Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Alisa (Tekken 6): Difference between revisions

From Dark Upper Wiki
No edit summary
Replaced content with "c"
Tag: Replaced
Line 1: Line 1:
==Overview==
c
{{GGST/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content=Returning as the illustrious queen of the new nation Vialattea, '''Queen Dizzy''' ('''"Dizzy"''' for short) commands great control of the battlefield with her shapeshifting familiars, Necro and Undine!
 
Dizzy's control of the screen begins with a combination of her ever iconic {{MMC|input=214S|label=Michael Sword}} and her unique summoned projectiles, {{MMC|input=214P/K|label="We talked a lot together"}}. Her array of excellent normals in {{MMC|input=5H|label={{clr|H|5H}}}}, {{MMC|input=2S|label={{clr|S|2S}}}}, and {{MMC|input=2D|label={{clr|D|2D}}}} supports her mid-range presence, which she can use in conjunction with her summons to contest grounded opponents very well. Once her opponent takes to the air, however, she has a multitude of options for coverage, such as her high-hitting {{MMC|input=5P|label={{clr|P|5P}}}} to snipe out quick air approaches, and her uniquely exceptional {{MMC|input=j.D|label={{clr|D|j.D}}}}, disincentivising the opponent from jumping at Dizzy in the first place. But if they should, her sky-splitting {{MMC|input=2H|label={{clr|H|2H}}}} will make them regret it.
 
Frozen State is a core part of Dizzy's kit, as it allows her a wide variety of options; from stablising combo routes, to advanced setplay opportunities. There are two ways Dizzy can access Frozen State; the first being {{MMC|input=5H|label={{clr|H|5H}}}}, which is more of a niche use case in neutral and combos. And the second, {{MMC|input=236S/H|label="I used this to catch fish"}}, is a flexible projectile, as well as being the only way Dizzy can access {{MMC|input=236S~6S/236H~6H|label=Ice Field}}, a stage-altering setplay ability.
 
Once Dizzy has the advantage, she can push it even further by summoning her elegant {{MMC|input=22H|label=Wings of Light}}, a very unique type of {{keyword|install}}. When activated, an internal timer of roughly ten seconds begins; after which, she will unleash a storm of unblockable damage at the cost of her own {{keyword|Tension}} gauge, melting her opponent's health in the process.
 
Despite her impressive control, Dizzy can struggle against characters with high mobility, or those who can contest her own zoning, making it difficult for her to set up properly in neutral. This means that sometimes she will need to rely more on careful button placement, or counter-zoning with {{MMC|input=236K|label="For roasting chestnuts"}}, rather than having free reign of the screen as she'd prefer. This makes her gameplay feel very dynamic, with plentiful options for different situations.
 
If you dream of dominating the screen with a wide variety of summons and projectiles, in tandem with a good suite of buttons to back them up, then allow Dizzy to take you under her wing and soar to your greatest heights.
 
}}
{{GGST/Infobox
| fastestAttack = [[#2P|2P]] (5F)
| reversal = [[#Imperial Ray|Imperial Ray]] (12F)
}}
{{ReasonsToPick
|intro={{Clabel|Queen Dizzy}} is a calculating setplay zoner, using her many unique projectiles alongside Michael Sword to control the neutral game and freeze her opponent in their tracks.
|pickMe=
* Strong projectile setplay with looping potential off mixups.
* Unusually high damage for her archetype off the right starters or call-outs, often turning rounds into a snowball.
* Threatening ground screen control that compels opponents to jump.
* Having access to a unique setplay mechanic in {{MMC|input=22H|label=Wings of Light}}, that puts a 'timer' on your opponent; entirely shifting the risk/reward dynamic and forcing them to make a decision.
|avoidMe=
* Uniquely situational buttons, such as {{clr|S|f.S}} and {{clr|H|5H}} which can be punished heavily if misused.
* Actively choosing between routing each combo for damage, or setplay, being unable to have one without sacrificing the other.
* Many of your setplay options, such as {{MMC|input=22H|label=Wings of Light}}, often being shut down by universal defensive mechanics.
* Subpar defense, having to rely purely on system mechanics or a slow metered reversal to get out of pressure.
}}
</div>
 
{{card|width=4
|header=Unique Mechanic: Frozen State
|content= A unique effect that is applied when the opponent is hit by either {{MMC|input=236S/H|label={{clr|S|236S}}/{{clr|H|H}}}} or the final hit of {{MMC|input=5H|label={{clr|H|5H}}}}. It locks the opponent in place for one full second, or until the opponent is hit, whichever occurs first. If Frozen State's timer expires on an opponent, a hit is dealt to them. This hit deals 0 damage but otherwise functions normally, applying {{keyword|hitstop}}, knockback, and wall stick/break if applicable. This allows Dizzy to combo off an opponent leaving Frozen State.
 
More importantly, putting the opponent in the Frozen State will {{keyword|re-stand|}} them, giving Dizzy time to set up pressure with {{MMC|input=214P/K|label={{clr|P|214P}}/{{clr|K|K}}}}, extend combos, or confirm into other options that would otherwise be difficult to use in juggles, like {{MMC|input=214H|label={{clr|H|214H}}}} or {{MMC|input=632146H|label={{clr|H|632146H}}}}.
 
Note that the Frozen State can only be applied once per combo. It also heavily scales the gravity of the follow-up combo (Adds additional +100 Combo Decay on hit). This can be a detriment in some cases, as the increased scaling will return significantly more Burst and Tension to your opponent from the following hits.}}
 
==Normal Moves==
{{FrameChartKey}}
 
===<big>{{clr|P|5P}}</big>===
{{GGST_Move_Card
|input=5P
|frameChart=auto
|description=
Reliable, albeit fairly close-range, high-hitting jab. Your go-to for emergency anti-airs.
 
The height of Dizzy's {{clr|P|5P}} makes it a very reliable anti-air inherently -- very good for sniping approaches, gives you very good reward when successful, and is all-around a great tool that compliments her slower, more committal anti-air in {{clr|H|2H}}, or shorter-ranged, but fully disjointed {{clr|P|6P}}.
 
When used for {{keyword|abare}} purposes, it's generally outperformed by {{clr|P|2P}} due to {{clr|P|5P}}'s longer startup and total frame duration.
 
* Whiffs on crouching opponents (except characters like {{Character Label|GGST|Potemkin|label=Potemkin}}).
* Combos into {{clr|H|6H}} on airborne opponents above waist height.
 
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
}}
 
===<big>{{clr|K|5K}}</big>===
{{GGST_Move_Card
|input=5K
|frameChart=auto
|description=
Close-range poke with solid reach.
 
{{clr|K|5K}} is a highly potent poke due to its impressive range for a {{clr|K|K}} normal, with significantly lower recovery when compared to her {{clr|S|f.S}} or {{clr|H|5H}}. {{clr|K|5K}} also has some strong reward on normal hit, leading to a {{clr|D|2D}} {{keyword|hard knockdown}}. It can also be especially useful as a juggle due to the launch on airborne targets sending opponents higher than {{clr|S|c.S}}.
 
It can also function as a pretty decent anti-air with good reward due to the high reaching hitbox of the move.
 
* On airborne hit, it can link into {{clr|S|c.S}}.
* Jump and Dash cancelable.
 
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
 
===<big>{{clr|S|c.S}}</big>===
{{GGST_Move_Card
|input=c.S
|frameChart=auto
|description=
Cornerstone of Dizzy's combo and pressure starters, as well as {{keyword|okizeme}}.
 
Off of any hit, this will always give you your highest reward as a starter, since it combos directly into {{clr|H|2H}}, allowing for a variety of highly damaging combos, or leading into the set-ups of your dreams, often ending in {{MMC|input=236S~6S/236H~6H|label=Ice Field}} for its unique knockdown properties as either a combo ender, or for use on {{keyword|Oki}}.
 
Uniquely, Dizzy's {{clr|S|c.S}} is one of few that are minus on block, as well as being tied for the second highest proximity range for a {{clr|S|c.S}} in the game. This does however come at the cost of making her stagger pressure rather weak compared to the rest of the cast. This means she's a bit more reliant on alternating cancels into moves like {{clr|H|6H}} or {{clr|H|2H}} for auto-timed frame traps, or cancelling into {{MMC|input=236K|label=chestnut}} in order to gain some plus frames. Though it's worth noting this is particularly weak to {{keyword|FD}} due to the immense pushback, often leaving Dizzy in a slighty advantaged state, with not much to directly pressure after the fact without meter.
 
It should be noted however that her pressure with {{MMC|input=236K|label=chestnut}} can work around {{keyword|FD}} slightly by use of a {{keyword|kara cancel|label=kara-cancelled}} dash -- primarily of importance to both her {{clr|S|c.S}} and {{clr|K|5K}} during pressure strings, as this can help her maintain more of a threatening range, even after being pushed back by {{keyword|FD}}.
 
*Jump and Dash cancelable.
*Ground bounces opponents on air hit.
 
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|S|f.S}}, {{clr|S|2S}}, {{clr|H|5H}}, {{clr|H|2H}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
 
===<big>{{clr|S|f.S}}</big>===
{{GGST_Move_Card
|input=f.S
|frameChart=auto
|description=
Multi-hitting, mid-range poke and situational pressure extender.
 
An unusual f.S, with many more actives than usual, totalling up to five hits. Due to its long total duration, whiffing {{clr|S|f.S}} in neutral can be quite bad for Dizzy if used carelessly. This move is quite distinct in its applications compared to more traditional f.S buttons. It primarily acts as a compliment to {{clr|H|5H}}, due to hitting higher and thus covering its unique blind spot, catching approaches that tend to be higher-hitting.
 
{{clr|S|f.S}} has varying reward on hit, as any special cancel except {{clr|S|214S}} is too slow to combo from on normal hit, and {{clr|H|5H}} will often not fully connect from max range. However, on counter-hit it is possible to cancel the first two hits into {{clr|S|236S}}/{{clr|H|H}} or {{clr|H|214H}}. If cancelled too late however, these will not work.
 
Additionally, this has some niche utility vs armour, such as {{Character Label|GGST|Potemkin|label=Potemkin's}} {{MMC|chara=Potemkin|input=[4]6H|label=Hammer Fall}}, or during blockstrings when utilising {{MMC|input=236S~6S/236H~6H|label=Ice Field}}, as your momentum is maintained while it's active. This is important, as the total duration of {{clr|S|f.S}} is so long, and can true string into {{clr|H|5H}}, which can help Dizzy stall time for {{MMC|input=22H|label=Wings of Light}}'s activation.
 
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
}}
 
===<big>{{clr|H|5H}}</big>===
{{GGST_Move_Card
|input=5H
|frameChart=auto
|description=
Mid-range poke with a lot of active frames; one of two ways Dizzy can access Frozen State.
 
Excellent for controlling the mid-range with its high amount of active frames, {{clr|H|5H}} can stop moves like {{Character Label|GGST|Ky|label=Ky Kiske's}} {{MMC|game=GGST|chara=Ky Kiske|input=236K|hitboxMode=true|imageNumber=1|label=Stun Dipper}} and {{Character Label|GGST|Sol|label=Sol's}} {{MMC|game=GGST|chara=Sol Badguy|input=214S|hitboxMode=true|imageNumber=4|label=Night Raid Vortex}} if timed correctly. Despite being fairly disjointed, {{clr|H|5H}} is susceptible to an opponent's {{clr|P|6P}}.
 
It's important to note that {{clr|H|5H}} is a complimentary option for Dizzy's {{clr|S|f.S}}, as it hits lower to the ground, whilst have an equally exceptional disjoint. The final hit can whiff if spaced incorrectly, meaning you will not apply Frozen State. Otherwise, it's one of her key tools to cycle in neutral, with slightly more universal application than her {{clr|S|f.S}}.
 
* Can hit up to three times while it's active, the last of which applies Frozen State.
* Reliably applies Frozen State at {{clr|P|5P}}'s effective range; on Counter Hit, Frozen State can only whiff at maximum range.
}}
 
===<big>{{clr|D|5D}}</big>===
{{GGST_Move_Card
|input=5D,5[D]
|versioned=name
|frameChart=auto
|description=
;Uncharged Dust
 
Universal overhead attack. It can gatling from {{clr|K|5K}}, {{clr|K|2K}}, or {{clr|S|c.S}} for an unsafe mix-up that can be made safe on block or converted into a full combo on hit by using [[../Mechanics#Roman Cancels|Roman Cancel]]. Additionally, Dizzy can use an attack from {{clr|K|214K}} to keep herself plus on block, or combo after hit meterlessly.
----
;Charged Dust
''On-hit, holding {{Ni|8}} will activate [[../Mechanics#Homing_Jump|{{Tt|Homing Jump|Hold any upwards direction after hitting an opponent with a raw, fully charged Dust Attack to leap into the air and chase them.}}]] for a large combo opportunity.''
 
Similar to uncharged Dust but is slow enough for opponents to reliably react to. On raw hit, it results in a very rewarding Homing Jump combo. Due to its slow startup Charged Dust is primarily used for juggling during combos to add damage after a Red Roman Cancel launch or Counter Hit {{clr|S|c.S}}, but can also be used for simple punishes on extremely unsafe moves.
 
* Launches opponent on-hit if combo'd into.
}}
 
===<big>{{clr|P|2P}}</big>===
{{GGST_Move_Card
|input=2P
|frameChart=auto
|description=
Close-range 5f mash.
 
Useful for challenging or interrupting pressure. As {{clr|P|2P}} is Dizzy's fastest normal, this makes it her best button to mash with. It can also gatling into itself if need be, but doing so even from point-blank range will mean you can no longer combo into {{clr|P|6P}}.
 
Even without gatling {{clr|P|2P}} however, it still struggles to combo into {{clr|P|6P}} consistently from many ranges. This makes counter-hit confirms into {{clr|K|2K}} > {{clr|D|2D}} or even {{clr|S|c.S}} much more rewarding by comparison, if not a necessity. Though it should be noted that these are links, which are a bit harder to confirm.
 
Dizzy's {{clr|P|2P}} notably has one of the shortest ranges for a {{clr|P|2P}} in the game, so if you need a just bit more range, then {{clr|K|2K}} may be a better alternative at the cost of being 1f slower, as well as hitting low.
 
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|5P}}, {{clr|P|2P}}, {{clr|P|6P}}, {{clr|H|6H}}
}}
 
===<big>{{clr|K|2K}}</big>===
{{GGST_Move_Card
|input=2K
|frameChart=auto
|description=
Wonderful poke for neutral, pressure, and mixups. Can also see use as an abare tool for when {{clr|P|2P}}'s range just won't cut it.
 
{{clr|K|2K}} sees use extensively in Dizzy's pressure, especially when backed up by {{MMC|input=214P/K|label=a {{clr|K|fish}}}}, as the low total duration of the move, combined with the low blockstun allows for Dizzy to threaten {{keyword|tick throw}}s and {{keyword|stagger pressure}} with repetitions of the move. As the button leads into {{clr|D|2D}} on hit, it is extremely rewarding to Dizzy's gameplan, as the hard knockdown {{clr|D|2D}} provides is paramount for continuing her offense.
 
Similarly, it sees some use after {{MMC|input=236K|label=chestnut}}, with a multitude of potential differences depending on how plus chestnut is. Generally though, {{clr|K|2K}} is great for checking opponents after a blocked chestnut, since it locks them down and pushes them into another form of {{keyword|RPS}} with {{clr|D|2D}}, {{clr|S|214S}}, {{clr|S|236S}}/{{clr|H|H}}, or even a {{clr|H|6H}}. All of this is very much in Dizzy's favour -- as, if she's correct, the reward off of almost all of these hits are very good for her. This makes {{clr|K|2K}} overall a very versatile move to utilise in pressure at many different points.
 
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|6P}}, {{clr|H|6H}}, {{clr|D|5D}}, {{clr|D|2D}}
}}
 
===<big>{{clr|S|2S}}</big>===
{{GGST_Move_Card
|input=2S
|frameChart=auto
|description=
Large, relatively fast neutral poke with a strong disjoint.
 
Mostly sees use as a pre-emptive neutral tool to stuff out approaches with less commitment than using {{clr|H|5H}} or {{clr|D|2D}}, but more range than {{clr|K|2K}} with a more than respectable disjoint to boot.
 
Can be fairly awkward to use during pressure due to not hitting low and having subpar cancels after the fact, making pressure sequences a bit too linear. Dizzy also has a generally more reliable tool for frame traps and resets in {{clr|H|6H}}, or {{clr|K|2K}} for more reliably catching fuzzy jumps, backdashes, and throws. In short, this tool is generally best used in neutral, but has potential applications in pressure as well.
 
All of this being said, it has great reward on counter-hit. From which, it combos into {{clr|H|2H}} for a multitude of follow-ups, which are otherwise impossible on normal hit due to {{clr|H|2H}}'s lengthy start-up. Most notably, on counter-hit when cancelled into {{clr|H|2H}}, it will give an opportunity for a {{MiniMoveCard|game=GGST|input=22H|label={{clr|H|22H}}}} cancel into a combo from up close in the corner, or with dash momentum mid-screen.
 
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|5H}}, {{clr|H|2H}}
}}
 
===<big>{{clr|H|2H}}</big>===
{{GGST_Move_Card
|input=2H
|frameChart=auto
|description=
Huge, disjointed, but slow, high-hitting anti-air.
 
Due to its high attack-level and launch properties, {{clr|H|2H}} is one of Dizzy's most consistent means of routing into Ice Pillar to apply Frozen State to opponents. It also can serve as a useful frametrap from {{clr|S|c.S}}, as the reward on both counter-hit and air-hit if catching backdash or jump, is particularly immense.
 
If successfully hit as an anti-air, {{clr|H|2H}} is easily Dizzy's most rewarding combo starter in her entire kit. Even better if counter-hit, as this leads to absolutely devastating combos for some of her highest damaging routes, as well as giving Dizzy access to a {{MiniMoveCard|game=GGST|input=22H|label={{clr|H|22H}}}} cancel, depending on the hit. This can be accessed through many different means, but will be most consistent off of a counter-hit {{clr|H|2H}}.
 
* Launches high on hit, retains a slight launch in frozen state
}}
 
===<big>{{clr|D|2D}}</big>===
{{GGST_Move_Card
|input=2D
|frameChart=auto
|description=
Excellent sweep. Slightly slower than usual, but makes up for it with its impressive range and long active frames, making it pretty safe for its reach even if not cancelled out of.
 
Use of {{clr|D|2D}} in neutral is of vital importance for Dizzy, as it checks your opponents trying to dash block, can help cover for your set {{clr|K|214K}} fish in neutral, or otherwise just generally slows your opponent down. Not to mention that, once it hits, it allows for Dizzy to set-up, or re-set a {{clr|K|214K}}/{{clr|P|P}} fish for {{keyword|Oki}}.
 
As a general rule of thumb, it can be good to recognise where and when the sweep hits. If it hits from closer up, {{clr|K|214K}} is preferable, as it will be auto-timed to hit {{keyword|meaty}} and allow Dizzy to either run up and start her pressure, or activate {{clr|H|22H}} as the fish covers for her. Even if cancelled too far away however, {{clr|K|214K}} fish can still work, but you will have to cover for it with a meaty {{clr|K|2K}}. However, setting {{clr|P|214P}} fish from further distances is a similarly good option to keep in mind, as it locks your opponent effectively to the ground on wake-up, though it does send Dizzy back to a bit more of a neutral stiatuion overall.
 
This is also generally Dizzy's preferred option when {{MMC|input=236S~6S/236H~6H|label=Ice Field}} is set; typically using {{clr|D|2D}} as your combo ender or otherwise allows Dizzy to utilise the unique knockdown from {{MMC|input=236S~6S/236H~6H|label=Ice Field}} whilst avoiding giving too much resources to the opponent.
 
* Applies hard knockdown on hit.
* Decent round start option.
}}
 
===<big>{{clr|P|6P}}</big>===
{{GGST_Move_Card
|input=6P
|frameChart=auto
|description=
Fairly stubby anti-air and counter-poke.
 
Due to the upper-body invincibility, this is one of Dizzy's more reliable anti-air options in situations where {{clr|P|5P}} would get beaten out, such as with {{Character Label|GGST|Baiken|label=Baiken's}} {{MMC|chara=Baiken|input=j.S|label=j.S}}. There are also situations where {{clr|H|2H}} is just a bit too slow, making {{clr|P|6P}} a good, often reliable fall-back for Dizzy -- giving it a fitting niche in her anti-air capabilities, albeit with much lower reward than her other options.
 
{{clr|P|6P}} can also be used as a pre-emptive or sometimes even reactive counter-poke in neutral, again due to how fast the upper-body invuln activates. The main thing holding {{clr|P|6P}} back is its mediocre vertical range, some of the slowest startup of any {{clr|P|6P}} in the game, and the relative lack of much horizontal range. In spite of these weaknesses however, Dizzy's {{clr|P|6P}} is still a go-to for plenty of anti-air situations.
 
* Launches into hard knockdown on airborne Counter Hit.
}}
 
===<big>{{clr|H|6H}}</big>===
{{InputBadge|(Hold OK)}}
{{GGST_Move_Card
|input=6H,6[H]
|frameChart=auto
|versioned=input
|description=
Big attack with big recovery!
 
Dizzy's {{clr|H|6H}} serves as very good combo filler due to its high damage and ground bounce on charged hit. Additionally, it serves as a potent pressure reset tool when fully charged if you can get opponents to respect the move due to its high frame advantage on block.
 
{{clr|H|6H}} also serves as a fairly decent meaty option on characters without access to a reversal, guaranteeing the additional plus frames as well as cranking RISC.
 
* Can be charged with {{clr|H|6[H]}} for more damage.
* When fully charged, it applies Guard Crush on block and ground bounces on hit.
}}
 
===<big>{{clr|P|j.P}}</big>===
{{GGST_Move_Card
|input=j.P
|frameChart=auto
|description=
Fast downwards air jab.
 
Dizzy's fastest air normal. Can be used to double overhead due to its fast recovery and self-gatling, as well as a decent alternative to {{clr|K|j.K}} during jump-ins.
 
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|P|j.P}}
}}
 
===<big>{{clr|K|j.K}}</big>===
{{GGST_Move_Card
|input=j.K
|frameChart=auto
|description=
Fast air-to-air pressure option and Dizzy's best jump-in normal.
 
Extremely good for offense when backed up by a fish during HKD left/right mix. If done close enough to the ground, has enough hitstun to link into {{clr|K|2K}} and, by proxy, {{clr|D|2D}} to loop the process once more. Also sees use as Dizzy's jump-in normal of choice. When backed up with Fauntless Defense Cancelling, it can also be spaced outside of throw range even if blocked.
 
* Jump and air dash cancelable.
 
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
}}
 
===<big>{{clr|S|j.S}}</big>===
{{GGST_Move_Card
|input=j.S
|frameChart=auto
|description=
Not too dissimilar to moves such as {{Character Label|GGST|Johnny|label=Johnny's}} {{MiniMoveCard|game=GGST|chara=Johnny|input=j.S|label={{clr|S|j.S}}}} or {{Character Label|GGST|Ky|label=Ky's}} {{MiniMoveCard|game=GGST|chara=Ky Kiske|input=j.S|label={{clr|S|j.S}}}}. Possessing a modest disjoint makes it useful to contest opponents from afar, with the possibility of walling them out by retreating with {{keyword|IAD}} back {{clr|S|j.S}}. Holding this move back is the longer than usual startup for an air normal of this purpose, making it lose in air to air situations frequently unless done preemptively.
 
Additionally, this move can also be used to jump-in on opponent's fireballs from a surprising distance away due to the long hitbox.
 
* Jump and air dash cancelable.
 
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|H|j.H}}, {{clr|D|j.D}}
}}
 
===<big>{{clr|H|j.H}}</big>===
{{GGST_Move_Card
|input=j.H
|frameChart=auto
|description=
Dizzy's largest air normal, and the only one whose hitbox covers the top of its hurtboxes. Due to its size, it can be useful for controlling air space while falling to the ground. It strikes opponents down on hit, making it impossible to combo off of against airborne opponents. On Counter Hit though, the situation changes, leading to immense reward as Dizzy has enough time to land and link into {{clr|S|c.S}}, leading to a full, highly damaging combo.
 
The long startup of the move makes it difficult to justify using as an air normal to contest another normal being thrown out first, but {{clr|H|j.H}} can find decent success as a rising option to be done immediately upon leaving the ground, spiking opponents down out of the air.
 
* Jump and air dash cancelable.
 
[[/Frame Data#Gatling_Table|Gatling Options:]] {{clr|D|j.D}}
}}
 
===<big>{{clr|D|j.D}}</big>===
{{GGST_Move_Card
|input=j.D
|frameChart=auto
|description=
Air stall normal that launches a slowly advancing projectile. Can be used as your heart desires.
 
{{clr|D|j.D}} helps Dizzy's ground game immensely in many different situations. Due to its lingering properties, this projectile gives Dizzy ''a lot'' more space control than you'd think at first glance -- particularly when performing an {{keyword|IAD}} backdash {{clr|D|j.D}}.
 
Depending on how the opponent responds, this can actually give Dizzy potential time to set up {{clr|P|214P}}/{{clr|K|K}}, or to more reliably snipe out a grounded approach with most any grounded button of her choosing. Dizzy can also do a rising {{clr|D|j.D}} and approach with the fireball by means of an IAD, as she retains air actions after using {{clr|D|j.D}} given that none were used prior.
 
In pressure, {{clr|D|j.D}} can still see some use in particular set-ups, but otherwise is generally a rather fake pressure extension for her. Which primarily limits this to being a neutral tool, with some very fringe use-cases for specific set-ups. All this being said, {{clr|D|j.D}} gives Dizzy much more potential freedom in neutral that she wouldn't really have without it when properly utilised. This is an incredible button, do not overlook it.
 
* Slows down Dizzy's momentum, then pushes her slightly backwards.
* Jump and air dash cancelable after the projectile connects.
}}
 
==Universal Mechanics==
 
===<big>Ground Throw</big>===
{{InputBadge|{{clr|D|6D}}\{{clr|D|4D}}}}
{{GGST_Move_Card
|input=6D or 4D
|frameChart=auto
|description=
One of Dizzy's more reliable means of accessing hard knockdowns in her kit. On throw, she has just enough time to set {{clr|P|214P}}/{{clr|K|K}} and start her pressure. In the corner, she has access to a meaty followup as well.
 
Due to its ''very'' long-lasting throw animation, her ground throw is extremely potent at stalling for {{clr|H|22H}} to activate, or keep them in its damaging range.
 
* Hard knockdown on hit.
* Can throw the opponent either forward or backwards, based on the direction input.
* In Counter Hit state during recovery.
}}
 
===<big>Air Throw</big>===
{{InputBadge|{{clr|D|j.6D}}\{{clr|D|j.4D}}}}
{{GGST_Move_Card
|input=j.6D or j.4D
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=38}}{{#invoke:GGST-FrameChart|drawFrameData|input=j.6D or j.4D|recovery=0|specialRecovery=10}}
|description=
Standard air throw.
 
Due to Dizzy's poor anti-air options, Air Throw is especially useful at punishing opponents spending too much time in the air. She can also punish those looking to avoid a ground throw, or any of Dizzy's potent grounded normals/specials.
 
On hit, Dizzy has enough time to set {{clr|P|214P}}/{{clr|K|K}} for oki.
 
* Hard knockdown on hit.
* Can throw the opponent either forward or backwards, based on the direction input.
* In Counter Hit state during recovery.
}}
 
===<big>Wild Assault</big>===
{{InputBadge|{{clr|D|236D}} with 50% Burst (Hold OK)}}
{{GGST Move Card
|input=236D,236[D] |versioned=input
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236D
|title = '''Wild Assault'''
|startup = 16
}}
{{#invoke:GGST-FrameChart|drawFrameData
|input = 236[D]
|title = '''Fully Charged Wild Assault'''
}}
|description=
{{GGST/WildAssaultLabel|type=blue}}
 
A fast advancing strike at the cost of 50% Burst, providing utility in combos and pressure.
 
Useful as a means of extending pressure on offense, but considering Dizzy's subpar blockstrings, this comes at a pretty steep cost in resources.
 
{{clr|D|236[D]}} almost always combos off of {{clr|H|2H}}, giving her potent combo extensions and corner carry potential from both grounded and anti-air hits that might otherwise have poor reward.
 
The uncharged version is frequently used after {{clr|S|236S}}/{{clr|H|H}}
for the stagger state it applies on grounded hit. This allows Dizzy to combo into a throw, which can stall several seconds for {{MiniMoveCard|game=GGST|input=22H|label={{clr|H|Wings of Light}}}}'s activation. With the proper setup, this can lead to ''extremely'' high damage.
 
*  Normal, special, jump, and backdash cancelable.
*  Drains 7.14% of the opponent's Burst Gauge on hit or block.
*  Applies a Hard Knockdown on air hit.
 
{{GGST/DescriptionNotes|?}}
}}
 
==Special Moves==
 
===<big>I used this to catch fish</big>===
{{InputBadge|{{clr|S|236S}}/{{clr|H|H}}}}
{{GGST Move Card
|input=236S/H
|frameChart=auto
|description=
''Also known as "Ice Spike" by the community.''
----
 
Summons an ice pillar a set distance away from Dizzy. This distance depends on the version used. When the pillar hits, it will apply Frozen State to the opponent, unless it had been applied previously in a combo.
 
Once the opponent is trapped in Frozen State, Dizzy is free to either setup potent okizeme or extend her combos for corner carry/wall stick potential. This is a staple of Dizzy's overall gameplan, as most of her tools are designed to help her get to this position.
 
{{clr|S|236S}} creates the pillar closer to her, around mid-range, making it easier to setup okizeme or go for a meaty.
 
{{clr|H|236H}} creates the pillar farther from her, a bit less than full-screen, making it easier to convert into corner carry or wall sticks.
 
* Following up with {{clr|S|6S}} or {{clr|H|6H}} will create Ice Field.
* Ice Field can be created on hit, block, or whiff.  The cancel window is from frames 38 to ~46.
}}
 
===<big>Ice Field</big>===
{{InputBadge|{{clr|S|6S}}/{{clr|H|6H}} after I used this to catch fish}} <b>AKA "Ice Floor"</b>
{{GGST Move Card
|input=236S~6S/236H~6H
|frameChart=
|description=The floor is ice now!
 
Ground friction is greatly reduced, causing characters to slide around depending on their momentum. Ice Field will also heavily reduce the acceleration from any grounded movements, making sudden forward advancing options, such as Wild Assault and {{CLabel|GGST|Ky}}'s {{MMC|game=GGST|chara=Ky Kiske|input=236K|label=Stun Dipper}}, significantly less effective. Dizzy recovers a bit before Ice Field actually takes effect, allowing enough time for her to follow up with a short dash into Wild Assault in certain combos.
 
The Ice Field can increase the effective range of all of Dizzy's normals/specials should you dash into them, akin to Giovanna's step-dashing. Due to the recovery of casting Ice Field, following up on Pillar can be difficult, making dash followups almost a prerequisite.
 
If either Dizzy or the opponent is knocked down while on the Ice Field, it will explode below that player and be removed from the stage, dealing damage and causing a slight launch, before resulting in a HKD.
 
It is possible to input Ice Field by simply holding the input, i.e. {{clr|S|23[6S]}}/{{clr|H|23[6H]}}.
}}
 
===<big>For roasting chestnuts</big>===
{{InputBadge|{{clr|K|236K}}}}
{{GGST Move Card
|input=236K
|frameChart=
|description=
''Also known as "Chestnut" by the community''
----
 
A peculiar hybrid of a strike and a projectile used for corner pressure and zoning. As Necro lifts up the fire, there is an initial strike hit up-close, and then a second hit as it transforms into a projectile, which then tracks the opponent's current position.
 
If the first hit connects on the opponent's block, it will string gaplessly into the third, leaving Dizzy at advantage. If the opponent crouch blocks, Dizzy will gain more advantage due to the knife hitting on a later active frame. However, the strike portion of the move will push her away from the opponent, weakening followup pressure. Dash cancelling {{clr|S|c.S}} into {{Keyword|kara cancel}} {{clr|K|236K}} will keep Dizzy closer while still being airtight on block.
 
In neutral, the slow startup and odd tracking angle leave a large "deadzone" in front of Dizzy, making it unsuitable for the midrange. Farther out, however, the spear will be able to track to anywhere the opponent goes, which can be useful for preemptive air control. It also has good reward on hit, as it provides a hard knockdown from anywhere on screen, giving Dizzy time to approach or setup okizeme.
 
Uniquely, it has a clash-only hitbox that spawns during its startup that can clash with most projectiles while its active. This gives Dizzy a unique counter-zoning option as she is able to negate the opponent's projectile and counter with one of her own. That being said, due to the extremely long startup and recovery of the move, Dizzy will rarely be able to actually punish a projectile being tossed at her with {{clr|K|236K}}, and depending on the character, may even be punished for doing so. As such, it can be difficult to justify for this case without some other way to keep herself safe.
 
*Hard Knockdown on hit.
*Has a projectile clash hitbox active from frames 4 to 22.
*Values listed in [] are for the knife projectile.
}}
 
===<big>We talked a lot together</big>===
{{InputBadge|{{clr|P|214P}}/{{clr|K|K}}}}
{{GGST Move Card
|input=214P/K
|frameChart={{#invoke:GGST-FrameChart|drawFrameData|input=214P/K|recovery=12|isProjectile=yes}}
|description=
''Also known as "Fish" by the community.''
----
Both versions summon a slowly advancing projectile that will track and attack opponents when it gets close. Gives Dizzy great command of the screen when used in conjunction with {{clr|H|214H}} or the opposite version of itself. Can be used to setup mixups on oki, as well as pressure starting/resetting.
 
Dizzy can summon both the {{clr|P|P}} and {{clr|K|K}} versions on screen at the same time. Using the move again while it's already active will delete the respective fish and re-summon it.
 
* Projectile spawns on frame 10, but becomes active by frame 65 at the earliest.
* The fish can be destroyed by attacks at any time.
 
----
;{{clr|P|214P}}
{{clr|P|P}} fish flies high, and will catch opponents that are in the air. It will ignore grounded opponents, but Dizzy can launch them into its range. {{clr|P|P}} can hit grounded opponents if they are in Frozen State, even if the fish had traveled past them.
 
----
;{{clr|K|214K}}
{{clr|K|K}} fish flies lower, near the center of most characters, catching grounded opponents. Excellent okizeme tool that can be used as an auto-timed meaty after a close range {{clr|D|2D}} for strike/throw mixups.
 
}}
 
===<big>Michael Sword</big>===
{{InputBadge|{{clr|S|214S}}/{{clr|H|H}}}}
{{GGST Move Card
|input=214S,214H
|versioned=input
|frameChart=auto
|description=
A large, high damage sword attack that sends the opponent flying nearly fullscreen on hit.
 
Both versions can be used to challenge projectiles quickly.
----
;{{clr|S|214S}}
The much faster version that works as a poke, zoning option, and combo tool. Functions as a mostly safe frametrap off of almost all of Dizzy's normals, although it will get beaten out by {{clr|P|6P}}. It does not give much reward on counter-hit outside of the corner, unless she has a {{clr|P|P}} {{MMC|input=214P/K|label=Fish}} set. Also serves as Dizzy's 2nd best meterless wallbreak option should she lack the time to use {{clr|H|214H}}.
 
* Launches into a [[GGST/Damage#Rolling Tumble|Rolling Tumble]] on hit.
 
----
;{{clr|H|214H}}
Trades speed for massive range, covering about 75% of the screen. Useful zoning tool and great for finishing combos when possible, as it gives a knockdown with enough time to set up for zoning.
 
As it combos into {{MiniMoveCard|game=GGST|chara=Queen Dizzy|input=236S/H|label={{clr|H|236H}}}} on counterhit even at max range, the threat of this move can discourage opponents from trying to use projectiles at fullscreen. For neutral use, pairing either {{clr|S|214S}}/{{clr|H|H}} with {{clr|P|P}} {{MMC|input=214P/K|label=Fish}} or {{keyword|IAD}} backdash {{clr|D|j.D}} allows Dizzy to cover both the ground and the air. Be wary of using this move without some way to cover yourself, as if the opponent jumps over it, Dizzy is left defenseless due to its very high recovery.
 
* Launches into a Rolling Hard Knockdown on hit, leaving the opponent briefly comboable.
* Has enormous pushback on block.
}}
 
===<big>Wings of Light</big>===
{{InputBadge|{{clr|H|22H}}}}
{{GGST Move Card
|input=22H, !H
|frameChart=
{{#invoke:GGST-FrameChart|drawFrameData
|input = 22H
|title = '''Wings of Light'''
|startup = 0
}}
|description=
 
Dizzy creates a pair of glowing wings after a short animation. After roughly 10 seconds pass, the wings will release a storm of unblockable damage within a limited range around her. As the storm persists, it will quickly drain Dizzy's tension gauge. Inputting {{clr|H|22H}} again at any point during the move will dispel the wings.
 
The health drain caused by this move completely ignores combo scaling, {{keyword|guts}}, and defense modifiers.  Considering the genuinely '''''obscene''''' amount of damage the full release does, and the fact that it doesn't go away when Dizzy blocks, it can be used to put a timer on the opponent and scare them into taking risks. However, Wings of Light can be difficult to actually use in practice. The very long charge-up period gives the opponent ample time to Burst, Yellow Roman Cancel, tech a grab, or hit Dizzy to dispel the effect. It is also often better to spend meter on an immediate Roman Cancel than to save it for 10 whole seconds.
 
The most practical applications of this special are in setting it up during {{keyword|okizeme}} (Such as canceling into Wings of Light after {{clr|H|6[H]}} on block at the cost of several plus frames), or mid-combo (such as after a counterhit {{MiniMoveCard|game=GGST|chara=Queen Dizzy|input=2H|label={{clr|H|2H}}}}, charged {{MiniMoveCard|game=GGST|chara=Queen Dizzy|input=236D|label={{clr|D|Wild Assault}}}}, or Red Roman Cancel). Although resource-intensive, routing into a mixup after the combo ends can buy enough time for the activation, allowing Dizzy to steal rounds in just 2 or 3 interactions.
 
Notably, Wings of Light still drains the opponent's health during her grab animation, and Dizzy's throw does end with an attack that can kill after or during the drain. A similar rule applies to {{MMC|input=632146S|label=Imperial Ray}}, though it does cost 50 tension by itself.
 
If the wall is broken while the wings are out, Dizzy will reset Wings of Light instead of doing the usual run skid animation.
 
*Activates after roughly 10 seconds
*The wings will disappear if Dizzy is hit or upon a throw clash, but not if she blocks.
*Will not kill the opponent, instead leaving them on 1 HP akin to Nagoriyuki's Blood Rage.
*Will drain the health of a knocked down opponent.
*The short animation can be used to cancel buttons like {{clr|H|2H}} early, allowing for advanced combo routes.
*WoL activation is notated with !H.
}}
 
==Overdrives==
 
===<big>Imperial Ray</big>===
{{InputBadge|{{clr|S|632146S}}}}
{{GGST_Move_Card
|input=632146S
|frameChart=auto
|description=
Imperial Ray is Dizzy's only invincible reversal, having very high range, solid damage, and granting a knockdown advantageous enough to set-up {{clr|P|214P}}/{{clr|K|K}}. Due to its slow startup, it's vulnerable to safejabs or other similarly safe meaty options. However, this also means it can take advantage of the infamous super [[../Mechanics#Roman_Cancels|Purple Roman Cancel]], meaning that Dizzy can use the invuln from the super to avoid attacks or throws, whilst also only spending 50 meter due to the super not actually activating because of the PRC, which allows her to retaliate with a throw or attack of her own. This lends it a lot of versatility as a defensive tool for Dizzy.
 
Also noteworthy is that, if enough time has been bought prior, Dizzy's wings will activate even during the super. Meaning that, often during a wall stick, if wings are about to activate, you can run up into range, super, and the activation from the wings will add on unscaled damage for the entirety of the super, which is very important to take advantage of if given the opportunity, as the total damage output can be immense. The total duration of the super lends itself quite well to closing out rounds in this way, so long as you can find the opening for it.
 
}}
 
===<big>Gamma Ray</big>===
{{InputBadge|{{clr|H|632146H}}}}
{{GGST_Move_Card
|input=632146H
|frameChart=
|description=
Full-screen option dishing out tons of hits for devastating damage. Can be comboed into from a large number of enders, such as the tumble from CH {{clr|H|214H}}, opponents in Frozen State, the bounce from Ice floor, and on Wall Splat.
 
In practice, its damage is rather mediocre for the cost, due to the final hit having low minimum damage, and routing into it after the bounce from Ice Floor or on a Frozen opponent causes the large number of hits to return a massive amount of Burst and Tension to the opponent, often upwards of 75% of their Burst bar or more.
 
* Requires 100% tension to activate. Only 50% is spent during the super flash, and the remaining 50% is spent during the cinematic. If Dizzy gets hit out of this move before the cinematic starts, she will still have 50% tension.
* De-activates Wings of Light if Dizzy had them active before using the super.
}}
 
==Colors==
{{GGSTColors|color12=4
|c2={{CLabel|GGXRD-R2|Dizzy|label=Dizzy's}} color scheme from the Xrd series
}}
 
==Navigation==
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{GGST/Navigation}}
{{Overview/SEO
|summary=Queen Dizzy}}
[[Category:Guilty Gear|Dizzy]]

Revision as of 04:47, 21 August 2025

c