Tatsunoko vs Capcom: Ultimate All Stars/Doronjo: Difference between revisions

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{{TVC Character Intro|char=Doronjo|content=


==Introduction==
==Introduction==
Doronjo from the Time Bokan Series, enemy of Yatterman and the only """Villian""" in TvC
Doronjo from the Time Bokan Series, enemy of Yatterman and the only '''Villain''' in TvC.


Doronjo is assisted by her two assistants Tonzura (The larger purple character) and Boyacky (The Green Character), and works as a team character much like Juda from HnK or the Lowain Bros from Granblue. As such she can be confusing or even intimidating for new players, but once you get the hang of her control scheme, she's definitely a fun character to play
Doronjo is assisted by her two assistants, Tonzura (the larger purple character) and Boyacky (the green character), and works as a team character much like Juda from HnK or the Lowain Bros from Granblue. As such, she can be confusing or even intimidating for new players, but once you get the hang of her control scheme, she's definitely a fun character to play.


==Moves List==
{{Content Box|content=
===Normal Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
{{ProConTable
| '''5A''' || 5 || 3 || 13 || - || 640 || - || A regular old jab. Can actually link from 2A if the opponent is close enough, making 5A 2A 5A a viable route
|pros=
|-
* Complete Screen Control
| '''2A''' || 6 || 3 || 14 || - || 640 || Low || A standard low, mostly good for hit confirms, as noted above it can link into 5A after being chained.
* Unblockables without baroque
|-
* Absolute vortex machine off a stray hit
| '''5B''' || 8 || 2 || 23 || - || 1280 || - || Medium attack, has decent range, hitbox extends to her pipe. Can be used as a meaty on wakeup to force opponent in blockstun for tree shenanigans. Can be used in combos but not as preferred as 2B.
* Insane blockstrings and crossups/crossunders
|-
* If timed correctly, can get a hit off incoming with 100% certainty
| '''2B''' || 9 || 4 || 23 || - || 1280 || Low || Your absolute best friend. Hits 1/4th screen away, low profiles, extremely strong hit confirm. Regardless of how far away Doronjo is, it will always link into 5C, and in the event your opponent does an advancing guard she will absolutely ignore the pushback if chained to 5C
|-
| '''5C''' || 17 || 4 || 22 || - || 2560 || - || Doronjo will step forward and kick, if followed from 2B or j.C, she will ignore pushblock. If opponent is standing this is your entry to tree loops or basically all of her blockstrings
|-
| '''3C''' || 13 || 10 || 23 || - || 2340 || Launcher || Doronjo's launcher, pretty standard. Could be used as an anti-air but it's not reliable. First hit launches if opponent is airborne, second hit launches regardless
|-
| '''2C''' || 14 || 5 || 32 || - || 2160 || - || Doronjo leans back and raises her leg in the air. It can be a slightly better AA than 3C. Lifts opponent airborne and creates a softknockdown, does not launch airborne opponents.
|-
| '''j.A''' || 5 || 10 || - || - || 720 || Overhead || Doronjo sticks her knees out at a 45 degree angle. Because of the quick startup  you can scrape people out of crouch guard by performing right out of jump or stuff some air-to-air encounters. Also if used as an IAD it can be a fantastic tick throw setup
|-
| '''j.B''' || 9 || 5 || - || - || 1280|| Overhead || Doronjo sticks her whole leg horizontally. It's not as fast as j.A, but is a much better Air to Air because of the length. Can create some ambiguous crossup situations and if used with tonzura grab can become a cross-under.
|-
| '''j.C''' || 10 || 15 || - || - || 2800 || Overhead || Doronjo sticks her butt out and outside of invincible moves it's a very hard move to challenge. When used as an IAD, the route j.C -> 2B -> 5C will ignore pushblock. if AG'd early she'll plop right to the ground, if AG'd late and cancelled into rock abandon or taunt she'll drift to the opposite end of the screen. Can cause forced roll.
|-
| '''Taunt''' || 18 || - || - || - || 2000 || - || Doronjo blows a kiss, it's a standing projectile that sticks out for a while and has a large hitbox, it's more commonly seen in tree combos thanks to its crazy hitstun and rarely in neutral. Very slight homing properties.
|-
| '''Air Taunt''' || 20 || - || - || - || 2000 || - || Doronjo blows a kiss in the air. It stops all her momentum, so if you're trying to avoid the ground you can do this. If you perform a rock abandon, and then kiss, by the time her animation finishes you can drop another one. Very slight homing properties.
|}


===Universal Mechanics===
|cons=
{| class = wikitable style="text-align: center;"
* She has 5 anti-airs, but they all require you to be physic or know exactly which one to use where, giving a ton of mental slack
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
* Does not have a good "get off me" move, has to advancing guard perfectly, crossover counter, or burst
* Supers are very underwhelming, her counter super is very easy to avoid unless perfectly timed
* Needs baroque or partner to be threatening; if lacking either, her options (while still decent) become very limiting compared to the rest of the cast
* For damaging combos she effectively has one route, most damage is done off mixups and resets
* Assist is incredibly unorthodox, requiring you to really think outside the box to use it effectively
}}
}}
}}


|-
==Moves List==
| '''VAR starter''' || 10 || 15 || - || - || 1760 || - || Same animation as j.C
|-
| '''Counter Tag''' || 28 || 2 || - || - || 2160 || - || Same animation as 3C, can combo into any normal.
|-
| '''Assist <br> (Kiss)''' || 44 || - || - || - || 2000 || Projectile <br> no Autocorrect || The best worst assist. It's a very slow moving projectile with no range, but the hitbox is large. Best for combos but if you can play oki you could do some meaty crossups with it or make a small shield for your character. Moves Horizontally.
|-
| '''Forward Throw''' || - || - || - || - || 4586 || Throw || Doronjo grabs and slaps the opponent, if you setup a tree and throw before the tree explodes you can combo off it
|-
| '''Back Throw''' || - || - || - || - || 4800 || Throw || Doronjo throws them to the ground and gives a kick, if a tree is about to explode you can combo off it.
|-
| '''Air Forward Throw''' || - || - || - || - || 5600 || Throw ||It's a throw, use it as a reversal.
|-
| '''Air Back Throw''' || - || - || - || - || 5600 || Throw || It's a throw, use it as a reversal.
|}
 
===Special Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
| '''"Aizuwakamatzu Punch"''' <br> 236A/B/C || 34/42/58 -> <br>3(3)3(3)3(3)3<br>(3)3(3)3(3) || - || 39(if stopped) <br>77(if successful) || - || 4838 || Projectile(?) || Boyacky appears and starts punching the opponent. If he's knocked out before he starts punching, he just leaves. He ignores pushblock and is a decent combo starter. Opponents can dash or act before he begins punching. Can absorb one projectile. If active, piglet flareup and none of her supers cannot be used. Arguably not a great move, it has some utility but piglet flare-up tends be in use more often.
|-
| '''Piglet Flare-up''' <br> 623A/B/C|| 4|| - || - || - || 3776 || Projectile || Boyacky appears and summons a tree. The button determines where. A spawns to the left, B center, C right. Once the tree is active, nothing in the game can stop it. Used for offense, defense, and combos. Absorbs one Projectile. If BBQ cancelled early enough you have an almost completely safe raw tag. If active Aizuwakamatzu Punch and her supers are not usuable.
|-
| '''Rock Abandon (Ground)''' <br> 214A/B/C || 18 || - || - || - || 4480 || Overhead/OTG || Tonzura Appears and tosses a rock, the rock hits overhead. If used with baroque and 2B it becomes unblockable. A version tosses a rock right in front of the summoning spot, B throws it full screen, and C throws offscreen as an antiair. hits OTG. Absorbs one Projectile. If active, Naniwa Clutch, Punching Bag Fiesta, and Supreme Evil Plan cannot be used.
|-
| '''Rock Abandon (Air)''' <br> (air)214A/B/C || 10|| - || - || - ||4480|| Overhead/OTG || Doronjo stops all momentum and summons Tonzura from the top of the screen holding a rock. The closer to the top of the screen your opponent is, the faster it hits. Can become unblockable if bbq'd into 2B. The rock can be broken by the opponent but it is very difficult. Hits OTG.  Absorbs one Projectile. If active, Naniwa Clutch, Punching Bag Fiesta, and Supreme Evil Plan cannot be used.
|-
| '''Naniwa Clutch''' <br> 421A/B/C || 6|| - || - || - || 2|| Command Grab || Tonzura appears and grabs grounded opponents. Megacrash safe, can ignore supers if active late enough. Hitting an opponent after grab makes them airborne. A spawns on the left side, B center, C right side. If active, Rock Abandon, Punching Bag Fiesta, and Supreme Evil Plan cannot be used.
|-
| '''Get Comfy'''<br>22 || 19 || - || 17 || - || - || - || Doronjo lays down in the ground, low profiles everything and dodges projectiles. It can dodge some supers like Volnutt's machine gun arm. From this position she can taunt (Taunt comes out at a 45 Degree Angle), call out Tonzura or Boyacky, use two comfy normals, or stand up with 8.
|-
| '''Doron Spin'''<br> 22->2C || 2 || 21 || 26 || - || - || - || Doronjo does a breakdance move after getting comfy. It causes a hard knockdown. You can call assist or baroque to combo after, but that's it. Use this to setup Oki if you have a hitconfirm but no baroque or assist available.
|-
| '''Doronsalt''' <br>22->C|| 14 || 11 || 41 || - || - || 4836 || Doronjo goes from comfy to 3C, works as her normal launcher
|}
 
===Super Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
 
|-
| '''In The Beginning''' <br> 236A+B || 3+2 || - || - || - || 8000(per hit) || f3-6 Invincible || Boyacky appears and presses a button, as he looks up one of the gang's mangled robot comes crashing down and rolls off screen. The ball is active from where ever doronjo summoned it and rolls to the side she is facing when summoned. Hits twice but does not combo into itself. If Piglet-flare up or Aizuwakamatzu Punch is active this super will not activate, likewise those attacks and all of her supers are not available while this super is active. Breaks Guard/Giant Armor
*If Boyacky is hit BEFORE pressing he presses the button, the ball never comes and you just wasted a meter. However if boyacky is hit AFTER hitting the button you can use him like normal while the ball comes crashing down. If boyacky does not get hit at all he has a squashed animation that lasts until after the ball goes off screen and results in a slower recovery.
*Another weird quirk of the ball is that if Doronjo summons the ball while mid combo, the opponent will be completely invincible to the ball until the combo counter is inactive, however if she summons the ball outside of a combo, then the ball can interrupt your combo.
*Yet ANOTHER weird quirk of this super is that if you perform this super and then DHC to another character within a few frames (~2 or 3), boyacky simply will not appear at all and the super will never happen, resulting in a wasted meter.
|-
| '''Punching Bag Fiesta''' <br> 623A+B || 1+0 || - || - || - || 16143 || Counter || Doronjo poses and waits for the opponent to touch her with a physical attack, once hit she'll call out Tonzura and Boyacky to pummel them. After the initial super flash, the opponent loses the ability to Baroque for a few frames. If she gets hit in the corner, she can combo from any move possible. Counters megacrash. Also it counters Yatterman-1's projectile and she gets a special animation for him. Does not Counter Giants. Super is not available if any move that incorporates Tonzura or Boyacky is active.
|-
| '''Supreme Evil Plan''' <br> 623A+B || 1+51|| - || - || - || 30398|| - || Dokurobei is pissed and punishing the Doronbo crew, once this super is activated Doronjo is 100% invincible until she hits the ground, but because of its huge startup and small hitbox it's either a gigantic read or a combo setup. Seen extremely rarely but thanks to its damage it's not to be ignored. Unfortunately the bike cannot be used in battle....Not available if Tonzura or Boyacky is performing an attack
|-}
 
==Strategy==
Doronjo is an oddball character and she is extremely dependent on her assist and baroque. Without either she has some okay normals, but no blockstrings and her special attacks make her a sitting duck.
 
However with an assist or baroque she can be an EXTREMELY momentum based character. Calling a piglet flare up and immediately doing a barqoue will basically let her command an entire section of the stage uncontested, combined with her rock throw and your opponent needs to respect you. Her combo game with baroque expands hard with her able to pull off 40Bil damage off 10% baroque. j.C and j.B are extremely good air moves that can lock down opponents and help set up pressure.
 
Also by throwing out a tree she has a chance to create her own mixups. Tree BBQ j.B rockdrop j.B gives you a chance to hit three overheads or just let the rock drop and then 2B into a combo. Alternatively Tree BBQ 2A 214A can either set you up for an unblockable or your opponent will punish you only to get juggled by the tree, and since your opponent tried to hit you, that's free red life, giving you another tree loop ready to go.
 
Also in pressure you can break through block with a naniwa clutch if you know your opponent isn't going for chicken block, and as stated above, any Advancing guard is useless as the block route of IAD j.C -> 2B -> 5C ignores all pushblock no matter when the AG starts.
 
On top of this, if you do an IAD j.C and immediately call a rock abandon while the opponent performs an advancing guard you can activate one of two bugs with doronjo depending on their timing. If they time early Doronjo will land immediately while the rock still falls giving you a free unblockable or a chance to start pressure, if they AG late Doronjo will float full screen to the opposite end of the screen letting you regain a moment to figure out your next move.
 
Inversely she can be a very good zoning character, hopping in the air dropping rocks can shut down even the likes of Saki if done correctly, and thanks to baroque she can stay in the air for a good 2-3 Tatsuseconds if she wanted.
 
Doronjo also has raw tag setups. There are multiple ways to set it up, but as long as you are active before the tree explodes you can tag out, and the incoming character can even combo off of it.
 
If you're on the line and need to squeeze out that last bit of life from  your opponent you can megacrash, rock abandon and baroque to get the last bit of damage out if it's an emergency
 
As long as she has space, a partner, or red life Doronjo can easily turn neutral into her game. But under overwhelming pressure or zoning she has to scramble to get the upper hand.
 
===Synergy===
Doronjo's Assist is not the worst, but it's definitely near the bottom. It provides a great amount of hitstun and can be a temporary shield but it has much more use as a combo extender which is still not that great.
 
However with Naniwa clutch you can DHC into almost any super you need including Joe's Desperado Cannon. 5C has enough hitstun to let Alex Stungun headbutt while she performs in the beginning. Inversely if you're willing to spend 3 meters because you did a bad super you can DHC to doronjo's ball super and DHC back to save yourself, or DHC into punching bag fiesta if you perform an unsafe super. Her DHC synergy is pretty solid.
 
==Combos==


NOTE: Because of her weird control scheme, I'm going to do a little notation here. I'll type in something like piglet flare-up (far), which means assuming that Doronjo is mid screen facing right, she'll summon a C Tree. As well, piglet flare-up (Close) assuming that she is midscreen facing right would be a B Tree.
{{TvCOverviewHeader
Also since Piglet-Flare up has a summon and an explosion part, the explosion portion of the tree will be denoted by (Explosion)
|header=Normal Moves
|move=[[File:Doro 5A.webm|thumb|{{TvCInput|5A}}]]
|startup=5
|active=3
|recovery=13
|blockadv=-
|damage=640
|properties=-
|notes=A regular jab. Can actually link from {{TvCInput|2A}} if the opponent is close enough, making {{TvCInput|5A}} -> {{TvCInput|2A}} -> {{TvCInput|5A}} a viable route. Also works as a decent anti-air, stopping most IAD normals clean.
}}


{{TvCOverview
|move=[[File:Doro 2A.webm|thumb|{{TvCInput|2A}}]]
|startup=6
|active=3
|recovery=14
|blockadv=-
|damage=640
|properties=-
|notes=A standard crouching jab, mostly good for hit confirms. Can link into {{TvCInput|5A}} after being chained. Doesn't hit low.
}}


No Baroque, No Partners:
{{TvCOverview
|move=[[File:Doro 5B.webm|thumb|{{TvCInput|5B}}]]
|startup=8
|active=2
|recovery=23
|blockadv=-
|damage=1280
|properties=-
|notes=Medium attack with decent range, extending to her pipe. Can be used as a meaty on wakeup to force opponent into blockstun for tree shenanigans. Can be used in combos but not as preferred as {{TvCInput|2B}}.
}}


Megacrash -> Rock abandon (Far)
{{TvCOverview
|move=[[File:Doro 2B.webm|thumb|{{TvCInput|2B}}]]
|startup=9
|active=4
|recovery=23
|blockadv=-
|damage=1280
|properties=Low
|notes=Your absolute best friend. Hits 1/4th screen away, low profiles, and is an extremely strong hit confirm. Always links into {{TvCInput|5C}} even if the opponent advancing guards, as it ignores pushback.
}}


Piglet Flare-up -> air rock abandon (OTG)
{{TvCOverview
|move=[[File:Doro 5C.webm|thumb|{{TvCInput|5C}}]]
|startup=17
|active=4
|recovery=22
|blockadv=-
|damage=2560
|properties=-
|notes=Doronjo steps forward and kicks. Follows up well after {{TvCInput|2B}} or {{TvCInput|j.C}}. If the opponent is standing, this opens up tree loops and many of her blockstrings.
}}


A B C 3C j.A j.B j.C
{{TvCOverview
|move=[[File:Doro 3C.webm|thumb|{{TvCInput|3C}}]]
|startup=13
|active=10
|recovery=23
|blockadv=-
|damage=2340
|properties=Launcher
|notes=Doronjo’s launcher. Standard but unreliable as an anti-air. First hit launches if the opponent is airborne; second hit launches regardless.
}}


(Corner only) Punching Bag Fiesta A B C 3C j.A j.B j.C
{{TvCOverview
|move=[[File:Doro 2C.webm|thumb|{{TvCInput|2C}}]]
|startup=14
|active=5
|recovery=32
|blockadv=-
|damage=2160
|properties=-
|notes=Doronjo leans back and raises her leg. Slightly better AA than {{TvCInput|3C}} but requires a strong read due to its bad startup. Lifts the opponent for a soft knockdown, but does not launch airborne opponents.
}}


A B C 2C 22 2C
{{TvCOverview
|move=[[File:Doro jA.webm|thumb|{{TvCInput|j.A}}]]
|startup=5
|active=10
|recovery=-
|blockadv=-
|damage=720
|properties=Overhead
|notes=Doronjo sticks her knees out at a 45-degree angle. Can scrape crouching guards by performing this move right out of a jump or can stuff some air-to-air encounters. Great for IAD tick throw setups.
}}


A B C 2C 22 C j.A j.B j.C
{{TvCOverview
|move=[[File:Doro jB.webm|thumb|{{TvCInput|j.B}}]]
|startup=9
|active=5
|recovery=-
|blockadv=-
|damage=1280
|properties=Overhead
|notes=Doronjo sticks her leg out horizontally. Slower than {{TvCInput|j.A}} but a stronger air-to-air due to its length. Can create ambiguous crossups, and when used with Tonzura’s grab, can become a cross-under.
}}


A B C 3C j.A j.B air Rock Abandon (Note the rock abandon is not part of the combo, but with Doronjo's super jump it can turn into an ambiguous crossup and upon landing you can actually combo off the rock with j.B which also crosses up)
{{TvCOverview
|move=[[File:Doro jC.webm|thumb|{{TvCInput|j.C}}]]
|startup=10
|active=15
|recovery=-
|blockadv=-
|damage=2800
|properties=Overhead
|notes=Doronjo sticks her butt out, and it's hard to challenge outside of invincible moves. When used as an IAD, the route {{TvCInput|j.C}} -> {{TvCInput|2B}} -> {{TvCInput|5C}} will ignore pushblock. Can cause forced rolls.
}}


Naniwa clutch -> j.B A B 3C j.A j.B j.C
{{TvCOverview
|move=[[File:Doro Kiss.webm|thumb|Taunt]]
|startup=18
|active=-
|recovery=-
|blockadv=-
|damage=2000
|properties=-
|notes=Doronjo blows a kiss, a projectile that sticks out for a while with a large hitbox. More commonly seen in tree combos due to its crazy hitstun. Slight homing properties.
}}


A B C 3C TK Rock Abandon A B C 3C j.A j.B j.C (Note: This combo is extremely hard the rock abandon has to be frame one from the TK, in the event that you drop this, it can be converted into a blockstring since the opponent will be low enough)
{{TvCOverview
|move=[[File:Doro Kiss Air.webm|thumb|j.Taunt]]
|startup=20
|active=-
|recovery=-
|blockadv=-
|damage=2000
|properties=-
|notes=Doronjo blows a kiss in the air. Stops her momentum, useful for avoiding the ground. Can combo multiple kisses with Rock Abandon. Slight homing properties.
}}
{{TvCOverviewHeader
|header=Universal Mechanics
|move='''VAR starter'''
|startup=10
|active=15
|recovery=-
|blockadv=-
|damage=1760
|properties=-
|notes=Same animation as {{TvCInput|j.C}}.
}}


{{TvCOverview
|move='''Counter Tag'''
|startup=28
|active=2
|recovery=-
|blockadv=-
|damage=2160
|properties=-
|notes=Same animation as {{TvCInput|3C}}. Can combo into any normal.
}}


With Baroque:
{{TvCOverview
(Midscreen) Piglet Flare-up(Far) BBQ Forward throw (Explosion) 5B 3C j.A j.A j.B j.B j.C
|move='''Assist (Kiss)'''
|startup=44
|active=-
|recovery=-
|blockadv=-
|damage=2000
|properties=Projectile <br> no Autocorrect
|notes=The best worst assist. Slow-moving projectile with limited range but a large hitbox. Best for combos, but useful for meaty crossups or creating small shields.
}}


(midscreen) A B C Piglet Flare-up(far) BBQ A B 2B 2C (Explosion) B 3C j.A j.B j.C
{{TvCOverview
|move='''Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=4586
|properties=Throw
|notes=Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab, you can combo off of it.
}}


(midscreen) A B C Piglet Flare-up(far) BBQ A B 2B 2C (Explosion) 214C Piglet Flare-up(far) 5A 5B 2B (Explosion) 5B 3C j.A j.B j.C
{{TvCOverview
|move='''Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=4800
|properties=Throw
|notes=Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab, you can combo off of it.
}}


A B 2B C Naniwa Clutch (far) 66 2A 2A 236A+B j.B A B 3C j.A j.B j.C
{{TvCOverview
|move='''Air Forward Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=It's a throw.
}}


A B 2B C Naniwa Clutch (far) 9 j.B 9 j.B j.B 3C j.A j.B j.C
{{TvCOverview
|move='''Air Back Throw'''
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5600
|properties=Throw
|notes=It's a throw.
}}
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Doro Punch.webm|thumb|{{TvCInput|236X}} Aizuwakamatzu Punch]]
|startup=34/42/58 -> <br>3(3)3(3)3(3)3(3)
|active=-
|recovery=39 (if stopped) <br> 77 (if successful)
|blockadv=-
|damage=4838
|properties=Projectile (?)
|notes=Boyacky appears and starts punching the opponent. If he's knocked out before he starts punching, he just leaves. He ignores pushblock and is a decent combo starter. Opponents can dash or act before he begins punching. Can absorb one projectile. If active, Piglet Flare-up and none of her supers can be used. Arguably not a great move, but it has some utility. Piglet Flare-up tends to be in use more often. If timed correctly on incoming, the opponent cannot push it or respond in any decent way. You can get a free {{TvCInput|421X}} (Naniwa Clutch) or {{TvCInput|214X}} (Rock Abandon) from it.
}}


{{TvCOverview
|move=[[File:Doro Tree.webm|thumb|{{TvCInput|623X}} Piglet Flare-up]]
|startup=4
|active=-
|recovery=-
|blockadv=-
|damage=3776
|properties=Projectile
|notes=Boyacky appears and summons a tree. The button determines where. {{TvCInput|A}} spawns to the left, {{TvCInput|B}} center, {{TvCInput|C}} right. Once the tree is active, nothing in the game can stop it. Used for offense, defense, and combos. Absorbs one projectile. If BBQ canceled early enough, you have an almost completely safe raw tag. If active, {{TvCInput|236X}} (Aizuwakamatzu Punch) and her supers are not usable. If Boyacky is hit before he presses the button, no tree comes out. You can use yourself (via BBQ) or a partner as a shield to protect him during this period of time.
}}


Baroque and Partner:
{{TvCOverview
(Corner)A B C Piglet Flare-up(far) BBQ A B 2B 2C 214C (Explosion) Piglet Flare-up(far) 5A 5B 2C (Explosion) 5A 5A 5B 5C (P)artner Piglet(Far) 5B 2C 214C (Explosion) Piglet (Far) A B 2C (Explosion) A A B 3C j.A j.B j.C
|move=[[File:Doro Rock Abandon.webm|thumb|{{TvCInput|214X}} Rock Abandon (Ground)]]
|startup=18
|active=-
|recovery=-
|blockadv=-
|damage=4480
|properties=Overhead/OTG
|notes=Tonzura appears and tosses a rock, which hits overhead. If used with Baroque and {{TvCInput|2B}}, it becomes unblockable. {{TvCInput|A}} version tosses a rock right in front of the summoning spot, {{TvCInput|B}} throws it full screen, and {{TvCInput|C}} throws offscreen as an anti-air. Hits OTG. Absorbs one projectile. If active, {{TvCInput|421X}} (Naniwa Clutch), {{TvCInput|214XX}} (Punching Bag Fiesta), and {{TvCInput|236XX}} (Supreme Evil Plan) cannot be used.
}}


==Unblockable Setups==
{{TvCOverview
|move=[[File:Doro Rock Abandon Air.webm|thumb|{{TvCInput|(air)214X}} Rock Abandon (Air)]]
|startup=10
|active=-
|recovery=-
|blockadv=-
|damage=4480
|properties=Overhead/OTG
|notes=Doronjo stops all momentum and summons Tonzura from the top of the screen holding a rock. The closer to the top of the screen your opponent is, the faster it hits. Can become unblockable if BBQ'd into {{TvCInput|2B}}. The rock can be broken by the opponent, but it is very difficult. Hits OTG. Absorbs one projectile. If active, {{TvCInput|421X}} (Naniwa Clutch), {{TvCInput|214XX}} (Punching Bag Fiesta), and {{TvCInput|236XX}} (Supreme Evil Plan) cannot be used. Can perform again in the air if stalled long enough with her air taunt and dashes.
}}


Doronjo probably has baroque unblockables but she has Doronjo specific tech she can take advantage of.
{{TvCOverview
|move=[[File:Doro Clutch.webm|thumb|{{TvCInput|421X}} Naniwa Clutch]]
|startup=6
|active=-
|recovery=-
|blockadv=-
|damage=2
|properties=Command Grab
|notes=Tonzura appears and grabs grounded opponents. Megacrash safe, can ignore supers if active late enough. Hitting an opponent after grab makes them airborne. {{TvCInput|A}} spawns on the left side, {{TvCInput|B}} center, {{TvCInput|C}} right side. If active, {{TvCInput|214X}} (Rock Abandon), {{TvCInput|214XX}} (Punching Bag Fiesta), and {{TvCInput|236XX}} (Supreme Evil Plan) cannot be used.
}}


214A BBQ 2B is a traditional unblockable. The rock hits overhead, she hits low, simple.
{{TvCOverview
|move=[[File:Doro Comfy.webm|thumb|{{TvCInput|2}}{{TvCInput|2}} Get Comfy]]
|startup=19
|active=-
|recovery=17
|blockadv=-
|damage=-
|properties=-
|notes=Doronjo lays down on the ground, low profiles everything and dodges projectiles. It can dodge some supers like Volnutt's machine gun arm. From this position, she can taunt (Taunt comes out at a 45-degree angle), call out Tonzura or Boyacky, use two comfy normals, or stand up with {{TvCInput|8}}.
}}


Calling out a naniwa clutch and "dropping" a combo can lead to an unblockable grab.
{{TvCOverview
|move=[[File:Doro Comfy Spin.webm|thumb|{{TvCInput|2}}{{TvCInput|2}} -> {{TvCInput|2C}} Doron Spin]]
|startup=2
|active=21
|recovery=26
|blockadv=-
|damage=-
|properties=-
|notes=Doronjo does a breakdance move after getting comfy. It causes a hard knockdown. You can call an assist or Baroque to combo after, but that's it. Use this to set up Oki if you have a hit confirm but no Baroque or assist available.
}}


She can also BBQ Rock abandon and hit low for an unblockable, or if you know your opponent is liberal with AG you can IAD j.C-< rockabandon which can give you a baroqueless cancel to 2B with if they AG.
{{TvCOverview
|move=[[File:Doro Comfy Launch.webm|thumb|{{TvCInput|2}}{{TvCInput|2}} -> {{TvCInput|C}} Doronsalt]]
|startup=14
|active=11
|recovery=41
|blockadv=-
|damage=4836
|properties=Launcher
|notes=Doronjo launches from her comfy position, works like {{TvCInput|3C}}.
}}
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Doro in the beginning.webm|thumb|{{TvCInput|236XX}} In The Beginning]]
|startup=3+2
|active=-
|recovery=-
|blockadv=-
|damage=8000 (per hit)
|properties=f3-6 Invincible
|notes=Boyacky appears and presses a button, as he looks up one of the gang's mangled robots comes crashing down and rolls off-screen. The ball is active from wherever Doronjo summoned it and rolls to the side she is facing when summoned. Hits twice but does not combo into itself. If {{TvCInput|623X}} (Piglet Flare-up) or {{TvCInput|236X}} (Aizuwakamatzu Punch) is active, this super will not activate; likewise, those attacks and all of her supers are not available while this super is active. **Breaks Armor**
* If Boyacky is hit **before** pressing the button, the ball never comes and you just wasted a meter. However, if Boyacky is hit **after** pressing the button, you can use him like normal while the ball comes crashing down. If Boyacky does not get hit at all, he has a squashed animation that lasts until after the ball goes off-screen and results in a slower recovery.
* Another weird quirk of the ball is that if Doronjo summons the ball mid-combo, the opponent will be completely invincible to the ball until the combo counter is inactive. However, if she summons the ball outside of a combo, then the ball can interrupt your combo.
* Yet **another** weird quirk of this super is that if you perform this super and then **DHC** to another character within a few frames (~2 or 3), Boyacky simply will not appear at all and the super will never happen, resulting in a wasted meter.
}}


==Match-Ups==
{{TvCOverview
|move=[[File:Doro Punching Bag.webm|thumb|{{TvCInput|214XX}} Punching Bag Fiesta]]
|startup=1+0
|active=-
|recovery=-
|blockadv=-
|damage=16143
|properties=Counter
|notes=Doronjo poses and waits for the opponent to touch her with a physical attack; once hit, she'll call out Tonzura and Boyacky to pummel them. After the initial super flash, the opponent loses the ability to Baroque for a few frames. If she gets hit in the corner, she can combo from any move possible. **Counters Megacrash.** Also, it counters Yatterman-1's projectile, and she gets a special animation for him. **Does not counter Giants.** This super is not available if any move that incorporates Tonzura or Boyacky is active.
}}


Kinda Decent Giant Killer, Rock Abandon does decent damage and Trees are a strong tool. Supreme Evil Plan is a good anti-giant tool if PTX does a chain saw with no baroque or super, as well if Lightan tries to drop kick or raw super. In The Beginning breaks armor but is slightly difficult to setup.
{{TvCOverview
|move=[[File:Doro Supreme.webm|thumb|{{TvCInput|623XX}} Supreme Evil Plan]]
|startup=1+51
|active=-
|recovery=-
|blockadv=-
|damage=30398
|properties=-
|notes=Dokurobei is pissed and punishing the Doronbo crew. Once this super is activated, Doronjo is **100% invincible** until she hits the ground. However, due to its huge startup and small hitbox, it's either a **gigantic read** or a **combo setup**. Seen extremely rarely, but thanks to its damage, it's **not** to be ignored. **Unfortunately, the bike cannot be used in battle...** Not available if Tonzura or Boyacky is performing an attack. **Usable on Giants.**
}}


=The Basics=
Doronjo controls the entire screen with her summons, setting traps and converting any mistake into a painful vortex for her enemies. While learning to manage her complex moves can be difficult, she becomes a highly rewarding and strategic character once mastered.


=Advanced Strategy=
[Content placeholder]


{{Template: Tatsunoko vs Capcom: Ultimate All Stars}}
=Match-Ups=
[Content placeholder]


{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = Pops
| point = Doronjo
| anchor = Alex
| pointportrait = TvC_Doronjo_Face.png
| anchorportrait = TvC_Alex_Face.png
| social = [https://www.youtube.com/user/oreo311 Youtube]
}}
{{TvC-Players
| name = Kurasa
| point = Doronjo
| anchor = Chun-Li
| pointportrait = TvC_Doronjo_Face.png
| anchorportrait = TvC_Chun-Li_Face.png
| social = [https://www.youtube.com/@Kurasa/videos Youtube]
}}
{{TvC-Players
| name = Hyperdon<br>Gigaraver
| point = Doronjo
| anchor = Chun-Li
| pointportrait = TvC_Doronjo_Face.png
| anchorportrait = TvC_Chun-Li_Face.png
| social =
}}
{{TvC-Players
| name = Mothman <br> LGrinta
| point = Doronjo
| anchor = Yatterman-2
| pointportrait = TvC_Doronjo_Face.png
| anchorportrait = TvC_Yatterman-2_Face.png
| social = [https://www.youtube.com/user/LnGrinta Youtube]
}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 15:01, 18 March 2025

Introduction

Doronjo from the Time Bokan Series, enemy of Yatterman and the only Villain in TvC.

Doronjo is assisted by her two assistants, Tonzura (the larger purple character) and Boyacky (the green character), and works as a team character much like Juda from HnK or the Lowain Bros from Granblue. As such, she can be confusing or even intimidating for new players, but once you get the hang of her control scheme, she's definitely a fun character to play.

Strengths Weaknesses
  • Complete Screen Control
  • Unblockables without baroque
  • Absolute vortex machine off a stray hit
  • Insane blockstrings and crossups/crossunders
  • If timed correctly, can get a hit off incoming with 100% certainty
  • She has 5 anti-airs, but they all require you to be physic or know exactly which one to use where, giving a ton of mental slack
  • Does not have a good "get off me" move, has to advancing guard perfectly, crossover counter, or burst
  • Supers are very underwhelming, her counter super is very easy to avoid unless perfectly timed
  • Needs baroque or partner to be threatening; if lacking either, her options (while still decent) become very limiting compared to the rest of the cast
  • For damaging combos she effectively has one route, most damage is done off mixups and resets
  • Assist is incredibly unorthodox, requiring you to really think outside the box to use it effectively
TVC Doronjo Art.png

Moves List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 3 13 - 640 - A regular jab. Can actually link from

TVC-2.png TVC-L.png   if the opponent is close enough, making TVC-L.png -> TVC-2.png TVC-L.png -> TVC-L.png

a viable route. Also works as a decent anti-air, stopping most IAD normals clean.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 3 14 - 640 - A standard crouching jab, mostly good for hit confirms. Can link into

TVC-L.png

after being chained. Doesn't hit low.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 2 23 - 1280 - Medium attack with decent range, extending to her pipe. Can be used as a meaty on wakeup to force opponent into blockstun for tree shenanigans. Can be used in combos but not as preferred as

TVC-2.png TVC-M.png

.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 4 23 - 1280 Low Your absolute best friend. Hits 1/4th screen away, low profiles, and is an extremely strong hit confirm. Always links into

TVC-H.png

even if the opponent advancing guards, as it ignores pushback.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17 4 22 - 2560 - Doronjo steps forward and kicks. Follows up well after

TVC-2.png TVC-M.png   or j.TVC-H.png

. If the opponent is standing, this opens up tree loops and many of her blockstrings.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
13 10 23 - 2340 Launcher Doronjo’s launcher. Standard but unreliable as an anti-air. First hit launches if the opponent is airborne; second hit launches regardless.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14 5 32 - 2160 - Doronjo leans back and raises her leg. Slightly better AA than

TVC-3.png TVC-H.png

but requires a strong read due to its bad startup. Lifts the opponent for a soft knockdown, but does not launch airborne opponents.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 10 - - 720 Overhead Doronjo sticks her knees out at a 45-degree angle. Can scrape crouching guards by performing this move right out of a jump or can stuff some air-to-air encounters. Great for IAD tick throw setups.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 5 - - 1280 Overhead Doronjo sticks her leg out horizontally. Slower than

j.TVC-L.png

but a stronger air-to-air due to its length. Can create ambiguous crossups, and when used with Tonzura’s grab, can become a cross-under.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 15 - - 2800 Overhead Doronjo sticks her butt out, and it's hard to challenge outside of invincible moves. When used as an IAD, the route

j.TVC-H.png   -> TVC-2.png TVC-M.png -> TVC-H.png

will ignore pushblock. Can cause forced rolls.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
18 - - - 2000 - Doronjo blows a kiss, a projectile that sticks out for a while with a large hitbox. More commonly seen in tree combos due to its crazy hitstun. Slight homing properties.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
20 - - - 2000 - Doronjo blows a kiss in the air. Stops her momentum, useful for avoiding the ground. Can combo multiple kisses with Rock Abandon. Slight homing properties.

Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 10 15 - - 1760 - Same animation as

j.TVC-H.png

.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Counter Tag 28 2 - - 2160 - Same animation as

TVC-3.png TVC-H.png

. Can combo into any normal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Assist (Kiss) 44 - - - 2000 Projectile
no Autocorrect
The best worst assist. Slow-moving projectile with limited range but a large hitbox. Best for combos, but useful for meaty crossups or creating small shields.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 4586 Throw Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab, you can combo off of it.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 4800 Throw Doronjo grabs and slaps the opponent. If you baroque a tree then immediately grab, you can combo off of it.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 5600 Throw It's a throw.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 5600 Throw It's a throw.

Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
34/42/58 ->
3(3)3(3)3(3)3(3)
- 39 (if stopped)
77 (if successful)
- 4838 Projectile (?) Boyacky appears and starts punching the opponent. If he's knocked out before he starts punching, he just leaves. He ignores pushblock and is a decent combo starter. Opponents can dash or act before he begins punching. Can absorb one projectile. If active, Piglet Flare-up and none of her supers can be used. Arguably not a great move, but it has some utility. Piglet Flare-up tends to be in use more often. If timed correctly on incoming, the opponent cannot push it or respond in any decent way. You can get a free

TVC-421.png TVC-AT.png   (Naniwa Clutch) or TVC-214.png TVC-AT.png

(Rock Abandon) from it.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
4 - - - 3776 Projectile Boyacky appears and summons a tree. The button determines where.

TVC-L.png   spawns to the left, TVC-M.png center, TVC-H.png right. Once the tree is active, nothing in the game can stop it. Used for offense, defense, and combos. Absorbs one projectile. If BBQ canceled early enough, you have an almost completely safe raw tag. If active, TVC-236.png TVC-AT.png

(Aizuwakamatzu Punch) and her supers are not usable. If Boyacky is hit before he presses the button, no tree comes out. You can use yourself (via BBQ) or a partner as a shield to protect him during this period of time.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
18 - - - 4480 Overhead/OTG Tonzura appears and tosses a rock, which hits overhead. If used with Baroque and

TVC-2.png TVC-M.png   , it becomes unblockable. TVC-L.png version tosses a rock right in front of the summoning spot, TVC-M.png throws it full screen, and TVC-H.png throws offscreen as an anti-air. Hits OTG. Absorbs one projectile. If active, TVC-421.png TVC-AT.png (Naniwa Clutch), TVC-214.png TVC-AT.png TVC-AT.png (Punching Bag Fiesta), and TVC-236.png TVC-AT.png TVC-AT.png

(Supreme Evil Plan) cannot be used.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
10 - - - 4480 Overhead/OTG Doronjo stops all momentum and summons Tonzura from the top of the screen holding a rock. The closer to the top of the screen your opponent is, the faster it hits. Can become unblockable if BBQ'd into

TVC-2.png TVC-M.png   . The rock can be broken by the opponent, but it is very difficult. Hits OTG. Absorbs one projectile. If active, TVC-421.png TVC-AT.png (Naniwa Clutch), TVC-214.png TVC-AT.png TVC-AT.png (Punching Bag Fiesta), and TVC-236.png TVC-AT.png TVC-AT.png

(Supreme Evil Plan) cannot be used. Can perform again in the air if stalled long enough with her air taunt and dashes.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 - - - 2 Command Grab Tonzura appears and grabs grounded opponents. Megacrash safe, can ignore supers if active late enough. Hitting an opponent after grab makes them airborne.

TVC-L.png   spawns on the left side, TVC-M.png center, TVC-H.png right side. If active, TVC-214.png TVC-AT.png (Rock Abandon), TVC-214.png TVC-AT.png TVC-AT.png (Punching Bag Fiesta), and TVC-236.png TVC-AT.png TVC-AT.png

(Supreme Evil Plan) cannot be used.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
19 - 17 - - - Doronjo lays down on the ground, low profiles everything and dodges projectiles. It can dodge some supers like Volnutt's machine gun arm. From this position, she can taunt (Taunt comes out at a 45-degree angle), call out Tonzura or Boyacky, use two comfy normals, or stand up with

TVC-8.png

.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
2 21 26 - - - Doronjo does a breakdance move after getting comfy. It causes a hard knockdown. You can call an assist or Baroque to combo after, but that's it. Use this to set up Oki if you have a hit confirm but no Baroque or assist available.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14 11 41 - 4836 Launcher Doronjo launches from her comfy position, works like

TVC-3.png TVC-H.png

.

Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
3+2 - - - 8000 (per hit) f3-6 Invincible Boyacky appears and presses a button, as he looks up one of the gang's mangled robots comes crashing down and rolls off-screen. The ball is active from wherever Doronjo summoned it and rolls to the side she is facing when summoned. Hits twice but does not combo into itself. If

TVC-623.png TVC-AT.png   (Piglet Flare-up) or TVC-236.png TVC-AT.png (Aizuwakamatzu Punch) is active, this super will not activate; likewise, those attacks and all of her supers are not available while this super is active. **Breaks Armor**

  • If Boyacky is hit **before** pressing the button, the ball never comes and you just wasted a meter. However, if Boyacky is hit **after** pressing the button, you can use him like normal while the ball comes crashing down. If Boyacky does not get hit at all, he has a squashed animation that lasts until after the ball goes off-screen and results in a slower recovery.
  • Another weird quirk of the ball is that if Doronjo summons the ball mid-combo, the opponent will be completely invincible to the ball until the combo counter is inactive. However, if she summons the ball outside of a combo, then the ball can interrupt your combo.
  • Yet **another** weird quirk of this super is that if you perform this super and then **DHC** to another character within a few frames (~2 or 3), Boyacky simply will not appear at all and the super will never happen, resulting in a wasted meter.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+0 - - - 16143 Counter Doronjo poses and waits for the opponent to touch her with a physical attack; once hit, she'll call out Tonzura and Boyacky to pummel them. After the initial super flash, the opponent loses the ability to Baroque for a few frames. If she gets hit in the corner, she can combo from any move possible. **Counters Megacrash.** Also, it counters Yatterman-1's projectile, and she gets a special animation for him. **Does not counter Giants.** This super is not available if any move that incorporates Tonzura or Boyacky is active.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
1+51 - - - 30398 - Dokurobei is pissed and punishing the Doronbo crew. Once this super is activated, Doronjo is **100% invincible** until she hits the ground. However, due to its huge startup and small hitbox, it's either a **gigantic read** or a **combo setup**. Seen extremely rarely, but thanks to its damage, it's **not** to be ignored. **Unfortunately, the bike cannot be used in battle...** Not available if Tonzura or Boyacky is performing an attack. **Usable on Giants.**

The Basics

Doronjo controls the entire screen with her summons, setting traps and converting any mistake into a painful vortex for her enemies. While learning to manage her complex moves can be difficult, she becomes a highly rewarding and strategic character once mastered.

Advanced Strategy

[Content placeholder]

Match-Ups

[Content placeholder]


Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Pops
TvC Doronjo Face.png

Doronjo
TvC Alex Face.png

Alex
Youtube
Player Name Point Character Anchor Character Social Media
Kurasa
TvC Doronjo Face.png

Doronjo
TvC Chun-Li Face.png

Chun-Li
Youtube
Player Name Point Character Anchor Character Social Media
Hyperdon
Gigaraver
TvC Doronjo Face.png

Doronjo
TvC Chun-Li Face.png

Chun-Li
Player Name Point Character Anchor Character Social Media
Mothman
LGrinta
TvC Doronjo Face.png

Doronjo
TvC Yatterman-2 Face.png

Yatterman-2
Youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants