Dizzy FAQ For Guilty Gear X on Arcade, Dreamcast, and Playstation 2. Written by Kenny "Kenshi" Tam Contact: kennytam@foxhound.zzn.com =============== Version History =============== Version 1.0 February 1, 2002 Everything ================= Table of Contents ================= I. Introduction II. Profile III. Annotations and Abbreviations IV. General Moves V. Special Moves VI. Overdrive and Instant Kill Moves VII. General Notes VIII. Strategies IX. Combos X. Miscellany XI. Notes and Credits =============== I. Introduction =============== This is an FAQ for Dizzy. Many of us have reeled in frustration from this impossible to beat boss. Using her though turns out to be very different since she is actually difficult to use properly. The move lists and descriptions I got from sitting next to my machine and watching the move several twenty times on training mode. =========== II. Profile =========== Full Name: Dizzy Birthday: December 25, 2??? Nationality: France Height: 5"6 ft Weight: 123 lb Likes: Forest animals and Foster parents Dislikes: Poachers Hobby: Grooming her wings. Weapon: Angel and Demon Wings. ================================== III. Annotations and Abbreviations ================================== UB U UF UB= Up-Back U= Up UF= Up-Forward \ | / B= Back N= Neutral F= Forward B--N--F DB= Down-Back D= Down DF= Down-Forward / | \ DB D DF P = Punch S = Slash K = Kick HS= Heavy Slash QCF= Quarter Circle Forward (D, DF, F) QCB= Quarter Circle Back (D, DB, B) DPM= Dragon Punch Motion (F, D, DF) RDP= Reverse Dragon Punch (B, D, BD) HCF= Half Circle Forward (B, DB, D, DF, F) HCB= Half Circle Back (F, DF, D, DB, B) Double Jump= Tap Up During a Jump. The character will boost themselves again in the air to go higher. A direction can be specified, such as Up-Forward or Up-Back. High Jump= Tap Down, then U. The character will launch themselves into a large jump. They cannot perform the Double Jump though. A direction can be specified, such as jumping towards the opponent by pressing Up-Forward. Forward Thrust Attack= Forward +Attack button. Certain characters may do special or different attacks when performing this. Dead Angle Attack= During Guard, Tap Forward + 2 Attack buttons. Assuming you guarded the attack, immediately do this and the character will counter with an attack. You need a tension gauge of above 50% however. Dust Attack= Press Slash and Hard Slash at the same time. The character will so an attack that if hit, will launch the enemy into the air. Press Up to leap up after to continue attacking the opponent. Sweep= Press Slash and Hard Slash whilst crouching. The character will do an attack that hits low and knocks down the opponent. Recovery= After being knocked down, press two attack buttons to flip out and recover. Throw= Press Forward or Back and Heavy slash when near opponent to perform a throw attack. Faultless Defense= Press Punch and Kick whilst blocking to negate block damage. However it expends some of the tension gauge every time you perform this move and requires the buttons to be tapped every time the move hits. Roman Cancel= Push Three attack buttons during an attack to stop further animation. Used for creating custom combos otherwise impossible. Requires more 50% of Tension gauge to perform. Overdrive Attack= With Overdrive gauge at either 50% or full, do the specific command for the character to unleash a powerful attack. Instant Kill Tecnhnique= Press all 4 attack buttons. The character will go into Instant Kill mode, where the tension gauge turns red and starts deceasing. During that time, the character can unleash an Instant Kill Attack. If the character misses or the bar runs out, the tension gauge cannot be used. It requires a full tension gauge to perform as well. ================= IV. General Moves ================= Standing- ********* Punch- Dizzy waves her arm upwards. Demonic claw flashes quickly on screen. Becomes actual demon claw when it makes contact. Comes out fast and great for combos. Kick- Turns and sticks her leg out. Comes out pretty fast and combos, works in gattling chains as well. Slash- Dizzy leans slightly down and the Angel wing extends her hand, forming a blade which hits the opponent multiple times. Has good range and comes out fast. Works in gattling combos to. Has very good priority. Up close Dizzy does a backhand motion, along side with help from the Demon wing. Great poke. Hard Slash- Spins around ad extends her arm, encompassed by a large..arm..thing. Has great range and priority. Works as last hit in gattling combo. Jumping- ******** Punch- Dizzy leaps into the air, crossing her arms. A red spike protrudes from her hands. Aimed downwards at opponent. Not very good priority but still useful. Kick- Does a double knee attack. Not much range and use to my knowledge, other than air combos. Slash- Dizzy does a flip in the air, whilst the Angel wing forms an axe-like blade. It makes a full 360 spin, but it is hard to miss the opponent with the actual wing. It has sort range, gut good priority as well as coverage. Useful for air defense or countering. Hard Slash- Does a Huge claw attack with the Demon wing. Good range as well as excellent priority. Good for combo starting as well as offensive air battles. Crouching- ********** Punch- Extends her arm and three red claws extend forth. Can hit up to five times up close. Great for combos. It has pretty good range too, but isn't as fast as the other rapid fire attacks. Kick- Does a quick whip with her tail. Comes out fast but does not appear to have combo properties. Somewhat short range as well. Good for interrupting the opponent up close though. Slash- Ducks forward and stretches her wings slightly. Has very little horizontal range, so don't try to use it in ground attacks other than in combos. It has good anti air properties though, so it might be the main purpose. Hard Slash- Dizzy waves forwards with her hands, summoning the Demon Wing to smash the ground with a giant battle axe. Knocks down the opponent and has good range. Hs pretty excellent priority as well as coverage too, so it could hit as anti-air if timed properly. ================ V. Special Moves ================ Dizzy has some strange special moves. They aren't as standard as other characters and she lacks any really abuseable moves, making her different from the standard Boss paradigm. Command Moves: -------------- Dragon - (F+P) Dizzy motions her hands forward, summoning a dragons head towards the opponent. Has short range and aimed towards the gut. Can combo into Ice Spike if far enough. Big Tail Thing- (F+HS) Dizzy's tail turns into a big shadowlike monster with teeth. Has good range and priority, but has long recovery time.. Good for combo ending or annoying the opponent. It can beat out quite a lot of moves. Dust Attack- (S+HS) Both wings appear in their angel and demon forms. The Demon taps Dizzy's other shoulder, making her look towards the Angel on the other side. Dizzy looks confused whilst the Demon uppercuts the opponent up into the air. Similar to other Dust Attacks, there is some delay in coming out and recovering. Sweep Attack- (D+S+HS) Dizzy's Demon does a falling elbow drop. Somewhat extended range. Q=Some recovery time though, considering Dizzy does land face first when she does the move. Throws: ------- Demon Grab...Thing - (B or F+HP) Dizzy's Demon grabs the opponent into the air. It transforms into several Serpent heads and strikes the away. Special Moves: -------------- Twirling Scythe - (QCF+S) The demon comes forth and summons a spinning scythe. The scythe travels in a J shape, where it curves upwards. Someone good anti-air move, but it needs to be timed or the opponent may avoid it altogether. Will do 3 hits up close on grounded opponents. It can negate projectiles too. Fast recovery time. Ice Spike - (QCF+HS) Dizzy's Angel comes forth and summons a stalagmite of ice from the ground. It comes out about 2 character lengths away. It will miss characters next to Dizzy and leave her totally vulnerable. It cannot negate projectile as well. It is a good anti air though, reaching slightly higher than character height. Good for surprise attack though, as well as combo ending. Ice Dagger - (RPD+S) Dizzy's Angel waves forth an ice blade into the air and dives to stab the opponent. Some delay as the blade travels to top of screen before diving at opponent. It will hit the midsection of where the opponent was when the globe reached the apex of its ascension, but easily avoided by jumping high enough or moving as last moment. Dives pretty fast though, and aims as the mid-region of the opponent. Ice Bite- Slow - (QCB+P) Dizzy's Angel creates a Fish like thing with big jaws towards the opponent. It travels towards the opponent, snapping its jaws open and shut three times if allowed to travel full screen. Up close it becomes three hits, and Dizzy can follow up and hit at the same time. Good for pressuring the opponent. Only vulnerable when actually performing the move. It can negate projectiles, but opponents can defeat it with their own attack. Ice Bite- Fast - (QCB+K) Dizzy does a similar move to the Ice Bite, but this version moves faster towards the opponent. Good for faster opponents or to counter them. Similarly, good for keeping the opponent on the defensive. Ice Bite- Shield - (QCB+S) Dizzy's Angel summons forth a similar object, but it stays close and moves around Dizzy. It will target enemies that come closer than 1 character distance away. It can also be used to absorb a single hit. It lasts on screen until it hits twice or is destroyed. When this is on screen, Dizzy cannot call forth any more Ice...things. Ice Bite- Laser - (QCB+HS) Dizzy send forth a similar Ice...Thing, but instead of biting, it strafes the opponent with a beam of laser. The laser will activate when near the opponent, and hits once. It will fire at the midsection and move upwards with the laser activated, in a similar curve to the Twirling scythe. ====================================== VI. Overdrive and Instant Kill Attacks ====================================== Chain Explosion- -(HCB, F+HS) Dizzy whips forward a chain of explosions along the ground. Looks similar to Sol's Gun Flame, but on a much larger scale. It travels the entire screen and is screen. Travels fast and comes out fast. Pretty hard to punish, unless the opponent is right next to Dizzy. Nonetheless this is a great move to use, providing good defense since it pushes the opponent back, and can beat almost all projectiles (other than charged Stun Edge.) Good for offense too, as a counter move or just to annoy the opponent. Demon Archer- "Kono...." - (DF, HCF, B, F+P) Yes, that is the real motion. A portal appears right under the opponent, whilst Dizzy holds her head in pain. If the opponent gets trapped, he/she will get sucked into it, and appear back in a gothic Coffin. Dizzy will be enveloped by the Demon and shoots forth six flaming blasts from his Bow. Has up to half screen range and is unblockable. It can only hit ground opponents though. Excellent surprise move if the command movements does not give it away. Gives the opponent a great reason to keep away. Demon Laser - "Honegai...Yamite!....Kayyyahh!" - (F, B, F, HCF+HS) Full Gauge Death fires two thin lasers from both hands. A giant wolf's head appears from underneath Death's cloak and fires a giant beam at the enemy. Extremely powerful move. If the first two laser beams hit, the rest of the move will hit. Dizzy will always get thrown back after the giant laser blast. Has supreme priority over any move. Can be jumped over, but requires expert timing so it will not land right onto the laser. Move comes out very fast, and does horrific block damage. Requires a full gauge, and by that time the block damage maybe enough to kill the opponent outright. Does about 34 hits, depending on character size. It Can miss opponents who are Right next to Dizzy. Dizzy has no Instant Kill Moves ================== VII. General Notes ================== Dizzy isn't an almighty Boss character with super cheap moves. Dizzy actually take some skill to play well. Her moves are pretty unusual in a sense. Her Overdrive moves are pretty damn powerful, but take some time to pull off. Dizzy is not the fastest, but certainly the most mobile. Like Chipp, she can do the Triple Jump. Further more, she can Dash after a Double jump, where the only other character that has this ability is Millia. She can also do two air dashes in a row. ================ VIII. Strategies ================ Dizzy can do pretty much anything. Her combos are easy to pull off, and she can Gattling combo virtually anything. Her normal moves, notably the standing slash, is a great move for most purposes. Versus; Ky Kiske -------- Ky will rely on his Stun Edge from far away, and his long range and pokes up close. If he gets too projectile happy, whip out an Overdrive. The Ice biting thing is the only real counter to his projectiles from a far. The Ice blade could also be used, since Dizzy recovers quickly and can follow up of the blade does hit. Keep close and poke him to death. Ky's Instant Kill comes out fast though, more practical and flashy. Another method would be to wait for the Ky player to fall a sleep from Ky's boring moves. Sol Badguy ---------- Most Sol Players can play by slamming the controller on the ground and rolling the buttons around (W.W) where as others play properly. Sol is a very powerful character, with great offensive moves that can confuse the blocking pattern of a lot of players. His normal moves are strong enough, as with his other moves. Try to out combo him with Dizzy's speed and power. The standing slash is a good poke and can interrupt Sol quite often. Use the Ice Shield and slow bite to pressure Sol and limit his attacks. The overdrives are a good way of keeping him away, or to teach him to keep away. May --- Despite how cute and cheerful May is, she is damn hard to beat at times. Most players like to call Dolphins out as well as fly all over the place. May is evenly matched in speed, if not faster. However, Dizzy is much more mobile than May, so try to avoid her attacks and combo her. Te Ice Biting things are good at pressuring her to keep away. Whip out a chain Explosion to keep her away or Demon Archer if she comes too close for comfort. Millia Rage ----------- I am sure many of you know how frustrating it is to battle Millia. She is pretty overpowered in a sense. Fast, powerful, great special moves, incredible combos. Dizzy is a near match for Millia in almost every aspect other than Overdrives. Try to use the overdrives, since Dizzy's gauge should fill up pretty fast. The Chain Explosion has contact with almost all her moves, so try using that. The Demon Archer can miss since she can move pretty fast, and the motion's complexity can allow Millia to hit before the command is even complete. Watch for Millia's Forward Roll move, since it can dodge Dizzy's attacks and counter her. Pretty exciting match though. Axl Low ------- Axl has along reach, but nothing Dizzy cannot take care of. Axl is a pretty defensive character, but does have some mean combos. Try to pressure him up close and use Dizzy's speed to interrupt his moves. Use Dizzy's mobility to move through his reach. Most of Axl's moves are two part though, so watch out for those. Zato-One -------- A tricky match. Zato-One is quite a hard but powerful character to use. His shadow Eddie can double team you at times as well as have some powerful moves. The best bet is to confuse him up close, and play in a really weird style. He will have a hard time keeping up. Zato can basically hit you from anywhere, but is limited for how long he can continually use his Eddie. He does have some powerful moves up close, but they also have some delay. Poke him to death and use Dizzy's almighty combos. His Overdrives are pretty easy to spot. Watch out for his Claw uppercut move, since it has great coverage. Potemkin -------- A large big guy. He can reach very far with his attacks, so either keep away or go up close and just poke him to death. He does have a really powerful Overdrive that needs to be done up close though. Be warned that he has an autoguard in his dashing move, so he can go through and smash you. Keep close and simply out speed him. He has little option than to block Dizzy's Overdrive attacks. Chipp Zanuff ------------ Chipp is the fastest character in the game, as well as mobile (he has a teleport as well as triple jump.) However he also takes the most damage by far. His special moves are pretty fast though, as well as cheap. A match that will leave everyone's heads spinning and 'dizzy.' He is a real wuss, and his moves, despite how cool they look, sometimes become useless. An Overdrive and pretty much kill this guy. The Alpha blade comes out fast and is a great surprise move, so block low when he does it. Most likely this will be a match to see who can combo the best, so use the Ice Biting things to keep him pinned and limited. Baiken ------ Toned down from the first game, but nonetheless still very powerful in the right hand. She is a counter character who can counter with some very nasty stuff. If you must go up close, vary your attacks so the other player cannot predict your moves and whiff them. Her dashing move has an autoguard, so she might be able to run through a stun edge and do some heavy damage. She has an overdrive counter too. Stick to fast type moves or projectile attacks. Faust ----- This guy is hard. His scalpel can reach full screen and does huge damage. He might be slow and have weird moves, but they have incredible range, priority, and damage. Try heading in close and outspeeding him. His overdrives are weird in the sense that they can damage Faust and heal the opponent. Think of him as Dhalsim with a twist. Try to pull off the Demon Archer move, but the command makes it difficult to pull off in the heat of battle. Anji Mito --------- Hmm this Neikki Basara look alike is actually quite powerful. Anji is a pretty defensive character with great moves. Stay in mid range and poke at him with the Standing slash as well as Ice Pillar. He does have a move which can travel through attacks and hit Dizzy though. Use the Chain Explosion to keep him away. Johnny ------ How is this guy not cool? He is a very powerful character. He isn't very mobile, but his moves are damn powerful. His game revolves around hitting you with coins and then smacking you with a multi-hit Mist finer. His HS is godlike and easily abuseable. Up close he can take you to school with his Mist finer. It is near impossible to approach him even, since his Mist finer comes out instantly and has little recovery. If he does go close, back away or he will try to pin you down and hit you with coins and his mist. His Overdrive is damn incredible too. The only way I can figure is to go full screen and projectile him to death. Jam Kuradoberi (Cranberry) -------------------------- She may look as sweet as her name, but you sure don't want any of her. Cranberry Jam is pretty similar to Dizzy in the fact that she can combo anything. She can power up her special moves so they are even more powerful. She does have short range though, but since can easily compensate for it with her speed and combos. Limit her with Dizzy's Ice Biting things and Overrive attacks. Venom ----- Hard to use properly, but extremely powerful if mastered. His double Morbid is a good move and has quite food priority. His Snooker balls are quite tricky, since he can save them for later to use. The deadliest bit is his overdrive, mainly the Dark Angel. It does a lot of block damage and he can follow it up with anything almost. He also has a projectile, but they are pretty easy to avoid. Keep close and try to beat Venom there. Keep pressuring Venom and he should not be able to do much. Testament --------- Testament players like to summon beats from behind you. Jump in close to avoid them, since he always some delay in all moves. He does have a counter though, but if you stick to him and pressure him a lot, he should fold. ========== IX. Combos ========== Coming soon . . . ============= X. Miscellany ============= Win Quote: ---------- win against: "Please, before these kids start acting up, Leave this place!"- Chipp "What Animosity! I could have been crushed!" - Baiken "You could have really hurt me... Thank you' - Johnny "Your radiance is dazzling. You have big dreams, don't you?" - Jam "Such a nice guy... what were you thinking while fighting?"- Potemkin "I see what you are trying to do. Next time let's try to be friends." - Zato-One "Please, I don't want to hurt anyone. Please leave now." - Sol "Please go away. I don't want you to get hurt because of me." - Testament Special Intros: --------------- Almost everyone! Stage: ------ In a secluded grove. A pond is near by with some animals looking on. A perfectly idyllic scene. Dizzy's theme is "Awe of She" in all versions of the game. Comments: --------- -Pretty cute. The wings are supposed to represent Life and Death. -Her moves are officially named as "Unknown." -To Unlock Dizzy, enter Down, Right, Right, Up and Start for Home Consoles. I have no idea how for arcade; she is usually available. ===================== XI. Notes and Credits ===================== -Guilty Gear X is Trademark and Copyright property of Arc System Works Co., Ltd. and Sammy Entertainment Inc. 2000, 2001. -Mr. Jeff Veasey at Http://www.Gamefaqs.com for hopefully hosting this FAQ. -W.W for our Guilty Gear X matches and your button mashing Sol. -N.H for you have a greater presence than that of Dizzy. -If, for any part, I may have borrowed or referenced information that originally stemmed from your work, PLEASE do notify me and I will immediately remove or a credit the work from this FAQ. This document Copyright 2002 by Kenny "kenshi" Tam, and may not be duplicated or reproduced (in part or in full) for profit without the explicit permission of the author. Chances are it will be rare if anyone would want to use this crappy FAQ. This document is supposed to appear on http://www.gamefaqs.com. http://www.psxcodez.com http://www.DLH.net http://www.gamespot.com