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=Move List= | ='''Move List'''= | ||
== Normal Moves == | |||
===== <span class="invisible-header">5A</span> ===== | |||
==== Standing Normals ==== | |||
===== <span class="invisible-header">5A</span> ===== | |||
| | {{MoveData | ||
| | |image=WW7 Dandy Placeholder sprite.png | ||
| | |image2= | ||
| | |caption= | ||
| | |caption2= | ||
| | |name=c./f.5A | ||
| | |linkname=c./f.5A | ||
| | |input= | ||
|data= | |||
{{AttackData-WW7 | |||
| | |Damage=14 | ||
| | |Guard= Mid | ||
| | |Dizzy= 10 | ||
| | |Cancel= y | ||
| | |Startup= 4 | ||
| | |Active= 5 | ||
| | |Recovery= 4 | ||
| | |Adv. Hit= +8 | ||
| | |Adv. Guard= +1 | ||
| | |description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data. | ||
}} | |||
}} | |||
===== <span class="invisible-header">5B</span> ===== | |||
{{MoveData | |||
| | |image=WW7_Dandy_Placeholder_sprite.png | ||
| | |caption= | ||
| | |name=c./f.5B | ||
| | |linkname=c./f.5B | ||
| | |input= | ||
| | |data= | ||
{{AttackData-WW7 | |||
|Damage=34 | |||
| | |Guard= Mid | ||
| | |Dizzy= 25 | ||
| | |Cancel= n | ||
| | |Startup= 11 | ||
| | |Active= 7 | ||
| | |Recovery= 18 | ||
| | |Adv. Hit= 0 | ||
| | |Adv. Guard= -10 | ||
|- | |description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data. | ||
| | }} | ||
}} | |||
| | |||
| | |||
| | ===== <span class="invisible-header">5C</span> ===== | ||
| | {{MoveData | ||
| | |image=WW7_Dandy_Placeholder_sprite.png | ||
| | |caption= | ||
|name=c./f.5C | |||
|linkname=c./f.5C | |||
| | |input= | ||
| | |data= | ||
| | {{AttackData-WW7 | ||
| | |Damage=17 | ||
| | |Guard= Low | ||
| | |Dizzy= 15 | ||
| | |Cancel= n | ||
| | |Startup= 7 | ||
| | |Active= 4 | ||
| | |Recovery= 8 | ||
|Adv. Hit= +5 | |||
|Adv. Guard= +1 | |||
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data. | |||
}} | |||
}} | |||
| | |||
| | ===== <span class="invisible-header">5D</span> ===== | ||
| | {{MoveData | ||
|image=WW7_Dandy_Placeholder_sprite.png | |||
| | |caption= | ||
| | |name=c./f.5D | ||
| | |linkname=5D | ||
|input= | |||
|data= | |||
| | {{AttackData-WW7 | ||
| | |Damage=42 | ||
| | |Guard= Mid | ||
| | |Dizzy= 25 | ||
|Cancel= n | |||
| | |Startup= 11 | ||
| | |Active= 8 | ||
| | |Recovery= 21 | ||
|- | |Adv. Hit= -4 | ||
| | |Adv. Guard= -14 | ||
| | |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
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.
Pros | Cons |
|
|
Move List
Normal Moves
5A
Standing Normals
5A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14 | Mid | 10 | y | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 5 | 4 | +8 | +1 | |
|
5B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
34 | Mid | 25 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 7 | 18 | 0 | -10 | |
|
5C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
17 | Low | 15 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 4 | 8 | +5 | +1 | |
|
5D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
42 | Mid | 25 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 8 | 21 | -4 | -14 | |
|
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