GUILTY GEAR XX #RELOAD
DIZZY FAQ (v2.0, 25th Oct, 2003)
by Tariq mukhttar
email:
[email protected]
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Version 2.0 25th Oct 2003 Added more move descriptions
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Version 1.36 5st Sep 2003 Added Imperial-Ray Ground
Fixed Combo totals
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Version 1.35 4st Sep 2003 Added Ground Fake Roman-cancel combo
Added Ground Throw corner-combo
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Version 1.31 3st Sep 2003 Corrected errors
Format changes
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Version 1.3 3st Sep 2003 Added more powerfull Air-combo
Added Dash-in Ice-Spike Fake Roman-cancel combo
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Version 1.21 2nd Sep 2003 Added combo energy drain
Found usage for Ice-Spike Fake Roman-cancel
Added Ground Throw corner combos
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Version 1.1 1st Sep 2003 Corrected errors
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To be added:
1) Best found corner trap.
2) Redo juggling combo calcultations using Air-Combo 122 drainer if possible.
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TABLE OF CONTENTS
1. Introduction
2. Dizzy Reloaded
3. Fake Roman-cancels
4. Moves
5. Specials
6. Overdrives
7. Combos
8. Strange occurrences
9. Credits
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1. INTRODUCTION
A) This FAQ was written as a direct result of the lack of any serious Dizzy
discussions on the net. The majority quickly degrade to childish hentai-like
arguments.
B) I'm assuming the reader is familiar with Dizzy's moves. This FAQ is not
intended for beginners. Those who are interested to learn Dizzy from scratch
can download Edward Chang's excellent GGXX dizzy FAQ.
C) This FAQ is not aimed at repeating what is already known and found
everywhere, but rather the more exceptional cases and situations that arises
during play.
D) Moves will not be described, rather commented on their best uses and short
comings.
E) I have no plans to include EX-Dizzy. EX-characters are unbalanced and
pointless since they don't exist in the arcade version.
F) The posting of this FAQ is hoped to encourage serious discussion about
Reload Dizzy. Contributions or/and starting a discussion thread is welcomed.
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2. DIZZY RELOADED:
* Ice-spike Fake Roman-cancel changed. Her Ice-Spike +200 combos are STILL
possible. The new timing makes it very hard to follow up. Distance of intitial
attack from opponent is imperative. For best result, from standing: f+P -> c.HS
-> Ice-Spike -> Fake Roman-cancel
* Bubble attack faster.
* Dust attack faster.
* Ice-Spike hit box smaller, it misses alot of times.
* The time between the last Fish and executing a new Fish has been lengthened.
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3. FAKE ROMAN-CANCEL locations and its uses:
c.HS: This is the back bone of most of your non-overdrive. Problem is, unless
you're precise and quick enough, it will come out as a Roman-cancel and waste
precious tension.
f+HS: Unknown use.
c.D: Unknown use.
Ice-Spike: Cancelling the lag-time, hard to do combos due to distance
sensitivity, easy in the corner.
Imperial-Ray: Activited it on a cornered opponent and followed it up with
Dizzy's air combo. otherwise I know of know other use for it.
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4. MOVES
s.Slash:
* Will miss all crouching opponent (except Potemkin), and miss some standing
opponents. In Faust's case, whether it hits or not depends on where he is in
his standing animation.
c.S:
* Good anti-air.
* Initial lag.
* Not hit box towards the back.
* Can be followed up with an air-combo.
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5. SPECIALS
Offensive Burst (yellow):
Range and invincibility frames for Dizzy's burst is extremely poor. She can be
hit out of it almost instantly.
Scythe:
Scythe on screen presence will prevent Ice-spike use. Scythe is an excellent
means to buy yourself time while keeping the opponent at bay or pushing him
while forcing him to block.
Bubble Attack uses:
The seemingly harmless and useless attack is not without its prowess. I mainly
use it for the following:
1- Cancel jumping HS lag.
2- Use it during jump to disrupt opponents timing.
3- Imitting a bubble will cause dizzy to hang in the air for a second. Use this
to avoid certain attacks if you've used up your air-dash's.
4- Tiger-knee off the ground bubbles, and walk with it as it floats towards the
opponent. be prepared to throw out a quick P if the Opponent is foolish enough
attack you. It will stop and launch him for a free juggle.
5- Faust's teleport doors. Bursting a bubble just as he comes out of a door
will safely ensure Dizzy a free juggle.
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6. OVERDRIVES
Imperial-Ray:
* Hardly any initial invincibility to it. A mere P will knock Dizzy out of the
first flame. Making it hardly useful in wake-up games.
* Should it connect anywhere in the middle of the field, dash after the
opponent for a juggle combo.
Necro Okotta Baai:
* Enough initial invincibility to absorb one attack. However, there's a few
frames between her invincibility and the Necro actually catching the opponent
in which she can be hit. Multi hit moves such Dizzy's own far S and Sol's
jumping HS will hit her on the second hit.
* If it wasn't for the over complicated input for this move, it would be
premium for wake-up games.
* An annoying quality about this overdrive is that it is actually a throw, and
as such, it is ineffective against opponents in guard or hit frames.
* After being caught be this move for a few times, opponents will discover how
simple it is to escape. Finding traps and confusing situation is the priority.
* Landing on an opponent with a full guard gauge will drain 50% of his energy.
Gamma-Ray:
* This move if blocked results in the opponent having a full guard gauge.
* Hitting an opponent with a full guard gauge and full energy will leave him
with just 1 energy unit.
* Players after blocking the initial 3 lasers can reach Dizzy from across the
screen, e.g. Sol and Eddie.
* Not to be used on KY. Like his name sake, he'll slide out of harms way on the
2nd & 3rd laser attack.
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7. COMBOS
* I'm not going to list all possible combos, just the most effective energy
drainers I have found.
* Try and always make your combos start with a dash-in. That way you can get an
extra hit in.
* If you don't start from a dash-in, simply remove one of the middle moves from
the gatling combo.
* Timing and speed of execution differ from one opponent to another. Experiment
to find out which works best on whom.
* Energy depletion based on Sol.
* Energy is out of 420.
* Air-combo in various other combo calculations is the 105 drainer.
* Combo will continue, if possible, till 100% is consumed.
* Here's the basic combos you'll use most:
A) Ground-combo: Energy: 152
Dash-in -> sc.S -> f+P -> sc.S -> HS -> c.D -> Ice-Spike
B) Fake Roman-Cancel Ground-combo:
---> Dash-in -> c.S -> c.HS -> FRC -> Energy: 68
1) S -> far.S -> HS -> Ice-Spike Total: 170
2) f+HS -> Air-combo Total: 193
3) c.S -> c.D -> Ice-Spike Total: 160
-> FRC -> far.S -> HS -> Ice-Spike Total: 222
---> c.HS -> Ice-Spike -> FRC Energy: 95
-> Dash-in -> c.HS -> Ice-Spike Total: 172
-> FRC -> c.HS -> Ice-Spike Total: 232
---> Dash-in -> f+p -> c.S -> c.HS -> Ice-Spike -> FRC Energy: 128
-> Dash-in -> c.HS -> Ice-Spike Total: 188
-> FRC -> c.HS -> Ice-Spike Total: 234
---> Dash-in -> f+p -> c.S -> c.HS -> Ice-Spike -> FRC Energy: 128
-> Dash-in -> far.S -> HS -> Ice-Spike Total: 200
-> FRC -> c.HS -> Ice-Spike Total: 229
---> Dash-in -> f+p -> S -> c.HS -> Ice-Spike -> FRC Energy: 125
-> Dash-in -> far.S -> HS -> Ice-Spike -> FRC Total: 202
-> far.S -> HS -> Ice-Spike Total: 230
* After second Fake Roman-cancel, opponent should be in the corner. Then you
can continue till tension runs out.
C) Air-combos:
---> P -> S -> jump-cancel forward -> P -> S -> D Energy: 105
---> S -> P -> S -> Jump-cancel -> S -> D Energy: 122
* Though the second one takes more energy, it is alot more difficult to catch
juggled opponents with, and even harder to see it through since the 2nd S will
miss. Slow down input to solve it.
* For added pressure you may cancel the first hit of the airborne Dust with a
kick bubble (qcb+K) and immediately follow up with either HS or D.
D) Imperial-Ray combo:
---> Dash-in -> S -> f+P -> S -> c.HS -> Imperial-Ray -> Energy: 181
1) Dash-in -> Air-combo Total: 199
2) Dash-in -> f+HS -> Jump-install -> j.S -> j.HS Total: 208
3) Dash-in -> c.HS -> Ice-Spike -> FRC -> Total: 203
-> Dash-in -> far.S -> HS -> Ice-Spike Total: 216
E) Anti-Air combo: Energy: 121
---> hit your airborn opponent with a c.S -> Jump-install -> Air-combo
F) Flashy but prorate makes it useless: Energy: 148
---> S -> S -> Necro Okotta Baai
Buffer the 2nd S into the 1st. Execute moves so that it starts after the 5th
hit. That's when the opponent will be forced staggered.
G) Ground Throw corner-combo:
---> Throw -> Energy: 55
1) Ice-Spike -> Dash-in -> c.K -> S -> c.S Total: 83
2) Dash-in -> K -> c.HS -> Ice-Spike Total: 95
3) Dash-in -> c.P -> c.HS -> FRC
-> Air-combo ending with HS Total: 103
4) Dash-in -> far.S -> HS -> Ice-Spike -> FRC Total: 101
-> Dash-in -> far.S -> HS -> Ice-Spike Total: 123
5) Ice-Spike -> FRC -> Dash-in -> far.S
-> HS -> Ice-Spike Total: 120
-> FRC -> far.S -> HS -> Ice-Spike Total: 137
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8. STRANGE OCCURANCES
Strange combo: Energy: 154
Homing Spear will become unblockable if followed up with Necro Okotta Baai.
Here are the cases on a blocking opponent depending on the time between the
Spear and Necro. 1 is fastest, 4 is slowest:
1- Necro will grab opponent before Spear hits.
2- Spear will BREAK GUARD and hit opponent then Necro will grab opponent, combo
counter will register it.
3- Spear will be blocked and Necro will ignore opponent because of block stun.
4- Spear will be blocked and Necro will grab opponent after block stun ends.
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9. CREDITS
A) Edward Chang for his excellent FAQS.
B) Skuldnoshinpu and Xerlic of Gamecombos for Air-Combo.
C) For providing rock solid challanges for Dizzy:
1) Khalid Dhamer's Faust and Baiken.
2) Yousef Al-Towarqi's monsterous Potemkin.
3) Abdullah Al-Dossari's super cheap Sol and superb Eddie & Johnny.
4) Essam Al-Dhamer's KY and May.
5) Last but not least Toufeek Al-Harbi's Justice!.. 'nuff said.