Stun

"Dizziness" is a popular slang-term in the Street Fighter series, usually referring to a fighter's state of being unable to move in the Street Fighter series. Dizziness is caused when one fighter can score several successive hits on another character, making the unlucky receiver dizzy an immobile for a temporary period of time. First starting in Street Fighter 2, dizziness has become a very important factor and somewhat controversial concept in the fighting style and combos of many characters in the series.

Types
Depending on which SF game players are using, there can be up to four different states of dizziness, all of which can be broken out of by rapidly pressing left and fight the control pad/stick:
 * 1) "Angels" - Angels circling around the dizzied fighter's head indicate that the dizziness can be broken out of quite quickly.
 * 2) "Bells" - Shows that there will be some delay before action can be used again.
 * 3) "Stars" - The most commonly used state, the traditional stars circling around one's head in the SF series indicate that will be a moderate delay before it can be broken out of.
 * 4) "Reapers" - A state feared by anyone unfortunate to be stuck in it, reapers circling around a fighter's head shows that he/she has taken quite some damage, and will take a long time to get out of. There is not much hope of getting out, and most players usually do not even try to break out at that point (since usually the foe who made the fighter dizzy is nearby to follow up with a combo).

Controversy
Controversy has arose over the overall concept of dizziness in the series, especially in earlier games featuring this. In some cases, dizzying combos made characters "broken", or very unbalanced. Some characters in the original Street Fighter 2 (most notably Guile) had "re-dizzy" combos, which usually involve trapping a pinned foe against a wall with an onslaught of moves that will dizzy the foe once, and can be immediately set up again for another dizzying. Thus, it made some fights at competitive play virtually unwinnable when set up correctly. The bosses of the same game also had their array of unusually powerful and chainable combos, with M. Bison being the most extremely noticeable, with his air and ground follow-ups with solid attack power. Later iterations of SF2 had a majority of these were removed, as well as games successing to the games, though has not helped much in making them less annoying to players.