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{{Infobox Character WW7 | |||
{{Character | |name=Dandy J | ||
|image=WW7_dandy.png | |||
|fdash=31~46 frames | |||
| | |bstep= 30 frames (1~27F: invincible) | ||
| | |prejump= 3 frames | ||
|jumpd= 43 frames | |||
|landing=4 frames | |||
|jumpa=109 | |||
|fjumpdt=92 | |||
|bjumpdt= 91 | |||
|fdashdt= 124~244 | |||
|bstepdt=94 | |||
|kdr=28 frames | |||
|chain= None; but can chain 5LP → 2P/K | |||
}} | |||
{{TOClimit|3}} | |||
== Move List == | |||
=== Standing Normals === | |||
===== <span class="invisible-header">5A</span> ===== | ===== <span class="invisible-header">5A</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 53: | Line 42: | ||
|Adv. Guard= +1 | |Adv. Guard= +1 | ||
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data. | |description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data. | ||
Close- | |||
*Can chain into itself | |||
*Can be crouch cancelled to allow for a combo into ES "Uppercut" (623AB) | |||
Far- | |||
*Has slightly longer range than 5B | |||
*Can be crouch cancelled for meter build | |||
}} | }} | ||
}} | }} | ||
Line 77: | Line 71: | ||
|Adv. Guard= -10 | |Adv. Guard= -10 | ||
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data. | |description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data. | ||
Close | |||
*Can act as an anti air | |||
Far | |||
*Poke with decent range | |||
}} | }} | ||
}} | }} | ||
Line 100: | Line 98: | ||
|Adv. Guard= +1 | |Adv. Guard= +1 | ||
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data. | |description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data. | ||
Close | |||
*Can act as an anti air | |||
Far | |||
*Poke to stop approaches | |||
*Slightly longer range than 5D | |||
}} | }} | ||
}} | }} | ||
Line 123: | Line 126: | ||
|Adv. Guard= -14 | |Adv. Guard= -14 | ||
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data. | |description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data. | ||
Close | |||
*Okay anti-air, however, not the easiest to land | |||
Far | |||
*Another keep out poke in Dandy's arsenal | |||
}} | }} | ||
}} | }} | ||
=== Crouching Normals === | |||
===== <span class="invisible-header">2A</span> ===== | ===== <span class="invisible-header">2A</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 145: | Line 152: | ||
|Adv. Hit= +5 | |Adv. Hit= +5 | ||
|Adv. Guard= +1 | |Adv. Guard= +1 | ||
|description= * | |description= *Fast poke with decent range | ||
*Can be used to hide the crouching done while inputting 214214C/D | |||
}} | }} | ||
}} | }} | ||
Line 167: | Line 176: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= -8 | |Adv. Guard= -8 | ||
|description= * | |description= *Decent poke to use for a knockdown | ||
}} | }} | ||
}} | }} | ||
Line 189: | Line 198: | ||
|Adv. Hit= +4 | |Adv. Hit= +4 | ||
|Adv. Guard= 0 | |Adv. Guard= 0 | ||
|description=* | |description=*Fast poke with decent range | ||
*Can be used to hide the crouching done while inputting 214214C/D | |||
}} | }} | ||
}} | }} | ||
Line 212: | Line 222: | ||
|Adv. Hit= -9 | |Adv. Hit= -9 | ||
|Adv. Guard= -19 | |Adv. Guard= -19 | ||
|description= * | |description= *With the use of crouch cancelled c.5A, this can be used as a combo ender | ||
}} | }} | ||
}} | }} | ||
=== Air Normals === | |||
===== <span class="invisible-header">J.A</span> ===== | ===== <span class="invisible-header">J.A</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 235: | Line 245: | ||
|Adv. Hit= - | |Adv. Hit= - | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|description= * | |description= *One of your two attacks for stand cancels during dash | ||
*Decent air to air button, allowing to strike opponent in front of him | |||
}} | }} | ||
}} | }} | ||
Line 257: | Line 268: | ||
|Adv. Hit= - | |Adv. Hit= - | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|description= * | |description= *Air to air attack | ||
*Slow to start up however can strike opponents above him | |||
}} | }} | ||
}} | }} | ||
Line 279: | Line 291: | ||
|Adv. Hit= - | |Adv. Hit= - | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|description= * | |description= *The other attack used for stand cancels | ||
*Good jump in attack to use alongside 214214C/D and force the opponent to block it. | |||
}} | }} | ||
}} | }} | ||
Line 301: | Line 314: | ||
|Adv. Hit= - | |Adv. Hit= - | ||
|Adv. Guard= - | |Adv. Guard= - | ||
|description= * | |description= *Decent jump in attack | ||
*Can combo into c.5A on hit | |||
*Can grant a slight amount of advantage on block | |||
}} | }} | ||
}} | }} | ||
=== Command Normals === | |||
===== <span class="invisible-header">WallJump</span> ===== | ===== <span class="invisible-header">WallJump</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 333: | Line 348: | ||
}} | }} | ||
=== Universal Mechanics === | |||
===== <span class="invisible-header">Throw</span> ===== | ===== <span class="invisible-header">Throw</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 359: | Line 374: | ||
===== <span class="invisible-header">Air Throw</span> ===== | ===== <span class="invisible-header">Air Throw</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= | |image=WW7 Dandy Air Throw sprite.png | ||
|caption= Kuuchuu Banbutsu Gousokkyuu Nage | |caption= Kuuchuu Banbutsu Gousokkyuu Nage | ||
|name= Air Throw | |name= Air Throw | ||
Line 379: | Line 394: | ||
}} | }} | ||
}} | }} | ||
===== <span class="invisible-header">Command Grab</span> ===== | ===== <span class="invisible-header">Command Grab</span> ===== | ||
Line 425: | Line 438: | ||
|description= *A overhead that can be reacted | |description= *A overhead that can be reacted | ||
*Air Unblockable | *Air Unblockable | ||
*Cannot be used while Kyoui Jintai Hakka Ken (214214X) is active | |||
}} | }} | ||
}} | }} | ||
Line 448: | Line 462: | ||
|description= *Universal Pursuit mechanich. | |description= *Universal Pursuit mechanich. | ||
*In general is not very used due to long start up and that your opponent can mash out of knockdown to get up quicker. | *In general is not very used due to long start up and that your opponent can mash out of knockdown to get up quicker. | ||
*Dandy's pursuit has a strange property that allows for 214214C/D to hit the opponent if a pursuit attack lands first | |||
}} | }} | ||
}} | }} | ||
Line 498: | Line 513: | ||
}} | }} | ||
== Special Moves == | === Special Moves === | ||
===== <span class="invisible-header">236X</span> ===== | ===== <span class="invisible-header">236X</span> ===== | ||
{{MoveData | {{MoveData | ||
|image= WW7 Dandy 236 A B sprite.png | |image= WW7 Dandy 236 A B sprite.png | ||
|image2= WW7 Dandy j.236 A B sprite.png | |||
|image3= WW7 Dandy 236A B 5P Energy sprite.png | |||
|image4= WW7 Dandy 236 4P Energy sprite.png | |||
|image5= WW7 Dandy 236A B 360P sprite.png | |||
|image6= WW7 Dandy 236A B 360P Air sprite.png | |||
|caption= | |caption= | ||
|name= Hissatsu Rope | |name= Hissatsu Rope (Air OK) | ||
|linkname= | |linkname= | ||
|input= 236A/B | |input= 236A/B | ||
Line 522: | Line 542: | ||
*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 547: | Line 568: | ||
|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 566: | Line 587: | ||
}} | }} | ||
== | ===== <span class="invisible-header">Es 236A/B</span> ===== | ||
{{MoveData | |||
|image= WW7 Dandy 236AB sprite.png | |||
|image2= WW7 Dandy 236AB Air sprite.png | |||
|image3= WW7 Dandy 236AB Energy 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 236A B 360P 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 236 C D sprite.png | |||
|image3= WW7 Dandy 236A B 5P Energy sprite.png | |||
|image4= WW7 Dandy 236 4P Energy sprite.png | |||
|image5= WW7 Dandy 236A B 360P 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 236CD sprite.png | |||
|image2= WW7 Dandy 236AB Energy 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 236A B 360P 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. | |||
}} | |||
}} | |||
== | ===== <span class="invisible-header">623X</span> ===== | ||
{{MoveData | |||
|image=WW7 Dandy 623A B sprite.png | |||
|image2= WW7 Dandy 22AB sprite.png | |||
|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 214214A B sprite.png | |||
|image2= WW7 Dandy 214214C D sprite.png | |||
|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. | |||
}} | |||
}} | |||
== | === DokiDoki === | ||
===== <span class="invisible-header">DokiDoki</span> ===== | |||
--------- | {{MoveData | ||
|image= WW7 Dandy 64646AB sprite.png | |||
|caption= | |||
|name= Daiyouryou Seiden Ken | |||
|linkname= | |||
|input= 64646AB | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=95 | |||
|Guard= Mid | |||
|Dizzy= 0 | |||
|Cancel= - | |||
|Startup= 12‼12 | |||
|Active= 2 (1) 1 (1) 1 (1) 1 (1) 1 (1) 2 | |||
|Recovery= 29 | |||
|Adv. Hit= KND | |||
|Adv. Guard= -15 | |||
|description= *Air Unblockable | |||
}} | |||
}} | |||
===== <span class="invisible-header">DokiDoki</span> ===== | |||
{{MoveData | |||
|image= WW7 Dandy 236 A B sprite.png | |||
|image2= WW7 Dandy 2363214AB sprite.png | |||
|caption= | |||
|name= Kyoutendouchi Ginga Gekitotsu Otoshi | |||
|linkname= | |||
|input= 2363214AB | |||
|data= | |||
{{AttackData-WW7 | |||
|Damage=87 | |||
|Guard= Mid | |||
|Dizzy= 0 | |||
|Cancel= - | |||
|Startup= 12‼1 | |||
|Active= 8 | |||
|Recovery= 26 | |||
|Adv. Hit= KND | |||
|Adv. Guard= -24 | |||
|description= *Throw on Hit | |||
*Air Unblockable | |||
}} | |||
}} | |||
=== HaraHara === | |||
===== <span class="invisible-header">HaraHara</span> ===== | |||
{{MoveData | |||
|image= WW7 Dandy 22AB sprite.png | |||
|image2= WW7 Dandy 22AB Energy sprite.png | |||
|caption= You will never hit someone with this | |||
|name= Tsuishoumetsu Ryuushikasoku Ken | |||
|linkname= | |||
|input= 22+AB/CD | |||
|data= | |||
{{AttackData-WW7 | |||
|version=22AB/CD | |||
|Damage=155 | |||
|Guard= - | |||
|Dizzy= 20 | |||
|Cancel= - | |||
|Startup= 127 | |||
|Active= 1 | |||
|Recovery= 88 | |||
|Adv. Hit= WSL | |||
|Adv. Guard= - | |||
|description= *Unblockable | |||
}} | |||
{{AttackData-WW7 | |||
|version=Pillar | |||
|Damage=153~241 | |||
|Guard= - | |||
|Dizzy= 20 | |||
|Cancel= - | |||
|Startup= 140 | |||
|Active= 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 | |||
|Recovery= 68 | |||
|Adv. Hit= KND | |||
|Adv. Guard= - | |||
|description= *Unblockable. | |||
*Getting caught in the pillar is considerably more deadly if Dandy J catches an airborne opponent, removing up to 95% of their HP! | |||
}} | |||
}} | |||
=== Palette options === | |||
{{ColorGallery | filePrefix=WW7_Dandy_Color_| colors= | |||
{{ColorGallery/Color|1| text=Color 1 }} | |||
{{ColorGallery/Color|2| text=Color 2 }} | |||
{{ColorGallery/Color|3| text=Color 3 }} | |||
{{ColorGallery/Color|4| text=Color 4 }} | |||
{{ColorGallery/Color|5| text=Color 5 }} | |||
}} | |||
== Notable Players == | |||
{| class="wikitable" style="width:100%" | |||
!width="91"|Name | |||
!width="85"|Color | |||
!width="125"|Location | |||
! Contact | |||
! Status | |||
! Notes | |||
! Example Play | |||
|- | |||
| Naldinho Ostman | |||
|style="text-align:center;"| [[File:WW7_Dandy_Color_2.png|Ostman|100px]] | |||
| '''Brasil''' | |||
| [https://twitter.com/LilOstguy Twitter] | |||
|'''active''' | |||
| The Dandy J player, has seen a lot of success in tournaments. | |||
| [https://www.youtube.com/watch?v=ZHDljBYL6pw&t=1077s Link] | |||
|- | |||
| HappyHizack | |||
|style="text-align:center;"| [[File:WW7_Dandy_Color_4.png|HappyHizack|100px]] | |||
| '''Japan''' | |||
| None. | |||
|'''active''' | |||
| Also plays Arina. You can find him on the FC2 lobby. | |||
| [https://www.youtube.com/watch?v=GuSi9CiqJoQ Link] | |||
|} | |||
[[Category: Waku Waku 7]] | [[Category: Waku Waku 7]] | ||
{{Waku Waku 7}} | {{Waku Waku 7}} |
Latest revision as of 16:09, 20 May 2024
Introduction
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.
Strengths | Weaknesses |
---|---|
|
|
Dandy J | |
---|---|
Character Data | |
Forward Dash Speed | 31~46 frames |
Back Step Duration | 30 frames (1~27F: invincible) |
Pre-jump Frames | 3 frames |
Jump Duration | 43 frames |
Landing Frames | 4 frames |
Jump Height Apex | 109 |
Forward Jump Distance | 92 |
Backward Jump Distance | 91 |
Forward Dash Distance | 124~244 |
Back Step Distance | 94 |
Knockdown Recovery | 28 frames |
Chain Series | None; but can chain 5LP → 2P/K |
Move List
Standing Normals
5A
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
14 | Mid | 10 | y | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
4 | 5 | 4 | +8 | +1 | |
Close-
Far-
|
5B
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
34 | Mid | 25 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 7 | 18 | 0 | -10 | |
Close
Far
|
5C
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
17 | Low | 15 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
7 | 4 | 8 | +5 | +1 | |
Close
Far
|
5D
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
42 | Mid | 25 | n | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
11 | 8 | 21 | -4 | -14 | |
Close
Far
|
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 | - | ||
|
DokiDoki
DokiDoki
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
95 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
12‼12 | 2 (1) 1 (1) 1 (1) 1 (1) 1 (1) 2 | 29 | KND | -15 | |
|
DokiDoki
Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|
87 | Mid | 0 | - | ||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | |
12‼1 | 8 | 26 | KND | -24 | |
|
HaraHara
HaraHara
22AB/CD | Damage | Guard | Dizzy | Cancel | ||
---|---|---|---|---|---|---|
155 | - | 20 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
127 | 1 | 88 | WSL | - | ||
| ||||||
Pillar | Damage | Guard | Dizzy | Cancel | ||
153~241 | - | 20 | - | |||
Startup | Active | Recovery | Adv. Hit | Adv. Guard | ||
140 | 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 (1) 1 | 68 | KND | - | ||
|
Palette options
Notable Players
Name | Color | Location | Contact | Status | Notes | Example Play |
---|---|---|---|---|---|---|
Naldinho Ostman | ![]() |
Brasil | active | The Dandy J player, has seen a lot of success in tournaments. | Link | |
HappyHizack | ![]() |
Japan | None. | active | Also plays Arina. You can find him on the FC2 lobby. | Link |