GGACR/I-No/Matchup/Dizzy

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< GGACR‎ | I-No

The General Gameplan

Your Opponent's Gameplan

Spacing & Advantage (By Screen Position)

Up Close

Round Start Range

Long Range

Full Screen

Button Interactions

  • 5P: It doesn't have a lot of active frames and has plenty of recovery, so this is more of a check against us doing something.
    • If you were to stand just outside of her 5P's range and then also use 5P, you're either close enough to counterhit her or the hitboxes will clash. Of course if you swing first she'd whiff punish, but then if she swung first and whiffed you'd also whiff punish.
    • 6P can beat this clean.
    • STBT can go under this, but in total animation it's faster than just the startup of the S version, so trying to call it out with STBT isn't your best choice given the risk.
    • 2S can do the job just as well even though the reward may not be as high. At least on CH you can combo 2S into HCL for knockdown.
  • 2P: Slightly disjointed with lots of range. Will work well with her 2K for strike/throw pressure.
    • 2P can kinda clash it sometimes and might trade it at best, but trying for either is unreliable and doesn't get us anything. 2K will go under her nails at long range but otherwise also gets wrecked. Destroys our 2S and 2H. 2D can beat it if spaced from far enough away since the Guitar is disjointed, but 2D is slow so there's risk involved.
    • Beaten clean by 6P unless she's using it from too far away where it'll clash 6P.
    • Can reliably beat it with TK dives or "random" j.D, though the j.D is more of a risk on whiff which is likely at the range where Dizzy's 2P is most effective... but if she spaces it up close, go for it.
  • 6P: A 6P anti-air. With the horizontal range it's pretty good at stuffing I-No's dive angles, and it reaches low enough to stuff 2S.
    • On the ground blow it up with 5H or go under it with STBT.
  • 5K: Another go-to for neutral to check an opponent who tries to do stuff in between all her space control specials. Slower than 5P, but
    • Go under it with the usual stuff or blow it up with 6P.
    • It reaches low enough to stuff 2S if you use it too close to her, which is basically round-start distance or closer. Further away and you're fine (and get HCL knockdown on the 2S CH).
  • 2K:Very subtle animation on a character who has good initial dash speed and above average throw range. This means she has a very strong strike(low)/throw game, because it's difficult to see her actually attack low or not when she dashes in. Has a lot of range but isn't very disjointed.
  • c.S:
  • f.S: Extends her hurtbox slightly before active so it's slightly easier to stuff than you'd expect, but it has good disjoint and is difficult to directly challenge.
    • It's very easy to go under it. You can just crouch under it, but you can also 2S, STBT, etc.
    • Beats just about anything you can do from the air unless you can reach Undine's forearm without touching her hand or the ice spike. A very low j.H can potentially do it if you really need to try, and Fortissimo could do it because it has invul.
    • Just for reference a long range 6H (from outside of her f.S range) will swing up from underneath and counterhit her for stagger, and if the Dizzy isn't ready you may even link HCL for knockdown. If she doesn't have fish or needle coverage and you think she'd IAD in at you, 6H would also cover space control with f.S, which she may do if she thinks you're going to HCL or hoverdash straight at her. But 6H is difficult to use safely in this matchup so don't specifically start using it as a counter to f.S when you have many better options for that.
  • 2S: You're not beating this from above unless you have proper horizontal spacing with specifically j.H, but Dizzy probably has better options for trying to beat an I-No that hoverdashes in due to the angle.
    • Dizzy shrinks her hurtbox down quite far, so your best bet of hitting her from directly above is a very high VCL (which may not even work). It has high recovery so you can double jump or do other things to bait it like you would other anti-airs, and may even get lucky with a charged/delayed dive. But overall you should try to avoid coming in from directly above Dizzy.
    • Really, the horizontal range on this is pretty bad. Just be to the side of her and you're way better off. If you're getting hit from that far away you're doing something wrong like using j.S, or you aren't actually far enough away.
  • 5H: Hurtbox extends prior to active frames, so it's very easy to full-screen poke this if she uses it incorrectly. She should be trying to check you moving after blocking one of her zoning tools (scythe, fish, needle, etc.) and not just throwing this out in neutral willy-nilly.
    • If she does it wrong, just having a 5P out is enough to check her, but you can commit to a 6P if you want the chance to blow her up via a fancy confirm, or at least just fish for a knockdown.
  • 2H:Reaches high enough to stuff moves like mcHCL, mcVCL and TK dives, but is really designed to blow up moves like STBT. Has an FRC to make it much safer to throw out.
    • Extends her hurtbox forward on startup. Will blow up 2K, but if you're just outside of the range where 2K normally makes contact and start at the same time, 2K will catch the expanded hurtbox. To elaborate further, if she does this at round start spacing 5P can reach it (and you can beat it clean with 6P). Just don't try to beat it low unless you're using a fast move at really close range and you should be OK.
    • Be wary of STBT-H > 6FRC6 since 2H can blow up both the STBT if you let it fly and the hoverdash overhead attempt.
  • 6H:Slow, but reaches low enough to catch STBT and highly disjointed. Also reaches upward toward the end of the animation which improves the anti-air quality.
    • Be wary of this baiting a backdash.
    • Hurtbox does slightly extend prior to active, so if you're up close you can beat it with 5P, 2P or other options.
  • 5D:Subtle when you're unfamiliar with the animation, but not as subtle as you'd expect given how strong the cue is. Dizzy's tail stops moving and Necro makes a bunch of motion over her shoulder as he taps it with his finger.
    • You're most likely to get hit by this when dealing with her summons, but the hitbox on it is actually unexpectly good for the first few frames, and it's active for a while. If you were unprepared for that you might accidentally poke into it incorrectly and get hit, such as if you did a jump > dive (remember that dive hitboxes are inside the hurtbox).
  • 2D:


  • j.P: Not a great jump-in, but with its speed she can use it while rising to check your movement if she thinks you'll jump. Basically it's like air-to-air, but best used against us if we're only just starting to jump.
    • Can beat it easily from the ground with the go-to options of 5P/6P/5K.
    • Can beat it from the air from outside her horizontal range.
  • j.K:
  • j.S:
  • j.2S:Throw invul and hits all around her with lots of active frames starting from behind. You can probably beat her air-to-air if you're at similar height using j.P from the ideal range.
    • If Dizzy spaces correctly you wont really be able to challenge it from the ground. 5P will get hit, 6P will whiff, and 5K will get hit or whiff. You *can* catch the startup if she spaces it wrong, but you can only be prepared for that and not count on it.
    • 6H can call it out, but it's high commitment and not always on the table (as she likely has summons to blow you up for it).
    • Best bet is to meet her air-to-air with j.P and take advantage of the disjoint on it to beat her from the front, since the active frames on j.2S start behind her.
  • j.H: Not actually a great jump in for her, but it's mostly used to cover the space in front on landing. You can beat it pretty reliably with good timing on 6P and 5K, and you can adapt around her timing changes with 5P.
  • j.D:


Special Moves

Pressure

An example of how to safe jump and punish Dizzy's command grab super.

Escaping Pressure

Special/Notable Confirms

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