GGReload/Dizzy/Strategy

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General Tactics

The foundation of Dizzy's offense and defense revolves around the usage of her projectile summons. After scoring a knockdown, Dizzy can utilize her summons for offensive rushdown (particularly the 214 series) to setup high/low mixups, crossups, and tick-throw setups, which can often lead back into a knockdown and allow for Dizzy to keep the momentum in her favor. On defense, Dizzy can utilize her summons, often in multiple combinations, for zoning purposes to control the screen and limit her opponent's movement range or to even cover her approach for rushdown. Dizzy also has a double airdash for high mobility options in either rushdown or runaway scenarios.

Dizzy does have a few weaknesses: a low defense modifier which results in her receiving more damage than usual, no viable reversal moves except for her 632146P Overdrive, and a huge hitbox which makes it easier for her to get hit and get comboed. If Dizzy is pressured in the corner by an opponent, you are likely to remain there blocking for quite some time, unless you try to take a risk to escape (FD jump, counterattack) or utilize DAA or Burst, when applicable. Also, for Dizzy to be able to use her projectile summon attacks, she needs to be well outside her opponent's effective attack range, which usually means she needs to be anywhere from beyond midscreen to fullscreen in order to summon most anything safely if her opponent isn't already knocked down.

To play Dizzy effectively, you need to capitalize on her strengths in order to cover and make up for her weaknesses.

Neutral

Compared to the rest of the cast, Dizzy has sub par normals, and is generally beaten by most opponents. On the other hand, once she has summons out, she is at a distinct advantage. Thus, the mind games in the neutral game will mostly be about Dizzy getting her summons out. To help her from being rushed down completely, she has ice spike and sometimes 5K and f.S against ground/IAD rushdown and 2S against jump-ins. Usually, the fear of being smacked by an ice spike (especially if you have tension to FRC, which makes it completely safe, and sometimes even allows you to punish their attempt to punish) is what will keep the opponent hesitating from rushing you down, and will allow you at times to trick them with a dry summon. Against certain opponents, even the odd unexpected rushdown (like, IADB, ADF j.P) can work out if they are only expecting the Dizzy player to play keepaway.

Offense

Defense

Tips & Techniques

236H FRC

236H FRC is one of the most difficult FRCs to execute in Guilty Gear and it is important for you to know/learn it if you wish to be proficient in using Dizzy. It has the following uses:

  • Transporting an opponent into the corner.
  • Giving you more time to setup for okizeme.
  • Making a blocked/whiffed 236H safe on recovery.
  • A follow-up opportunity to continue a combo and deal extra damage, especially if it has the potential to finish off an opponent.

It is recommended that you learn the FRC point through muscle memory because relying on audio/visual cues alone means that you can't concentrate on more important aspects of the game during the match.

In addition to a stand-alone 236H FRC, you should also practice the following:

  • 2H > 236H FRC
  • 5H > 236H FRC
  • f.S > 236H FRC
  • 5K > 236H FRC
  • 2D > 236H FRC

The first three (2H, 5H, f.S) are the most commonly used examples after a standard gatling combo that ends with 236H.
The fourth one (5K) is often used when you hit-confirm it as a long-range poke and are too far away to gatling to f.S or 5H and instead go straight to 236H.

Another technique that is associated with the use of 236H FRC is the ability to buffer a 'dash motion' which allows you to follow-up with a movement option after the FRC for either a combo opportunity or better positioning for okizeme. A common practice after the 236H FRC is to input the forward direction at the same moment as you are inputting the 3 attack buttons for the FRC. By doing this, it makes dashing forward after the 236H FRC a lot easier since the first directional input is already achieved and all you need to do is return to neutral and input the forward direction again to be able to dash. It looks something like this:

  • Ground Dash version

236H > 6+FRC > 56

  • IAD version

236H > 9+FRC > 56

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