Waku Waku 7/Dandy J: Difference between revisions

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(Added crouching and Jump normals frame data)
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==== Crouching Normals ====
===== <span class="invisible-header">2A</span> =====
{{MoveData
|image=WW7_Dandy_Placeholder_sprite.png
|caption=
|name=2A
|linkname=2A
|input=
|data=
{{AttackData-WW7
|Damage=13
|Guard= Low
|Dizzy= 10
|Cancel= n
|Startup= 6
|Active= 4
|Recovery= 8
|Adv. Hit= +5
|Adv. Guard= +1
|description= *'''placeholder'''
}}
}}
===== <span class="invisible-header">2B</span> =====
{{MoveData
|image=WW7_Dandy_Placeholder_sprite.png
|caption=
|name=2B
|linkname=2B
|input=
|data=
{{AttackData-WW7
|Damage=32
|Guard= Low
|Dizzy= 0
|Cancel= n
|Startup= 10
|Active= 5
|Recovery= 18
|Adv. Hit= KND
|Adv. Guard= -8
|description= *'''placeholder'''
}}
}}
===== <span class="invisible-header">2C</span> =====
{{MoveData
|image=WW7_Dandy_Placeholder_sprite.png
|caption=
|name=2C
|linkname=2C
|input=
|data=
{{AttackData-WW7
|Damage=15
|Guard= Low
|Dizzy= 10
|Cancel= n
|Startup= 12
|Active= 5
|Recovery= 8
|Adv. Hit= +4
|Adv. Guard= 0
|description=*'''placeholder'''
}}
}}
===== <span class="invisible-header">2D</span> =====
{{MoveData
|image=WW7_Dandy_Placeholder_sprite.png
|caption=
|name=2D
|linkname=2D
|input=
|data=
{{AttackData-WW7
|Damage=19+19
|Guard= Mid,Low
|Dizzy= 15
|Cancel= n
|Startup= 7
|Active= 6 (9) 8
|Recovery= 26
|Adv. Hit= -9
|Adv. Guard= -19
|description= *'''placeholder'''
}}
}}
==== Air Normals ====
===== <span class="invisible-header">J.A</span> =====
{{MoveData
|image= WW7_Dandy_Placeholder_sprite.png
|caption=
|name=J.A
|linkname=J.A
|input=
|data=
{{AttackData-WW7
|Damage=14
|Guard= high
|Dizzy=5
|Cancel= n
|Startup= 6
|Active= 4
|Recovery= GND
|Adv. Hit= -
|Adv. Guard= -
|description= *'''placeholder'''
}}
}}
===== <span class="invisible-header">J.B</span> =====
{{MoveData
|image=WW7_Dandy_Placeholder_sprite.png
|caption=
|name=J.B
|linkname=J.B
|input=
|data=
{{AttackData-WW7
|Damage=34
|Guard= high
|Dizzy=15
|Cancel= n
|Startup= 15
|Active= 8
|Recovery= GND
|Adv. Hit= -
|Adv. Guard= -
|description= *'''placeholder'''
}}
}}
===== <span class="invisible-header">J.C</span> =====
{{MoveData
|image=WW7_Dandy_Placeholder_sprite.png
|caption=
|name=J.C
|linkname=J.C
|input=
|data=
{{AttackData-WW7
|Damage=17
|Guard= high
|Dizzy=5
|Cancel= n
|Startup= 7
|Active= 17
|Recovery= GND
|Adv. Hit= -
|Adv. Guard= -
|description= *'''placeholder'''
}}
}}
===== <span class="invisible-header">J.D</span> =====
{{MoveData
|image=WW7_Dandy_Placeholder_sprite.png
|caption=
|name=J.D
|linkname=J.D
|input=
|data=
{{AttackData-WW7
|Damage=42
|Guard= high
|Dizzy=15
|Cancel= n
|Startup= 8
|Active= 17
|Recovery= GND
|Adv. Hit= -
|Adv. Guard= -
|description= *'''placeholder'''
}}
}}


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

Revision as of 21:32, 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.


Crouching Normals

2A
2A
WW7 Dandy Placeholder sprite.png
Damage Guard Dizzy Cancel
13 Low 10 n
Startup Active Recovery Adv. Hit Adv. Guard
6 4 8 +5 +1
  • placeholder


2B
2B
WW7 Dandy Placeholder sprite.png
Damage Guard Dizzy Cancel
32 Low 0 n
Startup Active Recovery Adv. Hit Adv. Guard
10 5 18 KND -8
  • placeholder
2C
2C
WW7 Dandy Placeholder sprite.png
Damage Guard Dizzy Cancel
15 Low 10 n
Startup Active Recovery Adv. Hit Adv. Guard
12 5 8 +4 0
  • placeholder


2D
2D
WW7 Dandy Placeholder sprite.png
Damage Guard Dizzy Cancel
19+19 Mid,Low 15 n
Startup Active Recovery Adv. Hit Adv. Guard
7 6 (9) 8 26 -9 -19
  • placeholder


Air Normals

J.A
J.A
WW7 Dandy Placeholder sprite.png
Damage Guard Dizzy Cancel
14 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
6 4 GND - -
  • placeholder


J.B
J.B
WW7 Dandy Placeholder sprite.png
Damage Guard Dizzy Cancel
34 high 15 n
Startup Active Recovery Adv. Hit Adv. Guard
15 8 GND - -
  • placeholder


J.C
J.C
WW7 Dandy Placeholder sprite.png
Damage Guard Dizzy Cancel
17 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
7 17 GND - -
  • placeholder


J.D
J.D
WW7 Dandy Placeholder sprite.png
Damage Guard Dizzy Cancel
42 high 15 n
Startup Active Recovery Adv. Hit Adv. Guard
8 17 GND - -
  • placeholder

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