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}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">623X</span> ===== | |||
{{MoveData | |||
|image=WW7_Dandy_Placeholder_sprite.png | |||
|image2= | |||
|caption= | |||
|caption2= | |||
|name= Kyoui Jintai Hakka Ken | |||
|linkname=623X | |||
|input=623A/B/AB | |||
|data= | |||
{{AttackData-WW7 | |||
|version=623A | |||
|Damage=56 | |||
|Guard= Low | |||
|Dizzy= 30 | |||
|Cancel= - | |||
|Startup= 14 | |||
|Active= 18 | |||
|Recovery= 10 | |||
|Adv. Hit= KND | |||
|Adv. Guard= -15 | |||
|description= *Air Unblockable | |||
}} | |||
{{AttackData-WW7 | |||
|header=no | |||
|version=623B | |||
|Damage=63 | |||
|Guard= Low | |||
|Dizzy= 30 | |||
|Cancel= - | |||
|Startup= 14 | |||
|Active= 18 | |||
|Recovery= 10 | |||
|Adv. Hit= KND | |||
|Adv. Guard= -15 | |||
|description= *Air unblockable | |||
}} | |||
{{AttackData-WW7 | |||
|header=no | |||
|version=623AB | |||
|subtitle=ES: "Kyoui Jintai Hakka Ken" | |||
|Damage=96 | |||
|Guard= Low,Mid | |||
|Dizzy= 0 | |||
|Cancel= - | |||
|Startup= 6‼3 | |||
|Active= 8 (4) 8 (4) 8 (4) 8 (13) 7 | |||
|Recovery= 30 | |||
|Adv. Hit= WSL | |||
|Adv. Guard= -17 | |||
|description= *Air Unblockable | |||
}} | |||
}} | |||
===== <span class="invisible-header">623X</span> ===== | |||
{{MoveData | |||
|image=WW7_Dandy_Placeholder_sprite.png | |||
|image2= | |||
|caption= | |||
|caption2= | |||
|name= Kyoui Jintai Hakka Ken | |||
|linkname=214214X | |||
|input=214214X | |||
|data= | |||
{{AttackData-WW7 | |||
|version=214214 A/B | |||
|Damage=14 | |||
|Guard= Mid | |||
|Dizzy= 0 | |||
|Cancel= - | |||
|Startup= 88 | |||
|Active= | |||
|Recovery= | |||
|Adv. Hit= KND | |||
|Adv. Guard= | |||
|description= *Projectile (Tier 0). | |||
*Lasts 37F. (88F is the fastest time after input for Rampoo to hit.) | |||
*SEMI-TRACKS the opponent's location. The arc in which Rampoo is thrown has a wide minimum range. If Natsumi and the opponent are close to one another, she will throw Rampoo behind them. If they are about two character's width or more apart, she throws Rampoo wherever the opponent is located. | |||
*If the screen is fully stretched out, Natsumi can throw Rampoo up to half- screen distance. | |||
*After input, Dandy J can only perform basic attacks or normal throws. | |||
}} | |||
{{AttackData-WW7 | |||
|header=no | |||
|version=214214 C/D | |||
|Damage=41 | |||
|Guard= Mid | |||
|Dizzy= 0 | |||
|Cancel= - | |||
|Startup= 93 | |||
|Active= | |||
|Recovery= | |||
|Adv. Hit= KND | |||
|Adv. Guard= | |||
|description= *Projectile (Tier 0). | |||
*Lasts 32F. (93F is the fastest time after input for Natsumi to hit.) | |||
*SEMI-TRACKS the opponent's location. The arc in which Natsumi is thrown is much steeper than Natsumi: Rampoo Nage, able to hit opponents up close. | |||
*If the screen is fully stretched out, Rampoo can throw Natsumi up to 1/3- screen distance. | |||
*After input, Dandy J can only perform basic attacks or normal throws. | |||
}} | |||
}} | |||
== Super Special Moves == | == Super Special Moves == |
Revision as of 14:45, 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. |
623X
623A | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
56 | Low | 30 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
14 | 18 | 10 | KND | -15 | ||
| ||||||
623B | Damage | Guard | Dizzy | Cancel | ||
63 | Low | 30 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
14 | 18 | 10 | KND | -15 | ||
| ||||||
623AB ES: "Kyoui Jintai Hakka Ken" |
Damage | Guard | Dizzy | Cancel | ||
96 | Low,Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
6‼3 | 8 (4) 8 (4) 8 (4) 8 (13) 7 | 30 | WSL | -17 | ||
|
623X
214214 A/B | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
14 | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
88 | - | - | KND | - | ||
| ||||||
214214 C/D | Damage | Guard | Dizzy | Cancel | ||
41 | Mid | 0 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
93 | - | - | KND | - | ||
|
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