Line 501: | Line 501: | ||
|image= WW7 Dandy 236 A B sprite.png | |image= WW7 Dandy 236 A B sprite.png | ||
|caption= | |caption= | ||
|name= Hissatsu Rope | |name= Hissatsu Rope (Air OK) | ||
|linkname= | |linkname= | ||
|input= 236A/B | |input= 236A/B | ||
Line 520: | Line 520: | ||
*Both the A- and B-versions, and all of the follow-ups, are the same. | *Both the A- and B-versions, and all of the follow-ups, are the same. | ||
*Up to three rings appear along the Hissatsu Rope during its duration, on 26F, 28F, 31F. These determine how many rings appear during 4A/B. | *Up to three rings appear along the Hissatsu Rope during its duration, on 26F, 28F, 31F. These determine how many rings appear during 4A/B. | ||
*Inputs can be done any time during Dandy J's extended rope: 26~42F. Later input just extend the range of the attack. | |||
}} | }} | ||
Line 545: | Line 546: | ||
|Recovery= 14~ | |Recovery= 14~ | ||
|Adv. Hit= -28 | |Adv. Hit= -28 | ||
|Adv. Guard= -11 | |Adv. Guard= -11~24 | ||
|description= Can follow with 360X, but only the Punch version. | |description= Can follow with 360X, but only the Punch version. | ||
*VACUUMs opponent on hit or guard. | *VACUUMs opponent on hit or guard. | ||
Line 561: | Line 562: | ||
|Adv. Guard= -44 | |Adv. Guard= -44 | ||
|description= | |description= | ||
}} | |||
}} | |||
===== <span class="invisible-header">Es 236A/B</span> ===== | |||
{{MoveData | |||
|image= WW7_Dandy_Placeholder_sprite.png | |||
|caption= | |||
|name= ES Hissatsu Rope (Air OK) | |||
|linkname= | |||
|input= 236A/B | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=54~78 | |||
|Guard= Mid | |||
|Dizzy= 0 | |||
|Cancel= - | |||
|Startup= 12‼5 | |||
|Active= - | |||
|Recovery= 49 | |||
|Adv. Hit= KND | |||
|Adv. Guard= -31 | |||
|description= *Projectile (Tier 9). | |||
*Lasts 18F. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Es 360A/B</span> ===== | |||
{{MoveData | |||
|image= WW7_Dandy_Placeholder_sprite.png | |||
|caption= | |||
|name= ES Hissatsu Rope: Taifuu Mouda | |||
|linkname= | |||
|input= 360A/B | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=65 | |||
|Guard= Mid | |||
|Dizzy= 0 | |||
|Cancel= - | |||
|Startup= 2‼0 | |||
|Active= 75 | |||
|Recovery= 58 | |||
|Adv. Hit= KND | |||
|Adv. Guard= -44 | |||
|description= ES Taifuu Mouda is an enhanced ender to Dandy J's Hissatsu Rope multi-part; it can't be used solo. | |||
}} | |||
}} | |||
===== <span class="invisible-header">236X</span> ===== | |||
{{MoveData | |||
|image= WW7 Dandy Placeholder sprite.png | |||
|caption= | |||
|name= Shagami Hissatsu Rope | |||
|linkname= | |||
|input= 236C/D | |||
|data= | |||
{{AttackData-WW7 | |||
|version= 236A/B | |||
|Damage= 6+7+7+6 | |||
|Guard= Low | |||
|Dizzy= 0 | |||
|Cancel= | |||
|Startup= 26 | |||
|Active= 15 | |||
|Recovery= 44 | |||
|Adv. Hit= -35 | |||
|Adv. Guard= -39 | |||
|description= *Air Unblockable. | |||
*Can follow with C/D, 4C/D, or 360C/D, but only the Kick versions. | |||
*Both the C- and D-versions, and all of the follow-ups, are the same. | |||
*Up to three rings appear along the Hissatsu Rope during its duration, on 26F, 28F, 30F. These determine how many rings appear during 4A/B. | |||
*Inputs can be done any time during Dandy J's extended rope: 26~41F. Later input just extend the range of the attack. | |||
}} | |||
{{AttackData-WW7 | |||
|version= C/D | |||
|Damage=1~2/n | |||
|Guard= Mid | |||
|Dizzy= 0 | |||
|Cancel= | |||
|Startup= 1 | |||
|Active= 30 | |||
|Recovery= 18 | |||
|Adv. Hit= -4~9 | |||
|Adv. Guard= -9 | |||
|description= | |||
}} | |||
{{AttackData-WW7 | |||
|version= 4C/D | |||
|Damage=9/n | |||
|Guard= Mid | |||
|Dizzy= 0 | |||
|Cancel= | |||
|Startup= 1 | |||
|Active= 26~36 | |||
|Recovery= 14~ | |||
|Adv. Hit= -29 | |||
|Adv. Guard= -23~31 | |||
|description= Can follow with 360X, but only the Kick version. | |||
*VACUUMs opponent on hit or guard. | |||
}} | |||
{{AttackData-WW7 | |||
|version= 360C/D | |||
|Damage= 6~7/n | |||
|Guard= Mid | |||
|Dizzy= 0 | |||
|Cancel= | |||
|Startup= 1 | |||
|Active= 30 | |||
|Recovery= 58 | |||
|Adv. Hit= KND | |||
|Adv. Guard= -44 | |||
|description= | |||
}} | |||
}} | |||
===== <span class="invisible-header">Es 236A/B</span> ===== | |||
{{MoveData | |||
|image= WW7_Dandy_Placeholder_sprite.png | |||
|caption= | |||
|name= ES Shagami Hissatsu Rope | |||
|linkname= | |||
|input= 236C/D | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=54~78 | |||
|Guard= Mid | |||
|Dizzy= 0 | |||
|Cancel= - | |||
|Startup= 12‼5 | |||
|Active= - | |||
|Recovery= 49 | |||
|Adv. Hit= KND | |||
|Adv. Guard= -31 | |||
|description= *Projectile (Tier 9). | |||
*Lasts 18F. | |||
}} | |||
}} | |||
===== <span class="invisible-header">Es 360C/D</span> ===== | |||
{{MoveData | |||
|image= WW7_Dandy_Placeholder_sprite.png | |||
|caption= | |||
|name= ES Shagami Hissatsu Rope: Taifuu Mouda | |||
|linkname= | |||
|input= 360C/D | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=65 | |||
|Guard= Mid | |||
|Dizzy= 0 | |||
|Cancel= - | |||
|Startup= 2‼0 | |||
|Active= 75 | |||
|Recovery= 59 | |||
|Adv. Hit= WSL | |||
|Adv. Guard= -17 | |||
|description= ES Taifuu Mouda is an enhanced ender to Dandy J's Shagami Hissatsu Rope multi-part; it can't be used solo. | |||
}} | }} | ||
}} | }} |
Revision as of 14:22, 8 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 | - | - | |
|
Command Normals
WallJump
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
- | - | - | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
- | - | - | - | - | |
|
Universal Mechanics
Throw
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
49 | Thw | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | WSL | - | |
|
Air Throw
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
49 | Thw | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | WSL | - | |
|
Command Grab
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
63 | Thw | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
1 | 1 | - | WSL | - | |
|
Universal Overhead
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
34 | High | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
24 | 4 | 23 | -2 | -12 | |
|
Pursuit
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
42 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
48 | 4 | 21 | KND | -33 | |
|
Rissing attack
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
34 | High | 20 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
13 | 11 | 25 | KND | -21 | |
|
Super mode
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
55 | Mid | 50 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
32 | 1 (1) 1 (1) 1 (1) 1 | 16 | KND | -20 | |
|
Special Moves
236X
236A/B | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
6+7+7+6 | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
26 | 16 | 39 | -30 | -34 | ||
| ||||||
A/B | Damage | Guard | Dizzy | Cancel | ||
1~2/n | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
1 | 30 | 18 | -9 | -5 | ||
4A/B | Damage | Guard | Dizzy | Cancel | ||
9/n | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
1 | 26~36 | 14~ | -28 | -11~24 | ||
Can follow with 360X, but only the Punch version.
| ||||||
360A/B | Damage | Guard | Dizzy | Cancel | ||
6~7/n | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
1 | 30 | 58 | KND | -44 |
Es 236A/B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
54~78 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
12‼5 | - | 49 | KND | -31 | |
|
Es 360A/B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
65 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
2‼0 | 75 | 58 | KND | -44 | |
ES Taifuu Mouda is an enhanced ender to Dandy J's Hissatsu Rope multi-part; it can't be used solo. |
236X
236A/B | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
6+7+7+6 | Low | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
26 | 15 | 44 | -35 | -39 | ||
| ||||||
C/D | Damage | Guard | Dizzy | Cancel | ||
1~2/n | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
1 | 30 | 18 | -4~9 | -9 | ||
4C/D | Damage | Guard | Dizzy | Cancel | ||
9/n | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
1 | 26~36 | 14~ | -29 | -23~31 | ||
Can follow with 360X, but only the Kick version.
| ||||||
360C/D | Damage | Guard | Dizzy | Cancel | ||
6~7/n | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
1 | 30 | 58 | KND | -44 |
Es 236A/B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
54~78 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
12‼5 | - | 49 | KND | -31 | |
|
Es 360C/D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
65 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
2‼0 | 75 | 59 | WSL | -17 | |
ES Taifuu Mouda is an enhanced ender to Dandy J's Shagami Hissatsu Rope multi-part; it can't be used solo. |
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