Waku Waku 7/Dandy J: Difference between revisions

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=Introduction=
{{Infobox Character WW7
=Move List=
|name=Dandy J
{| class=wikitable
|image=WW7_dandy.png
!
|fdash=31~46 frames
!
|bstep= 30 frames (1~27F: invincible)
|-
|prejump=  3 frames
![Hissastsu Waza]
|jumpd= 43 frames
|-
|landing=4 frames
|Banmotsu Gou Soku Kyuu Nage           
|jumpa=109
|When close, b/f + D
|fjumpdt=92
|-
|bjumpdt= 91
|Air Banmotsu Gou Soku Kyuu Nage       
|fdashdt= 124~244
|When close in air, b/f/d + D
|bstepdt=94
|-
|kdr=28 frames
|High Hissatsu Rope                     
|chain= None; but can chain 5LP → 2P/K
|qcf + P
}}
|-
 
|High Hissatsu Rope Ren Hai Hanabi     
{{TOClimit|3}}
|P,P after High Hissatsu Rope
 
|-
== Move List ==
|High Hissatsu Rope Gouin Teikiatsu   
 
|b + P after High Hissatsu Rope
=== Standing Normals ===
|-
===== <span class="invisible-header">5A</span> =====
|High Hissatsu Rope Taifuu Mouda       
{{MoveData
|360 + P after High Hissatsu Rope G.T.
|image=WW7 Dandy c.5A sprite.png
|-
|image2=Ww7 Dandy f.5A sprite.png
|Low Hissatsu Rope                     
|caption=
|qcf + K
|caption2=  
|-
|name=c./f.5A
|Low Hissatsu Rope Ren Hai Hanabi       
|linkname=c./f.5A
|K,K after Low Hissatsu Rope
|input=
|-
|data=
|Low Hissatsu Rope Gouin Teikiatsu     
{{AttackData-WW7
|b + K after Low Hissatsu Rope
|Damage=14
|-
|Guard= Mid
|Low Hissatsu Rope Taifuu Mouda         
|Dizzy= 10
|360 + K after Low Hissatsu Rope G.T.
|Cancel= y
|-
|Startup= 4
|Air Hissatsu Rope                     
|Active= 5
|Jump, qcf + P
|Recovery= 4
|-
|Adv. Hit= +8
|Air Hissatsu Rope Ren Hai Hanabi       
|Adv. Guard= +1
|P,P after Air Hissatsu Rope
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data.
|-
Close-
|Air Hissastu Gouin Teikiatsu           
*Can chain into itself
|b + P after Air Hissatsu Rope
*Can be crouch cancelled to allow for a combo into ES "Uppercut" (623AB)
|-
Far-
|Air Hissatsu Rope Taifuu Mouda         
*Has slightly longer range than 5B
|360 + P after Air Hissatsu Rope G.T.
*Can be crouch cancelled for meter build
|-
}}
|Kyou Ijin Tei Hatsu Hi Ken             
}}
|f,d,df + P
 
|-
===== <span class="invisible-header">5B</span> =====
|Natsumi: Ranpoo Nage                   
{{MoveData
|qcb,qcb + K
|image=WW7 Dandy c.5B sprite.png
|-
|image2=WW7 Dandy f.5B sprite.png
|Ranpoo: Natsumi Nage                   
|caption=
|qcb,qcb + P
|name=c./f.5B
|-
|linkname=c./f.5B
![Powered Up Hissatsu Waza]
|input=
|-
|data=
|ES High Hissatsu Rope                 
{{AttackData-WW7
|qcf + 2P
|Damage=34
|-
|Guard= Mid
|ES Low Hissatsu Rope                   
|Dizzy= 25
|qcf + 2K
|Cancel= n
|-
|Startup= 11
|ES Air Hissatsu Rope                   
|Active= 7
|Jump, qcf + 2P
|Recovery= 18
|-
|Adv. Hit= 0
|ES Kyou Ijin Karada Hatsu Hi Ken       
|Adv. Guard= -10
|f,d,df + 2P
|description= *Dandy has 2 versions of this move, Close and Far, they share the same frame data.
|-
Close
![Miscellaneous Attacks]
*Can act as an anti air
|-
Far
|Forward Dash Cancel                    
*Poke with decent range
|C/D/A/B during forward dash
}}
|-
}}
|Axe Kick                               
 
|Press HP + HK
===== <span class="invisible-header">5C</span> =====
|-
{{MoveData
![DokiDoki]
|image=WW7 Dandy c.5C sprite.png
|-
|image2=WW7 Dandy f.5C sprite.png
|Jou Shi Ka Shi Ten Nage               
|caption=
|When close, hcb + B
|name=c./f.5C
|-
|linkname=c./f.5C
![HaraHara]
|input=
|-
|data=
|Tai Shoumetsu Ryuushi Kasoku Ken       
{{AttackData-WW7
|d,d + 2P/2K
|Damage=17
|-
|Guard= Low
![DokiDoki]
|Dizzy= 15
|-
|Cancel= n
|Kyou Ten Dou Chi Ginga Gekitotsu Otoshi
|Startup= 7
|qcf,hcb + 2P
|Active= 4
|-
|Recovery= 8
|Dai Youryou Seiden Ken                 
|Adv. Hit= +5
|f,b,f,b,f + 2P
|Adv. Guard= +1
|}
|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
}}
}}
 
===== <span class="invisible-header">5D</span> =====
{{MoveData
|image=WW7 Dandy c.5D sprite.png
|image2=WW7 Dandy f.5D sprite.png
|caption=
|name=c./f.5D
|linkname=5D
|input=
|data=
{{AttackData-WW7
|Damage=42
|Guard= Mid
|Dizzy= 25
|Cancel= n
|Startup= 11
|Active= 8
|Recovery= 21
|Adv. Hit= -4
|Adv. Guard= -14
|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> =====
{{MoveData
|image=WW7 Dandy 2A sprite.png
|caption=
|name=2A
|linkname=2A
|input=
|data=
{{AttackData-WW7
|Damage=13
|Guard= Low
|Dizzy= 10
|Cancel= n
|Startup= 6
|Active= 4
|Recovery= 8
|Adv. Hit= +5
|Adv. Guard= +1
|description= *Fast poke with decent range
*Can be used to hide the crouching done while inputting 214214C/D
 
}}
}}
 
===== <span class="invisible-header">2B</span> =====
{{MoveData
|image=WW7 Dandy 2B sprite.png
|caption=
|name=2B
|linkname=2B
|input=
|data=
{{AttackData-WW7
|Damage=32
|Guard= Low
|Dizzy= 0
|Cancel= n
|Startup= 10
|Active= 5
|Recovery= 18
|Adv. Hit= KND
|Adv. Guard= -8
|description= *Decent poke to use for a knockdown
}}
}}
 
===== <span class="invisible-header">2C</span> =====
{{MoveData
|image=WW7 Dandy 2C sprite.png
|caption=
|name=2C
|linkname=2C
|input=
|data=
{{AttackData-WW7
|Damage=15
|Guard= Low
|Dizzy= 10
|Cancel= n
|Startup= 12
|Active= 5
|Recovery= 8
|Adv. Hit= +4
|Adv. Guard= 0
|description=*Fast poke with decent range
*Can be used to hide the crouching done while inputting 214214C/D
}}
}}
 
===== <span class="invisible-header">2D</span> =====
{{MoveData
|image=WW7 Dandy 2D x1 sprite.png
|image2=WW7 Dandy 2D x2 sprite.png
|caption=
|name=2D
|linkname=2D
|input=
|data=
{{AttackData-WW7
|Damage=19+19
|Guard= Mid,Low
|Dizzy= 15
|Cancel= n
|Startup= 7
|Active= 6 (9) 8
|Recovery= 26
|Adv. Hit= -9
|Adv. Guard= -19
|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> =====
{{MoveData
|image= WW7 Dandy j.A sprite.png
|caption=
|name=J.A
|linkname=J.A
|input=
|data=
{{AttackData-WW7
|Damage=14
|Guard= high
|Dizzy=5
|Cancel= n
|Startup= 6
|Active= 4
|Recovery= GND
|Adv. Hit= -
|Adv. Guard= -
|description= *One of your two attacks for stand cancels during dash
*Decent air to air button, allowing to strike opponent in front of him
}}
}}
 
===== <span class="invisible-header">J.B</span> =====
{{MoveData
|image=WW7 Dandy j.B sprite.png
|caption=
|name=J.B
|linkname=J.B
|input=
|data=
{{AttackData-WW7
|Damage=34
|Guard= high
|Dizzy=15
|Cancel= n
|Startup= 15
|Active= 8
|Recovery= GND
|Adv. Hit= -
|Adv. Guard= -
|description= *Air to air attack
*Slow to start up however can strike opponents above him
}}
}}
 
===== <span class="invisible-header">J.C</span> =====
{{MoveData
|image=WW7 Dandy j.C sprite.png
|caption=
|name=J.C
|linkname=J.C
|input=
|data=
{{AttackData-WW7
|Damage=17
|Guard= high
|Dizzy=5
|Cancel= n
|Startup= 7
|Active= 17
|Recovery= GND
|Adv. Hit= -
|Adv. Guard= -
|description= *The other attack used for stand cancels
*Good jump in attack to use alongside 214214C/D and force the opponent to block it.
}}
}}
 
===== <span class="invisible-header">J.D</span> =====
{{MoveData
|image=WW7 Dandy j.D sprite.png
|caption=
|name=J.D
|linkname=J.D
|input=
|data=
{{AttackData-WW7
|Damage=42
|Guard= high
|Dizzy=15
|Cancel= n
|Startup= 8
|Active= 17
|Recovery= GND
|Adv. Hit= -
|Adv. Guard= -
|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> =====
{{MoveData
|image=WW7 Dandy Dash Sprite.png
|caption=
|name=Dash
|linkname=Dash
|input=66
|data=
{{AttackData-WW7
|Damage=
|Guard=
|Dizzy=
|Cancel= -
|Startup=
|Active=
|Recovery=
|Adv. Hit=
|Adv. Guard=
|description= *Can follow with (cancel) or (stand cancel).
*Dandy J is the only character who has a forward dash instead of a run, and can extend its range to half-screen distance by holding [6].
 
*The distance of the dash is not set and can be shortened at any time during the leap by releasing 6, or pressing 2/4 before the ending roll.
 
*Dandy J "stand canceling" his forward dash is actually him doing an aerial attack that never hits, so it follows the same rules as any aerial attack. In which case instead of his roll animation that cannot be interrupted or canceled, Dandy J goes into landing frames which can be canceled and leaves him standing——an immensely faster recovery time.
}}
}}
 
=== Universal Mechanics ===
===== <span class="invisible-header">Throw</span> =====
{{MoveData
|image=WW7 Dandy Throw sprite.png
|caption=  Banbutsu Gousokkyuu Nage
|name= Ground Throw
|linkname= Ground Throw
|input= 4/6B
|data=
{{AttackData-WW7
|Damage=49
|Guard= Thw
|Dizzy= 20
|Cancel= -
|Startup= 1
|Active= 1
|Recovery= -
|Adv. Hit= WSL
|Adv. Guard= -
|description= *Unblockable.
*Can be throw softened within 25F
}}
}}
 
===== <span class="invisible-header">Air Throw</span> =====
{{MoveData
|image=WW7 Dandy Air Throw sprite.png
|caption= Kuuchuu Banbutsu Gousokkyuu Nage
|name= Air Throw
|linkname= Air Throw
|input= J.4/6B
|data=
{{AttackData-WW7
|Damage=49
|Guard= Thw
|Dizzy= 0
|Cancel= -
|Startup= 1
|Active= 1
|Recovery= -
|Adv. Hit= WSL
|Adv. Guard= -
|description= *Unblockable.
*Can be throw softened within 28F.
}}
}}
 
===== <span class="invisible-header">Command Grab</span> =====
{{MoveData
|image=WW7 Dandy Throw sprite.png
|caption=
|name= Command Grab
|linkname= WakuWaku Nage
|input= 63214D
|data=
{{AttackData-WW7
|Damage=63
|Guard= Thw
|Dizzy= 20
|Cancel= -
|Startup= 1
|Active= 1
|Recovery= -
|Adv. Hit= WSL
|Adv. Guard= -
|description=
*Unblockable
}}
}}
 
===== <span class="invisible-header">Universal Overhead</span> =====
{{MoveData
|image=WW7 Dandy Overhead sprite.png
|caption= Buster Heel
|name=  Middle Attack
|linkname=  Overhead
|input= A/B+C/D
|data=
{{AttackData-WW7
|Damage=34
|Guard= High
|Dizzy= 20
|Cancel= -
|Startup= 24
|Active= 4
|Recovery= 23
|Adv. Hit= -2
|Adv. Guard= -12
|description= *A overhead that can be reacted
*Air Unblockable
*Cannot be used while Kyoui Jintai Hakka Ken (214214X) is active
}}
}}
 
===== <span class="invisible-header">Pursuit</span> =====
{{MoveData
|image= WW7 Dandy Pursuit sprite.png
|caption= Overdrive Elbow
|name= Pursuit
|linkname= Pursuit
|input= When a opponent is down 8+any move
|data=
{{AttackData-WW7
|Damage=42
|Guard= Mid
|Dizzy= 0
|Cancel= -
|Startup= 48
|Active= 4
|Recovery= 21
|Adv. Hit= KND
|Adv. Guard= -33
|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.
*Dandy's pursuit has a strange property that allows for 214214C/D to hit the opponent if a pursuit attack lands first
}}
}}
 
===== <span class="invisible-header">Rissing attack</span> =====
{{MoveData
|image= WW7 Dandy RissingAttack sprite.png
|caption= Revenge Kick
|name= Rissing attack
|linkname= Reversal
|input= When down, [8]
|data=
{{AttackData-WW7
|Damage=34
|Guard= High
|Dizzy= 20
|Cancel= -
|Startup= 13
|Active= 11
|Recovery= 25
|Adv. Hit= KND
|Adv. Guard= -21
|description= *Universal reversal mechanic
*Good to use when being down but can be punished if the opponent blocks it
}}
}}


== Special Moves ==
===== <span class="invisible-header">Super mode</span> =====
Special Moves
{{MoveData
-------------
|image= WW7 Dandy SuperMode sprite.png
High Hissatsu Rope      qcf + P                 
|caption=
  Ren Hai Hanabi        P                        you should press P just after
|name= Super Mode
                                                    Dandy releases his rope;
|linkname=
                                                    you can, however, tap P to
|input= Any 3 buttons
                                                    get the follow up to come
|data=
                                                    out more reliably
{{AttackData-WW7
  Gouin Teikiatsu        b + P                    enter the b + P motion after
|Damage=55
                                                    the rope is sent out; you
|Guard= Mid
                                                    can choose to perform it
|Dizzy= 50
                                                    when the rope reaches its
|Cancel= -
                                                    maximum length, allowing
|Startup= 32
                                                    you to perform a Gouin
|Active= 1 (1) 1 (1) 1 (1) 1
                                                    Teikiatsu with more screen
|Recovery= 16
                                                    range; you can hold b and
|Adv. Hit= KND
                                                    tap P to get the follow up
|Adv. Guard= -20
                                                    to come out more reliably
|description= *Air Unblockable
    Taifuu Mouda        360 + P                  grounds opponent
*1~38F: invincible.
Air Hissatsu Rope        qcf + P in air         
  Ren Hai Hanabi        P                        you should press P just after
                                                    Dandy releases his rope;
                                                    you can, however, tap P to
                                                    get the follow up to come
                                                    out more reliably
  Gouin Teikiatsu        b + P                    enter the b + P motion after
                                                    the rope is sent out; you
                                                    can choose to perform it
                                                    when the rope reaches its
                                                    maximum length, allowing
                                                    you to perform a Gouin
                                                    Teikiatsu with more screen
                                                    range; you can hold b and
                                                    tap P to get the follow up
                                                    to come out more reliably
    Taifuu Mouda        360 + P                  grounds opponent
Kyou Ijin Tei Hatsu Hi  f, d, df + P            must be blocked low; grounds
                                                    opponent
Low Hissatsu Rope        qcf + K                  must be blocked low
  Ren Hai Hanabi        K                        you should press K just after
                                                    Dandy releases his rope;
                                                    you can, however, tap K to
                                                    get the follow up to come
                                                    out more reliably
  Gouin Teikiatsu        b + K                    enter the b + K motion after
                                                    the rope is sent out; you
                                                    can choose to perform it
                                                    when the rope reaches its
                                                    maximum length, allowing
                                                    you to perform a Gouin
                                                    Teikiatsu with more screen
                                                    range; you can hold b and
                                                    tap K to get the follow up
                                                    to come out more reliably
    Taifuu Mouda        360 + K                  grounds opponent
Ranpuu Nage              qcb, qcb + P            Dandy J can only perform
                                                    normal attacks while this
                                                    move is active
Natsumi Nage            qcb, qcb + K            Dandy J can only perform
                                                    normal attacks while this
                                                    move is active; grounds
                                                    opponent
Jou Shi Ka Shi Ten Nage  hcb + HK close          unblockable; grounds opponent


}}
}}


=== Special Moves ===
===== <span class="invisible-header">236X</span> =====
{{MoveData
|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=
|name= Hissatsu Rope (Air OK)
|linkname=
|input= 236A/B
|data=
{{AttackData-WW7
|version= 236A/B
|Damage= 6+7+7+6
|Guard= Mid
|Dizzy= 0
|Cancel=
|Startup= 26
|Active= 16
|Recovery= 39
|Adv. Hit= -30
|Adv. Guard= -34
|description= *Air Unblockable.
*Can follow with A/B, 4A/B, or 360A/B, but only the Punch versions.
*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.
*Inputs can be done any time during Dandy J's extended rope: 26~42F. Later input just extend the range of the attack.


== Super Special Moves ==
}}
EX Moves
{{AttackData-WW7
--------
|version= A/B
EX High Hissatsu Rope    qcf + LP+HP              grounds opponent
|Damage=1~2/n
|Guard= Mid
|Dizzy= 0
|Cancel=  
|Startup= 1
|Active= 30
|Recovery= 18
|Adv. Hit= -9
|Adv. Guard= -5
|description=
}}
{{AttackData-WW7
|version= 4A/B
|Damage=9/n
|Guard= Mid
|Dizzy= 0
|Cancel=
|Startup= 1
|Active= 26~36
|Recovery= 14~
|Adv. Hit= -28
|Adv. Guard= -11~24
|description= Can follow with 360X, but only the Punch version.
*VACUUMs opponent on hit or guard.
}}
{{AttackData-WW7
|version= 360A/B
|Damage= 6~7/n 
|Guard= Mid
|Dizzy= 0
|Cancel=
|Startup= 1
|Active= 30
|Recovery= 58
|Adv. Hit= KND
|Adv. Guard= -44
|description=
}}
}}


EX Air Hissatsu Rope     qcf + LP+HP in air      grounds opponent
===== <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.
}}
}}


EX Kyou Ijin Tei H. H.   f, d, df + LP+HP        the first part must be
===== <span class="invisible-header">Es 360A/B</span> =====
                                                    blocked low; last hit
{{MoveData
                                                    knocks opponent against the
|image= WW7 Dandy 236A B 360P sprite.png
                                                    wall if it connects (not
|caption=
                                                    blocked)
|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.
}}
}}


EX Low Hissatsu Rope     qcf + LK+HK              must be blocked low; grounds  opponent
===== <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.


EX Taifuu Mouda          360 + LP+HP after a      grounds opponent
}}
                                      Gouin Teikiatsu
{{AttackData-WW7
                          from a high or air
|version= C/D
                          Hissatsu Rope OR
|Damage=1~2/n
                          360 + LK+HK after
|Guard= Mid
                          a Gouin Teikiatsu
|Dizzy= 0
                          from low Hissatsu
|Cancel=
                          Rope
|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=
}}
}}


== WakuWaku ==
===== <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.
}}
}}


== DokiDoki ==
===== <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


Supers
}}
------
{{AttackData-WW7
Kyou Ten Dou Chi Ginga  qcf, hcb + LP+HP         rope must connect (not
|header=no
                                                    blocked) to perform the
|version=623B
                                                    entire super; grounds
|Damage=63
                                                    opponent
        |Guard= Low
Dai Youryou Seiden Ken  f, b, f, b, f + LP+HP    grounds opponent
        |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.


== HaraHara ==
}}
Hara Hara
{{AttackData-WW7
---------
|header=no
Tai Shoumetsu Ryuushi    d, d + LK+HK/LP+HP      unblockable; if the opponent
|version=214214 C/D
                                                    is close they will be
|Damage=41
                                                    struck by Dandy J's fist
        |Guard= Mid
                                                    and be knocked against the
        |Dizzy= 0
                                                    wall; the laser tower
        |Cancel= -
                                                    CANNOT absorb projectiles
        |Startup= 93
                                                    and grounds the opponent
        |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.
}}
}}


=Combos=
=== DokiDoki ===
=Strategies=
===== <span class="invisible-header">DokiDoki</span> =====
=Versus=
{{MoveData
==Vs Arina==
|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
}}
}}


==Vs Bonus-Kun==
===== <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
}}
}}


==Vs Dandy J==
=== 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


==Vs Fernandez==
}}
{{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!


==Vs Mauru==
}}
}}


==Vs Politank-Z==
=== 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 }}
}}


==Vs Rai==


==Vs Slash==


==Vs Tesse==
== 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.

Dandy J
Strengths Weaknesses
  • Normals inflict good amount of Dizzy
  • Forward Dash can be canceled
  • Backdash has a lot of invinvibility
  • Can Crouch cancel moves like 5A making chains that are not suposed to work
  • 2 DokiDoki's
  • Has the worst movement speed in the game
  • Rampoo Nage and Natsumi Nage disallow special usage while active
Dandy J
WW7 dandy.png
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
c./f.5A
WW7 Dandy c.5A sprite.png
Ww7 Dandy f.5A sprite.png
Damage Guard Dizzy Cancel
14 Mid 10 y
Startup Active Recovery Adv. Hit Adv. Guard
4 5 4 +8 +1
  • 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
5B
c./f.5B
WW7 Dandy c.5B sprite.png
WW7 Dandy f.5B sprite.png
Damage Guard Dizzy Cancel
34 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
11 7 18 0 -10
  • 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
5C
c./f.5C
WW7 Dandy c.5C sprite.png
WW7 Dandy f.5C sprite.png
Damage Guard Dizzy Cancel
17 Low 15 n
Startup Active Recovery Adv. Hit Adv. Guard
7 4 8 +5 +1
  • 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
5D
c./f.5D
WW7 Dandy c.5D sprite.png
WW7 Dandy f.5D sprite.png
Damage Guard Dizzy Cancel
42 Mid 25 n
Startup Active Recovery Adv. Hit Adv. Guard
11 8 21 -4 -14
  • 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

2A
2A
WW7 Dandy 2A sprite.png
Damage Guard Dizzy Cancel
13 Low 10 n
Startup Active Recovery Adv. Hit Adv. Guard
6 4 8 +5 +1
  • Fast poke with decent range
  • Can be used to hide the crouching done while inputting 214214C/D
2B
2B
WW7 Dandy 2B sprite.png
Damage Guard Dizzy Cancel
32 Low 0 n
Startup Active Recovery Adv. Hit Adv. Guard
10 5 18 KND -8
  • Decent poke to use for a knockdown
2C
2C
WW7 Dandy 2C sprite.png
Damage Guard Dizzy Cancel
15 Low 10 n
Startup Active Recovery Adv. Hit Adv. Guard
12 5 8 +4 0
  • Fast poke with decent range
  • Can be used to hide the crouching done while inputting 214214C/D
2D
2D
WW7 Dandy 2D x1 sprite.png
WW7 Dandy 2D x2 sprite.png
Damage Guard Dizzy Cancel
19+19 Mid,Low 15 n
Startup Active Recovery Adv. Hit Adv. Guard
7 6 (9) 8 26 -9 -19
  • With the use of crouch cancelled c.5A, this can be used as a combo ender

Air Normals

J.A
J.A
WW7 Dandy j.A sprite.png
Damage Guard Dizzy Cancel
14 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
6 4 GND - -
  • One of your two attacks for stand cancels during dash
  • Decent air to air button, allowing to strike opponent in front of him
J.B
J.B
WW7 Dandy j.B sprite.png
Damage Guard Dizzy Cancel
34 high 15 n
Startup Active Recovery Adv. Hit Adv. Guard
15 8 GND - -
  • Air to air attack
  • Slow to start up however can strike opponents above him
J.C
J.C
WW7 Dandy j.C sprite.png
Damage Guard Dizzy Cancel
17 high 5 n
Startup Active Recovery Adv. Hit Adv. Guard
7 17 GND - -
  • The other attack used for stand cancels
  • Good jump in attack to use alongside 214214C/D and force the opponent to block it.
J.D
J.D
WW7 Dandy j.D sprite.png
Damage Guard Dizzy Cancel
42 high 15 n
Startup Active Recovery Adv. Hit Adv. Guard
8 17 GND - -
  • Decent jump in attack
  • Can combo into c.5A on hit
  • Can grant a slight amount of advantage on block

Command Normals

WallJump
Dash
66
WW7 Dandy Dash Sprite.png
Damage Guard Dizzy Cancel
- - - -
Startup Active Recovery Adv. Hit Adv. Guard
- - - - -
  • Can follow with (cancel) or (stand cancel).
  • Dandy J is the only character who has a forward dash instead of a run, and can extend its range to half-screen distance by holding [6].
  • The distance of the dash is not set and can be shortened at any time during the leap by releasing 6, or pressing 2/4 before the ending roll.
  • Dandy J "stand canceling" his forward dash is actually him doing an aerial attack that never hits, so it follows the same rules as any aerial attack. In which case instead of his roll animation that cannot be interrupted or canceled, Dandy J goes into landing frames which can be canceled and leaves him standing——an immensely faster recovery time.

Universal Mechanics

Throw
Ground Throw
4/6B
WW7 Dandy Throw sprite.png
Banbutsu Gousokkyuu Nage
Damage Guard Dizzy Cancel
49 Thw 20 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable.
  • Can be throw softened within 25F
Air Throw
Air Throw
J.4/6B
WW7 Dandy Air Throw sprite.png
Kuuchuu Banbutsu Gousokkyuu Nage
Damage Guard Dizzy Cancel
49 Thw 0 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable.
  • Can be throw softened within 28F.
Command Grab
Command Grab
63214D
WW7 Dandy Throw sprite.png
Damage Guard Dizzy Cancel
63 Thw 20 -
Startup Active Recovery Adv. Hit Adv. Guard
1 1 - WSL -
  • Unblockable
Universal Overhead
Middle Attack
A/B+C/D
WW7 Dandy Overhead sprite.png
Buster Heel
Damage Guard Dizzy Cancel
34 High 20 -
Startup Active Recovery Adv. Hit Adv. Guard
24 4 23 -2 -12
  • A overhead that can be reacted
  • Air Unblockable
  • Cannot be used while Kyoui Jintai Hakka Ken (214214X) is active
Pursuit
Pursuit
When a opponent is down 8+any move
WW7 Dandy Pursuit sprite.png
Overdrive Elbow
Damage Guard Dizzy Cancel
42 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
48 4 21 KND -33
  • 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.
  • Dandy's pursuit has a strange property that allows for 214214C/D to hit the opponent if a pursuit attack lands first
Rissing attack
Rissing attack
When down, [8]
WW7 Dandy RissingAttack sprite.png
Revenge Kick
Damage Guard Dizzy Cancel
34 High 20 -
Startup Active Recovery Adv. Hit Adv. Guard
13 11 25 KND -21
  • Universal reversal mechanic
  • Good to use when being down but can be punished if the opponent blocks it
Super mode
Super Mode
Any 3 buttons
WW7 Dandy SuperMode sprite.png
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
  • Air Unblockable
  • 1~38F: invincible.

Special Moves

236X
Hissatsu Rope (Air OK)
236A/B
WW7 Dandy 236 A B sprite.png
WW7 Dandy j.236 A B sprite.png
WW7 Dandy 236A B 5P Energy sprite.png
WW7 Dandy 236 4P Energy sprite.png
WW7 Dandy 236A B 360P sprite.png
WW7 Dandy 236A B 360P Air sprite.png
236A/B Damage Guard Dizzy Cancel
6+7+7+6 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
26 16 39 -30 -34
  • Air Unblockable.
  • Can follow with A/B, 4A/B, or 360A/B, but only the Punch versions.
  • 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.
  • Inputs can be done any time during Dandy J's extended rope: 26~42F. Later input just extend the range of the attack.
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.

  • VACUUMs opponent on hit or guard.
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
ES Hissatsu Rope (Air OK)
236A/B
WW7 Dandy 236AB sprite.png
WW7 Dandy 236AB Air sprite.png
WW7 Dandy 236AB Energy sprite.png
Damage Guard Dizzy Cancel
54~78 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
12‼5 - 49 KND -31
  • Projectile (Tier 9).
  • Lasts 18F.
Es 360A/B
ES Hissatsu Rope: Taifuu Mouda
360A/B
WW7 Dandy 236A B 360P sprite.png
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
Shagami Hissatsu Rope
236C/D
WW7 Dandy 236 C D sprite.png
WW7 Dandy 236A B 5P Energy sprite.png
WW7 Dandy 236 4P Energy sprite.png
WW7 Dandy 236A B 360P sprite.png
236A/B Damage Guard Dizzy Cancel
6+7+7+6 Low 0 -
Startup Active Recovery Adv. Hit Adv. Guard
26 15 44 -35 -39
  • 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.
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.

  • VACUUMs opponent on hit or guard.
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
ES Shagami Hissatsu Rope
236C/D
WW7 Dandy 236CD sprite.png
WW7 Dandy 236AB Energy sprite.png
Damage Guard Dizzy Cancel
54~78 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
12‼5 - 49 KND -31
  • Projectile (Tier 9).
  • Lasts 18F.
Es 360C/D
ES Shagami Hissatsu Rope: Taifuu Mouda
360C/D
WW7 Dandy 236A B 360P sprite.png
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
Kyoui Jintai Hakka Ken
623A/B/AB
WW7 Dandy 623A B sprite.png
WW7 Dandy 22AB sprite.png
623A Damage Guard Dizzy Cancel
56 Low 30 -
Startup Active Recovery Adv. Hit Adv. Guard
14 18 10 KND -15
  • Air Unblockable
623B Damage Guard Dizzy Cancel
63 Low 30 -
Startup Active Recovery Adv. Hit Adv. Guard
14 18 10 KND -15
  • Air unblockable
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
  • Air Unblockable
623X
Kyoui Jintai Hakka Ken
214214X
WW7 Dandy 214214A B sprite.png
WW7 Dandy 214214C D sprite.png
214214 A/B Damage Guard Dizzy Cancel
14 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
88 - - KND -
  • 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.
214214 C/D Damage Guard Dizzy Cancel
41 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
93 - - KND -
  • 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

DokiDoki
Daiyouryou Seiden Ken
64646AB
WW7 Dandy 64646AB sprite.png
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
  • Air Unblockable
DokiDoki
Kyoutendouchi Ginga Gekitotsu Otoshi
2363214AB
WW7 Dandy 236 A B sprite.png
WW7 Dandy 2363214AB sprite.png
Damage Guard Dizzy Cancel
87 Mid 0 -
Startup Active Recovery Adv. Hit Adv. Guard
12‼1 8 26 KND -24
  • Throw on Hit
  • Air Unblockable

HaraHara

HaraHara
Tsuishoumetsu Ryuushikasoku Ken
22+AB/CD
WW7 Dandy 22AB sprite.png
You will never hit someone with this
WW7 Dandy 22AB Energy sprite.png
22AB/CD Damage Guard Dizzy Cancel
155 - 20 -
Startup Active Recovery Adv. Hit Adv. Guard
127 1 88 WSL -
  • Unblockable
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 -
  • 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

Color 1
Color 2
Color 3
Color 4
Color 5


Notable Players

Name Color Location Contact Status Notes Example Play
Naldinho Ostman Ostman Brasil Twitter active The Dandy J player, has seen a lot of success in tournaments. Link
HappyHizack HappyHizack Japan None. active Also plays Arina. You can find him on the FC2 lobby. Link

WW7 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Fernandez
Rai
Slash
Tesse
PolitankZ
Mauru
DandyJ
Arina
Bonus Kun