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}} | }} | ||
== Standing Normals == | {{TOClimit|3}} | ||
== Move List == | |||
=== Standing Normals === | |||
===== <span class="invisible-header">5A</span> ===== | ===== <span class="invisible-header">5A</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 38: | 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 62: | 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 85: | 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 108: | 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 == | === Crouching Normals === | ||
===== <span class="invisible-header">2A</span> ===== | ===== <span class="invisible-header">2A</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 130: | 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 152: | Line 176: | ||
|Adv. Hit= KND | |Adv. Hit= KND | ||
|Adv. Guard= -8 | |Adv. Guard= -8 | ||
|description= * | |description= *Decent poke to use for a knockdown | ||
}} | }} | ||
}} | }} | ||
Line 174: | 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 197: | 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 == | === Air Normals === | ||
===== <span class="invisible-header">J.A</span> ===== | ===== <span class="invisible-header">J.A</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 220: | 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 242: | 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 264: | 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 286: | 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 == | === Command Normals === | ||
===== <span class="invisible-header">WallJump</span> ===== | ===== <span class="invisible-header">WallJump</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 318: | Line 348: | ||
}} | }} | ||
== Universal Mechanics == | === Universal Mechanics === | ||
===== <span class="invisible-header">Throw</span> ===== | ===== <span class="invisible-header">Throw</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 408: | 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 431: | 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 481: | Line 513: | ||
}} | }} | ||
== Special Moves == | === Special Moves === | ||
===== <span class="invisible-header">236X</span> ===== | ===== <span class="invisible-header">236X</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 822: | Line 854: | ||
}} | }} | ||
== DokiDoki == | === DokiDoki === | ||
===== <span class="invisible-header">DokiDoki</span> ===== | ===== <span class="invisible-header">DokiDoki</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 869: | Line 901: | ||
}} | }} | ||
== HaraHara == | === HaraHara === | ||
===== <span class="invisible-header">HaraHara</span> ===== | ===== <span class="invisible-header">HaraHara</span> ===== | ||
{{MoveData | {{MoveData | ||
Line 910: | Line 942: | ||
}} | }} | ||
=== 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 |