GGXRD-R2/Dizzy/Matchups

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 Dizzy

Matchups

Table of Contents
GGXRD-R2 Answer Icon.png GGXRD-R2 Axl Icon.png GGXRD-R2 Baiken Icon.png GGXRD-R2 Bedman Icon.png GGXRD-R2 Chipp Icon.png
GGXRD-R2 Dizzy Icon.png GGXRD-R2 Elphelt Icon.png GGXRD-R2 Faust Icon.png GGXRD-R2 I-No Icon.png GGXRD-R2 Jack-O Icon.png
GGXRD-R2 Jam Icon.png GGXRD-R2 Johnny Icon.png GGXRD-R2 Kum Icon.png GGXRD-R2 Ky Icon.png GGXRD-R2 Leo Icon.png
GGXRD-R2 May Icon.png GGXRD-R2 Millia Icon.png GGXRD-R2 Potemkin Icon.png GGXRD-R2 Ramlethal Icon.png GGXRD-R2 Raven Icon.png
GGXRD-R2 Sin Icon.png GGXRD-R2 Slayer Icon.png GGXRD-R2 Sol Icon.png GGXRD-R2 Venom Icon.png GGXRD-R2 Zato Icon.png
Detailed
  • Replay Theater is a great resource to find high-level matchup footage.
  • Character Strategy pages generally have at least some basic counter-strategy.
  • Please keep in mind the matchup chart is subjective and not all players may agree.

Matchup favorability is highly contentious so in the interest of making this section productive, we have opted out of providing any opinion of the favorability of the MU and instead will let good players voice their opinion. Don't like their opinion? That's fine, but they can prob play the matchup better than you thus why we link their opinions here.

Some things of note is that Dizzy doesn't really have any truly bad matchups but it is almost universally agreed Pot is a favorable matchup and Chipp and Millia are more difficult.

Dizzy's strength in shutting down defensive options with her setplay can even out a lot of matchups.

Dizzy excels against characters who can't get up to her face quickly and/or characters who'll get overwhelmed by her projectiles/summons. She struggles against characters who can bypass her zoning easily and ignore her neutral buttons leading her to scramble or unsafely summon(w/o meter) which she isn't the best at and is risking a counter hit.

The charts below from Ruki and Kazuki and RTW are some of the best Dizzy players in the world and even their opinions disagree on many points.

Ruki Matchup Chart

Advantage
Slightly Easy
Even
Kind of Spicy
Annoying
  • Ruki is cited by many to be the strongest Dizzy. He placed top 8 in Evo Japan 2018.

Kazuki Matchup Chart

  • Didn't have a strong opinion on the Answer Mu at the time
  • Kazuki is considered by many to be a top Dizzy player to watch.

RTW Matchup Chart

Good
Slightly Easy
Even
Slightly Hard
Pain
  • RTW is a western player who has placed top 8 at multiple majors. He placed 5th at CEOTaku 2022, 4th at East Coast Throwdown 2022, 7th at East Coast Throwdown 2023, and 1st at Frosty Fausting XVI 2024.
  • Stated the list is ordered.
  • A stream on some of RTW's thoughts on his "Stress MU Tier list" available here. Note this is not the same tier list, but it does contain his thinking on various matchups. This streamed version was simply how he feels about playing the matchup and not the win rate vs each character.

Averaged Matchup Chart

  • Based off points system for all 3 other MU lists. Even is 0 points and each tier you move is +1 up and -1 down. Then divided by 3 to get the average. Then it's grouped into tiers.

Answer

 AnswerJ.D the GOD

Answer has a lot of movement options with scrolls and a terrifying command grab with Izuna Drop. Card YRC can also win neutral and give him options for followups. His parry is also a unique way for him to have answers to some Dizzy setups, especially if he jump installs it into YRC, where he can remain completely safe from anything that activated the parry. His offense however is somewhat flawed compared to many characters, having a lot of gaps and interacting more with system mechanics than high/low setups might for example. His low option is also negative on block and a lot of his offense relies on strike/throw pressure and crossups. While they have good reward, it is perhaps not high reward enough to contend with Dizzy Okizeme.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


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Defense


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Neutral


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Offense


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Axl Low

 Axl LowRed Light, Green Light(Fairy Footsteps for my UK bruv) the mu

Axl's attacks often hit twice which means they can eat through fish armor. Axl has high reward of Anti Airs. Looking for ways to make Axl need to make a choice, and be ready to capitalize on more than one of his options is very strong vs Axl. Be sure to keep him on his toes and never be too predictable in neutral because odds are he has a way to keep you from doing that.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


  • Axl has multiple options to catch IAD Back, making one of Dizzy's more common safe roundstarts more risky.
    • Super jump can avoid some of this RPS, but Axl's return for anti-airing is high, so generally not worth representing early on.
  • Dash > FD Break is a solid option, with Axl's key callouts being fairly unrewarding. Walking forward then blocking is also good, trading distance for avoiding meter penalty.
    • Look for Axls who like taking passive options or very aggro 6HGGXRD Axl 6H.pngGuardHigh / AirStartup23Recovery9Advantage+1 or 623KGGXRD Axl ThunderShadowChain.pngGuardHigh / AirStartup28Recovery13+3 After LandingAdvantage+1 selections and react after inputting Block. For instance: Air Throw 623KGGXRD Axl ThunderShadowChain.pngGuardHigh / AirStartup28Recovery13+3 After LandingAdvantage+1 or 6PGGXRD-R Dizzy 6P.pngGuardMidStartup10Recovery19Advantage-9 Axl's IAD back j.SGGXRD Axl j.S.pngGuardHigh / Air, AllStartup11Recovery9Advantage-
  • f.SGGXRD-R Dizzy fS.pngGuardMidStartup9Recovery21Advantage-13, 5HGGXRD-R Dizzy 5H.pngGuardMidStartup13Recovery15Advantage-4, and 2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17 all work as effective ways to punish passivity or beat slower buttons, notably 2DGGXRD-R Dizzy 2D.pngGuardLowStartup12Recovery33Advantage-17 will punish Axls pressing 5PGGXRD Axl 5P.pngGuardMidStartup7Recovery19Advantage-11 to call out IAD Back.

Burst Points


  • Axl is naturally very burst safe. Burst Axl's j.623HGGXRD Axl AxlBomber.pngGuardAllStartup9Recovery10 After LandingAdvantage- at the end of anti-air combos and in the corner.

Defense


  • Axl's offense relies on multiple options that are each reactable, but become threatening when looking for all of them.
    • 6HGGXRD Axl 6H.pngGuardHigh / AirStartup23Recovery9Advantage+1 is a standard 23F overhead, similar to 5D. When paired with 2HGGXRD Axl 2H.pngGuardLow,MidStartup13Recovery19Advantage-8, 6H can be difficult to mash on, leading to damaging Counter Hits.
    • Rensen ([4]6S)GGXRD Axl SickleFlash.pngGuardMidStartup13Recovery37Advantage-13 has two follow ups, one is a multi-hit low, the other is an anti-air.
    • 623KGGXRD Axl ThunderShadowChain.pngGuardHigh / AirStartup28Recovery13+3 After LandingAdvantage+1 and 426HGGXRD Axl SpindleSpinner.pngGuardGround ThrowStartup27Recovery38Advantage+34 are much slower, higher commit options that can punish players who are too mashy or too passive respectively.

In order to defend against these options while minimizing mental stack, fuzzy A form of defence where the defender switches from blocking to jumping at a specific time in order to block a strike then jump when there's a gap. Typically used to defend against tick throws. defense is very good against Axl. Take the following example:

  • You block Axl's 2HGGXRD Axl 2H.pngGuardLow,MidStartup13Recovery19Advantage-8. Axl has a few options: 6H, 5D, Rensen ([4]6S), 623K, 426H, or waiting.
  • Start by blocking 2H low (preferably IB), quickly buffer IB, then fuzzy jump backwards.
    • If Axl uses Rensen, your IB should leave you blocking. Block low, and FD Rensen (2)GGXRD Axl SpinningChainStrike.pngGuardLowStartup7Recovery17Advantage-5 to push Axl out, and then 236SGGXRD-R Dizzy ToCatchFish.pngGuardAllStartup13RecoveryTotal 62Advantage-23 YRC or dash up and use a fast button to start pressure.
    • If Axl uses 6H or 623K, Air throw on reaction to the animation. Your Fuzzy jump will line you up to air throw this reliably. If you're slow on your fuzzy jump, you might still IB, in which case you can take back your turn.
    • If Axl uses 426H, you'll jump over it and can Air Dash in for a punish.
    • If Axl uses 5D or waits, you're in a midrange neutral scramble and can try to double jump air dash out, set a bubble to dodge an anti air, or FD block to guard against anti-airs.
  • 6H can situationally be anti-aired out of start up. 5P, 6P, and 2S are all decent options, but Axl must be spaced out, preferably with Dizzy having IBed his previous move, to make the attempt.
  • Axl's 5PGGXRD Axl 5P.pngGuardMidStartup7Recovery19Advantage-11 can be Dash Blocked under by quickly FD Breaking with a crouch block. 6PGGXRD-R Dizzy 6P.pngGuardMidStartup10Recovery19Advantage-9 can also hit its extended hurtbox, leading to nice reward via an air combo or 236S knockdown.
  • Sparrowhawk is unblockable if you wait too long. Be sure to air FD vs it if you choose to jump. Can be entirely beat if you do a max height superjump into airdash.

Neutral


  • IAD YRC is a very strong option vs Axl, even if he reacts with his own meter usage he will often have to spend 50% meter to PRC to react to it or be punished.
  • Axl 5P can be dash 2D punished.
  • Axl 2P you can dash FD against to get closer, or on a call out you can IAD over it to try to get a punish. Just be careful with doing the less safe option as it can get you Anti Aired for a ton of damage.
  • Dash block against Axl is strong in general.
  • Axl's chains have hurtboxes so Ice Spike YRC and 6P can be useful to hit them.
  • Summoning against Axl is a big risk but if you can get D fish out, and block the 2nd hit, it can be a free neutral win.
  • Sickle Flash or Rensen with YRC is very strong as it becomes a projectile. It can be punished with IAD and IAD YRC tho if they were pre-emptive.
  • Playing just under full screen and being unpredictable with movement and waiting for a chance to react can be a good way to start learning the matchup just don't let him push you around the screen, punish running in with ice spike YRC or normals.


Offense


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Setplay


  • Axl's 2K can low profile frame 1 so be aware of that in using oki.
  • Sickle Storm can kill fish and get Axl out of setups but you are usually very safe vs it due to the long startup and ability to block during superflash.

Baiken

 BaikenThe one mu that Baiken can't just parry her problems away.

Baiken has to play differently vs Dizzy due to fish armor eatting most Azami followups. In neutral Dizzy fairs well too against Baiken. Just beware that Baiken can have massive reward off hit confirms and reads in neutral so you want to play safe and give her as little opportunities as possible to lay on her heavy reward. Baiken's dash is armored and can also neutralize a lot of Dizzy summoning, learning to listen for the audio cue and punish it with throw or 2K can go a long ways.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Burst Points


  • j.D
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Round Start


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Notable Interactions


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Defense


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Neutral


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Offense


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Bedman

 BedmanSetplay Showdown

Bedman is generally considered favorable for Dizzy in part due to his slowest in the game facedown wakeup giving Dizzy a lot of options vs him. Her mobility and high in the air hitting summons also make it harder for him to do things he typically likes to do.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Burst Points


  • Good burst points are the ascending animations of Task BGGXRD Bedman TaskB.pngGuardAllStartup12Recovery26Advantage-13 and Task CGGXRD Bedman TaskC.pngGuardAll, High / Air, AllStartup11Recovery13Advantage-2 and the first hit of 5HGGXRD Bedman 5H.pngGuardMidStartup12Recovery18Advantage-4 if you're close.
  • Burst early in the round against Bedman when possible.

Round Start


  • f.SGGXRD-R Dizzy fS.pngGuardMidStartup9Recovery21Advantage-13 can be a decent option vs him. He can do his guard dash vs it though.

Punishment


  • Bedman 3HGGXRD Bedman 2H.pngGuardMidStartup19Recovery33Advantage-28 is a big risk if he whiffs without bar.
  • The ground version of Task CGGXRD Bedman TaskC.pngGuardAll, High / Air, AllStartup11Recovery13Advantage-2 you can IB the last hit to punish with a fast button.
  • Task BGGXRD Bedman TaskB.pngGuardAllStartup12Recovery26Advantage-13 is -13 on block, punish it freely
  • Air Task BGGXRD Bedman TaskB.pngGuardAllStartup12RecoveryUntil Landing + 8Advantage-5 is -5 on block, air IB, grounded 5PGGXRD-R Dizzy 5P.pngGuardMidStartup5Recovery12Advantage-4 or ground IB for more punish options.

Defense


  • Do NOT use burst or dead angle against j.HGGXRD Bedman j.H.pngGuardHigh / AirStartup13Recovery24Advantage-.
  • Use blitz against Task A'GGXRD Bedman TaskA.pngGuardAllStartup37RecoveryTotal 70Advantage+9 when it is used on oki and try to throw Bedman afterwards. Once Task A'GGXRD Bedman TaskA.pngGuardAllStartup48RecoveryTotal 30Advantage+9 seal is out pay attention to where it is and keep in mind that Bedman teleports on the side of you character which the ball makes contact.
  • Task B replay (DVB)GGXRD Bedman TaskB.pngGuardAllStartup23RecoveryTotal 30Advantage+28 can often be jumped out of on reaction without other projectiles or bar, but is real if done off 1GGXRD Bedman 2H.pngGuardMidStartup15Recovery25Advantage-20/2GGXRD Bedman 2H.pngGuardMidStartup15Recovery29Advantage-24/3HGGXRD Bedman 2H.pngGuardMidStartup19Recovery33Advantage-28 or 6HGGXRD-R2 Bedman 6H.pngGuardMidStartup18Recovery21Advantage-5 and it's right on top of you. In those cases you need to IB to be able to jump out. It is important to jump forward super jump out.

Neutral


  • Hit every seal you safely can to deny him Deja Vu, using faster buttons like j.PGGXRD Bedman j.P.pngGuardHigh / AirStartup6Recovery9Advantage- or 5PGGXRD Bedman 2H.pngGuardMidStartup15Recovery25Advantage-20 where possible, or summons like H/S fish and 421S.
  • You can TK Fish at such a height that Bedman 3HGGXRD Bedman 2H.pngGuardMidStartup19Recovery33Advantage-28 doesn't reach. If Bedman does it late you may need to FD as you're landing.
    • Summoning on the ground and being counterhit by Bedman 1/2/3H is something Bedman can get a full conversion off of, and should be avoided if at all possible.
    • If you are hit by non counterhit 1GGXRD Bedman 2H.pngGuardMidStartup15Recovery25Advantage-20/2GGXRD Bedman 2H.pngGuardMidStartup15Recovery29Advantage-24/3HGGXRD Bedman 2H.pngGuardMidStartup19Recovery33Advantage-28 use the opportunity to set up or approach.
  • Task AGGXRD Bedman TaskA.pngGuardAllStartup18RecoveryTotal 49Advantage-5 can be a risk for Bedman due to Dizzy's mobility and approaches like IAD j.K, however if Dizzy is also committed to setting up he can get Task AGGXRD Bedman TaskA.pngGuardAllStartup18RecoveryTotal 49Advantage-5 out fairly easily.
  • Task CGGXRD Bedman TaskC.pngGuardAll, High / Air, AllStartup11Recovery13Advantage-2 can be beaten by 2S with good timing, be sure to lab it. It can also be beaten for free with 421S if you have time to summon it. If you do end up blocking it, try to IB it for more options.
    • Be aware the high air version of Task CGGXRD Bedman TaskC.pngGuardAll, High / Air, AllStartup11Recovery13Advantage-2 has a shockwave after so aim to IB that on block.
    • Tap blitz isn't the best answer but can be an occasional answer
  • 421S can be good in general vs Bedman, if it passes through any seals it will eliminate them and it has a good chance of hitting Bedman summoning in the air or on the ground.
  • S fish is very good in the matchup as Bedman likes to go high in the air and also sets seals there.
  • 6P can be very good against Bedman 8 way dashing into you with moves like j.K or j.H.
  • j.D can do a lot of work against a Bedman that likes to stay in the air a lot as it will give an untechable knockdown on counterhit (as long as the 2nd hit doesn't combo into a normal hit).
  • You want to be careful to simply throw out summons or normals he can use his teleport dash vs on the ground and punish you. The guardpoint happens on frame 3 and has a long recovery but it can be YRC'd. Note he can only use his guardpoint forward dash on the ground.
  • j.PH airthrow option select is great vs hoverdash resets.
  • j.P can be a good low commitment option in the matchup overall.
  • His anti air options and ability to move forward are weaker than some characters so approaching from the air can be pretty low risk if positioned properly.
  • 236P can be good against Bedman when they're jumping up.
  • If Bedman rejumps during pressure without a seal set or task playing pay attention and anti air if he comes down on you.
  • For DejaVu Bedslam if you block the first rising part then you can run out of the 2nd part while it is above you.

Setplay


  • Dizzy has any meaty option she wants vs Bedman's slow wakeup, as long as she doesn't have a 6H or 6P counterhit knockdown which changes it to faceup wakeup.
    • Be wary of 421H setups that don't hit meaty as Bedman can guardpoint dash it.
  • Bedman's Alarm Clock SuperGGXRD Bedman SinusoidalHelios.pngGuardAllStartup6+8RecoveryTotal 39Advantage+11 can be used as a reversal and has multiple hits on both sides of him. The multiple hits will go through Dizzy's Fish armor on the 2nd hit much like multi hit DP's can. Dizzy can't simply auto pilot Oki vs this but it does have weaknesses.
    • The super is slow and can be thrown post flash unless it is done as the Burst version, so anything leaving Dizzy close enough to Bedman in a strike/throw setup and she can throw him out of it.

Strong Setups


Remember to vary your setups as much as you can but also to counter any habits of the player, if they don't represent a defensive option for example you don't need to rely on setups that beat it

  • Any 2D knockdown can go into H fish > dash jump > delayed airdash j.KPH vs land 2K high low mix. It's safe to tap Blitz and other than his reversal there's nothing he can do about it.
    • Other good options with H fish are 2D > H fish crossover and 2D > H fish P bubble same side blitz bait.
  • Vs Alarm Clock SuperGGXRD Bedman SinusoidalHelios.pngGuardAllStartup6+8RecoveryTotal 39Advantage+11
    • Crossups can work if the crossup will mess up directional inputs, in other words it fully crossed over before wakeup frames. The Bedman can call this out by inputting the super in reverse though and it can be FD OS'd.
    • D fish > 2369K > block will punish this super for a big conversion, but if he chooses not to do the reversal he can simply leave the situation and escape your okizeme vortex or even take his turn and try to throw/airthrow you.
    • (List conventional setups you can possibly throw Bedman from if he reversals)

Chipp Zanuff

 Chipp ZanuffHe will skip neutral

Playing vs Chipp you need to have a focus on risk/reward and be very consistent with your oki and combos. You don't want to give him an out and then go back to neutral where he has most the advantages. Try to not allow him to score knockdown on you, as he needs to use 2D to score a KD from far range and his best pokes don't lead to KD without CH and are hard to confirm that way. Chipp's buttons are problematic for Dizzy and she doesn't usually have an opportunity to safely summon. Chipp 2D is worth a special mention as it also will score him knockdown. It can be beaten by a well spaced Dizzy 5H however. A focus on managing distance and playing a waiting game can be strong in the matchup, as a lot of the movement options Dizzy likes to use can be punished by Chipp on reaction.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Burst Points


  • 623HGGXRD Chipp Shinkirou.pngGuardAllStartup16Recovery16Advantage-14 during corner combos is the best place to burst Chipp, and it's worth saving your burst only for that.

Round Start


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Notable Interactions


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Defense


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Neutral


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Offense


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Dizzy

 DizzyYou shouldn't dress like that
Mirror Match

Mirror matches can be great to help you learn how to play your character better.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


  • This match is a 10-0, Dizzy always wins

Burst Points


  • Cause 236S to whiff with your Burst, but you will get no Burst refund unless it's the corner and she's close and punishing Dizzy is often not an option.
  • She can make throw combos safe if you mash burst, but again 236S is an option.
  • If she is close enough for burst to hit during OTG burst.
  • On non meaty setups that crossover such as H fish vs some characters you can get a Gold Burst.
  • 5D6 during the startup animations if you try to burst during the combo she can spam 2S.
  • 5H only if it's a grounded combo. Dizzy has to hard bait by not hitting 5H or RRC to bait.
  • During firespear loops you have multiple points you can easily burst.
  • After her midscreen ice spike RRC target j.H > j.236K

Defense


  • This is where you can demonstrate knowing all the holes in Dizzy's setups, and learn from the other Dizzy player who neutralizes yours.
  • Should the other Dizzy do risky things like gatling into 2D on block and/or cancel into a summon without meter, you should have a punish ready (often 2D or microdash 2D). Just be aware if the other Dizzy has meter for Ice Spike YRC frame traps.
  • Setups that have answers for Dizzy
    • Corner P fish > K bubble Dizzy can tap blitz and jump to avoid the 50/50 mixup
    • 2D > H fish crossover Dizzy can tap blitz, she can also not be hit during jump startup if you want to try to Air IB (check if you can airthrow it)
      • Note this loses to ways to bait this like 2D > H fish > AD > P bubble
    • 421H setups without a meaty dizzy can jump back and block, super jump back and block, 6P, or mirror YRC.
    • Midscreen 2D > K fish Dizzy can backdash to avoid the meaty K fish but can be punished if the other Dizzy is quick to react.

Neutral


  • Dash 2D can very easily low profile another Dizzy caught summoning on the ground
  • D fish is very good, but funnily enough the 2nd player with D fish out can often have the advantage since the first D fish being activated has a high chance to activate the others D fish tracking.
  • A lot of interactions boil down to do you try to summon first, or try to punish the other Dizzy for summoning.
  • The games peak footsies in the form of 236S YRC quickdraw. Just remember backdash can beat ice spike yrc.

Pressure


  • Meterless pressure is strong on Dizzy and perhaps more so in this matchup. Dizzy 2P being 6f means you can be thrown out of abare attempts but it also means you can catch less than frame perfect throw resets pretty easy due to its long range. Choosing abare is a commitment tho as throw resets are not reactable, and Dizzy's frame traps can be very high reward.
  • Avoid doing risky things such as gatling into 2D on block. Not only will the other Dizzy be knowledgeable of it being so negative along with all it's non metered cancel options, they have 2D to answer and disrespect your foolish gambles.

Offense


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Elphelt Valentine

 Elphelt ValentineArmed to the teeth

Elphelt boasts some incredible normal's, combos, has powerful neutral, pineberry is easily one of the best moves in the entire game, and shotgun corner pressure is probably the second most oppressive win condition in the entire game ( just behind Secret Garden Oki). During most phases of the game Elphelt will be somewhat advantaged, but fortunately due to her universally slow wakeup time (27f for both faceup and face down), once Dizzy scores a knockdown she has access to all of her most oppressive okizeme. This combined with Dizzys strong movement and long normal's make the match up about even.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Burst Points


  • On wakeup in the corner.
  • Bridal Express (ground version). Just be careful of doing it if she has 50% meter.

Round Start


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Notable Interactions


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Defense


  • It's very important to understand how to RPS around Elphelts shotgun oki, you cannot just choose a defensive option and hope to win. Blocking can be risky to due to the amount of chip damage she does + she can advance back into advantageous range with shotgun S. A great primer to read is the Elphelt Anti Shotgun Guide
  • IB is very important vs Elphelt:
    • shotgun S: allows throw
    • Shotgun H : allows 2p mash
    • Bridals: Allows throws generally
    • Falling in jH : allows throw
    • 2S / FS -> 2H allows you to blitz the 2H


Neutral


(Note: in major development don't take any of this advice yet)

  • If possible smack Pineberry with 5P or another quick normal as trying to contest her with denying you screen area is disadvantageous.
  • Elphelt is good at every range. Fullscreen she has sniper which beats summons, closer than that she has 6H, j.D and 5H, closer than that she can use shotgun stance or f.S, 2H and 2S and up close her abare is faster than yours and her 2P is +1 on block. To score neutral you need to play around El's habits.
    • Mid range is possibly the range Dizzy has the most answers to El
      • 5H is very easily punishable by Dizzy crouching at its range and confirming a punish with 2D.
        • Alternatively, if the Elphelt likes to YRC it, you can stand into the blast to make her spend 50 meter instead of 25
      • 6H is very punishable on whiff so if you can bait its range and make it whiff that's a free neutral win for Dizzy.
  • Sometimes it's said that Elphelt cS is a weakness due to it lacking the universal upper body invincibility of 6P, however it is very fast, massive, and incredibly disjointed and Dizzy lacks the air disjoints to contest it. So beware that button when flying into Elphelts airspace
  • If you can read an Elphelt using rifle from full screen IAD YRC is a very strong tool to get in and punihs her. Just bear in mind she can also YRC and punish back.

Offense


  • Her wakeup is slow and she lacks none-metered reversals, so you essentially have access to any setup you want.
  • Because she wakes up so slow, some setups, like 2D k Fish are actually harder to land meaty because of how precisely you must delay it

Resources


Faust

 FaustWhat Item Will He Pull Next?

Faust is a cartoonishly silly by design. The best Faust channel that zaniness and make it hard to know what to expect next. Faust has a very strong neutral game and uses that to get items on screen, but his pressure and combo game suffer as a tradeoff. It's recommended to stay grounded vs Faust where Dizzy 6P can contest Rerere thrust and his f.S, forcing him to use 2H which many Faust are not fond of doing. Beware of Faust j.H it can totally shutdown Dizzy air game and it hurts a lot even as a single hit poke and if that's not enough he has several amazing anti airs to choose from. Faust will find it easier to be in the air than Dizzy due to the many ways he has to bait anti airs. Learn what his items do and utilize them better than Faust, and you are on your way to victory. Faust also has crawl as a unique way to get out of some setups.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


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Burst Points


  • Going My Way combo ender in the air

Defense


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Neutral


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Offense


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I-No

 I-NoSchmixup Witch

I-no hurts. Her combo damage without meter is insane off some starters. She has mixups galore to open you up too once she's in. To make it worse you are sometimes forced to take risks to contest her re-dash pressure. However not all is bad as it might seem. Neutral you have an edge though she gets a lot of good options with VCL, note, dive and Stroke the Big Tree. I-no's non standard mobility makes it difficult to deal with summons and she also can find it hard to deal with Dizzy mobility. Your setplay on Dizzy can carry the day but beware of her reversal as it is one of the hardest to punish without a callout.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Burst Points


  • During Dive Chains

Round Start


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Notable Interactions


  • 2S is a pretty nice button for Dizzy to consider reacting with at round start, it covers both hover and stroke. Both which will CH and can lead to ice spike HKD.
  • If you want to use ice spike to counter HCL do not use YRC, otherwise Dizzy's head hurtbox will immediately change and cause her to get hit.
  • Be cautious of the use of Dizzy 2P for stroke goes under it.

Defense


  • 2S is a good button to keep in mind while Dizzys back is against the corner to try to catch both stroke the big tree and YRC HCL IAD.

Neutral


  • I-No players have abit of a hard time trying to contest with Dizzy from fullscreen due to her unorthodox movements. She can try to hover in to take space or summon notes, but both would take too long to stop Dizzy from summoning. D fish is a pretty strong tool to stop note/HCL and force I-No to jump or block.
  • If the I-No is using HCL follow up to try to catch Dizzy after hitting fish, using D fish to have her HCL activate that then blocking the follow up is one way to deal with the situation. Another option is for Dizzy to jump block the HCL follow up (the closer blocked to the ground the better) then doing IAD j.K right after as a guaranteed punish when within range.
  • If the I-No player likes to try to escape the corner or approach by jumping then doing a dive, react to it by jump blocking in front of it then throwing her as soon as you touch the ground.
  • 6P is useful for denying I-No approaches and HCL at mid-range.

Offense


  • Be aware that I-No's invincible reversal super can beat fish oki. It can be called out with a throw, D fish K bubble oki, or your own reversal super. Midscreen it can also be beat by K fish crossover into 2K as the projectiles do not hit both sides of her.

Jack-O

 Jack-OScreen Control and a Race Against Time

Jack-O can make it hard on Dizzy with her Aegis neutralizing her entire set of specials outside of fish armor. Jack-O also has a host of amazing neutral buttons. Her 2S is an improved version of Dizzy 2S, Jack-O 6H can deny a lot of spaces with high reward that Dizzy would otherwise like to be on occasion. Jack-O 3H can be plus on block and low profile Dizzy summons and Jack-O has 0 on block and +3 on block normals. She also has some good projectiles with j.D. She has a divekick and her strike/throw game is scarier with her command grabs. Jack-O's main resource is time and she has a host of ways to make long combos or stall the game to allow her houses to level up and minions to come out and swarm you. She also has an advantage waiting on you to come to her, as just being by her houses gives her a meter gain over time.

It's not all doom and gloom however, Dizzy has far reaching 2P to destroy houses, H fish can beam all of them, and Dizzy has movement and Oki on her side unless Jack-O reaches swarm status and her projectiles are pretty good in the matchup as long as Aegis is on cooldown. Dizzy's super jump is also high enough that Dizzy can stall out at the top of the screen where Jack-O can't reach her and burn down her 8 second Aegis timer, though the tradeoff is usually giving her more minions/houses. Dizzy also has good reach compared to Jack-O's normals, outside 6H. All in all, an interesting matchup that revolves a lot around momentum and Aegis cooldown.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Burst Points


  • Divekick loops
  • late in air combos
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Round Start


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Notable Interactions


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Defense


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Neutral


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Offense


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Jam Kuradoberi

 Jam KuradoberiStay away from my husband

Jam will seem overwhelming at first with her rushdown kit, ways to mix you up in neutral, plus on block pressure vortexes, and large amount of movement options and specials, good buttons in neutral and to top it all off Parry YRC to get out of setups with. However, there are things Jam wants to do and if you figure that out, you are well on your way to mounting a counteroffense against her.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Burst Points


  • She can be safe in a lot of her routing, so it is best to Burst her after knockdown to deny her cards when possible.
  • Bursting a special where she uses a card is also great, just be aware Ryujin can be RRC'd in some combos.
  • If you're low to the ground 46P (her parry) is burstable too unless she spends meter to bait it.

Notable Interactions


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Defense


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Neutral


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Offense


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Johnny

 Johnny6P MY SAVIOR

Johnny has a favorable matchup against most the cast, but many consider the DI vs JO matchup to be even and some consider Dizzy to be Johnny's most difficult matchup. Dizzy 6P beats a lot of JO's midrange pokes, usually where he is strongest. He also feels the limitations of his unique step dash vs Dizzy more than most due to her full screen summons and mobility. D fish is also extremely good in the matchup, giving her even more of a defensive advantage against JO when he does get in on her. Johnny does have some answers, his 2S for example can low profile Dizzy 6P at some ranges but he'll need coin levels to guarantee he will convert well off it. All these things though just even the playing field, JO still has many of the things that make him a top tier including + frame for days once he gets levels and Zwei YRC. If Dizzy can play in ways that denies JO easy ways of getting levels and/or makes him spend more coins, she's on the right track.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


  • Dizzy 6P will win or be safe from just about everything but Johnny coin
  • If JO likes to use coin round start you can dash block fuzzy 2P into a full combo or microdash 6P, round start 6P will trade into knockdown but you won't really get much of a setup and he'll have level 2.

Burst Points


  • Against his level 1 combo you can OTG burst with a specific timing forcing JO hard bait it, he wants to spend 2 coins to get level 3. You want to burst at a timing that doesn't allow either coin to hit you. If he hard baits he punish the OTG burst with coin and get level 2, but since it's OTG he can't get anything other than that. This is especially good for Dizzy as she tends to make him spend coins to get things going.
  • JO is notorious for being hard to burst in part thanks to mistfiner cancel. There are specific situations you can learn such as just after a rising jump normal where you won't get option selected but the above burst point is very strong so should be used if possible.

Notable Interactions


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Defense


Johnny Pressure

With Mistfiner Cancel and levels Johnny has some of the most advantaged and rewarding pressure in XRD and can crank up your risk gauge like mad so when he does open you up it hurts even more. Learning defensive options and your opponents options is always essential but against JO the choices you make can make or break the match

  • 2H
    • JO will like to go into 2H from 5K or c.S, 2H will move him forward.
      • In this situation you can FD to push him back far enough so some followup options will whiff, but will leave him even more + on his MFC (at level 3 j.H MFC j.K is a blockstring already)
      • IB and then fuzzy jump as a safer option, or you can IB then backdash too
      • You can attempt to IB 5K or c.S and 6P the 5H but this can be very bad for risk/reward as JO combos on connecting with something will HURT.
      • 2H is 15f startup so unless you're some kind of genetic exception forget AAing it on reaction
      • mixing using IB and FD is a sound strategy vs 2H because j.K whiffs on FD, but 2H MFC j.K leaves a gap on IB so it can be difficult for johnny to not overextend by airdashing
  • Redash off 5H and 2S
    • Dizzy 6P works very well here even against JO 2S > redash > 2S/5K
  • Redash off 5K and f.S
    • Not really any great risk/reward options here, just block
    • if he starts looping it you can delayed dash block so you don't get bopped by 6H or 2S
    • you can also just jump FD and try to get out of the corner or reposition midscreen but be careful if he has levels as he can air snipe you with mistfiner from extremely far away
  • f.S MFC > walk forward
    • Hard to deal with as it is an answer to all counterplay options. You can just try to jump out as there is nothing keeping you there but the JO can always try to air throw or anti air you on the way down or just Mistfiner flyswat you out of the sky if you aren't using FD such as after you airdash.
  • JO 6K
    • After blocking JO 6K use Dizzy 5P to interrupt followups.
    • Dizzy 6P will counterhit JO 6K
  • JO Coin
    • At midrange it becomes reactable and on seeing it Dizzy has a free out with super jump back
    • At closer range you're probably not getting out
    • 2D > coin
      • Very important to jump this to avoid bad followup situations especially 2D(2) > coin, you want to back super jump as soon as you see it

Neutral


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Offense


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Resources


Kum Haehyun

 Kum HaehyunGear vs Mech

Kum has a pretty difficult time dealing with Dizzy zoning, movement and okizeme. Don't count Kum out though she can lay on some heavy damage and her projectile okizeme is strong but Dizzy is blessed as one of the few characters that can poke holes in their oki.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start


  • Kum 6H beats EVERY option you have other than block on round start. No button or movement option will move out of the way or save you from it, not backdash, IAD back, not any of your buttons.
    • It is still a high risk start for Kum because it is -23 on block and if you IB you can even get a 2H starter for Dizzy. Still the risk of being put in the corner at the start of the game means representing block a lot isn't a bad idea, there's not a lot Kum can do to threaten you round start otherwise.
    • a backdash delayed about 6f from roundstart can theoretically work but won't net you as good of a punish and then Kum can just delay 6H and catch BD anyway.


Burst Points


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Notable Interactions


  • Dizzy can 6p Kum orange tuner ball oki and potentially ignore her oki. This can be taken advantage of so be sparing on when to do it.

Defense


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Neutral


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Offense


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Ky Kiske

 Ky Kiske"I call this Domestic Abuse"

Dizzy's setups are more threatening in general so she gets more reward for a successful knockdown. Ky has stronger pressure though and his setplay is enough to get the job done. Play patient and safe vs him, he's well rounded but his throw is the least scary part of his kit.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Burst Points


  • Bursting 2H > H DP lets you punish Ky but 2H > jump cancel will bait the burst.
  • Stun Dipper, but never burst the 2nd hit of it if Ky has 50% meter.
  • 3H if you predict it being used but if you wait till you're launched by 3H Greed Sever will cause burst to whiff.

Punishment


  • Greed Sever is often punishable at -10, spaced or hit in later active frames you need to IB it to punish.
  • 5D is -5 so take your turn on block
  • Make sure you punish Stun Dipper if used without meter, IB for extra frames

Defense


  • Newer Kys will abuse 6K with bigger gaps so you can mash out of it, however it can made tight or have small gaps from c.S so be careful where you choose to contest it.
  • A lot of Kys will rely on 5D and Greed Sever for OH pressure.
  • If he tries to reset with his H fireballs you can often 2D him out of it however more distant S fireball will just hit Dizzy if she tries to 2D.
  • Just take the throw is sometimes good advice vs Ky as his reward for it without meter is very low.
  • In some strings you can use FD only on the first hit of Ky's 6H, to make the 2nd hit whiff for a free punish, however Ky can special cancel the first hit.
  • Ky's pressure has a lot of frame traps, playing patiently vs them is key.
  • Ky's 2P is +2 on block and is a great pressure starter for Ky.
  • Fuzzy jump can be a solution to his strike/throw pressure in some situations but if you over represent it he has good answers.
  • You want to try to get Ky to move past his c.S on pressure as he has less options then and his c.S is negative on block so will usually be cancelled into something.

Neutral


  • While Ky's movement isn't bad, it is vanilla enough that things like K bubble > j.H and air H fish can be difficult for Ky to deal with.
  • If Ky wants to approach a key principle is to rotate K bubble with retreating options and 6P or 5H.
  • 6P beats Ky f.S cleanly and many Ky are used to commanding neutral with it, deny it to them.
  • If Ky tries to do air grinders into air stun edge air H fish at a proper height can chip away his health for it. Another answer is to super jump airdash over them. Air grinder set to air stun edge also has a ton of startup so isn't viable as a reactive punish but rather used preemptively, so another way to deal with it is simply by disrespecting its long startup.
  • Do not trade with his 5H as it staggers on hit
  • Ky 2H is a great anti air but is high recovery on whiff, baiting and punishing it works very well.
  • Ky has good air to air normals with j.K, j.S and j.H contest them with care as in some situations they can lead to very high reward.
  • Dizzy can summon H fish and walk in front of it and block Ky's fireballs, especially his S fireball, in order to protect the Fish.

Setplay


  • Wakeup is fast, no to little delay on 2D > K fish.
  • Ky's DP is single hit so any fish setup should negate wakeup DP. He can't RRC it either since hitting fish only allows YRC and you can't YRC DPs.
  • Stun Dipper can low profile meaty fish setups but it leaves him very open and you can punish many attempts on reaction.
  • Some Ky will save up 100% bar for Ride the Lightning -> RRC as a desperate get out of Dizzy jail free card.

Strong Setups


Remember to vary your setups as much as you can but also to counter any habits of the player

  • Any setup with a fish to cover DP is strong vs Ky and limits his options greatly.
  • The only other thing to check is if he can stun dipper Dizzy before she hits 2K/2P or YRC out.
  • Meaty vs fast wakeup setups work well vs Ky.

Leo Whitefang

 Leo WhitefangMake it hard for him to get in

Leo has an array of powerful defensive tools as well strong, but situational, neutral tools. But for all of this, a mindful Dizzy has answers to all of these.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Burst Points


  • Rekkas
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Round Start


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Notable Interactions


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Defense


  • Backdash and blitz are strong vs btH, which often comes after btS. If he cancels immediately from btS to btH, then you need to IB the btS to blitz. Also, backdash is less effective depending on his proximity.
  • Be mindful of FD usage as he has many advancing normals and 5h has a vacuum effect
  • His rekkas are a fairly safe place to burst w/o fear of being burst baited
  • Be patient with your burst if opened up by his backturn mix, alot of Leos will use btD to punish your burst
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Neutral


  • Use D fish to discourage sonic boom
  • At a certain height tk K bubble Jh is both safe from and beats Leos 236H
  • Leos movement and offense is often commital, if he's being overly aggressive then he's probably trying to get to you before summoning. Moves like fs and 5H can really force him to consider what he's doing.
  • 6p is an incredible round start vs Leo. It'll all of his common buttons and even his 2D

Offense


  • Despite his powerful DP, Leo has a slower wakeup timing and this really enables alot of strong DP safe oki on Leo

for example:

    • 421H 2D
    • 421H Kfish oki -> IAD high/IAD low, throw, crossup
    • (at certain ranges) h fish tk k bubble IAD pressure
  • if Leo does DP, he's susceptible to a very strong DP punish: 2h -> 421S -> jump k bubble -> Jh -> land -> fire pillar

May

 MaySea World vs SEA World

May can stun Dizzy in no time flat and even if she doesn't, she will lay on big damage. You can't afford many mistakes against May as letting May get a CH starter can cost a round easily. May's zoning game is not as good as Dizzy's, nor is her movement, but it can be difficult to deal with the reward May gets for being right.

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Notable Interactions


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Defense


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Neutral


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Offense


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Millia Rage

 Millia RageOne of the few MUs where Dizzy has less mobility than the opponent

While Millia is made of thinner paper than Dizzy and has less damage than Dizzy, the advantages Dizzy has tend to stop there. Millia is more mobile, has better neutral, and has better Okizeme in the corner via Secret Garden. You need to make your hits count with Dizzy and make your oki stick. Going back to neutral against Millia is not a winning proposition.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Burst Points


  • on wakeup if she's summoning secret garden
  • j.D IAD j.H pin to burst safely and also remove pin
  • List more

Round Start


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Notable Interactions


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Defense


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Neutral


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Offense


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Potemkin

 PotemkinVolatile but favorable

One of the few matchups universally agreed upon and it is favorable for Dizzy. Just don't get read as he can turn games around fast and has the effective health to make a lot of guesses. Try to not let him just harvest meter by IBing, walking forward and flicking too as once he has 50% he can go for plays. If he has you in the corner he can do massive damage and you should avoid being in the corner vs him if at all possible.

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Burst Points


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Round Start


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Punishment


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Defense


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Neutral


  • Dizzy's forward dash has a unique hover properly that allows her to run over slideheads ground HKD.
  • K fish is very good in the MU as flick can't create a projectile from it and it still can go full screen. Pair this with P and K bubble and different approaches/timings and you can make neutral very difficult for Potemkin.
    • Pot's best options vs this tend to be j.P and 5P vs the fish. With good timing though you can even go for punishing these. Just be sure to mixup your options enough to make it not easy for the Pot to answer.


Offense


  • Be very careful of pressuring or doing wakeup meaty with 2K as potbuster will shrink Pot's lower hitbox a ton, if you don't hit deep enough with 2K or 2P you will get tossed.

Setplay


  • Be very careful using TK bubble setups vs Potemkin if he has 50% as Heavenly Pot Buster will hurt a lot and is a reversal.
    • It is possible to avoid this at distant spacings with some setups.
  • Do not use anything non meaty on Pot he has far too many answers including Flick.
    • For this reason it's recommended to avoid non meaty 421H setups entirely there's safer options.
  • His backdash is so invulnerable he has unique options to some of Dizzy's Oki
    • List here

Ramlethal Valentine

 Ramlethal ValentineSetplay Showdown Sword Version

Ramlethal has weaker neutral than many characters but her reward is full corner carry and some of the best corner setplay in the game. Smart usage of Burst and DAA is essential, as is making neutral very hard for her. Listen for sword set sounds and watch for animations and always remove her sword sets in neutral.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Burst Points


  • Kick enders in her chains
  • 5D6 in combos but some spacings can make this still whiff. The timing needs to be during the transition animation before Ramlethal can act.
    • DO NOT burst if she's spamming 5P she's just hoping you will burst 5D6 late
  • (list more)

Round Start


  • Dizzy 6P will beat Ram f.S.

Defense


  • Anti-airing is very important as always but Ramlethal likes to jump a lot and set swords or win neutral off j.P or j.H
    • j.H can be beat by well timed 2S and 6P.
    • airdash j.P spam can be beaten by repositioning, j.D, sometimes airthrow, or if positioned where she will fall 2S or 6P.
  • 5KPP and 2KPP are +3 on block but have a gap between the 2nd and 3rd hit. It is ideal to IB the 2nd hit.
    • 2KPK has a low option but with IB on the 2nd hit Dizzy can Super Jump out and beat both the high and low option
    • 2KPK has very low reward without sword or meter but it does come out faster.
    • If you IB the 2nd hit you can also do a forward throw OS, it will throw the low and c.S will counterhit the high. This OS can be beat by delays but so can any OS. This is more difficult to do with 50% meter as you can get DAA on accident.
    • It is possible to punish the overhead with a large variety of methods if you wish to call it out but it takes that commitment as it isn't punishable on reaction. The easiest option to punish with is 2P and the highest reward would be mirror.

Neutral


  • Dizzy f.S is very good in the matchup as she can get her okizeme game started if she gatlings into 2D and f.S > 236P has zero ways to punish it outside of a super.
  • Ramlethal will be looking for unsafe things to punish. Things like Dizzy 2D > summon are super punishable to full corner carry with Ram's Dauro. It's very important to not give Ram easy victories with unsafe strategies.
  • Remove Ram's sword sets.
    • They are much quicker if they were already set
    • j.P, 5.P and even 421S can be really good at removing sword sets.
  • D fish is very good in the MU, denying Sword usage for a long time and just generally giving Dizzy advantage in any situation Ram wants to be aggressive.
  • Ramelthal 6P is functional but has short range and long recovery so her being able to anti air with it is more difficult.

Offense


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Setplay


  • Ramelthal mostly relies on system mechanics to deal with Dizzy oki.
    • The one exception is Explode, it has a long range, 10f invuln and can get around some setups other characters can not such as 421H > 2D. Most the time it is still very high risk for Ram to pull it out though.

Raven

 RavenBIRDS FLY ACCORDING TO INSTINCT

Raven's glide gives him a lot of options for pressure, neutral and oki. However, it also gives him less options to escape the corner. Raven's normals have longer range than Dizzy's and similar reward so Dizzy's range is nullified a lot in this MU. Raven also has an in with his invulnerable dash that he can do things frame 1 out of, so resets with dash can lead to a throw that beats abare for example. His pin is also essential to his neutral and good Raven will try to set up reactive games around his pin. If you thought that weren't enough, don't worry he also has a stance that absorbs hits to feed him his unique excitement mechanic, and it can be YRC'd to give him unique options vs Dizzy setups. His air buttons are also very good, with large disjoints and a delayed drop divekick. The Raven MU will keep Dizzy on her toes but it can be kept under control by a seasoned Dizzy.

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Notable Interactions


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Defense


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Neutral


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Offense


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Sin Kiske

 Sin KiskeJOHN FUCKING MADDEN

Sin conversions can do massive damage so avoiding situations where the reward is high for Sin is essential. Paying attention to his resource usage and his hunger meter is also essential. Full screen you can sometimes summon, but forget about trying it 3/4 screen, Beak is multi hit and a big starter. Sin's tradeoff is having less oppressive mixups though he does still have them.

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Notable Interactions


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Defense


  • Leap can be beaten with different options
    • 2S can be a valid option against leap air buttons but is weak to jump install bait and favorable spacings, but has high reward and the interaction favors Dizzy
    • Airthrow is good especially in the corner where knockdown can lead into better situations than midscreen
    • dashblock and react with 6P or airthrow to deny favorable spacings consistently, and get knockdown off airthrow or 6P > 4S > 236S
    • Careful anti airing leap buttons because Vulture Seize (j.214S) can be an unsafe on block callout and with meter Sin can make it safe. It can also be a clash magnet if done too high.

Neutral


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Offense


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Slayer

 SlayerAll he needs is one really good hit and its good night

Slayer is an incredibly momentous opponent, able to score one juicy hit and run away with a round. However he still has to work his way in, and while his BDC allows him some more ability to escape setups than most characters, Dizzy does have the ability to answer it with specific setups. Slayer has maybe the best 'round steal' potential in the game, if it ( and it will) happens to you just keep calm and stick to what works.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Burst Points


  • 2D

Round Start


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Notable Interactions


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Defense


  • 2D is a great burst point, he can only block the burst by using meter
  • if he has bite on you, his under pressure OH becomes much much stronger ( so does Mappa)
  • 2H is punishable, but low crushes and frame traps.
  • 6H into under pressure is a 2f frame trap despite how it looks
  • under pressure is throw immune during the first part
  • Dizzy 4S can circumstantially beat almost all of his dandy step follow ups, it's mad risky however
  • It's always a good idea to do the Slayer missions and practice mashing out of his command grab, mashing out of it consistently and denying followups will help save alot of rounds
  • Dizzy can IB Under pressure and challenge with 5p ( or blitz if they followup with it's late), but Slayer can whiff it prior to your wakeup and enjoy a juicy CH if you mash carelessly
  • Dizzy can run over his lows this lets her negate some okizeme and have more options in neutral.

Neutral


  • Use movement to not let him on you too easily
  • use quicker summons, p bubble and k fish he doesn't have much in the way of multi hit moves
  • Be wary of his 6P, Slayers love it & it's generally his 'just do it' button, staying grounded might be a good idea
  • His linear ground movement will make it difficult to deal with buttons
  • If you're representing a lot of air movement, a lot of Slayers will throw out raw Crosswise Heel. This will beat pretty much anything you do ( might trade w/ bubble in some cases), but is better blocked for a big punish

Offense

  • Really discourage BDC jumps out of pressure with highly active setups
    • (off of 2D) delay H fish run up 2k mid-screen
    • ( off of most KDS in corner) P fish 2K 2H 4S OS in corner (2K meatys, and gatlings to 2H on hit, from 2H you can jump cancel IAD into high/low. If 2K whiffs, then 4S catches BDC )
  • Slayer is one of the easier characters to run 421H loops for optimal damage ( but you gotta practice!)

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Sol Badguy

 Sol BadguyMake his yomi high risk

Sol has a lot of specials, a lot of good buttons, and a lot of ways to call out his opponents and on defense vs Dizzy Oki is somewhat of an escape artist. The key to making this MU favorable for Dizzy is focusing on risk/reward and using option selects that can beat many of his options while maintaining that risk/reward.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Burst Points


  • j.D
  • (list more)

Round Start


  • Sol f.S will beat Dizzy 6P but he will not get a knockdown out of it.

Punishment


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Defense


  • Do not get hit by his 6H frame trap just wait it out. It's not worth the risk. It will cause Dizzy to explode.
  • Keep a lot of attention on Sol's spacing in neutral. IAD j.H is very hard to contest even with Dizzy's good anti-airs. It's better to just deny him the spacings he'd like to make it strong.
  • There's a very good OS for Dizzy against Sol blockstrings into specials. Simply jump forward and hit j.P. It will beat Bandit Bringer and Revolver. It will jump over Gunflame. It's safe from Riot Stamp. It can lose to Ground Viper if it's tight but Sol's must have 50% meter to make this safe. The main option Sol has against this OS is to do nothing and react with Air Throw. Still it is a very easy way to deal with Sol pressure rebuys.


Neutral


  • Sol's run lowers his hurtbox and run up 5K vs Dizzy bubbles is a great starter for Sol so don't be predictable with bubble summons.
  • Sol 2D is an amazing button, it does a lot of things for Sol. It can low profile things, it can anti air, or it can just be a good poke.
    • One interaction of note is that D fish once fully out with block Sol 2D since it hits so high off the ground.

Setplay


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Strong Setups


Remember to vary your setups as much as you can but also to counter any habits of the player, if they don't represent a defensive option for example you don't need to rely on setups that beat it

  • Any setup that can be safe from Sol's multi hit and far range DP is very good in the matchup
    • Late H fish > 236S YRC > IAD delayed airdash high vs land 2K
    • 421H > 2D meaty (Riot Stamp YRC can let Sol get out safely though is a high risk and metered callout)
      • On block can go into H fish > 236S YRC setup
    • 421H > K fish isn't meaty but if Sol DPs you have time to react and be safe but confirming a proper punish into KND can be more difficult
    • Very well spaced P fish > K bubble in the corner
    • late 214H > dash 2K where 2K's later frames hit and react to Sol DP can be safe
    • 2D > K fish midscreen if you do 2K > c.S > block quickly and confirm block/hit from c.S or confirm c.S didn't come out because 2K whiffed when he did DP. Care that Sol can still RRC this since the 2nd hit is blocked by you and not fish. You can get around this by doing 2K > (linked not cancelled) 6P but it can screw up other timings.
    • 2D > K Fish meaty > IAD crossover > land 2K (note high version is not safe vs DP)
    • meaty 214P > sj-IAD > j.H into mix
    • any setup with 3 summons can be safe such as H fish > 421S > TK bubble > airdash, however H fish isn't meaty vs Sol without a high knockdown and you give up real mix.
    • 214P > !meaty 214P > 2K/Throw setup can be safe from DP
    • Meaty 421S > (microdash)P-fish > (microdash)2P/2K > mixups can be safe from DP but can lose to GV.
    • Any setup that isn't meaty with Dizzy's buttons can technically be DP safe however you may have to choose between dialing in the setup and dropping it because there isn't always time to react AND continue a setup.

Venom

 VenomGo Fish vs Pool

Venom's balls are quicker to come out and can make it hard to setup. His f.S can also stuff Ice Spike YRC and his 2D can low profile your summons. Dizzy can make his life hard too however as Venom doesn't have a ton of defensive options and her H fish setups can work well on him. Once Dizzy's summons are out too, they often have more value than a single ball.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top

Round Start

  • backdash/jump/backwards IAD vs 2S, as if 2S hits he can set a ball for free
  • if Venom goes for bigger options or the defensive start is established you can go for higher reward options like f.S, this can let Dizzy get her oki game started early.

Burst Points

  • Good burst points are after IAD and on QV.
    • QV can be spaced to make burst whiff but it's not a give me, he has to have the right combo route for it.
  • OTG bursts can be good in some situations
    • One example is K ball oki in the corner but you have to delay it, but if you delay it too long he can safe jump it.
  • Throw can be a good burst point but Venom can backdash to make his post setup burst safe.
  • Bursting early in the round and saving meter for smart use of DAA can give you a lot more chances, as with most setplay characters.
  • Never burst c.S
    • But if you have to (say you will die) the last hit of c.S is harder to OS

Punishment

  • If you IB uncharged QV it is punishable. If it is charged beyond a certain point the startup gap is long and it can be called out with abare.
  • Double Head Morbid is punishable even without IB, with the H version being extremely unsafe at -16.
  • The ground followups of H Mad Struggle are punishable at -6, though range may prevent a proper punish.
  • H Stinger Aim is -9 at point blank range but Venom will opt to use S Stinger Aim in that case or opt to YRC it to pressure reset/look for a jumpout for a full combo.
  • H Carcass Raid is -9 at point blank but again Venom would almost always opt for S Stinger Aim in this case.

Defense


  • 6P > 6H is not a true combo except on counterhit so be sure to try to tech out of it on hit.
  • IB balls and FD Venom. This provides meter/less hitstun on balls and pushes Venom out on his normals. You should especially IB multihit balls. Meter management is very important in this MU.
    • If you are going to die to chip damage though you have no choice but to FD balls so you don't die.
  • Air IBing balls can be very good
    • Near the ground it can just minimize blockstun before he tries to follow up.
    • Air IB restores an air action, for Dizzy this is amazing due to her airdash and restoring double jump can be very powerful as well.
      • Very useful in the corner if Venom is doing Carcass or high angled balls to prevent airdashing out, being patient, using IB on a ball and then airdashing out for example.
  • You can fuzzy mash vs Mad Struggle if there's no balls covering it, you can also IB the last hit at some spacings to throw him on landing.
  • Mirror reflecting most types of balls can make it very good in the matchup as a reversal, but Venom can target it for punishes with certain oki.
  • Against Dark Angel in block strings you have to make a call: do you FD it and lose a ton of meter or do you spend that health and IB it to gain meter?

Pressure Defense

  • after c.S Venom has several options
    • SCR
    • (list more)
  • SCR (S Carcass Raid) Defense
    • If you FD Venom's attacks before S Carcass Raid and then FD the attacks after he runs back in you can have options vs his second SCR.
      • Superjump FD is the safest option but he can use stinger YRC instead to try to frametrap your jump startup.
      • Jump forward can work
      • Backdash can work


Neutral


XAQ Write up on the neutral: So in some matchups it can be very difficult to summon in neutral and sometimes you might need to approach without cover as much as that is frowned upon. Vs venom it isn't always the case, your approach kind of depends on how the neutral starts to play out in the beginning. Aerial laser fish summon being faster helps a lot vs venom imo and dashing in behind your fish can also get you punishes on stinger aim and on some ball attacks, it really depends on what the venom decides to do. Doing nothing or summoning low bubbles at certain ranges is also scary for venom because he is tall enough to get airdash j.k punishes into full confirms from really far out on him. If you're in a situation where there are several balls coming your way and it looks like you may be pinned down or in a bad spot then its usually best to forget about summoning for a minute and reposition or maybe even approach without cover. Something like falling j.hs, far s, stray 2d. Something to try to get some momentum back or allow you to summon more safely.

  • The ideal range vs Venom is likely just outside of 2S range to IAD j.K range
    • In this range your goal is to keep track of ball setups and catch him out setting balls with either spaced 2D, f.S, Ice Spike YRC or IAD j.K.
    • IAD j.K can be spooky due to Venom's good AA but if you can catch him out with it, it is a great starter.
    • A grounded approach using dash FD brake when necessary can be a safer approach to deal with Venom's options.
    • within his 2S range Venom always has a go to normal, the downside being he can't convert into knockdown without meter it's just a poke.
  • Another good range to play at is full screen as Dizzy's summons can have more value if she can get them out.
  • The last range that is good to play at is within Dizzy 2P range where she can somewhat contest Venom 2S but have better reward. But Venom has 2K up close which is faster than Dizzy's 2P.
  • Dizzy 6P is a very strong button vs Venom as a counter poke as it stuffs Venom f.S, 6H and 6P.
  • his f.S has similar range and faster startup to ice spike meaning he can stuff attempts of ice spike yrc.
  • You can't IAD/AD back in if he whiffs 6P because it recovers too fast. Baiting AA with bubble also does not work most the time.
  • You can backdash Venom 2S to open up options or try to get it to whiff.
  • Keep track of the last ball Venom set that isn't moving, as he has a potential to teleport to it.
    • You can guard it and Airthrow his teleport
    • You can do 421S under it and if he teleports it will hit him and if he doesn't it will still be a proactive action against Venom.
  • IAD back and air H fish if the Venom is using 6P assuming you will come back in can be one way to buy a summon sometimes
  • An overall strategy can be to focus on skewing risk/reward on interactions in Dizzy's favor since Venom is the king of stably winning neutral but has a generally low return.
    • Try to counterpoke with things that will score a knockdown and allow Dizzy to setup.

Neutral Summoning

Summoning in this matchup is about tempo. When the balls start coming out fullscreen you need to react with either:

  • A summon of your own
  • an offensive movement option

Both of these force Venom to react. Venom balls are a bit different from Dizzy Summons where they don't instantly win neutral if one is blocked, its the patterns that really get you. The less tempo you give Venom the better. When he tries to greed extra balls you can let IAD j.K/H Rock or things like dash 2D.

  • Fullscreen Dizzy can go for summons and it is good, however note Stinger spam and certain ball patterns with 5H can deny her any ground summons so going for higher in the air summons is acceptable in that case or calling it out with dash 2D if in range. In general the hard part is getting a window to summon since he has the advantage of speed.
    • Note 421S can work vs Stinger spam and then allow her to setup a fish after.
    • H fish is very good in the matchup
      • TK H fish can be very good since it comes out faster
        • Venom has several answers to H fish in neutral examples are 6P YRC or even 6P c.S if the Fish gets close enough.
      • Dizzy can protect H fish from balls on the ground by walking in front of it and blocking.
    • Firebubble is very good in the matchup, dodging balls and threatening its pop or blowing it up to clear out balls can be strong just don't do it too much and get ran up on and AA'd out of it.
    • D fish is very powerful but some balls can go underneath its hurtbox or hit dizzy if she is standing or go behind the fish and still hit her.
    • Using S, H and D fish based on player habits can be strong as it allows Dizzy to go in or chip away health of the Venom.
      • If they jump a lot use S fish
      • If they set balls a lot use D fish
      • If they sit on balls to wait out D fish then use H fish, H fish can also be used as a default to apply pressure vs ball setting.
    • 236K YRC can be a very expensive way to clear out balls

Pressure


  • Bubble resets are a big risk vs Venom and if the Venom player has shown they can deal with them then you should use them very sparingly to not at all depending on if you want it on their mental stack or not.
  • getting hit by Venom 2S and f.S isn't the end of the world risk/reward wise so taking a risk running in on it sometimes to get your party started can be good.

Strong Setups


  • H fish setups can work against Venom due to his wakeup speed, K fish is great too but you may find it easier to do K fish if you push him out to further 2D distances before summoning.
    • Be warned for H fish midscreen Venom has a host of ways to try to get out
      • 6P (on the fish) YRC > air throw
      • Teleport out

Zato-1

 Zato-1Poor Eddie

Zato revolves around his Eddie guage and Invite Hell (drill) to get puddles to resummon Eddie. Be sure to 2K his puddles to deny him getting Eddie back early. With Eddie out and your blocking he has some really good pressure but it has some good options vs it. Overall as long as you can avoid killing yourself on Nobiru (his Eddie Anti-Air) or other big CH starters then you should be able to win on every front against Zato.

Overview | Frame Data | Matchups | Strategy | Reverse Matchup Return to Top


Notable Interactions


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Defense


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Neutral


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Offense


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Credits

A lot of folks kindly contributed points, critqued errors, gave perspectives from the view of their main on the flip side of the matchup, and divulged their sage wisdom willingly. Some wished to not be named but here are those who agreed to be thanked/credited! (Should you have issue with any points tho please don't blame these people blame the editor who put it in or Lucky who organized this madness).

CFB - Provided his personal notes as a jumping point and edited in several characters MU info!

Wolfy - Edited in several MU characters info and provided in depth feedback and critique!

<crediting ppl as they want to be credited but the number of people who've helped work on this is already 20+>

This was a community effort in many ways so thank you to all those too that provided valuable info and wish to reamin anonymous!

For every entry it was reviewed by several Dizzy players, as well as mains of whoever the matchup is against and we got the strongest players we could to review it and offer corrections/additional info. This is always in progress so any suggestions or corrections you have please drop off at the #matchup-help channel in the Dizzy discord or edit it in yourself!

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