Drama, commonly referred to as "undizzy", is the green bar under your health bar that fills up the longer your combo goes on. It is a mechanic that was added in the "Mildly Different Edition" of SG. Its purpose is to prevent some of the longer combos, especially team combos, that were possible in Vanilla and SDE. You'll know you've run across Undizzy if you've seen green hit sparks late in a combo.
Quick Summary (work in progress. Let me know if you notice a mistake)
Specifics (in depth explanation)
Undizzy is a value that adds up during combos. When a certain limit (240 undizzy) has been reached the comboed character turns green, and is free to burst at any time. The green sparks will only activate at the beginning of chains, so if 350 is reached in the middle of a chain, nothing will happen (until the next chain is started).
Undizzy accumulation does not start until stage 3 of IPS. Once stage 3 is reached light attacks will cause 15 undizzy, mediums/specials 20, and heavies 30, (there might be exceptions to some specials. Not sure.).
Undizzy does not just disappear after a combo. Instead, it decays over time. If you were to have 350 or more accumulated undizzy it would take 90 frames (1.5 seconds) for the undizzy to reach zero. Undizzy decay is bypassed on knockdown recoveries. If a person with undizzy recovers from a knockdown, it will immediately return to zero.
Undizzy decay halts if a character with undizzy is put into blockstun or hitstun. So, for example, let's say you are comboed and reach 200 undizzy, and then the opponent drops their combo and starts a new combo 3 frames later, undizzy decay would halt at about 190, and once stage 3 of the second combo was reached undizzy would start adding onto the already accumulated 190 undizzy. This is a technical way of saying that the second combo would not be as long as the first, because the 240 limit would be reached sooner. In theory this means people will need to either go for earlier resets or let their opponents spend more time at neutral/go for more knockdowns; but we'll see how things evolve.
Quick Summary (work in progress. Let me know if you notice a mistake)
- Undizzy accumulation starts at IPS stage 3
- Lights add 15, mediums/specials add 20, and heavies add 30
- Supers and DHCs do not add or activate undizzy. Ever.
- Undizzy maximum is 240
- Starting a chain when at or above 240 will activate burstable green sparks
- Undizzy decays over time when not in hit or block stun, for a max of 90 frames (1.5 seconds) for 240+ undizzy
- Undizzy immediately returns to zero after a ground tech or burst
Specifics (in depth explanation)
Undizzy is a value that adds up during combos. When a certain limit (240 undizzy) has been reached the comboed character turns green, and is free to burst at any time. The green sparks will only activate at the beginning of chains, so if 350 is reached in the middle of a chain, nothing will happen (until the next chain is started).
Undizzy accumulation does not start until stage 3 of IPS. Once stage 3 is reached light attacks will cause 15 undizzy, mediums/specials 20, and heavies 30, (there might be exceptions to some specials. Not sure.).
Undizzy does not just disappear after a combo. Instead, it decays over time. If you were to have 350 or more accumulated undizzy it would take 90 frames (1.5 seconds) for the undizzy to reach zero. Undizzy decay is bypassed on knockdown recoveries. If a person with undizzy recovers from a knockdown, it will immediately return to zero.
Undizzy decay halts if a character with undizzy is put into blockstun or hitstun. So, for example, let's say you are comboed and reach 200 undizzy, and then the opponent drops their combo and starts a new combo 3 frames later, undizzy decay would halt at about 190, and once stage 3 of the second combo was reached undizzy would start adding onto the already accumulated 190 undizzy. This is a technical way of saying that the second combo would not be as long as the first, because the 240 limit would be reached sooner. In theory this means people will need to either go for earlier resets or let their opponents spend more time at neutral/go for more knockdowns; but we'll see how things evolve.
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