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.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.
|"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.|
|Dizzy is a fragile character that relies on her mobility and wide variety of summons and projectiles to create an opportunity for offense.|
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.
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.
Dizzy gains foot invulnerability during her dash which allows her to run over lows and other moves such as slidehead and mini faust.
Guilty Bits Character Intro
5F hand swipe/jab. Typical 5P, but a higher than average recovery time.
- Can whiff on some crouching opponents, such as Faust and Dizzy.
- Occasional Anti-Air, but weaker than 2S and 6P.
- Tends to take a back seat to Dizzy's other normals.
Workable main poke. Decent range and damage, and combo starter
- Jump cancellable for pressure in conjunction with summon setups.
Quick attack and main punish starter.
- 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.
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 5H and/or Ice Spike.
- Has low hitstop to make it slightly harder to react to.
- Staggers on the 4th hit for better combo opportunities.
Additional Frame Data: Hitstop 6F. 4th hit staggers opponent on hit (max 35F).
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 2H if close or 236H if far away.
Short range 6P with a lower hitbox meant more for anti-poke attempts.
- 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 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).
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).
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.
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.
- Pushes back a bit far for conversions if hit at max range.
- Alone, it's slow for a 2P and can be low profiled.
Additional Frame Data: Initial prorate 70%.
Main low poke. Quick, above average range, complement to 5K.
- Used for spaced oki with a summon in place to score a conversion, particularly the Laser Fish.
- Gatlings to 2H/2D for knockdown at range, close up into c.S / 2S / 6P and 5H for combos.
- Also used for tick throws.
Additional Frame Data: Initial prorate 80%.
Very strong anti-air. Quick, low profile, and high reaching.
- Links to 421[S] on Counter Hit, converts to Bubble Loop when close.
- Limited horizontal range, best saved for when they're above you.
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.
- 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.
Long ranged sweep, covering ranges outside of 2H.
- 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.
Relatively fast air poke that hits at a jump-in angle.
- 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%.
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.
- Sometimes works as a jump-in, particularly deep.
- Good for air conversions from the ground and popping Bubbles.
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.
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.
- Leads to land > rejump j.P fuzzies.
- Hits very low to the ground, but only when spaced out. Very susceptible to whiffing when too close.
High Damage, far reaching, two hit combo-ender which sends them up and away.
- Works as a rising anti-air.
- Launches on hit, but can have limited conversion options due to the standard j.D landing recovery.
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).
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.
Vital throw. Significantly higher throw range than average and important for her oki game.
- 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%.
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%.
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%.
Dizzy has some foot invuln during her dash which allows her to run over slidehead.
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.
I Use This to Fish
The infamous Ice Spike. Primary ground combo ender and clutch midscreen snipe attack.
- Leads to extensive time post-knockdown for perfectly spaced oki Fish setup.
- Hits about half screen with a *slight* amount of homing, can work as a punish tool.
- Extensive recovery and even unsafe if properly bursted. Take caution.
- 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!
Additional Frame Data: 80% Forced proration. Floats opponent on hit (untechable for 40F, on CH for 160F). FRC timing 31~32F
D is a fullscreen version with similar effects on hit, but more for sniping and punishing than combos.
- Has slight homing, but really only hits from fullscreen. Still leads to good oki.
- Has the same FRC as the H version, could possibly lead to a combo on hit if you're quick enough.
Additional Frame Data: 80% Forced proration. Floats opponent on hit (untechable for 40F, on CH for 160F). FRC timing 31~32F
My Talking Buddies
|Version||Damage||GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
|StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active.||ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup.||RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state.||On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame.||Invuln||Level|
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.
- 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.
- Level 6 attack, great for blockstun, especially if they're too frightened to try to escape.
I Use This to Get Fruit
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 [S]. Works well in tandem with other summons.
- Primary unblockable tool in conjunction with 632146S.
- 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
It Started Out as Just Light
Scythe. K version mainly acts as air control, or possible delayed coverage against grounded opponents later in pressure.
- Works well in tandem with a 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.
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 K version.
- Starts in the opponent's face if close, better for immediate pressure. Possible blockstring ender.
- Can be used to setup tick-throws due to very low hitstop and short blockstun.
- Has the same FRC as the K version, lets you get a bit creative with pressure.
Please Leave Me Alone
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.
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 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 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.
FB Please Leave Me Alone
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 I Use This to Get Fruit
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.
Dizzy summons a wave of fiery explosions that starts in front of her and moves across the screen. Requires 50% Tension.
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.
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 421S or 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.
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.
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.
Additional Frame Data: Deals no stun damage
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%.
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.
I Can't... Contain My Strength
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.
|To edit frame data, edit values in GGACR/Dizzy/Data.|
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Click [★] for character's full frame data