Dizzy value

What it is

Dizzy values (or stun values, etc.) are assigned to characters and moves in games that implement a dizzy system. Much like guard crush values, they are not usually displayed (but some games do, often displaying the current value on a meter; e.g., Street Fighter III, Marvel Super Heroes vs. Street Fighter, and The King of Fighters XI have a “stun gauge”).

 

Usually, the accurate internal mechanics are unknown to all but the developer of the game, but when certain moves on certain characters are performed, it adds a specific amount of dizziness (i.e., a numerical ‘value’) to the victim, and when the character has attained the full amount they can take, they will become fully dizzy; recovering from this, the amount will be zeroed out once more.

Dizzy values recover over the passage of time.

 

In many games, the maximum value will increase once the character has recovered.

In KOF XI, a character who has been dizzy will not accumulated dizzy values for a set amount of time (which is another way to mitigate the possibility of multiple dizzyings).

Further reading

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Based off the article on the kakuge.com wiki, edited on or before 5 January 2009.
Unofficial translation published by BRPXQZME / Alfie Parthum 13 February 2009. No unauthorized redistribution permitted.