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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
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 | |
|
Crouching Normals
2A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
13 | Low | 10 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 4 | 8 | +5 | +1 | |
|
2B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
32 | Low | 0 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
10 | 5 | 18 | KND | -8 | |
|
2C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
15 | Low | 10 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
12 | 5 | 8 | +4 | 0 | |
|
2D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
19+19 | Mid,Low | 15 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 6 (9) 8 | 26 | -9 | -19 | |
|
Air Normals
J.A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14 | high | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
6 | 4 | GND | - | - | |
|
J.B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
34 | high | 15 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
15 | 8 | GND | - | - | |
|
J.C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
17 | high | 5 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 17 | GND | - | - | |
|
J.D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
42 | high | 15 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
8 | 17 | GND | - | - | |
|
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