Guilty Bits Xrd: Dizzy

Author/Twitter handle: @ch_tenpai

Character Discord Server:

Day 1 Combo
Day 1 Blockstring

General style

Dizzy uses her wide variety of summons, projectiles, and above-average movement to force the opponent into uncomfortable situations in neutral. Though she struggles defensively with her slow moves and lack of a reversal, once she gets a knockdown of her own she has a wide variety of mixups focused on her double airdash and tick throws in tandem with her summons.

1. Neutral: Pokes, Space control, far range converting

Dizzy’s normals and specials, with a few exceptions, tend to have decent range but vulnerable hurtboxes and awful recovery on whiff. This means that in general you should avoid playing a pure poke vs. poke neutral game, focusing instead on staying unpredictable with your movement and finding opportunities to summon where it’s applicable in the matchup. Avoid engagement without summons covering for you.

5K & 2K – Essential midrange poking tools. 2K in particular is an all-star normal with low recovery on whiff that hits low and confirms easily into knockdowns, while 5K is jump cancellable.

f.S – Important midrange poke that confirms into 236S or 2D for knockdowns. Although it is extremely unsafe on block and terrible on whiff, it can be canceled deep into its recovery allowing you to frame trap antsy opponents.

4S – Amazing normal with tons of active frames; essential for converting into knockdowns against airborne opponents. Whiffs against crouchers, many low profile moves, and dashing hurtboxes, so it’s situational, but shines when used properly. Very useful if you catch an opponent air blocking 236S YRC or in the corner, as all 5 hits will drain a huge amount of their super meter from Faultless Defense.

2D – Gigantic sweep that hits low and knocks down. Can be used as a whiff punish tool in neutral, but the move has extremely long recovery on whiff and so must be used cautiously.

236S YRC – Although 236S is normally very unsafe on block, combined with YRC it gives you a very fast projectile that lets you start your turn on offense and that can scare opponents from pressing buttons at midscreen distance. Establishing this as a threat when you have meter is key in many matchups.

214H – Though all fish have their uses (D fish in particular being useful against zoning characters, and P fish having good utility as a defensive meatshield), H fish is generally considered the most useful overall. Most opponents will react to H fish by jumping over the laser, which gives you time to either summon again or prepare to anti-air their landing. Proper usage of H fish is essential to playing Dizzy.

j.236P/K – The other cornerstone of Dizzy’s summon-based neutral game. The bubble turns even the most harmless poke in Dizzy’s movelist into a hugely damaging launcher, which means the opponent cannot safely approach Dizzy when she is in range to pop her water bubble. Tiger Knee fire bubble (2369K) is a key tool as well, as its delayed explosion functions sort of like a giant slow-moving fireball.

j.S – Great air-to-air poke. Dizzy has poor rewards off air-to-air hits in general, but her air normals tend to be pretty good overall, so don’t be afraid to use j.S to control your space. Also very useful as a way to pop bubbles while retreating.

2. Offense: Pressure, close range converting, mixups and okizeme

Dizzy’s okizeme and pressure involve rotating through a huge plethora of options that cannot easily be covered in this guide. Instead, this section will cover the fundamental tools she uses on offense, and which you can hopefully build upon as a base to start exploring your own setups.

c.S – Dizzy’s only + on block normal. Essential for pressure as it confirms easily into knockdowns, is jump-cancelable, and lets you go for tick throws.

2K – Also useful as your go-to pressure normal. As a low that’s only -2 on block, this is a great tool to use in conjunction with the biting fish for tick throws.

214P/K – The biting fish put the opponent in multiple extremely small amounts of blockstun, which is exceptionally useful for tick throw pressure (particularly in the corner). When combined with 2K, the opponent will have to defend multiple times against a low/throw mixup.

Tiger Knee j.236P/K – After knocking the opponent down and using a fish to make them block, you may often find yourself wanting to go for an airdash mixup. Dizzy recovers from TK bubble (2369P/K) before she reaches the ground, letting her do double airdash left/right mixups extremely close to the ground, forcing the opponents to guess in which direction to block the projectiles based on the side Dizzy moves to.

3. Defense: Anti-airs, fending off pressure, and reversals

2S – An anti-air that low-profiles quickly and covers the vertical angle relatively well. Somewhat neutered compared to older games but still very good at beating many common air approaches, though not everything.

6P – Your other primary anti-air that hits more in front. Though not a particularly dominant anti-air tool, it can be used like many other 6Ps as a way to blow up many horizontally-hitting grounded attacks like Jam’s 6H, and it is quite rewarding on counterhit.

2P – Although this normal has 6 frames of startup, it has great range for a crouching jab and is often your go-to normal to stop dash pressure. It can be difficult to confirm out of, so be prepared to improvise or go for a tick through if it does connect.

63214P (Mirror) – Your only invincible move, though it’s quite slow to come out and it loses throw invincibility before the hitbox comes out. It’s not particularly bad on normal block and has a tall hitbox vertically, but generally speaking unless you absolutely need to escape a situation you should try to save your super meter if at all possible.

4. Meter Usage Priorities

236S YRC – This is your most threatening tool in neutral, and although it shouldn’t be where you spend all of your meter (particularly in matchups where the opponent can more easily play around it), whenever you have at least 25% meter you need to make sure your opponent is at least afraid of ice spike YRC. Similar to Axl’s Rensen YRC, you want to use this tool to check your opponent’s approach, either stuffing them running in or giving you plenty of time to anti-air. If they guard the ice spike YRC in the air, you can run up and use 4S while they’re still airborne, which will force them to lose a huge amount of super meter to Faultless Defense.

236S RRC confirms – This is your other main use for meter. Without RRC available, even Dizzy’s most optimized midscreen punishes are pretty lackluster, but once you have 50% to spend, your damage potential and corner carry ability nearly double. Dizzy’s midscreen okizeme is lackluster compared to what she’s capable of in the corner, so it’s important to not flippantly spend all of your meter on YRC – cashing out on a single 236S RRC can easily seal out a round if it puts the opponent in the corner.

Faultless Defense – Dizzy lacks fast normals for close-range scrambles, has poor health, and her only invincible move is a relatively slow super with short range. As a result, when forced on defense, your goal should be to use Faultless Defense to create enough space to take to the air and escape the situation, especially when cornered.