GGXRD-R2/Dizzy/Data: Difference between revisions

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{{TOC limit|3}}
==Nav==
<section begin="Nav"/>{{CharNav |charMainPage=GGXRD-R2/Dizzy |image=GGXRD-R_Dizzy_Icon.png |videos=https://keeponrock.in/#/?p1chars=dizzy |forums=http://www.dustloop.com/forums/index.php?/forums/forum/366-Dizzy/ |okizeme=yes
discord=}}<section end="Nav"/>
==Links==
==Links==
<section begin=Links/>{{CharLinks|charMainPage=GGXRD-R2/Dizzy
<section begin=Links/>{{Overview/navigation|okizeme=yes}}<section end=Links/>
|videos={{KeeponrockinXRDLink|dizzy}}
|okizeme=yes
discord=}}<section end=Links/>


==System Data==
==System Data==
Line 36: Line 28:
  |startup=5 |active=2 |recovery=12 |onBlock=-4  
  |startup=5 |active=2 |recovery=12 |onBlock=-4  
  |images=GGXRD-R_Dizzy_5P.png
  |images=GGXRD-R_Dizzy_5P.png
|caption=If you really need a normal in 5f
  |hitboxes=GGXRD-R_Dizzy_5P_hitbox.png
  |hitboxes=GGXRD-R_Dizzy_5P_hitbox.png
  |notes=
  |notes=
Line 48: Line 41:
  |startup=7 |active=4 |recovery=14 |onBlock=-4  
  |startup=7 |active=4 |recovery=14 |onBlock=-4  
  |images=GGXRD-R_Dizzy_5K.png
  |images=GGXRD-R_Dizzy_5K.png
|caption=Decent vs some low pokes
  |hitboxes=GGXRD-R_Dizzy_5K_hitbox.png
  |hitboxes=GGXRD-R_Dizzy_5K_hitbox.png
  |notes=
  |notes=
Line 73: Line 67:
  |images=GGXRD-R_Dizzy_fS.png |caption=Reaches lower than it looks
  |images=GGXRD-R_Dizzy_fS.png |caption=Reaches lower than it looks
  |hitboxes=GGXRD-R_Dizzy_fS_hitbox1.png;GGXRD-R_Dizzy_fS_hitbox2.png;GGXRD-R_Dizzy_fS_hitbox3.png
  |hitboxes=GGXRD-R_Dizzy_fS_hitbox1.png;GGXRD-R_Dizzy_fS_hitbox2.png;GGXRD-R_Dizzy_fS_hitbox3.png
  |hitboxCaption=First Active Frame\ \Last Active Frame
  |hitboxCaption=Frame 9-10\Frame 11-12\Frame 13-14
  |notes=
  |notes=
}}
}}
Line 84: Line 78:
  |level=3 |tension=264 |invuln=  
  |level=3 |tension=264 |invuln=  
  |startup=8 |active=2×7 |recovery=12 |onBlock=-1  
  |startup=8 |active=2×7 |recovery=12 |onBlock=-1  
|caption=Put their meter on ice
  |images=GGXRD-R_Dizzy_4S.png
  |images=GGXRD-R_Dizzy_4S.png
  |hitboxes=GGXRD-R_Dizzy_4S_hitbox1.png;GGXRD-R_Dizzy_4S_hitbox2.png;GGXRD-R_Dizzy_4S_hitbox3.png
  |hitboxes=GGXRD-R2_Dizzy_4S_Hitbox-1.png;GGXRD-R2_Dizzy_4S_Hitbox-2.png;GGXRD-R2_Dizzy_4S_Hitbox-3.png;GGXRD-R2_Dizzy_4S_Hitbox-4.png;GGXRD-R2_Dizzy_4S_Hitbox-5.png
|hitboxCaption=Frame 8-9 (First hit)\Frame 10-11 (Second hit)\Frame 12-17 (Third-Fifth hit)\18-19\20-21
  |notes=
  |notes=
}}
}}
Line 97: Line 93:
  |startup=13 |active=6 |recovery=15 |onBlock=-4  
  |startup=13 |active=6 |recovery=15 |onBlock=-4  
  |images=GGXRD-R_Dizzy_5H.png |caption=Tips are disjointed and hit low profiles
  |images=GGXRD-R_Dizzy_5H.png |caption=Tips are disjointed and hit low profiles
  |hitboxes=GGXRD-R_Dizzy_5H_hitbox.png
  |hitboxes=GGXRD-R2 Dizzy 5H Hitbox-1.png;GGXRD-R2 Dizzy 5H Hitbox-2.png
|hitboxCaption=Frame 13-15\Frame 16-18
  |notes=
  |notes=
}}
}}
Line 108: Line 105:
  |level=3 |tension=384 |invuln=  
  |level=3 |tension=384 |invuln=  
  |startup=27 |active=14 |recovery=15 |onBlock=-12  
  |startup=27 |active=14 |recovery=15 |onBlock=-12  
  |images=GGXRD-R_Dizzy_5D.png |caption=The oldest trick in the book
  |images=GGXRD-R_Dizzy_5D.png  
  |hitboxes=GGXRD-R_Dizzy_5D_hitbox1.png;GGXRD-R_Dizzy_5D_hitbox2.png
|caption=The oldest trick in the book
  |notes=
  |hitboxes=GGXRD-R2 Dizzy 5D Hitbox-1.png;GGXRD-R2_Dizzy_5D_Hitbox-2.png;GGXRD-R2_Dizzy_5D_Hitbox-3.png
  |hitboxCaption=First Active Frame\Last Active Frame
  |notes=Stun value: 431 (equivalent of 30 dmg move)
  |hitboxCaption=Frame 27-29\30-37\38-40
}}
}}


Line 122: Line 120:
  |startup=10 |active=4 |recovery=19 |onBlock=-9  
  |startup=10 |active=4 |recovery=19 |onBlock=-9  
  |images=GGXRD-R_Dizzy_6P.png
  |images=GGXRD-R_Dizzy_6P.png
  |hitboxes=GGXRD-R_Dizzy_6P_hitbox.png
|caption=Anti air and amazing counterpoke
  |hitboxes=GGXRD-R2_Dizzy_6P_Hitbox-1.png;GGXRD-R2_Dizzy_6P_Hitbox-2.png
|hitboxCaption=Frame 10-11\Frame 12-13
  |notes=
  |notes=
}}
}}
Line 136: Line 136:
  |hitboxes=GGXRD-R_Dizzy_6H_hitbox1.png;GGXRD-R_Dizzy_6H_hitbox2.png
  |hitboxes=GGXRD-R_Dizzy_6H_hitbox1.png;GGXRD-R_Dizzy_6H_hitbox2.png
  |notes=
  |notes=
  |hitboxCaption=First Active Frame\ \Last Active Frame
  |hitboxCaption=Frame 14-16\Frame 18-21
}}
}}


Line 159: Line 159:
  |startup=6 |active=3 |recovery=9 |onBlock=-2  
  |startup=6 |active=3 |recovery=9 |onBlock=-2  
  |images=GGXRD-R_Dizzy_2P.png
  |images=GGXRD-R_Dizzy_2P.png
|caption=Poke your problems away
  |hitboxes=GGXRD-R_Dizzy_2P_hitbox.png
  |hitboxes=GGXRD-R_Dizzy_2P_hitbox.png
  |notes=
  |notes=
Line 171: Line 172:
  |startup=7 |active=4 |recovery=9 |onBlock=-1  
  |startup=7 |active=4 |recovery=9 |onBlock=-1  
  |images=GGXRD-R_Dizzy_2K.png |caption=Extremely important low
  |images=GGXRD-R_Dizzy_2K.png |caption=Extremely important low
  |hitboxes=GGXRD-R_Dizzy_2K_hitbox.png
  |hitboxes=GGXRD-R2 Dizzy 2K hitbox-1.png;GGXRD-R2 Dizzy 2K hitbox-2.png
  |notes=
  |notes=
|hitboxCaption=Frame 7-8\Frame 9-10
}}
}}


Line 196: Line 198:
  |images=GGXRD-R_Dizzy_2H.png
  |images=GGXRD-R_Dizzy_2H.png
  |hitboxes=GGXRD-R_Dizzy_2H_hitbox1.png;GGXRD-R_Dizzy_2H_hitbox2.png
  |hitboxes=GGXRD-R_Dizzy_2H_hitbox1.png;GGXRD-R_Dizzy_2H_hitbox2.png
|caption=Chunky punish, frame trap and crouch confirm
  |notes=
  |notes=
  |hitboxCaption=Hit 1\Hit 2
  |hitboxCaption=Frame 15-16\Frame 17-21
}}
}}


Line 205: Line 208:
  |damage=34 |riscp=20 |riscm=6 |prorate=Initial: 85%  
  |damage=34 |riscp=20 |riscm=6 |prorate=Initial: 85%  
  |guard=Low |cancel=S |roman=YRP  
  |guard=Low |cancel=S |roman=YRP  
  |level=4 |tension=384 |invuln=9~11F Above Knees<br/>12~14F<br/>Low Profile<br/>15~35 Above Knees  
  |level=4 |tension=384 |invuln=3~8F Upper Body<br/>9~11F Above Knees<br/>12~14F Low Profile<br/>15~35F Above Knees  
  |startup=12 |active=3 |recovery=33 |onBlock=-17  
  |startup=12 |active=3 |recovery=33 |onBlock=-17  
  |images=GGXRD-R_Dizzy_2D.png
  |images=GGXRD-R_Dizzy_2D.png
|caption=You call that a sweep? THIS is a sweep
  |hitboxes=GGXRD-R_Dizzy_2D_hitbox.png
  |hitboxes=GGXRD-R_Dizzy_2D_hitbox.png
  |notes=
  |notes=
Line 220: Line 224:
  |startup=6 |active=4 |recovery=10 |onBlock=  
  |startup=6 |active=4 |recovery=10 |onBlock=  
  |images=GGXRD-R_Dizzy_jP.png
  |images=GGXRD-R_Dizzy_jP.png
  |hitboxes=GGXRD-R_Dizzy_jP_hitbox.png
  |hitboxes=GGXRD-R2_Dizzy_jP_Hitbox-1.png;GGXRD-R2_Dizzy_jP_Hitbox-2.png
|hitboxCaption=Frame 6-7\Frame 8-9
  |notes=
  |notes=
}}
}}
Line 232: Line 237:
  |startup=7 |active=6 |recovery=12 |onBlock=  
  |startup=7 |active=6 |recovery=12 |onBlock=  
  |images=GGXRD-R_Dizzy_jK.png |caption=Your best friend in airdash strings
  |images=GGXRD-R_Dizzy_jK.png |caption=Your best friend in airdash strings
  |hitboxes=GGXRD-R_Dizzy_jK_hitbox.png
  |hitboxes=GGXRD-R2_Dizzy_jK_Hitbox-1.png;GGXRD-R2_Dizzy_jK_Hitbox-2.png
|hitboxCaption=Frame 7-9\Frame 10-12
  |notes=
  |notes=
}}
}}
Line 244: Line 250:
  |startup=9 |active=4 |recovery=16 |onBlock=  
  |startup=9 |active=4 |recovery=16 |onBlock=  
  |images=GGXRD-R_Dizzy_jS.png
  |images=GGXRD-R_Dizzy_jS.png
|caption=Far reaching air to air or air to ground
  |hitboxes=GGXRD-R_Dizzy_jS_hitbox.png
  |hitboxes=GGXRD-R_Dizzy_jS_hitbox.png
  |notes=
  |notes=
Line 256: Line 263:
  |startup=10 |active=4 |recovery=28 |onBlock=  
  |startup=10 |active=4 |recovery=28 |onBlock=  
  |images=GGXRD-R_Dizzy_jH.png
  |images=GGXRD-R_Dizzy_jH.png
|caption=High reward air to ground
  |hitboxes=GGXRD-R_Dizzy_jH_hitbox.png
  |hitboxes=GGXRD-R_Dizzy_jH_hitbox.png
  |notes=
  |notes=
Line 268: Line 276:
  |startup=8 |active=10, 4 |recovery=16 |onBlock=  
  |startup=8 |active=10, 4 |recovery=16 |onBlock=  
  |images=GGXRD-R_Dizzy_jD.png |caption=Often trades in Dizzy's favor
  |images=GGXRD-R_Dizzy_jD.png |caption=Often trades in Dizzy's favor
  |hitboxes=GGXRD-R_Dizzy_jD_hitbox1.png;GGXRD-R_Dizzy_jD_hitbox2.png;GGXRD-R_Dizzy_jD_hitbox3.png;GGXRD-R_Dizzy_jD_hitbox4.png
  |hitboxes=GGXRD-R2 Dizzy jD Hitbox-1.png;GGXRD-R2 Dizzy jD Hitbox-2.png;GGXRD-R2 Dizzy jD Hitbox-3.png;GGXRD-R2 Dizzy jD Hitbox-4.png;GGXRD-R2 Dizzy jD Hitbox-5.png
  |notes=Stun value increased: 431
  |notes=Stun value increased: 431
}}
}}
Line 281: Line 289:
  |startup=1 |active= |recovery= |onBlock=+72  
  |startup=1 |active= |recovery= |onBlock=+72  
  |images=GGXRD-R_Dizzy_GroundThrow.png
  |images=GGXRD-R_Dizzy_GroundThrow.png
|caption=Where the fun begins
  |hitboxes=
  |hitboxes=
  |notes=Stun value 30
  |notes=Stun value 30
Line 305: Line 314:
  |startup=10 |active=4 |recovery=19 |onBlock=-9  
  |startup=10 |active=4 |recovery=19 |onBlock=-9  
  |images=GGXRD-R_Dizzy_6P.png |caption=This will get low-profiled and you will be sad
  |images=GGXRD-R_Dizzy_6P.png |caption=This will get low-profiled and you will be sad
  |hitboxes=GGXRD-R_Dizzy_6P_hitbox.png
  |hitboxes=GGXRD-R2_Dizzy_6P_Hitbox-1.png
  |notes=
  |notes=
}}
}}
Line 317: Line 326:
  |startup=(15-48)+13 |active=3 |recovery=20 |onBlock=-2  
  |startup=(15-48)+13 |active=3 |recovery=20 |onBlock=-2  
  |images=GGXRD-R_Dizzy_BlitzAttack.png
  |images=GGXRD-R_Dizzy_BlitzAttack.png
|caption=Give me that BURST gauge!
  |hitboxes=GGXRD-R_Dizzy_BlitzAttack_hitbox.png
  |hitboxes=GGXRD-R_Dizzy_BlitzAttack_hitbox.png
  |notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH);Crumples opponent on ground CH (79F)
  |notes=Hitstop 30F;Slighty refills own Burst and slightly drains opponent's Burst on hit;Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH);Crumples opponent on ground CH (79F)
Line 353: Line 363:
  |level=2 |tension=200/120 |invuln=  
  |level=2 |tension=200/120 |invuln=  
  |startup=26 |active=8 |recovery=Total 63 |onBlock=-11  
  |startup=26 |active=8 |recovery=Total 63 |onBlock=-11  
  |images=GGXRD-R_Dizzy_ForSearingCod.png |caption=Your best knockdowns for oki from height
  |images=GGXRD-R_Dizzy_ForSearingCod.png |caption=Fire emoji for your best knockdowns for oki from height  
  |hitboxes=GGXRD-R_Dizzy_ForSearingCod_hitbox.png
  |hitboxes=GGXRD-R_Dizzy_ForSearingCod_hitbox.png
  |notes=Stun value lowered: 138
  |notes=Stun value lowered: 138
Line 365: Line 375:
  |level=2, 2 |tension=250/120 |invuln=  
  |level=2, 2 |tension=250/120 |invuln=  
  |startup=22 |active=18 (15) until fullscreen |recovery=Total 37 |onBlock=+11  
  |startup=22 |active=18 (15) until fullscreen |recovery=Total 37 |onBlock=+11  
  |images=GGXRD-R_Dizzy_ToPickFruit2.png;GGXRD-R_Dizzy_ToPickFruit2.png |caption=&#32;\2 hits: on the way up and when it turns into a dagger
  |images=GGXRD-R Dizzy ToPickFruit.png;GGXRD-R_Dizzy_ToPickFruit2.png  
|caption=Hits twice, once in ball form and once in spear form
|hitboxCaption=Hits on the way up \and when it turns into a dagger
  |hitboxes=GGXRD-R_Dizzy_ToPickFruit_hitbox1.png;GGXRD-R_Dizzy_ToPickFruit_hitbox2.png
  |hitboxes=GGXRD-R_Dizzy_ToPickFruit_hitbox1.png;GGXRD-R_Dizzy_ToPickFruit_hitbox2.png
  |notes=Frame advantage calculated on a standing opponent
  |notes=Frame advantage calculated on a standing opponent
Line 377: Line 389:
  |level=2, 1, 2 |tension=250/120 |invuln=  
  |level=2, 1, 2 |tension=250/120 |invuln=  
  |startup=36 |active=18 (17) until fullscreen (7)4 |recovery=Total 48 (uncharged) |onBlock=+14  
  |startup=36 |active=18 (17) until fullscreen (7)4 |recovery=Total 48 (uncharged) |onBlock=+14  
  |images=GGXRD-R_Dizzy_ForRoastingChestnuts.png;GGXRD-R_Dizzy_ForRoastingChestnuts2.png |caption=Hold button for more daggers (max 3)
  |images=GGXRD-R_Dizzy_ForRoastingChestnuts.png;GGXRD-R_Dizzy_ForRoastingChestnuts2.png  
|hitboxCaption=Hits on the way up \and when it turns into a dagger
  |hitboxes=GGXRD-R_Dizzy_ForRoastingChestnuts_hitbox1.png;GGXRD-R_Dizzy_ForRoastingChestnuts_hitbox2.png
  |hitboxes=GGXRD-R_Dizzy_ForRoastingChestnuts_hitbox1.png;GGXRD-R_Dizzy_ForRoastingChestnuts_hitbox2.png
  |notes=Damage and Active Frames listed are for each Dagger;Frame advantage calculated on a standing opponent;Additional daggers appear on 70F and 100F
  |notes=Damage and Active Frames listed are for each Dagger;Frame advantage calculated on a standing opponent;Additional daggers appear on 70F and 100F
Line 389: Line 402:
  |level=0 |tension=100/120 |invuln=  
  |level=0 |tension=100/120 |invuln=  
  |startup=60 |active=3 (33) 3 (33) 3 |recovery=Total 36 |onBlock=  
  |startup=60 |active=3 (33) 3 (33) 3 |recovery=Total 36 |onBlock=  
  |images=GGXRD-R_Dizzy_WeTalkedALot.png |caption=Setplay tool that also tanks a hit for you
  |images=GGXRD-R_Dizzy_WeTalkedALot.png  
|caption=Setplay tool that also tanks a hit for you
  |hitboxes=GGXRD-R_Dizzy_WeTalkedALot_hitbox1.png;GGXRD-R_Dizzy_WeTalkedALot_hitbox2.png
  |hitboxes=GGXRD-R_Dizzy_WeTalkedALot_hitbox1.png;GGXRD-R_Dizzy_WeTalkedALot_hitbox2.png
  |notes=
  |notes=
Line 402: Line 416:
  |startup=69 |active=3 (43) 3 |recovery=Total 36 |onBlock=  
  |startup=69 |active=3 (43) 3 |recovery=Total 36 |onBlock=  
  |images=GGXRD-R_Dizzy_WeTalkedALot.png
  |images=GGXRD-R_Dizzy_WeTalkedALot.png
|caption=Best buddies that can take a hit for Dizzy, ice fish leave gaps between bites to mix with
  |hitboxes=GGXRD-R_Dizzy_WeTalkedALot_hitbox1.png;GGXRD-R_Dizzy_WeTalkedALot_hitbox2.png
  |hitboxes=GGXRD-R_Dizzy_WeTalkedALot_hitbox1.png;GGXRD-R_Dizzy_WeTalkedALot_hitbox2.png
  |notes=
  |notes=
Line 437: Line 452:
  |level=2 |tension=100/120 |invuln=  
  |level=2 |tension=100/120 |invuln=  
  |startup=73 |active=41 |recovery=Total 36 |onBlock=  
  |startup=73 |active=41 |recovery=Total 36 |onBlock=  
  |images=GGXRD-R_Dizzy_WeFoughtALot.png |caption=Setplay and screen control, all in one
  |images=GGXRD-R_Dizzy_WeFoughtALot.png  
|caption={{clr|S|S}} and {{clr|H|H}} Fish. <br> Setplay and screen control, all in one.
  |hitboxes=GGXRD-R_Dizzy_WeFoughtALot_hitbox1.png;GGXRD-R_Dizzy_WeFoughtALot_hitbox2.png
  |hitboxes=GGXRD-R_Dizzy_WeFoughtALot_hitbox1.png;GGXRD-R_Dizzy_WeFoughtALot_hitbox2.png
  |notes=
  |notes=
Line 450: Line 466:
  |startup=53 |active=41 |recovery=Total 45 |onBlock=  
  |startup=53 |active=41 |recovery=Total 45 |onBlock=  
  |images=GGXRD-R_Dizzy_WeFoughtALot.png
  |images=GGXRD-R_Dizzy_WeFoughtALot.png
|caption={{clr|S|S}} and {{clr|H|H}} Fish. <br> Setplay and screen control, all in one.
  |hitboxes=GGXRD-R_Dizzy_WeFoughtALot_hitbox1.png;GGXRD-R_Dizzy_WeFoughtALot_hitbox2.png
  |hitboxes=GGXRD-R_Dizzy_WeFoughtALot_hitbox1.png;GGXRD-R_Dizzy_WeFoughtALot_hitbox2.png
  |notes=
  |notes=
Line 462: Line 479:
  |startup=73 |active=36 |recovery=Total 36 |onBlock=  
  |startup=73 |active=36 |recovery=Total 36 |onBlock=  
  |images=GGXRD-R_Dizzy_WeFoughtALot.png
  |images=GGXRD-R_Dizzy_WeFoughtALot.png
|caption={{clr|S|S}} and {{clr|H|H}} Fish. <br> Setplay and screen control, all in one.
  |hitboxes=GGXRD-R_Dizzy_WeFoughtALot_hitbox1.png;GGXRD-R_Dizzy_WeFoughtALot_hitbox2.png
  |hitboxes=GGXRD-R_Dizzy_WeFoughtALot_hitbox1.png;GGXRD-R_Dizzy_WeFoughtALot_hitbox2.png
  |notes=
  |notes=
Line 474: Line 492:
  |startup=53 |active=36 |recovery=Total 45 |onBlock=  
  |startup=53 |active=36 |recovery=Total 45 |onBlock=  
  |images=GGXRD-R_Dizzy_WeFoughtALot.png
  |images=GGXRD-R_Dizzy_WeFoughtALot.png
|caption={{clr|S|S}} and {{clr|H|H}} Fish. <br> Setplay and screen control, all in one.
  |hitboxes=GGXRD-R_Dizzy_WeFoughtALot_hitbox1.png;GGXRD-R_Dizzy_WeFoughtALot_hitbox2.png
  |hitboxes=GGXRD-R_Dizzy_WeFoughtALot_hitbox1.png;GGXRD-R_Dizzy_WeFoughtALot_hitbox2.png
  |notes=
  |notes=
Line 485: Line 504:
  |level= |tension=100/- |invuln=  
  |level= |tension=100/- |invuln=  
  |startup= |active= |recovery=Total 36 |onBlock=  
  |startup= |active= |recovery=Total 36 |onBlock=  
  |images=GGXRD-R_Dizzy_WeFoughtALotD.png |caption=D version attacks if the opponent hits it
  |images=GGXRD-R_Dizzy_WeFoughtALotD.png  
|caption={{clr|D|D}} Fish only attacks once struck
  |hitboxes=GGXRD-R_Dizzy_WeFoughtALot_hitbox3.png
  |hitboxes=GGXRD-R_Dizzy_WeFoughtALot_hitbox3.png
  |notes=57~136F If the fish is hit by the opponent, it will counterattack after hitstop
  |notes=57~136F If the fish is hit by the opponent, it will counterattack after hitstop
Line 498: Line 518:
  |startup= |active= |recovery=Total 45 |onBlock=  
  |startup= |active= |recovery=Total 45 |onBlock=  
  |images=GGXRD-R_Dizzy_WeFoughtALotD.png
  |images=GGXRD-R_Dizzy_WeFoughtALotD.png
|caption={{clr|D|D}} Fish only attacks once struck
  |hitboxes=GGXRD-R_Dizzy_WeFoughtALot_hitbox3.png
  |hitboxes=GGXRD-R_Dizzy_WeFoughtALot_hitbox3.png
  |notes=57~136F If the fish is hit by the opponent, it will counterattack after hitstop
  |notes=57~136F If the fish is hit by the opponent, it will counterattack after hitstop
Line 510: Line 531:
  |startup=21 |active=7 |recovery= |onBlock=  
  |startup=21 |active=7 |recovery= |onBlock=  
  |images=GGXRD-R_Dizzy_WeFoughtALotD.png
  |images=GGXRD-R_Dizzy_WeFoughtALotD.png
  |hitboxes=
  |hitboxes=GGXRD-R_Dizzy_WeFoughtALot_hitbox4.png
  |notes=Maximum delay before the counterattack is completed is 29F
  |notes=Maximum delay before the counterattack is completed is 29F;Requires 5 inputs for the fastest stagger recovery
}}
}}


Line 521: Line 542:
  |level=2 |tension=200/120 |invuln=  
  |level=2 |tension=200/120 |invuln=  
  |startup=17 |active=36 |recovery=Total 50 |onBlock=-14  
  |startup=17 |active=36 |recovery=Total 50 |onBlock=-14  
  |images=GGXRD-R_Dizzy_ForPuttingOutTheLight.png |caption=Doesn't go away if she's hit
  |images=GGXRD-R_Dizzy_ForPuttingOutTheLight.png  
|caption=She looks cute, but it stays active even if Dizzy is hit
  |hitboxes=GGXRD-R_Dizzy_ForPuttingOutTheLight_hitbox.png |hitboxCaption=Early and late active frames
  |hitboxes=GGXRD-R_Dizzy_ForPuttingOutTheLight_hitbox.png |hitboxCaption=Early and late active frames
  |notes=
  |notes=
Line 533: Line 555:
  |level=0 |tension=200/120 |invuln=  
  |level=0 |tension=200/120 |invuln=  
  |startup=33 |active=49 |recovery=Total 54 |onBlock=+9  
  |startup=33 |active=49 |recovery=Total 54 |onBlock=+9  
  |images=GGXRD-R_Dizzy_TheLightWasSoSmall.png |caption=Actually criminal how early she can YRC this
  |images=GGXRD-R_Dizzy_TheLightWasSoSmall.png |caption=Actually criminal how early she can YRC this  
  |hitboxes=GGXRD-R_Dizzy_TheLightWasSoSmall_hitbox.png |hitboxCaption=Early and late active frames
  |hitboxes=GGXRD-R_Dizzy_TheLightWasSoSmall_hitbox.png |hitboxCaption=Early and late active frames
  |notes=
  |notes=
Line 541: Line 563:
{{MoveData-GGXRD-R2 |chara=Dizzy |type=special
{{MoveData-GGXRD-R2 |chara=Dizzy |type=special
  |input=j.236P |name=Please Leave Me Alone
  |input=j.236P |name=Please Leave Me Alone
|damage= |riscp= |riscm= |prorate=
|guard= |cancel= |roman=YRP
|level= |tension=100/- |invuln=
|startup= |active= |recovery=Total 24 |onBlock=
|images=GGXRD-R_Dizzy_PleaseLeaveMeAlone.png |caption=Overuse of this in neutral will spell your end
|hitboxes=
|notes=12F Bubble formed;Bubble lasts for 157F or until it gets popped
}}
===Water Bubble===
{{MoveData-GGXRD-R2 |chara=Dizzy |type=special
|input=Water Bubble |name=Please Leave Me Alone (Pop)
  |damage=30 |riscp=2 |riscm=7 |prorate=  
  |damage=30 |riscp=2 |riscm=7 |prorate=  
  |guard=All |cancel= |roman=  
  |guard=All |cancel= |roman=  
  |level=2 |tension=-/120 |invuln=  
  |level=2 |tension=100/120 |invuln=  
  |startup=12 |active=4 |recovery= |onBlock=  
  |startup=12 |active=4 |recovery=Total 24 |onBlock=  
  |images=GGXRD-R_Dizzy_PleaseLeaveMeAlone.png
  |images=GGXRD-R_Dizzy_PleaseLeaveMeAlone.png |caption=Overuse of this in neutral will spell your end
  |hitboxes=GGXRD-R_Dizzy_PleaseLeaveMeAlone_hitbox1.png;GGXRD-R_Dizzy_PleaseLeaveMeAlone_hitbox2.png
  |hitboxes=GGXRD-R_Dizzy_PleaseLeaveMeAlone_hitbox1.png;GGXRD-R_Dizzy_PleaseLeaveMeAlone_hitbox2.png
|notes=
  |hitboxCaption=Bubble Hitbox\Bubble Pop Hitbox
  |hitboxCaption=Water Bubble Hitbox\Bubble Pop Hitbox
|notes=12F Bubble formed;Bubble lasts for 157F or until it gets popped
}}
}}


Line 566: Line 576:
{{MoveData-GGXRD-R2 |chara=Dizzy |type=special
{{MoveData-GGXRD-R2 |chara=Dizzy |type=special
  |input=j.236K |name=What happens When I'm TOO Alone
  |input=j.236K |name=What happens When I'm TOO Alone
|damage= |riscp= |riscm= |prorate=
|damage=30 |riscp=2 |riscm=7 |prorate=  
|guard= |cancel= |roman=YRP
|level= |tension=100/- |invuln=
|startup= |active= |recovery=Total 29 |onBlock=
|images=GGXRD-R Dizzy WhenI'mTOOAlone.png
|hitboxes=
|notes=21F Bubble formed;Bubble lasts for 148F or until it gets popped
}}
 
===Fire Bubble===
{{MoveData-GGXRD-R2 |chara=Dizzy |type=special
|input=Fire Bubble |name=What happens When I'm TOO Alone (Pop)
|damage=30 |riscp=2 |riscm=7 |prorate=  
  |guard=All |cancel= |roman=  
  |guard=All |cancel= |roman=  
  |level=2 |tension=-/120 |invuln=  
  |level=2 |tension=100/120 |invuln=  
  |startup=29 |active=10 |recovery= |onBlock=  
  |startup=29 |active=10 |recovery=Total 29 |onBlock=  
  |images=GGXRD-R Dizzy WhenI'mTOOAlone.png
  |images=GGXRD-R Dizzy WhenI'mTOOAlone.png |caption=Delayed Explosions
  |hitboxes=GGXRD-R Dizzy WhenI'mTOOAlone_hitbox1.png;GGXRD-R Dizzy WhenI'mTOOAlone_hitbox2.png
  |hitboxes=GGXRD-R Dizzy WhenI'mTOOAlone_hitbox1.png;GGXRD-R Dizzy WhenI'mTOOAlone_hitbox2.png
|notes=
  |hitboxCaption=Fire Bubble Hitbox\Bubble Pop Hitbox
  |hitboxCaption=Fire Bubble Hitbox\Bubble Pop Hitbox
|notes=21F Bubble formed;Bubble lasts for 148F or until it gets popped
}}
}}


Line 596: Line 594:
  |level=2 |tension=-5000 |invuln=5~6F Strike<br/>7F Full<br/>[1~8F Full]  
  |level=2 |tension=-5000 |invuln=5~6F Strike<br/>7F Full<br/>[1~8F Full]  
  |startup=7+1 |active=10×7 |recovery=Total 32 |onBlock=+49  
  |startup=7+1 |active=10×7 |recovery=Total 32 |onBlock=+49  
  |images=GGXRD-R_Dizzy_ImperialRay.png |caption=Not a great use of meter
  |images=GGXRD-R2_Dizzy_632146S 1.png;GGXRD-R2_Dizzy_632146S 2.png |caption=More like Impractical Ray
  |hitboxes=GGXRD-R_Dizzy_ImperialRay_hitbox.png
  |hitboxes=GGXRD-R_Dizzy_ImperialRay_hitbox.png
  |notes=[ ] Values are for Burst version;Stun value 258 for 1 hit, 1083 for 9 hits
  |notes=[ ] Values are for Burst version;Stun value 258 for 1 hit, 1083 for 9 hits;Minimum damage: 20% [30%]
}}
}}


Line 608: Line 606:
  |level=4 |tension=-5000 |invuln=1~14F Full<br/> 15~20F Strike<br/>  
  |level=4 |tension=-5000 |invuln=1~14F Full<br/> 15~20F Strike<br/>  
  |startup=14+2 |active=5 |recovery=20 |onBlock=-6  
  |startup=14+2 |active=5 |recovery=20 |onBlock=-6  
|caption=Simply stunning
  |images=GGXRD-R_Dizzy_Don'tBeOverprotective.png
  |images=GGXRD-R_Dizzy_Don'tBeOverprotective.png
  |hitboxes=GGXRD-R_Dizzy_Don'tBeOverprotective_hitbox.png
  |hitboxes=GGXRD-R_Dizzy_Don'tBeOverprotective_hitbox.png
  |notes=Stun Value 1683 normal 3363 CH;0F Hitstop
  |notes=Stun Value 1683 normal 3363 CH;0F Hitstop;Minimum damage: 20%
}}
}}


Line 622: Line 621:
  |images=GGXRD-R_Dizzy_GammaRay.png;GGXRD-R_Dizzy_GammaRay2.png |caption=We know there's only one reason you're using this move\Mostly used in setups where you disconnect the opponent's controller
  |images=GGXRD-R_Dizzy_GammaRay.png;GGXRD-R_Dizzy_GammaRay2.png |caption=We know there's only one reason you're using this move\Mostly used in setups where you disconnect the opponent's controller
  |hitboxes=GGXRD-R_Dizzy_GammaRay_hitbox1.png;GGXRD-R_Dizzy_GammaRay_hitbox2.png;GGXRD-R_Dizzy_GammaRay_hitbox3.png
  |hitboxes=GGXRD-R_Dizzy_GammaRay_hitbox1.png;GGXRD-R_Dizzy_GammaRay_hitbox2.png;GGXRD-R_Dizzy_GammaRay_hitbox3.png
  |notes=Only first 2 hits have stun value, 0 for 2nd phase
  |notes=Only first 2 hits have stun value, 0 for 2nd phase;Minimum damage: 20%;If Dizzy uses Gamma Ray while in Hellfire state the attack will also blow off her vest, exposing her classic XX costume.  This is just an aesthetic change.
}}
}}


Line 634: Line 633:
  |startup=22+5<br/>[10+5] |active=14 |recovery=15 |onBlock=-12  
  |startup=22+5<br/>[10+5] |active=14 |recovery=15 |onBlock=-12  
  |images=GGXRD-R_Dizzy_EmotionalGammaRay.png;GGXRD-R_Dizzy_EmotionalGammaRay2.png;GGXRD-R_Dizzy_EmotionalGammaRay3.png |caption=&#32;\&#32;\Making her mother proud
  |images=GGXRD-R_Dizzy_EmotionalGammaRay.png;GGXRD-R_Dizzy_EmotionalGammaRay2.png;GGXRD-R_Dizzy_EmotionalGammaRay3.png |caption=&#32;\&#32;\Making her mother proud
  |hitboxes=GGXRD-R_Dizzy_EmotionalGammaRay_hitbox1.png;GGXRD-R_Dizzy_EmotionalGammaRay_hitbox2.png
  |hitboxes=GGXRD-R2_Dizzy_IK_Hitbox_1.png;GGXRD-R2_Dizzy_IK_Hitbox_2.png;GGXRD-R2_Dizzy_IK_Hitbox_3.png
  |notes=[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension;IK Mode Activation: ??F [5F+5F]
|hitboxCaption=Active 1-3\Active 4-11\Active 12-14
  |notes=[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension;IK Mode Activation: 85F [5F+5F]
}}
}}


==Category==
==Category==
{{#lst:GGXRD-R2/Navigation}}
{{GGXRD-R2/Navigation}}

Latest revision as of 06:28, 21 December 2023

Links

System Data

Portrait Name Defense Guts Stun Resistance RISC Gain Rate Prejump Backdash
GGXRD-R Dizzy Portrait.png
Dizzy x1.06 1 50 28 3F 16F (1~9F invuln)
Forward Dash Weight Wakeup (Face Up) Wakeup (Face Down) Unique Movement Options Icon
[105] Light 25F 24F 2 Air Dashes GGXRD-R2 Dizzy Icon.png

Normal Moves

5P

5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10 Mid 5 2 12 -4 0 3 8 CSJ YRP 144
GGXRD-R Dizzy 5P.png
If you really need a normal in 5f
GGXRD-R Dizzy 5P hitbox.png

5K

5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 Mid 7 4 14 -4 2 10 7 SJ YRP 264
GGXRD-R Dizzy 5K.png
Decent vs some low pokes
GGXRD-R Dizzy 5K hitbox.png

c.S

c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24 Mid 6 2 11 +1 2 10 7 SJ YRP 264
GGXRD-R Dizzy cS.png
Your only plus on block normal, cherish it
GGXRD-R Dizzy cS hitbox.png
Stun value: 741 (equivalent of 48 dmg move)

f.S

f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32 Mid 9 6 21 -13 2 10 7 SJ YRP 264
GGXRD-R Dizzy fS.png
Reaches lower than it looks
GGXRD-R Dizzy fS hitbox1.pngGGXRD-R Dizzy fS hitbox2.pngGGXRD-R Dizzy fS hitbox3.png
Frame 9-10 • Frame 11-12 • Frame 13-14

4S

4S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×5 Mid 8 2×7 12 -1 3 10 6 S YRP 264
GGXRD-R Dizzy 4S.png
Put their meter on ice
GGXRD-R2 Dizzy 4S Hitbox-1.pngGGXRD-R2 Dizzy 4S Hitbox-2.pngGGXRD-R2 Dizzy 4S Hitbox-3.pngGGXRD-R2 Dizzy 4S Hitbox-4.pngGGXRD-R2 Dizzy 4S Hitbox-5.png
Frame 8-9 (First hit) • Frame 10-11 (Second hit) • Frame 12-17 (Third-Fifth hit) • 18-19 • 20-21

5H

5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
38 Mid 13 6 15 -4 3 14 6 S YRP 384
GGXRD-R Dizzy 5H.png
Tips are disjointed and hit low profiles
GGXRD-R2 Dizzy 5H Hitbox-1.pngGGXRD-R2 Dizzy 5H Hitbox-2.png
Frame 13-15 • Frame 16-18

5D

5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20 High 27 14 15 -12 3 14 20 YRP 384 Initial: 80%
GGXRD-R Dizzy 5D.png
The oldest trick in the book
GGXRD-R2 Dizzy 5D Hitbox-1.pngGGXRD-R2 Dizzy 5D Hitbox-2.pngGGXRD-R2 Dizzy 5D Hitbox-3.png
Frame 27-29 • 30-37 • 38-40
Stun value: 431 (equivalent of 30 dmg move)

6P

6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
26 Mid 10 4 19 -9 2 10 7 S YRP 264 1~13f Upper Body
GGXRD-R Dizzy 6P.png
Anti air and amazing counterpoke
GGXRD-R2 Dizzy 6P Hitbox-1.pngGGXRD-R2 Dizzy 6P Hitbox-2.png
Frame 10-11 • Frame 12-13

6H

6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
48 Mid 14 7 34 -22 4 20 6 S YRP 384
GGXRD-R Dizzy 6H.png
Great for combo and knockdowns
GGXRD-R Dizzy 6H hitbox1.pngGGXRD-R Dizzy 6H hitbox2.png
Frame 14-16 • Frame 18-21

6H Max Charge

6H Max Charge
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
56 High 33 7 34 -22 4 20 6 S YRP 384
GGXRD-R Dizzy 6H.png
GGXRD-R Dizzy 6H hitbox1.pngGGXRD-R Dizzy 6H hitbox2.png

2P

2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
8 Mid 6 3 9 -2 0 3 8 CS YRP 144 Initial: 80%
GGXRD-R Dizzy 2P.png
Poke your problems away
GGXRD-R Dizzy 2P hitbox.png

2K

2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
18 Low 7 4 9 -1 1 6 7 S YRP 264 Initial: 70%
GGXRD-R Dizzy 2K.png
Extremely important low
GGXRD-R2 Dizzy 2K hitbox-1.pngGGXRD-R2 Dizzy 2K hitbox-2.png
Frame 7-8 • Frame 9-10

2S

2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 Mid 7 3 22 -11 2 10 7 SJ YRP 264
GGXRD-R Dizzy 2S.png
Iconic AND effective
GGXRD-R Dizzy 2S hitbox.png

2H

2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36×2 Mid 15 2, 4 25 -10 4 20 6 SJ YRP 384
GGXRD-R Dizzy 2H.png
Chunky punish, frame trap and crouch confirm
GGXRD-R Dizzy 2H hitbox1.pngGGXRD-R Dizzy 2H hitbox2.png
Frame 15-16 • Frame 17-21

2D

2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
34 Low 12 3 33 -17 4 20 6 S YRP 384 Initial: 85% 3~8F Upper Body
9~11F Above Knees
12~14F Low Profile
15~35F Above Knees
GGXRD-R Dizzy 2D.png
You call that a sweep? THIS is a sweep
GGXRD-R Dizzy 2D hitbox.png

j.P

j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12 High/Air 6 4 10 0 3 8 CSJ YRP 144 Initial: 90%
GGXRD-R Dizzy jP.png
GGXRD-R2 Dizzy jP Hitbox-1.pngGGXRD-R2 Dizzy jP Hitbox-2.png
Frame 6-7 • Frame 8-9

j.K

j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16 High/Air 7 6 12 1 6 7 SJ YRP 264 Initial: 90%
GGXRD-R Dizzy jK.png
Your best friend in airdash strings
GGXRD-R2 Dizzy jK Hitbox-1.pngGGXRD-R2 Dizzy jK Hitbox-2.png
Frame 7-9 • Frame 10-12

j.S

j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28 High/Air 9 4 16 2 10 7 SJ YRP 264
GGXRD-R Dizzy jS.png
Far reaching air to air or air to ground
GGXRD-R Dizzy jS hitbox.png

j.H

j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36 High/Air 10 4 28 3 14 6 S YRP 384
GGXRD-R Dizzy jH.png
High reward air to ground
GGXRD-R Dizzy jH hitbox.png

j.D

j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30, 40 High/Air 8 10, 4 16 3 14 6 S YRP 384
GGXRD-R Dizzy jD.png
Often trades in Dizzy's favor
GGXRD-R2 Dizzy jD Hitbox-1.pngGGXRD-R2 Dizzy jD Hitbox-2.pngGGXRD-R2 Dizzy jD Hitbox-3.pngGGXRD-R2 Dizzy jD Hitbox-4.pngGGXRD-R2 Dizzy jD Hitbox-5.png
Stun value increased: 431

Universal Mechanics

Ground Throw

Ground Throw
Ground Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0, 60 Ground Throw: 75250 1 +72 NA 6, 0 R 0, 480 Forced: 50%
GGXRD-R Dizzy GroundThrow.png
Where the fun begins
Stun value 30

Air Throw

Air Throw
Air Throw
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
0, 60 Air Throw: 192500 1 NA 6, 0 R 0, 480 Forced: 65%
GGXRD-R Dizzy AirThrow.png
Stun value 30

DAA

DAA
Dead Angle Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25 All 10 4 19 -9 2 10 7 -5000 / 264 Initial: 50% 1~13F Full
GGXRD-R Dizzy 6P.png
This will get low-profiled and you will be sad
GGXRD-R2 Dizzy 6P Hitbox-1.png

Blitz Attack

Blitz
Blitz Attack
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid (15-48)+13 3 20 -2 1 R Initial: 55% 1~Button release: Blitz
GGXRD-R Dizzy BlitzAttack.png
Give me that BURST gauge!
GGXRD-R Dizzy BlitzAttack hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
Crumples opponent on ground CH (79F)

Blitz Attack Max Charge

[Blitz]
Blitz Attack Max Charge
other
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 Mid 50+13 3 20 +5 4 R 1~50: Blitz
GGXRD-R Dizzy BlitzAttack.png
GGXRD-R Dizzy BlitzAttack hitbox.png
Hitstop 30F
Slighty refills own Burst and slightly drains opponent's Burst on hit
Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
Crumples opponent on ground hit

Special Moves

236S

236S
I Use This to Catch Fish
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 All 13 8 Total 62 -23 2 2 8 YRP 200/120 Initial: 90%
GGXRD-R Dizzy ToCatchFish.png
Your best friend
GGXRD-R Dizzy ToCatchFish hitbox.png
Stun value lowered: 103

236H

236H
For Searing Cod...
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
50 All 26 8 Total 63 -11 2 2 8 YRP 200/120 Inital: 90%
GGXRD-R Dizzy ForSearingCod.png
Fire emoji for your best knockdowns for oki from height
GGXRD-R Dizzy ForSearingCod hitbox.png
Stun value lowered: 138

421S

421S
I Use This to Pick Fruit
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25, 40 All 22 18 (15) until fullscreen Total 37 +11 2, 2 2 7 YRP 250/120
GGXRD-R Dizzy ToPickFruit.pngGGXRD-R Dizzy ToPickFruit2.png
Hits twice, once in ball form and once in spear form
GGXRD-R Dizzy ToPickFruit hitbox1.pngGGXRD-R Dizzy ToPickFruit hitbox2.png
Hits on the way up • and when it turns into a dagger
Frame advantage calculated on a standing opponent

421H

421H
For Roasting Chestnusts
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25, 40, 25 All 36 18 (17) until fullscreen (7)4 Total 48 (uncharged) +14 2, 1, 2 2 7 YRP 250/120
GGXRD-R Dizzy ForRoastingChestnuts.pngGGXRD-R Dizzy ForRoastingChestnuts2.png
GGXRD-R Dizzy ForRoastingChestnuts hitbox1.pngGGXRD-R Dizzy ForRoastingChestnuts hitbox2.png
Hits on the way up • and when it turns into a dagger
Damage and Active Frames listed are for each Dagger
Frame advantage calculated on a standing opponent
Additional daggers appear on 70F and 100F

214P

214P
P We Talked a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10×3 All 60 3 (33) 3 (33) 3 Total 36 0 2 8 YRP 100/120
GGXRD-R Dizzy WeTalkedALot.png
Setplay tool that also tanks a hit for you
GGXRD-R Dizzy WeTalkedALot hitbox1.pngGGXRD-R Dizzy WeTalkedALot hitbox2.png

214K

214K
K We Talked a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10×2 All 69 3 (43) 3 Total 36 0 2 8 YRP 100/120
GGXRD-R Dizzy WeTalkedALot.png
Best buddies that can take a hit for Dizzy, ice fish leave gaps between bites to mix with
GGXRD-R Dizzy WeTalkedALot hitbox1.pngGGXRD-R Dizzy WeTalkedALot hitbox2.png

j.214P

j.214P
Air P We Talked a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10×3 All 60 3 (33) 3 (33) 3 Total 45 0 2 8 YRP 100/120
GGXRD-R Dizzy WeTalkedALot.png
GGXRD-R Dizzy WeTalkedALot hitbox1.pngGGXRD-R Dizzy WeTalkedALot hitbox2.png

j.214K

j.214K
Air K We Talked a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10×2 All 69 3 (43) 3 Total 45 0 2 8 YRP 100/120
GGXRD-R Dizzy WeTalkedALot.png
GGXRD-R Dizzy WeTalkedALot hitbox1.pngGGXRD-R Dizzy WeTalkedALot hitbox2.png

214S

214S
S We Fought a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 All 73 41 Total 36 2 2 7 YRP 100/120
GGXRD-R Dizzy WeFoughtALot.png
S and H Fish.
Setplay and screen control, all in one.
GGXRD-R Dizzy WeFoughtALot hitbox1.pngGGXRD-R Dizzy WeFoughtALot hitbox2.png

j.214S

j.214S
Air S We Fought a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 All 53 41 Total 45 2 2 7 YRP 100/120
GGXRD-R Dizzy WeFoughtALot.png
S and H Fish.
Setplay and screen control, all in one.
GGXRD-R Dizzy WeFoughtALot hitbox1.pngGGXRD-R Dizzy WeFoughtALot hitbox2.png

214H

214H
H We Fought a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 All 73 36 Total 36 2 2 7 YRP 100/120
GGXRD-R Dizzy WeFoughtALot.png
S and H Fish.
Setplay and screen control, all in one.
GGXRD-R Dizzy WeFoughtALot hitbox1.pngGGXRD-R Dizzy WeFoughtALot hitbox2.png

j.214H

j.214H
Air H We Fought a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
45 All 53 36 Total 45 2 2 7 YRP 100/120
GGXRD-R Dizzy WeFoughtALot.png
S and H Fish.
Setplay and screen control, all in one.
GGXRD-R Dizzy WeFoughtALot hitbox1.pngGGXRD-R Dizzy WeFoughtALot hitbox2.png

214D

214D
D We Fought a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 36 YRP 100/-
GGXRD-R Dizzy WeFoughtALotD.png
D Fish only attacks once struck
GGXRD-R Dizzy WeFoughtALot hitbox3.png
57~136F If the fish is hit by the opponent, it will counterattack after hitstop

j.214D

j.214D
Air D We Fought a Lot Together
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
Total 45 YRP 100/-
GGXRD-R Dizzy WeFoughtALotD.png
D Fish only attacks once struck
GGXRD-R Dizzy WeFoughtALot hitbox3.png
57~136F If the fish is hit by the opponent, it will counterattack after hitstop

214D Counterattack

214D Counterattack
D We Fought a Lot Together (Counterattack)
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
40 All 21 7 4 2 6 YRP -/120
GGXRD-R Dizzy WeFoughtALotD.png
GGXRD-R Dizzy WeFoughtALot hitbox4.png
Maximum delay before the counterattack is completed is 29F
Requires 5 inputs for the fastest stagger recovery

236P

236P
For Putting Out the Light
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 All 17 36 Total 50 -14 2 2 7 YRP 200/120 Initial: 90%
GGXRD-R Dizzy ForPuttingOutTheLight.png
She looks cute, but it stays active even if Dizzy is hit
GGXRD-R Dizzy ForPuttingOutTheLight hitbox.png
Early and late active frames

236K

236K
The Light Was So Small In the Beginning
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×3 All 33 49 Total 54 +9 0 2 8 YRP 200/120 Initial: 90%
GGXRD-R Dizzy TheLightWasSoSmall.png
Actually criminal how early she can YRC this
GGXRD-R Dizzy TheLightWasSoSmall hitbox.png
Early and late active frames

j.236P

j.236P
Please Leave Me Alone
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 All 12 4 Total 24 2 2 7 100/120
GGXRD-R Dizzy PleaseLeaveMeAlone.png
Overuse of this in neutral will spell your end
GGXRD-R Dizzy PleaseLeaveMeAlone hitbox1.pngGGXRD-R Dizzy PleaseLeaveMeAlone hitbox2.png
Bubble Hitbox • Bubble Pop Hitbox
12F Bubble formed
Bubble lasts for 157F or until it gets popped

j.236K

j.236K
What happens When I'm TOO Alone
special
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
30 All 29 10 Total 29 2 2 7 100/120
GGXRD-R Dizzy WhenI'mTOOAlone.png
Delayed Explosions
GGXRD-R Dizzy WhenI'mTOOAlone hitbox1.pngGGXRD-R Dizzy WhenI'mTOOAlone hitbox2.png
Fire Bubble Hitbox • Bubble Pop Hitbox
21F Bubble formed
Bubble lasts for 148F or until it gets popped

Overdrives

632146S

632146S
Imperial Ray
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
35×7 [43×7] All 7+1 10×7 Total 32 +49 2 2 9 -5000 5~6F Strike
7F Full
[1~8F Full]
GGXRD-R2 Dizzy 632146S 1.pngGGXRD-R2 Dizzy 632146S 2.png
More like Impractical Ray
GGXRD-R Dizzy ImperialRay hitbox.png
[ ] Values are for Burst version
Stun value 258 for 1 hit, 1083 for 9 hits
Minimum damage: 20% [30%]

632146P

632146P
Don't Be Overprotective
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
100 All 14+2 5 20 -6 4 20 6 YRP -5000 Forced: 40% 1~14F Full
15~20F Strike
GGXRD-R Dizzy Don'tBeOverprotective.png
Simply stunning
GGXRD-R Dizzy Don'tBeOverprotective hitbox.png
Stun Value 1683 normal 3363 CH
0F Hitstop
Minimum damage: 20%

64641236H

64641236H
Gamma Ray
super
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
13×2, 16×32 All 13+6 6(24)6(35)46 {32 hit} 72 -61 4 2×33 6, 4×32 -10000 Initial: 150%
GGXRD-R Dizzy GammaRay.pngGGXRD-R Dizzy GammaRay2.png
We know there's only one reason you're using this move • Mostly used in setups where you disconnect the opponent's controller
GGXRD-R Dizzy GammaRay hitbox1.pngGGXRD-R Dizzy GammaRay hitbox2.pngGGXRD-R Dizzy GammaRay hitbox3.png
Only first 2 hits have stun value, 0 for 2nd phase
Minimum damage: 20%
If Dizzy uses Gamma Ray while in Hellfire state the attack will also blow off her vest, exposing her classic XX costume. This is just an aesthetic change.

Instant Kill

236236H

236236H
Emotional Gamma Ray
instantkill
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
SURRENDER All 22+5
[10+5]
14 15 -12 3 14 6 22~40F Full
[10~28F Full]
GGXRD-R Dizzy EmotionalGammaRay.pngGGXRD-R Dizzy EmotionalGammaRay2.pngGGXRD-R Dizzy EmotionalGammaRay3.png
• • Making her mother proud
GGXRD-R2 Dizzy IK Hitbox 1.pngGGXRD-R2 Dizzy IK Hitbox 2.pngGGXRD-R2 Dizzy IK Hitbox 3.png
Active 1-3 • Active 4-11 • Active 12-14
[ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
IK Mode Activation: 85F [5F+5F]

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