Dizzy is a character with extreme strengths and weaknesses, and a large set of tools that makes her highly versatile. Be careful, as one can easily misuse her tools. Her gameplay often involves linking her attacks and summons together to open opponents' defenses or create high damage combos. In neutral she utilizes her high mobility and space control tools in tandem while exercising judgement of when to cast high recovery summons, and whether to use meter to lessen their recovery. She has a great amount of depth and is rewarding to master, and is a great fit for anyone who enjoys high mobility, space control, and setplay.
Dizzy's double airdash synergizes with her space control via long range normals and active summons, cast by NecroHer reaper right wing and UndineHer angelic left wing. Dizzy's summons also enable her exceptional okizeme/setplay game. Her rewarding throw combined with fish armor safety, fast initial dash speed and planned gaps in pressure make her into a “grappler” tick throw extraordinaire. She also has access to high/low mixups, crossups, frame traps and F-Shiki setups.
Her normals create good pressure due to long cancel windows which can create frame traps to compliment her throw threat. Dizzy can end pressure safely from afar with jump cancels, go for metered/unmetered resets with summons, or do standard staggered pressure with throw resets mixed in. Her defensive options lack a fast abare and solid meterless reversal so she often relies on system mechanics and techniques like fuzzy jumping to leverage her mobility.Note: Playing Dizzy optimally means learning many okizeme setups that depend on knockdown type, variable wakeup timings or character-specific reversal options and can be difficult to execute and punishing if failed. Her basic meterless combos though are very easy so don't be afraid to try her out.
|"Power comes in all shapes and sizes. What's most important is what lies behind it."|
|Lore:||The Child of Fate. The Maiden of the Grove. The wife of Ky Kiske and mother of Sin Kiske. After being freed from her seal she now walks among the world again. Dizzy doesn’t wish to harm anyone but as the daughter of Justice the commander-type Gear 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 highly mobile character that uses her normals and multitude of summons to control space and run versatile and safe okizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups..|
Dizzy summons five types of fish, which move forward and absorb a single hit for her. All fish but 214D attack on summoning. Fish enable Dizzy's okizeme game and help her control space. Only one fish may be active at any time.
Dizzy can summon two variations of bubble that slowly float across the screen and can only be popped by Dizzy hitting it with another move. 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.
Bubbles can be TK'd (2369P and 2369K) which allows her to summon bubbles close to the ground and perform air actions afterward. Only one bubble can be summoned at any given time.
Dizzy gains foot invulnerability during her dash which allows her to run over lows and other moves such as slidehead and mini faust.
- Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 4S, 5H, 2H, 6H, 5D, 2D
Dizzy's fastest normal but is pretty minus on block and whiffs on low hurtboxes. Good button to pop bubbles quickly or punish whiff bursts.
- Gatling Options: 6P, c.S, f.S, 2S, 4S, 5H, 2H, 5D, 2D
Relatively quick mid-range poke. The hitbox isn't particularly good and it's generally outclassed by her other pokes, but maintains some use due to its range, is her fastest non prorated starter outside c.S range, and the fact that it can be jump canceled. Frame traps with 5K > delay 5H, 5K > 2H, 5K > delay f.S, 5K > delay 2D.
Be aware that 5K can whiff vs some lower profile moves where as 2K does not have this problem.
- Gatling Options: 6P, f.S, 2S, 4S, 5H, 2H, 5D, 2D
Essential jump-cancelable pressure normal and Dizzy's only normal that gives advantage on block. An essential tool for hit-confirming, tick-throwing and general pressure. Can frame trap with c.S > delay 5H and c.S > 2H. Can reset with 5f gap with c.S > c.S/2P. 6SH is most commonly used as a throw OS which makes c.S come out if a throw is not possible.
Stun value increased 2.26X
- Gatling Options: 2S, 5H, 2H, 5D, 2D
f.S is a decent mid-range poke and frame trap option with a lot of active frames. f.S can be a risky button in neutral compared to 6P as it trades poorly and reaches her hurtbox way out there. The "reaching out" animation also makes it hit max distance later than the frame data would suggest. Still, an essential poke that covers a lot of area in front of her from IAD height to low profiles. These features should be kept in mind during neutral when deciding which button to poke with, as 6P for example can be low profiled but f.S can not.
f.S is also jump cancellable, which allows for things like IAD back, back/forward/neutral/super jump, TK bubble, IAD in or even jump cancel into grounded blitz. This allows her to choose between taking risks or playing safe. Since f.S is pretty minus it's recommended you jump cancel, gatling or special cancel. Special cancel is the option to represent the least as it comes with a lot of risks or requires meter to make it safe. While a strong tool, playing safe off jump canceling f.S too much can also mean you aren't threatening enough with Dizzy's strike/throw pressure.
f.S is also a decent round start option, but can lose to faster moves that hit its extending hurtbox, and counterpokes such as 6P.
2K, 2P, and 5K can all be delay cancelled into f.S to cause frame traps. f.S can then be delayed cancelled into 5H, 236S YRC and 2D to add another layer.
- Gatling Options: 2S, 5H, 2H, 5D, 2D
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 (only during hitstun).
An essential combo filler for throw, P-bubble burst, and corner combos. Comes out fairly quickly, has a good horizontal hitbox that can be a situational antiair, does fantastic damage, gives good amount of meter on hit, and combos into 236S for a knockdown. It drains meter exceptionally well against people blocking in the air with FD. Properly spaced it also is burst safe.
Usually 4S is a bad move in neutral. In some matchups however the fact it whiffs crouching can be a non factor and it becomes reliable and strong pre-emptive or reactive move. For example it can punish Potemkin Hammer Fall approaches (but will lose to Pot 5H so careful) and can catch a lot of Slayer's movement options. It can also catch I-no during hoverdash, but just throwing it out there vs her is very risky.
- Gatling Options: 5D, 2D
Staple for many combos/blockstrings. For neutral and pressure it has a decent hitbox, is generally safe on block, and can be used as a frame trap/pressure ender or reset. Chunky counterhit but won't trade well verse many moves. It shines in that it can wall out approaches from the ground or low in the air. 5H has more startup but has less recovery and more range than some of her neutral buttons like 6P. This all results in a great keepout move. Just be aware whiffing this vs someone jumping over it can be very deadly, so don't always autodial it on people running just into your range or clever opponents will bait it by running into range and jumping over it. Less likely to trade if you hit with the wingtips because they don't have a hurtbox. Can frame trap with 5H > delayed 236S YRC and 5H delayed 2D.
- Proration: 80%
Dizzy's primary standing overhead has a long startup just like most other 5Ds, but it can be covered by her projectiles to make it safer, and in the corner you can combo into it using fish. You can often mask the startup of this move with 236H YRC or H fish, as they do a good job of obscuring the telltale red flash of 5D.
- Gatling Options: c.S, f.S, 2S, 4S, 5H, 2H, 6H, 5D, 2D
Anti air with more reach than 2S that's useful to cover ranges where 2S would be ineffective.
6P is an amazing countpoke with upper invulnerability and great reach, though it will feel short compared to her longest reaching normals like f.S and 5H. The counter hit properties change it to allow knockdown even without a confirm and it often cleanly beats many other character's pokes. This is an extremely important neutral tool for Dizzy that allows her to contest many other players buttons and can lead into her setplay game on confirm or counterhit. It is weak to lows but forcing the opponent to alter their gameplay around your 6P is a strength as well as it can open them to other options like her 2K, 5H, air movement and her foot invulnerable run. It can also force opponents to rotate off their stronger midrange tools more often. Using it pre-emptively against overly aggressive opponents is one way Dizzy can command more respect in neutral. Just be mindful of the long recovery and use it smartly or a whiff punish and/or low will end all your hopes and dreams.
Additional Frame Data: Upper body invincible 1~13F. Knockdown opponent on counter hit. Wallbounces opponent on counter hit.
Dizzy's 6H has slow startup, is extremely unsafe on block, and is only an overhead when fully charged.
This will come out when you whiff a throw if you don't OS 6S+H which is generally a much better option, however it can work in your favor if the other player has a habit of jumping out of throws and not air FDing.
Where 6H really shines is in combos: both versions do enormous damage and give hard knockdown on air hit. The charged version groundbounces, which makes it essential for many of Dizzy's optimal combos.
6H's air knockdown and being special cancellable make it useful to end a combo leaving the opponent closer to Dizzy than most other options and setup okizeme. An example is midscreen it can be used after a throw combo to leave them close enough for some fish to meaty. Ending the throw combo with ice spike midscreen does more damage but leaves you with less okizeme options.
6H is the only move Dizzy has that knocks down opponents face up. For example:
- Sin's face up wakeup timing is 30f, and face down is 21f. 21f is too fast to meaty with some of Dizzy's slower summons but 30f is enough time.
- Venom's face up wakeup timing, however, is 21f compared to 26f face down, so 6H will actually give Dizzy less time to work with.
- Elphelt has 27f wakeup for both face down and face up so which knockdown you do will only affect routing and distance
Slower wakeups are generally better, but including 6H knockdowns even if it makes their wakeup faster can give you more setup options. Details on okizeme for different wakeup timings can be found in the Okizeme Guide.
- Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 4S, 5H, 2H, 5D, 2D
- Proation: 80%
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 for both neutral and defense, 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. 2P also doesn't have the best hurtbox and the hitbox is higher than you may think. It loses to some moves that go airborne, some 6Ps and some low profiles. Useful for popping bubbles that are low to the ground. Used on block or hit to go for tick throws. Very effective button in some situations in neutral or to catch dash resets and hard to punish if whiffed.
It is also an essential normal for pressure, as from 2P you have the most options for pressure and resets, such as going into 2K, doing throw resets, or doing frame traps or staggered pressure. In general the further into your gatlings you go the less options your opponent has to think about, and 2P is your earliest point of entry so expect to use this a lot to start or reset pressure.
Frame traps include 2P > 5H, 2P > f.S, 2P > 6P, and 2P > 2D.
- Gatling Options: 6P, c.S, f.S, 2S, 4S, 2H, 5D, 2D
- Proration: 70%
Essential poke and pressure normal. Dizzy's only low besides 2D. 2K has great range and speed, and is only -1 on block so it's great for pressure. Unless you absolutely need a 5 or 6 frame normal, this is your go-to for approaching and controlling the space in front of you, plus it's easy to hit confirm. This move is essential to her gameplan as it covers her projectiles vs low profiles, as well as catches people mashing throws, reversals and jumps to try to beat her tick throw attempts. She also needs this move to check moves that are only low vulnerable. Used on block or hit to go for tick throws or confirm into 2D. 2K is also very useful for frame traps. 2K > 2H is a very rewarding frame trap with a 4f gap, other examples are 2K > 6P, 2K > f.S and 2K > 2D. Link this or 2P between ice fish bites in standard tick throw setups. Overall Dizzy relies on this move in many situations so feel comfortable using it!
- Gatling Options: 5H, 2H, 5D, 2D
Dizzy's primary anti-air and one of her most iconic moves. Though it won't cleanly beat the game's most dominant jump-ins like Sol's j.H and has very limited use in grounded footsies, it has a great low-profile hurtbox and extends relatively high above Dizzy's head while giving a full air combo on hit. The ability to properly space yourself and stop aerial approaches with 2S is essential, as unlike most characters Dizzy prefers to anti-air by going directly underneath the enemy instead of stopping them at a 45 degree angle. The hit box doesn't center on her body like in XX games, and is less thick and less tall. This leaves it unreliable to AA with if the opponent is behind her. 2S is also one of her few buttons that can come out on top in trades due to its massive counter hit properties. Can be used as a burst safe move as well, especially after 5D6.
- Gatling Options: 5D, 2D
- Jump-cancel on the second hit
A 2 hit normal with the second hit being a launcher. 2H is Dizzy's crouch confirm button, meaning it combos on crouching opponents but otherwise cannot be combo'd into unless it is from 4S, counterhit, or has the gap covered by fish or other summons. 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.
2H does good damage and leads to damaging follow-ups or good knockdowns with 2H > 236H. It can also net big damage punishes or frame traps as a starter. It also cranks up RISC gauge like crazy and is jump cancellable so is good as an incredibly safe pressure ender though can be weak to FD since the second hit will sometimes miss if the opponent is using FD and it isn't as strong as some other options in terms of letting you reset or continue pressure.
It can on some weights also be combo'd into a full Imperial Ray, for corner carry and tension pulse gain, though Imperial Ray is still rarely used.
Since 2H is jump cancellable it is also able to frame trap with Ice Spike if you input 2H > 2369S. Normally this would be a gapless sequence but cancelling the jump startup frames into Ice Spike can make it a frame trap with proper timing.
- Proration: 85%
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. Its horizontal range is great but the move only has a 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 unsafe without meter. 2D's tall vertical hitbox makes it possible to combo into on airborne opponents that are close to the ground, such as from a throw or 4S. Useful in situations that they'll hit the ground before 236S connects, 2D can be used instead to still get a knockdown.
- Gatling Options: j.P, j.K, j.S, j.H, j.D
- Proration: 90%
Dizzy's fastest air jab. Mostly useful as it can gatling into and out of j.K to continue air combos and airdash strings or to pop bubbles the quickest in neutral. Rising j.P is also a very effective anti air in some situations. Can also be used as an OS for forward air throw to make whiffing not much of a risk.
- Gatling Options: j.P, j.S, j.H, j.D
- Proration: 90%
Her most reliable jump-in attack. Slower than in other games but has more range. It can also be your best air to ground in many situations and it is used in instant overhead f-shiki setups.
- Gatling Options: j.P, j.H, j.D
Has good horizontal range, making it a reliable air to air poke and air to ground poke. Can be used to effectively pop bubbles. Jump cancelable.
Has less horizontal range than j.S but makes up for it by being bigger vertically. Can be used as an air to ground but will lose to 6P and low profiles. Has big blockstun and hitstun. The hurtbox has been shrunk appreciably in REV2, but it still has a tendency to trade, so be careful not to throw it out carelessly. Low to the ground j.H can help create f-shiki setups and j.P > j.H has a natural gap on block that combos on hit for a handy dandy built in airstring frame trap, just be careful of opponents expecting and exploiting the gap and change up your air gatlings accordingly. Can be used to zone people chasing you moving backward and to do a high reward air to ground, or even as a very situational air to air. Has a ton of options on counterhit.
- Highly damaging ender for air combos that launches the opponent
- Great upward hitbox means it can also be useful while rising against opponents high in the air.
- Can be special canceled on either hit.
- Untechable knockdown on counter-hit
- This move hits the opponent more to the side than up, so it can be used in corner combos or in certain air strings.
j.D is a great air to air button that wins almost any air to air trade if not outright beats characters' air buttons, as long as Dizzy is at least slightly below the opponent and in range for j.D to hit. Can also be used in airdash strings to mess up opponents trying to IB or as a gapless gatling from j.P.
Can combo after the throw without meter anywhere on the screen for great damage and corner carry. 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. Unlike older games, Dizzy's throw range is average in Xrd.
Additional Frame Data: Forced: 50% proration
Dizzy's air throw has good range and chucks the opponent very far away, which makes it difficult to set up effective okizeme unless you're close to the corner but gives you more than enough time to start summoning safely. Dizzy airthrow is also a vital anti air option like any character, and for Dizzy it also allows her to punish people that jump over her summons. Air throw is a universal and important mechanic, it's recommended to watch footage of good Dizzy players to learn how to start incorporating airthrow into your gameplay.
Additional Frame Data: Forced: 65% proration
Dead Angle Attack
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. If used near the corner it can wallbounce the opponent leaving them open to combo or okizeme.
Standard Blitz Shield attack, useful in combos after stun to steal Burst gauge.
Dizzy can only have one summon of each type on the screen at a time. Ice Spike (236S) and Fire Pillar (236H) are exceptions if meter is spent to reduce their recovery.
Non-Committal Space Control
Dizzy has some of the most options for non-committal space control in Xrd. Her long initial summon time is the cost for this, during which she can be counterhit. Her (214H) for example has a long recovery time, but once summoned she is free to do any action while the laser preps and fires, meaning she isn't committed to an action while her summoned space control is active. Just be sure to make great use of her committal space control too from her normals like 2P, 5H, f.S, 6P, 2S and 2K, or you'll just end up being bulldozed by those expecting it and eating counterhits Dizzy is ill equipped to handle due to her low stun rating.
Low Profile Interactions
Many of Dizzy's summons don't hit low profile moves. Exceptions of note are Fire wheel (236K) during its earliest active frames, Ice Spike (236S) and Fire Pillar (236H). Daggers (421S/H) that track downward and bubbles that are angled downward can also hit low profiles given enough travel time. Fully charged shield fish (214D) can also work against some low profiles.
Low profiles do however give the opponent more options verse Dizzy. Any meaty fish can be reversaled by a frame 1 low profile such as Sol's Grand Viper. Other examples are her wheels/scythes can be low profiled to avoid trading with them at all despite the fact they stay active if she's hit and fire spears 421H can just completely miss vs some low profiles such as Faust crouch.
Dizzy has long recovery on her summons, so new players are prone to killing themselves with them. Before Dizzy summons, the player should be mindful of spacing, timing and what options the opponent has. Simply not summoning and seeing what they do is also a very strong option as Dizzy has adequate normals to punish many approaches. Tiger knee'd fish and bubbles can help Dizzy avoid low profile attacks.
During Dizzy's summon startup, YRCing can be a great option too both as a reaction to an opponents commitment and preemptively. If they committed to try to hit you during recovery for example and you YRC you can interrupt their move for a counterhit, whiff punish them, block, throw, antiair, airthrow, or use a movement option such as backdash or jump.
Post summon recovery, Dizzy has many options to counteract low profiles and other attempts to punish her. She can simply hit any low profiles with a move of her own such as 2K if time allows. She can also block which is a very strong option, as it means your summons stay on screen often leading to a free combo or pressure. Blocking can also net very big punishes, verse Sol's Grand Viper for example doing this correctly can win rounds on its own. Her foot invulnerable run is a niche option that is excellent in some situations too such as verse Potemkin Slidehead.
Summoning predictably is a huge risk in general and will end you up dizzied, and often dead. For this reason avoid doing summons off blockstrings frequently, as it's not only punishable by good players it's often reactable. Avoid using summons as a go to and use your movement and normals to create opportunities to summon, this makes it much more risky for opponents to try to call you out, and after conditioned many will be afraid to try.
I used this to catch fish
Ice pillar/ice spike. Dizzy’s fastest special. Dizzy's most iconic move used for ending combos in the corner or off throw. Like many of her specials it has an extremely early YRC point that can be used to control space, reset pressure, frame trap, or buy time to summon. Without YRC Ice Spike is punishable even on block, and even more so on whiff so using it without meter to make it safe is very much gambling with your life. With meter it is her best way to stuff approaches and reset pressure by far. Make every use count though as YRC has a meter gain penalty and being significantly behind your opponent in meter will be an uphill struggle to say the least.
Leads into many of her most damaging combos when RC'd. Creates an Ice Spike at a set distance (about 2D’s range) and will shorten its range to appear in the corner instead of offscreen. Can be delayed canceled after some normals to frame trap, f.S > delayed 236S YRC and 5H > delayed 236S YRC are the most common examples of this and just the threat of it can lead to Dizzy being respected after blockstrings, especially if you've conditioned them for it.
Additional Frame Data: 90% Initial proration. Stun value.15X (lowered 85%).
For searing cod...
Fire pillar. Delayed but more damaging and less minus on block version of 236S. The defacto use of it is to end combos higher off the ground with an untechable knockdown, which gives Dizzy lots of time to set up okizeme. Due to the long startup, it usually needs supporting setups or routes to combo. There's few grounded normals that can simply special cancel into it for a combo, examples are 2D counterhit, 2H (vs grounded opponents) and 6[H] (vs airborne) and 6P counterhit (rarely used).
Situationally useful as a frame trap to end blockstrings against very active opponents, though it's still pretty minus and the gap can be easily punished by some moves. If your opponent air IB's the fire pillar they can choose from many different ways to punish you. With YRC it becomes safer but still is not entirely safe verse some characters. Establishing it can be advantageous against some opponents to make them second guess moving/attacking after your blockstrings but often the better strategy is just to end your blockstrings with jump cancellable moves like c.S, f.S and 2H and avoid unecessary risk altogether or use delayed cancel 236S YRC instead which has less of a gap.
Additional Frame Data: 90% Initial proration. Stun value.18X (lowered 82%).
I used this to pick fruit
Ice spear/dagger attack with some tracking, often used in combos and some okizeme sequences. Creates a projectile with a rising hitbox, then stops and becomes inactive before forming an ice spear which shoots towards the opponent. Like all her summons it has high recovery and risk, and a common mistake that new players make is using it like a fireball for basic space control, but the hitbox is rather thin and the auto-lock is easily foiled by movement such as jumps or dashes towards Dizzy. It's useful to force opponents to move in neutral and as a filler special used when a bubble and/or fish are already out.
If spear is out, Dizzy can often stop an opponent's movement by blocking, letting the tracking actually work and landing a counterhit or force them to block. If blocked at any point Dizzy can often use her movement to setup frame traps or tick throws afterwards. Can be used as a preemptive anti-air. Counts as a multi-hit projectile in both forms so it will eat single hit projectiles and clash with multi hit ones, the rising ball can also be used as a shield of sorts against high hitting projectiles while still leaving her something on screen. A valuable tool in some matchups. It's also one of her fastest summmons so it can sometimes meaty in situations no other summon can.
For roasting chestnuts...
Fire spear/dagger, the more powerful and multi-hitting variation of 421S. This version is slower but can be held, which creates up to 3 total spears when H is held, releasing the H button then unleashes the spears. On hit it floats opponents into the air for a substantial period allowing followups even from far away and on block it locks opponents into blockstun for a substantial period, letting Dizzy safely get in and apply pressure. Like 421S the hitbox is also rather thin and the auto-lock is easily foiled by movement such as jumps or dashes towards Dizzy. At further ranges it can also just miss crouching opponents who don't move. It is also less reliable in the corner as the spears can go offscreen in some situations before connecting.
A risky move in neutral due to its over half a second startup and unreliable tracking. It can however be YRC'd to let Dizzy freely move while up to 3 spears are held, but blocking or being hit while spears are held makes them dissapear. With specific timing of YRC, one spear can be shot while one or two are held. 421H are high damage so learning to utilize them in the proper situations is important, such as after 236S RRC in combos or after knockdown for high damage okizeme. Spears only meaty off high knockdowns but a meaty normal can be used after summoning. Some 421H okizeme setups are non meaty so require the opponent to respect them, however the high damage threat and conditioning of her true meaty setups allow other options to work.
We talked a lot together
214P/K (Air OK)
|Version||Damage||GuardHow this attack can be guarded. Throws have their throw range listed instead.||StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames.||ActiveShows how many frames where there is a hitbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup||RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance.||Frame Adv.The difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent.||Inv.|
|214P||10×3||All||60||3 (33) 3 (33) 3||Total 36||-||-|
|214K||10×2||All||69||3 (43) 3||Total 36||-||-|
|j.214P||10×3||All||60||3 (33) 3 (33) 3||Total 45||-||-|
|j.214K||10×2||All||69||3 (43) 3||Total 45||-||-|
The ice fish. All versions of fish (214P/K/S/H/D) will absorb a hit for Dizzy, similar to armor. Both P fish and K fish leave gaps in between the hits that can be used to tick throw or frame trap. The recovery time is the total amount of time Dizzy can be counterhit out of the move and how long before she can take an action such as block. The startup time is the time until the first active frames of the fish bite.
P fish chomps three times in front of Dizzy, advancing between each hit. It can act as a shield because the summon attack stays out for quite awhile, which in turn has the potential to protect Dizzy from an opponent's attack since they are likely to hit the summon instead of her. It can also be used to safely setup other summon attacks. Useful for corner oki and greedy pressure resets with YRC. Although it doesn't track to the opponent as far as K fish does, the gaps between bites are closer and and it bites 3 times instead of 2. This makes situations where P fish can be used for okizeme often her strongest option in terms of mixup potential and ability to open the opponent up. Due to the distance requirement it is most often used for corner okizeme. P fish must be manually delay cancelled when doing okizeme to match the knockdown type and the opponents wakeup timings.
K fish will track the opponent horizontally before chomping twice. The distance that K fish can travel is approximately 3/4 of the screen. You can even use 214K for rushdown by dashing forward alongside the summon attack and using it as a shield to cover your approach. K fish is generally better for okizeme midscreen as it will always track to the opponent before starting its attacks. K fish must be manually delay cancelled when doing okizeme to match the knockdown type and the opponents wakeup timings, often done off 2D midscreen which has a very long cancel window.
Their respective fish but with more recovery and stalls Dizzy in the air. Tiger Knee'd ice fish can be used to protect your feet while summoning since all of Dizzy's fish can be beaten by low profiles.
We fought a lot together
214S/H/D (Air OK)
The recovery time is the total amount of time Dizzy can be counterhit out of the move and how long before she can take an action such as block. The startup time is the time until the first active frames of the fish bite. For D fish there are no startup/active frames since it only attacks upon being struck.
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 or to call out jumping in neutral, especially when used in conjunction with other summons. Has an unlimited amount of hits until it connects with the opponent or it stops being active, making it good for destroying projectiles mid-air, though it's typically the least-used variant of fish.
Aerial S fish is S fish but with faster startup and longer recovery than the ground version. Clips jumping people. Mostly useful during zoning projectile battles. TK to make the best use of it.
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 from 2D. Can be super jumped out of on wakeup by some characters with fast wakeup timing. Often paired with j.S or 2K meaty in those situations.
Aerial H fish is H fish but with faster startup and longer recovery than the ground version and provides amazing air to ground control. Mostly useful during zoning projectile battles. TK to make the best use of it.
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 homing chomp that tracks extremely well. Useful to bait opponents mashing and to make neutral awkward for the opponent. Causes a forced knockdown on air CH, staggers on ground hit. Used both against rushdown and zoning. Just be aware it doesn't protect Dizzy entire body. Still a very useful move and essential in many matchups.
For putting out the light...
Ice scythe/ice wheel. Upward arcing attack that hixbox goes more foward than 236K, used to control airspace and pop bubbles while doing certain zoning patterns. Has a pretty early YRC point that can be used to immediately lock down far or low to the ground and close air approaches and give you time to set up other summons. Although it's tempting to use as a safe blockstring ender, it's unsafe at most ranges even on hit, and by the time it's been active long enough to gain plus frames the opponent likely could have run under it or pressed a button.
It's extremely active and can frustrate opponents who like to approach from high up in the air at 3/4 screen or telegraph their grounded approaches. It can be avoided by opponents who dash jump or simply get above it before it can arc upward. One area 236P shines is in reducing risk of bad trades or trading at all due to the fact it's a projectile and stays out even if Dizzy is hit.
Additional Frame Data: 90% Initial proration.
The light was so small in the beginning
Fire scythe/fire wheel. Slower but more damaging multi-hit version of 236P, note all of the hits are level 0 so it inflicts very little hit or blockstun after the last hit. Stays much closer to dizzy than ice scythe. The YRC point on this move is ludicrously early, to the point your opponent might think you made a mistake and did an empty YRC, only to mash and get hit by the scythe.
The early YRC point gives fire scythe a lot of use as a pressure extender in the corner, locking the opponent down long enough for more summons or as a twitch anti-air midscreen. It can also help make trades less harmful for Dizzy and to put out a fast hibox to avoid pressure, especially since scythe doesn't disappear when Dizzy is hit. Since it hits three times, it can also eat most projectiles. Overall this a great move to utilize.
Additional Frame Data: 90% Initial proration.
Please, leave me alone
The bubble is one of Dizzy's most iconic, powerful and versatile special moves. It is an air only move that places a large bubble on the screen, and allows immediate air actions afterward. It can be angled down by hitting a downward direction during summoning. The bubble slowly floats across the screen, giving her space control until Dizzy pops it with any attack, including other projectiles. Once it pops the explosion will knock the opponent up into the air on hit. It has a very large hitbox. Usually bubbles are tiger knee'd 2369P to allow bubbles to come out close to the ground and allow low to the ground air actions, such as airdash or falling j.H/j.S.
Versatile uses include:
- Slow fireball style zoning, where you just control space because the threat exists. It can be a nuclear deterent in neutral.
- It stops aerial momentum on summon, allowing Dizzy yet another way to alter her mobility in the air, and bait anti-airs or blitz.
- It can extend pressure by introducing a blockstun to cover her resets.
- It can cover a retreat, or lead an advance.
- It can be tiger knee'd from jump cancellable moves to do a Bubble reset, this is usually done from f.S though any jump cancellable move works. While very powerful, like all resets they are unsafe and only useful if respected so don't over use it.
- It can be used in setups to create long sets of blockstun when mixed with fish bites or it can be used to allow her overhead options from air strings in her setups.
- ... and much more (make trades favorable, TK bubble to 2K, uses in combos, to bait low profiles...)
The main downside to bubble, though it can be considered a large one, is the long recovery. Using Bubble at unsafe times can become a habit because having them out is so beneficial and they are not always read and punished but it exposes a lot of risk to your gameplay. You can YRC bubble pretty early to make it safer however.
What happens when I'm TOO alone
Fire bubble can be considered the more offensive version of bubble in most situations. It travels faster across the screen, and also pops later after getting hit. Doing TK Fire Bubble into 236P for example can be a detonation from 3/4 screen. The attack level of fire bubble is the same as water bubble (level 2), but the delayed pop makes it behave and feel very different than water bubble because fire bubble has less overlap with the blockstun or hitstun of the move you used to pop it. This means simply that fire bubble is much better at making pressure and damage extensions. The cost for this is in longer recovery than water bubble and being slightly higher off the ground when TK'd at minimum height.
Pairs well with 214P fish oki since P bubble is popped by P fish's first bite and K bubble doesn't have that interaction.
- Values in  indicate burst version.
Fast startup but has no reversal invul unless the Burst version is used. Pushes the opponent back on block or hit as a desperate way to immediately seize control of the neutral game. Can create an “unblockable” situation thanks to projectiles still moving during the super flash. 421S / 421H / 214H / 214S > 632146S is unblockable if they weren’t already blocking before the flash happens. It is worth noting that the explosions have much less blockstun than the animation might suggest.
Imeperial Ray has good corner carry and is very meter efficient compared to RRC since there's no meter gain penalty and you rebuild meter and gain tension pulse forward running after it. It isn't favored in use however due to consistency issues with it in combos further made unreliable by character weights, and being able to do more damage with RRC. In the corner Imperial Ray becomes even more niche, as only a few pillars will be active before it goes off the screen. It can be a very situational anti air or be used to close out rounds by creating unblockable situation or to hide other moves, such as 5D or 214H. The superflash and animation of this move also eats up a lot of the danger time clock.
Stun value is lowered by half.
Don't be overprotective
Reversal super that's strike invulnerable and can reflect many projectiles. Though generally safe on block, it's whiff punishable and can be thrown. It has an extremely high hitbox but rather small horizontal hitbox.
As a reversal, it has slow startup that allows opponents to option select and punish it. For example most characters can input a meaty low > c.S > block and then continue their pressure/combo if you didn't mirror and be safe if you did - in some cases mirror even whiffs. Despite this it's still a good tool for Dizzy against most setups that meaty with a reflectable projectile or to punish those who don't respect your meter. On CH it has the highest stun modifier out of Dizzy’s moveset and can wallsplat the opponent, and on some characters leads to a 100% stun combo (does 1638 stun value and 3363 on CH).
This attack will reflect most projectiles with "normal" behaviour - that is, moving in a straight line. Supers, stationary projectiles (like Ky's ECSE or Raven's orb), projectiles with instant travel time (Dizzy's own lasers), or unusual hit properties (Chipp's Gamma Blade) will not be reflected or will behave oddly. Some moves that are or aren't projectiles (Eddie) are not considered projectiles by the mirror.
For a full list of what Dizzy reflects, check this link: http://pastebin.com/Vw4gdaKi
Because of its slow startup and the fact it can be thrown, it can be easy to discount mirror, but it can be a very valuable tool so don't completely ignore it.
Another possible technique is Mirror YRC. If you YRC before mirror is active, you only use 25% meter overall. However you still get the startup invulnerability, meaning you could invulnerable through anything up to 14 frames, though getting all frames requires very good timing.
A mostly gimmick super dubbed "Meme Ray" by many players that costs 100% Tension. Has slow startup, inconsistent damage output, makes you vulnerable the whole time, is extremely negative on block, and you can get more damage and utility out of 100 meter in a multitude of ways.
If Dizzy uses Gamma Ray while in Hellfire state, the attack will also blow off her vest, exposing her classic costume, though this is just an aesthetic change.
Meme Ray has limited uses outside meming. For 100% meter there's almost always a better option.
That said if you're feeling the need to meme some niche use cases include:
- Comboing into it vs low health opponents to kill them, Gamma Ray has a lot of hits which means it's good vs guts or to extend long combos where you already maxed out damage scaling and are doing 1 damage per hit
- It can be used as an anti-zoning tool in some matchups.
- It does a ton of chip damage so you can win rounds if your opponent doesn't have much meter for FD and is already blocking a summon, possibly the most legit usage of Gamma Ray, though opponents can superjump after Necro and Undine's lasers to avoid most of the chip.
- Supers beat blitz, though Dizzy has tons of ways to punish blitz without meter but it can be a meme way to punish people who do wakeup blitz a lot
- The move has a superflash freeze after 13f which means it interupts opponents inputs. Since the startup is 13f this is unreactable, but the opponent can decide what to do after superflash ends. Since they only have 6f to play with post flash, they can sometimes do absolutely nothing if the interuption of their inputs left them in a state they can't block for 6f. If they have at least 25% or 50% meter though they can usually YRC or RC whatever they were doing and block.
- In hellfire state against Sol with at least 92 RISC it becomes a touch of death. (Sol's a good example due to taking pretty normal damage).
- One of the few (possibly only) moves in the game with greater than 100% proration. 100% proration means it does normal damage. Most moves with proration are below 100% to scale damage down. Gamma Ray's first hits apply 150% proration so in the very unlikely event that it trades it can lead to absurd damage conversions, even touch of death combos. This also means if only the 2nd part of Gamma Ray hits it does far less damage.
Note: Each phase of activation takes 50% meter. So if Dizzy is hit out of the first part she'll be left with 50% meter.
Does 0 stun value after the first 2 hits where Necro and Undine shoot lasers.
Emotional Gamma Ray
in IK mode: 236236H
Uses the animation from 5D. 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.
Fully invincible from 22F~40F for Red Instant Kill and [10F~28F] for Gold Instant Kill.
Dizzy has a lot of ways to confirm into Golden Instant Kill. 5D6 > IK is probably the most universal and easy option. Bubble pops, fire spears, Ice Spike YRC/RRC, tap blitz, full blitz attack and more are also possible though it being confirmable requires specific situations and setups. With 100 meter a lot of combos can be RRC'd and then IK'd. Her IK is considered good compared to a lot of the cast for its huge hitbox, range, and active frames. Her Gold IK startup of 10f preflash is slow but 5f postflash is tied for the fastest in the game. The result is her total Gold IK setup is on the faster end which makes it easier to combo into.
Dizzy sometimes has optimal uses for Gold IK, for instance to kill someone in a combo that otherwise wouldn't kill due to combo scaling and guts, or to finish someone off with less inputs. Other times it's simply to be stylish.
|To edit frame data, edit values in GGXRD-R2/Dizzy/Data.|
- Answer [★]
- Axl Low [★]
- Baiken [★]
- Bedman [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Elphelt Valentine [★]
- Faust [★]
- I-No [★]
- Jack-O' [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Kum Haehyun [★]
- Ky Kiske [★]
- Leo Whitefang [★]
- May [★]
- Millia Rage [★]
- Potemkin [★]
- Ramlethal Valentine [★]
- Raven [★]
- Sin Kiske [★]
- Slayer [★]
- Sol Badguy [★]
- Venom [★]
- Zato-1 [★]
Click [★] for character's full frame data