Waku Waku 7/Dandy J: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 27: Line 27:
</div>
</div>


=Move List=
='''Move List'''=
{| class=wikitable
 
!Move
== Normal Moves ==
!Command
===== <span class="invisible-header">5A</span> =====
|-
==== Standing Normals ====
![Hissastsu Waza]
===== <span class="invisible-header">5A</span> =====
|-
{{MoveData
|Banmotsu Gou Soku Kyuu Nage           
|image=WW7 Dandy Placeholder sprite.png
|When close, b/f + D
|image2=
|-
|caption=
|Air Banmotsu Gou Soku Kyuu Nage       
|caption2=
|When close in air, b/f/d + D
|name=c./f.5A
|-
|linkname=c./f.5A
|High Hissatsu Rope                     
|input=
|qcf + P
|data=
|-
{{AttackData-WW7
|High Hissatsu Rope Ren Hai Hanabi     
|Damage=14
|P,P after High Hissatsu Rope
|Guard= Mid
|-
|Dizzy= 10
|High Hissatsu Rope Gouin Teikiatsu   
|Cancel= y
|b + P after High Hissatsu Rope
|Startup= 4
|-
|Active= 5
|High Hissatsu Rope Taifuu Mouda       
|Recovery= 4
|360 + P after High Hissatsu Rope G.T.
|Adv. Hit= +8
|-
|Adv. Guard= +1
|Low Hissatsu Rope                     
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data.
|qcf + K
 
|-
}}
|Low Hissatsu Rope Ren Hai Hanabi       
}}
|K,K after Low Hissatsu Rope
 
|-
===== <span class="invisible-header">5B</span> =====
|Low Hissatsu Rope Gouin Teikiatsu     
{{MoveData
|b + K after Low Hissatsu Rope
|image=WW7_Dandy_Placeholder_sprite.png
|-
|caption=
|Low Hissatsu Rope Taifuu Mouda         
|name=c./f.5B
|360 + K after Low Hissatsu Rope G.T.
|linkname=c./f.5B
|-
|input=
|Air Hissatsu Rope                     
|data=
|Jump, qcf + P
{{AttackData-WW7
|-
|Damage=34
|Air Hissatsu Rope Ren Hai Hanabi       
|Guard= Mid
|P,P after Air Hissatsu Rope
|Dizzy= 25
|-
|Cancel= n
|Air Hissastu Gouin Teikiatsu           
|Startup= 11
|b + P after Air Hissatsu Rope
|Active= 7
|-
|Recovery= 18
|Air Hissatsu Rope Taifuu Mouda         
|Adv. Hit= 0
|360 + P after Air Hissatsu Rope G.T.
|Adv. Guard= -10
|-
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data.
|Kyou Ijin Tei Hatsu Hi Ken             
}}
|f,d,df + P
}}
|-
 
|Natsumi: Ranpoo Nage                   
 
|qcb,qcb + K
 
|-
===== <span class="invisible-header">5C</span> =====
|Ranpoo: Natsumi Nage                   
{{MoveData
|qcb,qcb + P
|image=WW7_Dandy_Placeholder_sprite.png
|-
|caption=
![Powered Up Hissatsu Waza]
|name=c./f.5C
|-
|linkname=c./f.5C
|ES High Hissatsu Rope                 
|input=
|qcf + 2P
|data=
|-
{{AttackData-WW7
|ES Low Hissatsu Rope                   
|Damage=17
|qcf + 2K
|Guard= Low
|-
|Dizzy= 15
|ES Air Hissatsu Rope                   
|Cancel= n
|Jump, qcf + 2P
|Startup= 7
|-
|Active= 4
|ES Kyou Ijin Karada Hatsu Hi Ken       
|Recovery= 8
|f,d,df + 2P
|Adv. Hit= +5
|-
|Adv. Guard= +1
![Miscellaneous Attacks]
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data.
|-
}}
|Forward Dash Cancel                   
}}
|C/D/A/B during forward dash
 
|-
 
|Axe Kick                               
 
|Press HP + HK
===== <span class="invisible-header">5D</span> =====
|-
{{MoveData
![DokiDoki]
|image=WW7_Dandy_Placeholder_sprite.png
|-
|caption=
|Jou Shi Ka Shi Ten Nage               
|name=c./f.5D
|When close, hcb + B
|linkname=5D
|-
|input=
![HaraHara]
|data=
|-
{{AttackData-WW7
|Tai Shoumetsu Ryuushi Kasoku Ken       
|Damage=42
|d,d + 2P/2K
|Guard= Mid
|-
|Dizzy= 25
![DokiDoki]
|Cancel= n
|-
|Startup= 11
|Kyou Ten Dou Chi Ginga Gekitotsu Otoshi
|Active= 8
|qcf,hcb + 2P
|Recovery= 21
|-
|Adv. Hit= -4
|Dai Youryou Seiden Ken                 
|Adv. Guard= -14
|f,b,f,b,f + 2P
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data.
|}
}}
}}


== Special Moves ==
== Special Moves ==

Revision as of 21:10, 7 May 2021


WW7 dandy.png

Dandy J is a famous treasure hunter who is traveling around the world with Natsumi and Rampoo. He started his current quest when he was asked to find the legendary Waku Waku 7 treasure.

Dandy J is a combination of a zoner and mixup character, controlling a lot of space midscreen. 236A/B is a great long-range tool that can push opponents away, or bring them closer when 4A/B is used after. He becomes most intimidating after knocking the opponent down, utilizing Rampoo Nage and Natsumi Nage to setup a pressure situation he can capitalize on.


Dandy J
Pros Cons
  • Normals inflict good amount of Dizzy
  • Forward Dash can be canceled
  • Backdash has a lot of invinvibility
  • Can Crouch cancel moves like 5A making chains that are not suposed to work
  • 2 DokiDoki's
  • Has the worst movement speed in the game
  • Rampoo Nage and Natsumi Nage disallow special usage while active

Move List

Normal Moves

5A

Standing Normals

5A
c./f.5A
WW7 Dandy Placeholder sprite.png
Damage Guard Dizzy Cancel
14 Mid 10 y
Startup Active Recovery Adv. Hit Adv. Guard
4 5 4 +8 +1
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.
5B
c./f.5B
WW7 Dandy Placeholder sprite.png
Damage Guard Dizzy Cancel
34 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
11 7 18 0 -10
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.


5C
c./f.5C
WW7 Dandy Placeholder sprite.png
Damage Guard Dizzy Cancel
17 Low 15 n
Startup Active Recovery Adv. Hit Adv. Guard
7 4 8 +5 +1
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.


5D
c./f.5D
WW7 Dandy Placeholder sprite.png
Damage Guard Dizzy Cancel
42 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
11 8 21 -4 -14
  • Dandy has 2 versions of this move, Close and Far, they share the same frame data.

Special Moves

Special Moves


High Hissatsu Rope qcf + P

 Ren Hai Hanabi         P                        you should press P just after
                                                   Dandy releases his rope;
                                                   you can, however, tap P to
                                                   get the follow up to come
                                                   out more reliably
 Gouin Teikiatsu        b + P                    enter the b + P motion after
                                                   the rope is sent out; you
                                                   can choose to perform it
                                                   when the rope reaches its
                                                   maximum length, allowing
                                                   you to perform a Gouin
                                                   Teikiatsu with more screen
                                                   range; you can hold b and
                                                   tap P to get the follow up
                                                   to come out more reliably
   Taifuu Mouda         360 + P                  grounds opponent

Air Hissatsu Rope qcf + P in air

 Ren Hai Hanabi         P                        you should press P just after
                                                   Dandy releases his rope;
                                                   you can, however, tap P to
                                                   get the follow up to come
                                                   out more reliably
 Gouin Teikiatsu        b + P                    enter the b + P motion after
                                                   the rope is sent out; you
                                                   can choose to perform it
                                                   when the rope reaches its
                                                   maximum length, allowing
                                                   you to perform a Gouin
                                                   Teikiatsu with more screen
                                                   range; you can hold b and
                                                   tap P to get the follow up
                                                   to come out more reliably
   Taifuu Mouda         360 + P                  grounds opponent

Kyou Ijin Tei Hatsu Hi f, d, df + P must be blocked low; grounds

                                                   opponent

Low Hissatsu Rope qcf + K must be blocked low

 Ren Hai Hanabi         K                        you should press K just after
                                                   Dandy releases his rope;
                                                   you can, however, tap K to
                                                   get the follow up to come
                                                   out more reliably
 Gouin Teikiatsu        b + K                    enter the b + K motion after
                                                   the rope is sent out; you
                                                   can choose to perform it
                                                   when the rope reaches its
                                                   maximum length, allowing
                                                   you to perform a Gouin
                                                   Teikiatsu with more screen
                                                   range; you can hold b and
                                                   tap K to get the follow up
                                                   to come out more reliably
   Taifuu Mouda         360 + K                  grounds opponent

Ranpuu Nage qcb, qcb + P Dandy J can only perform

                                                   normal attacks while this
                                                   move is active

Natsumi Nage qcb, qcb + K Dandy J can only perform

                                                   normal attacks while this
                                                   move is active; grounds
                                                   opponent

Jou Shi Ka Shi Ten Nage hcb + HK close unblockable; grounds opponent


Super Special Moves

EX High Hissatsu Rope qcf + LP+HP grounds opponent

EX Air Hissatsu Rope qcf + LP+HP in air grounds opponent

EX Kyou Ijin Tei H. H. f, d, df + LP+HP the first part must be blocked low; last hit knocks opponent against the wall if it connects (not blocked)

EX Low Hissatsu Rope qcf + LK+HK must be blocked low; grounds opponent

EX Taifuu Mouda 360 + LP+HP after a Gouin Teikiatsu grounds opponent from a high or air Hissatsu Rope OR 360 + LK+HK after a Gouin Teikiatsu from low Hissatsu Rope

WakuWaku

DokiDoki

Kyou Ten Dou Chi Ginga qcf, hcb + LP+HP rope must connect (not blocked) to perform the entire super; grounds opponent

Dai Youryou Seiden Ken f, b, f, b, f + LP+HP grounds opponent

HaraHara

Hara Hara


Tai Shoumetsu Ryuushi d, d + LK+HK/LP+HP unblockable; if the opponent

                                                   is close they will be
                                                   struck by Dandy J's fist
                                                   and be knocked against the
                                                   wall; the laser tower
                                                   CANNOT absorb projectiles
                                                   and grounds the opponent

WW7 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Fernandez
Rai
Slash
Tesse
PolitankZ
Mauru
DandyJ
Arina
Bonus Kun