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Dizzy

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Guilty Gear/Dizzy
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"Mature Content"
This character or verse has mature themes and concepts, thus those of young age are ill-advised to look through these.



Background

Dizzy is a central character in the Guilty Gear series. A gentle and kind-hearted command-type half-Gear, she is the daughter of Justice, the Gear once responsible for leading a war against humanity. Unaware of her true heritage for much of her early life, Dizzy sought to coexist peacefully with both humans and Gears. In battle, she is protected by her sentient wings, Necro and Undine, who can shift forms and act as her guardians.

Following the events of Guilty Gear XX, Dizzy marries Ky Kiske and becomes the mother of Sin and Unika. She later learns the truth of her lineage, discovering that Sol Badguy is her father.

This dropdown contains the synopsis of Dizzy's story. Read at your own risk as you may be spoiled otherwise!

Background
The circumstances surrounding Dizzy’s birth are largely unknown. What is known is that she is the daughter of Justice, born in 2177 while her mother remained sealed in a dimensional prison. As an infant, she appeared entirely human and was discovered by an elderly couple unable to have children of their own. They took her in and raised her lovingly for several months, until the villagers grew suspicious of her rapid growth and the sudden appearance of wings and a tail. Once her Gear-like nature was realized, the frightened villagers deemed her a monster and attempted to kill her.

To keep her safe, the couple hid Dizzy deep within the Forest of Demons. They visited her for a time, but eventually their visits stopped, leaving Dizzy to grow accustomed to solitude. She later befriended a blind girl named Josephine, who believed Dizzy to be an angel. Dizzy allowed her to visit freely, though she warned her not to bring anyone else.

In 2181, Josephine led a person called Kliff into the forest while fleeing from Venom, who sought to capture her as bait for Faust. After Josephine was injured, Dizzy and Kliff brought her to Faust’s clinic, where Kliff revealed their true name, Testament, and their identity as a Gear. Faust successfully treated Josephine and even restored her sight. However, upon seeing Dizzy’s inhuman features, the villagers set the clinic ablaze in an effort to kill her. Dizzy’s guardians, Necro and Undine, lashed out against them despite her cries to stop. Testament subdued her before anyone was seriously hurt. Distraught, Josephine struck Dizzy and called her a demon, ordering her to return to the forest. Dizzy departed in sorrow, unaware that Josephine later regretted her words after Faust consoled her.

Guilty Gear X
In October, news of Dizzy’s existence spread to the world, prompting the government to issue orders for her elimination. Multiple attempts failed, leading Ky Kiske to personally investigate the source of the leak. His encounter with Dizzy left him questioning his ideals of justice—Dizzy asked whether protecting one person always meant hurting another. Ky admitted that pain was part of human existence and doubted the meaning of power. Moved by his conviction, Dizzy wished she possessed the same strength of heart. They fought, and although Dizzy’s immense power overwhelmed him, Ky allowed her to escape when an angry mob approached.

Following the incident, a bounty of W$ 500,000 was placed on Dizzy’s head. Testament fought off numerous hunters, but those who reached her found themselves defeated by Dizzy’s own power. Tired of constant pursuit, she wished to leave the forest behind. Before Potemkin could intervene, she was found and defeated by Sol Badguy, who mysteriously chose to spare her life. Soon after, Johnny discovered her and offered her sanctuary among the Jellyfish Pirates. Dizzy accepted and was welcomed aboard the May Ship, taking on domestic duties such as cooking and errands. Testament remained in the forest, while Jam Kuradoberi falsely claimed credit for Dizzy’s defeat, effectively removing her bounty—though not before some hunters continued to chase her unaware of the truth.

Guilty Gear XX
Weeks later, while aboard the May Ship, Dizzy was attacked by I-No and thrown overboard. She was knocked unconscious, allowing Necro to take control and rampage until Faust intervened and restored her to normal. In one version of events, Eddie attempted to seize her body under I-No’s orders but was stopped when That Man punished I-No, allowing Dizzy to reunite with her crew. In another, Dizzy defeated I-No but passed out, her guardians once again taking over until Sol subdued them. Upon awakening, she wept from a nostalgic dream, possibly of her parents, before rejoining her friends. In another path, she fought Bridget, cleared up the confusion about her bounty, and continued her journey.

Later, Dizzy began questioning her identity and the reason for her existence. Johnny took her to see Testament, where she encountered a replica of her mother created by Crow of the P.W.A.B. The emotional resonance caused her to lose control of Necro and Undine. With Ky’s help, she regained herself and resolved to learn more about who she was. Testament, though distrustful of Ky and still resentful toward humanity, allowed Dizzy to go, believing that one day they might reconcile. In an alternate version, Sol aided her recovery, though she was later captured by Crow and A.B.A., who used her essence to create clones.

Material Collection
Eventually, Dizzy amicably parted ways with the Jellyfish Pirates and began living with Ky. While Ky worked as a director in the International Police Force, Dizzy managed their home and protected it when needed. Over time, the two fell in love. Though they could not legally marry due to Dizzy’s hidden identity and lack of records, Ky proposed, and they pledged themselves to one another. Their happiness deepened when Dizzy became pregnant, and under Faust’s supervision, she laid an egg—her unique Gear physiology shortening the gestation period.

On May 31, 2182, their son Sin was born. While Ky adored his family, Sin grew resentful of his father’s absence, though Dizzy assured him that Ky was protecting others so their family could live in peace. When Sin was six months old, the Conclave pressured Ky into running for office by threatening Dizzy’s life. Distraught, Dizzy reached out to Sol for help. After a confrontation between Sol and Ky, the couple made the painful decision to entrust their son to Sol’s care for his safety.

Guilty Gear 2
Years later, after Ky’s election as Illyria’s First King, mysterious Gear sublimations began occurring throughout 2185. Dizzy also began to fade in 2186, forcing Ky to seal her within the Thunderseal to prevent her disappearance. However, the process was rushed, leaving her in a suspended state he could not reverse.

During an assault on the capital by the Vizuel, Ky revealed Dizzy’s condition to Sol, Dr. Paradigm, and Izuna. Paradigm determined she could be restored if Valentine were defeated but soon realized that Dizzy’s unique Gear cells were the key to entering That Man’s Cube. Though Paradigm suggested destroying her to prevent misuse, Ky refused, declaring his love for her. After Valentine’s defeat, Paradigm ensured that Dizzy’s condition would remain stable until she could safely awaken.

Guilty Gear Xrd
In 2187, with Paradigm’s help, Dizzy was finally released from the Thunderseal in time to join the battle against the Conclave’s attempt to resurrect Justice. Reunited with Ky and, after two long years, with her son Sin, she was overjoyed when he finally called Ky “Dad.” She later used her powers to overload Justice’s system during the St. Elmo’s Fire event, aiding Sol and the others in saving the world. Exhausted, she fainted, and both Elphelt Valentine and Justice were taken by the being known as “Mother.”

The following day, Dizzy visited Ky as he examined the Thunderseal. They reflected on their first meeting, when they debated the idea of protecting others without inflicting harm. They sparred, and Dizzy won, remarking that she now carried a “chair” in her heart where Ky could always return. Weeks later, on November 20, she joined the battle to defend Illyria from invasion, helping Potemkin destroy antimatter Gears with her Gamma Ray attack.

As Sol, Ky, and Sin faced Ariels and Justice, Jack-O’ Valentine merged with Justice to restore Aria Hale. When the fighting ended, Dizzy and Ky welcomed Sin, Elphelt, and Ramlethal into their home. As they discussed their future, Elphelt showed Dizzy a newspaper praising her bravery and calling her an ideal queen. Moved by the acceptance she once thought impossible, Dizzy tearfully embraced her new life. When the topic of family arose, she decided to call Sol “Father,” to Ky’s mild dismay—just as Sol arrived for a private talk with him.

Guilty Gear -Strive
Base Story
Three weeks after the G4 Summit incident, Dizzy and her family finally experience a time of peace. During this period, she and Ky introduce Testament to their son Sin, as well as to Ramlethal and Elphelt, marking a moment of calm and familial unity.

Dual Rulers
Now officially known as Dizzy Kiske, her marriage ceremony with Ky is suddenly disrupted by Nerville Hammer, who secretly infects her with a Gear virus. Alongside this, a mysterious girl named Unika appears. When the infection causes Dizzy’s Gear power to spiral out of control, both she and Ky are sealed within the Thunderseal to suppress her unstable energy.

In time, the conspiracy behind Nerville’s actions and his manipulation of Unika is uncovered—both are revealed to be pawns of a future version of Nerville himself. Unika eventually discovers that she is an alternate future daughter of Ky and Dizzy. When Sol uses a special bullet to suppress the Command Gear cells within Sin, it neutralizes the virus affecting all Gears, curing Dizzy as well. Freed from the Thunderseal, Ky and Dizzy reconcile with their daughter and stand by her side in the fight against Future Nerville.

It is later revealed that in Unika’s original timeline, Dizzy had sacrificed herself to save a rampaging Sin after all their comrades had perished. In that timeline, Future Nerville abducted Unika and exploited her powers, using her to manipulate events across timelines through Axl Low’s time travel ability.

After Future Nerville’s final defeat at the hands of Sin and Unika, Ky and Dizzy’s long-awaited wedding finally takes place. Though saddened that Sol could not attend, Ky reassures her that Sol continues to watch over her from afar. However, with encouragement from Vernon, Sol appears in person to witness the ceremony. Overjoyed, Dizzy embraces her father in tears as he fully accepts her as his daughter and finds peace with his past. Following the celebration, Unika embarks on her own journey, taking inspiration from her grandfather Sol and training as a bodyguard under U.S. jurisdiction.

Post-Dual Rulers
In the days that follow, Dizzy assumes the role of queen of a newly founded kingdom known as Vialattea, continuing to watch over her family and the world she once fought to protect.

Appearance

General Description: Dizzy is a young woman with a slender figure, long dark blue hair, and distinct heteromorphic features, including her large, mismatched wings and a black, salamander-like tail.

Facial Features: She has striking red eyes and long dark blue hair that extends down to her knees. She often decorates her hair with yellow ribbons tied to her ponytails, and in -Strive-, she styles it into a single large braid woven with yellow and white flowers.

Clothing/Outfit: In combat, Dizzy typically wears a black bodysuit with crossed belts covering her chest, exposing her midriff, and featuring white puffy sleeves. She complements this with a black choker, long socks with crossed straps, and white heeled boots. In -Revelator-, her outfit becomes more modest with a buttoned shirt panel and feather-like shoulder plates replacing the puffy sleeves. Outside battle, she has been shown in different attires across titles. In Guilty Gear X, she wears a black ankle-length dress with a low, white, laced neckline. In XX, she dons the Jellyfish uniform consisting of a sailor top, denim shorts, glovelettes, and an orange bandanna. She retains her white and blue ankle boots in all outfits. In -Strive-, as Queen Dizzy, her outfit changes completely. She now wears a long black dress with a high slit, paired with a white top that has kimono-style sleeves and a high collar. A black ribbon adorns the collarbone area, and her waist is belted with white straps decorated with black flowers. She wears uneven white stockings, black high-heel pumps, and long black fingerless gloves.

Special Features: Her right wing is dark green, and her left is white—manifestations of her guardians, Necro and Undine. She also has a black tail resembling that of a salamander, often tied with a yellow ribbon.

Personality

  • Mature and Intelligent: Dizzy possesses a highly advanced mind, having matured faster than humans due to her half-Gear physiology. Her mental age far exceeds that of a typical child her chronological age.
  • Gentle and Kind: She is naturally compassionate, honest, and pure-hearted, displaying a caring, motherly demeanor towards those around her.
  • Nature-Loving and Nonviolent: Dizzy loves nature and generally avoids conflict, though she understands that destruction is a natural part of life and is willing to act if necessary.
  • Cautious and Fearful of Her Power: Her immense strength and lack of full control over her guardians cause her distress, as she fears unintentionally harming others.
  • Initially Distrustful but Open-Hearted: Early persecution by humans made her wary and isolated, but positive interactions with kind individuals helped her learn to trust and accept humanity.
  • Family-Oriented: Dizzy has come to terms with her parentage, especially acknowledging Sol as her father, and has largely let go of past grievances regarding his absence.

Relationships

Ky Kiske

When talking with Paradigm, he starts getting furious when he implied he detained Dizzy or are eyeing her for her value as a weapon[1], claiming that she was never a weapon[2].

When Paradigm explains that Dizzy's life makes a threat to existence and that she must be killed, Ky refuses to let her die claiming he has fallen in love with Dizzy[3].

General Information

Name: Dizzy[4]

Nicknames: Maiden of the Grove[5]

Origin: Guilty Gear X

Overall Franchise: Guilty Gear

First Appearance: Guilty Gear X

Company: Arc System Works

Creator: Daisuke Ishiwatari

Actor

  • Japanese Voice Actor: Kazue Fujita (Guilty Gear X, Guilty Gear XX, Queen's Gate: Spiral Chaos, Guilty Gear Xrd -REVELATOR-, Guilty Gear Strive, Guilty Gear Strive: Dual Rulers)
  • English Voice Actor: Kira Buckland (Guilty Gear Strive)

Gender: Female

Sexuality: Heterosexual

Pronouns: She/Her

Handedness: Right-Handed

Age: Unknown

Blood Type: Unanalyzable[6]

Birthday: December 25th[7] (Presumed)

Time Period: 22nd Century[8]:

Timeline: Main Timeline

Homeworld: Earth

Residence: Ky's Castle

Story Role: Fighter, Playable Fighter, Pacifist, Unwilling Villain

Legacy: Global Legacy (By the time of Guilty Gear Strive: Dual Rulers, Ky has shown Dizzy to the world, marrying her to establish peace between gears and humans)

Influence: Event Influence

Language: Common Language

Ethnicity: Unknown

Religion: N/A

Classification: Reproduction of Justice[13], Justice's child[14]

Species: Gear/Unknown[15]

State of Being: Regular

Physiology: Gear Physiology

In-Universe Creator: Justice

Occupation: Queen

Ranking: Queen of Illyria

Risk Rating: S++[16]

Affiliations: Ky Kiske, Sin Kiske, Sol Badguy, Testament, Unika

Enemies: Unika (Formerly), Universal Will

Height: 5'6"[17]

Weight: 123 lbs[18]

Status: Alive

Alignment: Neutral Good (Dizzy is a peaceful pacifist, not wanting to harm anyone, even when people try to kill her she will hold back against them)

Protection Level: Global Protector (Aided in stopping the revival of Justice, protecting the world in the process)

Threat Level: Global Threat (If her Gear goes out of control, she will be a threat to the planet)

Potential

Archetypal Tiering: The Heart

Codex Statistics

Grade: S

Tier: At least 8-B, Much Higher through Magic of the Backyard

Cardinality: Finite

Dimensionality: 3-D

Power Source: Magic (Mankind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[20]. This is further supported in the memoirs of Eripmavs D Yraid where a band of mages calling themselves "Apostles" taught magic to the people[21]. Magic is described as a scientific impossibility, a power close to omnipotence, with all of its information being of an unknown origin[22])

Attack Potency: At least City Block level (Potency) (Dizzy defeated Ky Kiske with her overwhelming strength[23], where Ky Kiske and Sol Badguy are considered the best of the best[24], putting them above the likes of Johnny who fought against Bedman[25], where in his fight with Slayer, caused a massive cavern across the entire terrain[26]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[27] to carry more energy than anything on this planet is capable of producing[28], however without an intermediary, this energy would destroy the planet[29]). Can ignore durability with Magic (The Backyard is the term used to give reason to the five element configuration[30], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[31], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[32], being described as an obscure world that magic users temporarily access to gain power[33]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[34])

Durability: At least City Block level, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[35])

Striking Strength: At least City Block Class (Potency), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[36], to where even a single strike or punch from them carries more energy than anything on the planet is capable of producing[37])

Lifting Strength: At least Class 1 (Should be comparable to Bridget, who with her instant kill can lift the likes of Potemkin casually[38], who weighs 1446 lbs[39]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[40])

Travel Speed: Regular Human, Superhuman with Blast Drive (Blast Drive allows the fighter to move like the wind[41], running far faster then the fighter normally moves[42]), Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[43]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[44])

Attack Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[45]. Fighters can move so fast with their Roman Cancels that they create a light afterimage of two of the same fighter doing a roman cancel[46])

Reaction Speed: Superhuman, Far Higher through Magic of the Backyard (Magic draws power directly from the Backyard, allowing a user to amplify themself[47]. Can avoid sword slashes from Johnny[48] where it's noted that Johnny's attacks move at the speed of light[49])

Stamina: Limitless (Makind has succeeded in the dream of developing a natural, limitless energy supply, being the Age of Magic[50])

Range: Standard Melee, Extended Melee with Angel & Demon, Several Meters with Attacks (The demon transform their arm into a bow[51], which shoots out energy projectiles that all home in on the target[52]). At least Tens of Meters with Instant Kill (Causes a massive explosion across the screen[53]), Multiversal with Magic (The Backyard is the term used to give reason to the five element configuration[54], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[55], the magic people use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[56], being described as an obscure world that magic users temporarily access to gain power[57], with it being larger then the universe[58])

Intelligence: Supergenius Intelligence (Gears have the capacity to learn quickly, with Dr. Paradigm having knowledge and throughput that exceeds that of Leo's entire operations department[59])

Knowledge: Unknown level


Powers and Techniques











Helpers

Necro and Undine

  • Description: Necro and Undine are Dizzy's sentient, shapeshifting wings, functioning as independent defense systems capable of acting without her direct command when danger is detected.
  • Appearance: Normally appearing as a pair of angel-like wings—Necro black, Undine white—they can transform into humanoid forms that remain attached to Dizzy's back. In their humanoid forms, Necro resembles a male figure with light-green skin, skull-like face, glowing red eyes, and a black cloak. Undine resembles a water nymph or angel with long hair, green eyes, and a light-blue robe. In Guilty Gear -Strive-, both adopt a minimalistic style with black bodies, white robes or hair, and pronged halos, maintaining nods to their original colors.
  • Personality: Necro is excessively violent and aggressive, reflecting Dizzy's instinctual defensive and offensive reactions, but shows concern for her well-being. Undine is benevolent and calm, tending to Dizzy and moderating Necro's brutality, though she can be playful and temperamental in interactions with him.
  • Abilities: Necro can wield energy scythes, summon fire bursts, conjure magma dragon heads, transform his hands into scythes, and manifest as serpentine or worm-like forms. He can fully possess Dizzy to execute high-level attacks, including the Imperial Ray and Gamma Ray. Undine can summon ice spires, electric or ice blades, flying ice scythes and piranhas, create mirror barriers, and transmute into ice blades. Her full-body possession of Dizzy is unconfirmed.
  • Notable Traits: Both wings serve as guardians, capable of independent combat and defense. They can shapeshift Dizzy herself in addition to taking humanoid or winged forms. Their behavior demonstrates contrasting temperaments that complement each other.

Notable Techniques


Gatling Combo System

Gatling Combos involve chaining together normal attacks, always increases or staying the same level of strength. After a Gatling Combo, the fighter can then usually cancel, or two-in-one, into a Special Move.

Charge Attack

Fighters have a special move that can be charged up for increased power, this is accomplished by charging their special in order to use an enhanced version of an attack that reaches all the way to level 3.

Instant Kill System

Instant Kill moves are moves that are a fighter's most powerful technique. Defeating an opponent with the Instant Kill will end the match immediately, regardless of the round the fighters are on.

Chaos Moves

Chaos Moves are super-powerful attacks that takes a completely full Chaos Bar to use. These moves do far more damage then a fighters standard attacks.

Dash / Back-Dash / Air Dash

Fighters can dash forward, do a back dash, and dash even in mid air, allowing for greater mobility of moving around their opponents during fights.

High Jump

A high jump is much higher then a regular jump, and a forward or backward High Jump travels all the way across the screen. A Double Jump cannot be performed during a High Jump.

Knockdown Evasion

When a fighter gets hit with an attack that knocks down, they will flip out of the hit immediately, ready to retaliate.

Double Jump

A fighter can jump once on the ground and once again in the air, allowing them to reach higher and out of reach spots from other fighters.

Throws

Fighters can grab opponents to throw them, being able to throw them either forward or backwards.

Mid-Air Turn

Through pressing the Taunt Button when in mid-air, the fighter can turn around and face the opposite direction, this technique can be useful to attack from behind.

Aerial Combos

Fighters have an Aerial Combo Launcher, which allows them to launch the opponent into the air, they can follow with a Chase Jump where they can attack the opponent with a multi-hit, mid-air Gatling Combo.

Dead-Angle Attack

When blocking an opponent's attacks, the fighter can quickly input a Special Move command to cancel their block animation and strike the enemy while they're still attacking.

Perfect Guard

Unlike normal blocking which drains a small amount of life when blocking against a special move or Chaos Move, the Perfect Guard can block without losing any life at all. Though the Perfect Guard will drain the fighter's Chaos Bar, and if they have no Chaos Energy at all, they will not be able to use Perfect Guard.


Faultess Defense

Through inputing the punch and kick simultaneously while pushgin the directional button for a guard position, the fighter enters a special guard condition that creates a barrier around them. This prevents opponents from shaving away at their strength with deadly attacks and the knock back is greater than when using normal guards, giving the fighter more time to ready an attack against their opponent. This also enables the ability to guard against attacks that cannot be guarded against during jumps. However, while performing Faultess Defense the Tension Gauge decreases, once it is fully depleted the fighter can no longer use Fautless Defense.

Roman Cancel

While hitting an opponent with an attack, pushing any of the attack buttons will forcefully stop attack actions and return the character to a normal standing pose. This allows the fighter to create their own original combo moves and hit unique attacks the opponent was not expecting.

Jump Cancel

There are certain attacks that can be cancelled mid-move into a jump, being called a Jump Cancel. When hitting an opponent with, or guarding against certain attacks, press the Directional button UP to cancel into a jump. Successful use of this can help to enhance their combo techniques.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks, because the opponent's time off balance is increased, this move allows for use of combo attacks that normally couldn't be used.

Recovery Direction

When using a recovery move by pushing a directional button, the fighter can recover from a knock down in the direction pressed, this can provide with a chance for a counterattack if used correctly.

Instant Kill Technique

As the name implies, these are the ultimate deadly attack that can do away with opponents with a single blast. Due to the sheer power of these moves, they take a long time to unleash. Unleashing an Instant Kill attack, completely depletes the Tension Gauge, thus missing this move at all makes the fighter struggle worse as they won't be able to use various actions that require the Tension Gauge.

Guard

Push the directional button opposite of the direction of the fighter's opponent to guard against attacks. There are standing and crouching guards which guard against the respective areas, with standard guard defending against high and mid-level attacks while crouch guarding defends against low attacks. Fighters can even guard during jumps to protect against attacks in the air.

Two-Level Jumps

Fighters can jump again while in the air.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment a fighter hits an opponent with a normal attack, they proceed to enter commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

Over Drive attacks are powerful attacks that use up 50% of the Tension Gauge. The commands for the move vary with each character.

High Jump

Press the down then up directional buttons quickly to jump higher than the usual jumps, though a Two-Level jump cannot be used after a High Jump.

Forward Thrust Attack

With a Punch or Heavy Attack common to all characters, keep the right directional button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter has guarded against an opponent's attack, push two attack buttons simultaneously while pushing down on the right directional button to counterattack from the guard position. The Tension Gauge needs to be at 50% or above for this move.

Dust Attack

By pushing a Slash and Heavy Slash button, the fighter can use attacks that break crouching guards. Opponents attacked with this move will be spun around and knocked down, becoming temporarily defenseless. At this time, push up on the directional button for the fighter to pounce on the opponent and have a perfect chance to strike back with a combo attack.

Sweep

Push a Slash and Heavy Slash button while in crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a recovery move.

Tension Gauge

The Tension Gauge is a gauge that shows a character's hostility, which holds the key to victory. The power of this gauge increases when the fighter uses aggressive moves like moving forward, dashing, forward jumps, and attacks. As the power of this gauge increases more moves can be used.

Recovery

When knocked down after being attacked, push any 2 attack buttons simultaneously while in the air to regain balance. This moves enables the fighter to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push the Heavy Slash button to activate this special attack. It's a risky move as the fighter needs to be near an opponent, though the opponent cannot guard against this, making it an effective move to mix in with normal attacks.



Psych Burst

Allows the fighter to not only knock back enemies but also increase the Tension Gauge to "MAX" b meeting certain conditions. The Pysch Burst can only be used when the Burst Gauge reaches "MAX" and it redners them invulnerable for a set tie when activated, but it cannot be activated while the fighter s hit by an Overdrive Attack or when being thrown.

Two-Level Jumps

Lets the fighter jump again while in the air.

High Jump

Press down then up on the directional buttons quickly to jump higher then a usual jump.

Forward Thrust Attack

With a Punch or Heavy Slash common to all characters, keep the right direction button pressed down while attacking to transform attacks.

Dead Angle Attack

At the instant the fighter guarded against an opponent's attack, push any two attack buttons simultaneously while pushing the right directional button to counterattack from the guard position.

The Tension Gauge must be at 50% or above for this move.

Dust Attack

By pushing the Dust button, fighters can use attacks that spin around and knock down the opponents. This causes them to become temporarily defenseless. At this time, push up on the directional button to pounce on the opponent. It's a perfect chance to strike back with a combo attack.

Sweep

Push a Dust button while in a crouch to use the Sweep move. If this attack hits the opponent, they cannot bounce back from the attack with a Recovery move.

Recovery

When knocked down after being attacked, push any two attack buttons simultaneously while in the air to regain their balance. This move enables them to quickly ready themself against the next attack.

Throw

Push the right or left directional button near an opponent and push a Heavy Slash button to actiavte this special attack.

Approach an opponent during a jump while pushing the directional button in the direction of their approach and push the heavy slash button to be able to body toss the enemy during a jump.

During a Dash or Backstep, the fighter can not use a throw move.

Gatling Combo

A method of linking normal moves together as combo attacks. The moment they hit an opponent with a normal attack, enter the commands for another normal attack to create combos. The number of moves that can be used in combos vary with each character.

Overdrive Attack

These are very powerful attacks that use up 50% of the Tension Gauge. The command for this move varies on the fighter.

Instant Kill

As the name implies, this is the ultimate deadly attack that can do away with opponents in a single blast. As these moves are very powerful, they take a long tme to unleash.

Faultless Defense

Push the punch and kick button simultaneously while pushing the directional button for a guard position to enter a special guard condition that creates a special barrier around the fighter. This prevents opponents from shaving away through a fighter's strength with deadly attacks, and the knock back is greater than when a fighter uses normal guards, giving them more time to ready an attack against the opponent. They can also guard against attacks that cannot be guarded against during jumps.

While performing the Faultless Defense, the tension gauge decreases in real time, when the Tension Gauge powr is depleted, this guard can no longer be used.

Jump Cancel

There are certain normal moves where fighters can forcibly stop hitting an opponent with an attack or stop guarding against an attack and link it to a jump. By using these attacks, the fighter can combine these with attacks to widen their repertoire of combo attacks.

Roman Cancel

While hitting your opponent with an attack, push any three of the attack buttons except Dust button to forcefully stop attack actions and return the character to a normal standing pose. With the application of the move, fighters can create their own original combo attack. In order to perform a Roman Cancel, the Tension Gauge must be at least 50% full.

Counter Hit

While the opponent is trying to use a move, the fighter can counter attack by hitting them with one of their attacks. Because the opponent's time off balance is increased, the move allows the fighter to use combo attacks that they normally couldn't use.

Recovery Direction

When the fighter uses a Recovery move, they can recover from a knock down in the direction pressed. A recovery can provide the chance to counterattack if used correctly.

Slip

Specific Normal Moves, Special Moves, and Overdrive Attacks have the special ability to put opponents into a "slip" condition. When the fighter hits an opponent with these moves, they render enemies defenseless for a set time.


Two-Level Jumps

The fighter can jump again while in mid-air.

High Jump

The fighter can jump higher than usual by quickly pressing the directional input down and up. However, Two-Level jumps cannot be used after a High Jump.

Forward Thrust Attack

Through pressing the directional button while pressing the Punch or Heavy Slash buttons, the fighter can transform attacks.

Psych Burst

The fighter becomes temporarily invincible and knocks away the opponent when the Burst Gauge is at max. This technique cannot be used while taking damage from an Overdrive Attack or while being thrown. The Tension Gauge also maxes out whenever the fighter hits an opponent with a move.

Dust Attack

A fighter launches a Dust Attack by pressing Dust while standing. It's impossible to guard against a Dust Attack by crouching. After hitting the opponent with a Dust Attack, press the directional button to chase the opponent and him them with a combo attack while in the air.

Sweep

The fighter uses the Sweep move on the opponent by pressing the Dust button while crouching. A swept opponent cannot use a Recovery move.

Recovery

The fighter can regain balance when knocked down by pressing any attack button in midair.

Throws

The fighter can throw their opponent by pressing the directional button while pressing Heavy Slash when near the opponent. The opponent can also be thrown while in midair using the same method.

Throw Escape

The fighter can escape the opponent's throw while they are on the ground or in mid air through pressing the directional button while pressing Heavy Slash. This technique cannot be used while unconscious or launching an attack.

Gatling Combos

The fighter can create a combo out of a series of Normal Moves, launching a second attack as soon as the opponent is hit with the first attack. The number of moves that can be used for this technique are different for each fighter.

Force Break

It's a unique Special Move that consumes 25% of the Tension Gauge. Commands for this technique vary for each character.

Overdrive Attacks

These are extremely powerful attacks that consume 50% of the Tension Gauge. Commands for this technique vary for each character.

Instant Kills

As the name suggests, this is the ultimate attack that can knockout the opponent in one blow. Although these moves are extremely powerful, it takes time to successfully execute them.

Faultless Defense

While simultaneously holding down any two attack buttons except Dust, press a directional button in the direction the fighter wants to defend in order to enter a special guard called "Faultless Defense". In this state, fighters life won't be consumed when guarding against opponents Special Moves, but the opponent will knock the fighter back further than usual. This technique can be used to guard an attack which normally cannot be defended in mid-air.

Jump Cancel

The fighter can override certain moves, such as hitting the opponent or being blocked by the opponent by jumping out of a move when the fighter is midway through it. This technique can create great varieties in attacks and combos.

Counter Hit

By hitting the opponent in the middle of a move, the fighter can counterattack the opponent's attacks. A counter hit staggers an opponent longer than usual, so it gives a fighter a great chance to try combos they wouldn't normally pull off.

Recovery Direction

Press any directional button while recovering to move towards that direction as the fighter recovers.

Staggering

Certain Normal Moves, Special Moves, and Overdrive Attacks can put the opponent in a "stagger" state after a hit. A "stagger" opponent is temporarily defenseless.

Instant Block

Guarding against the opponent's attack right before it hits activates the "Instant Block". This will cause the fighter to start shining white with a bright light. Unlike a normal guard, which has a period where the fighter cannot move or attack, this time frame is shorter for Instant Block. Thi technique is helpful for guarding against attacks from close range.

Slash Back

Simultaneously pressing Slash, Heavly Slash, and the directional button in the direction the fighter guards against creates a yellow effect.

If successful, the yellow effect flashes and will dramatically cut the stun time after a guard; however, the fighter becomes temporarily defenseless if it fails.

Roman Cancel

While hitting the opponent with an attack, simultaneously press any three attack buttons, except Dust, to cancel the attack move. This technique allows the fighter to create their own original combo attacks. However, it consumes 50% of the Tension Gauge.

Force Roman Cancel

Each fighter has several attack moves that are compatible with this technique, while using one of those attacks, simultaneously press any three attack buttons except Dust of a certain timing to cancel the attack move and return to a standing pose. The best timing to input the command varies for each attack move, and if the timing is missed, it fails. When it's successfully activated, the technique consumes 25% of the Tension Gauge.


Free Mode & Lock-on Mode

Free Mode

It's a normal mode where a fighter can freely move around the battlefield, in this mode fighters can unleash attacks that cover a wide-range to hit multiple foes, but the power of the attacks are rather weak.

Lock-On Mode

Lock-on Mode is an effective technique for one-on-one skirmishes or situations where a fighter would like to target a single foe. Through holding a lock-on on a target, attacks are far more powerful, catering to one-on-one battles, combined with directional input, they can use vertical or horizontal attacks on enemies to shake them up.

Aerial Dash

During a jump, press A to perform a forward dash in mid-air. The fighter uses aerial dashes to jump over units or shortening the gap during aerial combos.

Step

Use the directional input and A while locking on to use a step movement. The distance it covers may be short, but through taking advantage of its speed, one can avoid attacks from enemies or shake them up during an attack.

Blast Drive

Through usage of the left stick button, the fighter is able to run like the wind, being able to accelerated and decelerate respectively.

Drift

During a blast drive, a fighter can perform sharp turns, allowing them to keep their momentum.

Auto Guard

If a fighter is not performing an action, they will automatically guard head-on attacks. However, auto-guard does not block attacks from behind or while the fighter is performing attacks. Along with this, guarding opponent's attacks too much will cause a guard crash, making them defenseless.

Modern Cancel

A technique that skips the recover animation of attacks, allowing the fighter to immediately perform another. With Modern Cancels, the fighter cna combine attacks that normally do not combo to forcibly create a combo, or completely bypass the defenseless state of their attacks during their recovery animation.

Cyclone Blast

It's an emergency-evasion technique that releases a sphere-shaped energy when the fighter is attacked to knock enemies away. This move is effective for escaping an attack from a group of enemies, however it requires a lot of tension.

Short Dash

While in lock-on the fighter can quickly move a short distance, being able to quickly shorten the gap between themself and the opponent.

Power Attack

The fighter unleashes a powerful attack that has a slow start animation. It has a high guard crash rate.

Avoid Knockdown and Falling Techniques

When the fighter takes damage from an enemy and are knocked down as a result, press A in mid-air at an appropriate time to use "Avoid Knockdown" to quickly regain their balance.

By pressing A right before the fighter hits the ground, the fighter will be able to use "Falling Techniques" to quickly get up.

Super Backstep

Allows the fighter to travel a longer distance than a normal backstep, an important technique to quickly distance oneself from the enemy.

Homing Jump

Press A while locking on to jump toward the target. They can also use an air dash to charge toward their target.


Guilty Gear X

Type Name Command
Normal -- Right + Punch
Normal -- Right + Heavy Slash
Special Flaming Spiral DownDown RightRight + Slash
Special Arctic Impaler DownDown RightRight + Heavy Slash
Special Skull Crusher LeftDownDown Left + Slash (hold)
Special Hunger Strike LeftDownLeft + Punch or Kick or Heavy Slash or Slash
Overdrive Imperial Ray RightDown RightDownDown LeftLeftRight + Heavy Slash
Overdrive Necro's Anger DownRightLeftDown LeftDownDown RightRightLeftRight + Punch
Overdrive Gamma Ray RightLeftRightLeftDown LeftDownDown RightRight + Heavy Slash
Instant Kill -- --

Guilty Gear XX

Type Name Command
Normal Mode -- Right + Punch
Normal Mode -- Right + Heavy Slash
Special Skill Down + Slash in the air --
Special It started out as just light DownDown RightRight + Kick or Slash DownDown RightRight or RightDownDown Right + Slash (EX)
Special I use this to fish DownDown RightRight + Heavy Slash or Dust --
Special I use this to get fruit LeftDownDown Left + Slash (hold) LeftDownDown Left + Slash or Heavy Slash (air OK)
Special → Launch -- Punch during I use this to get fruit (S)
Special My talking buddies DownDown LeftLeft + Punch or Kick or Slash or Heavy Slash or Dust --
Special → Follow-up Punch or Kick or Slash or Heavy Slash or Dust during My talking buddies --
Special Please leave me alone DownDown LeftLeft + Punch or Kick or Slash in air --
Special Michael Sword -- DownDown RightRight + Heavy Slash
Force Break Please leave me alone DownDown LeftLeft + Dust in air --
Force Break I use this to get fruit LeftDownDown Left + Dust --
Force Break Michael Sword -- DownDown RightRight + Dust
Overdrive Imperial Ray RightDown RightDownDown LeftLeftRight + Slash --
Overdrive Necro Unleashed Down RightLeftDown LeftDownDown RightRightLeftRight + Punch → RightDown RightDownDown LeftLeftRight + Punch Down RightLeftDown LeftDownDown RightRightLeftRight + Punch (EX)
Overdrive Necro Install -- DownDown LeftLeftDownDown LeftLeft + Slash
Overdrive Gamma Ray RightLeftRightLeftDown LeftDownDown RightRight + Heavy Slash --
Instant Kill I can't... contain my strength* Down (hold), UpLeftRightDown + Punch + Heavy Slash (EX) --

Guilty Gear Xrd

Type Name Command
Normal -- Right + Punch
Normal -- Right + Heavy Slash
Special I used this to catch fish DownDown RightRight + Slash
Special For searing cod... DownDown RightRight + Heavy Slash
Special I used this to pick fruit LeftDownDown Left + Slash (hold)
Special For roasting chestnuts... LeftDownDown Left + Heavy Slash (also in mid-air)
Special We talked a lot together DownDown LeftLeft + Punch or Kick (also in mid-air)
Special We fought a lot together DownDown LeftLeft + Slash or Heavy Slash or Dust (also in mid-air)
Special For putting out the light... DownDown RightRight + Punch
Special The light was so small in the beginning DownDown RightRight + Kick
Special Please, leave me alone DownDown RightRight + Punch in the air
Special What happens when I'm TOO alone DownDown RightRight + Kick in the air
Overdrive Imperial Ray RightDown RightDownDown LeftLeftRight + Slash or Dust
Overdrive Don't be overprotective RightDown RightDownDown LeftLeftRight + Punch
Overdrive Gamma Ray RightLeftRightLeftDown LeftDownDown RightRight + Heavy Slash
Instant Kill Emotional Gamma Ray Enter Instant Kill Mode → DownDown RightRightDownDown RightRight + Heavy Slash


Other

Standard Tactics: Dizzy is against fighting, though anyone that attempts to fight her will have Necro and Undine instinctively defend her until they lose controlt[195].

Weaknesses

Explanations

The Backyard

When studying the energy that shouldn't exist (magic), a theory arose: that being the Backyard, a superior dimension[203]. The Backyard is described by Sol as a virtual space though is refuted as the other way around, where the main world is the one that's a virtual space[204]. The Backyard is the term used to give reason to the five element configuration[205], in other worlds, it's "something" that conveys the information that defines the fundamental truth of this world[206]. The magic people like Sol and Sin use are different from the alchemy that uses resources from present numbers, magic users like Sol and Sin forcefully borrow some kind of "reason" from that "something"[207], being described as an obscure world that magic users temporarily access to gain power[208]. Just as the Earth can't exist if there's no universe, this world cannot exist unless they have that "something"[209], being larger then the universe[210]. Roughly put, it's a world that can rewrite the rules of the universe in any way it wants[211]. The Backyard can be explained as a book or library that has the theory of the world written on it[212]. It's responsible for the usage of irregular magic even scientists such as Sol have never seen before[213], allowing people to use magic that disproves the fundamentals of magic[214]. The Backyard was discovered by a Philosopher, being described to rule all things in the universe and from within it, one could understand any truth or even bend the world as they please[215]. Sol notes that if Valentine could freely access the Backyard, then she can also mess with the world's fate[216]. Asuka Kreutz notes that if someone strays too far into the Backyard, their soul breaks down under the pressure of the information's density[217]. In Guilty Gear Xrd -Sign-, the Backyard is defined as a world separate from our own, yet somehow controlling it, what's hidden behind its gates are the eternal truths, including good & evil, creation & destruction, and of chaos the likes of which mankind has never seen[218]. The Backyard is a space connected by people's dreams[219]. Axl traveling in the Backyard with I-No noted how his body felt heavy and his head felt weird, with I-No noting they're in a field created by That Man so they could exist in the Backyard in the flesh[220]. When a normal life form enters the Backyard they turn to dust, the Backyard is composed of high-density information which governs all of creation, any normal creature is instantly crushed by that wealth of data[221]. The Backyard has no effect on any non-living matter[222]. RoboMay explains the Backyard as composed of extremely dense information that governs the creation of all material things and by adding new information to it, one could easily deform the world itself[223]. Noting that it is a dangerous place that could literally cause the world to break[224].

Gameplay

Dizzy is a ranged-focused fighter who combines strong projectile attacks with close-range normal moves. Her playstyle emphasizes controlling space from a distance and applying rushdown pressure once her projectiles have broken an opponent's defenses. Players who invest time in mastering her projectiles and overdrives can deal high damage, though some of her Overdrives are difficult to execute and consume significant resources.

Guilty Gear X / EX Mode

  • Playstyle: A ranged fighter who uses projectiles to control space, juggle opponents, and create openings for close-range attacks.
  • Strengths: Good defensive tools for a starting character, high damage potential from normal attacks and Overdrives, effective zoning.
  • Weaknesses: Overdrives are hard to perform; Gamma Ray consumes the entire Tension bar; requires practice to maximize her damage output.
  • Signature Mechanic: Projectile-based attacks and Overdrives; EX mode adds Necro Install (boosts speed and grants auto-guard) and Gabriel Sword for counter and combo setups.
  • Ideal Range: Primarily mid-to-long range for projectiles; close range for rushdown follow-ups.
  • Recommended Playstyle: Use projectiles to break opponent defenses, then apply pressure with normal moves; utilize EX mode abilities for speed and combo setups.

Trivia

  • Dizzy's name most likely comes from Guns N' Roses keyboardist Darren "Dizzy" Reed. Another possible, though less likely, source is the Danish band Dizzy Mizz Lizzy.
  • Her Gamma Ray attack shares its name with a German power metal band and a spell from the anime and manga series Bastard!!, which Ishiwatari has stated he is a fan of.
  • Dizzy’s backstory of being found as an infant and raised by an elderly couple may be inspired by The Tale of the Bamboo Cutter, which tells of Kaguya, a princess from the moon discovered as a baby inside a glowing bamboo stalk.
  • The English manual for Guilty Gear XX gives proper names to her attacks. Some appear band-inspired: Skull Crusher may reference Overkill’s song "Skullkrusher", and Hunger Strike references Temple of the Dog’s song of the same name.
  • Her boss-only "Instant Kill" Overdrive Wings of Light and its imagery may be inspired by the song "One Thousand Points of Light" from the February 2002 album by Swedish symphonic power metal band Dragonland.
  • When designing Dizzy, Ishiwatari wanted wings that were more impactful, so he added a grim reaper and goddess on her sides to give her an intimidating presence, loosely following the silhouette of the previous game’s last boss, Justice[225].
  • Dizzy shares her birthday with Axl Low and Elphelt Valentine, both of whom also reference Guns N' Roses.
  • Dizzy is the only character not to name most of her attacks. Early in her life in the Grove, moves were described by their function, like "This is used for fishing" or simple phrases such as "So painful!". Only her Overdrives have proper names, many of which are variants of Justice’s attacks, hinting at their connection before it was revealed in Guilty Gear XX Drama CD Black.
  • The story of Guilty Gear X (subtitled By Your Side), centered around Dizzy’s plea, is evocative of Aerosmith’s 2001 single "Fly Away From Here".
  • In Overture, Dizzy is called the "Maiden of the Grove". In-universe, this was a codename used by Ky and Sol to conceal her identity while in Illyria[226]. In real life, it helped avoid copyright issues with Sega, who owned rights to characters from Guilty Gear X and XX[227].
  • From Guilty Gear X to Λ Core, Dizzy is the only character without an Instant Kill, though her Gamma Ray served a similar function.
  • On the cover and manual of Guilty Gear Dust Strikers, her outfit was altered to fully cover her chest with belt straps, and the two silver buttons were removed. In-game, her sprite and portrait retained the original design.
  • In Revelator, Dizzy’s shirt panel is destroyed until the end of the match if she performs Gamma Ray at low health, referencing her original costume.
  • Costumes based on Dizzy's Xrd appearance appear in Dead or Alive 5 Last Round, Soccer Spirits, and Soulworker.
  • Dizzy has guest appearances in multiple games: Queen's Gate: Spiral of Chaos, Brave Frontier, Chain Chronicle 3, Mabinogi Duel, #COMPASS, Last Period, Crusaders Quest, Star Ocean: Anamnesis, Epic Seven, Elemental Story, Code Shifter, The King of Fighters '98 Ultimate Match Online, and The King of Fighters All Star.

Codex Statistics Questions

Q: Shouldn't they scale to the higher levels of magic naturally?

A: This would not make much senses as it there are scenes that showcase the cast do not regularly produce those levels of energy, Ramlethal was going to destroy the ship they (Sol Badguy, Ky Kiske, Sin Kiske, & Elphelt Vaentine) were flying on, claiming "We're thirty-four thousand feet up. If this ship goes down, I doubt anyone will survive"[228], Dizzy's instant kill is a massive explosion that the explosion alone scares all fighters into surrendering[229], Jack-O's instant kill causes an explosion so wide it can be seen from the planet, however the planet is overall fine[230], etcetera. It makes much more sense that they are at far lower levels normally and can reach or even ignore higher levels through tapping into the Backyard.

Battle Records

2 - 2 - 0


  • Ky Kiske - Fight[231]
    • Condition: None.
    • Location: Unknown
    • Note: Noted in the canon route that Dizzy beat Ky.
  • Future Nerville Hammer - Fight[232]
    • Conditions: Sin, Johnny, Jack-O, Unika, Sol Badguy, Baiken, Ky Kiske, Dizzy, Ramlethal & Elphelt all fought to defeat him.
    • Location: Outer Space


  • Sol Badguy - Fight[233]
    • Conditions: None.
    • Location: Unknown
    • Note: Sol was canonically the one to fight and defeat Dizzy during the events of Guilty Gear XX.
  • Unika - Fight[234]
    • Conditions: Ky Kiske, Dizzy, Johnny, & Sin Kiske were all working together to fight her.
    • Location: Ky's Castle
    • Note: The main reason for the lost was Unika attempting to get Dizzy's Undine to attack and cause mass destruction, resulting in Gears being hated, though Ky stopped the attack, freezing both him and her into a sealing barrier, she quickly got away after Johnny and Sin tried to attack her.

None.

References

  1. Guilty Gear 2 Overture
  2. Guilty Gear 2 Overture
  3. Guilty Gear 2 Overture
  4. Guilty Gear X2 Postwar Admin. Bureau Report #6690 Dizzy
  5. Guilty Gear 2 Overture
  6. Guilty Gear X2 Postwar Admin. Bureau Report #6690 Dizzy
  7. Guilty Gear X2 Postwar Admin. Bureau Report #6690 Dizzy
  8. Guilty Gear (1998) Game Manual Page 2
  9. Guilty Gear Xrd Visual Book Page 2
  10. Guilty Gear Xrd Visual Book Page 2
  11. Guilty Gear Xrd -Revelator- Chapter 01 Revelator A
  12. Guilty Gear -Strive- Chapter 1
  13. Guilty Gear 2 Overture
  14. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  15. Guilty Gear X2 Postwar Admin. Bureau Report #6690 Dizzy
  16. Guilty Gear X2 Postwar Admin. Bureau Report #6690 Dizzy
  17. Guilty Gear X2 Postwar Admin. Bureau Report #6690 Dizzy
  18. Guilty Gear X2 Postwar Admin. Bureau Report #6690 Dizzy
  19. Guilty Gear 2 Overture
  20. Guilty Gear (1998) Game Manual Page 2
  21. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  22. Guilty Gear 2 Overture
  23. Guilty Gear Xrd Visual Book Page 2
  24. ExplaMaytions with May! Episode 3 - The Crusades
  25. Guilty Gear Xrd Chapter 07 Showdown B
  26. Guilty Gear Xrd Revelator Chapter 03 Sense B
  27. Guilty Gear Xrd Sign Chapter 7 Showdown B
  28. Guilty Gear Xrd Sign Chapter 7 Showdown B
  29. Guilty Gear Xrd Sign Chapter 7 Showdown B
  30. Guilty Gear 2 Overture
  31. Guilty Gear 2 Overture
  32. Guilty Gear 2 Overture
  33. Guilty Gear 2 Overture
  34. Guilty Gear 2 Overture
  35. Guilty Gear Xrd Sign Chapter 7 Showdown B
  36. Guilty Gear Xrd Sign Chapter 7 Showdown B
  37. Guilty Gear Xrd Sign Chapter 7 Showdown B
  38. Guilty Gear XX Λ Core Plus Bridget Instant Kill
  39. Guilty Gear (1998) Game Manual Page 14
  40. Guilty Gear Xrd Sign Chapter 7 Showdown B
  41. Guilty Gear 2 Overture Page 19
  42. Guilty Gear 2 Overture
  43. Guilty Gear Xrd Sign Chapter 7 Showdown B
  44. Guilty Gear Strive Sliding Roman Cancel
  45. Guilty Gear Xrd Sign Chapter 7 Showdown B
  46. Guilty Gear Strive Sliding Roman Cancel
  47. Guilty Gear Xrd Sign Chapter 7 Showdown B
  48. Guilty Gear X2 Testament Arcade Mode
  49. Guilty Gear Xrd Revelator Zato-1 vs. Johnny
  50. Guilty Gear (1998) Story Prologue
  51. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  52. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  53. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  54. Guilty Gear 2 Overture
  55. Guilty Gear 2 Overture
  56. Guilty Gear 2 Overture
  57. Guilty Gear 2 Overture
  58. Guilty Gear 2 Overture
  59. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  60. Guilty Gear (1998) Game Manual Page 28
  61. Guilty Gear (1998) Game Manual Page 28
  62. Guilty Gear (1998) Game Manual Page 28
  63. Guilty Gear (1998) Game Manual Page 28
  64. Guilty Gear X Game Manual Page 2
  65. Guilty Gear (1998) Game Manual Page 27
  66. Guilty Gear (1998) Game Manual Page 29
  67. Guilty Gear X Game Manual Page 2
  68. Guilty Gear Strive
  69. Guilty Gear Strive
  70. Guilty Gear X Game Manual Page 36
  71. Guilty Gear 2 Overture Page 21
  72. Guilty Gear 2 Overture Page 20
  73. Guilty Gear X Game Manual Page 36
  74. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol 10B, Path 2 (End 2)
  75. Guilty Gear (1998) Game Manual Page 2
  76. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  77. Guilty Gear 2 Overture
  78. Guilty Gear 2 Overture
  79. Guilty Gear 2 Overture
  80. Guilty Gear 2 Overture
  81. Guilty Gear 2 Overture
  82. Guilty Gear 2 Overture
  83. Guilty Gear -Strive- Final Chapter
  84. Guilty Gear Xrd Sign Chapter 7 Showdown B
  85. Guilty Gear Xrd Sign Chapter 7 Showdown B
  86. Guilty Gear Xrd Sign Chapter 7 Showdown B
  87. Guilty Gear Xrd Sign Chapter 7 Showdown B
  88. Guilty Gear Xrd Sign Chapter 7 Showdown B
  89. Guilty Gear Xrd Sign Chapter 7 Showdown B
  90. Guilty Gear Xrd Sign Chapter 7 Showdown B
  91. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  92. ExplaMaytions with May! Episode 1 - What is Magic?
  93. Guilty Gear 2: Overture Game Manual Pages 10-15
  94. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  95. Guilty Gear Strive Happy Chaos Arcade Extreme Route
  96. Guilty Gear Xrd -Revelator- Raven vs. Kum Haehyun win quote
  97. Guilty Gear Xrd -Sign- Chapter 02 Struggle B
  98. Guilty Gear 2 Overture Page 18
  99. Guilty Gear 2 Overture Page 18
  100. Guilty Gear (1998) Game Manual Page 25
  101. Guilty Gear 2 Overture
  102. Guilty Gear (1998) Game Manual Page 29
  103. Guilty Gear (1998) Game Manual Page 28
  104. Guilty Gear (1998) Game Manual Page 29
  105. Guilty Gear (1998) Game Manual Page 29
  106. Guilty Gear X Game Manual Page 2
  107. Guilty Gear Strive Roman Cancel
  108. Guilty Gear Strive Sliding Roman Cancel
  109. Guilty Gear Strive Red Roman Cancel
  110. Guilty Gear Strive Blue Roman Cancel
  111. Guilty Gear Strive Purple Roman Cancel
  112. Guilty Gear Strive Yellow Roman Cancel
  113. Guilty Gear XX Accent Core Plus - Story, Sol Badguy Sol vs I-No (Gold) Cutscene
  114. Guilty Gear (1998) Sol Badguy
  115. Guilty Gear XX Λ Core Plus Axl Overdrive
  116. Guilty Gear (1998) Justice Boss
  117. Guilty Gear (1998) Justice Boss
  118. Guilty Gear Xrd REV 2 Zato=1 Overdrive
  119. Guilty Gear Xrd REV 2 Zato=1 Instant Kill
  120. Guilty Gear (1998) Testament Overdrive
  121. Guilty Gear 2 Overture
  122. Guilty Gear 2 Short Stories: "Minutes later, Paradigm was inside an aquarium... or rather, his private room. It was a room designed especially for his body that could only breathe in water. His assistants were sitting on the desk, wondering about the state of their master, who was reading the data. From his face, it looked like he was somewhat tense.
    —"What’s wrong, Doctor?"
    —"H-Hmm..., I’ll explain to you what I could read from the output data..."
    —"Y-Yes."
    —"It seems that the sphere recently was a kind of boundary that connects this world with the Backyard. The magical light waves optimized for the Backyard’s observation, emitted toward the center of the sphere, sent back values that cannot be quantified. On the other hand, the magical light waves of this world sent back real numbers. In other words, the interior of that sphere is this world, and the molecules that make up that 'door' seem to have been subjected to a special magical process. Seeing the absorption rate of the magical light waves, there is no doubt about it."
    —"U-Umm, then, what does that mean?"
    —"That is... it closely resembles the special chord I use for the observation of the Backyard."
    —"Doctor, forgive me, but I don’t know how you can observe the Backyard"
    —"Oh, that’s right... I haven’t taught you that. Simply put, we observe the Backyard from this world by ‘substituting’ the world’s theorem partially with the Backyard’s theorem. It’s the best I could do to send real numbers to the Backyard — I cannot do physical interferences... However, that sphere was made by a physical interference in the Backyard from this world. Which means... someone before me was successful in making physical contact with the Backyard."
    *[A reference to “chord substitution” in music theory]*
    —"Ha... then, does that mean there are people who are smarter than you, Doctor?"
    —"It’s frustrating, but that may be so. But leaving that issue aside, the problem is..."
    —"...Problem?"
    —"Is who it is...Although it is somewhat unlikely, only one person comes to mind."
    —"Eh, who!?"
    —"As I mentioned earlier, we use a 'substitute' chord to observe the Backyard from this world. But actually, this chord didn’t originate from me. It is a part of the source extracted from the genetic information contained in Gear Cells, which I modified and decoded."
    —"Gear Cells?"
    —"Yes...The molecular binding that made up the sphere from earlier had a chord habit commonly found in Gear Cells. It’s unpleasant, but that sphere was probably created by... ‘That Man’."
    —"That Man... the GEAR MAKER!?"
    —"Yes, the GEAR MAKER. The villain that caused the Crusades.""
  123. Guilty Gear 2 Overture
  124. Guilty Gear 2 Overture
  125. Guilty Gear 2 Overture
  126. Guilty Gear 2 Overture
  127. Guilty Gear 2 Overture
  128. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  129. Guilty Gear 2 Overture
  130. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  131. Guilty Gear (1998) Game Manual Page 2
  132. Guilty Gear 2: Overture Game Manual Pages 4-5
  133. ExplaMaytions with May! Episode 2 - Worldwide Development and Gears
  134. Guilty Gear Xrd -SIGN- Chapter 8 Hope A
  135. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  136. Guilty Gear X Game Manual Page 30
  137. ExplaMaytions with May! Episode 2 - Worldwide Development and Gears
  138. Guilty Gear -Strive- Chapter 1
  139. Guilty Gear -Strive- Chapter 1
  140. Guilty Gear (1998) Game Manual Page 2
  141. Guilty Gear 2 Overture
  142. Guilty Gear 2 Overture
  143. Guilty Gear 2 Overture
  144. Guilty Gear (1998) Axl Low Story Testament Boss
  145. Guilty Gear (1998) May Story Ending
  146. Guilty Gear (1998) Kliff Undersn's Story Testament Boss
  147. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  148. Guilty Gear 2 Overture
  149. Guilty Gear 2 Overture
  150. Guilty Gear 2: Overture Game Manual Pages 4-5
  151. Guilty Gear 2 Overture
  152. Guilty Gear 2 Overture
  153. Guilty Gear 2 Overture
  154. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  155. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope B
  156. Guilty Gear 2 Short Stories: "Minutes later, Paradigm was inside an aquarium... or rather, his private room. It was a room designed especially for his body that could only breathe in water. His assistants were sitting on the desk, wondering about the state of their master, who was reading the data. From his face, it looked like he was somewhat tense.
    —"What’s wrong, Doctor?"
    —"H-Hmm..., I’ll explain to you what I could read from the output data..."
    —"Y-Yes."
    —"It seems that the sphere recently was a kind of boundary that connects this world with the Backyard. The magical light waves optimized for the Backyard’s observation, emitted toward the center of the sphere, sent back values that cannot be quantified. On the other hand, the magical light waves of this world sent back real numbers. In other words, the interior of that sphere is this world, and the molecules that make up that 'door' seem to have been subjected to a special magical process. Seeing the absorption rate of the magical light waves, there is no doubt about it."
    —"U-Umm, then, what does that mean?"
    —"That is... it closely resembles the special chord I use for the observation of the Backyard."
    —"Doctor, forgive me, but I don’t know how you can observe the Backyard"
    —"Oh, that’s right... I haven’t taught you that. Simply put, we observe the Backyard from this world by ‘substituting’ the world’s theorem partially with the Backyard’s theorem. It’s the best I could do to send real numbers to the Backyard — I cannot do physical interferences... However, that sphere was made by a physical interference in the Backyard from this world. Which means... someone before me was successful in making physical contact with the Backyard."
    *[A reference to “chord substitution” in music theory]*
    —"Ha... then, does that mean there are people who are smarter than you, Doctor?"
    —"It’s frustrating, but that may be so. But leaving that issue aside, the problem is..."
    —"...Problem?"
    —"Is who it is...Although it is somewhat unlikely, only one person comes to mind."
    —"Eh, who!?"
    —"As I mentioned earlier, we use a 'substitute' chord to observe the Backyard from this world. But actually, this chord didn’t originate from me. It is a part of the source extracted from the genetic information contained in Gear Cells, which I modified and decoded."
    —"Gear Cells?"
    —"Yes...The molecular binding that made up the sphere from earlier had a chord habit commonly found in Gear Cells. It’s unpleasant, but that sphere was probably created by... ‘That Man’."
    —"That Man... the GEAR MAKER!?"
    —"Yes, the GEAR MAKER. The villain that caused the Crusades.""
  157. Guilty Gear 2 Overture
  158. Guilty Gear 2 Overture
  159. Guilty Gear 2 Overture
  160. Guilty Gear 2 Overture
  161. Guilty Gear 2 Overture
  162. Guilty Gear X2 Testament Arcade Mode
  163. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  164. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  165. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  166. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  167. Guilty Gear Xrd Rev 2 Ramlethal vs Dizzy Ramlethal Win Quote
  168. Guilty Gear Strive: Dual Rulers Episode 1
  169. Guilty Gear Strive: Dual Rulers Episode 1
  170. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  171. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  172. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  173. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  174. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  175. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  176. Guilty Gear Xrd REV 2 Dizzy Overdrive
  177. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  178. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  179. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  180. Guilty Gear Xrd REV 2 Dizzy Overdrive
  181. Guilty Gear Xrd REV 2 Dizzy Overdrive
  182. Guilty Gear Strive: Dual Rulers Episode 8 - "What Makes You, You"
  183. Guilty Gear Xrd -Sign- Chapter 08 Wall A
  184. Guilty Gear X2 Postwar Admin. Bureau Report #6690 Dizzy
  185. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  186. Guilty Gear Xrd -Sign- Chapter 08 Wall A
  187. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  188. Guilty Gear Xrd -Sign- Chapter 10 Resolution A
  189. Guilty Gear XX Λ Core Plus Dizzy Overdrive
  190. Guilty Gear Xrd REV 2 Dizzy Instant Kill
  191. Guilty Gear Xrd REV 2 Dizzy Instant Kill
  192. Guilty Gear X2 Postwar Admin. Bureau Report #6690 Dizzy
  193. Guilty Gear -Strive- Powers/Skills Womanhood
  194. Guilty Gear -Strive- Powers/Skills Womanhood
  195. Guilty Gear Strive: Dual Rulers Episode 1
  196. Guilty Gear Xrd -SIGN- Chapter 8 Hope A
  197. Guilty Gear XX Game Manual page 5
  198. Guilty Gear 2 Overture
  199. Guilty Gear Strive Glossary Weapons / Items Gear Cell Suppressor
  200. Guilty Gear (1998) Game Manual Page 29
  201. Guilty Gear X Game Manual Page 2
  202. Guilty Gear Strive: Dual Rulers Episode 1
  203. Guilty Gear 2 Overture
  204. Guilty Gear 2 Overture
  205. Guilty Gear 2 Overture
  206. Guilty Gear 2 Overture
  207. Guilty Gear 2 Overture
  208. Guilty Gear 2 Overture
  209. Guilty Gear 2 Overture
  210. Guilty Gear 2 Overture
  211. Guilty Gear 2 Overture
  212. Guilty Gear 2 Overture
  213. Guilty Gear 2 Overture
  214. Guilty Gear 2 Overture
  215. Guilty Gear Xrd -Revelator- Chapter 06 Cause A
  216. Guilty Gear 2 Overture
  217. Guilty Gear 2 Overture
  218. Guilty Gear Xrd -Sign- Opening
  219. Guilty Gear Xrd -Sign- Chapter 06 Philosopher B
  220. Guilty Gear Xrd -Sign- Chapter 04 Kaleidoscope A
  221. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  222. Guilty Gear Xrd -Sign- Chapter 06 Philosopher A
  223. ExplaMaytions with May! Episode 6 - Another Threat Looms
  224. ExplaMaytions with May! Episode 6 - Another Threat Looms
  225. Character Designer 1 (Sep. 2003), pg.42 - "石渡 太輔「ギルティギア」"
  226. [GGWorld - "Maiden of the Grove"]
  227. Dodging, Striking, Winning: The Arc System Works Interview
  228. Guilty Gear Xrd -Sign- Chapter 02 Struggle A
  229. Guilty Gear Xrd Rev 2 Dizzy Instant Kill
  230. Guilty Gear Xrd Rev 2 Jack-O Instant Kill
  231. Guilty Gear Xrd Visual Book Page 2
  232. Guilty Gear Strive: Dual Riders Episodes 7-8
  233. Guilty Gear Xrd Visual Book Page 2
  234. Guilty Gear Strive: Dual Rulers Episode 1