Dizzy by Aintaer

Version: 2 | Updated: 09/07/05 | Printable Version

Dizzy Guide
Copyright 2005 Alex Lee (aintaer@aintaer.com)
version 2

Dizzy is my favorite and best character in Guilty Gear.  And after having not 
seen any decent FAQs for intermediate to advanced players, I thought I'd 
share some of my findings.

This guide is meant to instruct players on the finer points of Dizzy playing.  
It is meant for players who are already familiar with most basic mechanics of 
Guilty Gear.  If you have no idea how to play the game, I suggest you start 
with Edward Chang's most excellent FAQs on Guilty Gear XX and #reload
available at gamefaqs.com

Although most Guilty Gear mechanics have remained the same from XX to #reload,
this guide will address all issues assuming that you're playing #reload.

This guide is organized into five sections.
Table of Contents:

1.Play Style
  *Imperial Ray*
  *Necro Okotta Baai*
  *Punching and kicking like a girl*
  *Wasting your tension*
  *Ground combos (0% tension)*
  *Combo (hit) ends*
  *Combo (blocked) ends*
  *Icespike FRC extension*
  *Ground throw followup*
  *Aerial throw followup*
  *Ground launches*
  *Aerial combos*
  *Dust comos*
  *Bubble usage*
  *Ground tension combos (50% tension)*
  *Gamma Ray (100% tension)*
  *Corner trap*
  *Level 5s*
  *Tiger knee*
  *Dash brake*
  *Move buffering*
  *Mind games*

1.Play Style

Dizzy's playing style is quite unique, much like all Guilty Gear characters.
She has many projectiles; she has several powerful ground moves; she has two of
the best tension moves in the game; and her double air dash gives her a large
mobility advantage over many other characters (not to mention the mind games 
you can play with your opponent).  However, her guard is not the best; she has 
a relatively large hitbox; and she takes more damage than many characters like 
Sol or Slayer.

The end effect is that Dizzy is most comfortable a distance away from the
opponent, pressuring her opponents with her long range attacks, and getting
close under cover of projectiles to dish out extremely hurtful combos.  Woe to 
the man who does not block her f+H.


Because Dizzy's projectiles all take time to set up (duh), momentum is very 
important to a good Dizzy game.  And by momentum, I mean who is on the offense 
and who is on the defense.  If Dizzy gains the momentum, it will be very hard 
for the opponent to turn back the tide.  However if Dizzy loses momentum, you 
will similarly find yourself in a tight spot (usually in between the edge of 
the screen and your opponent).

Fear not though, all combos come to an end and your opponent will have to stop 
their combo sometime (maybe).  But if you don't like waiting for them, you can 
do several things.

Burst is the standard response to such an event.  Although many players will 
save the burst for when they get hit by a long combo (most likely a dust combo, 
which is a mistake: dust combos are flashier but are typically less damaging), 
remember that a full burst meter won't increase any.  And the sooner you use 
your burst, the sooner you'll get another one.

*Imperial Ray*:
If you have enough tension, Dizzy's tension moves may help.  Imperial ray will 
punish any player who isn't blocking when the first ray of fire comes out.  It 
also has a very short (2 frame) period of invincibility 5 frames into the move, 
so if your timing is exact, abuse to your heart's content.

*Necro Okotta Baai*:
For those more human among us, Necro Okotta Baai is often the best choice, if 
you can pull it off.  Invincibility from frame 1 to frame 12 almost ensures 
punishment and humiliation if you follow it up with a loud and raucous laugh.
Its extremely complicated input may put off some players, hence the mantra 
"Practice practice practice."

*Punching and kicking like a girl*:
If woe is you and you're caught without tension, you can try to either throw 
out a quick P or d+K while the opponent is in startup of another move.  P and 
d+K has 5 and 6 frame startup delays, respectively, making them some of the 
quickest moves in the game.  If you can time your attacks right, you'll catch 
your opponent before he hits you, and follow up with a combo that will make him

*Wasting your tension*:
Lastly, an option which I consider to be a thorough waste of tension, yet is an
option nonetheless, is a Dead Angle attack. The attack takes 50% tension, yet 
only deals out 25 damage, but has the advantage of being a guard canceled move.
In my opinion, you're much better off using the tension for Necro Okotta Baai.


The section we've all be waiting for, How to beat the crap out of the Opponent.
Dizzy's combo ability is unmatched. She knows how to dish out the pain.
I won't list out all the possible combos because there are too many. I will 
simply write out the most effective pieces of a combo chain and you can put the
pieces together yourself.

f/df/d/db/b -> forward (6)/down-forward (3)/down (2)/down-back(1)/back (4)
qcf -> d,df,f
qcb -> d,db,b
rdp -> b,d,db
hcf -> b,db,d,df,f
hcb -> f,df,d,db,b
j. -> mid-air move
JC -> Jump Cancel
FRC -> False Roman Cancel
The difference between a simple S and a far.S is the distance between Dizzy and
the opponent.
Moves in parentheses can be omitted.


*Ground combos (0% tension)*:
Combo starts (start with a dash to get in range):
G1. ((d+P >) d+K >) (S >) f+P > S > far.S > ...
G2. P (> P > P >...) > S > far.S > ...
G3. (P >) K > (S >)...
G4. d+K > d+D > ...
G5. f+P > f+H > Air combo

*Combo (hit) ends*:
H > (d+D >) qcf+H
d+H > qcf+H

Any combo ending with qcf+H (Icespike) can be FRC'd. The FRC timing is 2 frames
duration, 31 frames after the move starts. Effectively, a 33ms window. FRCs 
cost 25% tension.

*Combo (blocked) ends*:
H > d+D > rdp+S/qcf+S/qcb+P

The three blocked combo endings are used in different situations. First of all,
you should only use these endings if the opponent has blocked everything up to 
the d+D (Sweep).  If not, qcf+H assures more damage.

rdp+S, the electric spear move. Use it to screw up opponent guard timing; when 
you start it, the d+D will ensure enough distance that you're not attacked 
immediately. If they don't block, dash and start a new combo starting with S or
f+P. If they dash and try to hit you, poke them with d+P. If they continue to 
block then dash in and...

qcf+S, the circular scythe. The main purpose of this move is to lock down 
opponent mobility, forcing a guard.  Especially evil when you're trapping 
people in the corner, as the trajectory of this move moves upward, making it 
hard if not impossible for them to get over you.  While they're guarding 
against it, dash in and start a new combo with d+K, as most people will think 
the move hits high and block high.

qcb+P, the biting fish.  After a combo, you will be sufficiently close to take
advantage of the P fish's 3 bites. The fish provides cover and an excellent 
opportunity for okizeme (See EChang's Guilty Gear XX Dizzy guide for 
explanation on okizeme).  You can follow up with more combo or a throw, and 
the throw followup.

All ground combos can, and in most cases, should be preceded by a projectile of
some sort. qcb+H is my preferred, given the advantages of having a fish out.

*Icespike FRC extension*:
1. dash > d+K/d+P > far.S > H > qcf+H
2. dash > (K >) far.S > H > qcf+H
3. dash > d+H > qcf+H
4. airdash > j.P/j.S > j.H/j.D land> air combo
5. airdash > j.H land> d+H > qcf+H

Icespike FRC extensions are combo extensions from an ending qcf+H.  As you can
see, the extensions end with qcf+H, which can be further FRC'd for an even
more extended combo.  Icespike FRC extensions are a majors source of additional
damage for Dizzy, so learn to time FRCs by heart. (Hint: the Input Display in
Training Mode may help.)

1. Is used in middle of the stage, while 2. is used when the opponent is hit by 
the FRC'd Icespike in the corner. 
2. Does more damage, without the 70% prorate from d+K as is necessary to 
relaunch an opponent.
3. Is very dependent on the distance between you and your opponent. Usually
only feasible in the corner.
4. Can possibly be extremely damaging, but also has a very high potential for
whiffing if you don't have practice with it. (I don't.)
5. Does a decent amount of damage.  However, it has room for the wary opponent
to tech out of being hit by the ground followup; very small room, but one.

*Ground throw followup*:
Dizzy's throw is awesome on two levels: mechanically, it floats opponents with 
no chance for teching out, enabling followup attacks; graphically, your 
opponent is tentacle raped by Necro. (An excellent demoralizing opportunity, 
shout "TENTACLE RAPE" as loud as you can.) (ZedPower pointed out it's
technically SNAKE rape. I think he's focusing on the wrong word in this two
word phrase.)

After throw,
Dash > d+K/d+P > far.S > H > qcf+H

Though the dash/refloat combo does more damage, it's not always possible.
Against the less floaty characters (e.g. Potemkin), you'll have to resort to a 
simple qcf+H.
Characters confirmed to be floaty enough to refloat: All the females, Kliff, 
Chipp, Ky (hard), Venom (also hard).
(Hint: Jam and May are SO floaty, you can simply dash into a K started combo.)

*Aerial throw followup*:
The aerial throw is notably harder to pull off, though certain tricks may help 
a bit.  When you want to try an aerial throw, hold down b, and hit [H+S].  This
means to hit the H button slightly before the S, and then hold both of them 
down.  The effect is, if you successfully completed the throw, the throw is 
carried out.  If not, you've just done a Faultless Defense.

After aerial throw,
H > qcf+H
d+H > qcf+H
d+P > far.S > H > qcf+H
d+P > d+S JC> Air combo

The followups are in order of distance from where Dizzy lands and where the
opponent is from farthest to closest.

*Ground launches*:
To be able to effect air combos, you'd first have to get your opponents in the 
air. Here are a few of the best ways to do so.

f+H, the giant tail beast comes out with two hits, the second one is jump-
cancelable, so use it.  It is rather slow, so go for it when you see your 
opponent has been hit with a projectile.  A fully carried out f+H launched air 
combo with followup can do excess of 240 damage.  That is more than half the 
energy bar.

j.qcb+P/K, the bubble, as discussed before. Catch them as they're falling or...

d+S counterhit, Dizzy uprights her wings to hit opponent. See 4.Defense, 

d+H counterhit, Necro's giant axe. Opponent is launched but not very high; 
you'll have a hard time of catching them with just a d+H counter.  I suggest 
dash > d+P > d+S, see above.

D, the dust is for the express purpose of launching opponents, especially ones 
who are blocking low all the time.  See *Dust combos*.

*Aerial combos*:
Dizzy's aerial potential is good, only if you can time correctly.  She has two 
air dashes, affording her the ability to fake-dash (see 5.Tricks, *Fake-dash*);
and her aerial Dust (knockdown) actually refloats enemies, providing for
extremely long and painful combos if your opponent's don't, or can't tech.

(air) j.S > j.P > j.S JC> j.S > j.H/j.D

The basic air combo, it does a good amount of damage.  There is a follow up, 
see *Bubble usage*.

(air) j.P > j.S JC> j.P > j.S > j.H/j.D

This aerial does slightly less damage, but has a higher chance of hitting some 
characters who fall too fast, or when you catch them in a strange position.

(air) j.S JC> j.S > j.H/j.D

This may be the only combo you can pull off in certain situations when Dizzy is
too far from your enemy to hit with a j.P.  However, if your opponent is next
to the edge of the screen, you can try to airdash foward with a j.S and
continue the combo from j.P.  This is notably harder to do because your
position relative to your opponent may not be what you expect.

*Dust combos*:
Dizzy's dust has a slightly different timing schedule than her regular
launches and enables some different air combos.

D JC> j.H JC> j.H JC> j.S > [j.P > (j.K >) j.S] x n JC> j.S > 
 [j.P > (j.K >) j.S] x n> j.H/j.D

With a dust, you can sneak in two normally non-JCable j.Hs in there before 
launching into a j.S, followed by as many j.P > j.S as you can manage (if 
you're really good, add a j.K in there) before canceling into j.S (and more 
j.P > j.S if possible) > j.H and all the associated bubble followups. This is
harder to do in the corner than in the middle of the stage in my experience.
If you catch them in the corner, the following combo might be better.

D JC> j.S > [j.P > (j.K >) j.S] x n JC> j.S > j.P > j.S > j.H/j.D

Both dust combos are extremely flashy, but you can get higher damage count from
an f+H launched combo.

If you have problems performing all the Jump Cancels on time, try holding down
Up while you're in the dust animation, then perform the rest of the chain while
holding Up until you don't need to JC any more.  If you hold it any longer, you
will waste your jump cancel and possibly screw up your positioning.

*Bubble usage*:
Dizzy's most under-appreciated move, Hitori ni Shite Kudasai, where Undine 
creates a bubble that floats either straight with j.qcb+P, or at a -40 degree 
angle with j.qcb+K.  The bubble itself does nothing except look pretty.
However, when it's hit by any other Dizzy attack (including projectiles), the
bubble bursts and will hit an enemy.

The main advantages to the bubble are that your opponent almost never expects 
the bubble to hit them or hurt them, so when you do, they are unpleasantly 
surprised; after getting hit, the opponent is floated and cannot tech out for 
quite a long time; and after a few battles against a bubble using Dizzy, your 
opponents will come to fear the bubble, so use it as a shield.

The bubble is also Dizzy's only special aerial move, so use it to cancel 
recovery times on lag-heavy moves like j.H and j.D.

Air combo > j.qcb+K > j.H/j.D

This is the aerial combo followup.  When an opponent is hit with j.H or j.D, 
you can cancel into a bubble, and then hit them again.  If done correctly, the 
opponent will be hurt, unable to tech, and vulnerable to Dizzy landing, 
jumping, and starting another aerial combo.  Be careful though, sometimes a j.D
will put you too far from your opponent for another j.D to hit, in which case 
Faultless Defense will save you from being hurt bad by an opponent who has 
teched and landed.

The bubble also causes Dizzy to hang in the air for a short period, adding 
slightly to the amount of time she can stay in the air.  Use this fact to 
disrupt enemy anti-air timing.

*Ground tension combos (50% tension)*:
Dizzy's tension moves are quite damaging both to the enemy's energy and to 
opponent's morale, doubly so in EX mode.  You can start them on their own or 
chain them into a combo.  A warning though, combo'd tension moves are generally
less damaging.

G3./G4. > d+H > hcb, f+S
	>> dash > far.S > H > qcf+H
	>> air dash > air dash > (j.S >) j.H (> j.qcb+K > j.H)/Air combo
		>> far.S > H > qcf+H
		>> d+H > qcf+H

The basic Imperial Ray combo. G3. and G4. ground combos work best since you are
still relatively close to the opponent and thus can hit with d+H.  G1. and G2.
use far.S are generally too far away for it to be as effective.

The best part of an Imperial Ray combo is the associated followups.  After they
are carried to the other side of the screen from the Imperial Ray, you can 
either stick to the ground, or take to the air.  The air allows for much better
combos, but are also harder to pull off successfully.  The last part of the
followup may miss depending on what you did in the air.

If you completed the K bubble and successfully exploded it on your victim, the 
bubble hit ensures enough time during which your opponent can't tech out to 
finish with a ground based ending.  Otherwise, if they tech, it's up to how 
well you can predict their landing to finish the follow up.

G1./G2. > df, hcb, b, f+P

The Necro Okotta Baai combo.  Necro Okotta Baai is pretty hard to pull off if 
you haven't practiced extensively; this combo gives the player a bit of leeway
in terms of timing.

What is desired is that you combo your enemy into a far.S, during which time 
you are performing the motions for NOB. Hit the P button on the fourth hit of 
the far.S, which staggers the enemy.  NOB will grab the enemy while they are 
staggered with no chance of them jumping away.  Note that NOB counts as a part
of the chain and thus is prorated as the n+4th hit in the chain, depending on 
what you did to lead up to the far.S.  As a part of a combo, NOB will only add 
about 50-60 damage to the combo with no chance of followup.  Use it for 
especially flashy/demoralizing finishes.

rdp+S > df, hcb, b, f+P

A most curious combo, with severely strict timing.
From Tariq Mukhttar's #Reload Dizzy FAQ:

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.

The desired effect is case 2 described above, when the spear will hit even if 
the opponent is guarding.  This particular combo only has very limited use, 
mostly for when the opponent is recovering from getting knocked down. It will 
do around 150 damage and if pulled off successfully, make your opponent's jaw 
drop all the way through the earth and ruin the carpet of a nice family on the 
other side of the globe.

*Gamma Ray (100% tension)*:
Ah Gamma Ray.  Gamma Ray isn't really a good move, considering some of the 
other things Dizzy could do with that tension.  However, it is the ultimate jaw
dropper/demoralizing agent.  If you use it a few times and build a reputation 
for liking to Gamma Ray, your opponents will often start turtling when you hit 
100% tension, for which you can punish them in a corner trap.  The only sure 
way of hitting that I've found is through surprise.

Here are the situations I've found where a Gamma Ray will work.
First off never against Ky or Robo-Ky.  Both will slip out of the way on the 
2nd and 3rd hits.

When opponent has foolishly hit a fish. See 4.Defense, *Fishies*.
When opponent is distracted by a hot girl (or guy, depending on opponent).
When opponent is dizzied.
When opponent has whiffed a lag-heavy move.

You can help the matters by making it look like you are starting a regular 
ground combo:

qcb+P > dash > Gamma Ray

However, instead of moving into an attack, use the held down f as the first 
part of Gamma Ray's input.  The fish provides a certain amount of cover against
your opponent.

Never use Gamma Ray as any part of a chain. It is a complete waste of tension 

If the opponent block the Gamma Ray, fear not, there are still consequences of 
it to be dealt with.  If they did not use Faultless defense, they will take 
around 20 chipping damage and have a completely full guard gauge.  If you hit 
them with a combo at this point, it may deal even more damage than Gamma Ray.
If they did use FD, chances are their tension is depleted as well as yours.

*Corner trap*:
Dizzy's corner traps are ridiculously ridiculous.
Edward Chang's GGXX Dizzy FAQ provides a very good description of one of her 
corner traps.
I prefer a slightly different version because of the effect it has on opponents.

In the corner,

G1. > H > d+D > qcf+S

Which is a pretty standard combo with a blocked ending. You want an opponent 
who blocks, it makes it all the better. While they're being kept down by the 

qcb+P, dash > G1. > d+D > qcf+S

The fish may fool them that they're safe, if they start attacking, forget the 
blocked ending and go for a hit ending, restarting the corner trap afterward. 
Otherwise, keep up the pressure until you have 50% tension. Then,

G1. > d+D > qcf+S, Necro Okotta Baai

At this point, your opponent's guard gauge probably isn't looking too good; 
they are waiting for their burst meter to fill so as to end this madness.
After the scythe comes out, hit the NOB.  If they react well, they'll jump, to 
be instantly hit by the scythe.  If they choose to wait it out, the scythe 
actually finishes hitting them slightly before the NOB grab frame, resulting in
a lot of hurt either way.

*Level 5s*:
Many people may not pay much attention to the levels of their attacks, but 
knowing which are the strongest attacks will help in several ways.  Levels 
indicate the "strength" of an attack, and determines things like guard stun, 
hit stun, dizzying potential, and such.  A constant onslaught of high leveled 
attacks will likely put your opponent into dizziness, for which you can punish 
with whatever tickles your fancy.

Dizzy has three Level 5 attacks:

It is possible to use all three of them within a short period of time, and 
repeat. First you will need to put your opponent in a corner, then air dash in 
with j.P > j.P > j.H, land, d+H > d+D > qcf+S to lock them down. If at any part
of this the opponent STOPS guarding, or did not guard to begin with, abandon it
and continue with whatever combo you can summon at that point, which is often 
just a qcf+H. It is a turtling opponent that we want.
If the opponent is turtling, while he's locked down by the scythe, hop in with 

j.H, land, d+H > d+D > qcf+S

Continue doing so until either you or he messes up. Most likely, it will be 
your opponent, who will need to block high for j.H, and low for d+D.  When he 
does get hit he will have a probability of being dizzied depending on all the 
moves he suffered before he got hit.  Constantly pummeling him with level 5 
attacks will give a much better chance of dizzying.


Beyond the universal "BLOCK BEFORE YOU ARE HIT", Dizzy has some other defensive
options that are worth looking into.  So here we go.

Dizzy does not have any regular move with oodles of invincibility.  Mostly, you
have to be spending tension to get invincibility.  Here are the more important 
moves with invincibility.

Necro Okotta Baai has a 12 frame startup invincibility, useful for counters.
After she turns into Necro, she is fully invincible for the duration of the 
move. But in between that time, there are several frames when she can get hit.
One interesting experience I've had is starting Necro Okotta Baai right after 
Venom's Dark Angel. He got the giant ball of hurt out, but got captured in the 
coffin. Dizzy turned to Necro and the Dark Angel passed straight through.

Forward dash has infinite invincibility! But only for her feet.  She can avoid
certain moves just by dashing. Most notably, Potemkin's Slide Head, and Dizzy's
own Necro Okotta Baai. For a full list, consult EChang's GGXX #Reload FAQ.

Forward punch has upper body invincibility for the duration of the move, which 
may be useful as an anti-air. I've not had much experience using it as an anti-

Let's get one thing clear: I <3 fishies.  Dizzy's Yoku Hanashi Aite ni Natte 
Kuremasu, the fish making move, is one of her best assets.  The fish comes in 
FOUR flavors, bite 3 times, bite 2 times, laser low, or laser high.  Each of 
them has their own use, mostly for added pressure.  But the most important thing
about the fish is that they absorb one hit.  For example, if you had a fish in 
front of you, ALL of Slayer's tension moves would hit the fish instead of you, 
leaving you free to laugh at your opponent's waste of 50% tension and punishing
them for doing so.

This is why I recommend always having a fish in front before you dash in to 
attack. Besides fulfilling their duty as one-shot shields, the fish also serve 
their purpose as lockdown aides, providing some pretty decent support, and 
conversing with Dizzy in her spare time.

Dizzy has one major anti-air move: d+S.  The move has somewhat strange timing 
and hitbox, so practice with it often.  The biggest merit is that the move is 
jump cancelable, making an anti-air counter very easy.  You can also use it to 
refloat any low-floating enemies, leading into an air combo.


The tricks of the trade.  Most of these are not Dizzy specific, but I will 
discuss how to take advantage of these as Dizzy.

Since Dizzy has two air-dashes, she gets much better mobility than most 
characters.  She can also abuse this ability to perform a fake air dash.  The 
way to do it is to dash in one direction and immediately dashing in the 
reverse direction.  So what ends up happening is Dizzy stays in the same place 
in the air, faking the enemy into thinking she's moved.

The advantage is to make the opponent let down his guard and attack, while you 
know his attack is going to whiff, and are ready to counter it.
The disadvantage is she is completely vulnerable in an airdash, so don't abuse 
this tactic or your opponent will learn and punish you for it.

This trick involves using the bubble to get extra air time.  The trick is to 
foil certain (rather wily) opponents, who've learned to attack low as soon as 
you land, when you can't block.  If you low airdashed in with j.P > j.P > j.H, 
cancel the j.H into an qcb+K to produce a bubble.  The opponent expects you to 
have landed by now and has stopped guarding and started attacking.
Immediately follow the bubble with another j.H which will counter and float 
them. Follow up as you see fit.

*Tiger knee*:
This is a basic trick that anybody with an aerial special can perform.  The 
trick is to perform the maneuver with a jump tacked on with the end.  So for 
Dizzy's only aerial special, the bubble, she would perform qcb, bu(7)+P/K, 
where bu is back-upward.  This produces a bubble very close to the ground, and 
she lands immediately afterward.  The more specific use for this trick is to 
produce a P bubble, and waltz slowly with it toward your opponent.  If they 
try to attack, use a quick P to burst the bubble, float them, and follow into 
an air combo.

*Dash brake*:
When a character dashes and stops, there is a wind down period during which 
they cannot do anything except slow down and stop.  This is punishable by some 
advanced players.  So in order to counter that, we abuse the fact that a 
faultless defense will instantaneously stop you, and break Newton's First Law.  
A more specific use for the trick is an instant grab.  Dash, and when you're 
close enough for a throw, hit b+SH, H.  b+SH will perform Faultless Defense, 
and the second H will perform the grab.
See 3.Offense, *Ground throw followups* for followups.

*Move buffering*:
Players often have problems with Dizzy's Necro Okotta Baai input.  It is the 
most difficult input in the game, for good reason too.  The move is JUST THAT 
AWESOME.  But fear not, there is hope for the less dexterous among us.  The 
input interpreting software in Guilty Gear allows for certain leeways.  So 
instead of doing a df, hcf, b, f+P, try df, hcfx2+P.  See also Edward Chang's 
Dizzy guide for more move buffering explanations.

*Mind games*:
The best part of playing Dizzy is to mess with your opponent's mind.  Instill 
him with fear for the bubble, dread for the icespike, loathe of Necro Okotta 
Baai, and utter dismay at Gamma Ray.  Use the mobility advantage to move all 
over the field; trap him with the evil corner traps; and always always keep up 
the pressure.  If you do not, he will gain the advantage, and being on the 
defense is not Dizzy's strong suit.

When you pull off a tension move, throw, or a particularly long combo, always 
remember to shout. Obscenities if you have to, shout.  And best of all, 
remember the taunt button.  After an air combo when you're not afraid of 
retribution for a while, taunt the other player. In real life as well.  
Taunt when you finish him off (though be careful, taunting after you finish is 
counted as rakusyo, where the opponent starts the next match with 50% tension.
Best stick to end of rounds.)

In essence, intimidate, taunt, and bully your opponent into general despair 
while you're playing Dizzy.  Convince him that he's lost before he's actually 
lost, and he will lose.

Good luck, and have fun.

PS. A word about Copyright:
You're free to reprint this guide in any form as long as proper credit is
given.  It'd be nice if you told me about it too.