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*Fish continues firing laser until it reaches the | *Fish continues firing laser until it reaches the bottom of the screen | ||
*Laser beam passes through projectiles | *Laser beam passes through projectiles | ||
*In CH state till end of recovery | *In CH state till end of recovery |
Revision as of 04:09, 7 November 2020
Overview | Combos | Strategy/Counter Strategy | Full Frame Data | Forums | Videos |
System Data
Normals
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. | Invulnerability | ||||
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5P | ||||||||||
5K | ||||||||||
c.S | ||||||||||
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f.S | ||||||||||
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5H | ||||||||||
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 | ||||||||||
2H | ||||||||||
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2D | ||||||||||
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j.P | ||||||||||
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j.K | ||||||||||
j.S | ||||||||||
j.H | ||||||||||
j.D | ||||||||||
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j.2S | ||||||||||
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Universal Mechanics
Specials
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. | Invulnerability | ||||
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K It Started Out as Just Light 236K | ||||||||||
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S It Started Out as Just Light 236S | ||||||||||
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H I Use This to Fish 236H | ||||||||||
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D I Use This to Fish 236D | ||||||||||
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I Use This to Get Fruit 421S | ||||||||||
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P My Talking Buddies 214P | ||||||||||
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K My Talking Buddies 214K | ||||||||||
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S My Talking Buddies 214S | ||||||||||
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H My Talking Buddies 214H | ||||||||||
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D My Talking Buddies 214D | ||||||||||
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Please Leave Me Alone (Bubble) j.214P/K/S | ||||||||||
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Please Leave Me Alone (Pop) Hit Bubble | ||||||||||
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- *1 Doesn't raise Guard Gauge
- *2 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames; The values in [] are the follow-up versions
Force Breaks
- *1 Doesn't raise Guard Gauge
- *2 Dizzy is in CH state until the move ends; Fish is guaranteed after 34F; After the fish is gone, there's a 108F delay to use it again; The follow-up move must be inputted during Dizzy's recovery frames; The values in [] are the follow-up versions
Overdrives
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
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5P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Jump, Sp |
2P | 5P, 2P, 6P | 5K, 2K | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Sp |
6P | - | - | c.S, f.S, 2S | 5H, 2H, 6H | 5D, 2D | Sp |
5K | 6P | - | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
2K | 6P | - | c.S, f.S, 2S | 5H, 2H | 5D, 2D | Sp |
c.S | 6P | - | f.S, 2S | 5H, 2H | 5D, 2D | Jump, Sp |
f.S | - | - | 2S | 5H, 2H | 5D, 2D | Sp |
2S | - | - | - | 5H, 2H | 5D, 2D | Jump, Sp |
5H | - | - | - | 2H | 5D, 2D | Sp |
2H | - | - | - | - | 5D | Sp |
6H | - | - | - | - | - | Jump, Sp |
5D | - | - | - | - | - | homing jump |
2D | - | - | - | - | - | Jump, Sp |
P | K | S | H | D | Cancel | |
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j.P | j.P | j.K | j.S, j.2S | j.H | - | Jump, Sp |
j.K | j.P | - | j.S, j.2S | - | - | Jump, Sp |
j.S | j.P | - | - | j.H | j.D | Jump, Sp |
j.2S | j.P | - | - | j.H | j.D | Sp |
j.H | - | - | - | - | - | Sp |
j.D | - | - | - | - | - | Sp |
- 5D can be only canceled into Homing Jump on ground hit
- Black = On Hit or Block
- Green = Available on whiff
- Sp = Special Attacks and Overdrives (aka: Specials and Supers)
- Su = Overdrives (aka: Supers)
To edit frame data, edit values in GGACR/Dizzy/Data. Be sure to update both the
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
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