy rejumps when a summon covers Dizzy's approach. | *Useful for fuzzy rejumps when a summon covers Dizzy's approach. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Extremely fast and lingering hitbox, but short ranged air normal. Tied with a few others at frame 4. | |||
*Sometimes works as a jump-in, particularly deep. | |||
*Sometimes works as a jump-in | |||
*Good for air conversions from the ground and popping Bubbles. | *Good for air conversions from the ground and popping Bubbles. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
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}}. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Dizzy_jS-Hitbox.png | GGXXACPR_Dizzy_jS-Hitbox.png | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Mainly used in summon pressure and fuzzies. | 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. | ||
*Long amount of blockstun for easy conversions or pressure extension. | *Long amount of blockstun for easy conversions or pressure extension. | ||
*Leads to land > rejump {{clr|1|j.P}} fuzzies. | |||
*Leads to land > rejump {{clr|1|j.P}} | . | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXXACPR_Dizzy_jH-Hitbox.png | GGXXACPR_Dizzy_jH-Hitbox.png | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
High Damage combo-ender | High Damage, far reaching, two hit combo-ender which sends them up and away. | ||
*Works as a rising anti-air. | *Works as a rising anti-air. | ||
*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. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Wing Blades. An air normal which does it all. | 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.'' | |||
*Covers directly below her very well on the down swing, | |||
*Can cross up depending on when it is activated during an airdash. | *Can cross up depending on when it is activated during an airdash. | ||
*Works particularly well during summon pressure. | *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.'' | '''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.'' |
Revision as of 19:54, 26 October 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums | Videos |
Dizzy is a 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.
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.
Dizzy Dizzy is a mobile zoning character that relies on a wide variety of summons to set the pace of the match.
- Summon gameplan allows setup for
- Strong, staggered lockdown which can be very dangerous to attempt to escape.
- High/low mixups, Crossups, and Tick-Throws which can make opponents very nervous.
- Super Flash "unblockables" with meter.
- Stong defensive purpose (Sponging hits, attacking while Dizzy is under pressure, etc.)
- Higher than average damage.
- High aerial mobility thanks to having a double airdash.
- Weak hitboxes can force Dizzy to retreat in neutral until she can take initiative.
- Tied for lowest stun resistance in the game.
- Fourth lowest health in the game.
- Poor defensive options outside of summons.
- No meterless reversals, main reversal super is subpar.
- Very space dependent to use her summons effectively.
Normals
5P |
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5K |
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c.S |
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f.S |
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5H |
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6P |
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6H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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j.2S |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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Specials
It Started Out as Just Light 236K/S |
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I Use This to Fish 236H/D |
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I Use This to Get Fruit 421S |
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My Talking Buddies 214P/K/S/H/D |
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Please Leave Me Alone j.214P/K/S |
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Respect |
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Force Breaks
FB Please Leave Me Alone j.214D |
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FB I Use This to Get Fruit 421D |
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Overdrives
Imperial Ray 632146S |
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Necro Unleashed 632146P |
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Gamma Ray 64641236H |
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Instant Kill
I Can't... Contain My Strength [2]8462+P+H |
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Notable Players
Name (English/Japanese) | Color | Location | Common Venues |
Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|---|
Kazuki | Japan | Mikado | - | Retired to Xrd | Sharp player who balances retreating with aggressive play | Link | |
Makki | Japan | Mikado | - | Retired to Xrd | - | Link |
External References
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• Starter Guide •
HUD •
Controls •
Frame Data & System Data •
FAQ •
Training Mode •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc •