GGXRD-R/Dizzy

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Dizzy
GGXRD-R Dizzy Portrait.png

Defense Modifier: x1.06

Guts Rating: 1

Weight: Light

Stun Resistance: 50

Jump Startup: 3F

Backdash Time 16F / Invul: 1-9F

Movement Options
  • Double Jump
  • Double Airdash
  • Dash Type: Run
  

Overview

Dizzy is a mobile zoning character that relies on a wide variety of summons in order to start her offense. In the neutral game, her double airdash and good pokes keep enemies honest and give her the space she needs to flood the screen with projectiles. Once she scores a knockdown, those same tools are used to devastating effect to enforce mixups that can open up even the most careful defense. If you like the idea of playing a character that can switch from patient defensive neutral to bloodthirsty mixups at the speed of an airdash, give Dizzy a try!

Strengths

  • Double airdash gives her flexible movement and okizeme options
  • Many zoning tools with great early YRC points; can fight both enemy zoners and rushdown characters with her many specials
  • Overall great damage output and can consistently convert grounded combos into workable knockdowns
  • Okizeme is highly varied, with many different options off common combo enders to keep opponents guessing
  • Bubble is one of the best neutral tools in the game

Weaknesses

  • No reversal without meter and laggy normals means she is exceptionally poor on defense and in scrambles
  • Worst stun modifier in the game means she is dizzied easily (ha ha)
  • Summoning takes a lot of time, which can make setting up in neutral against fast characters or characters with strong zoning difficult
  • Cannot convert airborne hits into knockdown, even with meter
  • Her normals tend to be laggy on whiff and/or are situational, which means she is punished heavily for positioning mistakes
  • Okizeme is especially vulnerable to defensive options like Blitz Shield and Instant Blocks
  • Reliant on meter to safely keep up pressure, summon in neutral and convert into her damaging combos


Normal Moves

5P
5P
GGXRD-R Dizzy 5P.png
If you absolutely need a 5 frame normal...
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 Mid SJ YRP 5 2 12 -4

Fastest normal but is relatively unsafe on block. Whiffs on low hitboxes.

5K
5K
GGXRD-R Dizzy 5K.png
Kick them into next week
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 Mid SJ YRP 7 4 14 -4
  • Relatively quick mid-range poke.
  • Can be used as a meaty with summons, gatlings into 2K and can be IAD'd out of for more pressure
c.S
c.S
GGXRD-R Dizzy cS.png
Your best friend for pressure
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 Mid SJ YRP 6 2 11 +1

Dizzy's c.S is +1, which means it's one of her few normals that lets her do frame traps and pressure resets. Unlike f.S, it's also jump-cancelable, which can create unique opportunities for mixups in oki situations.

f.S
f.S
GGXRD-R Dizzy fS.png
Beware of skeleton
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
32 Mid S YRP 9 6 21 -13

Decent mid-range poke, although it's not especially quick and is terribly disadvantaged on block.

4S
4S
GGXRD-R Dizzy 4S.png
Put their meter on ice
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20*5 Mid S YRP 8 14 12 -4

Dizzy's old f.S. It has 5 hits and every hit is special cancellable, with the fourth one staggering; but it whiffs on crouching opponents except Potemkin and Bedman.

Comes out fairly quickly, has a good horizontal hitbox, does great damage, and it's fairly safe if they stand block the entire thing for some reason. This move's only real weakness is that it whiffs on crouching opponents.

Good as an anti-air dash tool. Can be used as a combo filler after a throw (5K,4S,236S)

5H
5H
GGXRD-R Dizzy 5H.png
Just wing it
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
38 Mid S YRP 13 6 15 -4

Generally only useful as combo fodder; although it has a decent hitbox and is generally unpunishable on block, its long startup and long whiff animation means it's usually unnecessarily risky compared to something like f.S.

5D
5D
GGXRD-R Dizzy 5D.png
The oldest trick in the book
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 High - YRP 27 14 15 -12

Dizzy's only standing overhead has a long startup just like most other 5Ds, but it can be covered by her projectiles to make it safer. It has great range for a dust, but its god awful slow. It can be used as a risky space control tool. Like Chipps 5d it will catch opponents who carelessly advance, and it keeps dizzys hurt box far enough back to get counter hits on bad pokes. It also has a high enough hitbox to catch opponents who try to jump in or out at shallow angles. Ending blockstrings with it can be relitively safe, Its got less recovery then her F.S and is tied with her HS at 15. Keep in mind how great those 14 active frames of dust are and the fact that it has similar range and recovery to a HS. This move leaves dizzy in a strong spot compared to many of her other normals and specials. If you feel that you can work in the startup frames and don't mind blocking your way out if your opponent blocks, this is a particularly strong move.

6P
6P
GGXRD-R Dizzy 6P.png
One of the few things that's actually better compared to +R
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26 Mid S YRP 10 4 19 -9

Anti air with more reach than 2S that's useful to cover ranges where 2S cannot reach. Hit confirms into 6h for good damage combos that create unique oki situations.

6H
6H
GGXRD-R Dizzy 6H.png
CHOMP
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
48 (Normal)
56 (Charged)
Mid S YRP 14 (Normal)
33 (Charged)
7 34 -22 (both versions)

Dizzy's 6H has long startup, is extremely unsafe on block, and despite what the animation may suggest, neither version of it is an overhead. Where 6H shines is in combos; both versions do enormous damage and give hard knockdown on aerial opponents, with the charged version giving a groundbounce that's essential for many of Dizzy's RC combos. Because it's also special cancellable, 6H knockdowns give Dizzy some of the best opportunities to setup okizeme, even better than 2D.Can be used as a risky frame trap, by converting a early 6p into the charged version. Can catch hard reads on telegraphed aerial movements and attacks.

2P
2P
GGXRD-R Dizzy 2P.png
Poke your problems away
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 Mid S YRP 6 3 9 -2

Great range for a 6 frame normal, though it doesn't hit low. If you feel like you can mash out of pressure, this is usually the button you're going to use, though the importance of good defense cannot be overstated. Keep in mind when hit-confirming off 2P that it never combos into 2D, even on counterhit.

2K
2K
GGXRD-R Dizzy 2K.png
Your best friend
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
18 Low S YRP 7 4 9 -1

Essential poke and Dizzy's only low besides 2D. This normal has great range and speed, and it's only -1 on block meaning it's great for pressure.

2S
2S
GGXRD-R Dizzy 2S.png
Get low
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 Mid SJ YRP 7 3 22 -11

One of Dizzy's main anti-airs, Dizzy drops very low to the ground and her wings extend a nice hitbox above her to stop approaches from above. Though it's not as hilariously dominant an anti-air as in previous installments, it still does its job well, and combined with her much-improved 6P you can still anti-air most approaches.

2H
2H
GGXRD-R Dizzy 2H.png
Chop chop
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36*2 Mid SJ YRP 15 2,4 25 -15

A 2 hit normal with the second hit being a launcher. 2H cannot be combo'd into except on crouching opponents or on counterhit, and its range leaves much to be desired. If the enemy is covered by your summons, then it may be possible to oki mixup into this move. It does good damage and leads to decent follow-ups, so it mostly shines as a strong meterless punish tool for big mistakes like whiffed DPs.

2D
2D
GGXRD-R Dizzy 2D.png
You call that a sweep? THIS is a sweep
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
34 Low S YRP 12 3 33 -17

Enormous sweep with relatively short startup considering its range, and an important combo ender for Dizzy on grounded opponents as it lets her start her okizeme game. Although its horizontal range is great, it will basically never hit airborne opponents, has few active frames, and is extremely poor on whiff, meaning its use in neutral is more limited than it may appear. Ending blockstrings with 2D is also risky due to its terrible frame advantage and summoning after 2D on block is very unsafe without meter.

j.P
j.P
GGXRD-R Dizzy jP.png
poke poke poke
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 High / Air SJ YRP 6 4 10 -

Dizzy's fastest air jab. Mostly useful as it can gatling into and out of j.K to continue air combos and airdash strings.

j.K
j.K
GGXRD-R Dizzy jK.png
Your best friend in airdash strings
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16 High / Air SJ YRP 7 6 12 -

Her most reliable jump-in attack. Slower than in other games but has more range.

j.S
j.S
GGXRD-R Dizzy jS.png
Freeze the competition air-to-air
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 High / Air SJ YRP 9 4 16 -

Has good horizontal range, making it a reliable air to air poke. Can be used to effectively pop bubbles. Jump cancellable. Coverts into J.D.

j.H
j.H
GGXRD-R Dizzy jH.png
Where does the wing come from anyway
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 High / Air S YRP 10 4 28 -

Big hitbox air normal. Can be tempting to use as an approach tool or in air-to-air situations, but it has an absolutely gigantic hurtbox on the extended wing making it very vulnerable to getting counterhit out of.

j.D
j.D
GGXRD-R Dizzy jD.png
Maware maware maware maware
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30,40 High / Air S YRP 8 10,4 16 -

Highly damaging ender for air combos that launches the opponent, and its great upward hitbox means it can also be useful while rising against opponents high in the air. Can be special canceled on either hit. It can be used on a hit confirm from J.S to launch grounded opponents into the air and continue into a combo. Any technique that includes a low airdash, such as bubble forward airdash, Dizzy Crossup, or just regular old low doubble airdash pressure

Universal Mechanics

Ground Throw
Ground Throw
GGXRD-R Dizzy GroundThrow.png
Where the fun begins
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
55 - - R - - - -

Can combo after the throw without meter. Because of its high reward on hit and the low blockstun on many of Dizzy's summons, integrating throws into your mixups is an essential skill with Dizzy, especially since her summons can protect you if your throw attempt whiffs.

Air Throw
Air Throw
GGXRD-R Dizzy AirThrow.png
Why can't she just let them fall in the icicle like Magneto
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
55 - - R - - - -

Dizzy's air throw has good range, and sends the opponent full screen away making it useful to set up traps while the opponent is knocked down. Thus, the opponent will land right next to Dizzy if thrown in the corner, allowing her to effectively start her oki game.

Dead Angle Attack
Dead Angle Attack
GGXRD-R Dizzy 6P.png
This will get low profiled and you will get sad
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 All - - - - - -

Uses Dizzy's 6P animation. Mediocre like most Dead Angles, but with Dizzy's naturally weak defensive options, an important tool to keep in mind.

Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Dizzy BlitzAttack.png
Steal that burst
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Uncharged 40 Mid - R - - - -
Max Charge 40 Mid - R - - - -

Standard Blitz Shield attack, useful in combos after stun to steal Burst gauge.

Special Moves

Descriptions are highly preliminary; please update with more information as we learn more about the character.

Note that Dizzy has a restriction on having multiple summons of the same type on screen at the same time. You must wait a short period after the previous summon ends before summoning something of the same type. The types are:

Fish - 214P, 214K, 214S, 214H, 214D (and all air versions)

Spear/Dagger - 421S, 421H

Bubble - j.236P, j.236K

Scythe - 236P, 236K

I used this to catch fish
I used this to catch fish
236S
GGXRD-R Dizzy ToCatchFish.png
Your best friend
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
45 Mid - YRP 13 8 42 -23

The ice pillar. Cornerstone special move used for ending combos and controlling space. Like many of her specials, has an extremely early YRC point that can be used to start pressure or summon. Basically every big Dizzy combo starts off of ice pillar RRC, so confirming hits with it is a good skill to have. Very unsafe on block.

For searing cod...
For searing cod...
236H
GGXRD-R Dizzy ForSearingCod.png
fire emoji fire emoji fire emoji
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
50 Mid - YRP 28 8 30 -11

Fire pillar. Delayed but more powerful version of 236S. Useful to end aerial combos as the hard knockdown gives Dizzy lots of time to set up okizeme, although outside of mixup into 2H and counterhit 2D it's not possible to use it in grounded combos. Decently useful as a frame trap to end blockstrings against very active opponents, although it's reasonably minus on block and the slow startup leaves a large gap that can be exploited.

I used this to pick fruit
I used this to pick fruit
421S
GGXRD-R Dizzy ToPickFruit.png
GGXRD-R Dizzy ToPickFruit2.png
2 hits: on the way up and when it turns into a dagger
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 Mid - YRP 22 18(15)until fullscreen - -

Ice spear/dagger attack with some tracking. Can be used in combos as the summon animation also has a hitbox; a strong summon for Dizzy that should be used frequently. Note that the tracking is relatively weak and tends to miss on fast-moving opponents.

For roasting chestnuts...
For roasting chestnuts...
421H
GGXRD-R Dizzy ForRoastingChestnuts.png
Hold button for more daggers (max 3)
GGXRD-R Dizzy ForRoastingChestnuts2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40,25 (per dagger) Mid - YRP 36 18(17)until fullscreen (per dagger) - -

Fire spear/dagger, more powerful and multi-hitting compared to 421S. Useful in some of Dizzy's more damaging combos after RC'ing 236S. Can be held to create up to 3 projectiles; if YRC'd after the initial dagger is created, you can hold the projectiles by holding down H and then release them by releasing H, similar to how Dizzy's daggers worked in GGAC+R.

We talked a lot together
We talked a lot together
214P/K (Air OK)
GGXRD-R Dizzy WeTalkedALot.png
Take a bite out of the opposition
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
P 10,10,10 Mid - YRP 40 3(23)3(24)3 - -
K 10,10 All - YRP 50 3(30)3 - -

All versions of fish (214P/K/S/H/D) will absorb a hit for Dizzy, similar to Eddie.

  • P fish chomps three times in front of Dizzy, advancing between each hit. Useful for corner oki and greedy pressure resets with YRC, although because it doesn't track to the opponent like K fish does its usefulness for okizeme is more limited.
  • K fish will track the opponent horizontally before chomping twice. Both P fish and K fish leave gaps in between the hits that can be used to tick throw. K fish is generally better for okizeme midscreen as it will always track to the opponent before starting its attacks.
We fought a lot together
We fought a lot together
214S/H/D (Air OK)
GGXRD-R Dizzy WeFoughtALot.png
Lasers!
GGXRD-R Dizzy WeFoughtALotD.png
D version only attacks if it absorbs an attack
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 45 Air - YRP 73 41 - -
H 45 All - YRP 71 36 - -
D 30 All - YRP 17 3 - -
  • S fish floats forward before moving upwards and firing a laser across the screen. It has occasional use to stop opponents from jumping out of okizeme, especially when used in conjunction with other summons, though it's typically the least-used variant of fish. Has some great character specific uses in neutral. for instance against i-no whom typically will become stronger and have more options if shes allowed to gain extended air control or chipp who can be locked out of some of his tripple jump options
  • H fish is similar to S fish except it remains at ground level. This is one of your primary space-control summons and is also useful for okizeme despite not hitting meaty after most grounded combos into knockdown.
  • D fish is unique in that it has no hitbox by default, but must be triggered by getting hit by an opponent's hitbox. Once it's hit, it charges forward with a horizontal homing chomp. Useful to bait opponents mashing and to make neutral awkward for the opponent. Again lots of character specific options for the less used fish EX: blocking mist finer, useing it to eat counter zoneing projectiles with long active frames, ETC.
For putting out the light...
For putting out the light...
236P
GGXRD-R Dizzy ForPuttingOutTheLight.png
Take a moment to appreciate how cute Dizzy looks doing this move
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30 All - YRP 17 36 - -14

Upward arcing ice scythe attack, used to control airborne space and pop bubbles while doing certain zoning patterns. Has a ridiculously early YRC point that can be used to immediately lock down air approaches and give you time to set up other summons.

The light was so small in the beginning
The light was so small in the beginning
236K
GGXRD-R Dizzy TheLightWasSoSmall.png
Actually criminal how early you can YRC this
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20*3 All - YRP 33 49 - +9

Slower but more damaging multi-hit version of 236P. Retains the extremely early YRC point of 236P for locking down the vertical space in front of Dizzy.

Please, leave me alone
Please, leave me alone
j.236P
GGXRD-R Dizzy PleaseLeaveMeAlone.png
Your most versatile tool
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Bubble Set - - - - - 157 - -
Bubble Burst 30 All - YRP 13 4 - -

Bubble. One of Dizzy's most iconic and powerful special moves, Bubble stops Dizzy's aerial momentum to place a large bubble on the screen. The bubble does nothing until Dizzy pops it with any attack, where it will then explode, knocking the opponent up in the air. Bubble is useful in Dizzy's most damaging combos, to set up highly damaging fuzzy guards, and as an essential part of her neutral game where she can place a bubble, airdash away and pop it to protect her escape. You can hold 2 after summoning the bubble to make it drift downwards instead of straight forward. By doing TK Bubble low to the ground, Dizzy can start an extremely low airdash without jumping into the air first which is a key part of many okizeme setups.

What happens when i'm TOO alone
What happens when I'm TOO alone
j.236K
GGXRD-R Dizzy WhenI'mTOOAlone.png
how do you make a bubble out of fire anyway
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Bubble Set - - - - - 148 - -
Bubble Burst 30 All - YRP 31 10 - -

Fire bubble. More situational than the regular bubble, it has similar properties, but it pops on a delay after being struck by a normal instead of immediately. Useful in certain air combos and sometimes in neutral, but be aware it has some more delay after summoning before you can act compared to regular bubble.


Overdrives

Imperial Ray
Imperial Ray
632146S
[632146D]
GGXRD-R Dizzy ImperialRay.png
More lasers!
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
Normal 35*10 All - YRP 7+1 10*10 - -
Burst 43*10 All - YRP 7+1 10*10 - -

Fills the screen with a series of explosions. Slow and difficult to combo into, this super mostly sees use as a way to force unblockables with Dizzy's other projectiles similar to characters like May or as a desperate way to immediately seize control of the neutral game. It is worth noting that the explosions have much less blockstun than the animation might suggest.

Don't be overprotective
Don't be overprotective
632146P
GGXRD-R Dizzy Don'tBeOverprotective.png
It's not coffin super, but it'll do
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
100 All - YRP 14+2 5 20 -6

Reversal super that's invulnerable to the hit, though it can be thrown. The mirror itself can actually reflect projectiles like Stun Edge and Gunflame. On counterhit, does an extremely large amount of stun.

Gamma Ray
Gamma Ray
64641236H
GGXRD-R Dizzy GammaRay.png
We all know there's only one reason you're using this move
GGXRD-R Dizzy GammaRay2.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
13*2, 12*32 All - - 16+7 6(24)6(45)46 - -61

Gimmick super that costs 100% meter to use. If Dizzy uses Gamma Ray while in Hellfire state, the attack will also blow off her vest, exposing her classic costume. The slow startup and inconsistent damage of this move make it mostly useless in serious matches, particularly since Dizzy will rarely accumulate a full 100% bar of meter and has much better uses for it than this.

Instant Kill

Emotional Gamma Ray
in IK mode: 236236H
GGXRD-R Dizzy 5D.png
GGXRD-R Dizzy EmotionalGammaRay2.png
GGXRD-R Dizzy EmotionalGammaRay3.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
SURRENDER All - - 22+5 (10+5) 14 15 -12

Uses the animation from 5D. Like the basic 5D, It controls more space infront of dizzy then most people think. the hitbox extends upward,and unlike the dust version, its a "usefull" anti air. Necro starts charging a Gamma Ray, but Dizzy deflects it away from the opponent, causing a huge explosion in the background. Seeing the explosion, her opponent surrenders.



Guilty Gear Xrd -REVELATOR-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc